Why are there so many crappy oelvn

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#51 by truetakuma
2019-05-11 at 19:05
< report >#43 I could point to umineko, muv-luv, fata moru or others; it doesn't matter. Why oelvns don't strive for quality stories (30 -50 length) with good artists and a solid voice acting? why so many crappy 3D 'nukiges'?
#52 by Mutsuki
2019-05-11 at 19:38
< report >#51 budget and time constraints leading to catch-22 situation. You could make long visual novels if there was a market for it but you need money/time to make long visual novels which you need to have a definite market for before you start.
#53 by sanahtlig
2019-05-12 at 02:04
< report >I think the Western audience would rather have a porny Mass Effect clone than a 50hr visual novel with Japanese-level production values. Why try to best the Japanese at their specialty when you can make something completely different with potentially greater appeal?Last modified on 2019-05-12 at 02:10
#54 by kiru
2019-05-12 at 07:47
< report >@51: The thing is, not even Japan is striving for that anymore. Those times are over. If you look at the releases in the recent year(s), you'll see very few are actually still caring about telling a story. In exchange, the ero gets more and more and more.

Your view is probably skewed, simply because localized games lagged so far behind at the point the VN wave started here. So they took all of the "good" stuff and tried to release it, while the many many many many not really good works stay in Japan. Not to say there aren't any good works left, but the big wave ended and at this point we entered the "cheap sells" territory. Just look at Frontwing and what they did in the recent years. Even in Japan, the low price single/duo heroine moege are coming with a huge wave to the point April had 6(!!!) releases like that. Add to that two more episodic releases that aren't moege and the majority of releases is actually just like what you find from OELVN. Short. You still have voice acting, but it still feels very budget. (Campus for example reuses backgrounds a lot, never ever has sprites for anything but the heroine and so on) edit: This excludes nukige btw. If you include them, it's going to be sad.

VNs got themselves a little cornered in the recent decade. Upping ero was easy. But now there aren't many people left who care about other things. This is how Campus even manages to survive, given that the entire main-story is free. Want ero? Pay. And people pay, even though the after-stories are really only good for the ero, and nothing else.Last modified on 2019-05-12 at 07:50
#55 by melodyudagawa
2019-05-12 at 13:37
< report >Idk I just hate them. They are over saturated. As much I hate Epic Games, I agree that Steam opens to sell that crap
#56 by melodyudagawa
2019-05-12 at 13:39
< report >#4 As non binary I admit that Japan really does "Dance" to our whistle. In fact, I see that Japan is a little way behind than the west. Just don't listen to the tumblerinas
#57 by truetakuma
2019-05-27 at 10:45
< report >@52 not everything can be blamed to time constraints/budget if:

1) they are cheap to make

2) some are very successful. see the patreon page of one the most successful pre-rendered shit, for example.

At some point you have to realize they are not even trying.

@52 the problem is the appeal/popularity of crappy oelvns. If they were like the current cycle of nukiges(Imouto/Moege/Fetish) to raise budget. Then you know, try to make a de facto Visual Novel I would shut my mouth. But not even one strive for a quality, mass budget, original type of western VN.
Not happening very soon or ever it seems.

@53: I mostly agree with your conclusions specially with the new mobile trend. Look, I'm not saying Japan does not have cheap memes or even crappy nukiges but at least, in the middle of all the poor quality copy-paste sprites, moeges, nukiges etc you actually have a good VN release here or a new fandisk/extra content there.Last modified on 2019-05-27 at 10:49
#58 by Mutsuki
2019-05-27 at 18:31
< report >#57, it's too risky. You can't slowly make money using small budget games and gamble that your long game with expensive artists and voice actors is going to make back its money, let alone make a profit. The time and money is better spent on smaller, lower risk projects.

Japan is a much bigger, more definite market, and thus the industry is much more advanced and the risk is able to be much better managed. Don't forget there are countless visual novel developing brands that have gone defunct after a single, "big" as you call it, visual novel.Last modified on 2019-05-27 at 18:33


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