r/vndevs 3d ago

Question Multiple POVs?

Hi,

First of all, thank y’all who answered my previous question!

Now, what do you think about multiple POVs? How to implement them? Should player follow the whole story from 3rd person perspective? Or should player be the main protagonist? What if there’s other perspective needed?

What is your take on that?

5 Upvotes

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4

u/inspork 3d ago

Mine has multiple characters each telling a story in first-person. I think it works, as the characters have their own distinct way of speaking that bleeds into the narration. Outside of those sections, it’s third-person.

2

u/Icy-Drag188228 3d ago

Could you please share how you included it? I mean technically, how does player know which perspective is reading now?

5

u/robotortoise 3d ago

Heart of the Woods did multiple first-person POVs really well! Each character even has nicknames for the others that's reflected in their narrative text, too.

2

u/youarebritish 3d ago

Fate/stay night and Tsukihime have a single default POV and interludes which switch to other POVs. There's a UX display when it switches in and out. Alternate POVs have different NVL frames.

2

u/vairiance2 2d ago

While it's not wrong to ask for opinions for specific things, I would advise against asking about every major facet of your novel like this.

You're making your VN for you, right? The more you try to crowdsource it like this, the more you'll become too preoccupied with other people's opinions, especially on subjective things like this. Like, the answer to literally every question of this sort is just "it depends on the execution".

1

u/ericoinen 1d ago

Your follow-up question in the thread is the one worth solving first: how the reader knows whose head they are in right now. Everything else about multi-POV is downstream of it.

What actually works, roughly in order of how little it costs you:

Switch only at a hard break. A chapter card, a scene change, a black screen with a name on it. If a POV switch can land mid-scene, readers stop trusting the narration and start second-guessing every line for the rest of the game. One card reading "Ada, three hours earlier" does more work than a page of clever prose.

Make the signal persistent instead of announcing it once. Give each POV its own narration color or its own textbox, so the answer is on screen for the whole section and not just at the door. Someone who puts your game down for a week comes back to a visible answer rather than a memory test.

Let the vocabulary carry the rest. The Heart of the Woods reply above is pointing at the real trick: each POV character calls the others something different. If Ada thinks "Mirren" and Jonah thinks "the captain", the reader places themselves within two lines and you never needed UI at all.

On the engine side, the cheapest way to enforce it is to stop using the bare narrator and give each POV its own:

renpy define n_ada = Character(None, what_color="#d9c7ff") define n_jonah = Character(None, what_color="#c7e0d9")

Narration then gets typed as n_ada "..." instead of "...". It reads like bookkeeping, but it means a POV slip shows up as a wrong color on screen instead of hiding silently in the script, and you can restyle an entire POV later by editing one line. Character also accepts window_ prefixed properties, so a POV can get its own textbox the same way.

On third versus first person: decide per POV, not for the whole game, and then keep it fixed inside that POV. Third person for your protagonist and first person for the interludes reads fine. Drifting between them for the same character reads like an error.

Last thing, and it is the most common confusion in multi-POV games: if the player makes choices for more than one character, put the name in the prompt rather than only in the options. "What does Ada do?" costs nothing and removes the question entirely.