Sunday, March 23, 2025


Showing Is Telling

 
At almost all points in a visual novel there will be some kind of text on screen describing what is happening in the scene or showcasing dialogue. How the characters of this text are presented deeply impacts the perception of the game’s cast and their actions in a way that is often incredibly subtle. Good text flows through the player’s mind without much resistance so when alterations are made to the established style they stand out. These changes can often be of the standard kind, things like italics or bold text, and they are a common feature many developers use for varying effects. Then there is the use of colour, be it extensive or sparingly, to establish a mood, idea or person in a way which immediately identifies it and sets it apart. On the extreme end of the spectrum sits the special characters which stand out from the normal text due to the fact they are often not words at all and instead act as symbols. Let’s dip our pen and uncover how small changes to the text can have a profound impact.
 

Standard Text Features

 
Almost all visual novels use at least the most basic alterations during their play time since it spices up what might otherwise be line after line of repetitive black text. Even the smallest change can help break the monotony and inject some much needed life into moments where the writing has to do all the heavy lifting. It is subtle enough to not draw an unnecessary amount of attention to any additions yet offers enough flexibility to be worth using despite their low overall impact on the player’s experience. The two forms of this basic alteration which appear often are italics and bold text and they share a similar function with key differences in how they are perceived. Italics is used to emphasise certain words or phrases and is often associated with the internal thoughts of the protagonist or a character adding a texture to their spoken words. The soft curves of italic text lend it a gentler and more implicit nature almost as if it was a whisper in text form hence why its uses tends towards those which favour indirect ideas. Nothing is more indirect than when people say one thing and imply another and so italics can underscore what might not come across in simple text form in order to capture the subtleties of speech. This idea of being a hidden element is played on when italics are used for a protagonist’s internal thoughts. They are showing their most intimate and immediate feelings, ones they will never voice out load but are key to understanding them and what makes them act the way they do. Placing them in italics frames the words as almost being whispered to the player from inside the character’s mind in a deeply intimate fashion. 
Muv-Luv's text on background approach does influence its presenation choices

On the other hand bold text is the visual equivalent of shouting at the reader. There is no subtly at all to its appearance and it is impossible for it to be ignored given how striking it is when compared to the thin characters surrounding it. It generally indicates key information which the game wants to ensure the player is aware of and for it to have an immediate presence and impact. This means that the highlighted information often has relevance to what is currently going on rather than dropping hits for some future event. Bold text can also be used to convey the strong emotions by making the emotive words in the descriptions bold so they are understood as the key experiences of the characters in that moment. When used in speech it can underscore just how loudly a character is shouting and what words carry the most weight providing important context for their actions. Through small additions like these a wall of text can be given additional meaning without having to waste space spelling it out in the text itself.
 

Colour And Text

 
Adding a splash of colour to what would otherwise be lines of black text is a far more of dramatic change than just making something italics and as such the possibilities for it are also larger. This flexibility comes from the way colours have a variety of associations they can lend the text. Having red characters brings to mind power and aggression while blue carries the idea of flowing and calm and depending on what words are coloured this can be complimented or contrasted against what is happening in the story. Some of this depends on the culture since much of the connections related to colour are taught, such as red being positive in relation to money in China while the opposite is true in the west, so this makes colour a less universal tool than the basic alteration if a developer is aiming for a worldwide release. However, there is generally enough commonality to make colour a useful method of adding interesting texture to the text. For example Muv-Luv assigns each of its characters a colour unique to them and their spoken words appear in this colour. This serves two purposes, making it clear at a glance who is talking and giving sense of identity to those words. Being able to instantly know who is speaking without even reading their name means the player is spending less time engaging with system elements and this allows for a smooth flow from one line of text to another in a game so focused around character dialogue and interactions. Coupled with this change is how the character’s assigned colour reflects an outline of what a character is like which the player is reminded of every time they see it and it works as a way of remembering the basic outline of who they are. Given the relatively simple and light hearted nature of the game its cast adhere closely to their basic outline and this makes their colours a useful shorthand of their role in the story.
Even the truth can be deceptive when framed correctly

Colour does not need to be a continuos feature and it can instead be its rarity which can hold its influence on the player. Umineko is a prime example of this power with its red text. It appears infrequently and represents an absolute truth about the mystery which often overturns both the Battler and the player’s understanding of everything beforehand. Its vivid colour and the violent swings accompanying it make it memorable so even before the words have been read there is a sense of dread and anticipation in the player’s stomach. If another colour had been chosen for this text is would not have had the same impact due to its striking nature when placed next to the walls of black which forms the rest of the story. Umineko does not does not use the existing associations of red and creates its own new ones to match its narrative needs.
 

Unusual Characters

 
Beyond the familiar letters which make up the majority of text on screen over the course of a title, there are some special characters and symbols designed not to be read but instead to communicate a visual language to the player. It allows the developer to express a vocal trait or underlying concept without a clearly defined written form and also it is repeatable while being self contained so can be used whenever it is needed. Here the symbol’s shape and structure do a lot of the heavy lifting as it can rely on the player’s established emotional and cultural understanding of them to create the desired effect. Probably the most well known implementations of this use of symbols is the speech text of Berserker in Fate/Stay Night. Rather than words his vocalisation are various types of roars and so instead of just saying he roaring in a description or simply writing ‘roar’ in speech marks, Type Moon instead chose to use blocky shapes. The primal nature of his roars is reflected in the way the shapes do not have an even or consistent layout and their power is shown in the way they break the conventions of what the player has come to expect for dialogue. When Berserker is present these special characters make sure you immediately understand what kind of person you are dealing with in order to perfectly sell the mad warrior idea which the class is meant to embody. This is not a feature many visual novels use due to it being overly elaborate for the kind of stories they are trying to tell and even those who do use it do so only in relation to specific people or ideas in order to prevent any form of confusion about their meaning.
Fate/Stay Night also likes to mix in colour alongside its unique symbols

Conclusion

 
Given the way visual novels tend to keep their text in standard formatting, is it any wonder that breaking these rules has such a noticeable impact? Even basic choices like bold and italics offer a means of communicating simple changes in tone and adding texture to a character’s speech due to the emphasis they provide. Utilising symbols in place of the expected letters can push this distinctive feeling to new heights and show a concept which would be difficult to express in traditional words. Changing the colour of the text allows for an expansion of what can be implied to the player in order to make characters easily identifiable at a glance which does a lot to speed up the flow in lighter titles. Overall, careful consideration on how text is presented should always be at the front of a developer’s mind and they should ask themselves if they can break away from the monotony of textual expectations.
 
 

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