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Actually, Ladykiller in a Bind is very easily going to be my least traditional visual novel, and vastly more systems-oriented than my previous stuff. It’s still a visual novel presentation, but we’re going to be doing a lot with the social manipulation element of the game; the ways you interact with people, and who you decide to pay attention to, will play a very big role in how the story unfolds. So there’s going to be a lot of careful balancing of hostile social situations, which is quantified through game systems, and designed to be very different in multiple playthroughs.

It’s also going to be my last visual novel, precisely because I’m sorta worried I’ve focused too much on making the same sorts of games, and I very much need to start increasing my range. I don’t want to fall into a rut of just constantly making visual novels about computer interfaces. I have no idea what I’ll be working on after Ladykiller in a Bind, but it’ll likely be a very different sort of game than I’ve done in the past.

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GameRanx Asks: A Developer Interview With Christine Love