Archive for May 2024

The Skip Button – An Anatomy of Visual Novels


Pressing Fast Forward

 
A simple feature like a Skip Button might seem too minor to be worth covering in any detail, after all most visual novels have one so they must be a normal part of them, right? It is only when it is taken away that its impact, both on how the player interacts with the game and their perception of it, becomes clear. Presenting the option to skip content is always a double edged sword for a game as it offers player convenience at the risk of them skipping over something important to the narrative and in a game so focused around story this can be a major issue. Then there are the different types of skip functions from the standard skipping text to skipping between scenes to skipping to the next choice. A common bed fellow to the Skip Button is the auto play setting where the player can let the visual novel progress at a pace set by the player without their input which presents some odd design considerations. Let speed through the game and discover how skipping influences visual novels.
 

The Standard Skip

 
Of all the types of skip functions found in visual novels, the skip read text and the skip unread text are the most common and shape how the overall experience is perceived. Skipping text the player has already seen is the easier of the two to understand the impact of on the game. It is a simple quality of life feature to enable a smoother transition from one route to another without boring the player with repeated content. With this their interest can be maintained while allowing for an unimpeded exploration of the choices and endings on offer. This reduced barrier does have a slight drawback in that it brings the player onto a system level engagement with the game rather than an emotional and personal one making it damaging to the impact of key moments which the player is suddenly thrust into after some detached skipping. Take a game with a long common route like The Fruit of Grisaia as an example. Here the length of time it would take to reach another route would be an unreasonable amount to ask the player to put themselves through and so letting them skip the text they have read is a basic method of avoiding tedium. By doing this The Fruit of Grisaia runs into the issue of the player’s attention wandering as, even with the ability to skip, it can take a long time to reach new content and thus there interest in continuing to play drops. The more expansive the visual novel the worse this problem becomes and there is no way to properly balance without introducing new content into the common route based on routes completed, but this expands the scope of the game and takes a lot of time and resources to implement. 
Sometimes you just need to get a move on

Sitting right next to the ability to skip read text is the option to skip unread text, meaning lines or scenes the player has never interacted with before. The role this occupies is as a means for players who have already played the game before to skip to whatever part of the game they want to go to without having to reread the whole title on a fresh install. It also serves as means for a player to skip sections they might be finding uninteresting so the game can maintain their engagement rather than having them put it down and stop playing. Of course this comes with the ever present risk that they could accidentality skip past a big revelation or key character moment without which they will not properly understand later events. This matters significantly more in visual novels which rely on plot as their primary driving force since a twist can come out of nowhere if its foreshadowing or setup has been skipped. It also further takes control of the experience out of the hands of the developer since they cannot account of any amount of skipping the player does and so has to assume that they are engaging in good faith in order to pace their game. However, the convenience offered to the player is seen as the worth the trade off and so its inclusion has become a standard feature in the medium.
 

Jumping Between Scenes And Choices

 
In a large visual novel even skipping the text might still result in long wait times where the mind might wander to what other games could be played instead of watching text fly by. The solution many titles reached was to allow the player to jump to either the next scene or choice. This bypasses the issue of wasting time and quickly put them exactly where in the game they want to be in order to progress down a new route. Jumping features like these are essentially the logical end point of the convenience of the text skipping options and so exist to promote a smoother flow of the narrative and keep the player engaged. As such it suffers an exaggerated version of the same weakness in its system level interaction drawing people out of the experience. Using jumps inherently leads to an element of confusion as the sudden shift between scenes is disorienting and it takes a moment to remember what is happened there. In this moment the player is made acutely aware of the artificial nature of the game and impacts their perception of it by distancing them for the immediate and personal strengths of visual novels. 
Skip?

Fate/Stay Night can be used as a showcase of how this feature interacts with a game as a whole. It uses a scene skipping option which presents the player with a screen showing the current scene name and a choice asking if the player wants to skip it. Due to the fact that this menu will also ask about all the route deciding choices present in the scenes without ever entering the game proper, this detached realm leads to a sense of nothing really mattering as it highlights the game's structured nature. This is a larger issue here due to the game’s use of bad endings that rely on an impact diminished by an awareness of their place within the grater visual novel.
 

