Sunday, November 23, 2025


Who Is Speaking?

 
One of the foundational aspects of any media using the written word is what person should be used, 1st, 2nd or 3rd? This choice of narrator is especially important for visual novels given its role in determining the intimacy of the story and the tools it has available to it. 1st person is by far the most common type with its simple and fixed perspective allow for player character to tell their story while the player forms a strong sense of investment in them. Less frequently a game will choose a 3rd person to tell their stories and this is often done where there is more than one core character around which the story revolves and the emphasis on them need to be even. Once in a blue moon a 2nd person visual novel comes along to shake things up but it is a delicate instrument due to how odd 2nd person feels to read outside of instructions, yet there is an undeniable distinctiveness to it. Let’s go down the list of I, You and They, to see what each of these looks like in the wild and why developers might choose each of them.
 

I Will Tell A Tale 

 
There are a variety of reasons 1st person is the primary choice for visual novel narrators and they all broadly stem from its ease of use and personal nature. It is easy for a player to become attached to the protagonist through this narration since they reveal their intimate thoughts and put their humanity on display so they come across as likeable or at least sympathetic. This is important when dealing with genres which play off heightened emotion such as romance or horror where being inside the head of the character gives an immediacy to events. By being so personal the developer can engage with the reliability of the narrator in various ways from subtle bias to outright delusion in an obfuscated fashion in order to have it hit the player with a greater sense of shock and betrayal. Controlling the player’s knowledge in a believable way is easier to implement in 1st person due to the player understanding what it is reasonable for one person to be able to know at any given time and the developer can use this to their advantage to shape how the narrative progresses. Just on a fundamental level people find it easier to write from the perspective they live their lives and they will know exactly what the narrator would be able to see and do at any given moment since they are like us. 
1st person gives us a lot of... odd thoughts...

With 1st person being so common in visual novels let’s pick a couple of random examples out a hat and see to what extent these elements are reflected in them. If there is one thing that can be said about Shuffle! it is the way it embodies the romance visual novels of its period. Its narrator is the fairly standard nice guy protagonist, Tsuchimi Rin, who’s role as player stand-in makes his narration tend towards being as nonintrusive to the self-insert experience as possible. This tuning of the player’s experience so as to reduce the barrier between them and the character is a key part of why romance titles like Shuffle! tend towards 1st person since it offers the least resistance to blending the two together due its personal nature. Rin is not a completely flat character otherwise the strong emotions which the genre need to sell its climatic scenes would be lacking so he instead offers a head space with enough room for the player to put themselves into but still have motives related to the story. The impressions he gives of the heroines have an important impact on the player’s initial perception of them and while it does end up being inaccurate, as they all have new sides to reveal, they provide an opportunity for the developer to sell each of the girls in a desirable light. Emotional intensity and immediacy are flexible in 1st person as can be seen in the variety of ways Rewrite plays off the protagonist’s limited awareness of what is going on. Kotori’s route uses his ignorance to create a thriller where the player feels as if they are in a middle of war they cannot begin to properly understand the scale of. On the opposite side is Chihaya’s route with its heavy leanings into action and the superpower nature of the setting. In using the 1st person it gains the ability to sell the power and ferocity of the moment to moment combat and the growth of the protagonist’s abilities through their own experiences, so making the fantastical more relatable since their interactions mirror the player’s own curiosity. The ability of Rewrite to play host to such a wide spectrum of narrative types while not appearing to contradict itself is a testament to how open 1st person is as a means of narration and what is acceptable within it.
  

They Stand Above All

 
Upon entering the world of the 3rd person narration there is a reduction in the number of visual novels utilising it when compared to its 1st person counter part. The main reason for this is likely the fact it is more difficult to handle emotional stories when using it due to the inherent distance from events granted by this overlooking perspective. Of course titles can still use 3rd person and be filled with high emotion scenes if the developer is capable of adjusting where their emphasis lies and set the player’s expectations. One of the ways it stands out is the ability to showcase the thoughts and feelings of its entire cast in a smooth and natural fashion which is important in titles with multiple major characters. This avoids the problem present in 1st person of having to grind the narrative to a stop to swap perspectives each time it needs to express another character’s viewpoint. Being above the events of the game offers the option of presenting them in a grander manner since the interlocking pieces of the story are clear as are their consequences. When this is leaned into the far reaching influence of events can be shown and weaved into the smaller scale struggles of the cast in a way which heightens the stakes and emotions. There is also the option of taking it to the opposite extreme and making the narrative as detached as possible given it an almost historical record like feeling, but few visual novels can properly use this form. 
The use of illustrated books makes the 3rd person more distinct

