This is how I evaluated the entries overall. The first thing I noticed was that some entries were similar, they are more easily compared among themselves. The groups include:
Expected GameplayStandard RPG: Revenge, Illusion, Premed, GraduationSci-Fi: Scientist, Prison, RushUnidentified gameplay: Corn, Wedding
For this reason, I consider Corn and Wedding uncompetitive entries for this competition. The rest of this evaluation don't consider those.
Revenge vs Illusion
Among the standard RPGs, Revenge and Illusion are the closest in form. The most striking difference between these two is the sense of depth in the design of the story. The story that Revenge has was too simple and meaningless. In Revenge, the story you get is this:
There is a band of bandits that raided a village, the main character was a mother who suffered, who decided to revenge.
There is almost nothing interesting about the story itself. It was reactive, simplistic, and trite: someone did something to you so you want revenge, and the form of revenge is violence. In the presentation of this storyline, the author had shown no emotional conflict on the main character's motivation. The invaders are undisputably bad, and the main character is justified of her action. There is no dimension to the story. Altogether, Revenge a bad introduction for a story without any comparison.
The basic observable storyline of Illusion is this:
There is a conflict involving a standard army and a group of thirteen individuals. Twelve of them died, leaving one behind to finish the job. The identity of the conflict is a mystery, but the purpose of the struggle is to bring peace--where the definition of peace is questioned.
This story has more dimensions. First of all, it has a central meaning, a question on whether peace is an unreachable goal, and if one believes that it is unreachable, what is the source of strength to struggle. The character (the maiden) had suffered traumendous loss, just like the character in Revenge, however, there is an additional level of depth, because the Maiden chose to hide the loss. This gives more complexity to Illusion over Revenge. In terms of projected gameplay, Illusion also has an advantage, because on top of fight, it conveyed the gameplay related to illusions and hypnosis. If you compare the mode of gameplay, Illusion conveyed a playable character that is a specialist in stealth and hypnosis, on top of being able to fight by imitating the twelve others; in Revenge, the main character is just a warrior.
Illusion points to both a better story and better gameplay.
Premed vs Illusion
Premed was also readily comparable. Premed contains a better meaning to the story compared to Revenge, but still overshadowed by its thematic presentation. The only reason I believe that there is a meaning was the first sentence: "A young noble, long exiled from her homeland, must return to reclaim the throne stolen from her family and find the true meaning of her birthright." However, it was not a strong indication that there is an actual message of the story. You can write a story where the main character discover a meaning, but the story itself can be meaningless. Semantically, Premed is weaker than Illusion. The overall story also suffer some undesirable features, such as a main character that doesn't really know her past but is hinted by her dreams, a grandpa that had been preparing her for the unknown. These are too common and made the story less interesting. The situation where the bad guys came to give hints on what was going on is also a bad choice. The way mystery was introduced was not promising, and not very intelligent. It was almost forcing mystery down the viewer's throat. Compared to Illusion, Premed also didn't take much chance to express the character.
For instance, both Illusion and Premed presented a heroine with talents. Premed only conveyed it through the line:
FACTOID – Zulaikha has a keen mind. She can learn many techniques not written in books or taught by trainers.
I have never seen any worst representation of a concept. This is a clear demonstration of the author's inability to incorporate information into a story. If you think that that piece of information is so important that you would completely destroy the flow by sticking it out like a sore thumb, you better find a way to include it in the begining of the story. If the beginning of the story doesn't have it, maybe the story isn't well-designed. In illusion, the talents of the heroine are shown, such as intelligence. Whether you think that the heroine is intelligent is a separate issue, but the fact that the author didn't just say that she is intelligent make the presentation better.
