Sunday, February 9, 2025


 

Dancing To The Beat

 
Merging Rhythm Games and visual novels into a single package is something not seen often yet when it does happen it reveals interest facets in both styles of game. The audience of Rhythm games generally expects an extremely focused experience where the gameplay is the sole focus with few distractions from it. As such the inclusion of visual novel elements has a delicate relationship born out of the need to achieve something outside their normal speciality. Most of the time this is to meet some kind of outside need for the game to justify the player continuing to engage with it. It can also be due to its status as a spin off game which demands a narrative it is otherwise not equipped to produce. Then there are the rare exceptions where the Rhythm Game is the smaller part and exists as a means to create emotional resonance. Let’s find our grove and see what each of these practices reveals about the nature of these genres.
 

As Part Of The Package

 
A common reason for a hybrid to exist between Rhythm Games and visual novels is due to the presence of a third element which exerts a pressure of the overall product that cannot be met by only the Rhythm gameplay. Perhaps the most dramatic third element in this hybrid is a gacha system. They demand a reason for the player to pull the new products it is offering and this often means characters. Rhythm Games on their own do not have the best avenues to capture the player’s interest in a specific character or encourage them to engage with the gacha due to the inherently detached nature of their mechanical focus. They want people to get lost in the music rather than any other part of its presentation which is not helpful in selling the player on something external to that moment. It can have a character on screen but how much attention can the player really give them when their focus is entirely on getting the best score. Here is where the visual novel sections come in to support what characterisation has been established. By spreading them out wherever there are gaps in the player’s engagement with the Rhythm levels, they can frame the characters within a desirable context as their constant presence works the endear them to the player. This is mainly done through providing a story which justifies the existence of the Rhythm mechanics and links them to the characters generally in the form of the characters being musicians of some kind. 
Gacha consumes all
 
Taking a look at games like Project Sekai: Colorful Stage! and D4DJ Groovy Mix we can see this practice in action. Characters are everywhere in these titles, they are what is being sold and the player will never be able to escape the influence of this choice. Despite the visual novel and Rhythm game sections occupying the same space, there is slight disconnect sometimes in order to serve the content model of a gacha through events and core additions often causing the two halves to segregate in order to be released at a fast pace. Some effort is made to try and prevent this issue from becoming too pronounced through common theming in the choice of songs and stories for each new update and this is generally enough for the gaps be less noticeable. Each games’ respective ability to pull in players should speak to appeal this hybrid has for new and old players and its ability to be a means of expanding the potential audience of both genres.
 

Invoking Feelings


When the visual novel is in the driving seat of this hybrid a change in emphasis occurs with a desire to enhance the narrative over everything else. In order to meet this expectation, the Rhythm Game elements lean into their music nature and the power it has to invoke emotions. The ability of music to influence a person’s feeling is something visual novels already understand and utilise extensively, but what makes the Rhythm mechanics better than this baseline is the way they have the player act out the music. Having a direct role in the successful presentation of the music, through adhering to the beat, provides a tangible connection to it that is absent when it is merely background noise and connects the emotions of a piece directly to the player while keeping them immersed in the experience. If this is used selectively over the course of a visual novel it can work as a means to engage people with the story and allow for the key feelings of characters to be obvious during these moments. Since this draws the player out of the visual novel it has to match the narrative in some direct form in order to not be distracting and as such it is limited to only certain kinds of story like those which contain musical motifs. 
Musical theming is a good pair with a Rhythm Game

 
Symphonic Rain showcases how this balance can work in practice with its highly musical presentation. This is a game which really leans into musical ideas as a framing device for its narrative and characters to the point of being set in a city of music with the protagonist’s goal being to become a master musician. Using intermittent Rhythm Game sections gives it a means of directly tying the musical theming to the characters emotions and this has a greater power since it is the player who makes this link between them with their own actions. It also provides a direct representation of the abstract idea of music and a tangible process of input for those without a pre-existing background in its creation so opening it up to a wider audience. The protagonist motivation of becoming a master musician has a greater immediacy when the player participates in his dream which helps to blur the line between the two.

Spin off Syndrome


Another subset of this hybrid is those born from the needs and expectations of its existence as a spin off title. If the original title the hybrid is based off has a strong narrative element then a pure Rhythm Game would clash against established ideas for the series so the visual novel sections act as a means of bridging that gap. The two halves often share a relationship similar to a visual novel and an RPG in that the Rhythm elements act as a stand-in for some form of conflict or what would be a battle in an RPG. Let’s look at an example of this in action with Persona 4 Dancing All Night. The Persona games are well known for their long JRPG stories and so any sort of spin-off would need to meet this expectation hence the visual novel. During the main campaign of Dancing All Night various forms of conflict will arise and the characters will be forced to dance in order to resolve it, these are the Rhythm Game sections, and they take the place of what would have narratively been a big fight in the original titles. This change of how the characters deal with the threats they face is exceedingly contrived and the game is aware of this tension so it leans into being a more comedy centric title with an overall light tone. It helps compliment the already brighter music which forms the core of the Rhythm sections and brings the whole package together.
Rhythm Games as method of conflict resolution will always be funny


Conclusion


While visual novels and Rhythm Games are an odd pairing, they can be made to work as a cohesive hybrid with careful consideration. If there is a pressure from a third element in the mix, a common focus on characters can provide a bridge where an emotional resonance for them can be crafted when both side push towards that goal. In a spin-off, the visual novel half can be a stand-in for the narrative expectations of the original work with the Rhythm sections being a replacement for conflict mechanics. Should the visual novel be in the driving seat then Rhythm Game elements can enhance the power of the game’s music and any musically themed aspects it might use. Overall, you can make this pairing work with the right framing and purpose, but it will never truly managing to shake off the feeling of how different these two parts are from one another.


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