Sunday, January 18, 2026


A Moment Of Happiness

 
When a story chooses to include a joke or comedy situation it is done with the aim of directing the watcher’s attention to a specific element and add impact to it. Visual novels follow this convention and, outside of dedicated comedy titles, use it as a means of highlighting characters or cues for later pathos. The standard way this often presents itself is as a pacing mechanism to create empathy through the funny events or misunderstandings happening to the characters and acts as a quick and easy way to build a connection. In games aiming for a serious tone, comedy is valued for what it offers through contrast and to sharpen the knife of sadness so driving it in can be all the more powerful. Of course these uses of humour are highly reliant on the developer knowing when to correctly place them and there is nothing which can do greater damage than a joke which breaks the delicate tension of a scene. Let’s crack a smile and see what these uses of comedy bring to visual novels.
 

Empathy Of Humour

 
Comedy is a favourite method of visual novels for quickly creating a connection between the player and the cast. Games focused on other elements for their core themes and tone have comedy as a short lived means of blending empathy and pacing. Its levity adds a means of humanising the strong and dramatic emotions portrayed elsewhere and showcase the cast as existing beyond the story’s twists and turns. Making mistakes is part of being human and lending into this fallibility within a harmless context gives a character a feeling of life without undermining them by presenting an unwanted harmful weakness. Looking at Ever 17 can help define what this use of humour actually looks like to the player. Fundamentally its story is a serious one about a group of people trapped underwater with the spectre of death hanging over them, but the game understands this tone on its own is not conducive to establishing and building nuanced and likeable characters. As such it regularly breaks up the building of mystery and drama with moments of comedy. These are of various lengths depending on the space available and offers some small piece of characterisation for those involved. The eclectic nature of the cast’s identities in terms of age, personality and even their status as human assists in creating a diversity to these situations to prevent them from becoming stale and losing the player’s interest, thus reinforcing the empathy which is key to their success. It is important to note the gradual phasing out of these comedy sections over the course of the narrative to match the shift into the climax where such humour would clash with the stakes. 
Humour can make you feel for something which is not human

There is a risk when using this type of fast humour for the laughter to be directed at the characters rather than the situation resulting in distance from them being created. If the jokes are at the cast’s expense then it can be off putting since it comes across as the game hitting them with a big stick and asking the player to laugh. This may not be the title’s intent, but the result is a feeling of not wanting to emotionally invest in characters which the game itself does not seem to care about. For these games the jokes are less important then their impact and as such there is a tendency to lean into cliché for efficiency both in terms of how much time has to dedicate to it and the way it can be expected to be understood by the player. This is not necessarily a negative inside a visual novel which has leaned into genre clichés more broadly since it meets the player’s expectations and it can smooth out rough edges. Of course written large here is the risk of boring the player with scenarios or jokes they have heard or experienced countless times before. This boredom is going to cause them to tune out the events on screen and miss the attempts to build empathy.
 

We Laugh So We Can Cry 

 
Division and contrast can be formed through how comedy is placed within relation to serious narrative elements. The common way visual novels like to use this trait is by splitting the story into two sections, a humour filled light opening which then transitions into the conflict driven march towards the climax. Providing such a clear divide invites to player to compare the two extremes of emotion and so heighten the impact of each side through this contrast. It also establishes a state the characters can desire go back to and this can form their core motivation, directly or indirectly shown in their actions, while synchronising their intent with the player’s own fond memories of those times. Such an obvious shift can run the risk of feeling artificial if done to abruptly and relies of on an almost insidious transition that seeps the serious elements in until they overcome the cast’s happiness. When skilfully executed this approach can be flexibly included in a variety of genres with the only caveat being the need for a heavy character focus. This requirement is due to contrast being related to the treatment of the cast by the story and as such the more time it spends on them the greater the eventual change will be. 
Key understand how to use comedy as a means to drive the emotional knife in