Auto Play

 
While an auto play function is not a type of skipping, it does operate on the same axis of player utility and often influences them in a similar manner. This option allows the game to progress through the text at a set pace decided by the player before it starts. No further input is required once it has started outside of choice selection and it will keep going until the credits roll. The main advantages of this feature are twofold. It presents the visual novel in manner where the player can do something else at the same time and lightly engage with it or simply to make it as relaxing as possible. Alongside this is the role it has in making the titles more accessible as not everyone can repeatedly click a button and having the ability to let the game perform this act allows them to be included among its players. However, there is an interesting design problem introduced with auto play and this is how it contrasts with the way a person progressing under their own steam does not do so at a constant and even pace. This is mainly due to the way a game has fast and slow paced scenes and a player’s progression through each generally matches the style presented to them and designers can use this knowledge to fine tune the experience to keep the player engaged. Since auto play moves forward at a constant speed all of this subtle control is lost and it can in fact be damaging since its original purpose has been lost so might feel odd when viewed at the wrong pace. 
Action needs good pacing to be effective

Due to its wide spread nature just about any visual novel can serve as an example of this feature, but its issues are most noticeable in title focused around action like Sorcery Jokers. The extremes of emotion that the games based around action rely on stem from a control over the narrative pacing to express these ideas to the player in a compelling fashion. Auto Play completely irons out those peaks and drops into a flat line making their presence feel awkward and distracting. As such developers have to keep this possibility in mind and try not to make the visual novel’s pacing mechanisms obvious when view outside of their intended speed in order to account for the players using this feature.
 

Conclusion

 
Giving someone the option to skip the content in a visual novel is necessity for convenience and yet it can indirectly harm the overall experience when not properly considered. Skipping read text is the most basic tool to avoid wasting the player’s time while skipping unread text can be a useful feature for returning players to get them into the action. An expanded version of this is ability to jump to the next choice or scene which allows for faster traversal of the game at the cost of drawing the player completely out of the game’s immersion. The auto play function exists as a complement to the skip button and offers the ability to customise the pace of progress in order to make the title more accessible. Overall the skip feature is important part of the visual novel and so should be properly considered when you are making your own game.
 

Science Fantasy – Genre Deep Dive


Of Robots And Sorcerers

 
At first glance sci-fi and fantasy might seem incompatible with one another since the first focuses on extrapolations of concepts from our scientific present while the other deals with impossible events and powers. However, behind these differences they share a common desire to explore the nature of humanity through situations as distant as possible from our everyday lives. When combined with this angle in mind their union forms the Science Fantasy genre. For visual novels this marriage is formed of several different approaches which characterise their similar material in distinctive lights. Maybe it is an exaggerated reflection of our own world, often it is the rule of cool which decides how things go and sometimes it is just an extremely tight and interconnection web of concepts that brings the package together. Let’s find our wand and phaser as we look at what this hybrid genre brings to visual novels.
 

Reflecting The World

 
A common trend among Science Fantasy visual novels is their tendency to have present day settings. Here the sci-fi element founded in an exaggerated version of modern science and used to justify many of the common elements of Urban Fantasy through which the narrative tells its more dramatic elements. This union focuses on sticking to the familiar parts of a present day setting and using them to create a bond of empathy with the characters as they go through the mundane realities of life. Yet at the same time the fantastical events give a framing to those mundane actions which draws out their artificial nature and the absurdity when placed alongside a life and death struggle. The sci-fi half keeps the fantasy from causing the player to disassociate from events on screen by tickling their sense of vague familiarity with modern science and keeping the magic and superpowers firmly in a grounding of the known world. By adhering to all of these elements the Science Fantasy can present ideas about the present day through a lens detached enough to allow for a proper consideration of them without being so far away as to prevent them from having the emotional resonance necessary for its desired impact. 
Superpowers and psychology are an interesting mix

Take Chaos;Head for example, here a scientific conspiracy is mixed with teenagers possessing superpowers in order to take a look at what the modern world does the a person’s psychological state. The sci-fi elements here focus around the human psyche and how the conspiracy seeks to take advantage of it for their own gain. It includes a lot of familiar scientific and pseudo-scientific terms the player is likely heard about even if just in passing and so registers as vaguely realistic which allows it to serve as a basis for the fantasy half to bounce off of in order to better serve its core ideas. On the other side, the superpowers work to enhance the sense of being detached from the real world which alongside the protagonist’s unreliability questions the effects of the modern social features, such as internet forums, introduced through the sci-fi side.
 

