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What should a JRPG demo version look like? (Scenario analysis of Dragon Quest 11s)

Following the last Shin Godzilla, this time it's Dragon Quest 11S by Square Enix. I bought it a few years ago, and it came in handy.


It's only 4,980 yen (excluding tax).


In this article, I'd like to talk about how the story of indie games should be experienced in the demo version.


The first chapter of DragonQuest 11S is a beautiful V sentence recovery type

Please take a quick look at the graph below. The scope of the Dragon Quest 11S demo version ends at the main character's birth and beyond the hot spring town. This is exactly 10 hours. I remember it being about 1/10 of the total.




If you remember the graph from Shin Godzilla, Shin Godzilla was also a V-shaped story as a whole, and most stories that are considered to be major productions have this shape. The Avengers, for example, also takes this form.


Also, since the story is expressed as a fractal structure, it is said that if one chapter is V-shaped, the whole story is likely to be V-shaped as well, so if you finish analyzing the whole story, you will surely find that it is V-shaped.


However, a V-shape is not necessarily a good thing; it is said to be an extremely dangerous shape, and statistically speaking, you may need to spend a lot of money to make it look like a great story. However, it can also be said that this is because many of the stories in this form were released with large budgets.


The last story of the 20th century has certain characteristics, but that's a story for another time.


The last story of the 20th century has certain characteristics that I'll talk about another time, but it's easy to see how Dracula 11 was a guaranteed success from the start.


What I'm interested in is the introduction.

This bothered me when I was playing, but I thought the early chapters were tedious, with lots of explanations. This can be seen in the graphs, and if you look at the blue graph, you can see that the rhythm is constant, which may be a frustrating point for users who are used to playing Dracula.


However, for users who are just starting out, this is just about right, and it depends on where you define a user, but since Dracula is a beginner-friendly RPG, it can be said that the philosophy of Mr. Yuji Horii has been well conveyed.


It actually takes about an hour to endure, so I think it's safe to say that very few people will throw up at this point.


In which scene did the graph go down?

To be more specific, the part where you leave the village and head for Delcadar Castle and get captured, then meet Camus in the prison, go through the underground passage, and jump into the waterfall basin chased by the black dragon is a very up and down and harrowing experience. This is called activity. (Scenes 15-30)


After that, you reenter the city of Delkadar from the outlying churches and head to the village of Ishi, but the part of the story about the kikori that appears on the way there is dropping. The part before that, where he teaches a recipe in the field, is a little inert and slow paced, so it goes down. The jungle story is a gag scene and also a bit of a sad story, but it's relaxed, so it's probably psychologically inert. (Scenes 31 to 42)


After that, the scene where Isi's village is wiped out and they go to the past Isi's village (homage to Santa Rose in Dracula 5) becomes psychologically frustrating, so it becomes active again.


Then, in front of the travel door, you are cornered by Greig, but you manage to escape and go to the hot spring area. From there, you'll go through dungeon exploration and boss battles, and then meet up with the beautiful sisters.


The trial version ends when you are about to enter the next area. Here, the game ends with an upbeat, hopeful, and do-it-yourself mood, which I think is why the purchase rate is so high.


When you complete the trial version and transfer your data, you get an extra skill seed. I think the producers and marketers were worried about this because they didn't know if the story alone would be enough to get people to buy the game, but looking at the results, I think the story alone is enough to get people to buy the game.


In other words, I think the "omake" method was born out of the seller's anxiety to keep the carrot dangling because they didn't know if people would buy the game. (Of course, there is also a sense of gratitude for those who played the demo version.)


Can indie games be imitated?

Now, to get to the point, is this a good story line for creating a demo version of an indie game? In my opinion, I would say no. After all, creating this form means that there are many mechanisms scattered all over the place to keep you on the edge of your seat. After all, making this form of game means that there are many mechanisms scattered all over the place to keep you on the edge of your seat, so it's important to make it detailed.


Rather, if you are making it for the first time, it would be much better to have it produce an ascending form (going up all the way) or a descending form (going down all the way to the end). The simpler the story is implemented, the more the user will be immersed in the game system. It could be combat, dungeon exploration, etc. In order to create an immersive story, you need to have the appropriate direction, so if you spend a lot of time on it, if you give this form in one chapter, you will need to have detailed flags to keep it all the way to the end.


This will make it very difficult for indie games. Alternatively, you need to change the way you sell the game, and release it one chapter at a time.


However, one thing that is common to many works is that it is easier to continue if you end up going up.


Majors are more likely to continue with this trial version afterwards.

On the other hand, many game publishers, including those in Japan, will need a storyline to be experienced in the demo version, if such a V-shape is an orthodox RPG. Development costs are rising year by year, and a story experience that is appropriate is required.


In the past, I thought that the story was more for continuity than sales, but apparently, when I thought about including the demo version, I realized that we should consider the form of the story arc and let the user suggest what happens afterwards.


So, I think the best order for indie game developers to use StoryAI first is to analyze the plot, then the trial version scope, and then the entire scenario.


In any case, I wasn't expecting much from the results of this analysis because it was limited to the demo range, but it produced some very interesting and suggestive graphs that I hope will contribute to 8 moves in indie game development.


At this rate, I hope to analyze the game in stages, from defeating Urunoga to the end of the game, and from turning back time to defeating Nizelpha.


Lastly, our company has taken on scenario consulting.

We offer the above analysis and reporting services to companies for a fee. We also offer free analysis and reporting to a limited number of companies each month, although this service is subject to public disclosure. We hope you will take advantage of this opportunity. (The inquiry form is located at the bottom of this article.


Graphs in this article



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