Witch on the Holy Night is a tale of three individuals at the point when their lives intersect and each of them shares the role of main character. Hence it is only natural it would choose to place its narrative at equal distance from through the use of 3rd person. While Shizuki Soujuurou is the person the narrator obits for a good chunk of the early sections of the game, there is a constant effort made to ensure at least one of the other two are within shot at all times so their importance is never lost on the player. This focus on the trio gives the title a far more personal feel to it than it might otherwise have as there are plenty of opportunities for them to reveal different aspects of who they are and their relationships. Running alongside this is the grandeur of magic which the 3rd person narrator is constantly pushing whenever it appears in the story through elaborate descriptions of details and a larger scale picture of their power. Despite the personal motives for the use of magic it never stops being a greater force which keeps its otherworldly wonder. 3rd person narrators have a stronger historical footprint in other mediums so utilising it within visual novels invokes those older forms, such is the intent behind Adabana Odd Tales’ use of it. The world is set in a realm of illustrated books and the choice of narrator, along with the use of a brush stroke art style, invokes the memory and legacy of those works to establish a baseline for the story to play off. Being able to have this clear line between the two allows it to draw upon characters and cliches established in the player’s mind to employ as a means of creating expectations to embrace and subvert. Since it also regularly just swaps to a story book style of presentation which is also in the 3rd person, it is obvious to the player how the themes and ideas of Adabana are meant to be interpreted and this ability to shape their perception without the ambiguity of an overly intimate perspective is one of the core strengths of a 3rd person narrator.
 

You Walk Into A Bar

 
2nd person is an odd and rare beast in the visual novel space due to its instructional tone and way it distances the player from what is meant to be their own actions. It is a style of narration which has had some success in other types of game most notably text adventures or other things which can trace their linage from tabletop RPGs and the commanding voice of the GM. For an audience this use of the 2nd person is what is mostly likely to come to mind when faced with it and this is something a developer can play off to engage with these experiences. It is telling then that a lot of these visual novels invoke the authority of the GM role to create a scene directed at the player where they get to role-play its protagonist. The way it blends personal connection and distance is often played off to make the player select choices they might not otherwise and retain the ability to gut punch them when things inevitably go wrong. While not taking as much sadistic glee in killing the player character as old school text adventures, there is still a greater willingness to make them suffer in overt ways then in other visual novels regardless of if things ultimately end happily. 
Look terrible things are happening to YOU

Their limited appeal also results in this space being filled with more experiential titles which are looking for unique ways to express their narratives and leave a lasting impression. One such game is BAD END THEATER with its multiple protagonists playing nicely into its use of 2nd person. Each of these characters is always “you” so uses the slight disconnect from the player, since they are obvious not multiple people, to make them more willing to experiment with the game’s structure and see what it has to offer. At the same time the direct view on their lives given by the 2nd person slowly endears the player to them as the player get expose to their human struggles and fun dynamics both while under the player’s command and from other cast member’s viewpoints. The slight use of meta narrative elements is also important to the choice of narrator since the way it makes the player both an insider and an outsider already operates on a vaguely meta level and this allow the story’s acknowledgement of it come across as a natural extension of what has been established. Horror is one few genres which does not mind the use of 2nd person since the disconnect it brings can be leveraged to unsettle the player as can be seen in It gets so lonely here. This title mixes a core of dark fantasy with its horror elements to underpin the twisted nature of the events it calmly explains are happening to the protagonist. Presenting it through the use of fairy tale creatures and motifs as a means of taking the innocence from those stories and tricking the player with a familiar presentation from a new angle of narration then pulling the rug out from under them. A 2nd person description of its events lends the game a certain air of otherworldliness due to it being uncommon couple with the fantasy subject matter and this meshes well with the strange behaviour of it characters.
 

Conclusion

 
Deciding the type of narrator for a visual novel has a profound effect on how it will be perceived by the player and what sort of narrative tools will be available. 1st person is the traditional choice for good reason as it offers a personal angle on the story while giving the developer an easy way to control what information the player has access to at any given moment. Selecting the 2nd person is rare since the way it invokes an odd mix of intimate and detached feelings and its authoritative tone are only suitable for a small number of games. On the other hand, 3rd person sits the player completely above the events of the visual novel looking down on its cast which it can leverage to showcase a broader picture of events and characters alongside drawing connections with other mediums for dramatic effect. Overall, when considering this choice you should carefully weigh up the benefits each has to offer and what your audience expects from similar works either to adhere or subvert depending on your needs.
 
 

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