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A visual novel (VN) is a form of digital interactive fiction. Visual novels are often associated with the medium of
video game A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
s, but are not always labeled as such themselves. They combine a textual narrative with static or animated illustrations and a varying degree of interactivity. The format is more likely referred to as a visual novel game. Visual novels originated in and are especially prevalent in
Japan Japan is an island country in East Asia. Located in the Pacific Ocean off the northeast coast of the Asia, Asian mainland, it is bordered on the west by the Sea of Japan and extends from the Sea of Okhotsk in the north to the East China Sea ...
, where they made up nearly 70% of the PC game titles released in 2006. In Japanese, a distinction is often made between visual novels (NVL, from "novel"), which consist primarily of narration and have very few interactive elements, and adventure games (AVG or ADV, from "adventure"), which incorporate problem-solving and other types of gameplay. This distinction is normally lost outside Japan, as both visual novels and ADV-style adventure games are commonly referred to as "visual novels" by international fans. Visual novels are rarely produced exclusively for dedicated
video game console A video game console is an electronic device that Input/output, outputs a video signal or image to display a video game that can typically be played with a game controller. These may be home video game console, home consoles, which are generally ...
s, but the more popular games have occasionally been ported from PC (or a hardware equivalent) to systems such as the
Sega Saturn The is a home video game console developed by Sega and released on November 22, 1994, in Japan, May 11, 1995, in North America, and July 8, 1995, in Europe. Part of the fifth generation of video game consoles, it is the successor to the succes ...
, Dreamcast, PlayStation Portable, or
Xbox 360 The Xbox 360 is a home video game console developed by Microsoft. As the successor to the Xbox (console), original Xbox, it is the second console in the Xbox#Consoles, Xbox series. It was officially unveiled on MTV on May 12, 2005, with detail ...
. The more famous visual novels are also often adapted into
light novel A is a type of Genre fiction, popular literature novel from Japan usually classified as young adult fiction, generally targeting Adolescence, teens to Young adult, twenties or older. The definition is very vague, and wide-ranging. The abbr ...
s,
manga are comics or graphic novels originating from Japan. Most manga conform to a style developed in Japan in the late 19th century, and the form has a long history in earlier Japanese art. The term is used in Japan to refer to both comics ...
, or
anime is a Traditional animation, hand-drawn and computer animation, computer-generated animation originating from Japan. Outside Japan and in English, ''anime'' refers specifically to animation produced in Japan. However, , in Japan and in Ja ...
, and are sometimes succeeded or complemented by video games such as
role-playing game A role-playing game (sometimes spelled roleplaying game, or abbreviated as RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out ...
s or
action game An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, rhythm games and ...
s set in the same universe. The market for visual novels outside of East Asia is small, though a number of anime based on visual novels are popular among anime fans in the Western world; examples include ''Clannad'', '' Danganronpa'', '' Steins;Gate'', and '' Fate/stay night''.


Structure

Visual novels are distinguished from other game types by their generally minimal gameplay. Typically the majority of player interaction is limited to clicking to keep the text, graphics and sound moving as if they were turning a page (many recent games offer "play" or "fast-forward" toggles that make this unnecessary), while making narrative choices along the way. Another main characteristic of visual novels is their strong emphasis on the prose, as the narration in visual novels is delivered through text. This characteristic makes playing visual novels similar to reading a book. Most visual novels have multiple storylines and more than one ending; the mechanic in these cases typically consists of intermittent multiple-choice decision points, where the player selects a direction in which to take the game. For example, in a dating simulator-themed visual novel, the player is prompted to pick different characters to date which, in turn, leads to a different ending. This style of gameplay is similar to story-driven interactive fiction, or the shorter and less detailed real-life
gamebook A gamebook is a work of printed fiction that allows the reader to participate in the story by making choices. The narrative branches along various paths, typically through the use of numbered paragraphs or pages. Each narrative typically does not ...
books. Some visual novels do not limit themselves into merely interactive fictions, but also incorporate other elements into them. An example of this approach is '' Symphonic Rain'', where the player is required to play a musical instrument of some sort, and attain a good score in order to advance. Usually such an element is related as a plot device in the game. Fan-created novel games are reasonably popular; there are a number of free game engines and construction kits aimed at making them easy to construct, most notably KiriKiri, NScripter, and Ren'Py. Many visual novels use voice actors to provide voices for the non-player characters in the game. Often, the protagonist (that is, the
player character A player character (also known as a playable character or PC) is a fictional Character (arts), character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters tha ...
) is left unvoiced, even when the rest of the characters are fully voiced. This choice is meant to aid the player in identifying with the protagonist and to avoid having to record large amounts of dialogue, as the main character typically has the most speaking lines due to the branching nature of visual novels.