Let us compare a couple of prominent examples to see their common set up and execution despite being from different genres. These two are Clannad, a slice of life and romance, and Steins;Gate, a sci-fi thriller. Perhaps the first thing the player will notice when booting up these games is the way they lean heavily into comedy in their opening hours centred around each member of the cast in turn and then in various groups so as to create both a base emotional framework for them as individuals and their relationships to one another. Here the exact execution of the tone surrounding the comedy showcases the differences in genre with Clannad being far more sentimental and introspective while Steins;Gate is slowly turning up danger with its time travel. They both spend a long time in this initial comedy infused stage where very little plot movement is actually happening and instead the games are reliant on the antics of their cast to keep the player amused. It is notable that Steins;Gate has received criticism for how long it spends in this space before the action ramps up which does highlight how much of a delicate balancing act its inclusion can be and the way it can cause of loss of interest over the long term. Eventually the good times have to end and this pair have different ways of going about achieving the switch. For Clannad the process is slow and involves a narrowing of the focus onto a single heroine and then landing a gut punch to seal the deal. On the other hand Steins;Gate’s cut off is far more immediate and dramatic as the jokes end with a sudden and unforgiving dose of reality for the cast. These fit the genres each title belongs to and makes sure the contrast created serves the greater narrative while keeping the early sections in the player’s mind. Deep inside the serious sections both of these games sometimes invoke what has been lost from the happier times of the comedy and morns them while inviting the player to do the same in order to create a release of emotion or a build up for the eventual return of those smiles.
 

Knowing When To Crack A Joke

 
The death of tension is at the pointy end of a joke. Inserting comedy in the wrong moment can ruin the tone a story has been trying so hard to build up. Keeping it to appropriate moments might seem like an easy task but knowing when to hold back can be difficult if a visual novel is on the lighter end of the spectrum. This is caused by the blending of smaller jokes and situations into the narrative not being smooth enough or mistimed and the player can interpreted these in a way the developer never intended. Should the developer just be sloppy with their implementation of comedy then the results will be even more damaging due to inconsistent tones making for a constant feeling of whiplash against what would be expected from the story. The presence of humour has to undergo a process of careful consideration when implemented where the surrounding material is looked at to see how compatible it is with the intended humour or situation. Being too surgical can cause a separate problem of giving the pacing an artificial feeling so a natural flow has to be given precedence here. 
Raillore's jokes mostly keep to their lane but sometimes they put their foot in their mouth

Finding the perfect balance is a challenging task so it is unsurprising to see the occasional hiccup every now and then especially when characters make jokes as a means of coping or hiding their feelings where it becomes easier for this mistake to seep in. This can be seen in The Pillagers of Raillore with Graydric and his surrounding cast members. In order to contrast him against the other protagonist, the ever serious Reno, the game has him present a front of jokes and a lack of self seriousness and his companions all broadly follow this lighter style of interaction. This works well for its intended purpose but when it runs alongside the moments where the cast are in genuine danger an issue forms. Here the game often continues to make jokes or place the characters in silly situations even when it should be selling the stakes of the battle. Part of how it manifests stems for the title’s status as an eroge and the use of ecchi humour around Graydric’s interactions with woman which is often the way it oversteps its role. This clash is not a consistent problem so it is clear the developers had some understanding of the issue and it is instead an accident brought about through an underestimating of the damage this comedy can do.
 

Conclusion

 
Knowing how and when to use bits of comedy allows visual novels to gain a means of expressing humanity and pathos while not contradicting its main identity. Levity is something humans engage with as a means of social expression and so we naturally latch onto it which makes it easier to have a player form a bond and allows for better pacing. This humour must not overstep its bounds or the result is a messy presentation where the player is confused by the mixed messages and taken out of the experience. Through creating a clear divide between the earlier comedy sections and the later serious ones a title can contrast them to remind the player of the good times and morn what has been lost. Jokes are far from a blunt instrument and you should carefully consider their use in your own projects to gain these benefits without harming the story you want to tell.
 
 

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