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As scenario designer and the initial writer of Fading Hearts I was reflecting on the sheer amount of undergrad math-type of problems there was. Is it possible for a certain event to happen before another event? What character knows what when the event occurs? Does a normal game writer have to deal with all these math proofs about the story structure?

Fading Hearts requires more active thinking than most of the visual novels I have seen and studied. It's more like a game because there are certain "rules" that the players could take advantage of or be held back by. Trying to make the game more accessible involved a lot of stats and probability. What would be the most common actions towards endings that each game player would take on their first tries? How could we reward players who figured out more about the story? Give them a better item? Get the NPCs to say how cool they were?

One of the hardest parts about designing Fading Hearts was designing the conflicts and the system of the A.I.'s. The way that the small collection of A.I.s is supposed to work to make an interactive story is to cause a conflict or problem while acting like characters that players can relate to. How can I set this up? Could I design few well intentioned characters and potentially a few bad ones to create some interesting conflict? How could I program their behaviour? What could the player do to change the outcomes?

The implementation of the "A.I.s" was implicit in the event logic, flag variables and the dialogue itself. Next time I'll probably make it more well defined.

Then I came across some economics problems which was just what I was looking for. One of them is called the Tragedy of the Commons. It talks about how a shared resource like a field for cows owned by several farmers can lead to ruin if every farmer acts in their own best interest by having too many cows. The A.I.s would be the farmers and the conflict would be the impending doom of the farms. How would you stop it? This problem by itself is a bit too simple for a full interactive story game but it would be good enough for part of a game. 

That is what these games are. Dealing with a bunch of interpersonal relationships with individuals and groups to get an ending. Learn how each character acts and thinks from observing them and understanding which events leads to what. To master an interactive story game is to understand what forces are at work and how they can interact with each other.

 

At the time of writing this article, E3 2010 is underway. Pretty impressed by the Nintendo 3DS and it's features. I certainly would want a 3D camera. This started to get me thinking about the future of Sakura River.

It has been several years since Sakura River started. The one thing that we can offer that no one else has is an interactive story that the player has a large influence over. We offer more control over the story. No big budget title yet that I have heard of has offered this. I have played Mass Effect 1 and 2 and they haven't done it at that level. I have seen how Heavy Rain plays out and in one of the interviews, the writer said that there are "no secrets." I am wondering if anyone else is going to release a game with more player control over story.

So what's next with Sakura River Interactive?  There is one project in the works. We are also looking to pitch game concepts to publishers. We are still going to make more games with interactive stories that the player has a large influence over. We're also looking to some opportunities in Japan.We'll be at the next Fan Expo in Toronto selling our games. That's it for now.

The future is an interesting thing to think about. Unexpected trials, seemingly miraculous events happen occasionally. It's something to look forward to with wonder.

 

It is close to the release date and we've been getting some feedback from testers. It was interesting to see how they approached it based on their previous gaming experiences.

We will be looking forward to hearing how everyone experiences our first game. Whether they are a gamer or non-gamer, Fading Hearts will be a new experience for them.

 

During the development of Fading Hearts it soon became apparent that there was a distinct lack of things to do between events other than sleeping. Also the wider market seems to desire something that resembles a "game." So then it was decided that we would develop things for people to do. The engine is Ren'py so adding more features to Fading Hearts wouldn't be as much work.

This plan began and indeed it was very easy to add more systems. Two features on average were added per day for 3 days. Then we quickly stopped adding features because it could break the balance of the game. We got carried away because it was so easy to do this. Luckily the game balance was not affected too much despite how complex the system of features were. Now there are 20+ rpy files in the game directory.

As a result of adding these systems that were mostly centered on character growth, Fading Hearts started to have a slightly addicting quality to it. It also became more of a stat-based game that intertwined with the story.

The storyline itself requires programming for special situations that could happen. You really need to read the text to figure out what kind of danger you have gotten yourself into.

That was our plan to keep the Fading Hearts experience fresh.

That's all for now. See you next time!

 

It's update time again. This time we're going to talk about what to call Fading Hearts. It's definately going to be a challenge since the common ones aren't good for expanding a market.

We'll take a look at the terms following the break. Hopefully it would help give a feeling of the game plays.

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