Illusion and Premed also shared the use of conversation. If you compare the use of conversation, you will see that the convo in Premed is almost used as a space filler. The dialogues aren't really deep, and mostly used to move the story along, but not very interestingly. The emotion of the heroine almost doesn't connect through the dialogues, although it conveyed the situation: "the past is catching me up, it is horrible and I don't really want to deal with it"
Now, the use of conversation is a choice. It doesn't require a conversation to show that the idea that there is a mystery coming up that is rejectable by the main character. The author probably partly used it as a way to introduce the grandpa, but there was nothing revealing about grandpa. It seemed that the author didn't think a lot how the story should start, and is stuck with the wake up from bad dream, light conversation, then go to school and things got weird sequence. It read like the author was simply following some kind of template, without independently analyzing what is best to deliver the situation.
In Illusion, the main point is about illusions. The conversation was used to show that the levels of illusions played by the maiden, starting from the seeming piece to accompany the monk. The levels of illusion are presented as the monk interpreted the meaning of the conversation deeper and deeper, to a point that he believed that the conversation was solely about the maiden, only to find at the end, that the maiden was really answering his quest, that the strings he heard, were really an echoing bell. There was no lies behind the lies. This makes the conversation more meaningfully integrated in the introduction.
In terms of gameplay, Premed had shown almost nothing, except a hint of some Jackie Chan action. If you compare Revenge and Premed casually, you will expect a lot more talking than action in Premed. On top of that, Premed is likely to be thematically cheesy because it is unreasonable that the heroine will be exercising much violence. Not that illusion hinted a lot of violence, but the fact that the antagonists have no moral trouble killing you makes an exciting difference.
Illusion has a better story, and the contruction is more dense. Gameplay-wise, Premed is probably not as good because it seems reduced.
Illusion vs Graduation
Compared to Premed and Revenge, Graduation showed the most meaning, the sense that after a transition had come, all you can do is to believe in yourself. One of those no turning back moment. But the presentation of that meaning is pretty unrefined. The development of the semantic felt like a hammer, because the character didn't convey the intelligence you would expect from a graduate. The way the main character expressed the meaning was artless, however, it serves as a point to highlight the hypocricy of the Aristarchy (i.e. the Aristarchy graduated someone that is more of a grunt than an elegant thinker). Or to better decribe it, the Aristarchy graduated a character that retained his wild side although it wasn't promoted.
In terms of characterization, this conflict alone pwns Revenge and Premed by far, you don't even need to read the rest of the stories. Compared to Illusion,
the two character are compariable: A 'noble' with a wild side, compared to a peaceful koto player hidding her identity in a violent conflict. In illusion, the violent aspect wasn't displayed, but only hinted by the fallen flowers, because the illusion of peace is something to treasure as long as you can, the development of the character is heavy tied to the situation. In Graduation, it was conveyed that there was an atmosphere to suppress, there is some kind of political struggle that can't be won by force, that that situation suppressed the wild side of the character. Design-wise, the two are comparable, almost identical.
In terms of character, the two almost neutralize each other. However, the heroine in Illusion as an additional property, which is kinship. In Illusion, there is the dimension where the heroine rejects the notion that the story was about her. She wants the story to be about the twelve, not herself. In the conversation, she would rather to be the one fallen, and that there is a meaning that she did everything to continue the dreams of the relatives. The character in Graduation didn't show any further dimension, that made the character less deep.
In terms of the story, Illusion gave more hints on what the story was about. There was an obstacle, thirteen characters met due to their common path against the obstacle. In the conflict, twelve of them died, yet their wills were inherited by the youngest member, who combined their strengths to come against the obstacles. However, the cost of the twelve was very deep to the heroine, that even if she was able to bring peace, it would still be only an illusion to her.
In Graduation, the story is hinted to be: There is some unhuman forces that cannot be contested by force. The aristarchy is the submissive way of dealing with it. The main character trained through the aristarchy, but the training didn't dampen the sense of justice. The character is ready to show others how to come out of submissiveness to do things right.
In gameplay, it is unclear what kind of game Graduation is. The main character is somekind of officer, so that is an offical way to deal with the 'problems'. However, the point is to do the unofficial things. There is a mix of official tasks and wild tasks. The mode of gameplay wasn't as clear, but it should be at least less predictable than Revenge. But the fact that it didn't hint what the gameplay is, is undesirable for the introduction. In terms of observable gameplay, we see politics, and combat in Graduation; and combat, stealth, hypnosis, and group tactics in Illusion.
