Monday, January 13, 2025


Shedding Tears

 
Playing on the heart strings is a tricky technique to make the centre piece of genre, yet that is exactly what Nakige set out to achieve. At their heart all visual novels aim for some kind of emotional resonance while Nakige make it their only sole source of engagement. Other genres choose to mix in their own distinctive elements in order to add additional flavour to the player’s experience. Nakige does not have this luxury and instead leverages the intensity behind the emotions of its characters to their full effect. It aims for big and hard hitting moments where the game lands a gut punch on the player in either a surprising way or one built up through a tragic dread. Core to this approach is the idea of a memorable scene crafted in such a way as to stick in the mind long after the game is over. An important drawback to the Nakige is the way it tends towards a formulaic construction to its narratives causing it to potential lose its intended effect when repeated for multiple over the course of a game or a developer’s portfolio. Let’s have a good cry and examine how this genre comes together in practice.
 

Emotional Impact

 
In order to create those powerful emotional moments, a visual novel has to go through a lot of complicated hoops. Just slapping some vague empathetic characters in a tragic situation is not good enough and can feel hollow or lacking in sincerity. People generally do not like to be openly emotional manipulated so tend to resist it leading to a weaker overall experience. As such a Nakige has to take the slow path to its big moments with a lot of time dedicated to naturally helping the player get to know the characters. The emotional scenes are often proceeded by a long period of build up or foreshadowing structured in a way where the scenes do not come out of nowhere. Yet the build up never provides enough information to spoil the exact way events will play out and instead leaning into a loose feeling of dread about the outcome. This is always present in the background and only comes to the front when the climatic moment needs its impact. Through the careful choreographing of the overall experience, a Nakige can avoid the pitfalls of open emotional manipulation to carve a personal and cohesive tale. 
Crying transcends mediums
 
Key are perhaps the masters of the Nakige genre and so looking at one of their titles, Clannad, is a good way to see this method in action. Nagisa’s illness quietly hangs over her story with her gentle and positive nature carrying a greater weight through what she has had to endure in her life. When it finally does come to the front and threatens to harm the happiness Nagisa has built, there is an understanding of what this means for all the characters involved and it feels like a natural climax to the established emotions. By keeping the illness as an organic part of the ongoing narrative, it can give the heightened emotional scenes a feeling of belonging to Nagisa’s character arc rather than a contrivance to increase the stakes. The principles of Nakige are not unique to visual novels, Plastic Memories is an anime which uses similar key emotional moments and build up to great effect. What is interesting about this anime is the fact it received a visual novel adaptation which expanded upon the original’s story and makes for good comparison case-study. Both versions follow what is essentially a story about terminal illness and they focus in on this as their central dramatic element. Where the visual novel separates itself from the anime is in the time given to how secondary characters are dealing with events. This allows the game to make more effective use of its longer time frame to enhance the tragedy which the narrative is utilising as its main pillar and show a more complete picture of the realities of its subject matter. Setting the story up in this way furthers the sense of natural lead into the dramatic climax in a way the anime could never achieve in its shorter runtime and demonstrates the way visual novels can push this technique into territory unique to its structure.
 

Remaining In The Memory

 
All these emotional moments are ultimately in service to making the title a memorable experience in both the short and long term. For a Nakige not only wants the player to keep progressing it also aims to leave such a strong impression that they come back time and time again. The framing and intensity of these key scenes is important and allows for the player’s impressions of a scene to be directed to ignore any possible inconsistencies needed to make it powerful. What this means in practice is all elements of the visual novel are solely focused on that one moment. The music swells and the visuals jump out at the player, nothing else seems to matter except the drama on screen. It is absolutely critical for a Nakige to get this memorable quality right since they often have nothing else to fall back on. These scenes are inherently contrived for dramatic effect so there is always a delicate balance to be maintained so the game does not push to far into the absurd while still presenting something compelling. 
I'm sure you won't just to whatever the plot demands right?