Narrative branches

Non-linear branching storylines are a common trend in visual novels, which frequently use multiple branching storylines to achieve multiple different endings, allowing non-linear freedom of choice along the way, similar to a choose-your-own-adventure novel. Decision points within a visual novel often present players with the option of altering the course of events during the game, leading to many different possible outcomes. An acclaimed example is '' Zero Escape: Virtue's Last Reward'', where nearly every action and dialogue choice can lead to entirely new branching paths and endings. Each path only reveals certain aspects of the overall storyline and it is only after uncovering all the possible different paths and outcomes, through multiple playthroughs, that every component comes together to form a coherent, well-written story. The digital medium in visual novels allow for significant improvements, such as being able to fully explore multiple aspects and perspectives of a story. Another improvement is having hidden decision points that are automatically determined based on the player's past decisions. In '' Fate/stay night'', for example, the way the
player character A player character (also known as a playable character or PC) is a fictional Character (arts), character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters tha ...
behaved towards non-player characters during the course of the game affects the way they react to the player character in later scenes, such as whether or not they choose to help in life-or-death situations. This would be far more difficult to track with physical books. More importantly, visual novels do not face the same length restrictions as a physical book. For example, the total word count of the English fan translation of ''Fate/stay night'', taking all the branching paths into account, exceeds that of ''
The Lord of the Rings ''The Lord of the Rings'' is an Epic (genre), epic high fantasy novel written by English author and scholar J. R. R. Tolkien. Set in Middle-earth, the story began as a sequel to Tolkien's 1937 children's book ''The Hobbit'' but eventually d ...
'' by almost 80%. This significant increase in length allows visual novels to tell stories as long and complex as those often found in traditional novels, while still maintaining a branching path structure, and allowing them to focus on complex stories with mature themes and consistent plots in a way which ''Choose Your Own Adventure'' books were unable to do due to their physical limitations. Many visual novels often revolve almost entirely around character interactions and dialogue choices usually featuring complex branching dialogues and often presenting the player's possible responses word-for-word as the player character would say them. Such titles revolving around relationship-building, including visual novels as well as dating
simulation A simulation is an imitative representation of a process or system that could exist in the real world. In this broad sense, simulation can often be used interchangeably with model. Sometimes a clear distinction between the two terms is made, in ...
s, such as ''Tokimeki Memorial'', and some
role-playing video game Role-playing video games, also known as CRPG (computer/console role-playing games), comprise a broad video game genre generally defined by a detailed story and character advancement (often through increasing characters' levels or other skills) ...
s, such as ''
Persona A persona (plural personae or personas) is a strategic mask of identity in public, the public image of one's personality, the social role that one adopts, or simply a fictional Character (arts), character. It is also considered "an intermediary ...
'', often give choices that have a different number of associated "mood points" that influence a player character's relationship, and future conversations, with a non-player character. These games often feature a day-night cycle with a time scheduling system that provides context and relevance to character interactions, allowing players to choose when and if to interact with certain characters, which in turn influences their responses during later conversations. It is not uncommon for visual novels to have morality systems. A well-known example is the 2005 title '' School Days'', an animated visual novel that Kotaku describes as going well beyond the usual "black and white choice systems" (referring to video games such as '' Mass Effect'', '' Fallout 3'' and '' BioShock'') where you "pick a side and stick with it" while leaving "the expansive middle area between unexplored". ''School Days'' instead encourages players to explore the grey, neutral middle-ground in order to view the more interesting, "bad" endings, e. g. an ending where a character dies or the main protagonist does not advance towards the flow of the story.


Kinetic novels

Kinetic novels are visual novels with non-branching plots, similar to a conventional novel or a graphic novel in multimedia form. Examples of kinetic novels include '' Higurashi When They Cry'', '' Muv-Luv Alternative'', and '' Digital: A Love Story''. The term was first used by the publisher Key for their title '' Planetarian: The Reverie of a Little Planet''.


