Eroge
Video games |
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This article includes a list of general references, but it lacks sufficient corresponding inline citations. (March 2013) |
An eroge (エロゲ or エロゲー, erogē; pronounced
History
Eroge is a Japanese
In another opinion, Yuji Horii recalled in 1986 that he saw a demonstration of a Yakyūken-like game running on the FM-8 in the end of 1981, and he considered Yakyūken was the origin of adult games.[6] Some writers say that Yakyūken produced for Sharp MZ computers by Hudson Soft is the first Japanese adult game.[7][8]
Other now-famous Japanese companies such as Enix, Square and Nihon Falcom also released erotic adult games for the PC-8801 computer in the early 1980s before they became mainstream.[9] Early eroge usually had simple stories, some even involving anal sex, which often led to widespread condemnation from the Japanese media. In some of the early erotic games, the erotic content is meaningfully integrated into a thoughtful and mature storytelling, though others often used it as a flimsy excuse for pornography.[9] Erotic games made the PC-8801 popular, but customers quickly became tired of paying 8800 yen ($85) for such simple games. Soon, new genres were invented: ASCII's Chaos Angels, a role-playing-based eroge, inspired Dragon Knight by Elf and Rance by AliceSoft.
In the early 1990s eroge games became much more common. Most eroge games, a fairly large library, found its way on the
In 1992, Elf released
In 1996, the new software developer and publisher
In response to increasing pressure from Japanese
After a similar game by
As the visual novel standard was adopted, the erotic parts in eroge began to become less and less apparent. Many eroge become more story-oriented than sex-oriented, making story the main focus for many modern eroge. More and more people who used to reject such type of games began to become more open-minded, realizing that eroge are not just about sex anymore.[11] A lot of story-focused eroge tend to have only a few erotic scenes.
Another subgenre is called "nukige" (抜きゲー, Nukigē), in which sexual gratification of the player is the main focus of the game.[12]
Gameplay
There is no set definition for the gameplay of eroge, except that they all include explicit erotic or
). Additionally, some games may receive an "all-ages" version, such as a port to consoles or handheld devices where pornographic content is not allowed, which either remove or censor the sex scenes entirely.Eroge is most often a
See also
- Bishōjo game
- Hentai § Origin of erotic games
- List of eroge
- Sex and nudity in video games
- Visual novel
References
- ISBN 978-0-472-07146-3.
- ^ "Lolita: Yakyūken (1982)".
- ^ "Danchizuma no Yuuwaku". Legendra. Archived from the original on 2011-07-13. Retrieved 2011-03-16.
- ^ "Danchi-zuma no Yuuwaku". GameSpot. Retrieved 2011-03-16.
- ^ Pesimo, Rudyard Contretas (2007). "'Asianizing' Animation in Asia: Digital Content Identity Construction Within the Animation Landscapes of Japan and Thailand" (PDF). Reflections on the Human Condition: Change, Conflict and Modernity—The Work of the 2004/2005 API Fellows. The Nippon Foundation. pp. 124–160. Archived from the original (PDF) on 2011-09-04.
- ISSN 0286-486X.
- ISBN 9784799008096.
- ISBN 9784881818596.
- ^ a b Retro Japanese Computers: Gaming's Final Frontier, Hardcore Gaming 101, reprinted from Retro Gamer, Issue 67, 2009
- Imagine Media. p. 22.
- ^ A History of Eroge
- ^ "Visual novel database" on nukige, "Plot serves the sex-scenes, not the other way round."
Further reading
- Galbraith, Patrick W. (2021). "'For Japan Only?' Crossing and Re-inscribing Boundaries in the Circulation of Adult Computer Games". In Lee, Micky; Chung, Peichi (eds.). Media Technologies for Work and Play in East Asia: Critical Perspectives on Japan and the Two Koreas. Bristol: Bristol University Press. OCLC 1242746383.
- Galbraith, Patrick W. (2017). The Politics of Imagination: Virtual Regulation and the Ethics of Affect in Japan (PhD). Duke University. Retrieved 2020-01-09.
- Galbraith, Patrick W. (2017). "RapeLay and the return of the sex wars in Japan". Porn Studies. 4 (1): 105–126. ISSN 2326-8743. Archived from the originalon 2021-07-18. Retrieved 2020-06-21.
- Pelletier-Gagnon, Jérémie; Picard, Martin (2015). "Beyond Rapelay: Self-regulation in the Japanese Erotic Video Game Industry". In Wysocki, Matthew; Lauteria, Evan W. (eds.). Rated M for mature: sex and sexuality in video games. New York: Bloomsbury Academic. OCLC 891610577.
- Galbraith, Patrick W. (2011). "Bishōjo Games: 'Techno-Intimacy' and the Virtually Human in Japan". Game Studies. 11 (2). Retrieved 2019-01-09.