<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-7711789431445528134</id><updated>2011-11-21T09:42:16.449-08:00</updated><category term='edelweiss'/><category term='Project O'/><category term='ren&apos;ai games'/><category term='writing'/><category term='original game'/><category term='Project G'/><category term='MGstudios'/><category term='intro'/><title type='text'>Magical Girl Studios</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>33</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-8526832351837518537</id><published>2011-01-24T15:05:00.000-08:00</published><updated>2011-01-24T15:13:50.028-08:00</updated><title type='text'>Moving On</title><content type='html'>So saying goodbye to a project can be bittersweet.  I am proud to announce that the script for Project "O" has been completed and sent off to my editor.  With that, I have to say goodbye to the cast and world of Project "O" and change gears - move on to something else.&lt;br /&gt;&lt;br /&gt;A part of me is really pleased to be done with Project "O" for the meantime.  (I mean, the actual nuts and bolts of the game have yet to be completed, but the novel itself is written in its entirety which, in my opinion, is the most painstaking part).  I've completed something substantial, that's always a good feeling.  Another part of me is sad to see it go.&lt;br /&gt;&lt;br /&gt;After all, this project has been a part of my life for nearly a year now.  I've been writing these characters for months.  To move on from them to something else is going to feel strange.  Almost as if I'm saying goodbye to really goods friends - the kind of friends you see every day. &lt;br /&gt;&lt;br /&gt;But change and new beginnings are always exciting.  The fact that I'm finally writing something else gives me a lot of joy.  And I'm sure that I'll become just as attached to my new project as I was to my old one (heck, I've only outlined the next one and I'm already getting attached to these characters). Beginnings are always exciting to me - whether it be in my social life, my professional life, my creative life, or even in my hobbies. &lt;br /&gt;&lt;br /&gt;So I'm starting my new Project - Project "S" - with great enthusiasm. &lt;br /&gt;&lt;br /&gt;And for the record, yes, this is a still a hobby and there is NO projected date as to when any of these babies will see the light of day.&lt;br /&gt;&lt;br /&gt;Here's to new beginnings. :)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-8526832351837518537?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/8526832351837518537/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2011/01/moving-on.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/8526832351837518537'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/8526832351837518537'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2011/01/moving-on.html' title='Moving On'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-6812231468487206971</id><published>2010-11-29T06:32:00.000-08:00</published><updated>2010-11-29T06:38:19.539-08:00</updated><title type='text'>The Post About the Boring Part</title><content type='html'>What, exactly, is the "fun" part about making a game? &lt;br /&gt;&lt;br /&gt;Is it the writing, the art, the combining of the elements to make a finished product?  The voice acting, the releasing?  The promotion?&lt;br /&gt;&lt;br /&gt;I think you'll get varied answers depending on who you ask.&lt;br /&gt;&lt;br /&gt;I haven't gotten very far in the game-making process, mind you.  The farthest I've gotten is the writing element, which can be awesome fun, but also really hard work.  Not to mention, and I'll just come out and say this, there are some parts that can be downright boring.&lt;br /&gt;&lt;br /&gt;Like right now, I'm probably on the most boring part of my latest work.  Right now I'm going back and tying up all the ends I left REALLY loose.  Most of them will have to be cleaned up during the editing process.  But going back and catching all those little narrative screw-ups is tedious at best.&lt;br /&gt;&lt;br /&gt;I'm not a detail-oriented person, so going back and fixing up details is pretty boring to me.  What's the boring part of making a game to you guys?  The exciting part?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-6812231468487206971?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/6812231468487206971/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/11/post-about-boring-part.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/6812231468487206971'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/6812231468487206971'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/11/post-about-boring-part.html' title='The Post About the Boring Part'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-2989476415490043750</id><published>2010-10-21T07:26:00.001-07:00</published><updated>2010-10-21T07:42:37.624-07:00</updated><title type='text'>The Post About Saying Something Cheesy</title><content type='html'>Y'know, sometimes I think writers are so afraid of writing something cheesy, they avoid any deep emotional conflict whatsoever.  &lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Having a character confess that they love another character is a pretty dramatic event.  Often I'll hear writers say they're "uncomfortable" with writing something that emotionally naked, saying "it'll come off as cheesy".  So instead of writing a story that should end with a love confession, they write a story that ends with the two characters waiting in line at Starbucks.  &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;"See, it's more realistic!" they'll say.  I disagree.  I've been around the emotional block, and love, hate, compassion and pity - all those "cheesy" feelings that writers often skirt around - are so present in everyday life.  Every day, someone gets their heart broken, or someone falls in love.  Why should those events, quite realistic themselves, be "less believable" than people waiting in line at Starbucks?&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;I feel the difference is the emotional commitment the writer is asking their audience to make to the story/game.  Video games have never been marketed for their "extreme emotional commitment" until relatively recently with certain games (FFX made me cry like a baby, just saying.)  Some game makers might say that inserting a deep, heart-wrenching story in a game is a mistake.  After all, a player buys a game to play a game, not sob in front of their TV, right?  It's an activity meant strictly for entertainment.   &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;I disagree.  All the best games I can think of at this moment (Shadow of the Colossus, FFX, Prince of Persia 2008) have all asked for some emotional commitment out of the player by presenting very real and very tragic relationships.  I can talk about those games for YEARS, play them over and over again, picking apart their great story-telling every single time.  You'll never hear me talk that way about Tetris or Pac-Man.  &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;If you want your game to be memorable, make it memorable.  If you want your game to be as memorable as waiting in line at Starbucks, then have them wait in line at Starbucks.  But be honest with me.  Which of the following stories interests you more?&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;A.) "So I really wanted a latte, so I waited in line at Starbucks, then I got my latte."&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;B.) "So I really wanted a latte, so I waited in line at Starbucks, but when I got to the counter to place my order, my ex-girlfriend, Lily, walked in the door, texting fervidly on her cell phone and quietly crying to herself." &lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Seriously.  Which do you want to keep reading? The one where nothing happens, or the one where the characters might actually talk about something important?  &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;So when approaching game-making, I encourage developers to tell the story they want to tell, and not be afraid of "saying something cheesy".  I'd much rather play a game with broken hearts and emotional triumphs than eighty levels of Tetris.  &lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-2989476415490043750?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/2989476415490043750/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/10/post-about-saying-something-cheesy.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/2989476415490043750'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/2989476415490043750'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/10/post-about-saying-something-cheesy.html' title='The Post About Saying Something Cheesy'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-6102620867723117309</id><published>2010-09-27T07:01:00.000-07:00</published><updated>2010-09-27T07:07:53.483-07:00</updated><title type='text'>Love the Art in Yourself</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_CVyvsrAMhg0/TKCj-E29HuI/AAAAAAAAAB4/-Sto3SKvgpA/s1600/Love+the+art+in+yourself+.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 400px; height: 198px;" src="http://4.bp.blogspot.com/_CVyvsrAMhg0/TKCj-E29HuI/AAAAAAAAAB4/-Sto3SKvgpA/s400/Love+the+art+in+yourself+.jpg" alt="" id="BLOGGER_PHOTO_ID_5521593430007684834" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;So recently I've been in a bit of a rut when it came to my art.  All sorts of art I mean.  My acting, my writing, but most poignantly, my drawing and painting.  I would just stared at my drawings and think "this isn't where my skills are supposed to be!  I'm supposed to be better than this!"&lt;br /&gt;&lt;br /&gt;That, I think, is the most destructive thing an artist can think.  Saying "I'm supposed to be better" may spur you on to study more, but it'll also frustrate you and make you constantly disappointed in yourself.  How can you love to draw if you're always reminding yourself how much you suck at it? &lt;br /&gt;&lt;br /&gt;I talked to an artist friend of mine who voiced these same concerns to me.  His art is &lt;span style="font-style: italic;"&gt;awesome,&lt;/span&gt; in my opinion, but he was still coming down on his stuff.  I watched him sketch a bit and, when I went home, I did the same.  I just free-handed a bunch of headshots (my favorite thing to do) and let myself enjoy the moment of drawing. &lt;br /&gt;&lt;br /&gt;And what do you know, I actually liked the result.&lt;br /&gt;&lt;br /&gt;I need to leave myself alone.  Stop self-editing.  I love the art I do, and while I'm always striving to improve, I need to be happy with where I am now as well.  Whatever level I'm at, however much I still need to study, I need to remember why I started doing artistic stuff - because I love it.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-6102620867723117309?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/6102620867723117309/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/09/love-art-in-yourself.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/6102620867723117309'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/6102620867723117309'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/09/love-art-in-yourself.html' title='Love the Art in Yourself'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_CVyvsrAMhg0/TKCj-E29HuI/AAAAAAAAAB4/-Sto3SKvgpA/s72-c/Love+the+art+in+yourself+.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-7760584221167077613</id><published>2010-09-09T06:52:00.001-07:00</published><updated>2010-09-09T06:52:35.787-07:00</updated><title type='text'>The Post About Bad Writing And Why It Sucks</title><content type='html'>A bit of a rant here.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;span style="font-size: medium;"&gt;It seems like when it comes to media-productions nobody cares if the writing is any good. &lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: small;"&gt;I've  recently played video games and watched movies with INTENSELY  amateurish writing.  So much to the point where there is no  conflict-resolution, just a jumble of ideas that never reaches any sort  of fruition.  I see writers spending eighty-bajillion years explaining  their intense exposition, boring their readers/viewers to tears, only to  throw it all out in lieu of some scene that really doesn't have a  place.&lt;br /&gt;&lt;br /&gt;Why is it that writing seems like the first thing to go  when it comes to large media projects?  I've seen people who say things  like "I don't need a writer, I've written stuff before."  Yes, I'm  pretty sure that you learned how to write as a child, unless you grew up  in an intensely difficult situation or were born without hands. You've  written grocery lists, and book reports, and maybe some e-mails that you  thought were just the cleverest things in the world, but until you know  how to write a &lt;em&gt;story&lt;/em&gt;, you have not written "stuff" before. &lt;br /&gt;&lt;/span&gt;&lt;br /&gt;Good  writing is the kind you don't notice.  You're too busy enjoying the  rest of the film/game/show to stop and say "wow, this has a  comprehensible plot and well-written characters" and &lt;em&gt;that's the way it should be&lt;/em&gt;.   Often, you don't notice bad writing either.  You're just saying "wow,  this doesn't make any sense, and wait, why is that happening, and what  about these characters, where did they go?"  