Sunday, September 22, 2024


The Only Path Forwards

 
Choices and the routes they lead into are often seen as the defining elements of what it means to be a visual novel, but the reality of the medium paints a far more varied picture in the form of the Kinetic Novel. This entirely linear format goes against the flexible design of other visual novels in favour of a more controlled and curated experience. There is nothing new about the Kinetic Novel with many of oldest titles following this structure. Over time it fell out of favour as the non-linear elements appealed to the tastes of an audience who wanted more player expression. Nevertheless the Kinetic Novel has not disappeared and found its niche in side content or fandiscs where its self contained nature works to keep the focus on the smaller scale narratives. Sometimes a big title does come along utilising it due to the fine level of control allowed through its structure and ability to shape the perception of key moments. Why has this style of visual novel survived the test of time? Let’s be railroaded and find out.
 

A Straight Line

 
What does it mean to be linear? At first glance it might seem to be simpler than its non-linear cousin given its lack of systems surrounded its core narrative. However, it is exactly because of this lack of other distractions that a Kinetic Novel must tread carefully since all eyes are focused on a single path of progression and people are more likely to see any issues with its story. This pressure is not unique to Kinetic Novels and many different types of games using linear structures run into the same issue. Keeping the player engaged in the narrative without anyway for them to influence it means crafting a directed experience where the pacing is a roller-coaster ride with enough ups and downs to create texture. There is also a greater emphasis on making the characters universally interesting as they have a uniform importance rather than the specific focus of a route based title and this leads them to be some of the most memorable characters in visual novels. Player expectations are generally higher for Kinetic Novels due to the idea that for something lacking in anything outside of its narrative to be worth their time it must be an exceptional in what it does. Its singular focus helps it meet these expectations, but it is an uphill battle which many titles fail to reach the top of. 
A story about robots being linear is oddly fitting
 
Let’s look at Stella of the End as an example of a Kinetic Novel and its relationship with the linear. It chooses to utilise its structure by immediately present the core unique elements which will drive the narrative forwards and act as the main source of intrigue in the machines and the robot girl our protagonist finds himself escorting. Once this is established the game is sure never to lose its focus on those parts in order to keep the experience for meandering and helping it maintain player engagement. This also plays into the pacing of the Stella of the End which is an episodic odyssey style story and those elements form the constant that bridges the gaps between each episode and makes them feel like a cohesive narrative. Since it has no choices it has to rely completely on these core driving forces to provide the meat of the experience. These must be up to scratch since the player cannot simply play another route if they are bored so the game have one chance to present the narrative to the player and it has to maintain that consistently throughout its play time.
 

Narrative Control

 
The biggest incentive for making a Kinetic Novel over a standard visual novel is the many tools it offers to curate the experience and ensure each story beat has the correct impact. A route based title cannot know which path the player is going to choose first or last and so has to format each one make sense in isolation with a part of the narrative rather a cohesive whole. Being entirely linear means a Kinetic Novel can avoid this pitfall as the player’s current progression is a constant and known factor a developer can use to plan the exact experience they desire for the player. This allows for plot twists and hidden information to be effectively paced and unveiled without the player losing track of what is going on as they would if they were jumping between separate routes. If a title is aim for a specific kind of narrative complexity or has a key emotion it wants to be the focus above all else then the control offered by the Kinetic Novel provides an easy means of ensuring these elements are not lost in the structure of the visual novel. These are also the kinds of games which do not mind being linear since they have strong and immediate hooks to drag the player through the entire play time and so trading player freedom for control over the story does not effect them negatively. 
Umineko cares about one thing, its mysteries

Umineko and Higurashi are some of the most well known Kinetic Novels and take full advantage of the narrative control offered to them. Each episode is a mystery onto itself which feeds into an overarching mystery and their linear nature makes it easy for the information for both sides to be tightly controlled and paced leading to a series of dramatic ups and downs that build into a finale. It relies heavily on the complex and engaging nature of these mysteries to keep the player engaged and their strength is boosted through the intensity provided by this linear structure. On the opposite side of the content spectrum sits Witch On The Holy Night which leans on its action and heightened drama as the means to keep the player moving forwards. The game benefits from its linear structure because of the way it can craft its characters’ emotional journey in a precise way and weave them into one another rather than having them exist separately as in a route based title. Having a shorter play time and a once and done style of narrative also aids in making the choice of a Kinetic Novel feel natural.
 

Side Content And Fandiscs

 
By far the most common place to see Kinetic Novels is as fandiscs or side stories to an existing route based visual novel series. These are short and self contained works which build upon an established premise and characters so require little in the way of set up to function. They are focused on a few key elements per title with after stories and different perspectives on the original game being the most common types of content. Since the ending has already been reached for the core narrative before these stories even start it makes little sense to allow the player to influence their direction given everything major has ended. These are merely tales of the characters’ happy lives afterwards and small pieces of new but unimportant information and as such it makes more sense to offer them up to in the most direct fashion possible. In doing this the game can make sure it doesn’t outlive its welcome by not asking the player to go through its stories more than once. Their nature means the stories can never have any meaningful narrative beats in them and so exist as fan centric fluff. This is not a bad thing as it is exactly what they player has signed up for, but this is a victory lap and going round the same scenery as before can be fatiguing after having already spent so much time their in the original title. 
Focus on a single character in a side story allows all the emotional weight to rest on them
 
For example the Ao no Kanata no Four Rhythm – EXTRA games are continuations of specific parts of the original game and firmly focus on the one heroine they want to be the star of the show. Here it would make no sense to offer the player choices due to the lack of other possible heroines to follow and how the title wants to tell a story without any distractions from its core premise. In a similar vein Dies irae - Interview with Kaziklu Bey provides the backstory for a specific character and is set in a past distant from the events of the main game. The outcome of this story has already been determined since the player knows what happens to the protagonist of this side story from the events of the main game. As such a Kinetic Novel makes sense so as to not confuse the player about how this fits into the timeline of the original title and it helps keep the focus squarely on the events which shaped the character.
 

Conclusion

 
Being a straight line gives the Kinetic Novel a specific niche within the modern visual novels space which meets the needs of certain kinds of games. Having a linear structure fundamentally changes the way both players and developers engage with a narrative as all eyes are on the core experience with nothing to distract or offer a diversion from it. In exchange the developer gains a large amount of control over the narrative in order to shape it into an exact form with the needed pacing and emotional beats needed to create powerful moments while knowing the order the player will experience them in. The most common place to find Kinetic Novels is in the form of fandiscs and side stories which lend themselves to a linear structure as they expand off existing elements of a concluded story. Overall, while not as popular as they once were in the medium, the Kinetic Novel possesses a unique set of tools that meet the needs of certain kinds of narratives and should you plan on making on such visual novel then it is worth considering this type of structure.
 

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