Sunday, August 11, 2024


Beyond The Screen

 
Addressing the nature of the medium and the player directly has a long tradition within video games as a means of introspection and entertainment. The Meta Fiction genre is something visual novels have dipped their toes into over the years with varying degrees of commitment to its use. This manifests through everything from playing with the games systems, jokes at the nature of the game they are part of to directly talking to the player. Each approach offers something subtly different to the experience of the game and they overlap in surprising ways. Despite the limited design space available for many visual novels, they have found ways to integrate this genre into almost every part of their structure. Let’s break the fourth wall and find out how all these elements work in practice.
 

And There Goes The Fourth Wall 

 
Of course the first and most immediately recognisable way a visual novel can lean into the Meta Fiction genre is to address the player directly. This breaking of the fourth wall takes the player’s established role as an observer to events and recontextualise them as a participant on the same level as the characters they have been watching. Immediately the player is drawn into the story in a personal manner as the game pulls them in by responding to the player’s presence and engaging in a form of dialogue with them. It also draws the fate of the cast closer to the player since it is another avenue through which the characters can present their humanity and appeal in order to create investment in their plight. A major part of the strength of using the Meta Fiction genre in this manner is the tension it gains through the way it points the narrative threat at the player themselves. Obviously this is a fine line to walk as everyone playing a game is aware of its inherently fictional nature and so it is difficult to feel any danger from something distant for them. However, through not losing sight of its core tone, a visual novel can make the tension from the fourth wall breaking appear to be a natural extension of the already established narrative. When utilised in this way it can give some much needed spice to what might otherwise be a standard title and leaving the player with an exciting and memorable experience. 
Oh no, it would be terrible if something meta where to happen...

The poster child for shattering the fourth wall would have to be Doki Doki Literature Club and its creative ways to keep the Meta Fiction fresh throughout its entire playtime. Much of the plot centric drama stems from these meta elements as the situation degrades into conflict with the player becoming the focal point of everything that is going on. When it addresses the player directly it often does so in a way where it is unclear if the character is talking to the protagonist or the player creating a sense of unease where the boundary between the two becomes unclear and there is still an uncertainty about what is going on. Once the fourth wall has finally been completely shattered the game maintains a playful sense of danger where it places the threat towards the player but does so in a tongue and cheek way. This acknowledgment of the fundamentally silly nature of Meta Fiction allows the player to invest themselves in the experience by alleviating the friction between the presented danger and the reality for the player. AI: The Somnium File – nivarnA Initiative takes a more structural approach to its Meta Fiction genre. Its defining meta moments are entirely player facing and have little influence on the characters and so it has to deal with them in specific sections where the game turns and openly talks to the player about the plot twist it is revealing. The benefit of this method lies in the way it can preserve the central plot and character from losing their sense of being part of separate world while still having the flavour of Meta Fiction. Of course this runs the risk of creating too much of a division between this meta twist and everything else the player has experienced which could leave them feeling cheated by something they could never have seen coming.
 

For The Sake Of A Joke 

 
Rather than making the fourth wall breaking a plot element that the player has to take seriously, many visual novels simply uses it as a cheeky wink to camera to get a laugh. They focus on the silliness inherent in the Meta Fiction genre as a source of comedy with a self aware irony underlying it. This is often an accompaniment to a game which already prides itself on its absurd and over the top tone so the meta jokes feel right at home in its chaotic nature. They offer another axis for the comedy to play on and help keep it fresh for the long duration of an entire visual novel. It is not as simple as slapping in some fourth wall breaks and call it a day since this runs the risk of coming across as self indulgent. Balancing the presence of Meta Fictional elements requires a sense of timing as to where and when to places them so they come across as a natural extension of what is already happening in the scene. Using them too frequently is another issue often encountered by this kind of visual novel with the temptation being to use them whenever there is a gap they could fit into resulting in them becoming predictable and thus lose their intended impact. As such delaying their use has the best effect to keep the player from being able to predict exactly when one is coming and making the surprise when they do come all the more entertaining. 
Being playful is the best way to inclue meta elements

Looking at Ren’ai x Royale reveals how intermittent use of meta elements can be leveraged to enhance an existing atmosphere. The overall light tone lends itself to being malleable when it comes to its contents as the player will likely accept it within their understanding of the game’s world rather than being drawn out of the experience. Nevertheless, there is an effort to not overuse the meta jokes in order to still make them feel special and not run the risk of straining the tone by pushing it too far. On the opposite end of the spectrum sits Lamunation which pushes meta fiction as humour to its absolute limit. Fourth wall breaking meta jokes are a common occurrence throughout and it relies of the constant stream and variety of its absurd brand of humour to keep things fresh while not giving the player enough time to think too deeply about the implications of the meta elements. What results is a frenetic title which understands its brand of comedy will not be for everyone since Meta Fiction can alienate certain audiences who prefer when things are played straight. The meta elements are in many ways a form of silly glue to bind the other out there ideas Lamunation utilises and provides a sort of passive justification for their inclusion through these self-aware nods.
 

Engaging With Player Perceptions

 
Beyond the winks to camera and fourth wall breaking there is a version of Meta Fiction far more interested in mechanically linking itself to the world beyond the visual novel. This involves playing with how the game is being engaged with and highlighting its edges and point out its own restrictive nature. One of two extremes can be achieved through this approach, either it creates an immersive blurring of the lines between the game and reality or a complete breaking of the game as a believable self contained world in order to sell certain plot elements. The first can be seen in action in Hate Plus through the system where the player can only progress one in game day before they must wait until twenty-four hours of real time which matches the amount of time passing in the narrative. Linking the passage of time helps create a sense of the game’s world as something reflecting parts of our own and operates on a familiar and tactile axis. It is also a relatively indirect method of communicating this feeling as it draw attention to the artificial nature of the game but not a way that demands the player remains focused on this aspect and instead lets them smoothly transition in and out of this mechanic. 
I'll see you again in 24 hours

The other half of this approach can once again be exemplified by Doki Doki Literature Club and the way in which it asks the player to mess with the very files of the game. It completely breaks down the illusion that the game is a real place and instead asks that it be considered for what it really is in a tongue and cheek way. The player gets to feel a degree of power over the game since they are interfering with the way the game itself functions and subverting the characters place in their own world through these modifications. This is all smoke and mirrors as the parts the player is messing with are in fact set up specifically from them to do so and they are not in fact subverting the game’s foundations.
 

Conclusion

 
Fiction exists in its own space within our minds, one separate from the real world and yet alive so when a visual novel steps over that divide it can leave quite an impact. Meta Fiction as a genre comes in many forms and provides a unique avenue to engage with the player. A simple smashing of the fourth wall can give a scene a sense of tension whereby the player themselves feels threatened and in the same position as the characters. It can also engage on a mechanical level by relating the actions it requires of the player to the real world or giving them the ability to mess with its files. This does not have to be used for serious purposes and a lot of titles like to commit to a Meta Fiction element to have another angle of humour to add to their own brand of comedy and try to surprise the player. A genre like this is hard to recommend including in a visual novel given the way it warps the entire structure and experience around it. However, if it serves your narrative and tonal aims it may well be worth integrating on a foundational level.
 

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