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Tournaments – Genre Deep Dive


Elimination Matches

 
Competitions and Tournaments act as a sub-genre for a fairly limited group of stories with it being inherently part of the sports genre and particularly popular in all sorts of action shonen titles. It has an enduring appeal which keeps it popping up time and time again and so it should come as no surprise to find it in the visual novel space. One of the biggest advantages it offers is the way it provides a reason for the larger than life cast to clash with one another and generate the narrative drama needed to keep the player invested. Due to the heavily regulated nature of a Tournament, it can have clear boundaries as well as heroes and villains without needing to bring in the moral complexity of the real world. The match structure gives a natural vehicle for pacing across the experience with its moments of tension and calm conveniently building towards the climax. Let’s step into the stadium and discover why this sub-genre remains a staple in fiction.
 
 

Battle Of The Egos

 
The mixture of smaller rounds between groups or individuals and the larger scale rising stakes makes the perfect stage for the larger than life characters found in visual novels to show themselves off. Finding a place to properly showcase the colourful personalities who drive the story can be a complex challenge and it is here the standardised structure of a Tournament helps alleviate this tension by providing a space where they can be believably forced to interact. This is especially true for any competition involving combat where the beliefs of the combatants clash as they exchange blows and their hearts are put on full display for the player. Since there is no actual danger to the contestant’s lives, both the victor and loser gain valuable lessons about themselves so they can continue their character development as opposed to the finality of conclusion in a more serious situation where the stakes were higher. The Majikoi series is defined by its absurd and over the top cast so it can make use of the Tournament genre to parade them around which it does in Maji de Watashi ni Koishinasai! S. Here the old members and the new comers get a chance to demonstrate their identities and motives one after another in an orderly fashion where they get their undisputed moment in the sun. Beyond the battles themselves, the cast get a lot of time to scheme and bounce off one another to sell their contrasting egos and values. When it comes to character development none stands out more than Momoyo since the whole event and the involvement of Tsubame were all done with the aim of getting her taste defeat and grow as a person. This major push forwards for a main heroine acts as a capstone to the other smaller arcs distributed among the rest of the cast over the competition’s duration. It brings into focus the many entertaining battles which occurred and how it has brought the cast together as a community. 
Combat forms the backbone of most Tournaments 

When focusing on a Tournament between factions rather than individuals the scope of the colourful interactions narrows to the group the player is following. Yumina the Ethereal’s election war is a prime example of this trend with it being firmly locked onto the debate club and those they fight and not playing attention to what other clubs are doing at the same time. In taking this approach the game achieves several important aims chief among them being to allow the characters a chance to endear themselves to the player in a relatively low stakes environment before the big twist of the second half throws them in the deep end. By having the focus being on how their personalities clash with the current opponent, the scope of interactions can be controlled in order to give a better showcase of their thoughts and the outline of the arcs which will come to define later on. Another aim which plays into this smaller scale is the way its conveyor belt of opponents maintains steadily escalating challenges and tensions for the narrative. When a new antagonist comes to confront the debate club they are immediately a threat while also making the competition as a whole easier to keep track of in a way a Tournament which jumps between contestant could not achieve due its sprawling nature.
 
 

Controlled Environment 

 
Boundaries and structure are what give the Tournament genre its distinct and easily recognisable feel. Regardless of how outlandish the nature of the competition, all of them adhere to the same basic form the player has experienced or witnessed in their own lives. This ensures the game will have at least this base level of grounding in reality it can then springboard off in order to sell their own unique premises. It is also a fundamentally ‘safe’ environment, in that the rules generally protect the contestants from harm which makes the stakes rely more on the emotional weight of the contestants success rather than on an immediate sense of danger. These combine to create and easy to understand and focused narrative space where a variety of character arcs can be neatly lined up alongside the rising tide of competitive drama. ‘Sports’ style Tournaments are the most common structure found in this genre, these being individuals or small groups fighting each other and the winner progresses to the next stage. This frequency is primarily because they are simple to understand and generate excitement when compared to the ‘Humanities’ style where the entrants submit something and then are given a final standing on a set date rather than having to directly contend with other people. 
 
A popular example of the Sports type is Aokana - Four Rhythms Across the Blue and its Flying Circus which even referring to its contents as athletes. The spectre of this big event cast a shadow over the story and the lives of the characters even when it is not actually taking place. Since the baseline expectations for what the Flying Circus will entail is established early, the title can have its individual events parsed through this rigid lens in order to make each heroines engage in the event specific to them while adhering to the same overall outline. By being a ‘Sports’ type, the cast can be conveniently placed opposite other contestants who can push them to develop or challenge their values without it coming across as contrived. These opponents are established earlier in the narrative and their interactions with the main cast are believable since they are all heading towards the same destination but only one of them can make it all the way. A desire to win defines much of the cast with it pushing the ideas of how competition can lead to healthy or unhealthy growth and traits depending on the way a character chooses handle their feelings. 
Sci-fi Sports are such a strange beast

‘Humanities’ type competitions are an even stranger beast since most exist to enhance already established narrative tension. Sousaku Kanojo no Ren'ai Koushiki utilises them multiple times across its story from writing competitions to popularity polls. Each one is placed in the context of the protagonist’s relationship with another character and the emotions surrounding them. It provides a legitimate reason for the cast to clash while not bringing in any negative associations given such competitions are more of a chance to show off their skills rather than undermine each other. The game makes sure to frame it in this positive light as an opportunity for mutual growth and sorting out their complicated feelings. Rather than lingering and building up the drama like in a ‘Sports’ type, this is an affair which creates a small bit of tension before rapidly disappearing when the story wants to move on.
 