Kunado Chronicles plays heavily into these big moments throughout each of its routes and can sometimes go to somewhat silly lengths to make them happen. This ranges for the convenient presence or absence of enemies beyond where they logically should be to another character taking control of the protagonist to have them say something designed to create conflict. As things are occurring the atmosphere and drama prevent the player from spending too much time thinking about these flaws and it keeps moving forward to try and prevent them sticking in the memory. Kunado Chronicles might well overuse this trick and the more contrivances it brings to the table, the more likely it is the player is going to lose patience with the way the game has to bend over backwards for its drama. However, the game appears comfortable in this construction and takes the bet that more people will be okay with letting this distraction go for the sake of enjoyment.
 

A Rigid Formula?

 
By far the greatest problem Nakige have to contend with is the predictable nature of their standard narrative formula. Of course all stories rub up against this to some extent due to expectation for certain structural traits in good storytelling, but Nakige has to rely on its rigid nature more due to its reliance on big moments to carry the game. This formula can be boiled down to following basics: an opening first half focused around comedy between the cast, a romantic tone when moving into the individual routes and finally an emotionally intense climax where the previous happiness is threatened. Each individual title might have its own slight quirks yet all will weave in and around this common outline. In particular the output of a single developer can suffer from this issue since not only do their works have the formulaic nature from Nakige, but they also have repeated quirks from their own specific narrative style. The way many of them attempt to circumvent the problem is through constantly shifting the setting and themes in order to try and keep things fresh. For many players these changes are enough so the formula does not become overly apparent and yet it is always a spectre developers have to keep in the back of their minds when dealing with this genre. 
Is something sad going to happen to you by any chance?

To properly see this formula in action, it is time to once again look at Key. Their primary output is almost exclusively Nakige to the point it is what players have come to expect out of a new game from them and it is something they have completely embraced. For our first example lets consider Little Busters for it is in many ways an attempt to embrace the formulaic nature of Nakige as part of a game’s intentional structure. It treats its routes in a modular fashion with none of them being particularly important for overall plot outside of some small nod to it and they are instead formed of a self contained romantic build up followed by the expected emotional climax. Outside of the final true route, there is practically no division from rigid outline which does lead to a feeling of repetition and making the plot of each route easy to predict. On the other hand, it allowed for new routes to be introduced seamlessly into the existing game with each new version of the game and they not feel out of place since they are just as self contained as the existing ones. These additions where made multiple times and could theoretically be continued should Key have chosen to do so without needed to rearrange anything substantial. 
 
For a less extreme example of the issues with this formula in Key’s work we can take a look at Summer Pockets. As an isolated visual novel there is nothing wrong with Summer Pockets, it follows the expected formula of a Nakige but not the point of being distracting or weakening its emotional impact. Instead the issues with it stem from how it fits into the portfolio of Key’s other works. It follows the pattern set up by so many of their other titles, such as Kanon, Clannad and Little Busters, where it is a predomiently modern day setting for a slice of life story with a vague and narratively flexible supernatural force which is more interested in being dramatic than in making sense. This outline has proven to be strong for Key and it has been present in some of their most successful titles. However, it is the overuse of the outline in combination with the already rigid and predictable nature of Nakige which causes a sense of deja vu as the player is constantly bomarded by the feeling that they have seen all the game has to offer somewhere else before. The less Key games you have played, the stronger Summer Pockets is as a Nakige making it prime example of how this issue can harm a developer in the long term.
 

Conclusion

 
There is a lot of set up involved in creating a compelling Nakige and developers who follow this genre have to carefully think about how all the moving parts fit together. The emotional impact of the key scenes any Nakige is remembered for have to be foreshadowed and constructed to avoid the feeling of the player’s emotions being cheaply manipulated. A rigid formula can emerge from this need to balance the sentiments of the player and if not mitigated through distractions such as engaging themes can make the game feel predictable. It also relies on these emotional moments to create short and long term engagement and will often focus every part of its resources to make it as all consuming as possible. Overall this is a genre that does one thing and does it very well and if it is what you want out of your visual novel then it is worth considering.
 
 

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