Sunday, July 14, 2024


Pixel Hunting

 
Creating a sense of immersion within a fictional world has always been one of the greatest strengths of visual novels so it is only natural they would end up paired with a style of gameplay about interacting with the details of that world in the form of Adventure Games. These are titles which involve clicking on elements of the environment in order to solve puzzles or meet certain objectives and they use this space to fill in the details of people’s lives to contrast with whatever threat hangs over them. As such Adventure Games can make use of the character centric nature of visual novels to help sell the connection between the characters and the world they inhabit. It can leverage this to create mysteries and puzzles which span both halves to improve their connection to each other. There is also an aspect of role-play found in this hybrid whereby the player gets to act out the actions of the protagonist and fully put themselves in the character’s position. Let’s repeatedly click on an object and find out exactly how such a harmonious merger of gameplay element can work so well together.
 

Environmental Interaction

 
In its focus on the world around the player, Adventure Games present it as tactile place filled with the objects of function and mundanity that define our lives. As every detail of these items is presented so they can have role in progression, they take on an intimacy by being a physical window into this familiar yet alien place. This is in many ways a prefect partner for visual novels due to the way they concentrate on different aspects of intimacy so, while the Adventure Game half can handle the world, the visual novel half can deal with the characters. Through this combination a player can be brought into the experience and provided reasons to emotionally invest themselves in the outcome of the journey they are being guided down. They are shown a constant stream of empathetic ideas and people from each half of the game which offers a variety of perspectives on their lives so the player is on the edge of their seats waiting to see what happens to them next. Preventing these elements from becoming emotionally draining is the constant forward momentum provided by new areas to explore and new drama to witness that keeps the player on a ride of fresh experiences so they invest just enough for the desired effect without wearing themselves out. 
Time to start clicking everything

The backbone of this harmony is the way a visual novel element can easily and quickly be overlaid on top of Adventure Game sections in order to smoothly link the narrative to the items being examined which reinforces the connection between the two. Last Window: The Secret of Cape Wast demonstrates how this harmony of intimacy can be used to sell a location as lived in with history etched into every wall. The entire game takes place in the titular Cape West, a set of apartments containing various tenants including our protagonist. As such the player will naturally become familiar with the spaces within the apartments and the game uses its Adventure Game half to have the player interact with objects they will be know for their own lives in order to solve puzzles. This draws parallels between the location and the player's own lives making it easy to come to understand it as somewhere inhabited by everyday people. The visual novel half of Last Window furthers this link through humanising the people who live within the world built by the Adventure Game sections. Over the course of the investigation the player will interact with the residents and come to know this snapshot of their lives while also getting a sense of how their relate to the protagonist who many have as their neighbour. The closeness afforded by the way the visual novel sections frames the character interactions is immensely personal and supported this sense of Cape West as a living place where people the player knows spend their time.
 

Narrative As Role-play

 
Perhaps the most interesting interaction present in this type of hybrid is the way the narrative and the mechanics frame each other. Due to the way Adventure Games promote extensive examination of the environment it can create a sense of role-playing as the protagonist given that these interactions are often a direct reflection of the character's actions within the story. This is a favoured element of visual novel integration for mystery or detective titles where engaging with clues and crime scenes can be make a key part of both styles of play. Leaning into this role-play provides a cohesion to the experience such as with Danganronpa and its investigation sections. These aspects ask the player to engage with the Adventure Game mechanics through a narrative context which focuses their mind into the same space as the protagonist. The act of picking through the crime scene and interviewing suspects takes on a new emotional resonance and draws the player into the experience through blurring the line between the game and reality with role-play. Without the visual novels to give a personal connection to the events surrounding the mechanics, this role-play would be a cold affair where the player would not be invested in the stakes of investigation and instead merely see it as a simple puzzle to be solved. 
Danganronpa has a great sense of place despite how silly it can get

This extends into how the clues gathered during the investigation are used to solve the big mystery as can be seen in the court sections of Ace Attorney. In these the player is asked to present this evidence to prove or disprove the current arguments on both sides of the courtroom. These sections are in many ways an inversion of the investigation sections since the Adventure Game elements take a backseat to the visual novel presentation key to providing the necessary tension, which is the opposite emphasis of the investigation. The result is the role-play of being an attorney in court has a decidedly more dramatic feeling than being a detective and yet it still relies on the grounded nature of the clues found during the detective role-play to sell a sense of connection to a believable world. Linking the two creates a coherent space for the player to experience two vastly different tone of the mystery genre without either seeming out of place while letting both halves of the hybrid show their best traits.
 

Puzzles On Two Levels

 
Presenting the game on two levels offers an opportunity to engage the player’s mind from different angles and help maintain interest in the long term. To achieve this effect the two halves of a title lean into a puzzle style element to give the player something to chew on. The visual novel and Adventure Game aspects do this through the time-frames they operate under in order to direct the overall experience. Given the narrative centric nature of the visual novel, the puzzle tends to take the form of a greater structural reveal or long term mystery as with titles like YU-NO. Here the game presents a mystery and then feeds the player a steady stream of clues hidden within the story to help them construct theories on the truth. This means that they are constantly reevaluating what they thought they knew so there is always excitement when a new fact is shown to them. YU-NO utilises this method by encouraging an exploration of its wide narrative structure, time travel ideas and the way each of the routes drops new hints as to what is going on overall and in previous and future routes. This lends it a feeling of interconnectedness which its Adventure Game elements can rely on to form the backbone of the long term engagement. 
Time to look for all the keys

The area a visual novel aspect can fall short is in the moment to moment sense of forward momentum and it is here the Adventure Game half can flex its muscles. If there is one thing that Adventure Games are good at it is have lots of small victories as the player finds the right item or place to interact with in order to progress. This simple loop provides just enough motivation to continue to the next small dose of progression that it can work to keep people moving forward. Take the Somnium sections in AI: The Somnium Files, these are a constant parade of small rewards where even the wrong choice for an item or place still gives some amusement for the player such as in the form a joke. This helps alleviate the feeling of tension provided by the time limit and support the long term mysteries of the visual novel half of the game.
 

Conclusion

 
In many ways the Adventure Game and the visual novel come from the same end of the video game spectrum with a focus on a similar mechanical tone through differing angles. They have complimentary elements of intimacy which they hold as important to their presentation, environmental and personal, which work well together to sell a sense of place and this world as something close to the player’s own experiences. Puzzles also play a large role in keeping people invested with the two halves offering complimentary short and long term mysteries and engagement to keep a sense of forward mementum. Alongside all these elements there is a strong undertone of role-play in the way the player can act out the actions of the characters both through actions as well as the narrative which surrounds them. Adventure Games are worth considering if you are making a visual novel, or vice versa, due to this exceptional compatibility nature and the potential it holds for interesting and moving titles to be made.
 

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