It's only when you have to  really sit down and think about what made the project good or bad is  when you come up with "The writing rocked/sucked".&lt;br /&gt;&lt;br /&gt;PLEASE.  Creators of the world. &lt;br /&gt;&lt;span style="font-size: medium;"&gt;&lt;br /&gt;WRITING IS A SKILL JUST LIKE PAINTING/ACTING/COSTUMING/DANCING/SINGIN&lt;wbr&gt;G/WHATEVER.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;If you suck, either admit it and get a real writer, or learn how to write.  Don't just say "oh, I've written stuff before".&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: large;"&gt; It's an insult to writers and an insult to your audience.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-7760584221167077613?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/7760584221167077613/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/09/post-about-bad-writing-and-why-it-sucks.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/7760584221167077613'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/7760584221167077613'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/09/post-about-bad-writing-and-why-it-sucks.html' title='The Post About Bad Writing And Why It Sucks'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-3744445282432151689</id><published>2010-09-06T07:11:00.000-07:00</published><updated>2010-09-06T07:19:22.543-07:00</updated><title type='text'>The Post About Part-Timing</title><content type='html'>So I'm officially back in school.  For those who didn't know, I'm actually a full-time college student, part time indie developer. &lt;br /&gt;&lt;br /&gt;I'm actually taking a class this semester on indie game design and development, which is going to be AMAZING.  I'm so excited and I was really lucky to get into the class (there were only eight slots available.)  I can't wait to start building projects - it's going to be an intensely fun learning experience.&lt;br /&gt;&lt;br /&gt;Another class is on romantic literature (that is, literature about romance, not literature from the Romantic period).  That should also really inspire my own writing, especially in my Ren'Ai games. &lt;br /&gt;&lt;br /&gt;And then all my theater classes.  Big surprise here - I'm not only a full-time college student/part time indie developer, I'm also an aspiring actress!  I know, I'm a little eclectic. &lt;br /&gt;&lt;br /&gt;Creating games on a part-time schedule is tough.  With all of my classes, rehearsal, and club commitments, I barely have any time for game developing.  That's why I've given myself all the time I need to get my projects out.  I haven't &lt;span style="font-style: italic;"&gt;really&lt;/span&gt; announced any of my games, my studio is currently nothing but a blog, my &lt;a href="http://jay-dhee.deviantart.com/"&gt;deviantart&lt;/a&gt; has a few pieces from my game artwork, but those are so conceptual I really can't consider them "official artwork". &lt;br /&gt;&lt;br /&gt;The truth is, I can't really announce my projects until I have enough content to give at least semi-frequent updates.  I don't want to disappoint fans or lose momentum.  The worst thing a developer can do is announce a game and then let the hype die.  So for now, I'll just develop quietly and at my own part-time pace.  After all, college papers don't write themselves. (Sadly enough.)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-3744445282432151689?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/3744445282432151689/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/09/post-about-part-timing.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/3744445282432151689'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/3744445282432151689'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/09/post-about-part-timing.html' title='The Post About Part-Timing'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-7656859637747971864</id><published>2010-08-22T13:00:00.000-07:00</published><updated>2010-08-22T13:23:36.733-07:00</updated><title type='text'>The Post About Stitled, Nasty-Ass Dialogue</title><content type='html'>Okay folks, a bit of a rant here.&lt;br /&gt;&lt;br /&gt;There's nothing that bothers me more than bad dialogue.  You know what I'm talking about. The type of dialogue that reads like this:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sam: But Jill, I know that you and your father have been wanting to move away from here for a while, but there's no way you have the money to leave now!&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Jill: I don't have a choice, Sam.  It's either leave now or have Grandpa come back and stab us in the back again!  We may be poor, but we're not going to let ourselves be taken advantage of so easily!&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Okay.&lt;br /&gt;&lt;br /&gt;Have you EVER heard human beings speak like this?  Technically, the sentences are fine!  Grammatically correct and everything.  But DEAR GOD how they sound like robots.&lt;br /&gt;&lt;br /&gt;Real humans converse with much fewer words, especially in English.  Not only that, but both Sam and Jill speak exactly the same way.  There's no difference in their language, in the words they choose, in the length and density of their sentences.&lt;br /&gt;&lt;br /&gt;A rewritten, better version of this exchange:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sam: Look Jill, I know you want to get out of here, but you really don't have the money right now.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Jill: I don't care.  Sam, I can't stick around waiting for Grandpa to stab us in the back again.  Just because we don't have any money doesn't mean we're gonna let anybody take advantage of us. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;See?  Don't they sound MUCH more like humans?  But I bet we could make this better.  Let's make Sam a high-end kinda guy - maybe a fancy attorney, and Jill his trailer-park-resident high-school sweetheart.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sam: Jill, listen.  I know you want to get out of here, but you just don't have the money to move. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Jill: I don't care!  What am I supposed to do, stick around waiting for Grandpa to come and stab us in the back again? Me and Dad are getting out of here whether we got any money or not, Sam.&lt;/span&gt;  &lt;span style="font-weight: bold;"&gt;We're poor, not suckers.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;Hey! This is fun!  Let's try it another way.  Sam is Jill's nervous subordinate at a shipping warehouse and Jill is his immediate supervisor.  Let's say their relationship is an amicable one, but Sam is still a little nervous about speaking up to Jill.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sam: Jill, I just...I don't know...  I get why you wanna get out, but - I don't know - do you really have the money to move right now? &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Jill: I don't really care.  We aren't letting my Grandpa take advantage of us anymore.  &lt;/span&gt;&lt;span style="font-weight: bold;"&gt;I'm tired of getting stabbed in the back, and so's Dad.  So that's it - we're outta here.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Or my favorite!  TEENAGERS. &lt;3  Teenagers speak with even FEWER formal parts of speech than adults and use a lot of slang/shortenings. HOWEVER, they don't sound like Jersey Shore obsessed fluff brains all the time. Observe:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sam: I dunno, like, it doesn't sound like you have enough money to move.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Jill: Don't care - Grandpa's been totally stabbing me and Dad in the back for years. So now we're  doing something about it.  We're poor, not stupid.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;So yeah. &lt;br /&gt;&lt;br /&gt;Basic lesson: dialogue is SUPER important and it ticks me off when people write it crappy.  I mean seriously - you talk everyday and hopefully, people talk back at you.  LISTEN.  Maybe even eavesdrop on a conversation and write it down.  See how real people talk. It'll be a big help.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-7656859637747971864?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/7656859637747971864/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/08/post-about-stitled-nasty-ass-dialogue.html#comment-form' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/7656859637747971864'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/7656859637747971864'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/08/post-about-stitled-nasty-ass-dialogue.html' title='The Post About Stitled, Nasty-Ass Dialogue'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-5530610047579764384</id><published>2010-08-17T20:15:00.000-07:00</published><updated>2010-08-17T20:40:41.093-07:00</updated><title type='text'>The Post About Why Size Does(n't) Matter</title><content type='html'>So today is apparently a day for Indie Game Developers to write articles about game length and how it often plays into how a game's received. "It's too &lt;span style="font-style: italic;"&gt;short&lt;/span&gt;" is a common complaint indie games often receive.  And while I'm not a true indie-developer just yet, I think I have something to say that I haven't seen in the other responses.&lt;br /&gt;&lt;br /&gt;From what I've seen from other posts (linked below), the general consensus is that size doesn't matter, and in fact, longer games are often WORSE because they are often full of padding.  People have cited JRPGs that run up to forty five hours as opposed to wonderful indie titles that only run two hours. "I appreciated the latter so much more!" is the general consensus, and so you should!&lt;br /&gt;&lt;br /&gt;If the 45 hour game honestly sucked.&lt;br /&gt;&lt;br /&gt;Here's how I break this argument down: Size doesn't matter.  What matters is how you feel once you're finished with the game.&lt;br /&gt;&lt;br /&gt;Now when I say "finished" I don't necessarily mean you've beaten the story and unlocked every super l33t X-Box live achievement and &lt;span style="font-style: italic;"&gt;&lt;span style="font-style: italic;"&gt;&lt;span style="font-style: italic;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;can tell me exactly how many mobs spawn in the Dungeons of Solitude Basement Level 3.  I mean, when you personally have finished your experience with the game.&lt;br /&gt;&lt;br /&gt;It's much easier to finish a 2 hour title than it is to finish a 45 hour one.  If you finished the 2 hour title and feel unfulfilled, you will most likely go to the first thought that crosses your mind "It was too short."  I mean, if your experience wasn't what you expected and the end credits are rolling, more often than not, you'll feel like it could've been what you wanted if it were only a bit longer.  You were hooked by the exposition, enjoyed the characters, but felt it just wasn't enough.  It ended too soon.&lt;br /&gt;&lt;br /&gt;As for the 45 hour game, more often than not, if you're not digging it, you'll quit by the 10 hour mark and claim "it wasn't interesting enough to keep me engaged, it must've been full of padding".  But, to be fair, you've played &lt;span style="font-style: italic;"&gt;more&lt;/span&gt; hours on the 45 hour game than you have on the 2 hour game.  How do you know if the 2 hour game wouldn't have left you with the same impression if it had been 10 hours long? &lt;br /&gt;&lt;br /&gt;What I'm trying to get at is this: as long as the game feels finished and fulfilling, the length is accurate. If it feels too short, the story hasn't been fully explored and there's a pacing problem. If it feels too long, there needed to be cuts - the story dragged and, once again, there's a pacing problem.  &lt;br /&gt;&lt;br /&gt;On the whole, I prefer more over less.  Not because I like my video games with repetitive, dull tasks or boring sub-plots, but because I love &lt;span style="font-style: italic;"&gt;more good story&lt;/span&gt;.  A short good story with awesome, fun game play is GREAT!  A long good story with awesome, fun game play is better just cause there's more.  I am an ardent believer in "two scoops are better than one" (as long as said scoops of imaginary ice cream don't have any calories. XD).&lt;br /&gt;&lt;br /&gt;I'm not a true indie developer just yet.  Read the peeps below for a real developer's insight.  These are just my two cents on the subject. