Sunday, November 17, 2024


Reinventing The Familiar

 
Ever since the beginning of video games there have been adaptations taken from a variety of other media such as movie tie-ins or those based on books. Broadly this trends as died down due to the increasing cost and time of development, yet it still clings on in visual novels. This is helped by their relatively cheap and quick nature when compared to more graphically intense games. Taking on the role of an adaptation results in some interesting and fundamental changes how a visual novel has to engage with its material. Having to transition a story from a more free-form medium into a static one presents a challenge and demands roundabout ways to replicate this motion. If it is a tie-in produced to cash in on the popularity of a recent IP then the game has to tread the line matching the player’s recent memories of the IP while still being its own self contained entity. Beyond the concrete changes to the visual novel format there is the idea of translating the essence of a title into a new space in a way that feels natural for both. Let’s embrace the spin off and find out how adaptation influence visual novels.
 

From Dynamic To Static

 
Reshaping an existing series from another medium into a visual novel often presents a sizeable shift in how motion is shown and scenes composed. This creates an issue of meeting these expectations inherited from the original work which might be difficult to achieve in this restrictive format. Every adaptation tries to tackle it in their own way, yet there are several recurring tricks they all use to smooth over this transition. The first being the way they try to keep the same ratios when it comes to the over all balance of action and downtime found in the original. In creating a similar structure the title hopes to invoke the player’s memories of the series in order to bring the perception of the two closer even if it might not be able to exactly match it. As such titles focused on drama and mystery are favoured by visual novels since they are often fairly static in nature even before their transition to their new format. Looking at Psycho-Pass Mandatory Happiness showcases how this refection of the original work is often handled. Psycho-Pass as a series is inherently a thriller at its core so thrives of long periods of tension punctuated with intense bouts of violence and it is this pattern Mandatory Happiness makes its core method for adapting the feel of the series. It presents this through the sci-fi police investigations, which are the main feature of the original, while slowly ramping up into the use of the dominators and the extreme gore that follows. This structure allows the game to overlap with the elements player’s has come to expect from the series and place itself firmly within the domain of the familiar.
All the important elements of the original have to be here for an adaptation

Another trick often employed relates to original works containing a large amount of action or frequent dynamic movement. Due to the static nature of a visual novel it cannot match the flexibility and range of other mediums so it instead uses the motions it has available in intense bursts. Surrounding these action scenes with the normal ones allows for them to be framed by that contrast and remind the player of the dynamic range of the original work even if these moments are not able to match it. This is important for keeping the player firmly immersed in this new lens on familiar material without expecting unreasonable feats beyond what a visual novel could possibly offer. Angel Beats is a series brimming with expression and motion in its every moment so its visual novel adaptation, 1st Beat, had to translate this into something decidedly more static. This expressiveness is mimicked through a targeted use of larger than life CGs and creative use of character portrait movement. In addition when the dramatic action scenes come around the game pulls out all the tricks to create a sharp increase in the dynamic feelings for each character. Both of these are used to contrast with the more static moments and with each other since they tend to focus on different types of motion. What this achieves is the creation of moments that strongly invoke the motion filled nature of the original work without needed to bend over backwards to try and change the game’s nature as a visual novel.
 

The Tie-In

 
Often a visual novel adaptation is released in or around the same time as the work it is basing itself off in order to capitalise on interest generated by the original. This need to get the title out as soon as possible coupled with the original still being fresh in people’s minds results in these games having their own identity. Perhaps the biggest aspect which influences these ‘tie-ins’ is the way they cannot commit to anything of substance when it comes to narrative progression or character growth. While this is common in most adaptations, it is far more restrictive here due to the need to emulate the specifics of the recent material the tie-in is based off and the way it acts as a sort of heavily disposable media. An extremely fine line has to be walked with these titles where they cannot just repeat the original work verbatim yet must hit all of the same notes in a new story. Lacking the ability to offer meaningful consequences to the narrative, the tie-in instead pushes a constant stream of references to immerse the player in their memories in order to distract from the shortcoming it possesses. They also tend to reuse character arcs from the original work and reframe them within the new story so it can give them an injection of life and support the overall familiar nature of the game. Attempting to be both new and old while adhering to a fast development cycle produces a mixed quality for these tie-ins and they tend to have a rather negative reputation among consumers. 
When the new is old

Let’s look at one example of this type of adaptation in the tie-in game for My Next Life as a Villainess: All Routes Lead to Doom! callled Pirates of the Disturbance. This title is not a recreation of the original plot and is instead its own story which follows the original’s ideas closely in a slightly altered setting. Throughout there is a definite sense that it is trying its best to not step beyond the player’s expectations coming in and it only leans into its own narrative beats as a means of emphasising those familiar elements. Even its own original characters are more reflections of existing personalities than they are their own people and it is clear the old characters are the ones the game has focused on to carry the experience. Their appearances and actions all follow what they have previously done and this often involves repeating some, if not all, of their character arcs or remaining static. By doing this Pirates of the Disturbance can offer a game which preserves the original within a new setting and yet never committing to the changes for fear of alienating its audience.
 

Translating Its Essence 

 
Sometimes an adaptation wants to play around with the concepts of the original in a way favourable to the nature of visual novels and this means moving further away from the original’s form. This makes it important for the game to be able to translate the essence of what made the work so special into its new ideas. To accomplish this nebulous feat these titles pick out a recurring theme or motif which can be effectively integrated into the new narrative and place the player in the same mindset without spelling it out for them. A common form this takes is the invoking of specific character or story moments that hold a lot of weight in order to play off them as a source of tension for the new content. Sometimes structural elements are also used such as multiple perspectives or styles of scene framing and they operate on a more understated level while being easier for a visual novel to utilise. Another even more abstract feature brought into the adaptation is a simulation of the tone found in the original. This hopes to capture the fundamentals of the title through the game in its totality and create something memorable over the long term. 
Some worls lend themselves better to visual novels than others

The Date A Live games can showcase these elements of translating the essence. Its original material places repeated importance on the idea of dating spirits through the framing of a dating simulation so the adaptations bring this into their structure through similar elements like the map selection screen to create a nod to the title’s origins. Alongside this there is a lot of effort put into presenting the new material with the same tone as the original work which means emphasising comedy in the slice of life sections and smoothly transitioning into superpowered drama when the spirit of the day starts to use their magic. Major events that occurred recently in the cannon timeline are also brought up in where they can sell the current state of a relationship matching the original work without needing to spend too much time retreading ground. In combination these create an experience that bring in the key features of Date A Live into a visual novel format and not getting in the way of the new story the games want to tell.
 

Conclusion

 
Creating a convincing adaptation is not an easy task especially due to the nature of transitioning from one medium to another and for visual novels this creates some interesting challenges and benefits. The move from a dynamic to a static medium requires some clever tricks to invoke the same sense of motion which includes matching the original’s pacing and creating contrast between action and downtime. With this out of the way the game can focus on translating the essence of the work into its new form through tone, structure and important existing narrative moments. A tie-in release has to adhere to an even stricter set of guidelines due to its reliance on a recently released work and this being fresh in their memory it has to repeat much of that work in a slightly altered form. The creation of an adaptation is an odd process at the best of times and will always struggle to copy the defining elements which are specific to its original medium, but as shown the visual novel has developed way to move around these issues as best it can manage.
 
 

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