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Quizzes – Uncovering The Hybrid


Answering The Pressing Questions

 
An often overlook yet extremely common mechanic in games is the Quiz with its simple multiple choice questions demanding the player rack their brains. The tendency visual novels to focus their entire structure and identity around presenting various options means Quizzes have often found themselves a home as part of their overall means of engagement. Rather than being an outlet for trivia, which a Quiz game might be on its own, it is instead repurposed to push in-universe ideas and concepts through a familiar lens. This can be as simple as being a tool to make sure the player has been paying attention and knocking them awake. More often than not it is utilised as a means of simulating the process of deduction in many mystery or detective games which can exist alongside or in replacement for other mechanics pushing the same idea. They can also create a form of tension when the visual novel suddenly asks something designed to unsettle the player or require them to be answer in a short window if they want to survive. Let’s get ready to press that buzzer and find out how this pairing works in practice.
 
 

Poking The Player 

 
In its most basic form a Quiz serves the function of checking the player has been paying attention and tests them on facts about what they have witnessed. It acts as a shock to the system to signal the player should be paying closer attention if they do not want the game to hand out a failing grade. Despite this being a basic motivator it can be surprisingly effective since nobody likes to feel like they are dumb and the everyone wants to believe they are smart which is what a Quiz inherently feeds its mechanics on. This carrot and stick approach is tame enough to not make the player feel as if they must have a perfect score but it is has enough teeth so that they are likely to have a greater awareness of the narrative going forwards. Such Quizzes tend to be infrequent in nature due to how they completely break up the flow of events and are mostly concentrated at the end of distinct sections of the story where they occupy a nature pause in momentum. 
 
XBLAZE LOST:MEMORIES is the poster child for this kind of Quiz in visual novels. At regular intervals it takes the player into a space separate from the narrative where it has its cast act out of character and it has the protagonist be part of a quiz show about the story events they have just witnessed. This exists so the game can ensure the player is keeping up with its increasingly complex plot points and concepts by repeating them and highlighting which ones are important through their questions. A similar concern about the player’s understanding of complex narrative beats can be seen in Schrödinger's Call where Mary will stop after every call and quiz the player in the form of an internal monologue about what they just witnessed. What these two games showcase is how the Quiz can break down ideas and events into more manageable chunks to keep it from becoming overwhelming. However, it also risks appearing to patronise the player by treating them with a sense that they lack the intelligence to follow these narratives without assistance which can accidentally antagonise them. 
Language lessons made fun!

A way to mitigate this is to frame it as being related to what the protagonist is learning alongside the player as is done in The Expression Amrilato. It regularly asks the player to apply the bits of Esperanto they have learned to help Takatoo Rin on her journey of communication. Focusing on a positive and productive aspect of Rin’s story allows the game to add some weight to the Quizzes through a gradual escalation in what they are asking both parties to achieve. Esperanto is not a commonly taught language so the player is likely to be learning it through the game for the first time and this lets the game side step the issue of patronising the player since all this will be new to them. All three titles here present their Quiz elements in a simple fashion which sits somewhat to the side of the rest of the visual novel where success or failure is ultimately not the point of their existence and so treats it in the same detached manner.
 
 

Stand-In For Deduction

 
When taking a Quiz you are being tested on your knowledge and ability to recall details about information from past experiences. By extension any kind of deduction starts with a series of questions to establish the when, where, who, what and why of a situation which nicely covers the requirements of a Quiz. This means it is easy to overlap answering questions and the process of logical reasoning leading the Quiz to be a common means of systematising a detective’s path to catching a criminal or uncovering a mystery. Rather than presenting it as a series of questions, this style of Quiz is mingled into the character’s internal dialogue to frame it as them breaking down a problem into solvable chunks. It also serves the purpose of making the player feel clever since they are the ones who are answering the questions which even the detective is struggling with so allowing them a feeling of being intellectually superior. Their simple structure gives this kind of Quiz the ability to fit into any space where the illusion of deduction is needed without having to dedicate time to implementing more complex mechanics which may not be appropriate for the kind of story being told. 
 