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://positech.co.uk/cliffsblog/?p=810" target="_blank"&gt;http://positech.co.uk/cliffsblog/?p=810&lt;/a&gt;&lt;br /&gt;&lt;a href="http://24caretgames.com/2010/08/16/does-game-length-matter/%20http://2dboy.com/2010/08/12/too-short/%20http://blog.wolfire.com%20http://brokenrul.es/blog%20http://gamesfromwithin.com/size-matters%20http://macguffingames.com/2010/if-size-doesnt-matter-where-do-you-get-the-virtual-goods%20http://mile222.com/2010/08/a-haiku-about-game-length/%20http://nygamedev.blogspot.com/2010/08/coming-up-short.html%20http://positech.co.uk/cliffsblog/?p=810%20http://retroaffect.com%20http://the-witness.net/news%20http://www.copenhagengamecollective.org/2010/08/17/size-does-matter/%20http://www.firehosegames.com/2010/08/how-much-is-enough/%20http://www.hobbygamedev.com/%20http://spyparty.com/2010/08/16/size-doesnt-matter-day/"&gt;http://24caretgames.com/2010/08/16/does-game-length-matter/&lt;/a&gt;&lt;br /&gt;&lt;a href="http://2dboy.com/2010/08/12/too-short/" onclick="javascript:pageTracker._trackPageview('/outbound/article/2dboy.com');"&gt;http://2dboy.com/2010/08/12/too-short/&lt;/a&gt;&lt;br /&gt;&lt;a href="http://blog.wolfire.com/" onclick="javascript:pageTracker._trackPageview('/outbound/article/blog.wolfire.com');"&gt;http://blog.wolfire.com&lt;/a&gt;&lt;br /&gt;&lt;a href="http://brokenrul.es/blog" onclick="javascript:pageTracker._trackPageview('/outbound/article/brokenrul.es');"&gt;http://brokenrul.es/blog&lt;/a&gt;&lt;br /&gt;&lt;a href="http://gamesfromwithin.com/size-matters" onclick="javascript:pageTracker._trackPageview('/outbound/article/gamesfromwithin.com');"&gt;http://gamesfromwithin.com/size-matters&lt;/a&gt;&lt;br /&gt;&lt;a href="http://macguffingames.com/2010/if-size-doesnt-matter-where-do-you-get-the-virtual-goods" onclick="javascript:pageTracker._trackPageview('/outbound/article/macguffingames.com');"&gt;http://macguffingames.com/2010/if-size-doesnt-matter-where-do-you-get-the-virtual-goods&lt;/a&gt;&lt;br /&gt;&lt;a href="http://mile222.com/2010/08/a-haiku-about-game-length/" onclick="javascript:pageTracker._trackPageview('/outbound/article/mile222.com');"&gt;http://mile222.com/2010/08/a-haiku-about-game-length/&lt;/a&gt;&lt;br /&gt;&lt;a href="http://nygamedev.blogspot.com/2010/08/coming-up-short.html"&gt;http://nygamedev.blogspot.com/2010/08/coming-up-short.html&lt;/a&gt;&lt;br /&gt; &lt;a href="http://retroaffect.com/" onclick="javascript:pageTracker._trackPageview('/outbound/article/retroaffect.com');"&gt;http://retroaffect.com&lt;/a&gt;&lt;br /&gt;&lt;a href="http://the-witness.net/news" onclick="javascript:pageTracker._trackPageview('/outbound/article/the-witness.net');"&gt;http://the-witness.net/news&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.copenhagengamecollective.org/2010/08/17/size-does-matter/" onclick="javascript:pageTracker._trackPageview('/outbound/article/www.copenhagengamecollective.org');"&gt;http://www.copenhagengamecollective.org/2010/08/17/size-does-matter/&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.firehosegames.com/2010/08/how-much-is-enough/" onclick="javascript:pageTracker._trackPageview('/outbound/article/www.firehosegames.com');"&gt;http://www.firehosegames.com/2010/08/how-much-is-enough/&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.hobbygamedev.com/" onclick="javascript:pageTracker._trackPageview('/outbound/article/www.hobbygamedev.com');"&gt;http://www.hobbygamedev.com/&lt;/a&gt;&lt;br /&gt;&lt;a href="http://spyparty.com/2010/08/16/size-doesnt-matter-day/" onclick="javascript:pageTracker._trackPageview('/outbound/article/spyparty.com');"&gt;http://spyparty.com/2010/08/16/size-doesnt-matter-day/&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-5530610047579764384?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/5530610047579764384/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/08/post-about-why-size-doesnt-matter.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/5530610047579764384'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/5530610047579764384'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/08/post-about-why-size-doesnt-matter.html' title='The Post About Why Size Does(n&apos;t) Matter'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-5824961921520351000</id><published>2010-08-16T12:27:00.000-07:00</published><updated>2010-08-16T12:37:24.213-07:00</updated><title type='text'>The Post About Fun Extras That Became the Post About Goals</title><content type='html'>Poll results are in, and most people voted for the "creator commentary, concept art, new content" extra types.  A fandisc or extended "non-adult" content also ranked well.   I was really happy that no one voted against extras completely!  I know that I'M often tempted by extras for my favorite games.  Glad to see everyone else is on board with me.&lt;br /&gt;&lt;br /&gt;Creator Commentary is one of my favorite things in a game.  It's so cool to get that "behind the scenes" look, although I don't really like having to replay the whole game to see the commentary.  (Such as in a movie where the commentary is playing over the film).  If the game is nearly 10 hours long, replaying it all with creator commentary sorta seems tedious to me. &lt;br /&gt;&lt;br /&gt;I'd prefer interview style commentary with the creator, writer, artist, cast, etc.  Maybe THAT commentary could be accessed via an "extras" menu that would skip you right to the scene of the game they want to talk about. &lt;br /&gt;&lt;br /&gt;ALSO BLOOPERS.  Bloopers are my favorite. &lt;3  A must-have if you have VAing in your game.&lt;br /&gt;&lt;br /&gt;AND NOW FOR SOMETHING COMPLETELY DIFFERENT.&lt;br /&gt;&lt;br /&gt;I am proud to announce that the other day, I finished writing an ending of Project "O".  There are still many more endings to go, but finishing the beginning, middle, and end of my script just felt &lt;span style="font-style: italic;"&gt;incredible&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;The writing is far from over.  I'd say I still have a good month of work ahead of me.  Not to mention editing. But I'm on my way, and once I achieve my ultimate goal of a 100% finished script, I know I'm going to be on Cloud-9.&lt;br /&gt;&lt;br /&gt;Thanks for voting in the poll everybody!  I'll keep you guys updated on more progress. :)  Can't wait till I have enough to actually show people.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-5824961921520351000?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/5824961921520351000/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/08/post-about-fun-extras-that-became-post.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/5824961921520351000'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/5824961921520351000'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/08/post-about-fun-extras-that-became-post.html' title='The Post About Fun Extras That Became the Post About Goals'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-9147574817617248638</id><published>2010-08-02T16:31:00.000-07:00</published><updated>2010-08-03T11:19:26.808-07:00</updated><title type='text'>New Poll: The Post About Extras!</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://farm4.static.flickr.com/3024/2950327516_7c45882b66.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 475px; height: 267px;" src="http://farm4.static.flickr.com/3024/2950327516_7c45882b66.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://gaygamer.net/images/vadervsyoda.jpg"&gt;&lt;br /&gt;&lt;/a&gt;No, your eyes do not deceive you.  Those individuals are indeed Yoda and Darth Vader of &lt;span style="font-style: italic;"&gt;Star Wars&lt;/span&gt; making cameos in &lt;span style="font-style: italic;"&gt;Soul Calibur IV.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Now, you're probably wondering why on earth I'm opening this post with a laughably stupid screenshot from a fighting game.  Darth Vader and Yoda were included as extra characters to the game depending on which version you bought.  (Yoda for the 360, Vader for the PS3).  In that way, they were marketed as incentives to buy both versions.  (Stupid incentives, but what can you do?)  You want both the characters?  Get both the versions!  This tactic was used for Soul Calibur II as well, where popular characters from other franchises were added to the line-up based on which version you bought. (Link was on the Gamecube version!  Lucky devils!)&lt;br /&gt;&lt;br /&gt;So there's a new poll up asking about what extras you as players would pay for when it came to Bishojo Games/ Visual Novels.  I'll go through each option to break it down:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Adult Content&lt;/span&gt;: Pretty obvious.  Do you wantz the pr0nz?  In all seriousness, paying for adult content isn't completely out of the question.  I know some people who don't like adult content in their games and some who play strictly FOR the adult content.  In that case, having the option is a good one.  Not to mention that producing adult content requires more time and resources and thus one could arguably justify charging a couple of bucks for it.  (To those over 18 of course).&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Extended Non-Adult Content: &lt;/span&gt;What about paying for extra scenes?  An extended "+" version of the game?  How'd you like to pay a few extra dollars to see an extended version of a movie?  See the "other side of the story" perhaps?  Maybe a new protagonist?&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Fandiscs/Side Stories: &lt;/span&gt;This one isn't rare in Japan at all.  You've played the game, you've fallen in love with the characters - you just wish there was more out there starring them!  Often, Bishojo games will get spin-offs called "fandiscs".  They might have extra stories, more capturable characters, etc.  But they're stand-alones, that is, not tacked on to the original game.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Extended Bonus Content: &lt;/span&gt;Including things like an art gallery, interviews with the cast and crew, creator commentary, bloopers...  Would you pay for the "behind the scenes" look?&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;I wouldn't pay for extras&lt;/span&gt;: Do you just expect the extras to be included in the game?  Do you not really care about extra stuff at all?&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Extras are unfair and lame: &lt;/span&gt;Or do you think that extra pay-for-play content is lame?  Even if the original product is free?  Or does that make it worse? (Getting you hooked on a free product, then asking you to pay for more fun stuff concerning it (god I make this sound like a drug-ring O_o;;)).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;The reason I'm asking this is because I'm dedicated to making MG Studios a freeware studio (at least the first few titles) in order to spread the love for Bishojo/Otome gaming to as many people as I can.  However, hosting a website and games requires funds, and so, one has to think of creative ways to keep oneself afloat.&lt;br /&gt;&lt;br /&gt;So what do you guys think?  Which of these appeals? (You can pick more than one).  And if any of them do, how much would you be willing to pay for them?&lt;br /&gt;&lt;br /&gt;Thanks guys!  Poll is on the main page, on the right, and closes in ten days!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-9147574817617248638?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/9147574817617248638/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/08/new-poll-post-about-extras.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/9147574817617248638'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/9147574817617248638'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/08/new-poll-post-about-extras.html' title='New Poll: The Post About Extras!'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://farm4.static.flickr.com/3024/2950327516_7c45882b66_t.jpg' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-40059679336274949</id><published>2010-07-26T14:56:00.000-07:00</published><updated>2010-07-26T15:06:03.415-07:00</updated><title type='text'>The Post About San Diego Comic Con</title><content type='html'>Just got back from SDCC!  I had a BLAST, for the record.  Seriously, I figure Heaven has to be something like Comic Con.  &lt;br /&gt;&lt;br /&gt;I got to meet a lot of really cool creators behind tons of different stuff.  Most notably &lt;a href="http://www.manofaction.tv/"&gt;Man of Action&lt;/a&gt;, the group responsible for &lt;span style="font-style:italic;"&gt;Ben 10&lt;/span&gt; and &lt;span style="font-style:italic;"&gt;Generator Rex&lt;/span&gt;, two shows on the Cartoon Network.  Along with professional VN developer and actress, animation screen-writing is up there with my dream careers. Getting to meet those guys (and get stuff signed by them!) was awesome.  Joe Kelly is amazing, for the record.  Check out his comic &lt;a href="http://www.google.com/products/catalog?q=I+kill+giants&amp;oe=utf-8&amp;rls=org.mozilla:en-US:official&amp;client=firefox-a&amp;um=1&amp;ie=UTF-8&amp;cid=7329208686136171711&amp;ei=qwZOTMC4BorQsAOL5nw&amp;sa=X&amp;oi=product_catalog_result&amp;ct=result&amp;resnum=3&amp;ved=0CCMQ8wIwAg#"&gt;"I Kill Giants"&lt;/a&gt;. I just finished it and loved it to death.  &lt;br /&gt;&lt;br /&gt;I attended a panel on Sunday about "full-time creative projects on a part time schedule".  I figured it was important to me, considering my VN development is precisely that.  &lt;br /&gt;&lt;br /&gt;The panel was really helpful - I got a lot of good tips that I'll share right now!&lt;br /&gt;&lt;br /&gt;- Find like-minded people to help out&lt;br /&gt;- Know what your goal is right from the beginning and make sure the entire team is aware of and committed to that goal&lt;br /&gt;- Designate responsibilities and deadlines from the start so everyone pulls their own weight.&lt;br /&gt;- Be friendly and professional&lt;br /&gt;- Use people's talents to your advantage!  Specific skills can REALLY come in handy, even if, at a glance, they seem irrelevant.&lt;br /&gt;- Make contacts NOW.  &lt;br /&gt;- If you're a student (which I am) do something besides your school work.  Every early success story starts with "well, it was just this thing I was doing in college..."&lt;br /&gt;&lt;br /&gt;So yeah, I'm hoping to put this knowledge to good use.  I have a small team developing (read: my friends and my sister) around MaGi Studios - maybe it's time to think about how I can REALLY use their skills to help me out.