RPG hybrids

There are
role-playing video game Role-playing video games, also known as CRPG (computer/console role-playing games), comprise a broad video game genre generally defined by a detailed story and character advancement (often through increasing characters' levels or other skills) ...
s that feature visual novel-style elements. A well-known example in the West is Mistwalker's '' Lost Odyssey'', an RPG that features a series of visual novel-style flashback sequences called "A Thousand Years of Dreams". These sequences were penned by an award-winning Japanese short story writer, Kiyoshi Shigematsu. Another title is the Arc System Works
fighting game The fighting game video game genre, genre involves combat between multiple characters, often (but not limited to) one-on-one battles. Fighting game combat often features mechanics such as Blocking (martial arts), blocking, grappling, counter- ...
series '' BlazBlue'', which plays off of a complex fantasy setting where a one-hundred-year period is reset indefinitely with many variables. The many branching storylines in Story Mode can serve as stand-alone stories, but players must consider them together along with Arcade Mode stories to be able to fully understand the universe. Another successful example is
Sega is a Japanese video game company and subsidiary of Sega Sammy Holdings headquartered in Tokyo. It produces several List of best-selling video game franchises, multi-million-selling game franchises for arcade game, arcades and video game cons ...
's '' Sakura Wars'' series, which combined tactical role-playing game combat with visual novel elements, introducing a real-time branching choice system where, during an event or conversation, the player must choose an action or dialogue choice within a time limit, or to not respond at all within that time. The player's choice, or lack thereof, affects the
player character A player character (also known as a playable character or PC) is a fictional Character (arts), character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters tha ...
's relationship with other characters and in turn the characters' performance in battle, the direction of the storyline, and the ending. Later games in the series added several variations, including an action gauge that can be raised up or down depending on the situation, and a gauge that the player can manipulate using the analog stick depending on the situation. The success of ''Sakura Wars'' led to a wave of games that combine role-playing and visual novel elements, including '' Thousand Arms'', '' Riviera: The Promised Land'', and '' Luminous Arc''.


Style

Despite using the narrative style of
literature Literature is any collection of Writing, written work, but it is also used more narrowly for writings specifically considered to be an art form, especially novels, Play (theatre), plays, and poetry, poems. It includes both print and Electroni ...
, visual novels have evolved a style somewhat different from print novels. In general, visual novels are more likely to be narrated in the first person than the third, and typically present events from the point of view of only one character. In the typical visual novel, the graphics comprise a set of generic backgrounds (normally just one for each location in the game), with character superimposed onto these; the perspective is usually first-person, with the protagonist remaining unseen. At certain key moments in the plot, special ''event CG''
computer graphics Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. ...
are displayed instead; these are more detailed images, drawn specially for that scene rather than being composed from predefined elements, which often use more cinematic camera angles and include the protagonist. These event CGs can usually be viewed at any time once they have been "unlocked" by finding them in-game; this provides a motivation to replay the game and try making different decisions, as it is normally impossible to view all special events on a single play-through. Up until the 1990s, the majority of visual novels utilized pixel art. This was particularly common on the NEC PC-9801 format, which showcased what is considered to be some of the best pixel art in the
history of video games The history of video games began in the 1950s and 1960s as computer science, computer scientists began designing simple games and simulation video game, simulations on minicomputers and mainframe computer, mainframes. ''Spacewar!'' was develop ...
, with a popular example being '' Policenauts'' in 1994. There have also been visual novels that use live-action stills or video footage, such as several ''Sound Novel'' games by Chunsoft. The most successful example is '' Machi'', one of the most celebrated games in Japan, where it was voted No. 5 in a 2006 ''
Famitsu , formerly , is a line of Japanese Video game journalism, video game magazines published by Kadokawa Game Linkage (previously known as Gzbrain), a subsidiary of Kadokawa Corporation, Kadokawa. ''Famitsu'' is published in both weekly and monthly f ...
'' reader poll of top 100 games of all time. The game resembled a live-action television drama, but allowing players to explore multiple character perspectives and affect the outcomes. Another successful example is '' 428: Shibuya Scramble'', which received a perfect score of 40 out of 40 from ''
Famitsu , formerly , is a line of Japanese Video game journalism, video game magazines published by Kadokawa Game Linkage (previously known as Gzbrain), a subsidiary of Kadokawa Corporation, Kadokawa. ''Famitsu'' is published in both weekly and monthly f ...
'' magazine.