The Rule Of Cool

 
Sometimes the choice of Science Fantasy as a genre in visual novels is not in service of some grand presentation of themes and is instead due to the developer thinking it was cool. This originates from the way the genre takes the familiar trapping of each of its parts and puts them through a new lens in order to make them fresh again. Having a strong sense of novelty provides a means of keep the player engaged over the course of the game and creating a visual and narrative style completely owned by the title. This brand of Science Fantasy tends to lean into a specific aspect of one half while the majority of the rest of the experience is focused around the other. For example of one extreme there is Deus Machine Demonbane. Here is a game leaning heavily into its fantasy elements with magic and lovecraftian powers shaping events and forming the bulk of the reoccurring elements. With one large exception being the titular Deus Machine which is a giant mech, something generally found in a more sci-fi setting. Obviously this is passed through the fantasy filter in order to justify its existence, but its out of place nature makes it memorable and this in turn creates a unique texture to the game that remains in the minds of many even to this day. 
Contrast is a powerful tool

On the other hand there are titles like BlazBlue where the rule of cool aspect of the Science Fantasy is more spread out and attached to a general world building. This manifests through the technology the characters interact with and the way it exists to compliment their magical powers while keeping up the character's sense of appeal with little regard for practicality. There weapons are the most common example of this over the entire cast, but it is worth pointing out there are characters who are machines and thus fall firmly on the side sci-fi and yet no effort is really made to explain their actual workings with the focus instead being on how cool there are to look at.
 

Stronger Together

 
So far the uses of the Science Fantasy genre shown have placed various kinds of clear divides between the two halves or put an overwhelming emphasis on one over the other. However, there are a group of games under this genre which use it precisely because the challenge of balancing these distinctive parts results in a potent and memorable experience through how they link to one another. For this union to succeed the two parts need to hold a similar thematic purpose within the narrative while also justifying their place within the wider world, so their existence does stand out too much and disrupt the player’s sense of immersion. In return for this delicate work the game can provide a unique sense of place for its setting which serves a directed purpose of pushing the core themes and ideas of the story in a way simultaneously in the player’s face and also subtle enough to seep into their minds through continual exposure. An approach like this is only effective for visual novels where there are complex or emotional elements to explore rather than something aiming for clean and clear messaging for common themes which need no introduction and where the game not expecting them to be considered deeply. 
A muddy dividing line can do wonders

This can be seen in seen in the fault series where the technology level of the world is both higher and lower than our own to organically integrate it into the areas of people’s lives which magic is not used in order to sell them as complimenting elements. It is through their subtlety that the power of drawing the player’s attention to them originates since being made aware of something previously in the background reshapes the understanding of the whole surrounding it and lends to a clarity of messaging. Utawarerumono takes this approach to its logical extreme by using the presence and absence of each half of the genre to highlight key narrative beats through the divide between the world of the ancient past and the one of the present.
 

Conclusion

 
As with many hybrid genres, it how the union of the two halves manifests and interacts with the visual novel format which makes them an engaging experience. Science Fantasy succeeds on multiple fronts due to how well sci-fi and fantasy play into each other’s strengths. It can mix the fantastical with the mundane to offer a frank representation of the modern world and its issues. The unity can be so coherent and well thought out that the themes and ideas are communicated without needing to say a word or through clever highlighting of key elements. On the other hand, sometimes it just about the rule of cool and the strength comes from impressing the player with spectacle and keeping them amused. There is no denying the flexibility and narrative power found in the Science Fantasy and it is a genre more titles should consider branching out into.
 

Irotoridori No Sekai – The Colorful World Review – Beyond The Other Rainbow


Genre – Romance, Fantasy, Mystery    Play Time – 35 hours     Developer – FAVORITE    Steam   VNDB

 

Coming To Know Love

 
Everyone has a wish they want fulfilled before they die, this can be anything from unrequited love to becoming rich to seeing the world. However, the world is a harsh place and many of these wishes go unanswered as people pass from the moral coil. It is the value of these wishes that forms the core of Irotoridori No Sekai’s themes and how they intertwine with the idea of learning to love is key to their lasting appeal. There is a delicate balance struck between the procession of the story and the journey of its characters. This is a game concerned with the dramatic emotions of its characters. The other worlds being brought in to provide additional stakes or push home a key narrative beat. The issue of this approach appears when the title cannot properly pay off the tension it has built up and resorts to deus ex machina in order to get it out of the corner it has written itself into. Do these inconsistencies undermine the core message of the game? Let’s set the basement clock and find out.
 

