Sunday, May 18, 2025


A Window Into The World

 
Every story needs someone to tell it and often this role is given to the tale's protagonists so they can paint an intimate picture of their journey. Visual novels love to play with perspective due to their tendency towards first person narratives where it can help the player better understand events or trick them with smoke and mirrors. This regularly involves entire large sections from the different points of view among its cast, each of which provide new information to help construct a complete picture of what is going on. Not every use of perspectives needs to grand with many titles jumping POV for only small periods of time to create an emphasis on key emotional moments. Of course the simplest use of this technique is the bait and switch protagonist where it looks like one character is going to the protagonist only for something to change and another character to raise up in their place. There is a great deal of expression available for a developer through showcasing multiple perspectives and opening the player up to new experiences. Let’s swap characters and find out how this all works in practice.
 

Differing Perspectives

 
Having multiple POV characters opens a lot a possibilities in how a narrative can present itself and what information the player will be given and by whom. It allows for its characters to show the same events through different eyes in order to slowly reveal the complete picture as the game goes on. Choosing to structure a visual novel in this way means adopting a non-linear formatting to progression either directly within the story flow or in an episodic fashion due to how much jumping back and forth it will be doing. It is also rarely a simple duel protagonist set up and there can instead be as many as five competing perspectives on the same events which can be a challenge for the player to keep track of, so it is key for the game to make it clear who is currently the POV and what they stand for as fast as possible. The main advantage of having so many POV characters is how it offers a natural way to recontextualise what the player believes to be true without stopping the story to do a big plot reveal. What happens instead is the characters just give out what information on what they are seeing and feeling and it is only from the player’s perspective that they have this additional layer of meaning. To someone within the story their world view seems normal and it is only from a higher angle it can be revealed to full of holes. There is an important development cost angle to this use of multiple characters since the repeated revisiting of the same places and times means the assets created for it can be reused with each return. As such there are generally less overall assets to create and this leads to a freeing of resources for the key narrative moments or to keep the project within budget. 
VNs with lots of POVs often have some sort of chart to help track them all

Looking at Wonderful Everyday and 428: Shibuya Scramble as examples of visual novels using this structure we can see the two contrasting visions of how it can be implemented. Wonderful Everyday has an episodic take on the multiple protagonists approach with it swapping to an entirely new perspective at the start of each episode. The events and time period of every episode are mostly the same with a few outliers and showcase how they looked for another angle as well as showing things the other protagonists could not have seen since they were not present. What forms is a slowly expanding picture of these events where the player is constantly having to reevaluate their prior knowledge as people they thought were reliable turn out not to be and vice-versa. Its constant stream of new protagonists helps create a broad and empathetic cast where previously minor characters get a chance to shine and demonstrate how their relevancy to the overarching narrative. This leads to the plot feeling like the natural conclusion of various people’s actions rather than a contrived plot structure. On the opposite side of this embracing multiple perspectives sits 428: Shibuya Scramble and the way it constantly pushes the player between different protagonists. Its structure is decidedly non-linear with it not being possible to complete one perspective without having finished parts of various others in order to progress. Adopting this approach allows the game to lean into the interconnectivity of the characters’ lives and provide the player with different options of what to experience next without giving away control of how and when major plot beats are experienced. Rather than making the player question the reliability of its POV characters, Shibuya Scramble uses this differing perspectives to give each a piece of the picture which only makes sense when placed alongside those from other characters to give the narrative a jigsaw like feeling.
 

Creating Emphasis

 
Not all uses of different perspectives need to be extensive and instead they can function as short pacing and information controllers. These manifest in the form of quick switches of POV from the main character into the head of another in order to get their viewpoint of events before returning back to the protagonist. By quickly providing a new angle on the emotions and events of a scene they can highlight these moments as significant in a broader sense and makes them stick out in the player’s mind. Each acts as a widening of the player’s appreciation for their consequences and opens the window to the feelings evolving in characters beyond just the protagonist. Unlike a more extensive multiple POV structure, these small tangents are intense bubbles of emotion which aim to create drama and suspense rather than feed into some greater picture. As you might expect they are somewhat contrived in nature and can be a little nonsensical if the player ever stops to think about them hence why they are so short so there is no time to give them serious consideration before the game moves on to the next plot beat. They are also used sparingly over the course of a visual novel so they do not become invasive and take the player out of the protagonist’s head space which many titles rely heavily on in order to create an impactful experience. The infrequent use of perspective changes does not create this friction while also countering any potential sense that the world revolves completely around the protagonist.
I'm sure she is completely reliable right?

