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- The Common Route – An Anatomy of Visual Novels
Thursday, July 21, 2022
In The Beginning
If
there is one structural element which is used by most visual novels it is the Common
Route. This linear opening section contains the choices which decide
the route you will be sent on as well as providing world and
character building setup so that the routes can focus on their
specific hero/heroine. They are so ubiquitous with visual novels that
even those who are not familiar with medium still associate them with
the Common Route.
Why
has such a distinctive structural ingredient become so ingrained into
the mind of visual novel developers? Other games which emphasise
choice do not share this aspect and instead opt to use different
structures such as the actions and consequences approach of Telltale
games or the Mass Effect series. Visual novels alone champion the Common Route.
This article will dive into the technical implementation of the
Common Route and find out both why it is so widely used as well as its strengths and
weaknesses.
The Backbone of a Visual Novel - The Pros and Cons
When
it comes to implementing a common route into a visual novel there are
many advantages but also trade offs to doing so. This section
will cover some of the most prominent examples from each end of the
argument and why you might consider having one in
your game.
The
strengths of the Common Route revolve around its function as the
foundational pillar from which all other routes and elements can build
on. The most prominent strength is the fact that the Common Route
often does the heavy lifting when it comes to establishing the world
and characters of the story. This means that the main routes do
not have to get bogged down with exposition and can focus purely on
their specific characters, themes and plots. The Common Route
ensures a level of understanding on the part of the player which the
writer can rely upon as a basis for what they can subsequently create.
This prevents pacing problems in the main routes where the majority
of important and memorable events happen and makes sure that the
player is left with a positive impression rather than becoming
bored with in-universe explanations.
In
a similar vein, the Common Route allows for the establishing of a
malleable status quo and sets the tone for the rest of the game. This
is important as the routes which diverge off the Common Route are
likely to have distinctly different themes and plots which might
contradict one another if placed side by side. By building a flexible
foundation in the Common Route a visual novel can avoid possible
contradictions through allowing for a variety of outcomes to be
reasonable extrapolations from that base situation. Working to
complement this is how it establishes the tone of the game. While
this might be subverted later on, it sets expectations which can
be built off and provides a sense of consistency for the game as a
whole.
There
are often a lot of different heroines/heroes to choose from and it
can be overwhelming to make a choice about which of their routes you
wish to pursue. A Common Route creates a space in which the player
can get to know these characters before they need to make the
important choices about routes and this allows the player to switch the character they are going after if they change their mind. This is important as it creates an
understanding of the characters in the players mind and enables the
player to choose the part of the game they are most likely to enjoy
first, which helps ensure a good impression of the overall game.
On
a more practical level the Common Route is a useful tool to control
the scope of a visual novel. There is obviously the contraction
into a single section of the world building and character set up as
mentioned before, but on top of that it is an easy area to insert in
events from other routes which were cut for pacing reasons and need a
new location to play out. In addition, it is a section which the
player will repeatedly traverse through meaning it allows for a
padding of the play time if you need to control how fast the player
consumes the game.
Broadly
speaking the weaknesses of the Common Route come down to the bad
writing habits it can cause in some writers if they are not careful
with its implementation. We often see this in the poor pacing
which can be found in many Common Routes. The desire to put all the
exposition and character set up in the Common Route can lead to an
over-saturation of this content leading to a bloated and slow feeling pace and as a result it can struggle to hold the players attention. The Common Route
should never outstay its welcome, it is not the star of the show just
the warm up act. As such knowing what length of Common Route is
appropriate for your visual novel is a key skill for the game’s
overall pacing.
Another
common issue associated with Common Routes is that they can feel as
if they disconnected from the routes which lead off them. This can
happen for a variety of reasons, perhaps the transition between the
Common Route and the other routes is sudden jump which makes no sense
or perhaps the Common Route differ noticeably from the other routes
in terms of tone with too much slice of life content compared
to the rest of the game. These problems are symptomatic of the
balancing act of content distribution in a visual novel. There is a
temptation to put all of your slice of life elements into the Common
Route so your other routes will be free to focus on their main
stories. However, this can be done to the detriment of both Common
and main routes by creating a clashing tone and uneven distribution
of character moments.
The Foundation of Many Faces - Types of Common Route
In
order to accommodate the needs of the countless different visual
novel in existence, the Common Route has been adapted to suit their differing purposes. In this section, some of the most common types of Common Route
will be covered to see why each one is used.