Answering Your Wishes – Narrative and Themes

 
Other worlds are by far Irotoridori No Sekai’s most immediately distinct element and how they play into the narrative build up burns them into the player’s mind. Each one is representation of the vastly different wishes of humanity and how the circumstances surrounding them can dramatically alter what they desire. Sometimes these places are never shown but is it quite clear what effect their unique environments have had on the characters from them. These in turn reflect the heroines who are associated with them and allow a view of their actions or wishes through the unique factors which shaped them. Having the ability to lean into fantastical elements provides room for the exploration of the individual heroines in varied fashions to keep things feeling fresh. At the same time most of the actual otherworldly events happened before the game even begans so they game can play with them without losing the grounded setting it has established as the place where the characters can be themselves. Take Toumine Tsukasa’s route, it invokes certain elements from her original world in order to sell the danger while being firmly planted in the town and its community where the people she works with are a large part of her life. Striking this balance is key to holding the player in suspense without losing sight of the reason they are invested in the character’s journey in the first place.
Even what might seem normal always has some otherworldly connection

Hanging over the entire game are the duel mysteries of the recurring dream and the ghostly Shinku. These act as a constant throughout each route and do a good job of making the title feel like it is a cohesive experience which is building towards a greater ending. Their intimate relation to the protagonist, Kanoue Yuuma, means they have an impactful screen presence where they shape how he see the world and people around him and by extension the key heroines. Such an approach gives the small bread crumbs of truth a greater sense of importance while not taking the limelight away from the stars of the route. It also helps that the pay off from all of the build up is and exceptionally strong final route where the themes and ideas the game has being presenting are tied up in a nice bow. The characters are provided a similar resolution within this revelation as each one has a victory lap where we get to see the traits we fell in love with on full display. Altogether this route is excellent to the point at which it is worth playing the entire title just to experience it which is a testament to how effective the mysteries are at capturing and holding interest. 
Oh boy, I cannot wait for your extensive flashback...

When it comes to how this story is presented to the player there are noticeable cracks in its implementation. Chief among these is the game’s tendency to have the characters explain their past through narrated flashbacks using Yuuma’s magical powers rather than through organic reveals or by being placed in the character’s shoes. It leads to extended dry sequences where the character in question tell the protagonist the feeling and events of the past in a way which lacks impact and instead comes across as if they are talking about someone else. If this was done sparingly it would not be an issue, but the flashbacks occur in every route and sometimes multiple times in a route which massively disrupts the flow that the route had before. Being told about events is a quick way for the player to lose interest, especially in a game so focused around the emotions of its characters where it would make more sense to keep the player in the current tide of feelings rather than taking a sudden turn into telling them about the past. On some level Irotoridori No Sekai realises this is an issue as it has intermissions in the middle of these flashbacks where the characters in the present briefly stop the telling their story and share a few words. This is a clear indication of the developers' concern that the player might become bored with their narrative. Flashbacks are not inherently a bad thing as there is an example of how to do one properly within the game’s final route where the player gets to experience the events of the past first hand rather than simply being told them. It is strange then that the Irotoridori No Sekai choses to deliberately damage itself in every other instance of flashbacks.
Kana is someone with the a greater weight hanging over them which never has a proper pay off

Introducing various other worlds and their supernatural elements requires a narrative to properly commit to them or risk them feeling token and out of place. It is this dilemma which Irotoridori No Sekai spends its entire play time wrestling with and there are often points where it uses ideas only to hand wave them away or focus on the wrong element of the conflict. Over the course of the many routes this issue manifests in different forms. Kana and Tsukasa’s routes introduce serious threats originating from these worlds only to immediately resolved them in the next scene making them feel like a cheap thrill with no substance to them. Mio’s route chooses the wrong part of its otherworldly element since it is afraid of presenting Mio in the slightest negative light, even if it is only by proximity. The ideas present in Kyou’s route feel like an odd choice since there is no reason they could not have just been from our world and this foreign presentation just comes across as strange and distracting. Only the final route really sticks the landing due to it being based around concepts which have been built up over the whole game and so properly established beforehand. None of these weaknesses are last for long enough to undermine the entire route by they do draw the player out of what is otherwise an emotional and intimate ride.
 