Since this is so flexible and often makes up a small part of the overall mechanical landscape, it is best to cover a broad spread of examples in a simple fashion to best demonstrate this trend. Let’s start with the two most obvious visual novels employing this kind of Quiz, Danganronpa and Phoenix Wright and compare their similar implementations. Both include Quiz elements intermittently as part of a series of mechanics which symbolise the process of deduction. They are mostly applied to questions with obvious answers or those with big dramatic effects which the player needs to witness immediately rather after a separate play area has finished. They use the Quizzes during their respective ‘trial’ sections and this leads them to being a means of pushing forwards to the truth giving the sequence a sense of momentum when needed to keep the player engaged. 
Fire, it is always fire.

In some games the Quiz can end up merged with other gameplay mechanics and it does in Yurukill: The Calumniation Games. Here the Quiz takes place in and around the main mechanic of being a top down shooter where the player is asked to answer questions using the top down flight to go into the answer they want. Seamlessly integrating it like this allows the game to maintain its core focus and identity rather then bringing everything to a halt to present its options and creates a greater sense of flow as a result. Of course making the Quiz stand out is also an option and one which FLOWERS -Le volume sur été- embraces to sell the stages of deduction. It uses them to very directly signal significant jumps in logic presented through the overall lining of flowers to keep it from feeling too beyond the rest of the content. Being so direct gives FLOWERS the ability to provide the feeling of intellectual catharsis and cleanly reward the player for their keen attention with a pat on the back.
 
 

Asking For Tension

 
When a person is suddenly asked a question they were not expecting there is a moment of panic before their brain pulls up the answer and capitalising on this through a Quiz can add extra drama to a scene. In order to make this possible the choices are often accompanied by a timer ticking down to create a sense of pressure to forceable induce the desired anxiety and maybe even have the player commit to a mistake. Picking the wrong option can often result in the death of the characters in order to give the player’s actions and panic a sense of weight and consequence. However, there is no doubt this is a cheap trick to pull and risks annoying the player since they will feel they were not given a fair chance to pick correctly. As such this kind of Quiz is rarely used and is only really found in horror titles where the pacing and demand for tension allow it to nicely slot into a wider suite of mechanics. Even here it has to tread carefully or fear can give way to frustration at the inability to progress due to an artificial barrier and this is mitigated through providing the information needed to solve it almost immediately beforehand. After all the point is to create tension not to actually test the player’s ability to recall past details so avoiding anything too mentally taxing in this stressful situation prevents unnecessary friction. 
Even the spirit fights like to use little bits of Quizzes

A title which demonstrates the both the strengths and issues of this use of Quizzes is Death Mark. It regularly picks at the player’s brain under a tense and time constrained pressure where the monster of the day is breathing down their neck. Sometimes failure in these results in an instant game over while in others the negative effects are delayed in order to keep the player on their toes and prevent them for growing comfortable. For the most part the game carefully chooses information for its Quizzes from recent areas so it is easy to recall and allows the feeling of tension to not boil over into anger. However, for some later sections it assumes culturally specific knowledge not present in the game itself and asks the player to answer its questions based on it. To its original Japanese audience this would have been a reasonable expectation but when transferred into another culture all of this is lost and the only thing left is confusion and a bad taste in the mouth. Future games in the series make sure to never repeat this mistake and it shows just how aware the developers are of the fine line they were treading in Death Mark leading to chances being made to avoid overstepping again.
 