History

The history of visual novels dates back to '' The Portopia Serial Murder Case'' (1983). It featured non-linear elements, which include traveling between different areas in a generally open world, a branching dialogue conversation system where the story develops through entering commands and receiving responses from other characters, and making choices that determine the dialogues and order of events as well as alternate outcomes, though there is only one true culprit while the others are red herrings. It also features a phone that could be used to dial any number to contact several non-player characters. Reprinted at . The game was well received in Japan for its well-told storyline and surprising twist ending, and for allowing multiple ways to achieve objectives. Reprinted from . Shortly after, in 1988, ''Snatcher'' appeared, developed by Hideo Kojima and released for the PC-8801 and MSX2 in 1988, in which a cyberpunk detective hunts down a serial killer. Another more non-linear early example was ''Mirrors'', released by Soft Studio Wing for the PC-8801 and FM Towns computers in 1990; it featured a branching narrative, multiple endings, and audio CD music. A common feature used in visual novels is having multiple protagonists giving different perspectives on the story. '' EVE Burst Error'' (1995), developed by Hiroyuki Kanno and C's Ware, introduced a unique twist to the system by allowing the player to switch between both protagonists at any time during the game, instead of finishing one protagonist's scenario before playing the other. ''EVE Burst Error'' often requires the player to have both protagonists co-operate with each other at various points during the game, with choices in one scenario affecting the other. An important milestone in the history of visual novels was '' YU-NO: A Girl Who Chants Love at the Bound of this World'' (1996), which was developed by Hiroyuki Kanno and is
ELF An elf (: elves) is a type of humanoid supernatural being in Germanic peoples, Germanic folklore. Elves appear especially in Norse mythology, North Germanic mythology, being mentioned in the Icelandic ''Poetic Edda'' and the ''Prose Edda'' ...
's most famous visual novel. It featured non-linear storytelling, with a science fiction plot revolving around time travel and parallel universes. The player travels between parallel worlds using a Reflector device, which employs a limited number of stones to mark a certain position as a returning location, so that if the player decides to retrace their steps, they can go to an alternate universe to the time they have used a Reflector stone. The game also implemented an original system called Automatic Diverge Mapping System (ADMS), which displays a screen that the player can check at any time to see the direction in which they are heading along the branching plot lines. ''YU-NO'' revolutionized the visual novel industry, particularly with its ADMS system. Audiences soon began demanding large-scope plotlines and musical scores of similar quality and ambition to that of ''YU-NO'', and that responded by hiring talent. According to Gamasutra: "The genre became an all-new arena for young artists and musicians once again, with companies willing to take chances on fresh blood; the market thrived with the excitement and the risks that were being taken, and became a hotbed of creativity". The branching timeline system was influential, opening "the door for visual novels to become more elaborate and have a greater range of narrative arcs, without requiring the player to replay the game over and over again". According to '' Nintendo Life'', "the modern visual novel genre would simply not exist without" ''YU-NO''. Branching timeline systems similar to ''YU-NO'' also later appeared in
role-playing video games Role-playing video games, also known as CRPG (computer/console role-playing games), comprise a broad video game genre generally defined by a detailed story and character advancement (often through increasing characters' levels or other skills) ...
such as '' Radiant Historia'' (2010)Radiant Historia Gives Off a Distinct Chrono Trigger Vibe
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and the PSP version of '' Tactics Ogre'' (2010). Chunsoft sound novels such as '' Machi'' (1998) and '' 428: Shibuya Scramble'' (2008) developed the multiple-perspective concept further. They allow the player to alternate between the perspectives of several or more different characters, making choices with one character that have consequences for other characters. ''428'' in particular features up to 85 different possible endings. Another popular visual novel featuring multiple perspectives is '' Fate/stay night'' (2004).


Content and genres

Many visual novels are centered on
drama Drama is the specific Mode (literature), mode of fiction Mimesis, represented in performance: a Play (theatre), play, opera, mime, ballet, etc., performed in a theatre, or on Radio drama, radio or television.Elam (1980, 98). Considered as a g ...
, particularly themes involving romance or family, but visual novels centered on
science fiction Science fiction (often shortened to sci-fi or abbreviated SF) is a genre of speculative fiction that deals with imaginative and futuristic concepts. These concepts may include information technology and robotics, biological manipulations, space ...
, fantasy fiction, erotic fiction and
horror fiction Horror is a genre of speculative fiction that is intended to disturb, frighten, or scare an audience. Horror is often divided into the sub-genres of psychological horror and supernatural horror. Literary historian J. A. Cuddon, in 1984, defin ...
are not uncommon.


Dōjinshi games (dōjin soft)

Dōjinshi , also Romanization of Japanese, romanized as ', is the Japanese term for self-published print works, such as magazines, manga, and novels. Part of a wider category of ''doujin'' (self-published) works, ''doujinshi'' are often derivative of exi ...
(, often transliterated as ''doujinshi'') is the Japanese term for self-published (fan-made) works. This includes (but is not limited to) '' dōjin games'' (), also sometimes called ''dōjin soft (''). These visual novel-style games are created as fan-made works based on pre-existing '' fandoms'' (usually anime and manga, but also for TV shows or even other pre-existing games and visual novels). Dōjinshi games are often based on romance (or ''
shipping Freight transport, also referred to as freight forwarding, is the physical process of transporting commodities and merchandise goods and cargo. The term shipping originally referred to transport by sea but in American English, it has been ...
'') between two characters, known as an '' otome game'' () or '' dating sim''; sometimes becoming sexual (or ''
hentai Hentai () is a style of Pornography in Japan, Japanese pornographic anime and manga. In addition to anime and manga, hentai works exist in a variety of media, including artwork and video games (commonly known as ''eroge''). The developme ...
''), known as an '' eroge'' (, a portmanteau of erotic game ()).