Using multiple perspectives in this manner is most common in various slice of life or romance visual novels where the aim is to use them to underscore the blossoming love between the leads. One developer in this genre who loves to regularly dip into different POV’s is Yuzusoft and they have even experimented with more expansive protagonist swapping. Their short dives into another character’s mind are almost always into the head of the route heroine or story relevant characters close to them. Focusing on the heroine is a way through which the game can communicate the mutual nature of the couple’s affections rather than making the heroine appear to exist just for the protagonist’s desires. This is especially important due to the erotic component in these titles since it could come across as objectifying the heroine or be otherwise uncomfortable for the player if it did not make their common feelings so clear. It also serves a minor role in pushing the plot forward if the conflict is placing the heroine in some kind of direct danger where the protagonist may not be aware of it or simply cannot perceive it due to it being internal in nature. However, Yuzusoft are careful to have everything come back towards the protagonist so the romance can remain front and centre in order to sell their relationship as a seamless experience for the player.
 

Bait And Switch

 
Not every visual novel immediately makes it clear if there are going to be multiple protagonists within their story in order to trick the player into believing they know how things will play out. This is done purely for the sake of a twist reveal that the initial protagonist was in fact not the main character of the story and the role falls to another of the established characters. A bait and switch like this regularly results in the first POV character being removed from the story now they have fulfilled their purpose and all the remaining play time is from the new POV. Narrative techniques of this type are a once and done affair since the player is now aware of the trick and any additional attempts to do the same thing will lack impact. It acts as a means of grabbing the player’s attention in a shocking manner and drawing them into a plot they thought they had all figured out. One the notable risk to this approach is if the player has bonded with the original protagonist they may not like it when this character is taken away and they are forced onto another one. This may leave a bad taste in their mouth and prevent them from properly engaging with the new POV character as they now have a bitter association between this protagonist and these negative feelings. Hence most bait and switches of this type tend to take place in the opening hours of a game to not give the player enough time to get overly attached to the character who is about to be thrown away. 
Danganronpa can get away with a lot other titles cannot

A particularly famous example of this technique can be seen in Danganronpa V3 at the climax of its first trial. Here the first protagonist Akamatsu Kaede is shown to not be a reliable narrator to the events of the chapter and is in fact the murderer they have been attempting to uncover. The POV then swaps to reveal the real protagonist to be Saihara Shuuichi someone who had been a major character beforehand so the transition has a believable passing of the torch quality. Since Kaede dies not long after Danganronpa cleverly makes her existence and absence impactful for Shuuichi so Kaede does not entirely disappear for the narrative the moment the game is done with her, even if it is only in spirit. The reason for the bait and switch is simple, shock value. As a franchise Danganronpa lives on its over the top nature and this big twist fits right in with its existing tone which helps smooth over the transition between the two protagonists. Other visual novels would have struggled to retain the player’s interest in quite the same way after such a dramatic end to a likeable character.
 

Conclusion

 
The eyes through which the player sees the story of a visual novel control a lot about how they engage with it and so shifting between multiple of them opens up a lot of possibilities. Through the use of a wide range of POV characters the narrative takes on a patchwork quality where competing perspectives offer pieces of the big picture for the player to uncover. Performing a bait and switch with the protagonist has the ability to create an impactful early experience which can capture the attention of the player and help keep it for the long term. Even the sprinkling in of infrequent POV swapping can be useful when the story needs specific emotional moments and plot beats to have more emphasis to help underscore their importance. There are few tools available for visual novel developers which can have quite the impact on the game’s overall structure and reception as multiple POV characters so it is worth carefully considering how you use them when making your own titles.
 
 

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