Sunday, June 15, 2025


Writing Alternative History

 
Due to the character centric nature of visual novels, their structures and narratives tend to focus around individuals and do not deviate too much from a set organisation of events common to all routes. Routes which each offer a drastically different series of events demand are less present in the medium and tend not to be used in populous genres like romance and slice of life. This is due to complex nature of having to prevent the divergent paths from openly contradicting each other while supplying the routes with interesting plots that are different yet believably come from the same source. One approach these titles take is to divide the experience between various factions and ask the player to choose one since their competing ideologies will naturally lead to engaging conflicts. Evil routes are a recurring way visual novels choose to create memorable sections as it gives the player the chance to see a darker side to the characters. Framing these as alternative futures for the protagonist or even having them influence some kind of greater plot does a lot to alleviate any tension between them. Let’s dramatically change our fate and find out how all these elements come together in practice.
 

Choosing A Faction

 
A clean and easy way to have drastically different routes in a visual novel is to divide them among the setting's factions. This is a far more common approach to narrative choices in the wider gaming space through titles like Fallout and other western RPGs since it nicely slots into their actions have consequences style of storytelling. Since a visual novel has to rely solely on its narrative it cannot be as free-form as these games and its extremely character driven nature compounds this issue. As such the faction based routes have to tread a delicate line around these limitations and it does so by framing the factions through the characters who make them up. Instead of simply being manifestations of competing ideologies, they are messy groups of individuals who are all vaguely going in the same direction even if they see their ultimate goal slightly differently. This makes the transition into a route feel like a natural shift within the conflict of the narrative due to the overall focus being similar to a standard route structure. However, once inside these factional routes the visual novel has a lot more room to make dramatic changes to the progression of events since the competing factions will naturally clash with one another and act upon their ideologies. They may not quite get the ending they envision but the characters' destinations will be completely divergent in each faction's route. It is a much larger picture style of narrative than is normal for visual novels which can accommodate a larger cast of diverse perspectives, but the trade off is the loss of some of the powerful intimacy often utilised by the medium. 
Locking heroines to specific factions makes sense within the context of their conflict

Since there are so few examples of this factional approach we shall focus on one notable title utilising it, Soukoku no Arterial. The player is offered three factions too choose from at the end of the common route, side with the angels, demons or remain independent, and all these result in vastly different narrative directions. There is an effort to make none of these options appear more desirable than the others with every faction having their own positives and negatives. In particular the player is offered personal perspectives from each side through the members of those groups they fight with and against which does a lot to bring the mythical angels and demons down to a human level despite their magical powers. An interesting thing to note about Arterial’s use of faction routes is it still includes a heroine focus in the form of unique endings for them with each faction being given their own handful. They have almost no effect on the greater plot and exist as a series of self contained events where the heroine gets more time for character development. This is clearly an attempt to reconcile the expectation for character based content with the grander faction narratives and they succeeds in being a condensation of a heroine route but lack the proper impact of a more focused experience. Depending on how long the player takes in other parts of the game they can go for extended periods of time without experiencing any heroine events, so they were never going to feel impactful and instead existing as a sideshow to the main plot.
 

Doing An Evil Deed

 
It is common in visual novels and games in general for the protagonist to act in an unquestionably moral good manner so an easy way to create a memorable route is to have them do the opposite to the normal. So was born the evil route where the player leads the cast down a dark path as everything established in the good paths is torn up and remade in the chaos caused by this shift in priorities. There is an element of catharsis in being evil in a virtual space hence why RPG’s of all stripes from Mass Effect to Fable  have such elements and this is made more meaningful through the presence of a good path. It is in the choosing that the impact is created, in the turning away from traditional moral good and embracing darker actions, which is absolutely perfect for a visual novel looking to make distinct routes. Of course what constitutes ‘evil’ in these routes varies wildly from title to title based on the kind of experience they are aiming for and how believable the switch to an evil course is for the cast. The main common thread between them is how they frame the characters’ fall within the same context and language as their good route to balance the different tones of the two parts through presenting them as how choices have a large impact on a character’s perception of events. 
Sometime what defines evil can be very subjective

Due to the variety of ways to implement an evil route it is difficult to find a single game to encapsulate it so let’s cover a wider range to properly showcase it. On the fringes there are titles like Daiteikoku and OZMAFIA!! who have evil routes in the loosest sense where the questionable actions of the protagonist are justifiable within the context of the story or otherwise only vaguely considering the moral implications of their actions. This type are using the evil element as a kind of extra spice rather than entirely committing to it and as such the player will not think too much about it outside of key dramatic moments. However, it is still enough to leave a distinctive impact when compared to more ‘good’ routes and so expands the identity of the works. Sitting on the opposite extreme to this games like Himegari Dungeon Meister where the protagonist is already aligned with what would be normally considered the villains and having an evil route is less of a surprising feature. In many ways the good route is the part of these titles which brings in greatest contrast since it is against what a player would expect from an amoral character. Yet the evil route remains the more memorable section since a good route cannot help but lean heavily into standard and conventional right actions so becomes predictable by comparison. There is a certain glee to be gained from watching someone evil doing evil things in the fictional context as they get to indulge the darker parts of our nature.
 

Another Time, Another Face

 
Beyond the more clearly defined types of distinctive routes exist those which can be broadly classified as alternative timeline based. This is routes where each of them diverge noticeably from the others but clearly exist as a cohesive part of an overarching narrative identity while treading a line between being new and exciting and a part of that vision. In general these are far less immediately memorable when compared to the faction and evil types but gain a degree of coherency needed for a game wanting to present wider themes and ideas. Approaching the design of routes from this angle does limit just how out there they can make the plots of each route so they have to get inventive in order to achieve their distinctive feel. This often leads to them being more creative in the small details than other types of routes such as recognising or twisting character arcs or key details from other routes within a new context. In their totality they come together as a kind of patchwork of differences which rewards the player for noticing the important details about how and why events play out the way they do. The result is an overall work where the actions of all its characters appear to be driving force of the narrative rather than an overarching plot or threat compelling them to act. 
A common starting point for three very different routes

Fate Stay Night is one title following this principle for its routes and it slow escalates the differences over its playtime. The Fate route exists as a baseline for future routes to build on and as such it never shakes the boat too much in order to make the later contrast more powerful. Unlimited Blade Works is a noticeable departure from Fate in the characters and events it chooses to focus on. It takes previously minor characters and fleshes them out as well as bringing conflicts where were present in Fate to their boiling point to give a dramatic high greater than Fate’s own climax. Then Heaven’s Feel comes along and completely rips up the foundations of Fate and rewrites them into a story interested in the shadowy nature of the Holy Grail War itself. It strips away the pillars which UBW and Fate had in common in order to place Sakura and her conflict front and centre with familiar elements remade around this new core. However, it is still very much Fate Stay Night even with its deviations and does not move too far away from this identity and is instead the natural conclusion of the procession of the narrative as it explores what drives its characters.
 

Conclusion

 
Everyone wants their visual novel to stand out and be a memorable experience for the player so developers try their hand at distinctive routes to achieve this effect. Some frame the routes through the lens of choosing a faction to support and create drastically different narratives based on their competing values and internal conflicts. Others present the routes as alternative possibilities and rely on a slow expansion of the narrative space through interlocking small and shifting details. Then on the extreme end a developer can lean into the catharsis of being evil to create a vastly different take on their characters where their darker side can be explored. Overall distinctive routes are a powerful tool for a visual novel developer but require them to be able to engage with their material in a flexible manner and may not be appropriate for every genre or style of story.
 
 

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