Erotic content

Many visual novels also qualify as eroge, an abbreviation of 'erotic game'. These games feature sexually explicit imagery that is accessed by completing certain routes in the game, most often depicting the game's protagonist having sex with one of the game's other characters. Like other pornographic media in Japan, scenes depicting genitalia are censored in their original Japanese releases, only becoming uncensored if the game is licensed outside Japan with all art assets intact. Certain eroge titles receive re-releases which exclude explicit content in order to be sold to a younger audience, such as ports to consoles or handheld systems where sexually explicit content is not allowed, and storylines referring to aforementioned sex scenes are often omitted from adaptations into other media, unless that media is also pornographic in nature, such as a
hentai Hentai () is a style of Pornography in Japan, Japanese pornographic anime and manga. In addition to anime and manga, hentai works exist in a variety of media, including artwork and video games (commonly known as ''eroge''). The developme ...
anime. Traditionally, PC-based visual novels have contained risque scenes even if the overall focus is not erotic (similar to the " obligatory sex scene" in Hollywood
action film The action film is a film genre that predominantly features chase sequences, fights, shootouts, explosions, and stunt work. The specifics of what constitutes an action film has been in scholarly debate since the 1980s. While some scholars such as D ...
s). However, the vast majority of console ports do not contain adult material, and a number of recent PC games have also been targeted at the all-age market; for example, all of Key's titles come in censored versions, although the content might still not be appropriate for children, and three have never contained erotic content at all. Also, all of KID's titles are made with general audiences in mind. However, some of these games are later re-released with the addition of erotic scenes, or have a sequel with such. For example, '' Little Busters!'' was first released as an all-ages visual novel, but a version with erotic scenes titled '' Little Busters! Ecstasy'' came out later, and though '' Clannad'' is also all-ages, its spinoff '' Tomoyo After: It's a Wonderful Life'' is not. Often, the beginning of the eroge will be dedicated to introducing the characters and developing the protagonist's relationship with them, before the protagonist sexually interacts with other characters, for example, Lump of Sugar games such as '' Tayutama: Kiss on my Deity'' and ''Everlasting Summer'' do this. The effect it has on the reader is the H-scenes (sex scenes) will have a stronger emotional impact for the two (or possibly more) characters. Some of Japan's earliest adventure games were erotic bishōjo games developed by Koei. In 1982, they released '' Night Life'', the first commercial erotic computer game. It was a graphic adventure, with sexually explicit images. That same year, they released another erotic title, ''Danchi Tsuma no Yūwaku'' (''Seduction of the Condominium Wife''), which was an early adventure game with colour graphics, owing to the eight-color palette of the NEC PC-8001 computer. It became a hit, helping Koei become a major software company. Other now-famous companies such as Enix,
Square In geometry, a square is a regular polygon, regular quadrilateral. It has four straight sides of equal length and four equal angles. Squares are special cases of rectangles, which have four equal angles, and of rhombuses, which have four equal si ...
and Nihon Falcom also produced similar erotic games in the early 1980s before they became famous for their
role-playing video game Role-playing video games, also known as CRPG (computer/console role-playing games), comprise a broad video game genre generally defined by a detailed story and character advancement (often through increasing characters' levels or other skills) ...
s. While some early erotic games integrate the erotic content into a thoughtful and nuanced storylines, others often used it as a simplistic vehicle for fetishism, pleasure, an aid of the lightheaded themes that encourage stress relief or to portray nuances of sexuality. The Japanese game ''Pai Touch!'' involves the protagonist gaining the ability to change the size of girls' breasts, and the adventures that ensue in trying to choose which girl to use the power on the most. Another subgenre is called , in which sexual gratification of the player is the main focus of the game.


