Visual novel
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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 games, but are not always labeled as such themselves.[1][2] They combine a textual narrative with static or animated illustrations and a varying degree of interactivity. The format is more rarely referred to as novel game, a retranscription of the wasei-eigo term noberu gēmu (ノベルゲーム), which is more often used in Japanese.[3]
Visual novels originated in and are especially prevalent in Japan, where they made up nearly 70% of the PC game titles released in 2006.[4] 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 adventure games are commonly referred to as "visual novels" by international fans.
Visual novels are rarely produced exclusively for dedicated
.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.[5]
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 books.[6]
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
Many visual novels use
Narrative branches
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 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 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
It is not uncommon for visual novels to have morality systems. A well-known example is the 2005 title
Kinetic novels
Visual novels with non-branching plots, similar to a conventional novel or a graphic novel in multimedia form.
RPG hybrids
There are role-playing video games 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".[12] These sequences were penned by an award-winning Japanese short story writer, Kiyoshi Shigematsu.[13] Another title is the Arc System Works fighting game 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
Style
Despite using the narrative style of literature, 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 sprites (立ち絵, tachi-e) 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 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
History
The history of visual novels dates back to
A common feature used in visual novels is having multiple protagonists giving different perspectives on the story.
An important milestone in the history of visual novels was
YU-NO revolutionized the visual novel industry, particularly with its ADMS system.
Content and genres
Many visual novels are centered on
Dōjinshi games (dōjin soft)
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 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 films). 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
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
Another subgenre is called "nukige" (抜きゲー), in which sexual gratification of the player is the main focus of the game.[32]
Science fiction
In 1986,
Following
Nakige and utsuge
Popular subgenres of visual novels include the nakige (泣きゲー, crying game), which still usually has a happy ending, and the utsuge (鬱ゲー, depressing game), 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'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:
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.[42] It was voted the best bishōjo game of all time in a poll held by Dengeki G's Magazine.[43] It served as the basis for a media franchise, with successful adaptations into a light novel, manga, animated film, and acclaimed anime series.
In 2008, several of Key's visual novels were voted in the
Horror
After developing The Portopia Serial Murder Case,
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
English translations of Japanese visual novels on video game consoles were rare until the release of the
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
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
Series | Debut | Creator(s) | Sales | Note(s)/ref(s) |
---|---|---|---|---|
Ace Attorney | 2001 | Capcom / Shu Takumi | 9,200,000 | [56] |
Danganronpa | 2010 | Spike (Spike Chunsoft) / Kazutaka Kodaka | 5,000,000 | [57] |
Sakura Wars (Sakura Taisen) | 1996 | Sega CS2 R&D / Red Entertainment | 4,718,113 | [a] |
Tokimeki Memorial
|
1994 | Konami / Koji Igarashi | 3,714,704 | [b] |
Nekopara | 2014 | Neko Works / Sayori | 3,000,000 | [62][63] |
Sound Novel | 1992 | Chunsoft (Spike Chunsoft )
|
2,709,907 | [d] |
Tantei Jingūji Saburō (Jake Hunter)
|
