Skip to main content

Our Life developer explains the unconventional joy of visual novels

The visual novel genre is a space within video games that provides indie developers a lot of freedom and opportunity to create stories that they would like to see, especially given that the genre focuses a heavy emphasis on text-based gameplay. Originating in Japan, visual novels have quite a massive audience internationally, with games ranging from romance-driven stories to those with a horror approach.

Our Life: Beginnings & Always Release Trailer

GB Patch Games is an indie game development company that was founded in 2015 and solely focuses on the development of visual novel games. With a number of titles in its library already, the studio’s current focus is on its Our Life series. The first title, Our Life: Beginnings and Always, was released in November 2020 while the next entry, Our Life: Now & Forever, is currently in development. Our Life: Beginnings and Always follows the story of two childhood friends, their families, and four significant summers that range from childhood to the young adult years

Recommended Videos

In speaking to Katelyn Clark, founder of GB Patch Games, I learned a little more about the developer’s focus on visual novels, their approach to storytelling, and some of the unique elements found in the Our Life series.

GB Patch Games was founded back in 2015. With a focus on developing visual novels, you have a pretty sizable library of games! What was the initial draw towards the visual novel genre as developers?

Growing up I loved playing video games. It was a lot of fun to interact with them and move the story along myself through gameplay. But what ended up amazing me more than anything else was when I happened to try games that allowed you to interact with the story/character side of the experience. RPGs with secret endings, the Harvest Moon series where you got to pick which person the main character married (if anyone), etc. The realization that in a game where you had some level of control over what happened, things didn’t have to go only one way always stuck with me.

Though for most of my childhood, I always thought normal gameplay came first and that’s all there was. I didn’t know about text adventures or genres like that until I was older. Visual novels were the first story-centered type of game I stumbled on as a young teen. And it was very exciting to find games where the gameplay was all about interacting with a story. I was immediately a big fan and have been ever since.

In terms of the visual novel genre, are there any specific elements to the genre that stand out to you? Was there any particular gap you noticed in the genre that you thought you could fill with your games?

I enjoy stories where not only is anything possible, but where there can be more than one thing possible. Visual novels don’t have to follow any conventions, though certain genres do have some expected elements, and can include as many options/branches as the creator wants. It’s a lot of fun.

A dialogue option chocie in Our Life: Now and Forever.
Image used with permission by copyright holder

I didn’t think I was doing anything particularly needed when I got into making my own, though. I just wanted to create games I liked, try whatever ideas I had even if they weren’t consistent with each other, and hoped other people would have a good time with them too.

With such a wide range of games within the genre, what about the genre has contributed to the stories that you’re looking to tell through your games?

Visual novels make it easy to try out the different interaction concepts I’ve had an interest in. From point management to timed options, to choices that are purely for roleplaying/customization, and always getting to choose who the main character has a preference for (if anyone).

In playing through Our Life: Beginning and Always, I noticed that the ability to really customize the player’s character is a huge part of the game. What is the significance for the GB Patch team in terms of providing such inclusive customization options for players?

When coming up with the initial ideas for Our Life, player customization wasn’t something terribly present. I was thinking about how I wanted to create a story where the characters grew up over the years, how it’d be fun to have your choices influence the way the love interest developed, that I wanted to attempt an atmosphere that was genuinely relaxing/nostalgic to people, and there was a goal of really showing off how charming the childhood friend trope could be if it was given complete focus.

A look at the character customization screen in Our Life: Beginnings & Always.
Image used with permission by copyright holder

While going through that list, difficult decisions had to be made. With so many elements and such a long period of time to go over, it was stressful to try coming up with one single, perfect way to do it that would give players of all different personalities a positive experience. My solution was to default to ‘well, maybe we could make it a choice instead of a set thing’.

After repeated rounds of that, it eventually clicked that if I’m imagining players having this ideal little summer story of growing up without worries of how it’ll play out, that the best way to do that would be to just let them live how they wanted to. It was pretty obvious in retrospect. At that point, we began work on coming up with systems and structures that would allow as much personalization as possible so that as many people as possible felt comfortable and included.

Was creating extremely customizable experiences a big focus for GB Patch from the beginning?

It wasn’t. Originally, I wanted the games we made to be a story you had a say in, but still an intentional/set experience. I thought us keeping a good amount of control was the best way to ensure there was a consistent tone and the players would feel the ways we hoped they would and such. It wasn’t until Our Life: Beginnings & Always that all the good things major customization could do got through to me. I imagine quite a lot of our projects will use heavy personalization from here on out.

Specifically looking at Our Life: Beginning and Always, the game definitely has so many choices to go through. With over 300,000 words in the game, there’s a lot of story to read through. What has been the general approach to creating both the base game and the DLC associated with it in terms of writing and mapping out the customizable choices?