 

Conclusion

 
Twenty questions might not a first glance seem to be something compatible with visual novels yet their common choice based nature opens them up to a flexible overlapping. Their main purpose is to act as a mechanical way to stimulate the player without having to go into more complex systems and they help break up any feels of monotony. Add some timers and a death if the player does not get the answer right and the Quiz can create tension during the scramble to recall the correct information. It can also be an intellectual stand-in when dealing with deduction where the player gets to feel smart and puts themselves into the head space of a detective. Overall it is an extremely adaptable style of gameplay which every developer should consider using if they want a small addition to the standard choice based structure of their visual novel.
 
 

War – Genre Deep Dive


Conflict’s Final Form

 
Human history has been shaped by war and so there is not a storytelling medium on the planet which it has not found in and naturally this includes visual novels. It is a genre of fiction with quite a wide range of tones and content in a way few others can manage in part due to the differing reactions and presentations of War within cultures across the world. The least serious use of War is as a heroic fantasy were great warriors clash for power and dominance. On the opposite end of the tonal spectrum are the stories about where war is a destructive force which leaves suffering and death in its wake and even once it is over its shadow remains in the lives of those it touched. Related to this serious tone are titles where the war is not against humans but some kind of monster which cannot be reasoned with so the focus becomes on the suffering of a single side in this conflict. Let’s pick up our banner and find out how each of these depictions of War change what stories can be told.
 
 

A Time Of Heroes

 
A common use of the War genre is as a stage for the great deeds of larger than life heroes. It downplays the damage and death of warfare in favour of a lighter tone where banter is exchanged and defeated leaders join the good guys with a smile. The overall moral compass of such games tends to be on the simpler side with the protagonist and co. being undeniably right while facing an evil so direct in nature it is completely in the wrong. Neutral heroes which the protagonist has to overcome are presented as either being tricked by the evil or doing their duty to their people. This makes the clash between them and the side of good being something which can ultimately be ironed out upon their defeat when faced with the protagonist’s generosity and uprightness. Another element often found in these titles is the fact the characters tend to be of the opposite gender to the protagonist meaning that through the recruitment of former enemies a harem ends up being created. How much each game ends up playing into this fact varies but it always remains in the background of the narrative space especially when romance is introduced into the mix. Here War is treated as a playground for the player’s fantasies and writes them on the exaggerated scale such conflicts are fought on to provide a feeling of grandeur. 
It is easy to forget about the average soldier when they are so small

Koihime Musou has a double layer of fantasy applied to it for it is based on the Romance of the Three Kingdoms and so is also a fictional version of the real conflicts which took place in China. Naturally everyone who is male in the original story has been changed into woman leaving the protagonist as the only important man in the story. Couple this with the game’s heavy emphasis on romancing these girls and the result is the player being encouraged to interact with as many of the heroes as possible with there even being a harem ending should they desire it. In terms of the actual conflict it more or less plays out like a simpler version of the book it is based on with the protagonist’s presence being the determining event which pushes his faction towards victory. This is presented through a series of simple strategy mechanics where the player must choose formations and who will fight in order to achieve victory. The heroes are always front and centre of these battles with the individual soldiers nothing more than indistinct shapes in their conflict. These larger than life exaggerations of even their book counterparts dominate the experience and they will be the part of the game which the player is going to remember long after it is over. 
 
In many ways Eiyuu * Senki is a larger scale version of the concept presented in Koihime Musou. No longer confined to China, but to the whole world, it can bring in historic figures from all over and turn them into women while playing up their already distinctive personalities to the logical extremes. What makes Eiyuu * Senki stand out by comparison to Koihime Musou is the way it handles evil and the effect having so many heroes has on their presence in the narrative. The presentation of evil is extremely simple with an absolute antagonist playing puppet master from the shadows and even using mind control to manipulate some of the heroes. This makes the overall conflict black and white and the protagonist’s side in the right for their attempt to unify the world. It also absolves the heroes they come in conflict with since they have been lied to so making the War a result of a misunderstanding rather than malice. Moral complexity never even appears as a concept in the story and instead it pushes the conquest into a jolly upbeat ride which is further reinforced through the bright visuals and soundtrack. When it comes to the sheer number of heroes in Eiyuu * Senki, the effect is there can only being a small amount of time to flesh out each one before the next one comes along. Earlier heroes fair the best since the recur enough to have a memorable identity but everyone else is more like a plastic action figure to be collected. It also further pushes the player away from the concept of any damage which might be done through War since even the largest personalities are reduced to nothing more than small dots to be connected. Funnily it means the harem outcome is inevitable since no single hero gets enough focus so they all end up evenly around the protagonist.
 
