So, no one doubted that Love+, the manga, would happen; but that they would make five of them was a bit shocking. However, as I dwell on it, I realized that the evolution of these games was not only profitable, buy maybe even good for the viewer. So, step by step I wanted to look at how this genre, of flipping interactive to non-interactive stories can both frustrate and excite the user, creating a more powerful experience. Okay, so maybe I'm the last person to pull back the wizard's curtain, but it suddenly just clicked... Step 1: Open it up Medium of Story: Video Game Approachability: +++++ Control: +++ Plot: +++ Complexity: ++ Make a game. The characters are a little contrived, but hey... its a brand new video game, and the player is "in control." The game is highly approachable, since the players can regulate who they explore, and when they absorb it. Step 2: Focus it down Medium of Story: Manga/Video Game/TV Series Approachability: +++ Control: + Plot: +++++ Complexity: ++++ Plot goes through the roof, but control goes to squat as the creator literally tells the player how the story goes. Characters will get left in supporting roles, but that'll only further fuel obsession with them. Fan reception will probably be overwhelmingly critical, yet it will be amazingly popular. In the case of Love+, the manga, the player will have to read 5 different stories, develop a favorite, and then wait for an OVA or animated series to tie them all together. Adding an additional layer. Step 3: Open it up, again Medium of Story: Video Game Approachability: ++ Control: ++++ Plot: +++ Complexity: +++ Approachability goes further down, since the work is now being built on layers, but fans don't care. Fired up from how the "official" interpretation varied from, or matched, their expectations, the viewer rushes out to procure the game where they can once again have control over the experience again. Here, they A) Joyously use their control to explore the nuances and new details. B) Joyously use their control to focus on the characters they felt were too ignored previously. Conclusion I'd complain, yet all they've done is exploit the formula to create an indepth, complex experiences. From Fate/Stay Night to Fire Emblem, Higurashi to Halo Legends, constant shift from interactive to non-interactive medium leaves an engaging struggle and frustration that ultimately ends up with more complex works. Well, that and empty wallets. I'd complain, but, well, its kind of Brilliant. (Outro note: Almost every somewhat generic (and some not so generic) high school romance series is based off a dating sim game. Air Ef: A Fairy Tale of Two Kanon Myself, Yourself Night WizardSchool Days Shuffle Tokimeki Memorial True Tears Triangle Heart To Heart Welcome to Pia Carrot White AlbumHow many more can you name?
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