Science fiction

In 1986,
Square In geometry, a square is a regular polygon, regular quadrilateral. It has four straight sides of equal length and four equal angles. Squares are special cases of rectangles, which have four equal angles, and of rhombuses, which have four equal si ...
released the science fiction adventure game '' Suishō no Dragon'' for the NES console. The game featured several innovations, including the use of
animation Animation is a filmmaking technique whereby still images are manipulated to create moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Animati ...
in many of the scenes rather than still images,
Translation
and an interface resembling that of a point-and-click interface for a console, like '' The Portopia Serial Murder Case'', but making use of visual icons rather than text-based ones to represent various actions. Like the NES version of ''Portopia Serial Murder Case'', it featured a cursor that could be moved around the screen using the D-pad to examine the scenery, though the cursor in ''Suishō no Dragon'' was also used to click on the action icons.
Translation
Hideo Kojima is a Japanese video game designer. Regarded as one of the pioneering auteurs of video games, he developed a strong passion for film and literature during his childhood and adolescence, which in turn has had a significant influence on his game ...
(of ''
Metal Gear is a Media franchise, franchise of stealth games created by Hideo Kojima. Developed and published by Konami, the first game, ''Metal Gear (video game), Metal Gear'', was released in 1987 for MSX, MSX home computers. The player often takes con ...
'' fame) was inspired by ''The Portopia Serial Murder Case'' to enter the video game industry, and later produced his own adventure games. After completing the
stealth game A stealth game is a type of video game in which the player primarily uses ''stealth'' to avoid or overcome opponents. Games in the video game genre, genre typically allow the player to remain undetected by hiding, sneaking, or using disguises. S ...
''
Metal Gear is a Media franchise, franchise of stealth games created by Hideo Kojima. Developed and published by Konami, the first game, ''Metal Gear (video game), Metal Gear'', was released in 1987 for MSX, MSX home computers. The player often takes con ...
'', his first graphic adventure was released by
Konami , commonly known as Konami, , is a Japanese multinational entertainment company and video game developer and video game publisher, publisher headquartered in Chūō, Tokyo, Chūō, Tokyo. The company also produces and distributes trading card ...
the following year: '' Snatcher'' (1988), an ambitious cyberpunk detective novel, graphic adventure, that was highly regarded at the time for pushing the boundaries of video game storytelling, cinematic cut scenes, and mature content.Retroactive: Kojima's Productions
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It also featured a post-apocalyptic science fiction setting, an amnesiac protagonist, and some light gun shooter segments. It was praised for its graphics, soundtrack, high quality writing comparable to a novel, voice acting comparable to a film or
radio drama Radio drama (or audio drama, audio play, radio play, radio theatre, or audio theatre) is a dramatized, dramatised, purely acoustic performance. With no visual component, radio drama depends on dialogue, music and sound effects to help the liste ...
, and in-game computer database with optional documents that flesh out the game world. The Sega CD version of ''Snatcher'' was for a long time the only major visual novel game to be released in America, where it, despite low sales, gained a cult following. Following '' Metal Gear 2: Solid Snake'', Kojima produced his next graphic adventure, '' Policenauts'' (1994), a point-and-click adventure notable for being an early example of extensive voice recording in video games. It also featured a
hard science fiction Hard science fiction is a category of science fiction characterized by concern for scientific accuracy and logic. The term was first used in print in 1957 by P. Schuyler Miller in a review of John W. Campbell's ''Islands of Space'' in the Novemb ...
setting, a theme revolving around space exploration, a plot inspired by the ancient Japanese tale of '' Urashima Taro'', and some occasional full-motion video cut scenes. The gameplay was largely similar to ''Snatcher'', but with the addition of a point-and-click interface and some
first-person shooter A first-person shooter (FPS) is a video game genre, video game centered on gun fighting and other weapon-based combat seen from a First person (video games), first-person perspective, with the player experiencing the action directly through t ...
segments. ''Policenauts'' also introduced summary screens, which act to refresh the player's memory of the plot upon reloading a saved game (save), an element Kojima would later use in '' Metal Gear Solid''. The PlayStation version of ''Policenauts'' could also read the memory card and give some easter egg dialogues if a save file of Konami's dating sim '' Tokimeki Memorial'' is present, a technique Kojima would also later use in ''Metal Gear Solid''.Kurt Kalata
Policenauts
Hardcore Gaming 101
From 1997 to 1999, Kojima developed the three '' Tokimeki Memorial Drama Series'' titles, which were adaptations of ''Tokimeki Memorial'' in a visual novel adventure game format. Other acclaimed examples of science fiction visual novels include
ELF An elf (: elves) is a type of humanoid supernatural being in Germanic peoples, Germanic folklore. Elves appear especially in Norse mythology, North Germanic mythology, being mentioned in the Icelandic ''Poetic Edda'' and the ''Prose Edda'' ...
's '' Yu-No'' (1996) and 5pb.'s '' Chaos;Head'' (2008) and '' Steins;Gate'' (2009).