 

The Shadow It Casts

 
In the real world War is an immensely destructive force which brings death and ruin in its wake and even after it is over people live in its shadow. The War genre can lean into this man-made force to drive their narratives and influence their tone or messaging. It tends to focus around the human cost of these conflicts both in terms of the solders who die and the civilians who get caught in the middle. Having an active conflict leads to an easy and repeatable source of drama as the War drags the characters into its different theatres where they must fight the opposing side. This roller-coaster style of War narrative can end up assuming elements of the heroic type since there needs to be recurring characters in order for the player to have something to grab onto and a recognisable enemy. If the story wants to deal with the damages of War then being set in its aftermath to better captures the problems and trauma surrounding the conflict. Here War is not actively present with no clashing of opposing armies but instead it sits silently in the memory where it influences people’s actions. There is a general favouring of letting the player sit in the quiet pain of its cast and how far into the future the echo of War can travel. Hope can still be found here, yet it is always a fragile thing in need of protection and nurturing lest a new conflict swallow it whole. 
 
In many ways the Utawarerumono games are perfectly suck in the middle between the damaging effects of War and its heroic fantasy. Being a SRPG hybrid necessitates a core cast of strong personalities to play as and to be boss enemies so the story has to bend around this need and the War becomes defined by these individuals. All the major changes in the War rest in their hands to be fought over until there is a victor with the antagonists vanquished. It also helps create a stronger narrative flow since big events can happen in the conflict and it can be easily moved into new areas to keep the gameplay fresh. Yet these titles undeniably have a poor opinion of War with the terrible things done in its name being bemoaned by the cast at every turn. Greed and ambition are the things shown to be the culprits of this suffering and become the defining characteristics of the antagonists. This is doubly true of the civil war from the Mask games where former comrades now kill each other and it messy nature of such a conflict is shown where even victory is hollow since it is damage inflicted upon their own country. 
War always remains long after it is over

One visual novel which has an interesting take on living the in aftermath of War is Rose Guns Days with its alternative history were Japan was divided between America and China. The effects of the War are apparent throughout the each season as the damage it caused underpins the motives and actions of the cast to the point of being inescapable for them. Even when not being talked about its shadow finds its way into the conversation and it is only towards the end of the narrative where things beyond it start to come into focus. While Rose Guns Days has its fair share of action scenes, there is a greater focus given to witnessing the consequences of the War and the suffering in a contemplative and emotive fashion. Doing this not only heightens the contrast with the dramatic moments but it also serves to smoothly establish the stakes and world building in a manner which the player can easily parse since the pain it presents is framed from the personal level of its cast. The messaging which results from this approach is written clearly for the player to see without it having to spell it out directly and instead have them witness it first hand.
 
 

Against An Unfeeling Foe 

 
Not all War in fiction need to be fought against a human foe, sometimes a story calls for the opposition to be a horde of monsters crashing against civilisation. This removes the moral ambiguity of a real world conflict by making other party an objective and unthinking evil which cannot be reasoned with and must be destroyed to survive. As such the focus of the narrative shift onto the allied side to hold up the weight of drama, character and plot since a monster cannot offer much in the way of complexity. Here the effects of War on the internal structures and people who run them become the stars and the picture is often a mixed one defined by bickering and backstabbing even as their troops continue to die. The practical side of military operations often comes into focus with the life they lead during the conflict being a major source of drama while providing a grounded sense of identity through its connections to the way real world armed forces are organised. Underpinning this is a sense of tragedy at the losses to the machine of War and the trauma it can inflicts on the survivors. 
Alternative is not a happy setting

