Sunday, May 11, 2025


Pursuing High Numbers

 
As a mechanical backbone for a game Management Simulators create a distinctive focus on numbers and long term organisation which at first glance might make it appear incompatible with visual novels. Despite the contrast between the two styles of game, there have been many titles merging them and it has revealed some interesting interactions between how they function. On the most basic level the visual novel sections act as a means to soften the hard of edges of the Management Simulators’ dry tendency to hyper fixate on numbers. The Sim also naturally construct a journey which a narrative element can weave in and out of in an organic manner while adding weight to process of advancement. It is common for them to be accompanied by another style of gameplay in order to add variety to the content and this offers the visual novel parts an opportunity to play off two complementary sets of mechanics. Let’s crunch some numbers and find out how this hybrid’s interactions work in practice.
 

Softening The Edges Of Progress

 
By their nature Management Simulators are extremely distant and impersonal even more so than other sims like raising and dating. This is due to a combination of the wider scope of their subject matter and the inherent number based nature of such sims. Rather than the systematising of the struggles and growth of a single individual found in raising and dating sims, Management Simulators instead present the bigger picture of running an organisation or business over the longer term and require the player to engage with this far seeing approach to succeed. As you might imagine this leads to some sharp edges when it comes to how this big picture relates to the people directly involved in it and how it influences their lives. This is where the visual novel element comes in as a means to soften this issue and bring these abstract systems down to a level the player can easily understand from an emotional perspective. In particular the simple presentation of visual novels makes them an easy way to show the story while not being a massive leap away from the menu based nature of Management Simulators and allows for the game to easily transition between them without either side appearing out of place. Looking at it in reverse the visual novel gains a larger perspective on events it might otherwise struggle to accurately capture due to its personal and direct narrative style and so the sim can frame it to provide the developer’s desired impact.
Management does not need to be complex

Let’s look at a couple of examples which showcase the differing approaches to utilising this interaction between these two parts of the game. Kamidori Alchemy Meister has a sizeable focus on managing the protagonist’s alchemy shop and the creation of items to restock it which underpins much of the sense of progression in the early game. There is a keen sense of this shop as being a cosy home for the characters while also a place of business and balancing these feelings is key to its presentation. This is achieved through several avenues chief among them being the various small events which take place in the shop and frame how the space should be interpreted by the player. Each of these visual novel sections acts as a break from the mechanical elements of the title and adds some extra flavour to the people living there. The same characters are also available for the player to assign to run the shop and offer a variety of benefits appropriate to their personalities to tie what is experienced in the vignettes into the gameplay. On the opposite end of the spectrum we have Astra's Garden which treats its Management Simulator element as a minor secondary concern. Here the focus is on the protagonist Astragalus and the interactions they have with their customers. The Management Simulator elements are very basic and simple in nature due to the game’s desire to use them as a framing device for the narrative encounters. By doing this the game is able to communicate to the player a sense of what it is like to run the shop and how the meetings with customers feels within that context. In many ways this version of the Management Simulator is merely a narrative device through which the visual novel sections can express a more abstract set of ideas they would have difficulty conveying in the precise way it can.
 

From Economics To A Journey 

 
The line must always go up in something so focused on management and economical aspects and the graph it ends up creating the natural outline of a narrative. It is a journey through the various perils of running whatever organisation is at the game’s core and this has its ups and downs yet it broadly trends upwards towards the final goal. Of course not ever Management Simulator has a set ending point and some continue as long as the player desires to engage with them but such titles are generally entirely divorced from any form of direct narrative. Those which do include story elements can take advantage of their natural tendency to end up with the rough outline of a journey which enables them to seamlessly weave in the visual novel parts. Achieving this is generally done by triggering these events on key milestones in the upwards trend and relating the player’s achievements to the characters’ own progression and growth. This rewards structure is interspersed with self contained vignettes to ensure the narrative is never gone for so long that the player might forgets it exists or loses track of what is going on. This is especially important as the goals set by the game become increasingly large and the time between each major story beat becomes longer.
I hope you are good at bartering

Take the pair of DS Spice and Wolf games, My Year with Holo and The Wind that Spans the Sea, they are good examples of how this can be implemented. Mechanically they trading style Management Simulators where the aim is to spin up a profit by buying low at one place and selling high at another based on the rumours and other information on the best price. This leads to an open structure where the player travels from town to town following profit and as such they will regularly go back on themselves and will not progress in a predictable manner. As such the majority of narrative beats are attached to the player’s arrival in specific locations or to them meeting key goals along the journey. Shaped like this, the story follows a broad structure which accounts for the possibility of them being experienced out of order or after a long gap since they are singular on their point and isolated enough to be clear no matter when they are experienced. Splashed in between these major beats are numerous smaller interaction when travelling between towns or after certain periods of time. These offer snapshots of Holo and the cast’s interactions in order to reminds the player of the people their choices are influencing and keeping them emotional invested in them.
 

Rarely The Whole Package 

 
Pure Management Simulators are not common and they often utilised alongside other gameplay elements in order to create a diverse and balanced experience. It is predominately mixed with some other kind of big picture mechanic such as strategy since they do not conflict due to their similar overall perspective. This combination is an opportunity for the visual novel sections to tread the line between the two and play off the differing emotional qualities of each. Ordering a man to build a market and sending him to die in a battle have different impacts on the player even if they operate on the same higher plane of organisation. The narrative acts as a means to bridge the two by showing the same characters acting across the whole spectrum of what the gameplay presents going from dealing the effects of management to those of combat. Having them deal with the fallout of the player’s management lends a common sense of personal investment to these higher level gameplay systems and prevent the feeling of bouncing backwards and forwards between segregated parts of the game. Madou Koukaku is a prime example of this merger with its city management and strategy. The story is segregated down this line and big actions scenes are found around the battles while the quieter moments are gathered around the city building since this matches the tone and content of the mechanics they are connected with. Yet there is a lot of overlap in the characters and key events as they grow and develop throughout to match the escalation of mechanical difficulty. This consistency allows for a coherent picture of emotional impact of the gameplay on the characters to emerge over time as the player’s actions within them become more dramatic to match the escalating war across the Melkia empire.
A city is the heart of its people

Conclusion

 
Putting something so focused on the big picture in Management Simulators next to the intimate and personal format of visual novels might seem like a terrible match at first but the extreme nature of their differences works in the union’s favour. The narrative element provided by visual novels can act as a way to offer emotional context to the actions the player performs while managing and this helps keep them invested. Since Management Simulators are rarely the only style of gameplay present, the story can work as a bridge between the different mechanics and connect the impact they have on the characters. As a sim progresses it naturally forms the outline of journey with its ups and downs where the player has to deal with various trials and it makes for the perfect space for a visual novel scenes to slot into. For those looking for a way to find a balance between higher level mechanics and story there are few better ways to achieve it than through this memorable hybrid.
 
 

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