A visual novel ( VN) is a form of digital interactive fiction. Visual novels are often associated with the medium of , 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, 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 (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 consoles, but the more popular games have occasionally been Porting from PC (or a hardware equivalent) to systems such as the Sega Saturn, Dreamcast, PlayStation Portable, or Xbox 360. The more famous visual novels are also often adapted into , manga, or anime, and are sometimes succeeded or complemented by video games such as role-playing games or 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.
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 -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.
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) 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.
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 Dialog tree 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 , such as Tokimeki Memorial, and some role-playing video games, such as Persona, 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 Persistent world 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.
Another successful example is Sega's Sakura Wars series, which combined tactical role-playing game combat with visual novel elements, introducing a Real-time game 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'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, , and Luminous Arc.
In the typical visual novel, the graphics comprise a set of generic backgrounds (normally just one for each location in the game), with character 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 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, 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 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 , which received a perfect score of 40 out of 40 from Famitsu magazine.
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 (1996), which was developed by Hiroyuki Kanno and is ELF Corporation'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 such as Radiant Historia (2010) Radiant Historia Gives Off a Distinct Chrono Trigger Vibe , 1UP To those of you that asked about Radiant Historia, Destructoid and the PSP version of Tactics Ogre (2010). Tactics Ogre: Let Us Cling Together, GamesRadar, 15 February 2011
Chunsoft sound novels such as Machi (1998) and (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).
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 ). 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 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 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 and Nihon Falcom also produced similar erotic games in the early 1980s before they became famous for their role-playing video games. 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 抜きゲー, in which sexual gratification of the player is the main focus of the game.
Higurashi no Naku Koro ni ( When They Cry) was a 2002 Survival horror 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: , Higanbana no Saku Yoru ni, Umineko no Naku Koro ni, Ookami Kakushi, Imabikisou, Saya no Uta, Doki Doki Literature Club!, and Corpse Party.
Hideo Kojima (of Metal Gear fame) was inspired by The Portopia Serial Murder Case to enter the video game industry, and later produced his own . After completing the stealth game Metal Gear, his first graphic adventure was released by Konami 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 , and mature content. Retroactive: Kojima's Productions , 1UP It also featured a post-apocalyptic science fiction setting, an 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, 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 , 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 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 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. Hideo Kojima Speaks, IGN Other acclaimed examples of science fiction visual novels include ELF Corporation's (1996) and 5pb.'s Chaos;Head (2008) and Steins;Gate (2009).
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: (1999) by Digital Object, the Memories Off series (1999 onwards) by KID, (2002) by Circus, (2002) by Minori, and Snow (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, manga, animated film, and acclaimed 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 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 ' at No. 14.
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'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 series (beginning in 2006),Kurt Kalata, Snatcher, Hardcore Gaming 101 and 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. Gameplay of the Week – Two new engaging DS adventures hit the spot, The OlympianKurt Kalata, Sotenga, Jason Withrow, Phoenix Wright, Hardcore Gaming 101
GameSpot has credited 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'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 (2002), Cing's Another Code series (2005 onwards), Marvelous Entertainment's Lux-Pain (2008), Chunsoft's (2010), and Capcom's (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 (2012), and Dontnod Entertainment's 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, 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.
Free visual novels do not appear in these lists due to the unreliability of download numbers and for consistency with other best-selling lists.
History
Content and genres
Dōjinshi games (dōjin soft)
Erotic fiction
Horror fiction
Science fiction
Nakige and utsuge
Visual novels in the Western world
List of best-selling visual novels
Series
+ Visual novel series that have sold over 100,000 copies Ace Attorney 2001 Capcom / Shu Takumi 13,000,000 Nekopara 2014 Neko Works / Sayori 6,500,000 Danganronpa 2010 Spike (Spike Chunsoft) / Kazutaka Kodaka 5,000,000 Sakura Wars ( Sakura Taisen) 1996 Sega CS2 R&D / Red Entertainment 4,718,113 Tokimeki Memorial 1994 Konami / Koji Igarashi 3,714,704 Sound Novel 1992 Chunsoft (Spike Chunsoft) 2,709,907 Tantei Jingūji Saburō ( Jake Hunter) 1987 Data East 2,346,841 Fate 2004 Type-Moon / Kinoko Nasu 2,096,148 Sakura Spirit 2014 Winged Cloud 1,566,022 Zero Escape 2009 Spike Chunsoft / Kotaro Uchikoshi 1,290,213 Steins;Gate 2009 5pb. / Nitroplus 1,244,545 Rance 1989 AliceSoft 1,159,193 2002 07th Expansion / Ryukishi07 1,109,018 Shinseiki Evangelion ( Neon Genesis Evangelion) 1996 Sega AM2 / Gainax Network Systems 1,040,972 Muv-Luv 2003 âge 800,000 D.C Da Capo 2002 Circus 800,000 Dōkyūsei 1992 ELF Corporation 722,662 The Death Trap 1984 Squaresoft / Hironobu Sakaguchi 600,000 To Heart 1997 Leaf 584,263 EVE 1995 Hiroyuki Kanno / C's Ware 575,873 Clannad 2004 Key / Jun Maeda 468,278 Majikoi! 2009 400,000 Welcome to Pia Carrot 1996 Cocktail Soft 320,696 Hatoful Boyfriend 2011 PigeoNation Inc. / Hato Moa 317,015 Kidou Senkan Nadesico ( Martian Successor Nadesico) 1997 Sega 284,255 Cardcaptor Sakura ~Sakura to Card to O-Tomodachi~ 1999 MTO 193,745 Dies irae 2007 Light 100,000
Standalone
+ Standalone visual novels that have sold over 100,000 copies Senren * Banka 2016 Yuzusoft 700,000+
The Portopia Serial Murder Case 1983 Yuji Horii / Chunsoft 700,000 ( Translation)
Doki Doki Literature Club Plus! 2021 Team Salvato 500,000 Digimon Survive 2022 Hyde 500,000 VA-11 HALL-A 2016 Sukeban Games 500,000 ATRI -My Dear Moments- 2020 Frontwing & Makura 400,000+ ( Mystery of Nonomura Hospital) 1996 ELF Corporation 400,000 1996 Hiroyuki Kanno / ELF Corporation 380,820 Policenauts 1994 Hideo Kojima / Konami 341,483 Kanon 1999 Key / Naoki Hisaya 317,512 Air 2000 Key / Jun Maeda 308,382 Sabbat of the Witch 2015 Yuzusoft 300,000+ The House in Fata Morgana 2012 Novectacle 300,000 Tsukihime –A piece of blue glass moon- 2021 Type-Moon 240,000 2007 Cing 213,208 Café Stella and the Reaper’s Butterflies 2019 Yuzusoft 200,000+ J.B. Harold Murder Club 1986 Riverhillsoft 200,000 Monster Prom 2018 Beautiful Glitch 200,000 1992 Cocktail Soft / KID 159,502 Doukoku Soshite... 1997 Data East 131,085 Witch on the Holy Night 2022 Type-Moon 110,000 Desire 1994 Hiroyuki Kanno / 102,187 1998 Tactics 100,000
See also
Notes
External links
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