Nakige and utsuge

Popular subgenres of visual novels include the , which still usually has a happy ending, and the , which may not. The genres are somewhat fluid and were largely pioneered in parallel during the late 1990s through the early 2000s by the works of Key co-founder, scenario writer, lyricist, and composer
Jun Maeda is a Japanese writer and composer. He is a co-founder of the visual novel brand Key under Visual Arts. He is considered a pioneer of nakige visual novels, and has mainly contributed as a scenario writer, lyricist, and musical composer for the ...
; and through the works of through his affiliated company Âge, particularly Kimi ga Nozomu Eien and its successors, notably Muv-Luv. The ultimate goal of nakige and utsuge are emotional connection with the characters, through exploration of their personalities and evolving interrelationships through the drama of the game's storyline, and to emotionally resonate with the player; repeated playthroughs across a rich cast of characters offers a multi-layered narrative. Games from publisher Key often follow a similar formula: a comedic first half, with a heart-warming romantic middle, followed by a tragic separation, and finally (though not always) an emotional reunion. This formula was influenced primarily by Hiroyuki Kanno's '' YU-NO: A Girl Who Chants Love at the Bound of this World'' (1996) and Leaf's '' To Heart'' (1997), and was further developed in '' One: Kagayaku Kisetsu e'' (1998) by Tactics. After ''One'' was complete, the development team quit Tactics to form Key where they developed their first title '' Kanon'', also based upon this formula. According to Satoshi Todome in his book, ''A History of Adult Games'', ''Kanon'' was "heavily hyped ndhad gamers impatient until its release. It was only one game released by Key so far, and yet thad already sent major shockwaves around the industry. And yet another game 'Air'' two years later, sent even more shockwaves. '' Air'' was equally hyped and well received." Key's "crying game" formula used successfully in ''One'' and ''Kanon'' was later adopted by other visual novel companies to create their own "crying games". Examples of this include: '' Kana: Little Sister'' (1999) by Digital Object, the '' Memories Off'' series (1999 onwards) by KID, '' D.C.: Da Capo'' (2002) by
Circus A circus is a company of performers who put on diverse entertainment shows that may include clowns, acrobats, trained animals, trapeze acts, musicians, dancers, hoopers, tightrope walkers, jugglers, magicians, ventriloquists, and unicy ...
, '' Wind: A Breath of Heart'' (2002) by Minori, and ''
Snow Snow consists of individual ice crystals that grow while suspended in the atmosphere—usually within clouds—and then fall, accumulating on the ground where they undergo further changes. It consists of frozen crystalline water througho ...
'' (2003) by Studio Mebius (under Visual Art's). One of the most acclaimed visual novels of this subgenre was Key's '' Clannad'', written by Jun Maeda, Yūichi Suzumoto, and Kai and Tōya Okano. Released in 2004, its story revolved around the central theme of the value of having a family. It was voted the best bishōjo game of all time in a poll held by '' Dengeki G's Magazine''. It served as the basis for a media franchise, with successful adaptations into a
light novel A is a type of Genre fiction, popular literature novel from Japan usually classified as young adult fiction, generally targeting Adolescence, teens to Young adult, twenties or older. The definition is very vague, and wide-ranging. The abbr ...
,
manga are comics or graphic novels originating from Japan. Most manga conform to a style developed in Japan in the late 19th century, and the form has a long history in earlier Japanese art. The term is used in Japan to refer to both comics ...
, Clannad (film), animated film, and acclaimed List of Clannad episodes, anime series. In 2008, several of Key's visual novels were voted in the ''Dengeki'' poll of the ten most tear-inducing games of all time, including ''Clannad'' at No. 2, ''Kanon'' at No. 4, ''Air'' at No. 7, and '' Little Busters!'' at No. 10. In 2011, several visual novels were also voted in ''
Famitsu , formerly , is a line of Japanese Video game journalism, video game magazines published by Kadokawa Game Linkage (previously known as Gzbrain), a subsidiary of Kadokawa Corporation, Kadokawa. ''Famitsu'' is published in both weekly and monthly f ...
s poll of 20 most tear-inducing games of all time, with ''Clannad'' at No. 4, '' Steins;Gate'' at No. 6, ''Air'' at No. 7, ''Little Busters!'' at No. 10, and '' 428: Shibuya Scramble'' at No. 14.


Horror

After developing ''The Portopia Serial Murder Case'', Chunsoft released Otogiriso in 1992. Koichi Nakamura conceived the title after showing his work on the ''Dragon Quest'' role-playing video games to a girl he was dating. On finding she did not enjoy them, he was encouraged to make a video game that he described as "for people who haven't played games before." Influenced by the early survival horror game ''Sweet Home (video game), Sweet Home'', he developed it into a horror-themed interactive story. Chunsoft's next release, ''Kamaitachi no Yoru'', was also a best seller and would prove to be highly influential. ''Higurashi When They Cry, Higurashi no Naku Koro ni'' (''When They Cry'') was a 2002 Survival horror, horror-themed visual novel by 07th Expansion, influenced by the "crying game" subgenre. Ryukishi07 of 07th Expansion mentioned in 2004 how he was influenced by Key's works and ''Tsukihime'' during the planning of ''Higurashi no Naku Koro ni''. He played their games, as well as other visual novels, as a reference and analyzed them to try to determine why they were so popular. He decided that the secret was that the stories would start with ordinary, enjoyable days, but then a sudden event would occur leading the player to cry from shock. He used a similar model as the basis for ''Higurashi'' but instead of leading the player to cry, Ryukishi07 wanted to scare the player with the addition of horror elements. Other examples of horror-themed visual novels include: ''Animamundi: Dark Alchemist'', ''Higanbana no Saku Yoru ni'', ''Umineko no Naku Koro ni'', ''Ookami Kakushi'', ''Imabikisou, Saya no Uta'', ''Doki Doki Literature Club!'', and ''Corpse Party''.


