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#sorry for the bad quality of this comics but i draw very quickly bc i need to keep playing
iraprince · 2 months
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do u have any advice for those that want to run a quest?
it feels a LEETLE silly answering this when all my own are currently on hiatus bc i got busy (SORRY TO CALLIST0 READERS LOL) BUT!!! yes i do. i have only ever run quests/interactive comics on the site questden, so i guess as a baseline this will kind of all be geared towards that, but i think most of this should translate to any hosting situation
you have to be cool with your plots branching and mutating in unexpected ways, and you have to be willing to play ball with your readers. quests are a collaboration between the author and the audience. it often feels a lot like gming a tabletop campaign (and that's the origin!! questden, specifically, was originally an offshoot of /tg/.) -- we've all had or heard about bad GMs who view their position as that of a narrative dictator who exists to punish and prod a captive group of players thru their own personal novel, but a good GM is interested in telling stories as a group. u have final say and have to stay true to the important stuff abt ur story, but if u get mad or frustrated when ur readers want to explore something "off topic" or aren't following the threads of ur narrative the way u expected them to, u don't actually want to run a quest, u just want to make a webcomic w mandatory comments. (the flip side of this is: consider if the story u want to make is the right one for an interactive quest. if it is REALLY important to u that the plot beats of a story go a certain way, maybe save it for a medium where u have more control!)
keep it loose and fast. the art does not matter. i am rly guilty of not following this one, but i still think it's really important! one of the things i like best about quests is the barrier to entry is very low and you SHOULD be able to start and maintain one very quickly. if i were better at keeping my art scrabbly and sketchy and loose, my stuff would not go on hiatus as often as it does. draw fast! it's NICE if the art is gorgeous to look at and definitely will draw readers, but it's way better if the art is simple enough that you can update frequently and without much stress. the quality of ur writing + character building, and whether u are telling a story that's engaging and that ur readers feel meaningfully involved in, is 100000x more important than the art.
on the more nitty gritty side: try to have a hook in each update. one of the most common reasons suggestions die off is readers being unsure of what they're supposed to do next. sure, too much spoonfeeding could end up feeling like railroading, and you don't have to end every single update by getting right in their faces and yelling "WHAT DO YOU DO NEXT??", but when you finish an update try to take a second to put yourself in a reader's shoes and see if there's an obvious next step. is there a course of action to decide on/debate, are there clear questions they can ask an npc, etc -- i can't think of a great way to describe it, but you want to avoid ending an update on a note where the player character and readers are basically sitting there looking at each other like "um... okay. that's that, then." some ppl even just end all their updates w multiple choice options, which is a super simple way to keep things moving if it fits the style of what ur doing. if you don't want it to be that overt but you still can't think of a way for there to be a clear hook, you can at least try to leave a little nudge in the narration that invites the readers to try to tie whatever they've just done/learned back into the pc's main goals/motivations or current tasks. (on this subject, VERY useful for your main character to have a very specific goal or end destination that everyone is on the same page abt. it's harder for your plot to lose momentum if you can always point at what your readers are supposed to be moving toward!)
finally: KEEP UPDATING EVEN IF YOU GET VERY FEW/NO SUGGESTIONS. it's a niche genre. questden is a small website. it's hard to get people to read something new, especially if it's in a new and unfamiliar format (and especially especially when it's on a website that looks like a chanboard lmao). picking up readers takes a long time, and a lot of people lurk without suggesting (ESPECIALLY if it's a difficult/plot-important decision, and also especially in the opposite, if it's a very obvious next step and someone else has already commented what most ppl would say). it's very tempting to want to wait for more suggestions bc u "only" have one or two, and then that wait becomes stagnation, and then you're frustrated and u end up dropping the quest bc "nobody cares." instead u just have to push thru!!!! u only have two suggestions and u wish u had more? maybe next update u'll get more. u have NO suggestions and u feel like that means ur quest is dead in the water? NOPE! the solution is to update again, bc maybe ppl with latch on more and have something to say in the next scene. the more u update ur quest, the more u'll be able to talk abt it (and maybe get more readers), and specifically in the case of questden the more ur thread will be bumped to the front page. think abt how many times you've seen ppl talking abt a webcomic or a book and thought "i need to check that out eventually...." but it takes months for you to actually do it. 99.9999% of the time, ppl need to see something MULTIPLE TIMES before they check it out!! most readers do not come from clicking something the very first time they see it!! i know it can feel lonely and discouraging, but u owe it to ur art and the stories u want to tell to keep trying, even if engagement is very low at first, otherwise you're killing it before it's even had a chance. like, get shameless about it. ask your buddies to comment on your quest. but give that horse a few really good whacks before you decide it's dead!! i think that's my main thoughts. if you have any more specific questions i'm happy to help if i can! but also i think you'll learn the most by just jumping in and fucking around. quests are easy to pick up and easy to drop, and imo do really well as a playground where u test different ways to draw and tell stories, so might as well just get messy.
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