&lt;br /&gt;&lt;br /&gt;Nerdy weekend was nerdy and awesome. &lt;3  If you can make it to Comic Con, do yourself a favor and GO.  It is too awesome for words.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-40059679336274949?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/40059679336274949/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/07/post-about-san-diego-comic-con.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/40059679336274949'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/40059679336274949'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/07/post-about-san-diego-comic-con.html' title='The Post About San Diego Comic Con'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-9210558879486010469</id><published>2010-07-21T11:14:00.000-07:00</published><updated>2010-07-21T12:07:28.192-07:00</updated><title type='text'>The Post About Character Building</title><content type='html'>The very nature of Ren'Ai games demands strong characters.  Considering the mechanics revolve entirely around attaching yourself to a character and pursuing them, it's important to make sure the people you create are engaging.  Some other games can get away with weak characterization through innovative gameplay or an interesting plot.  But it's my personal belief that the best stories are the ones about interesting people, not the ones about interesting events.  &lt;br /&gt;&lt;br /&gt;That's why I pretty much start every story by drafting characters.  Don't get me wrong, I have SOME idea of what the plot's going to be like - it would be pretty impossible to create characters otherwise. (Errr...well, in the story, she could be uhh...well I don't know, but she likes whales and beer and has purple hair! Whoo~!!)&lt;br /&gt;&lt;br /&gt;But I have literally created a cast of characters and then COMPLETELY changed the story to fit them.  Example:&lt;br /&gt;&lt;br /&gt;Awhile ago, I came up with an idea for a game and created an INCREDIBLY lovable cast.  I was seriously in love with every single one of the characters.  &lt;br /&gt;&lt;br /&gt;I then decided the idea for the story was, to put it bluntly, stupid.  Not to mention it literally wasn't going anywhere.  Like, I wrote a few pages of this and was stuck because I had no ideas for conflict that weren't trite as all get out.  So I scrapped it.  &lt;br /&gt;&lt;br /&gt;But what about my cast?  I didn't want them to die just because their creator had a crappy idea. So, I drafted a new idea (a much BETTER idea for the record), and molded those characters into that story.  There were tweeks, re-designs, changes made along the way, and there will probably be more to come, but I managed to save the cores of my charming little people. It was kinda fun to see them transition from one world to the other.   &lt;br /&gt;&lt;br /&gt;Right now I'm in the process of drafting characters for a new project and I'm having a lot of fun investigating these people.  &lt;br /&gt;&lt;br /&gt;What are your tricks for creating characters writers/developers out there?  I tend to interview them, look for character questionnares online or whatnot.  My FAVORITE way of building characters is sorta roleplay.  That is, someone other than me asks questions about my character and I answer as said character.  It's just kinda nerdy and fun, to be honest.  Not to mention super helpful for finding voice. &lt;3&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-9210558879486010469?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/9210558879486010469/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/07/post-about-character-building.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/9210558879486010469'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/9210558879486010469'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/07/post-about-character-building.html' title='The Post About Character Building'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-4911415802186399961</id><published>2010-07-08T11:20:00.001-07:00</published><updated>2010-07-08T11:47:37.070-07:00</updated><title type='text'>The Post About the Home Stretch</title><content type='html'>&lt;object width="640" height="385"&gt;&lt;param name="movie" value="http://www.youtube.com/v/dzsuE5ugxf4&amp;amp;hl=en_US&amp;amp;fs=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/dzsuE5ugxf4&amp;amp;hl=en_US&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Who else is watching The World Cup? I know I am.  This year was incredibly exciting for some reason.  I followed the US team adamantly and was heartbroken when they lost to Ghana in the Top 16.  After the US went out, my interest waned considerably, but I managed to keep up with all the scores.  I'll definitely watch the finals! &lt;br /&gt;&lt;br /&gt;Still, it's weird, but the World Cup is one of those tournaments that actually gets LESS exciting as it goes along, mostly due to the fact that the team you support has probably already lost.  If the US was still in it, I'd be cheering my head off every game, wearing red, white, and blue to work, stalking Fifa.com, the works.&lt;br /&gt;&lt;br /&gt;In writing games, you should hope for the exact opposite effect - the end should be the most exciting, nail-biting part!  It's important that you don't make the most exciting event in your game happen at the beginning.  Some people think starting off with a bang is the right way to go - I completely agree.  But no one wants to watch the fall-out of a bomb going off when the explosion was so much cooler.&lt;br /&gt;&lt;br /&gt;I'm currently in the Home Stretch of Project "O".  Major climaxes are coming, the endings are being written - this is where it counts.  The last thing I want my players to think is "God, this is dull - just end it already!".  There's nothing more disappointing than...&lt;br /&gt;&lt;br /&gt;"Epic warriors with dragons have to fight alien ghosts that have invaded the entire Northeastern United States!  Their only hope lies in one magical boy who can stop time and conjure up mythical beasts from a far off-dimension!  After much exposition and a fantastic inciting incident followed by hair-raising build-up, our heroes find themselves stuck in line at Starbucks."&lt;br /&gt;&lt;br /&gt;There's NOTHING more disappointing than a crappy climax.  Especially when it's prefaced by some fascinating exposition.  A crappy climax isn't a climax at all.  That's the point of the word: it's supposed to be climatic.  &lt;br /&gt;&lt;br /&gt;My personal strategy?  I make my climaxes super dramatic, heart-wrenching, action-packed - maybe overly so.  I can always go back and tone it down if I need to.  Sure, I may go back at roll my eyes at my cheesiness, but at least I won't get stuck in line at Starbucks. :/&lt;br /&gt;&lt;br /&gt;(Awesome Shakira video is official World Cup Music Video! ENJOY!)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-4911415802186399961?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/4911415802186399961/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/07/post-about-home-stretch.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/4911415802186399961'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/4911415802186399961'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/07/post-about-home-stretch.html' title='The Post About the Home Stretch'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-7420297690358878288</id><published>2010-06-29T20:05:00.000-07:00</published><updated>2010-06-29T22:17:08.670-07:00</updated><title type='text'>The Post About Wadjet Eye Studios</title><content type='html'>&lt;a href="http://www.wadjeteyegames.com/index.html"&gt;&lt;/a&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://hardydev.com/wp-content/uploads/2009/08/blackwell-legacy-1.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 603px; height: 452px;" src="http://hardydev.com/wp-content/uploads/2009/08/blackwell-legacy-1.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;So I just got finished e-mailing Dave Gilbert, head of Wadjet Eye Studios, an Indy Game Studio most famous for its "Blackwell" series of games. I've played all three recently and LOVE them to bits.&lt;br /&gt;&lt;br /&gt;The reason I e-mailed Dave was to ask him some advice about developing Indy titles, which is, obviously, what I plan on doing with my own projects.  While Dave runs a commercial studio, I'm still planning on making my projects freeware for now.  All the same, he's an experienced developer with plenty of titles under his belt and I seriously respect his experience and talent.  (What's that!?  The Kiss-Ass readings are spiking?!  My God, they're off the scale!  HIT THE DECK!)&lt;br /&gt;&lt;br /&gt;In all seriousness, I'm hoping Dave will have some interesting advice for me, some tips and tricks for really getting started doing something like this.  I've made good progress in my projects so far, but I'm still very much at the beginning of my studio and want all the advice I can get!&lt;br /&gt;&lt;br /&gt;BTW - you should all go play his games.  &lt;a href="http://www.wadjeteyegames.com/index.html"&gt;Link !&lt;/a&gt;  They're awesome. :)b&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-7420297690358878288?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/7420297690358878288/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/06/post-about-wadjet-eye-studios.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/7420297690358878288'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/7420297690358878288'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/06/post-about-wadjet-eye-studios.html' title='The Post About Wadjet Eye Studios'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-4525553807781888721</id><published>2010-06-20T11:59:00.000-07:00</published><updated>2010-06-20T12:11:02.037-07:00</updated><title type='text'>The Post About Bad Endings</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.vn-net.org/wp-content/uploads/2009/07/clannad_01-500x312.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 500px; height: 312px;" src="http://www.vn-net.org/wp-content/uploads/2009/07/clannad_01-500x312.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;So...another question for all VN developers out there.&lt;br /&gt;&lt;br /&gt;How do you feel about bad endings?&lt;br /&gt;&lt;br /&gt;The other day, while working on "Project O" (which, by the way, is getting closer and closer to having a completed script), I got to a point where a bad-ending could be very easily written in.  I said to myself, "Sammy, this would be a really good point to have a "rocks fall, everyone dies" ending".  It would be organic, it would make sense, it would function well within the story.  &lt;br /&gt;&lt;br /&gt;But somehow, I just &lt;span style="font-style:italic;"&gt;couldn't&lt;/span&gt; bring myself to write it.&lt;br /&gt;&lt;br /&gt;I don't know, I've been writing these characters for so long, I just don't have the heart to write a bad ending for them.  They &lt;span style="font-style:italic;"&gt;deserve&lt;/span&gt; to be happy, and an ending where things don't work out just seems so upsetting and un-fulfilling.&lt;br /&gt;&lt;br /&gt;But to have NOTHING but happy endings seems like a cop-out.  There are some people who enjoy their bad endings, and even more enjoy the thrill of the fact that they MIGHT get a bad ending.  After all, if you end up happy despite your best efforts, where's the fun in that?&lt;br /&gt;&lt;br /&gt;How do you muster up your courage and write a bad ending?  Do you think bad endings are necessary? Share me your thoughts, if you please. :X&lt;br /&gt;&lt;br /&gt;(Pretty Clannad picture is partially gratuitous.)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-4525553807781888721?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/4525553807781888721/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/06/post-about-bad-endings.html#comment-form' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/4525553807781888721'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/4525553807781888721'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/06/post-about-bad-endings.html' title='The Post About Bad Endings'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-2547933146699782387</id><published>2010-06-11T16:06:00.000-07:00</published><updated>2010-06-11T18:46:03.219-07:00</updated><title type='text'>Poll Results: Whose Story Is This Anywho?</title><content type='html'>Poll's done and the results are in.  In response to the question, "The Best VNs have stories about..." the overwhelming majority of you voted both the main character and the capturable characters.  Some peeps elaborated in comments with very insightful stuff.&lt;br /&gt;&lt;br /&gt;To be honest, the best VN's I've ever played are almost NEVER solely about the capturable characters.  A strong "A" story (that is, the main plot) shouldn't be centered around a couple.  That's for the "B" story.  Now granted, in this medium, the "B" story can become much more important than the "A" story, considering how important romance is.  And to be honest, we COULD care much more about whether Jin and Sayori are going to get together over if Sayori will save the world.  But the "A" story has to be resolved first for the "B" story to really pay off.&lt;br /&gt;&lt;br /&gt;And a good "A" story needs a good protagonist.  So, I guess my answer is that most good VN's are about the main character and his or her journey.  However, I think that having a capturable character that has NOTHING to do with the main character's journey is dumb.  