The
most standard of all Common Routes is the straight line. However,
even this simple structure has some important variations to it in the
form of whether it has early or late branching routes. This decision
changes the dynamic of the player's interaction with game. Common
Routes which start branching earlier generally have a faster pacing
and a shorter length as the routes rapidly take centre stage. This
type is generally chosen when the visual novel either wants to
quickly split the plot into distinct sections with heavily divergent
events or wants to focus in on specific characters rather than there
interactions with one another. Tsukihime is a strong example of the
first category, it has an opening Common Route which introduces the
characters in a basic fashion before splitting into the Near Side and
Far Side routes which focus on different aspects of the plot and the
world. The second category is best exemplified by Katawa Shoujo which
does not dwell on its Common Route and instead diving into the routes
quickly so that the focus in placed solely on the characters and
their struggles. These examples of early branching Common
Routes reveal the strength of using one, the ability to emphasise a particular
aspect of the narrative by shifting the focus into it rather than
dwelling on the Common Route itself. For visual novels with a focus on plot or characters
as its core appeal having an early branching Common Route allows them
to keep the momentum up while playing into their strengths.
Late
branching Common Routes are by far the most frequently used of the two
standard types and are without a doubt what many people associate
with visual novels. The reason for their extensive use is space they provides the
player to just exist in the universe with these characters rather
than having the constant pressure of choices breathing down their
neck. As such late branching Common Routes tend to favour slower
paced games which is why most romance based visual novels tend to use this type. You could pick up any number of visual novels and
find examples of this type of Common Route, a relatively recent
release which falls under this category (and has been reviewed on the
blog) is Cafe Stella. All of the game’s branches occur at the end
of what is a long Common Route and are decided by the cumulative
choices over its duration. For Cafe Stella this allows the Common
Route to focus on telling its story set up and self contained short
vignettes to make the selection of which route the player wants to
pursue something they are certain about. The popularity of the late
branching Common Route is a testament to how important a distinct
Common Route can be to the pacing and feel of a visual novel.
The
last type of Common Route which will be covered here is the Ladder
Structure. Of the Common Route types this is by far the least used by
developers and this is due to the fact it requires them give up a lot
of the non-linear aspect of visual novels in exchange for its
strengths. In a game with a Ladder Structure the Common Route takes
on the role of containing the main plot which would normally be contained in the
routes and forms the majority of the play time. Character routes
generally diverge off the Common Route at set intervals such as near
the end of chapters (hence it forms a kind of ladder), though they are
generally optional and only expand on the Common Route rather than
containing key plot points. The only exception to this is the final
route which comes straight off the end of the Common Route and is
almost an extension of it to conclude the story. The most iconic
example of the Ladder Structure is Steins Gate which follows the
above formula to a fault with each heroine getting a small route but
with the focus clearly being on the Common Route and its push towards a narrative conclusion. This works for Steins Gate because of its
thriller writing style which keeps the pace up throughout its duration and
the side routes act as a sort of breather from the main plot and it
results in a more even experience than a standard route based
game. The Ladder Structure works best for visual novels which want to
emphasise their more linear stories but still want to have some
routes to keep the reader engaged through choices. It trades
the benefits of a more non-linear structure for a tighter narrative
experience.
Why are common routes so common?
When
looking at visual novels as a whole, this is a natural question to ask
given the frequency of Common Routes. The obvious answer is to point to the benefits
which have been listed above as the primary motivating factor for
their inclusion and this is in part true since Common Routes provide
what visual novels need in terms of structure. However, there is
another factor at play, expectations. Common Routes have become such
a ubiquitous part of the medium that the audience
expects one in every visual novel,
whether the game needs it or not. This is especially true for romance
based visual novels where the player's choice of heroine/hero is so
important that not having a Common Route might anger some players
since it betrays their expectations. That is not to say that there
are no visual novels without Common Routes, we can find plenty of
examples from the simultaneous story sections of games like Wonderful
Everyday and Zero Time Dilemma to the recent trend for episodic games
like Phantom Trigger and 9 nine. Instead this perception of the
necessity is just a limit on the creativity of visual novels and one
which needs to be broken if we are to see more interesting and
experimental games in the medium.
The Best Fit For All?
Common
Routes are at the heart of visual novel design as a pillar of
support for the non-linear aspects brought about by the presence of
routes and it provides these games a flexible anchor they can build around.
The exact structure and use of a Common Route has mutated into
different forms over time to fit the needs of each story, but at
their heart they focus on marrying the linear and non-linear. Despite
how useful they can be, you should never become too attached to them
and instead ask if they are what best fits the story you want to
tell. Be inventive with your Common Routes and maybe you will create
a new type Common Route which revolutionise the world of visual
novels. After all there is nothing common about a good Common Route.