Sunday, August 17, 2025


Knowing Your Audience

 
The relationship between visual novels and their Otaku characters is an interesting one due to fact much of their audience are themselves Otaku. As such these players will identify more with characters from this archetype. For this article the definition of Otaku will be limited to those with a strong interest in anime, video games and associated activities rather than other types like the tech Otaku. You would expect then that visual novels would lean into giving them an enlarged importance to try and reel them in, but the reality is quite a mixed picture. A surprising trend is how common it is to have Otaku characters push their negative traits in a self-deprecating manner at their own expense. Of course some titles do present the Otaku as a whole positive being in order to appeal to their audience and these hand wave the negative elements away so they can completely lean into the fantasy. Beyond the extremes of positive and negative traits, there are various Otaku characters for whom this trait is a part of their human experience rather than its sole defining element. It might be an important trait to them yet it never overpowers who they are as a person and it is explored in an even fashion. Let’s obsess over our waifu and uncover how this character archetype manifests in its various forms.
 

Self-Deprecation

 
A fairly common outline for depictions of Otaku characters in visual novels is to have them embody some of the negative associations with this type of person. These come in a variety of forms from immediately obvious physical traits to flaws in their personality and all are unappealing in their presentation. However, they are not mutually exclusive with positive traits but rather overwhelm them when brought forward by the characters’ own inability to control themselves and their Otaku interests. The most striking and obvious unflattering trait of Otaku is the correlation between being an Otaku and being overweight. Outside of villain characters, there is a high chance for an overweight character to fall into the Otaku camp, drawing a clear line of causality. Take Hashida Itaru from Steins Gate or Akao Mitsuru from Amanatsu, each one is visibly overweight and it is the first thing the player is going to notice about them before they even open their mouths. It is no coincidence they then quickly establish their Otaku tendencies which naturally leads the player to connect the two. Of course this pair of characters are not bad people but there layer of self-deprecation to their initial depictions. As for the idea of it being an undesirable trait we can look to Cara Olivia’s transformation in Sankaku Ren'ai: Love Triangle Trouble! where she starts out overweight and slims herself down during the story and this is treated as positive transformation and is the version of her the player can romance. This further reinforcing the idea of it being the desirable weight and the previous one as not attractive. 
Media in general is not kind to overweight characters

Not all Otaku characters are overweight and many just look like the rest of the cast, but even here there is often a layer of negative traits originating from their personalities. The idea of an obsession taken to an unhealthy degree is a commonly used element in such characters. Manifestations of this aspect can be unsolicited outburst about their specific interest which made them an Otaku like Matsushita Outa from AI: Somnium Files who often talks at unnecessary length about things like his obsession with A-set. The other characters often react by giving him awkward looks as if not sure how to deal with him or just telling him to shut up which highlights this tendency as a negative breaking of social etiquette. Then there is the largest and most personality distorting trait, anti-social behaviour. From avoiding contact with people to being actively unpleasant to those who attempt to interact with them, the Otaku character can fall anywhere within this spectrum. A particularly extreme example of this is Nishijou Takumi from Chaos Head who has so completely retreated into his Otaku interests as a form of coping mechanism that even well meaning trespassers are met with either hostility or a stone wall. So the question now becomes, why is the Otaku such a negatively presented type of character in visual novel when so much of its audience fall into this group? To find the answer we must look beyond visual novels and realise this depiction is found in many other mediums related to anime. The common line through them is one of self-deprecation for humorous effect where the negative aspects of the audience can be drawn out for a moment of common levity between creator and player. Every negative element from their appearance to their unsolicited outburst is designed to offer a feeling of empathy with the characters even if it is one born of a shared awareness of how society views them and the player’s own experiences of similar things. It is just another path the developers can use to get the player to care about the cast. The elephant in the room here is Nishijou Takumi who is most definitely not meant to be funny and his actions do not invite sympathy. Here Chaos Head uses the negative traits of the Otaku as means of distancing the player from Takumi so they might watch his decent into madness fully aware of the foundations of this decision making. In many ways it is the horror of our own weaknesses writ large and how such things can twist a person.
 