Why even pick a character if they're not going to change the story in some way?  The caputarable characters should have arcs as well, even if they're subtle.  Boring capturable characters make for a boring game.  And there's nothing more annoying than reading an epic ending of a grand tale that devotes about one line to the character you ended up with.  What's the point of getting all the endings if there's hardly a difference between them? &lt;br /&gt;&lt;br /&gt;Thanks to everyone who participated in the poll!  I was surprised by how many votes there were. O_O  I didn't think that many people even read this blog. &lt;3 Thanks you guys!&lt;br /&gt;&lt;br /&gt;Expect some more scintillating discussions/reviews.  I really want a copy of "Jisei" but ALAS jobless still am I. ;_;  Oh well...it'll be on my wishlist...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-2547933146699782387?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/2547933146699782387/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/06/poll-results-whose-story-is-this-anywho.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/2547933146699782387'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/2547933146699782387'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/06/poll-results-whose-story-is-this-anywho.html' title='Poll Results: Whose Story Is This Anywho?'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-5646467633061357528</id><published>2010-06-02T15:09:00.000-07:00</published><updated>2010-06-02T15:14:39.201-07:00</updated><title type='text'>Poll: Whose Story Is This Anyway?</title><content type='html'>So there's a new poll up.  Check the right side of the blog page.&lt;br /&gt;&lt;br /&gt;The question might come off as confusing at first.  What I really want to know is, when you read/play a VN, whose story do you want told?  The main character's?  The capturable characters'? Both?&lt;br /&gt;&lt;br /&gt;Example:  &lt;span style="font-style:italic;"&gt;Yo-Jin Bo&lt;/span&gt; is a story ABOUT Sayori, a girl who's sent back in time.  While the capturable characters are important elements of the story, she's the one with the main character arc.  It's her story that's told, not theirs.&lt;br /&gt;&lt;br /&gt;Counter Example: &lt;span style="font-style:italic;"&gt;Edelweiss&lt;/span&gt; is a story ABOUT a bunch of girls that your main character, Kazushi, happens to meet.  Depending on which girl you pick, the story is completely different.  It's her story that's told - her character arc. Kazushi just happens to be there to help them out and maybe discover something about himself as an afterthought.&lt;br /&gt;&lt;br /&gt;So which do you prefer?  A story about YOUR character that more or less turns out the same no matter what character you pick?  Or many different stories about characters that aren't yours?  &lt;br /&gt;&lt;br /&gt;Vote!  I'll let you guys know what I think in a week or so. &lt;3&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-5646467633061357528?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/5646467633061357528/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/06/poll-whos-story-is-this-anyway.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/5646467633061357528'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/5646467633061357528'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/06/poll-whos-story-is-this-anyway.html' title='Poll: Whose Story Is This Anyway?'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-8806651262049402353</id><published>2010-05-23T20:14:00.001-07:00</published><updated>2010-05-23T21:36:08.634-07:00</updated><title type='text'>Hanako Games: Date Warp</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.hanakogames.com/datewarp.shtml"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 555px; height: 312px;" src="http://www.hanakogames.com/datewarp_main.jpg" alt="" border="0" /&gt;&lt;/a&gt;by &lt;a href="http://www.hanakogames.com/"&gt;Hanako Games&lt;/a&gt; and &lt;a href="http://spikycaterpillar.dreamhosters.com/datewarp/"&gt;Spiky Caterpillar&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;So, before I begin my demo review (there's a special discount offer for those who do - we poor college students appreciate said discounts!) - I want to say a bit about Hanako Games and Indy Developers in general.&lt;br /&gt;&lt;br /&gt;Hanako Games is run by the lovely Papillon, a female developer who has created such games as Cute Knight, Fatal Hearts and the latest release, pictured above.  Fatal Hearts is one of my favorite OELVNs - it's really innovative in terms of gameplay and writing and in general is really fun to play.  I found myself playing for HOURS on end to get all the endings - it's a great game and pretty affordable in price nowadays.  If you haven't picked up a copy, you should.&lt;br /&gt;&lt;br /&gt;This is going to sound really sycophantic, but I really admire Papillon and her studio.  I'm sorta trying to emulate it with MG Studios.  Not necessarily in the types of games I put out, but in the professionalism and care that Hanako shows in each of their projects.  I also really admire Papillion as a female game developer.   No surprise, most game developers are men.  The Eroge/Ren'ai market is dominated by men, and it's to be expected, as the audience for most of the material is male.  But to see a lady come out of the woodwork and create her own VN/Indy Game/Ren'Ai influenced studio is really inspiring.  There's nothing more exciting as a hopeful developer than to see someone who came before you succeed.  That goes double as a female developer.&lt;br /&gt;&lt;br /&gt;Also, in general, Papillon rocks for taking a chance and developing games in this niche genre.  The OELVN community deserves some awesome contenders and I honestly believe Indy is the gateway to commercialism and wide-spread popularity. Anyone ever heard of this little Indy MySpace DJ "Owl City"? Nah, didn't think so.  He's only like super famous or something with them thar Fireflies song.&lt;br /&gt;&lt;br /&gt;So yeah - in short, Hanako Games rocks, buy their stuff, I'm a suck-up, but I am HONEST in my love, go me. o_ob  Read on for the review.&lt;br /&gt;&lt;a name='more'&gt;&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:180%;" &gt;Date Warp Demo Review&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.hanakogames.com/janet.png"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 125px; height: 121px;" src="http://www.hanakogames.com/janet.png" alt="" border="0" /&gt;&lt;/a&gt;Meet Janet, our heroine.  The game begins with her and Bradley at the tail end of a disastrous date.  Their car breaks down and they see, in the distance, a mysterious mansion.  I know - I got super Scooby Doo vibes too.  I was all ready for Janet to announce that they were getting out of the Mystery Machine and that she had the munchies.&lt;br /&gt;&lt;br /&gt;Janet may look super moe, but I was pleasantly surprised by how "with-it" she was.  She's pretty sharp with words and nicely down to earth.  I mean, she's thrown into a mansion of bishis and doesn't once remark on how "OMFagizzles HOT" the guys are. Overall I'm so far liking her a lot as a protagonist.&lt;br /&gt;&lt;br /&gt;I'll post the guys in order of my least favorite to favorite.  You're supposed to pick your favorite guy in your post, so you'll have to read to the end to see who I'm most interested in.&lt;br /&gt;&lt;br /&gt;Coming in at number five...&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.hanakogames.com/alben.png"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 113px; height: 121px;" src="http://www.hanakogames.com/alben.png" alt="" border="0" /&gt;&lt;/a&gt;Alben is pretty hot, don't get me wrong.  But the second you get to the mansion he's awfully rude and suspicious.  I can't really remember him having a kind word to say for the entire demo.  I get the "tortured" bishi trope - it's usually super affective, but I didn't get "tortured" from him as much as I got "wow,whatadick".  But for now, Alben's jerkiness turned me off from him.  That might change as I learn more about what he's hiding and why he's so protective of the mysterious mansion.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.hanakogames.com/rafael.png"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 121px; height: 121px;" src="http://www.hanakogames.com/rafael.png" alt="" border="0" /&gt;&lt;/a&gt;Rafael works as some sort of servant in the mansion.  He's soft-spoken and very polite.  He's supposed to be younger than our heroine, but his sprite looks like he's actually a few years older (Probably his height and broad chest).  Rafael is a nice character, but he's pretty evasive and you don't learn much about him in the demo.  Still, he might be interesting to pursue later on.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.hanakogames.com/nathaniel.png"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 137px; height: 121px;" src="http://www.hanakogames.com/nathaniel.png" alt="" border="0" /&gt;&lt;/a&gt;Nathaniel is the owner of the mansion.  Young, handsome, extremely polite and good-natured...what's he hiding?  No kidding, I never trust a golden boy. XD  Am I sensing Yandere vibes?  I'm not sure, but Nathaniel interests me less in what he's done and more in what he &lt;span style="font-style: italic;"&gt;might&lt;/span&gt; do.  We know very little about him and his overwhelming hospitality leads me to believe that he might just be up to something...&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.hanakogames.com/bradley.png"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 112px; height: 121px;" src="http://www.hanakogames.com/bradley.png" alt="" border="0" /&gt;&lt;/a&gt;Bradley is your date for the night.  He's a jock who goes to your school and either plays football or soccer (I couldn't exactly tell - the term "football" is used and then he remarks on "kicking a ball around" which leads me to believe it's soccer.)  He's asked out every Freshman girl on one date each and seems completely uninterested in any of them.  He seems just as oblivious as you when you arrive at the mansion, but he might know more than he lets on...  I like Bradley a lot actually, especially towards the beginning of the demo.  He's a pretty normal guy - nice and polite while not being too stuffy.  :)  If you follow him into the library you get a pretty adorable scene between him and Janet where they talk about their childhoods.  Towards the end of the demo Bradley became less...adorable.  I'll leave you with that.&lt;br /&gt;&lt;br /&gt;And now for the guy I'm most interested in...&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.hanakogames.com/linds.png"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 121px; height: 121px;" src="http://www.hanakogames.com/linds.png" alt="" border="0" /&gt;&lt;/a&gt;Linds is weird.  Weird doesn't even go far enough to explain how weird he is.  He mostly speaks in elevated vernacular and scientific terminology.  And look at that expression - the man is craaaazy-pants.  But he's also obviously knowledegable and is up to something strange in the basement of the mansion which leads me to believe there's a lot more to Linds than I've seen.  I want to know just how Janet could possibly form a relationship with a guy THIS strange. It might just be crazy-train enough to be adorable.  So yeah, Linds will probably be the first guy I go for. :)&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.hanakogames.com/datewarp.shtml"&gt;Here's&lt;/a&gt; the link to the game again.  Hope you enjoy/purchase.  Every little bit helps.  And if you do something like this on your blog/other public thought space you can get a discount too!&lt;br /&gt;&lt;br /&gt;Best,&lt;br /&gt;Sammy&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-8806651262049402353?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/8806651262049402353/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/05/hanako-games-date-warp.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/8806651262049402353'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/8806651262049402353'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/05/hanako-games-date-warp.html' title='Hanako Games: Date Warp'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-2098357170077187591</id><published>2010-05-18T22:39:00.000-07:00</published><updated>2010-05-18T22:48:51.215-07:00</updated><title type='text'>I Get By with a Little Help</title><content type='html'>Magical Girl Studios is a one-woman studio.  ALMOST.  I have an editor who reads through my scripts and gives me opinions/corrections.  She's indispensable as I'm a pretty horrible editor myself - I've turned in papers for school after a simple "spell check" just because the prospect of editing intimidates me intensely.  Having a second opinion on my writing is VERY important.&lt;br /&gt;&lt;br /&gt;Last night, as she was editing Project G and I was writing Project O, she turned to me and said:&lt;br /&gt;&lt;br /&gt;Editor: "Besides editing, is there anything I can do to speed up the process?  It seems like so much work."&lt;br /&gt;&lt;br /&gt;To be honest, I had no idea how to answer her.  I am the sole writer, artist, and coder for this project.  All of these are skills I've been developing for &lt;span style="font-style: italic;"&gt;years&lt;/span&gt; outside of the VN medium. &lt;br /&gt;&lt;br /&gt;But she's right - I could use more help.  But what kind of help?  I have no idea.  