1987 | Data East | 2,346,841 | [e] |
Fate | 2004 | Type-Moon / Kinoko Nasu | 2,096,148 | [g] |
Sakura | 2014 | Winged Cloud | 1,566,022 | [h] |
Zero Escape | 2009 | Chunsoft / Kotaro Uchikoshi | 1,290,213 | [i] |
Steins;Gate | 2009 | 5pb. / Nitroplus
|
1,244,545 | [j] |
Rance | 1989 | AliceSoft | 1,159,193 | [k] |
Higurashi: When They Cry
|
2002 | 07th Expansion / Ryukishi07 | 1,109,018 | [m] |
Shinseiki Evangelion (Neon Genesis Evangelion) | 1996 | Gainax Network Systems
|
1,040,972 | [n] |
Muv-Luv | 2003 | âge | 800,000 | [o] |
D.C Da Capo | 2002 | Circus | 800,000 | [p] |
Dōkyūsei | 1992 | ELF Corporation | 722,662 | [q] |
The Death Trap | 1984 | Squaresoft / Hironobu Sakaguchi
|
600,000 | [r] |
To Heart | 1997 | Leaf | 584,263 | [s] |
EVE
|
1995 | Hiroyuki Kanno / C's Ware | 575,873 | [t] |
Clannad | 2004 | Key / Jun Maeda | 468,278 | [u] |
Majikoi! | 2009 | Minato Soft | 400,000 | [v] |
Welcome to Pia Carrot
|
1996 | Cocktail Soft | 320,696 | [w] |
Hatoful Boyfriend | 2011 | Hato Moa
|
317,015 | [x] |
Kidou Senkan Nadesico (Martian Successor Nadesico)
|
1997 | Sega | 284,255 | [y] |
Cardcaptor Sakura ~Sakura to Card to O-Tomodachi~
|
1999 | MTO | 193,745 | [59] |
Dies irae
|
2007 | Light | 100,000 | [92] |
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
- Visual novel engines
Notes
- ^ Sakura Wars series:
- ^ Tokimeki Memorial series:
- ^ See 428: Shibuya Scramble § Reception
- ^ Sound Novel series:
- ^ Tantei Jingūji Saburō series
- ^ See Fate/stay night § Reception
- ^ Fate series (Japan)
- Fate/stay night – 751,488[f]
- Fate/hollow ataraxia – 247,474
- Fate spin-off titles (consoles) – 1,097,186[59]
- ^ Sakura series:
- Sakura Agent, Sakura Dungeon, Sakura Gamer, Sakura Magical Girls – 206,022
- Other titles – 1.36 million[68]
- ^ Zero Escape series:
- ^ Steins;Gate series:
- 2009–2015 (Japan) – 1 million+[70]
- Steins;Gate (Steam) – 160,015+[71]
- PS4) (Japan) – 4,087 (April 2018)[72]
- Steins;Gate 0 (Steam) – 50,000+[73]
- Steins;Gate Elite (Japan) – 30,442[74]
- ^ Rance series:
- Japan – 1,000,000 (Data of all series until Rance 03 –Fall of Leazas–)
- Rance X (PC) – 159,193 (2018)[75]
- ^ See Higurashi When They Cry § Reception
- ^ Higurashi When They Cry series:
- ^ Neon Genesis Evangelion series (Japan)
- 1st Impression and 2nd Impression (Sega Saturn) – 785,034[77]
- Girlfriend of Steel 2 – 255,938[59]
- ^ Muv-Luv series
- ^ D.C Da Capo series:
- Japan – 800,000 (Total cumulative of all games until Da Capo 5)[81]
- ^ Dōkyūsei series (Japan)
- PC Engine) – 107,594[82]
- Sega Saturn – 615,068[77]
- ^ The Death Trap series:
- The Death Trap – 500,000[83]
- Will: The Death Trap II – 100,000[84]
- ^ To Heart series (Japan)
- Consoles – 473,870[59]
- To Heart 2 X Rated (PC) – 110,393 (2006)[67]
- ^ EVE series
- EVE: Burst Error – 350,000[85]
- EVE: The Lost One (Sega Saturn) – 145,071 (Japan)[77]
- Later EVE titles (consoles) – 80,802 (Japan)[59]
- ^ Clannad series:
- Clannad – 365,757+
- Hikari Mimamoru Sakamichi de (On the Hillside Path that Light Watches Over) – 28,984[59]
- Tomoyo After: It's a Wonderful Life (consoles) – 73,537
- ^ Majikoi!' series:
- Japan – 400,000 (Total series sales until Majikoi A-5)[89]
- Maji de Watashi ni Koi Shinasai! (PS3) – 12,565 (2012)[90]
- Japan – 400,000 (Total series sales until Majikoi A-5)[89]
- Pia Carrotseries (Japan)
- ^ Hatoful Boyfriend:
- Kidou Senkan Nadesicoseries (Japan)
- ^ See YU-NO: A Girl Who Chants Love at the Bound of this World § Reception
- ^ Kanon:
- ^ Air:
- ^ Tsukimhime:
- Sales prior to September 2021 – 240,000+[101]
- ^ Tsukimhime:
- First Week Sales – 110,000+[104]
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As a form of interactive fiction, the visual novel overtly calls upon players to participate in the production of the text as integrated agents.
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- ^ "Witch on the Holy Night has sold more than 110K units (digital and physical combined) worldwide on PlayStation®4 and Nintendo Switch™". Twitter. Witch on the Holy Night - English.
- ^ ONE~輝く季節へ~ OVA EPISODE 1 on sale. DMM.com (in Japanese). Archived from the original on 24 June 2010. Retrieved 21 November 2003.
External links
- Visual Novels at Curlie
- Visual Novel Database