By far the strongest example of this monster focus can be found in the Muv-Luv Alternative games featuring their iconic BETA. The original Alternative is decidedly more militarily focused than its previous entries with a lot of time give to the internal conflicts of the setting and the utter devastation of the BETA’s advance. This is further expanded upon in Total Eclipse and Schwarzesmarken which lean even more heavily on the personal cost of the War both in terms of losses and how it twists the morals and identity of those fighting within it. Each Alternative title takes a lens to a relatively small cast to best showcase this damage in a way the player can easily empathise with due to its human scale and it gives a face to the people fighting this War so they are not faceless soldiers but characters they have come to feel for. Its presentation of War is as a tragedy inflicted upon these people and mourns their suffering and loss at every turn.
 
 

Conclusion

 
As the final form of conflict it should come as no surprise that War has a complex relationship with fiction in visual novels. It can be a stage for the heroic deeds of larger than life characters where a light hearted and upbeat tone results in grand tale of love and battle. Against unfeeling monsters the dynamic becomes tragic and focuses on the loss and trauma caused by War. Human conflicts can also be made to speak of the follies of War and how even after it is over the people trying to rebuild their lives will always live in its shadow. Overall War is genre which demands its inclusion be carefully moulded into the structure and ideas of a game for it to be effective and fundamentally changes the tone of the entire work.
 
 

Traps: Masculine Ideals and Male Sexuality – An Anatomy Of Visual Novels


Feminine Masculinity

 
What is interesting about Trap characters is how titles featuring them tend to be aimed at men with their appearances in female focused games being rare. As such their role and presentation is shaped by the male centric fantasies which such works are focused around and makes for an interesting test case for what male sexuality means within visual novels. The most common kind of Traps are those which can be classed as heroines in that they essentially fulfil the same romantic function as their female equivalents. Then there are the visual novels where the Trap assumes the role of the protagonist and they are surrounded by the normal assortment of female love interests. Mixing in a Trap heroine into an otherwise female roster happens infrequently but it results in some telling interactions between the two genders. These three methods of utilising Traps share the blending of masculine and feminine elements of identity in order to appeal to the male audience. Let’s be overwhelmed by cuteness and find out what Traps can show us about being a man.
 
 

Male ‘Heroines’ 

 
When the Trap characters are the main focus of a visual novel they often end up being placed into the same role as the female heroines of similar titles and replacing them. This includes many of their cliche feminine traits are inherited, such as being clumsy or gentle, while also being dressed in female clothing, or at least boyish clothing, and so pushing down any masculine elements. On top of this such heroines are often voiced by the opposite gender so from an auditory perspective they bring to mind their female equivalents whenever they open their mouths. Yet this is not how the game wants its male audience to view them and instead it in as a means to blur the edges of the heroines' masculinity which is the part where their attractiveness lies. 
 
Rather than trying to explain this allure in the abstract, going over a few examples would better illustrate this point. No~Strike’s entire visual novel output is focused around only Trap heroines in the form of the Josou games. These frame their love interests through the male traits each demonstrate and how their relationship with the protagonist comes with some degree of masculine tension. Here is where the feminine side takes the edge off the clashes between them and paints the heroines in the light of skirts, blouses and softer curves to draw upon the idea of being conventionally attractive. It is this blending of the familiar element of being a man with the alien ones of a woman where these games find the allure to make each of their Traps desirable targets for the male player’s sexuality. Something which somewhat muddies this presentation of them as men is the fact most of No~Strike’s games feature male pregnancy as part of their happy ending which does push them physiologically closer to women. Yet even this could be seen as merely an adherence to the standard outcome for a heroine in this kind of visual novel just applied to this masculine context for romantic effect. 
Thanks for the reminder....

