Sunday, September 8, 2024


Into The Depths

 
Dungeon diving into winding mazes filled with danger and treasure has been a persistent fantasy and a genre of game seemly at odds with visual novels due to its high emphasis on its own mechanics. Looking at titles like Etrian Odyssey might lead to you to believe that this is a genre which does not care about story. However, among them are a subset striving to reach for a greater narrative complexity and these choose visual novel sections as their means of do so. For them its a method of presentation in line with its already regular and orderly construction and can be dropped in and out of without it feeling too out of place. They are uniquely positioned to capitalise on the space between the itself and the visual novel elements while also offering the story progression as an important form of momentum over the long term. Let’s conquer another floor and find out how this hybrid works in practice.
 

Regular And Orderly

 
If there is one thing which defines the Dungeon Crawler it is the way its structure adheres to a rigid framework. From start to finish, everything has a regular and orderly place within the game and it rarely moves outside of itself and relies on these established mechanics to push complexity forward while making the changes understandable for the player. As such the limited presentational elements available to visual novels feel right at home alongside the restrictiveness of all the other elements and slot in as another one of the game’s systems. This way it can be used as a complete narrative tool all to itself or be overlaid on top of the active game world gives it the modular nature to respond to the Dungeon Crawler’s need for story without having to grind everything to a halt. It is also closer to the feeling of the gameplay than a more extensive 3d cutscenes since it reflects the orderly nature of the gameplay experience rather than appearing entirely detached from what has come before. Its relatively simple production makes it suitable for the bitty but long narratives these kinds of games like to tell and it provides the necessary flexibility to keep the focus squarely on the Dungeon Crawler half of the game while still having a meaningful tale to invest the player into. 
Interest choice of words there little lady...

The longer the game the more pronounced this structural synergy becomes and Yumina the Ethereal presents a good example of how it works over its eighty hour play time. As a game with multi paths, one for each heroine, it intends to be completed more than a single time and as such it needs to keep things fresh yet consistent with what came before. It achieves this effect through enhancing or escalating parts of its existing material rather than offering any type of radically different experience. Yumia is a title reliant on its over the top nature and escalation to keep people engaged and as such it is key that its various elements showcase this throughout. The visual novel sections are part of this overall change as they carry the narrative of the selected heroine forwards which sits snugly next to other alterations like changing in difficulty and new enemy encounters. By ensuring a constant place for the visual novel, it can present the story as an extension of the other existing systems and something that compliments the tone and direction of the game. It finds a degree of freedom in its orderly nature and can use its limitations as a means to set player expectations for the spread and pace of content.
 

The Space Between

 
Not everything a game want to present needs to be spelt out in either mechanics or narrative, sometimes the gap between each can be played with for an interesting effect. Due to the regular nature of how the parts of a Dungeon Crawler interact and their someone abstract nature of their mechanics there are a lot spaces where the player is asked to imagine what must have happened. For example in a grid based title, the game does not expect the player to actually believe that the whole party is crammed onto one tile and are moving one space at a time and instead it is presented as a representation of what is really happening in the world used for the sake of gameplay. It is into gaps like these that some games have chosen to place things implied but never spelt out in order to let them sit at the back of the player’s mind to linger there until it is time to bring them into the light. 
Something is wrong here and it not what it at first appears

Let us examine a hybrid which makes use of the technique to see what the practical benefits of it are for all parts of the title. Mary Skelter 2 is a game which revels in the things which are present and absent and the gaps between them. In particular in it utilises its re-framing of the timeline from the first game while omitting key elements and making the player question exactly what has gone so wrong to result in this outcome. Here is a place the gaps between the visual novel and the other game systems is put to good use by subtly implying the importance of what is missing in their interaction. The comparison between Jack in the original game and this one is the strongest use of this implication since the narrative presents events which lead up to this change and yet does not directly expand on what that means for a long time. All the while the battle systems showcases the far more violent and temperamental nature of this new Jack and the unspoken gap between these two presentations of the same idea creates a tension that causes the player to be more aware of it.
 

Progression As Momentum

 
Providing a sense of forward movement within a game is a major way in which they retain the player’s attention for the long term. For Dungeon Crawler’s this can be a difficult task due to their inherently repetitive nature and the way their structure encourages multiple dives into the same dungeon leading to these aspects blurring into one another in a way which can lead to a loss of momentum. Enter the visual novel sections, these give an important feeling of context and progression to the work the player is putting into the dungeons. By their nature as narratives they have an in built sense of forward momentum as all stories are inherently moving towards a conclusion and so anything attached to it gains the same effect through proximity. Spacing these visual novel chunks over the long term and making sure they are regular enough to be a constant presence but not so frequent as to interrupt the follow of the game’s other systems is key to ensuring the effectiveness of its impact. Here the modular and regular nature of the Dungeon Crawler gives it a helping hand, it is already constantly moving between its distinct and segregated elements so the transition and presence of the visual novel does not seem at odds with everything else and is instead just another of the plethora of options it can dive into. 
Narrative as momentum is an effective trick to keep player engagment

Take Labyrinth of Refrain: Coven of Dusk for example, this is a highly mechanics focused title where the repetition of dungeon diving is core to its appeal and there is a clear divide between the dungeons and the surface where all the preparation happen. This is title which risks falling into a loop where the player feels as if everything is the same so Coven of Dusk brings in visual novel sections to alleviate this issue. In order to keep them in line with the rest of the game they are mostly confined to the surface sections where the plot relevant characters stay while puppets they control do all the dungeon exploring. Doing this prevents the narrative from being too invasive into the game’s core appeal while also having access to the sense of progression offered by its inclusion. Coven of Dusk is not a story centric title and yet the inclusion of this element helps the overall package maintain its needed pacing.
 

Conclusion

 
Narrative has always been an element which Dungeon Crawlers have struggled with and so they often turn to visual novels for help. At first it might seem that the two are incompatible due to the regular and orderly nature of the Dungeon Crawler but this actually works well with the limited nature of visual novels so it can easily slot into this existing framework. Momentum is a key factor in the importance of visual novel sections to the experience since it add a feeling of progression to what would otherwise risk being a repetitive environment. The gaps created between the two halves due to their regular nature work as a great place to interact with what is left unsaid in the narrative or mechanics and imply ideas which come into relevance later. This hybrid showcases how much visual novel elements can contribute even in a style of game which is otherwise mechanics heavy instead of being concerned with narrative.
 
 

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