Self-Importance

 
Trying to appeal to an audience can be done through stroking their ego by proxy through the overly positive depiction of certain characters. This enlarged focus on the Otaku character is an interesting contrast with the self-deprecation found elsewhere since it tends to plaster over or downplay any flaws. Yet the two are not mutually exclusive given the humour of the later can be used to distract from the aggressively nature of this wish-fulfilment. One manifestation of this attempt to appeal to its audience is to have the Otaku characters form the majority of the cast and for the events and story to focus around their Otaku activities. For example, Sankaku Ren'ai: Love Triangle Trouble! is formulated in such a way to allow the Otaku characters to shine brighter then any other members of the cast and their interests are demonstrated by proxy to be important and enjoyable as they are at the centre of the cast’s world. Adopting an all-consuming approach favouring the Otaku does come at the cost of limiting the title’s appeal to that specific group given the way it unlikely to resonate with a wider demographic. 
Hard to believe she is important in saving the world

So a less pronounced version of this focus on the Otaku members of the cast can be in the visual novel’s best when not creating sure a narrowly directed title. The result are games like Steins;Gate where the Otaku characters, like Faris Nyannyan and Hashida Itaru, openly display their interests while occupying key roles within the narrative. They are never depicted without some negative traits but the positive ones coupled with their irreplaceable actions in the ultimate resolution of the conflict present an overwhelmingly positive impression. Overall the reasons a developer might choose to pander to a major section of their audience is pretty self explanatory since the Otaku is hardly the only example of this attempt focus a title’s appeal with different mediums and genre’s choosing different character archetypes. What differentiates the Otaku character is way it often sits right next to the self-deprecation as with Hashida Itaru who at once has jabs at his expense while also being an irreplaceable member of the team. Tightrope walking like this is not something other styles of wish-fulfilment tend to engage in.
 

Just Another Part of Humanity

 
Making a character an Otaku does not mean it needs to be their only defining trait and they can have other elements while still being clearly identified with that group. This is an attempt to stop the accidental pigeonholing of these characters by the player who expects a simple cliché so might not properly engage in the subtleties of the character’s emotions. In order to create this diversion of focus, the other aspects of the Otaku cast are established first to frame these as the pillars of their development over the course of the story before moving on to their Otaku elements. Inaba Meguru from Sabbat of the Witch is an encapsulation this approach. She is a gaming Otaku but does not initially present herself as one and instead has a fashion sense and bubbly personality which set the player’s expectations for her and it is only later that the true extent of her Otaku nature becomes obvious. Even then the game is careful to make sure that initial impression is not completely overwritten through making this transition be connected to the protagonist, and by extension the player, becoming more intimate with her. As such it is their romance which becomes the focal point of the player’s perception of her while allowing the Otaku aspect to be part of a textured and well rounded person. 
The way she looks and acts is not what you would expect of an Otaku

Another option is to place the Otaku character in a situation where they interests play second fiddle to the dangers they face and overall story progression. Death end;Request is not a narrative where the characters can indulge their interests and they have to put them to one side in order to face up to life and death situations. Lydia Nolan is pretty open Otaku and has many of the traits associated with the archetype, such as her obsessive level of interest in otome, but outside of a few jokes about it there is little focus given to it. Instead it is a part of her interactions with the rest of the cast and a way to create an endearing impression on the player in a short amount of time so when bad things start happening to her the player has a reason to care. This is a very blunt instrument to gain the player’s sympathy but the tension and relentless march forwards of the plot do a lot to obscure the blatant nature of this manipulation. What links these two approaches is their attempts to push the Otaku as an aspect of what it means to be human rather than a caricature to be mocked or elevated. This is mainly done in titles where the Otaku element might be invasive, such as with genres like horror, action or focused romance, and works to de-emphasize the treatment of a person as a single characteristic in order to make their journey more compelling.
 

Conclusion

 
When characterising a group of people who make up a large section of your audience the general wisdom is to appeal direct to them, but Otaku characters in visual novels lean into far more varied styles of presentation. There is a tendency towards the use of deprecation as means to create empathy with the negative traits of the Otaku from the similarity of their resulting actions and the player’s own experiences through a layer of humour. Forming a textured character in some titles means using the Otaku aspects as a part of a whole picture and the person is not defined only via their Otaku nature but rather showing it to be an element of the human experience. Then there are the games which just follow the common wisdom and make the Otaku the centre of the universe either through focusing on their activities or by having them save the world. It is interesting to see how the knowledge of one’s audience has such a profound effect on the group's depiction within the narrative and how various visual novels have sought to address it.
 
 

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