Girls Falling From Lighthouses – Characters

 
A colourful cast is something this game always presents front and centre. Each one has a strong and easy to identify personality, from Kana’s constant flirting to Tsukasa’s innocent energy, which helps sell them and make them empathetic. Their wishes are worn on their sleeves, but these desires are never what they first appear, there simple nature is picked away at throughout their routes until a complete picture of them comes out. Doing this gives these characters a sense that they are layered and complex beyond their initially presented personalities and works to keep them player on the edge of their seats as they can never be sure they truly know a character. Backing this up is the interactions between the heroines and Yuuma with each heroine having their own memorable dynamics with him. This is extremely important given how much emphasis the game places of these individual pairings and isolating them from the world around them. Without their strong and varied banter the sections solely dedicated to them might prove dull, but instead they are some of the most vivid scenes in the entire game.
Ah yes as normal people do

By far the strangest choice when it comes to the characters is how they do not really interact with each other or share a group dynamic. They might appear on screen together but they will often talk solely to Yuuma and not really engage with the other people present. The few scenes where characters are allowed to form their own bonds are undermined as they are either completely forgotten about, as in the case of Mio and Kana’s rivalry, or simply used as a plot device to motive one of the characters, as in Kyou’s route with her friendship with Tsukasa. Absent from these is any sense of an organically growing dynamics and it instead feels like they exist purely to serve whatever narrative needs Yuuma has without any proper regard for others. The result is the dorm feeling somewhat mechanical in nature where the characters are pieces in a plot rather than a warm place where friends live together. It is fortune that outside of Kyou’s route the game tries to not emphasises the characters’ relationships and so mostly avoids this making this a large issue through focusing in on their main pairings to compensate.
 

Shattered Moon – Visual, Audio and Technical

 
As you would expect from a game so focused around other worlds, there is a distinctive visual style in play which is backed up by a keen understanding of how to use colour to invoke emotions. The everyday lives of the cast are shown through the standard images of mundanity the player expects from a romance visual novel which are here used as a clever baseline to contrast with the more fantastical angle. Once the characters step through basement doorway the art style takes a noticeable shift into a more abstract and emotive presentation where clear objects give way to vague shapes. It is clear what kind of place each is without having to spend a single word on its background lore and this works well given their role as conduits for characters and narratives rather than as fleshed out spaces. Even the normal world is not without its own eye catching imagery, the shattered moon hanging over the town is a constant reminder that even this world is not quite like our own. Colours not only play a role in creative distinctive feeling worlds, but also using the emotions associated with colour to empower the key dramatic moments. Deep oranges and blues are contrasted with blacks and reds to keep the player in a sense of suspense as they are buffeted by roller-coaster of each heroines’ route.
Powerful colours define many scenes
 

Conclusion

 
Capturing the complicated emotions caught up in wishes and love is what Irotoridori No Sekai is about and through them showcasing just what a colourful world we have within ourselves. It leverages its other worlds as a core driver for the plot and this allows it to more freely explore its themes, even if it can stumble at time while doing so. The strong uses of distinctive art styles and colours for these worlds and key moments also plays into the game’s ability to invoke emotion. An overarching mystery keeps the player hooked through the various routes and offers a great pay off from the ideas which the title has being presenting. Add to this the distinctive characters and excellent dynamics with the protagonist and the result is a well rounded experience that uses the romance visual novel as a means to express greater ideas of the value of wishes and desires.
 
 

Verdict - 

An emotional examination of what it means to wish for something seen through characters who know what it is to have that snatched away. It is only held back by some strange choice in narrative presentation and character interactions.
 
 

Pros

 
+ The other worlds are a strong narrative device which gives the game room to present its ideas with greater freedom.
 
+ Each character sells themselves in a believable way and plays off the protagonist in an engaging fashion.
 
+ Overarching mystery helps maintain interest while providing a suitable send off for the core themes and ideas.
 
+ Strong art styles and impressive use of colour sell the emotions and otherworldly nature of the story.
 

Cons

 
- Overuse of dry flashback scenes where the player is told rather than shown important information.
 
- Characters have no group dynamic and often feel like a strangers to each other.
 
- Does not commit to the other world concepts completely which leaves them feeling hollow or misplaced.
 

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