So overall, the story and design are better in Illusion. The presentation of the introduction in Illusion also conveyed more applicability.
For the writing, Illusion exhibits rereadability. I think I mentioned this sometimes. It is the property of a writing that contains more information as you read it more than once. It is the basis of a replayable story with real replayability. The material in Graduation exhausts much faster than in Illusion. Premed and Revenge don't even exhibit this. If you have an eye for it, the construction of Illusion is perceptually a lot deeper than Graduation.
In fiction, the job of a writer is not to describe a scene, but to create a scene, and use the scene to convey a message. Compare the first scenetic portions:
GraduationCut to a beach – everything is silhouetted by the orange light of the huge sun starting to sink below the waves. An androgynous (because they're silhouetted) anime-style figure with shoulder length hair and sharp features sits with their back to the lower left side of the screen, knees drawn up and one arm casually draped over them. The figure is looking out over the waves, the wind gently ruffling their hair. Sounds of surf, breeze, and background music. The sun is slowly sinking as the scene progresses.IllusionAn old monk under an eave was listening to the rain.In the sound of the rain, came a set of quiet ripples--footsteps of a traveler, light and calm; crests of the waves, casting aside a thin layer of new ash. Cracks of the tiles did not make a sound under the gentle steps.The traveler came under the eave, to share the only dry floor in the mountain. Against what remained of a temple wall, the traveler rested a package, two notesof contact, six feet apart.
In Graduation:
- The use of silhouetted as a way to convey imcomplete perception
- The silhouette is attributed to the setting sun, however, it is a thematic construct, not a semantic construct, because clearly the two sides of the character wasn't caused by a transition.
- A calm scene to contrast with the comming storm
- The mentioning of androgynous to hint the two sides of the character
- Hair length and ruffling to convey the existence of the wild side
- Mention of the sounds to enhance the scenetic description
- Mention of light and sun to set the mood
- Setting sun as a sign of transition--Day: Aritarchy; Night: wild
In Illusion:
- A channeling of sensory, hearing, a foreshadow of incomplete perception
- The channeling of sensory is attributed to blindness. While the maiden make no comment about the blindness, but admire the hearing, the soldiers simply ignored the monk for being blind. This is a semantic construct
- A calm scene to contrast with the comming storm
- The notion of deduction, logical mysteries to be discovered
- A sense of caring to the world in pain through the scene of gentleness across cracked tiles (i.e. the meaning that the comer is not to add to the wounds)
- The crackled tiles also serve as a contrast later on
- A moment of peace within chaos: Crests of waves casting ashes
- Rain as a symbol of cleansing (washing away ashes), listening to the rain as a metaphor of reflecting on tragedies (and later on we know that the monk was listening to the moaning of the bell, which is parallel to the maiden's song and all the rest)
- The meaning of connection, a goal to be shared: sharing the same eave in the mountain. This is a foreshadow to the goal of the monk, to find a bell, and how the maiden was actually giving a bell. The meaning of sharing refuge (from chaos) starts here.
- The moment where the monk hear the package of the maiden is parallel to the later situation where the monk hear the weapons of the horsemen. The monk is interested in the koto, but not the weapons. There is a meaning here.
- The notion of companion is not arbitrary. You will find that the presentation has a strong meaning about loss. The sense of loss started with the ash, and the eave served as an analogy that parallells the imagery of peace within chaos, where two individuals of similar path came together due to the rain, with one of them as the seeker of peace, and the other one as the provider. The two individuals drew a connection due to the rain, a reminiscience of how the thirteen came together. This scene set the stage for the intro to talk about the monk, sound, illusion, peace, kinship, inheritance of will, all at the same time.
Others
Do other entries later. Note that these are just the preliminary evaluasions. These aren't the evaluations on individual entries.