Pushing away from this more fantastical style of work, let’s look at a grounded game in the form of Girls! Girls! Girls!?. The heroines here lean much more into the masculine side of their personalities then those of the Josou titles and are generally more confident when dealing with the protagonist. This is somewhat of a sliding scale with Nanase Nagisa being violent and aggressive in a decidedly male confrontational manner when interacting with the protagonist, while Hayasaka Kaede is far more gentle with his masculine element coming in through the confidence he presents. Visually they are a blend of straight lines and curves showing their boyishness through the lens of them being comfortable cross-dressing. What this constructs is an impression of the heroines as fundamentally both masculine and feminine and appeals to a somewhat tomboy idea with there even being a direct tomboy in the form of Ayase Yuzu. As such they share much of the desirability and attractiveness of the tomboy in that they sit closer to the male player than to a female identity due to the emphasis on their masculine traits. Having this undeniable feminine presence takes the male element and passes it through a sexuality which leans into this mixture of known and unknown to provide an allure to their every movement.
 
 

Feminine Protagonists 

 
Masculinity and the way it is defined increasingly comes to the forefront when dealing with a Trap protagonist as their expected role in the story rubs up against their feminine side. The kind of games they appear in follow the standard structure of having a selection of female heroines to choose from which draws a comparisons between the Trap protagonist and their more traditionally male equivalents in the genre. This is further reinforced by the fact most of the stories involve the Trap pretending to be a woman for one reason or another and passing for one convincingly to the rest of the cast. On top of this they generally adhere to feminine traits, such as being domestically orientated, and have trouble balancing this with their idea of themselves as a man. It is this clash which defines their sexuality and how their attempt to reconcile it through their relationships with women leaning on their attempts to be what they see as a good boyfriend. Yet it never brings in the more aggressive masculinity of a standard male protagonist and the Trap ends up mixing in the feminine elements they have internalised to create a gentler form of desire for the heroines. Presenting it like this informs the player how they should be engaging with the romantic material and the idea of what a man can be. 
 
Otome * Domain has its protagonist, Asuka Minato, forced into an all girls school and a female uniform which he has very conflicting feelings about. Despite this he ends up being the most domestically minded character with the girls all being completely unable to clean up after themselves resulting in his role being a maternal one in their dorm. As he grows closer to the heroines he has to wrestle with his male sexuality and the way it does not match his currently feminine presentation. When he assumes his role as boyfriend, he tries to be more assertive as he imagines a desirable man to be but it never quite works out and the pair’s interactions end up being more mutual in who takes the lead. This is never presented as a negative thing and instead something which shows the strength of their bond and Minato coming to accept how he is and what it means for their future together. Throughout the journey the player is constantly remained of his masculinity with his embarrassment around the girls at times when they treat him like one of them and treads this line to make his blend of male traits an attractive one for the player to see this world from. 
Gentle and leading

Another example is Otoboku which presents a similar idea, cross-dressing to be at an all female school, from a different angle. It protagonist, Kaburagi Mizuho, is not domestically minded at all with some absolutely terrible cooking skills and instead his feminine element stems from a kind and gentle nature to compliment his female appearance. Unlike Otome * Domain, Otoboku treats this aspect of his identity like a boyish trait and this is reinforced by this youthful optimism bringing an innocence to his actions. Once he takes a step into romancing the heroines his masculine traits start to become more prominent and there is a general sense of growing from a boy into a man. Yet he never entirely abandons the feminine parts of himself which have defined his time at this school and instead they form the basis of his future relationships with the heroines. Such a journey holds some resonance to the male audience since their experiences relating to their own boyhood will find comparisons in the story and they will feel support of Mizuho’s struggles.
 
