Sunday, July 12, 2026


I Do Not Understand Your Human Emotions

 
Modern sci-fi across the world has an obsession with AI and Robots so it should come as no surprise to find numerous characters fitting this description within visual novels. These machines are the perfect breeding ground for complex theming around what it means to be human and the important questions surrounding technology. Not being bound by the expectations of a human character has led to this these machines developing their own brand of cliches and defining aspects. The majority of the Robots and AI in visual novels fall into the category of being stand-ins for humanity or take an element of human nature and isolate it for examination. Characters in this group range from copies of living humans to machines who hide their true nature and make for vivid spectrum of personalities. Next to these sit the AIs who are purely functional in nature, those who might present human mannerisms but only exist as mechanisms with nothing going on behind their eyes. Beyond them exists a broader overarching element of these machines stemming from their nature being fundamentally different from ours. They are not bound to the flesh like a human is and reflecting on this invites interesting additions to these characters’ presentation. Let’s boot up our systems and look at how different titles handle this archetype.
 
 

Metaphor For Humanity

 
By far the most common use of Robot and AI characters is as a means of reflecting human nature back onto the other characters and pointing out the absurdity and beauty to be found within it. This provides a space for the narrative to be flexible in how its cast deal with the events around them when confronted by a vastly different yet familiar viewpoint. It can utilise the inorganic nature of these machines to make the singular focus of their personalities more believable and allows for them to be slotted into the desired thematic spot. Since they are man made constructs they end up being a mixture of their creator’s imperfections and the cold steel of their materials and reflect this back at those same creators. In order to fill this role these characters tend to either be lacking emotion or have an element of childishness and innocence to their identities. Many share a lot in common with child characters in their inquisitiveness with a layer of adult knowledge showing their data based nature and lending them a slight disconnect from their organic counterparts. One style of this character is those created from the memories or brain scan of a person so inheriting their personality passed through the lens of their programming and metal container. These AIs generally act as a kind of ghost for the cast since their original is often dead which is case the Amadeus, from Steins;Gate 0. She is a copy based on Makise Kurisu but made from memories from before Kurisu met Okabe which makes her artificial nature immediately apparent and her interactions with Okabe are awkward due to the differences in what they both remember. For Okabe, Amadeus is Kurisu’s ghost who has come back to haunt him and he both wants to talk with her and yet fears the guilt which weights him down. She reflects his self-loathing and apathy back into him while constantly presenting the truth about what the real Kurisu would have wanted Okabe to do. Being digital means she can nicely slot into the phone angle of Steins;Gate where the main way they interact with is over the phone rather than in person furthering the idea of her as a ghost detached from the physical world. Overall, Amadeus, like most ‘copy’ AI’s, is more a narrative device than a complex character and they are simple outlines around which other characters must develop and grow rather than having much in the way of agency themselves. 
Purity and innocence define a new born machine as much as they do a child

Another kind of Robot, and one Key in particular is in love with, is those focused around purity and childish innocence. Philia, from Stella of The End, perfectly captures this approach with her boundless curiosity and complete lack of any sense of danger. These are the traits of a child played up to their extreme in a mechanical form which does not experience the world in quite the same way as a human. She simulates the needs of an organic, such as hunger and sleep, but they are obvious not quite right since her understanding of them is filtered through her nature. This slight disconnect is perfect for her role in providing a reflection of humanity to a jaded Jude that he cannot easily dismiss and brings out the caring part of him buried beneath the scars. Unlike the previous type of machine characters, Philia gets an arc and meaningful development where she matures out of the innocence into a well rounded adult without losing the valuable parts of said innocence. Our final group of characters are those who keep their artificial nature hidden and pass as humans from the point of view of both the player and other characters. When initially shown Luna, from Virtue's Last Reward, the player is likely not going to suspect her to anything more than a kind and timid woman who wants to have the most peaceful solution possible. Only at the end of her path, late into the game, is the truth about her mechanical nature revealed and this reframes her actions over the course of the story in a new context. The fact she knows a lot about what is going on but is bound to rules which prevent her from revealing this information, presents the only unquestionably good person as not human at all. Yet there exists a contrast between her and Zero III AI in that she ultimately chooses the people she has experienced these events even at the cost of her own existence while Zero is completely obedient mechanism which adheres to its programming. This works to highlight the theming surrounding human nature by being another angle through which the power and value of choice are presented to the player.
 
