Cautionary Tale Interviews! Wolf: Project Lead, Writer, and Game Director!
Which one of the three games did you work on?
I worked on all three games. I created the concept and lead Let Go.'s development, wrote an ending for Beyond Yesterday's Grasp, and wrote for all but Oliver's route in If in Your Dreams; The Flood. I also wrote all of the meta narrative.
What is your favorite part of working in a team?
Meeting all of the new people. I love seeing creative forces come together, and making memories with everyone keeps me going. It awes me how much passion everyone has for something like this, and I love to be a part of it!
What is it like writing in a team? Which do you prefer, team writing, or writing solo? Why?
It's interesting! You have to create a cohesive vision, and the classic 'kill your darlings'. I enjoy being part of a team most, for sure. I want to share this experience with others. Eventually dying alone with riches you've earned, versus dying poor with friends at your side? The choice is obvious for me.
How did you get started in your field?
I joined Watercress after they started up on the Katawa Shoujo subreddit. Having been blown away by KS, I knew that I needed to be a part of something like this. However, I wasn't confident in my abilities, so I had no real role in the very beginning of WC's history four years ago. Very shortly in, however, people trusted me enough to give me a Lead Writer role, and later, I became Watercress' Studio Director. I stand on the shoulders of giants, and I won't waste this opportunity that's been given to me all those years ago!
What was the most difficult part of the process?
Communication. This is always going to be the hardest part of the process. In a studio built online, communication isn't a cubicle away, it's a continent away. Add a team of multiple studios and 60+ people, communication is a nightmare.
Was this your first leadership experience? If not, did you draw on your previous experience to guide you?
This isn't, as I Co-Directed Fare Thee Well, Directed Our Home., currently Direct Avitus: Act 0/Avitus, Direct One Step Forward, as well as Directing the entire studio itself (among other things). I drew on all of my previous experiences to help lay a strong foundation for the members still coming into their own. However, despite this experience, I'm still learning, and I always will be.
What advice would you give to someone entering your field?
Always start small, don't let feature creep get to you, release something, and remember to keep others' feelings in mind. Be ethical, follow your morals, but don't be afraid to step on toes (don't let toxicity ruin what you have, and someone has to make the tough decisions in the end - let leadership do its job).
What advice would you give to someone wanting to do NaNoRenO for the first time?
Just go at it! Again, start small, and focus on having fun, and don't forget to be a part of the community!
Was there anything that didn’t make it into the game that you wish had?
Oh, there was a whole lot! Let Go., I was satisfied in how it turned out, but the meta narrative part of the story was very different than how I intended it to be. We meant to introduce more than just Nathan! However, all in all, I don't regret anything, and I'm very satisfied in the current form of this product.
Was this your first time doing NaNoRenO? If so, was it what you expected? If it was not, how was this different from previous NaNoRenO’s you’ve participated in?
This is my third time participating in NaNoRenO. It was a much larger team, with three games tied into one - something we've never done before. I'd say it went relatively well, but we're probably not going to do it again. Break the boundary once, and move onto the next!
How are visual novels different compared to other forms of writing?
While most people would say 'oh, a VN is like a Novel with visuals', they'd be wrong. It's more like a screenplay, with sprites as the actors. VNs are not prose. It's very interesting to write, and I'd say it's a better writing system than novelization, despite the inherent flaws.
Why did you dedicate so much time, effort, and passion to this project for no monetary reward? What fueled your creativity and drove you to keep pushing?
Others relying on me fuels my dedication. My goal in life is to help others, and if that means spending every waking moment ensuring this project is released, then I'm happy to do so. Being around so many other amazing people kept me from going insane as well!
How did the story evolve from the original pitch?
There was a lot more meta aspects to Let Go., and Flood had a much more dynamic nature originally. All three games evolved heavily, and many had to be constricted in order to successfully release.
Which character is your favorite?
Maya. She's tough, she's caring, she's sassy, and she's the strongest damned character out of every single character in this set of games. No other character can boast her dedication, and she's had to make the roughest decision any person would ever have to make. Eli is a close second, for his unwavering care and love, and his acceptance of the impossible.
Where do you write your first drafts? Do you like to outline, or just head in blind? Do you have any sort of writing ritual?
If you don't use Google Docs, learn how to like, yesterday. I like to outline, as I work with others, and teams depend on that shit! My ritual involves 60 ounces of coffee, my laptop, and a good walk. Ginger sending me cat pictures (especially after I nag her) helps a lot too.
What was rewarding about being a leader? What was frustrating?
Seeing everyone's passion, and creating a final product are always wonderful. Making friends is easily the best aspect! It was frustrating when members talked back or yelled at me, alongside adding hurdles to development without talking to me first. That, and members going AWOL. However, the pros outweigh the cons, and I would happily do NaNo again (and will next year)!
What did you gain from this experience?
This is tough to quantify, so I'll say the most important one: I gained friends. The ties we make with other studios, the new people who join us, this is the fabric of the EVN industry, and we will only survive together - not apart. Things are changing in this community, and for the better. We are no longer scattered as we used to be, and in the future, you'll see more camaraderie in this manner. We're making history.
Hindsight is 20/20. Name one thing you’d do differently.
More management. With so many unforeseen circumstances, it would have been nice to have more middle management. However, if certain issues wouldn't have happened, I wouldn't have needed more management - so it's more an issue on an individual level rather than a management level. Live and learn!
How do you feel about the finished product?
For a while, I was concerned about release. But, surprisingly, we did it - we made three games in a month. I'm extremely satisfied that we delivered, let alone with the amount of polish it currently has.
What would you like to tell someone who is considering playing our game?
Know that this is a set of three games made within a single month. Have fun with it! Expect some polish in the future, and check out our other games (and games from other participating studios). Play more than just ours!
Like what you hear? Check out Wolf on his twitter or play Cautionary Tale!