 

Divisions Of The Mind

 
Mixing a Trap heroine in with female heroines occurs fairly infrequently in visual novels due to a desire to focus titles on specific audiences rather than trying to appeal to overlapping demographics. However, when it does happen the treatment of these Trap characters is interesting in how it pushes them further towards the female than either of the previous types. Their masculine part occupies a position of being core to their self-definition yet it is almost entirely obscured by their feminine presentation both visually and in terms of their personality. Often their affection for the protagonist is stronger and more immediate than the female heroines they are alongside even if the protagonist fails to see that fact until much later. By blending in with the other heroines the Trap gains an attractiveness indistinguishable from them to the point it is easy to forget they are in fact male. Yet once the protagonist in a relationship with them this desirability becomes linked to their masculinity since it forms an increasingly prominent part of their identity as the feminine front is pulled back and merges with the male and the sexuality the pair share. 
Ruka's feelings run deep through who he is

By far the most well known title to have a singular Trap heroine is Steins:Gate in the form of Urushibara Ruka. His presentation is highly feminine when he is introduced to the player since he is shy, timid and effeminate in his actions and speech. It is even part of a recurring gag where people mistake him for a woman upon meeting him for the first time. As the player spends more time watching him they will begin to notice aspect of his masculinity in his relationship with Okabe and eventually notice the feminine elements of his identity have an underlying boyishness to them. His use of the microwave to change the past so he is born a woman might seem on first glance to be a desire to be the gender he appears to be but the truth ends up not being so simple. The first clue to this is how his personality remains unchanged so he is decidedly boyish even as a woman making this masculinity something baked into his existence. Then later comes the big reveal that the reason he wanted this change is because he is in love with Okabe and felt Okabe would not look at her romantically unless he was a woman. It is in this pure desire to change into something to please the person he is love where Ruka’s attractiveness can be found. Through his mix of masculine and feminine being consistent and true regardless of his sex, this wish for Okabe comes across as more sincere and committed than many of the women around him. The game as a whole treats him as someone pure and true in a similar way to Mayuri but she hold a far more feminine version of it while Ruka holds closer to Okabe’s masculinity to draw a line between the pair. 
 
Tenioha! Girls Can Be Pervy Too! has a more lustful angle on its solitary Trap heroine, Esaka Haruki, but there is a lot of overlap in their his and Ruka’s motives. He end up dressing in a female uniform at school to join the Intellectual and Cultural Studies Club as an attempt to get the protagonist to notice his feeling for them by blending in with the other heroines. Before this point the protagonist does not take his affection seriously seeing it as friendship and it is only when it passed through the lens of a female aspect does it become clear to them what these feelings are. Once more it is in this devotion and persistence in getting the protagonist to recognise his love which makes Haruki attractive which is helped by the purity of his affection when contrasted against the far more lustful heroines surrounding him. This is not to say that his desire for the protagonist does not have a sexual element to in, and the same in reverse, but more that its presentation leans away from it until their bond has more substance.
 
 

Conclusion

 
By now you have likely realised the undertone of what male audience would be interested in Traps, their framing in a feminine light and position in the narrative means they are mainly aimed at heterosexual men with any other groups participating being an added bonus. Trap heroines find their attractiveness in blending of feminine in with their masculinity as they blur the lines between them to create an alluring mixture of the familiar and the alien so crafting something desirable. If the Trap is part of a larger roster of female heroines then they feminine side becomes even more pronounced as does their devotion to the protagonist and the purity of their feelings which is where they gain their attractiveness from. When the protagonist is the Trap character things change to being a defining of masculinity and its relation to the feminine part of the Trap which often ends up as an exploration of this boyish element of themselves. Does this mean all the men who play these games are secretly gay or bi? No, the rigid idea of something having to neatly fit into fixed definitions of sexuality has time and again proven to be wrong and the boundaries porous. The ancient Greeks would engage in relations with other men and then return home to love their wives and found no contradiction in their sexuality because of it. Something as specificity targeted as a Trap is designed to play on this ambiguous boundary to create a unique experience which explores the idea of where masculinity and the male begin and end.
 

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