Sunday, April 20, 2025


Fiddling With Your Phone

 
Almost everyone in the modern world uses some kind of messaging service each day from their text to email to old fashioned letters. Of course it was only a matter of time until this method of communication found its way into storytelling techniques and visual novels have started to experiment with this avenue. It trends a line between being distant yet deeply personal to great effect. The almost trivial nature of these messaging systems makes even a heart felt emotional plea come across as distant and cold text rather than seeing the living person behind it. At the same time it has unique elements of comic timing and connection to the mundane world which lend it a believability and flexibility to be able to fit a variety of narrative needs. When it is takes centre stage it can craft a visual novel which utilises the contrasting feelings of distance and humanity to deal with strong and emotive themes. It can also be second fiddle to the main means of story presentation in order to add an in-universe excuses for extra character nuggets. Let’s check our phones and find out how messages can tell their own stories.
 

So Close Yet So Distant

 
Every form of message based communication has some restriction of their length be that an artificial limit such as with a social media platform like Twitter, their conversational nature or simply space on the piece of paper. This feature means they can never fully express the complex emotions and intent present in a face to face conversation and it inherently lends them a slightly detached feeling. Of course humans naturally fill in this gap with what they think the other party is trying to express through their words, yet language is a tricky thing filled with double meanings or vague insinuations so it is hard to know for certain what the writer is thinking. Visual novels can take advantage of this ambiguity when using such messages as part of their narrative in order to tread a line between the personal and abstract which would not be possible in a traditional structure. Using them allows the game to shape an experience where the player unknowingly distances themselves from either their actions or surrounding events through a mixture of their assumptions based on they believe the character is saying and a general sense of watching something from afar provided by the lack of a standard personal presentation. Resulting from this basis can be a variety of different thematic and narrative tricks depending on what the developer is aiming for. It can be anything from pulling the rug from under the player by undermining the assumptions they made throughout the game to encouraging an almost archaeological examination of the actions of people from the distant past. 
A lot of this game comes down to messages and they hold a lot of power over how things turn out

Take NEEDY GIRL OVERDOSE as an example, here the players interactions with the main character Ame-chan takes place over a pseudo-LINE messaging app and they see more of her feelings through her multiple social media feeds. The player is tasked with managing her life and streaming career and this stat based gameplay helps the messages distance the player from their own actions. As a result they will experiment with activities which are evidently self destructive since they have unknowingly reduced Ame-chan to the sum of her texts so when things go wrong it comes as a shock. Despite these repeated disasters, the message system will lure them back into a daze where they will continue to dive into other problematic situations. Later the game makes more direct use of this distance to address the nature of the player’s relationship with Ame-chan and how it might not be healthy for either participant. This is a style of storytelling which NEEDY GIRL OVERDOSE could not have effectively achieved through a more traditional narrative presentation as it helps Ame-chan be someone the player is familiar with yet also someone they make do damaging things to in the name of curiosity.
 

Messages As Secondary Narrative

 
When the messages are not in the spotlight, their role gains a flexibility which makes them perfect to slot alongside the ongoing story. In most cases this takes the form of some supplementary messaging system, such a mobile phone or email inbox, which regularly shows communications from characters not present in a scene. These have no plot importance and instead aim to flesh out the cast while providing a few laughs and humanising them. It is the space where all the smaller events go so they will not interfere with the pacing of the overall narrative and this makes them an excellent place to explore their character quirks while keeping the player firmly in control of the experience. Over the long term they can still have their own minor plot threads covering a series of incidents from the character’s everyday lives crafted in such a way as to provide a sense of them not simply disappearing from existence the moment they are off screen. An approach like this one places an emphasis on the messages’ personal qualities since their distant feeling nature merges into their role as background elements which helps highlight the contrasting aspect. They are chatty and low stakes back and forths between two or more friends who are not expecting their words to be considered in depth and are just having a good time. 
Each character has a distinct style of messaging which makes them more memorable

Perhaps the most well know example of such a system is the text messages from Steins Gate. At regular intervals the player will receive texts from the cast and they can choose to reply to them by selecting a highlighted word from the text. These are entirely optional and filled with jokes and easter eggs for the player to discover alongside the various outcomes to the conversations. None of them have any form of tension and they are instead a catalogue of their everyday lives as each intersects with Okabe’s. This gives the game a sense of the greater world outside of all of the time travelling drama and how the mundane continues to march on. Due to the importance of the phone to the plot this message system occasionally gets hijacked by the story which feels like an invasion of a private space and helps underscore its significance.
 

Telling A Story Through Snippets

 
Encouraging an archaeological approach to engaging with the narrative is another way message systems can be used to engineer a unique visual novel experience. Through giving the player a series of written items covering a span of time for the fictional setting, the game can create the feeling of having uncovered the truth about what is going on as the player reads between the lines, even if in reality they are being lead by the nose. Promoting a sense of narrative exploration is important for games which aim to get the player to see a bigger picture where there is no clear cut person to mark as an antagonist and instead the problem is more inherent to the world they inhabit. The feeling of distance offered from these messages is put next to their often deeply personal perspectives on what is happening around them in order to form a patchwork of clashing facts and beliefs alongside the results of their interactions. It can also exist alongside more direct storytelling with characters on screen so long as they react in time with the player and promote the same overall themes as the messages.
If a game gives you a family tree then you know what you are in for

Analogue: A Hate Story perfectly embodies this use of messages as an archaeological expedition into a selection of themes and ideas. It puts the player into the role of someone sent to investigate the fate of the generation ship Mugunghwa and they must examine the dead crew’s logs to determine how things went wrong. These logs are the most intimate thoughts and recordings of these people which they never imagined anyone else would view. As such they contain snippets of their lives without context since the person who wrote it would not have needed it to understand what was going on at the time since they were there. This is cleverly used by the game to control the player’s perspective on events and quietly guide them through this tragic journey. Having a setting which is vaguely historical in the way it resembles classical Korea helps sell this feeling of the messages as a form of archaeology by placing it within a sense of the past despite the sci-fi setting. Accompanying the player on this expedition are a pair of AIs *Hyun-ae and *Mute who offer their contrasting opinions on what the player uncovers. *Hyun-ae has a modern perspective on the world and one the player is likely going to immediately identify with while *Mute is much more traditional in her sentiment, in particular when it comes to a woman’s role, yet still displays a sympathetic angle to the suffering of others even if she disagrees with them. They are a living manifestation of the themes presented through the dead’s messages and work to coherently present the core ideas of the work.
 

Conclusion

 
Adopting a message system as a means of presenting the narrative offers visual novels a great deal of flexibility with how they play with feelings of distance and intimacy. It can contort the player’s perspective on people and lead them to perform actions they might not otherwise only to be confronted with the consequence of their disasters. An archaeological approach to the messages can be encouraged in order to give the player the thrill of uncovering something new under their own steam while witnessing events from different angles. When the messages are a side element they can be a fun distraction which feeds the player all kinds of entertaining nuggets and character moments. Overall if you are looking for a strong and immediately understandable framework to add some distinctive avenues for expression which naturally flow into a visual novel then a message system might well be what you are looking for.
 
 

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