Any ideas readers and developers?  What kind of help are you looking for in your VN projects?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-2098357170077187591?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/2098357170077187591/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/05/i-get-by-with-little-help.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/2098357170077187591'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/2098357170077187591'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/05/i-get-by-with-little-help.html' title='I Get By with a Little Help'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-5973305031092661589</id><published>2010-05-07T11:56:00.000-07:00</published><updated>2010-05-07T12:49:27.746-07:00</updated><title type='text'>Writing Out of Season</title><content type='html'>It's May!&lt;br /&gt;&lt;br /&gt;That's wonderful news for a lot of people, especially students.  I'm a Freshman in college and I'll be flying home to Los Angeles a week from today.  It's exciting, to say the least.  One paper is separating me from summer break.  Said paper will be written this weekend.  HUZZAH!&lt;br /&gt;&lt;br /&gt;So I finished two of my other classes' work yesterday.  Both were extremely stressful, for the record.  But now that those are done, I can get back to all the vapid, relaxing stuff I love to do.  Read: writing dating sims.&lt;br /&gt;&lt;br /&gt;But Project "O" is currently taking place in winter.  That's right - the dead of winter.  On the East coast.  Meaning SNOW and freezing temperatures.  And I'm finding it strangely tough.&lt;br /&gt;&lt;br /&gt;All I want to do is draw my characters in pretty sundresses and swimsuits, but I'm stuck at the end of December.  SAD, I know.  Snow is pretty in its own right, but I love summer as a season SO much more.  So when I look outside as I'm writing a scene that takes place in three feet of snow, I can't help but feel my inspiration zapped a bit by the pretty outdoors. &lt;br /&gt;&lt;br /&gt;I wonder if that's normal.  For an author to feel zapped of inspiration writing a story that takes place in weather so different from their own.  It would be so much easier and more fun to write a story about kids sitting out in the sun, soaking up the rays, a glass of lemonade in hand...&lt;br /&gt;&lt;br /&gt;Aahhh...summer break, here I come. &lt;3&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-5973305031092661589?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/5973305031092661589/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/05/writing-out-of-season.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/5973305031092661589'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/5973305031092661589'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/05/writing-out-of-season.html' title='Writing Out of Season'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-2818318399370036647</id><published>2010-04-17T09:55:00.000-07:00</published><updated>2010-04-17T15:43:54.027-07:00</updated><title type='text'>Moe Muffins Can Go Die, K Thx</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://existenceguild.free.fr/img/blog/DaCapo/23.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 800px; height: 600px;" src="http://existenceguild.free.fr/img/blog/DaCapo/23.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://static1.animepaper.net/upload/thumbs/wallpapers/Da-Capo/%5Blarge%5D%5BAnimePaper%5Dwallpapers_Da-Capo_Asahi_8799.jpg"&gt;&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;So I'm currently playing "Da Capo" courtesy of MangaGamer.  I enjoyed the demo enough to want to buy a copy during their big sale.  It has some likable characters, my favorites being Mako, Moe and Nemu.  Kotori is also interesting.  But this girl up here drives me BONKERS.&lt;br /&gt;&lt;br /&gt;She's annoying, to put it bluntly. Also the fact that she looks like she's twelve freaks me out even if it's a plot point.  Sakura shows up to harass the hero and I'm supposed to find this somehow endearing?  Luckily if you manage to avoid her you see very little of this character after the beginning of the game.&lt;br /&gt;&lt;br /&gt;I'll tell you one archetype you'll never see in a game I make: the moe-blob. That is, the loli, wide-eyed, annoying uber kawaii baby-doll of a girl.  I personally HATE these types of girls, and while I know Japanese VNs are full of them, I just can't stand all the "desus" and "Uwaaaahhs!".&lt;br /&gt;&lt;br /&gt;Da Capo has a few characters who do dangle close to the moe-blob edge.  I mean, they're all pretty wide-eyed and have been known to make cute, uncalled for noises at times.  But at least Nemu has a sense of responsibility that's very likable and anti-moe-blob and Moe's charming if only for her narcolepsy.&lt;br /&gt;&lt;br /&gt;I have no problem with a younger character.  I have no problem with a cute or ditsy character.  But a character who literally behaves closer to a newborn kitten than to a human being?  No thank you.  I like my women with little to no fluff brain, thanks so much.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-2818318399370036647?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/2818318399370036647/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/04/moe-muffins-can-go-die-k-thx.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/2818318399370036647'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/2818318399370036647'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/04/moe-muffins-can-go-die-k-thx.html' title='Moe Muffins Can Go Die, K Thx'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-8686535055606891946</id><published>2010-03-31T15:31:00.000-07:00</published><updated>2010-03-31T16:35:16.484-07:00</updated><title type='text'>What's Attractive Anyway?</title><content type='html'>Guys.&lt;br /&gt;&lt;br /&gt;I'm coming out.&lt;br /&gt;&lt;br /&gt;I, Sammy, am a heterosexual female.&lt;br /&gt;&lt;br /&gt;Now if you want to go and clicky that little "x" box right up there on your browser or de-follow me or something, I'd completely understand.  Just know that your bigotry is not appreciated by the world at large and I don't need your acceptance to love myself.  I know that maybe reading the blog of a straight girl who writes games for straight guys might make you uncomfortable.   But I hope you can look beyond who I am as a person and see me for my ideas.&lt;br /&gt;&lt;br /&gt;All joking aside, it sometimes weirds me out how much I enjoy playing and writing bishojo games despite being a straight lady.  I guess the romance novel aspect of it just really hits home for me.&lt;br /&gt;&lt;br /&gt;Don't kid yourself, I enjoy playing bishojo games, but hot damn do I LOVE playing Otome games.  For ALL the wrong reasons.  Read: 1.) the guys are hot, 2.) the guys are hot, 3.) Hot damn that's some pretty art and 4.) the guys are hot.&lt;br /&gt;&lt;br /&gt;Now don't get me wrong, I can tell a bad Otome game just as easily as I can call out a bad bishojo game.  And I hate suffering through either.  But my libido just gets to me when playing super cute games about adorable heroines getting swept up by their prince charmings (or Prince Meganes, as I happen to often lean towards. =3=) &lt;br /&gt;&lt;br /&gt;Still, Project "O" is an otome project, while Project "G" is bishojo.  (Project G is my first title and is further along at this point).  Project "O" isn't necessarily any easier to write than Project G was.  Why is that?  Shouldn't my perspective as a straight girl make it easy for me to develop some super likable guys that I just know will make girls' heads spin?&lt;br /&gt;&lt;br /&gt;Yes and no.  There are certain qualities about various characters that certain women find attractive and others consider a total turn-off.  For instance, in &lt;span style="font-style: italic;"&gt;Yo-Jin-Bo&lt;/span&gt;, a bunch of fans went crazy over little Yo, the youngest character in the game.  I found Yo to be adorable, but not necessarily hot stuff.  His ending, for me was "meh" at best. &lt;br /&gt;&lt;br /&gt;So how do I approach making a game where I want each character to appeal to the player?  Surely, I can start by making them all appeal to me in some way.  But what about diversity?  I'm certainly not the final word on what makes any person attractive, female or male.  How can I make sure that I'm not just making a cast that appeals to me and people like me?&lt;br /&gt;&lt;br /&gt;Well, I can of course pull from the tropes.  They're tropes for a reason - they work.  And to a certain extent, I've done that.  But to make my characters more human, I've fleshed them out more, made them more down-to-earth, a bit more likable.  I've also made sure to include characters who may not be super-OMG-hotstuff at first, but perhaps will grow on the player.  Each guy is going to be super cute, don't get me wrong.  But I want there to be a serious discrepancy in personality.  I don't want carbon copies of my favorite Otome character, or anyone's favorite otome character for that matter. &lt;br /&gt;&lt;br /&gt;I don't want to rely exclusively on the tropes and stereotypes because I don't want my player to write off my characters as "oh, the tsundere" or "oh, the tortured type" or "oh, the prince".  That's not doing them justice.  And it might be fun to play a game with your favorite guy in it once again (oh, Megane-sama), but that won't leave an impression - that won't make someone care.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-8686535055606891946?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/8686535055606891946/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/03/whats-attractive-anyway.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/8686535055606891946'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/8686535055606891946'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/03/whats-attractive-anyway.html' title='What&apos;s Attractive Anyway?'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-2475063428202590255</id><published>2010-03-25T10:56:00.000-07:00</published><updated>2010-03-25T11:04:10.538-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Project O'/><category scheme='http://www.blogger.com/atom/ns#' term='Project G'/><category scheme='http://www.blogger.com/atom/ns#' term='writing'/><title type='text'>More Writing, Project O</title><content type='html'>Been a while since my last update.  School's been killing me, but I'm currently on spring break, so I think a blog update is in order.&lt;br /&gt;&lt;br /&gt;I've been steadily chipping away at my latest project, codenamed "Project O" for now.  After making major cuts to the script, I've now got a &lt;span style="font-style: italic;"&gt;much&lt;/span&gt; more manageable way of going about things and actually have an end in sight.  Well, not in &lt;span style="font-style: italic;"&gt;sight&lt;/span&gt; exactly, but it's on the horizon.  At least I know it exists.&lt;br /&gt;&lt;br /&gt;"Project O" is comprised of five chapters and an individualized sixth chapter depending on the character you end up with.  It's possible to not get a chapter six at all, if you play all the wrong cards.  No matter how much you try to screw up your choices along the way, you &lt;span style="font-style: italic;"&gt;will&lt;/span&gt; get to Chapter Five at least.  With a game of this length, I really want to reward my player with an ending of some substance.  I hate putting in a dozen hours on a dating sim and getting "too bad you died" at the end of it because I didn't pick the right lunch option back at the beginning of the game.&lt;br /&gt;&lt;br /&gt;Right now, I'm in the middle of Chapter Three.  Chapter Three has five sections, I just finished the second section and am now moving on to the third.  Chapter Three is definitely the longest chapter - Chapters Four and Five don't hold a candle to it in terms of length.&lt;br /&gt;&lt;br /&gt;So once I finish up Chapter Three the end really will be in sight. &lt;br /&gt;&lt;br /&gt;The problem with each chapter is that there is literally &lt;span style="font-style: italic;"&gt;hours&lt;/span&gt; of content that the player will not see on a first playthrough.  So while there's lots of writing, the actual play time is a fraction of what I've written.  I'd like to think that's a good thing in terms of replayability.  I love dating sims that have tons of alternative content.  That way I can really shape my own experience - my game would be entirely different from someone elses' depending on which character(s) I pursue.&lt;br /&gt;&lt;br /&gt;Still, it's a pain in the butt for the writer!&lt;br /&gt;&lt;br /&gt;Oh well, Project O is going strong.  Hopefully edits on Project G, my first game, will be finished soon so I can move forward on that.&lt;br /&gt;&lt;br /&gt;Thanks for the support everyone!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-2475063428202590255?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/2475063428202590255/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/03/more-writing-project-o.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/2475063428202590255'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/2475063428202590255'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/03/more-writing-project-o.html' title='More Writing, Project O'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-5197299571699762027</id><published>2010-02-24T07:26:00.000-08:00</published><updated>2010-02-24T07:33:23.144-08:00</updated><title type='text'>So...Eroge in Academia?