Visual novels in the Western world

Prior to the year 2000, few Japanese visual novels were translated into other languages. As with the visual novel genre in general, a majority of titles released for the PC have been eroge, with Hirameki's now-discontinued AnimePlay series a notable exception. As of 2014, JAST USA and MangaGamer are the two most prolific publishers of translated visual novels for the PC; both primarily release eroge, but have begun to diversify into the all-ages market in recent years, with titles such as '' Steins;Gate'' and ''Higurashi no Naku Koro ni'' respectively. In addition to official commercial translations, a vibrant fan translation scene exists, which has translated many free visual novels (such as ''Narcissu'' and ''True Remembrance'') and a few commercial works (such as ''Umineko no Naku Koro ni'' and '' Policenauts'') into English. Fan translations of Japanese visual novels into languages other than English such as Chinese, French, German, and Russian are commonplace as well. English translations of Japanese visual novels on video game consoles were rare until the release of the Nintendo DS, though some games with visual novel elements had been published in the Western world before then, such as
Hideo Kojima is a Japanese video game designer. Regarded as one of the pioneering auteurs of video games, he developed a strong passion for film and literature during his childhood and adolescence, which in turn has had a significant influence on his game ...
's '' Snatcher''. Following the success of mystery titles for the Nintendo DS such as Capcom's ''Ace Attorney'' series (which began on the Game Boy Advance in 2001), Cing's ''Hotel Dusk: Room 215, Hotel Dusk'' series (beginning in 2006),Kurt Kalata
Snatcher
Hardcore Gaming 101
and Level-5 (video game company), Level-5's ''Professor Layton'' series (beginning in 2007), Japanese visual novels have been published in other countries more frequently. The success of these games has sparked a resurgence in the adventure game genre outside Japan. GameSpot has credited ''Phoenix Wright: Ace Attorney'' in particular for revitalizing the adventure game genre. The success of the ''Ace Attorney'' series was followed soon after by the even greater success of Level-5 (video game company), Level-5's ''Professor Layton'' in 2007. Both have since become some of the best selling adventure game franchises, with ''Ace Attorney'' selling over 3.9 million units worldwide and ''Professor Layton'' selling over 9.5 million units worldwide by 2010.Layton Series Hits 9.5M, Ace Attorney 3.9M
Gamasutra
Their success has led to an increase in Japanese visual novels being localized for release outside Japan, including: KID's ''Ever 17: The Out of Infinity'' (2002), Cing's ''Another Code'' series (2005 onwards), Marvelous Entertainment's ''Lux-Pain'' (2008), Chunsoft's ''999: Nine Hours, Nine Persons, Nine Doors'' (2010), and Capcom's ''Ghost Trick: Phantom Detective'' (2010). In more recent years, several modern Western narrative adventure games have drawn comparisons to visual novels, including Telltale Games titles such as ''The Walking Dead (video game series), The Walking Dead'' (2012), and Dontnod Entertainment's ''Life Is Strange (video game), Life Is Strange'' (2015); the latter's creative director cited visual novels such as '' Danganronpa'' (2010) as an influence. Additionally, there have been some visual novels developed mainly in English, and intended for an English-speaking audience; one of the earliest commercially-available examples on a mainstream platform is 2004's ''Sprung (video game), Sprung'', and in more recent times, the availability of the genre has increased, with notable examples being ''Doki Doki Literature Club!'' and ''VA-11 HALL-A''. Other languages have been the focus in visual novels, including Spanish, French, Russian and Mandarin, which have seen increased success due to the popularity of the genre.


List of best-selling visual novels

Sales data for visual novels is frequently unavailable; the sales listed below can be significantly outdated as some of the sources are over a decade old, and series qualified for an entry could be missing. These lists should be referenced carefully. Free visual novels do not appear in these lists due to the unreliability of download numbers and for consistency with other best-selling lists.


Series


Standalone


See also

* Hypertext fiction * List of video games based on anime or manga * List of visual novel engines * Motion comic * The Visual Novel Database


Notes


References


External links


Visual Novel DatabaseGematsu Visual Novel CoverageAnime News Network Visual Novel CoverageSiliconera Visual Novel CoverageNookGaming Visual Novel CoverageHey Poor Player Visual Novel CoverageMoe Game AwardsFamitsu
{{DEFAULTSORT:Visual Novel Adventure games Interactive fiction Video game genres Visual novels, Wasei-eigo