RPGs in Visual Novel Format

Story and Setting

-Telling a story in a visual novel format is much easier than the traditional RPG format, as you could implement much more story in less time.

-While visual novel backgrounds can look more generic of a setting than exploring a game world in RPG, attempts could be made to extremely aesthetic the game world by creating highly diverse backgrounds in great number. At the end the scenery is going to be second to the characters.

-Characters don't need to be old school sprites that don't age well. Characters in visual novels can be drawn to appeal to people's interests instead of trying to imitate something in reactionary pixel art.

Exploration and quests

-Room to Room movement from a menu. Each room can have it's own unique qualities. Unlike RPGs with step by step movement across a map, getting to a place of significance is much quicker.

-Visual Novels can implement a point and click world map.

-Quests=extra labor, nothing that will prevent them from appearing in dynamic interactive visual novels.

Battles & Character skills

-Battles can be unique each time, quality over quantity.

-Battles can be diverse in how they test your intelligence, like more of a JOJO mind game or even perhaps a Batman prep and battle.

-Dating sim like mechanics can help alter the stats and give a sense of struggle and progression instead of boring receptive grinding.

-The dopamine feedback loop of having characters become stronger or whatever can be emphasized with literary progression.

-Visual novels can delve more in the literary potential of character traits and skills, rather than the traditional RPG approach of one-dimensional abilities.

-For example, abilities like telekinesis can't really appear in RPGs because it can't really be implemented in a turn based battle because of the complexity of the technique. It's not like pyrokinesis in where an image of fire can appear and you can call it a day.

-Acquisition of character skills can have literary context. Instead of characters getting abilities randomly from arbitrary experience points, characters can actually train and progress toward the goal of developing the skill.

-If you make the writing engaging and unique and not boring and repetitive each battle quality will be remembered by the player, instead the hundreds of forgettable battles that occur in RPGs.

User Interface

-While the traditional text-box plus character sprite format is key for storytelling, it is not only visual format a developer can set up. Other examples include aesthetic looking menus, a dynamic battle system, a stat based system that doesn't need to be all that complex as it could just be addition, subtraction, and if/then/else statements.

-Controls can be simplified to the mouse, as point and clicking has a high diversity of game control in traditional JRPG format as it's all about clicking through menus. Even modern RPG Maker games can be controlled exclusively with the mouse.

-RPGs were developed in a way to lessen memory usage on retro computer systems, but in the current year memory is not a issue. So having an ambitious interface has a lot of leeway.
 
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