</title><content type='html'>So besides working on my own Ren'Ai games as strictly a hobby, I've also managed to bring them in to my academics.&lt;br /&gt;&lt;br /&gt;I'm developing a performance piece (I'm a theater student) that uses Eroge/Ren'Ai games as an element.  I won't bore you with the details.&lt;br /&gt;&lt;br /&gt;But hey - here are some pretties in progress.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_CVyvsrAMhg0/S4VGIWUfxvI/AAAAAAAAABg/LyEP4ZDy6HA/s1600-h/Arielle+Progress.png"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 254px;" src="http://4.bp.blogspot.com/_CVyvsrAMhg0/S4VGIWUfxvI/AAAAAAAAABg/LyEP4ZDy6HA/s400/Arielle+Progress.png" alt="" id="BLOGGER_PHOTO_ID_5441832833991558898" border="0" /&gt;&lt;/a&gt;BTW - I SERIOUSLY need an actual version of Paint Tool Sai.  I love this thing, but the trial only lasts 31 days. ;_;  $57...  Well, my birthday's coming up. &lt;br /&gt;&lt;br /&gt;This is a picture of one of my actresses as a Ren'ai game character. ^^ She thinks it's awesome, I'm really excited for how it's going to turn out.  She really looks like she could belong in any Ren'ai game!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-5197299571699762027?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/5197299571699762027/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/02/soeroge-in-academia.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/5197299571699762027'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/5197299571699762027'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/02/soeroge-in-academia.html' title='So...Eroge in Academia?'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_CVyvsrAMhg0/S4VGIWUfxvI/AAAAAAAAABg/LyEP4ZDy6HA/s72-c/Arielle+Progress.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-8188953705493477534</id><published>2010-02-06T09:42:00.000-08:00</published><updated>2010-02-06T14:26:03.152-08:00</updated><title type='text'>Killing Babies</title><content type='html'>Not literally, of course.   I mean making cuts and edits.&lt;br /&gt;&lt;br /&gt;Someone once said that to be a writer, you have to be willing to kill your children.  This weekend is definitely proof of that.&lt;br /&gt;&lt;br /&gt;I'm working on a project - the script reached 406 pages (the page count of my last project) and was close to 1/3 completed.  This, I decided, was unacceptably long.  With a page count of 1200 (as would've been the projected final product) the logistics of creating such a monster would be a nightmare.  Not to mention the undeniable reality that the game would just be too damn long for anyone to actually sit and read all the way through.  I'm not J.K. Rowling - I'm not sure I could get my fans to sit through an 800 page novel. &lt;br /&gt;&lt;br /&gt;So after deciding last night that the script was too long, I went about making cuts this morning.  Cutting is a depressing process, let me tell you.  How many hours of work am I stripping away?  How many great pieces of dialogue?  There were scenes that I would've rather died than parted with...  But then I realized they didn't add to the story I really wanted to tell, so they had to go.&lt;br /&gt;&lt;br /&gt;I've found a much more quick and manageable way of writing the rest of the game.  I'm hoping that with these cuts I'll get down to around 275 pages before continuing.  (I know!  Cutting over 125 pages?  It's scary).  I hope the rest will go much smoother/quicker.&lt;br /&gt;&lt;br /&gt;Heh.  I guess I could always shove a "deleted scenes" section in the extras of my game.  There's some really cute stuff that I'm sad had to go. &lt;br /&gt;&lt;br /&gt;Oh well - off to kill more babies.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-8188953705493477534?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/8188953705493477534/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/02/killing-babies.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/8188953705493477534'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/8188953705493477534'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/02/killing-babies.html' title='Killing Babies'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-1183437991820136188</id><published>2010-02-02T21:17:00.000-08:00</published><updated>2010-02-02T21:34:04.352-08:00</updated><title type='text'>A. R. T.</title><content type='html'>Art.&lt;br /&gt;&lt;br /&gt;Let's face it - without visuals, you ain't got much of a visual novel, now do you?&lt;br /&gt;&lt;br /&gt;Being a one-woman studio, I provide all the art for my projects as well as doing all the writing.  And coding, and designing, etc...&lt;br /&gt;&lt;br /&gt;For my thirteenth birthday my parents bought me a sketchbook -  the Strathmore Recycled Paper Series, size 9x12, retail value $11.75 at most art stores.  I now have nineteen of those sketchbooks piled under my computer desk at home; one with a proud "20" sharpied on the front cover is sitting next to me.  (And yes, it's the exact same brand and size!  Hey, you know what they say: if it ain't broke...)&lt;br /&gt;&lt;br /&gt;Along with my writing, art has been one of my most passionate hobbies for a long time.  I sketch probably every day and have spent years developing my style.  My greatest influences have probably been Yusuke Murata (Eyeshield 21) and most recently the artist for the Otome Game &lt;a href="http://www.honeybee-cd.com/starry_sky.html"&gt;Starry Sky&lt;/a&gt;, who uses a pen name that I haven't found out.&lt;br /&gt;&lt;br /&gt;I've been drawing for nearly five years, but I've only seriously begun practice in the art of digital coloring this past year.  My current weapon of choice is Paint Tool Sai.  It's sorta fabulous. :3&lt;br /&gt;&lt;br /&gt;These past few days have been very serious studies for me in terms of developing techniques and style for my CGing.  I'm still so all over the place when it comes to my style and what I really want to achieve. &lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i34.photobucket.com/albums/d138/PrettySammyNAS/PhinnHeadshot.png"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 400px;" src="http://i34.photobucket.com/albums/d138/PrettySammyNAS/PhinnHeadshot.png" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;That's something I threw together while practicing.  Not my most recent - but I'm pretty happy with it.  (As for who he is...well, that may be revealed a bit down the road. ^_~)&lt;br /&gt;&lt;br /&gt;When it comes to art, I feel like I'm at that frustrating "not quite pro" quality.  In terms of my drawings, my coloring, everything.  I'm trying my hardest, but it never seems to achieve the beautiful quality of pro artists.  I guess I can hack this up to lack of experience and practice. &lt;br /&gt;&lt;br /&gt;So I'll keep working!  I have a goal of uploading a new piece to my devArt every three weeks (I'm a busy college student, so as much as I'll try to keep up with this, it may eventually fall by the wayside.)  Practice makes perfect, as the so overused phrase seems to go!  Wish me luck!&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-1183437991820136188?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/1183437991820136188/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/02/r-t.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/1183437991820136188'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/1183437991820136188'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/02/r-t.html' title='A. R. T.'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-6771848240022958586</id><published>2010-01-29T19:02:00.001-08:00</published><updated>2010-01-29T19:19:34.065-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='writing'/><category scheme='http://www.blogger.com/atom/ns#' term='original game'/><title type='text'>These Impossible(?) Projects</title><content type='html'>So I'll be honest with you all.  I've been a fan of Visual Novels since I was fifteen years old.  I'm eighteen now. I discovered the OELVN community right before my sixteenth birthday and, of course, set to writing my own game.&lt;br /&gt;&lt;br /&gt;I'll tell you this - that game got finished being written in July of last year.  That's right - July 2009. &lt;br /&gt;&lt;br /&gt;Granted, I took a large break in between there to apply to college and focus on graduating.  Other things became more important for awhile.  There was probably a whole year there where I did absolutely no writing on my game.  It stayed in the back of my mind as one of those "I'll finish that one day" projects.  I'm actually a bit proud of myself for really jumping on it in 2009 and writing until it was finished.  This was no tiny project either - we're talking a 400 page Microsoft Word document of just&lt;span style="font-style: italic;"&gt; script&lt;/span&gt;.  This is an accomplishment.&lt;br /&gt;&lt;br /&gt;Still, I realize that a script does not make a game.  There's still plenty of stuff to be done, including but not limited to coding, art, developing the UI and more.&lt;br /&gt;&lt;br /&gt;But I'm convinced that the hardest, most arduous part of the Visual Novel development process is the writing.  Making yourself sit down and write out all that script takes a lot of discipline.  And it's a easy thing to let a story lose its steam. &lt;br /&gt;&lt;br /&gt;I used to keep my project entirely secret.  Considering I consider Magical Girl Studios nothing but a hobby studio, I really didn't want outside pressure for me to finish and release my game.  But showing my script to my dear friend/editor really has inspired me to pursue this hobby until I have a finished product.&lt;br /&gt;&lt;br /&gt;The point of Magical Girl Studios is to make quality free Visual Novels for old fans to enjoy and new fans to discover.  I want to bring this still rather niche genre to a larger community.  And the only way I'm going to do that is with a polished final product.  So I guess I've still got a lot of work to do!&lt;br /&gt;&lt;br /&gt;These projects are hardly impossible.  Just overwhelming.  This is still a hobby - a side project in comparison to my real life which requires far much more focus and effort.  I'm going to keep going at it as a hobby - something I love.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-6771848240022958586?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/6771848240022958586/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/01/these-impossible-projects.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/6771848240022958586'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/6771848240022958586'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/01/these-impossible-projects.html' title='These Impossible(?) Projects'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-517684884765681332</id><published>2010-01-13T13:38:00.000-08:00</published><updated>2010-01-13T13:46:04.294-08:00</updated><title type='text'>The Arduous Editing Process</title><content type='html'>So I'd say the development of my original Bishojo game is pretty laid-back.  That is, it's, for now, strictly a hobby. &lt;br /&gt;&lt;br /&gt;But that doesn't mean I'm not approaching it seriously.  That is, with every intent to finish it and make it polished and professional.  The script is completely written - the game looks like it'll take roughly three or four hours to play through once.  &lt;br /&gt;&lt;br /&gt;Right now I'm in the editing process, that is, I'm having another set of eyes read through the script and send me edits.  There are PLENTY of them.  Not only is she proofreading (which is vitally important) she's editing for flow, consistency, and character.  Her edits are always really insightful, I think.&lt;br /&gt;&lt;br /&gt;Editing is an important part of the process that I think gets skipped too often.  Rough drafts are just that - rough.  And it's SO important to have someone other than yourself edit your script.  Because often times you'll just glaze over errors or things that don't make sense.  Often times, since you wrote it, it'll read just perfectly in your mind, but it might make no sense to another reader.&lt;br /&gt;&lt;br /&gt;The editing process is out of my hands.  Right now I'm tackling another project.  Once I get my finished script back, the process will start up once again. :)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-517684884765681332?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/517684884765681332/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/01/arduous-editing-process.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/517684884765681332'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/517684884765681332'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2010/01/arduous-editing-process.html' title='The Arduous Editing Process'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-3161842897722528550</id><published>2009-12-17T07:11:00.000-08:00</published><updated>2009-12-17T07:18:18.817-08:00</updated><title type='text'>A WIP</title><content type='html'>So for anyone who's wondering what kind of art I do:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i34.photobucket.com/albums/d138/PrettySammyNAS/AdelleSouthernBelleWIP.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 799px; height: 500px;" src="http://i34.photobucket.com/albums/d138/PrettySammyNAS/AdelleSouthernBelleWIP.jpg" alt="" border="0" /&gt;&lt;/a&gt;Paint Tool SAI is God.  I've been using Photoshop Elements for my art for the longest time, and while I've managed to get comfortable with it, SAI is just MADE for art better than Photoshop is.  