It’s definitely freeform. I take each part of the game (Step openings, Moments, and Step closings) one at a time. Almost nothing is strict or unchangeable or decided on in-advanced. Often there aren’t even pre-planned premises for any of the Moments. The events only start to truly exist when I’m actually working on a single new Moment or opening or ending.

Some of the characters of Our Life: Beginnings & Always talk on screen.
Image used with permission by copyright holder

There were overarching themes and certain types of scenes I knew I wanted to include, but I didn’t know for sure how anything was going to fit or play out until I worked through each section. Then once new content was complete, I’d go back and add references or alterations to prior scenes where needed. I like being able to give myself as much time as possible before deciding on the content and being free to go with whatever makes sense when I do reach the point where a choice has to be made.

What has been the most rewarding part of creating visual novels? Is it the final game and story, the community that has sprung up around your games, the team that you work with?

Our Life: Beginnings & Always resonated with people more than I ever thought it would. We tried our best, though I honestly thought the game would come out to be an ‘enjoyable time’ and that’d be satisfying enough. I didn’t have confidence that it’d succeed in having a deeper emotional impact. But it did for a lot of the players who gave it a chance.

Seeing how the story and characters made people happy, helped them feel calmer in a really stressful time, let them reflect on their real lives, allowed them to live out things they couldn’t in their real life, and all of that has definitely been the most rewarding part of everything I’ve done with visual novels.

Interview responses have been lightly edited for clarity.

Paige Lyman
Freelance writer and journalist
Paige Lyman is a freelance writer and journalist who covers culture and entertainment. She has contributed stories to Digital…
Topics
Where to find the cartographer in Emerald Stair in Avowed
Environmental shot of Galawains Tusks Slumbering Fields in Avowed.

You will probably have a good grip on all the tips and tricks needed to beat Avowed by the time you reach the second zone, Emerald Stair. However, no matter how many abilities you have or how good your gear is, finding a missing person with just a vague hint never gets any easier. We already helped Sanza find a missing cartographer in Dawntrail, but he has lost another in Emerald Stair and needs us to track them down. Like last time, the Avowed won't tell you where to go so we explored the entire region to show you exactly where to track them down.
Where to find the cartographer in Emerald Stair

The first cartographer quest at least gave you the general direction to find them, but this time we are only given the name of the area within Emerald Stair. The area in question is called Naku Tedek and is the isolated island on the south end of the map.

Read more
3 PlayStation Plus games to play this weekend (March 14-16)
The PC version of Ghost of Tsushima Director's Cut.

The beginning of March was light in upcoming PS5 games, but the long-delayed Assassin's Creed Shadows is right around the corner. But we still have an entire weekend to fill before it comes out, which is where your PlayStation Plus subscription pays off. The Essential games for March were incredibly strong, but the back catalogue of Extra and Premium games has the perfect selection to get you excited for all the biggest upcoming video games, like Death Stranding 2. Or, it could be the perfect way to find a fun, bite-sized game to hold you over until next week's releases hit and dominate your time. As always, I have hand-selected only the best games in PlayStation Plus for you to play this weekend.
Ghost of Tsushima: Director's Cut
Ghost of Tsushima Director's Cut - Announcement Trailer | PS5, PS4

Even before Shadows was announced, Ghost of Tsushima was touted as being the Japanese AC game that Ubisoft should have made years ago. While that is a reductive way to frame it, there's no denying there are similarities, and the two will be directly compared. Whether you plan on playing Shadows or not, Ghost is a magnificent game that still boasts some of the best graphics on PS5. Exploring the vibrant island of Tsushima as you follow the wind and animals rather than waypoints gives you a deep appreciation for the world you're fighting for. If you missed out on the Director's Cut content, jumping back in for the Iki Island DLC is perhaps the best part of the experience.

Read more
3 Xbox Game Pass games to play this weekend (March 14-16)
Assassin's Creed Odyssey review

Game Pass serves many functions as a service. Some use it to play the best Xbox Series X games on release, others lean on it between games, and everything in between. One of our favorite ways to take advantage of the massive Game Pass catalog is in preparation for upcoming Xbox Series X games. Whether it be playing previous games in a series to get caught up, or games in a similar genre to get in the mood, Game Pass has what you're looking for. We have our eye on Assassin's Creed Shadows next week just like you, but what about this weekend? Here are the best Xbox Game Pass games to boot up over the break.
Assassin's Creed Odyssey
Assassin's Creed Odyssey: Launch Trailer | Ubisoft [NA]

All the best Assassin's Creed games are on Game Pass, but we feel Odyssey is the best of them since transitioning into RPGs. Historically, this is the earliest game in the timeline, though that doesn't matter much since there are only loose threads connecting the games at this point. What does matter is how vast and enjoyable a world this is to explore. It isn't quite as bloated as Valhalla and will get you back into the groove of parkouring, stealthing, and fighting all over again. The story here is also one of the best in the series if you have the time to go all the way with it. But even just dabbling in it so you don't get burned out before Shadows is a great way to prepare yourself.

Read more