 

Functional Machine

 
This kind of machine character is an odd one to talk about since their nature as mechanisms not capable of acting outside their determined limits results in them being more plot device than person. Often they serve the purpose of being the mouth for exposition or a surprise source of conflict when they are hacked by the antagonists. Inhumanity through a lack of agency defines these characters and they present the veneer of being sentient but this quickly collapses under scrutiny. Their broader role is to be a contrast against the push and pull of the human characters who shape the story so the importance and consequences of this freedom can be put into focus. One basic example of this kind of AI character is Anato, from Secret Agent, who manages the running of the city. She is the quintessential functional AI with her role within the narrative being solely based around what utility she can offer the cast. This means she is regularly reduced to explaining the world to the player or providing a key bit of information a character needs so the plot can move forwards. Despite her motherly personality, she is presented through the lens of her nature as a bundle of programming rather than a person and has an identity which remains entirely static while also being passive to the cast surrounding her. This makes such characters great for this role due to the audience’s expectation for a machine making it less distracting for them to dump information than someone who is meant to be a living person. 
Can a connection be meaningful when the other person can never say no?

Masuko, from 2236 A.D., is a more complex version of this archetype. She is an AI owned by the protagonist, Yotsuba, and it is immediately obvious that her personality is not genuine from the moment she first appears with her responses being extremely inorganic and functional. Despite this staring him in the face, Yotsuba continues to emotionally invest in Masuko due his desperation for a meaningful connection and it helps reinforce the idea he has no idea how to make them. On some level this knowledge is understood by Yotsuba hence why he so aggressively tries to pursue the other people in this life even to the ends of the world. Masuko is a constant remainder throughout of his failing and shows the only connection he can form is to something which is obedient and incapable of living without him. The role she occupies comes from how others define her given she is completely without agency of her own.
 
 

A Different Axis To Organics

 
As might have become apparent, the synthetic nature of these Robot and AI characters ends up being their primary distinguishing feature and shapes how they interact and perceive the world. Not being bound in a fleshy prison gives them the ability to highlight the importance said body has to humanity. It also offers a unique angle to explore what intelligence and freewill mean when placed into a context with vastly different needs and means of perceiving them. Since the way the manifest varies wildly from game to game, it is best to look at a few examples to get a sense of the overall shape of this trait. Aiba, from AI: Somnium Files, treads an interesting line between organic and machine due to her primarily acting as Date Kaname’s replacement left eye. Visually she has a soft and squishy appearance to match the organ she replaces while also contrasting it with her almost alien inorganic internal workings. The obvious connection to be drawn here is the presentation of Aiba as a part of Date and someone without whom he is not whole, both literally and figuratively. More broadly Aiba’s AI nature allows her to offer advice and support to whoever she is paired with through her variety of data analysis tools and this is shown to fundamentally shapes her understanding of the world. This is why she needs to work alongside a human partner so their combined wisdom can overcome the weakness of organic and machine to create a better detective. 
Aren't you the most adorable eye replacement

One character who is complete defined by being strings of code is Monika, from Doki Doki Literature Club!. Her existence and much of the game’s big reveals revolve around this twist on what she is within the confines of the world the player is presented. Even as she plays with the rules, there remains weight to her perception of herself and what she does to the other characters. This lends what could have otherwise been silly fourth wall breaking a level of power and consequence to create a tension between her and the player. Monika knows exactly what she is and what she is doing and is comfortable with both and she thinks and acts on an entirely different axis from the organic player and Doki Doki really wants this to hit home for its emotional pay off to have its full effect. For our last example let us move back into the realm of humanoid robots with Dorothy Haze, from VA-11 HALL-A. What will immediately strike the player when first meeting Dorothy is the disconnect between her mind and body with her mental age clearly been that of adult while her body appears much younger. Her attitude towards her physical form comes across as laissez-faire and she treats it as a vessel rather than a fundamental part of her existence. Talk of the modifications she has done to her body is a light subject for her since they lack the permanence they would have for an organic. Despite how different she from the rest of the cast, when it comes to her relationships and interactions she is shown to be capable of the same kindness as the rest of the cast and this helps expand the value of connections which the game pushes through the variety of its characters.
 
 

Conclusion

 
In the end Robots and AI characters are not so different from the organic counterparts yet they are different enough to make them perfect for exploring human nature. They can work well in the role of metaphor for an aspect of humanity and each one can leverage their relationship with the cast to bring out interesting new angle to them. Playing off their inorganic nature can create divides between them and organics which can be leveraged for plot or emotional pay offs through this new understanding of the way thinking and feeling can manifest. Then there are the characters who are entirely bound by their programming and lack the freewill and these work both as exposition dumps and a contrast with the freedom offered to the rest of the cast. Overall, the inorganic nature of Robot and AI characters gives developers a flexible way to hold up a mirror to the player and ask them to examine themselves and they can make for a powerful avenue for the consideration of the human condition in a modern or sci-fi stories.
 
 

Leave a Reply

Subscribe to Posts | Subscribe to Comments

- Copyright © Towards The End Sky - Hatsune Miku - Powered by Blogger - Designed by Johanes Djogan -