I love the pressure sensitivity and the crisp and easy inking.  I'll NEVER go back!  SAI forever!&lt;br /&gt;&lt;br /&gt;Another portrait of a mysterious blue haired girl... She's been seen before in fairy form on &lt;a href="http://jay-dhee.deviantart.com/"&gt;my deviantart&lt;/a&gt;. &lt;br /&gt;&lt;br /&gt;Still developing my technique to have great art for my game projects - for now I'm just playing around with my tools and working on getting a respectable DevArt up and running!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-3161842897722528550?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/3161842897722528550/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2009/12/wip.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/3161842897722528550'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/3161842897722528550'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2009/12/wip.html' title='A WIP'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-7360735906326858254</id><published>2009-10-13T20:30:00.001-07:00</published><updated>2009-10-13T20:47:10.179-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='edelweiss'/><category scheme='http://www.blogger.com/atom/ns#' term='ren&apos;ai games'/><title type='text'>"One of the Guys" - Ran Kamoike</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i34.photobucket.com/albums/d138/PrettySammyNAS/Ran1.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 799px; height: 589px;" src="http://i34.photobucket.com/albums/d138/PrettySammyNAS/Ran1.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;After hours of dedicated playing, I finally got my first ending in Edelweiss - Ran Kamoike's.&lt;br /&gt;&lt;br /&gt;The following post will contain little to no spoilers as to the actual route and won't be able to compare the ending to any others, as I'm stilling working on my second.  But I think it'll still be an interesting look into the trope that Ran represents - the "one of the guys" girl.&lt;br /&gt;&lt;br /&gt;Ran is interesting in the fact that, between all the heroines, she is probably the only one to have feelings for Kazushi from the beginning.  Ran's rather upfront about her affection for Kazushi, often teasing him sexually and acting coy.  Kazushi, however, doesn't pick up on it very well. Why?  Because Kazushi, in my opinion, just sees Ran as "one of the guys".&lt;br /&gt;&lt;br /&gt;I can't recall a single scene where he referred to Ran as even beautiful or attractive.  Ran is the one to instigate their relationship - Kazushi just sorta goes along for the ride.&lt;br /&gt;&lt;br /&gt;Which brings me to the core of this post - the trope type.  Ran isn't a tsundere by any means.  She's witty and greedy, but she's not cruel or abusive.  In fact, she's a rather sweet girl, if you're willing to pay for kind treatment.  What Ran is, however, is easily obtainable.  Not to say that her ending is any easier to get than any other ending - I'm talking about the writing.  Kazushi could have had Ran from the beginning, so when the two finally pursue each other, Kazushi has to put in very little effort.  In fact, most of the story is about Ran and her deep feelings for Kazushi.&lt;br /&gt;&lt;br /&gt;What disappointed me the most about this story was the deep lack of feelings I felt on Kazushi's part.  It almost made me sad, even though their ending is definitely a happy one.  I felt as though Ran was into Kazushi far more than Kazushi was into Ran.  Ran is the one who has to make all the sacrifices for the man she loves.&lt;br /&gt;&lt;br /&gt;There's one scene that sticks out prominently to me - at one point, Ran says "I love you" to Kazushi and Kazushi literally doesn't know how to react.  Even though the two are dating and sexually active at this point in the game, Ran's sweet declaration of love is met by Kazushi simply being shocked and stumbling over words.  And never is there a chance for Kazushi to reveal that he has developed deep feelings for Ran.&lt;br /&gt;&lt;br /&gt;I definitely get the feeling that Ran and Kazushi are sexually compatible though.  The two seem to have pretty amazing sex together, and they do it &lt;span style="font-style: italic;"&gt;a lot&lt;/span&gt;.  Pretty much wherever, whenever they get the chance.  I haven't played the other girls' routes yet, but, to be honest, a vast majority of Ran's CGs were H-CGs, leading me to believe that she has more sex scenes than any other girl.&lt;br /&gt;&lt;br /&gt;So what do I gather from this relationship?  It's sad, but I think, at her core, Ran will always be "one of the guys" to Kazushi.  He just never seemed to be very much in love with her, which, in my opinion, is tragic on the part of Ran.  And on the part of every other girl who has always felt like she's just "one of the guys".&lt;br /&gt;&lt;br /&gt;Ran certainly isn't "true ending" material.  Too bad - she's a smart, wild, and sweet girl.  I think she needs to move on and find a guy who realizes just how amazing she is.  &lt;span style="font-style: italic;"&gt;&lt;span style="font-style: italic;"&gt;&lt;span style="font-style: italic;"&gt;&lt;span style="font-style: italic;"&gt;&lt;span style="font-style: italic;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i34.photobucket.com/albums/d138/PrettySammyNAS/Ran2.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 792px; height: 596px;" src="http://i34.photobucket.com/albums/d138/PrettySammyNAS/Ran2.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-7360735906326858254?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/7360735906326858254/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2009/10/one-of-guys-ran-kamoike.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/7360735906326858254'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/7360735906326858254'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2009/10/one-of-guys-ran-kamoike.html' title='&quot;One of the Guys&quot; - Ran Kamoike'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-932692440695534602</id><published>2009-09-26T19:32:00.000-07:00</published><updated>2009-09-26T19:41:33.047-07:00</updated><title type='text'></title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_wBItxVfbwhg/ShoEz7jx5gI/AAAAAAAAAi8/F39AoiV5KFo/s400/w0qgqg.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 300px;" src="http://1.bp.blogspot.com/_wBItxVfbwhg/ShoEz7jx5gI/AAAAAAAAAi8/F39AoiV5KFo/s400/w0qgqg.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;a href="http://www.hanakogames.com/spirit.shtml"&gt;Spirited Heart&lt;/a&gt; is a commercial original english language raising/dating sim developed by Jack Norton over on the LemmaSoft forums.  It's an addictive little game that I've just started playing - and am loving so far.  And so is the rest of my hall here at school.&lt;br /&gt;&lt;br /&gt;Formal review coming later when I finish all the content.  For now, just know that the marriage endings are far superior to the career-woman endings.  I fear for feminism. D8&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-932692440695534602?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/932692440695534602/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2009/09/spirited-heart-is-commercial-original.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/932692440695534602'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/932692440695534602'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2009/09/spirited-heart-is-commercial-original.html' title=''/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_wBItxVfbwhg/ShoEz7jx5gI/AAAAAAAAAi8/F39AoiV5KFo/s72-c/w0qgqg.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-5668574062769193454</id><published>2009-09-22T17:13:00.000-07:00</published><updated>2009-09-22T17:32:48.023-07:00</updated><title type='text'>Edelweiss Thoughts</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://i462.photobucket.com/albums/qq348/wuhugm/070126top.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 650px; height: 620px;" src="http://i462.photobucket.com/albums/qq348/wuhugm/070126top.jpg" alt="" border="0" /&gt;&lt;/a&gt;As many of you probably know - &lt;a href="http://www.mangagamer.com/main/"&gt;Mangagamer.com&lt;/a&gt; is a relatively new entrant into the field of commercially translated VNs.  Despite being a fledgling company, they've developed partnerships with relatively large VN studios, most notably Overdrive and Circus.&lt;br /&gt;&lt;br /&gt;I'm currently working through my first Mangagamer title - &lt;span style="font-style: italic;"&gt;Edelweiss&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;The summary on the Mangagamer website is completely inaccurate and displays the title as nothing but a pointless sex romp.  Such myths have been debunked via BBS and forums, but the misrepresentation is a little upsetting.  Still, I, being female, am not a fan of the sex romps, so I was actually happily surprised by the sheer narrative content that &lt;span style="font-style: italic;"&gt;Edelweiss&lt;/span&gt; offers.&lt;br /&gt;&lt;br /&gt;The translation is horrible.  No holds barred.  This was Mangagamer's first title and it shows.  The game is riddled with grammar, spelling, punctuation, and sometimes even blatant translation errors.&lt;br /&gt;&lt;br /&gt;Still, the game is playable to the point where you can still enjoy the story.  It's very episodic - generally funny (sometimes naughtily so) episodes of the hero (Kazushi) and his three doofus friends make up the main content of this game.  There are few choices, and I've heard that only one really makes any difference as to your ending.  I've yet to test this, as I'm still working through my first playthrough.&lt;br /&gt;&lt;br /&gt;I'll update when I'm done - give you my thoughts and whatnot.&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-5668574062769193454?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/5668574062769193454/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2009/09/as-many-of-you-probably-know-mangagamer.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/5668574062769193454'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/5668574062769193454'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2009/09/as-many-of-you-probably-know-mangagamer.html' title='Edelweiss Thoughts'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7711789431445528134.post-5889228768461575527</id><published>2009-09-10T07:43:00.001-07:00</published><updated>2009-09-10T07:50:38.062-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ren&apos;ai games'/><category scheme='http://www.blogger.com/atom/ns#' term='MGstudios'/><category scheme='http://www.blogger.com/atom/ns#' term='intro'/><title type='text'>It's Gotta Have a Purpose, Because Every Blog Has a Purpose</title><content type='html'>For anyone reading this christening post of Magical Girl Studios, welcome and thanks for visiting!&lt;br /&gt;&lt;br /&gt;At this moment, this blog is ridiculously sparse.  Default template, no profile image, no fancy header.  It's kind of ridiculously bare bones.  But considering Magical Girl Studios is very bare bones right now, I think it's appropriate.&lt;br /&gt;&lt;br /&gt;What is Magical Studios?  To put it bluntly: a one woman visual novel/Ren'Ai game development team. &lt;br /&gt;&lt;br /&gt;A couple of years ago, I discovered &lt;a href="http://www.renpy.org/wiki/renpy/Home_Page"&gt;Ren'Py&lt;/a&gt;, a visual novel engine created by PyTom and written in Python.  Ren'Py is hardly a plug-n-chug engine - it requires basic knowledge of Python.  Luckily, if you're code-tarded (like I am), there is plenty of assistance to be found via tutorials and the &lt;a href="http://lemmasoft.renai.us/forums/index.php"&gt;LemmaSoft forums&lt;/a&gt;. &lt;br /&gt;&lt;br /&gt;I'm currently developing my Bishojo title in Ren'Py.  Slowly but surely, the game is getting finished. &lt;br /&gt;&lt;br /&gt;I do it all - art, writing, coding, the works.  And pretty much strictly as a hobby.  My goal in creating original English language freeware is to spread the influence of these games, get more people interested, and more games brought over the west and translated into English from Japan.&lt;br /&gt;&lt;br /&gt;I'm a HUGE fan of these games.  Visual novels, Eroge, Dating Sims - any Ren'Ai game is pretty much a hit in my book.  So when I'm not making vague posts about progress/art/whatever, this blog will definitely be devoted to any VN I'm currently playing.&lt;br /&gt;&lt;br /&gt;Hopefully the blog will also get a bit spiffier in the future.&lt;br /&gt;&lt;br /&gt;Thanks so much for reading!  Hope exciting things are in store for MGStudios!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7711789431445528134-5889228768461575527?l=magicalgirlstudios.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://magicalgirlstudios.blogspot.com/feeds/5889228768461575527/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://magicalgirlstudios.blogspot.com/2009/09/its-gotta-have-purpose-because-every.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/5889228768461575527'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7711789431445528134/posts/default/5889228768461575527'/><link rel='alternate' type='text/html' href='http://magicalgirlstudios.blogspot.com/2009/09/its-gotta-have-purpose-because-every.html' title='It&apos;s Gotta Have a Purpose, Because Every Blog Has a Purpose'/><author><name>Sammy</name><uri>http://www.blogger.com/profile/09995403537183855090</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>