 

Build Up And Cool Down

 
Perhaps the single most valuable part of the Tournament structure from a developer’s view point is the natural peaks and troughs created due to the round system it employs. When a new round starts the participants are generally announced meaning the characters get to know who they are up against and this begins the rising tide of emotion. The two opposing groups then get more interactions and emotionally clash over who is going to be the winner. Then the climatic of the curve comes in the actual match and it outcome before plummeting back down during the cool down following the victory. Some form of this cycle appears in almost all titles with a Tournament of any kind unless they are engaging in subversion or only want it for a short duration. The reason this structural outline is so important lies in how it offers a quick and impactful skeleton on which the developers can hang the meat of the narrative without having to constantly worry about pacing the overall experience. Obviously they still need to consider it on the smaller scale and towards the finale where their own unique spin needs to be more apparent in order for the player to not lose interest due to the structure's repetitive nature. 
 
Koiken Otome leans heavily into this structure for large part of its playtime in order to fill the void created due to a lack of external threats. Instead it puts the emphasis on the cast’s pursuit of personal improvement and rivalry with their peers. This lack of danger means the ups and downs of each round serve as the main pacing mechanism while allowing an extremely protagonist centric flow of events in order to ensure he gets enough interactions with the heroines. One trait the game inherits from others in the genre is the way attending a magic or superpowered school always leads to some kind of battle Tournament so as to frame this activity as a legitimate competition rather than training child soldiers. The lack of danger hold an important position here since if there was a chance of real harm then it would bring up moral issues such titles are not equipped to address. 
Every section ends with a master + servant battle

Not all games using this structure are so devoid of threats and Fate/EXTRA demonstrates how the spectre of death can elevate this outline. The holy grail war on the moon uses the round based style where two masters are put up against each other and the survivor gets to advance to the next stage. Having this mixture of large scale competition and single adversary focus gives the room to create a sense of escalating danger as the contestant numbers dwindle and allow the player to get to know each master on a personal level. It also lulls the player into a false sense they know what is coming only for the game to increasingly subvert it as the quality of the opponents ramps up. Since each master is both a danger to the player and someone they sympathise with, the structure gives an inevitability of each final battle and helps it hold both the cathartic release from death and a sadness at the loss of the person they have grown to care about.
 
 

Conclusion

 
When pitting two people against one another their beliefs and motives can be more clearly viewed through their actions and it is this which the Tournaments genre in visual novels capitalises on. It provides a stage on which the colourful cast can act out their play while allowing both sides to experience growth and continue their journeys after the match. The structural outline of a Tournament gives the story a perfect framework to naturally curate its narrative pacing so can focus on its own unique twists. Competitions of all kinds offer a sense of familiarity to what might otherwise be an outlandish setting and helps being the wild conflicts onto an understandable level for the player to empathise with. As a sub-genre it combines flexibility with rigidity to form a diverse space for storytelling so it is no wonder it is popular with both players and developers.
 
 

Coming Of Age – Genre Deep Dive


On The Edge

 
Transitioning to adulthood and leaving the days of childhood behind is a common thematic trope throughout history so it should come as no surprise for visual novels to make use of it. Coming of Age rarely holds the sole focus of the narrative and instead exists as a genre only visible once the characters' arcs have been completed and they gain their maturity. Playing directly into drama of entering the adult world and assuming the responsibility which comes with age is the simplest form of the genre given it places it directly in the player’s face to make the theming clear. Since maturity can be subtle in nature there are games which choose not to tie it to age and rather present it as something gain through personal conflict beyond the process of growing up. Not all presentations of the Coming of Age are entirely positive with many dwelling on what has been lost in the face of the inevitable march of time. Let’s put on our big boy shoes and find out how a genre can extract drama from the act of getting older.
 

Stairway To Adulthood

 
There is an inherent layer of conflict built into ageing as the march of time changes people and forces them into uncomfortable new situations. Periods of transition bring these feelings to the forefront and few are more dramatic then stepping into adulthood. Gone are the protections of childhood and the characters are thrust into a world of responsibility which they must contend with. This is by far the most direct type of the Coming Of Age story since it is a literal coming of age rather than a purely emotional one. Since it is so immediate in its presentation these visual novels tend to deal with the realities of adulthood such as jobs and having children. They push the idea of responsibility in a series of smaller scale changes to a character’s life before leading them into the life shattering conflicts required for an exciting finale. Titles looking for a slow build up while pushing a continuous Coming Of Age theming tend to pick this style for exactly these reasons since it gives incremental emotional moments to keep the player engaged in the lead up to the pay off while also appearing to be a natural extension of its ideas. 
YU-NO's cast are often defined by their immaturity

One of the most prominent examples of this jump to adulthood is Clannad, in particular the After Story section. Tomoya has to deal with the responsibilities of being an adult as they are thrown at him one after another from getting a job, marriage and preparing for a child. Many of these end up being minor hiccups used for comedy but when combined they create a sense of Tomoya’s growing maturity through him overcoming them. They lay the foundation for the bigger hurdles of his journey into adulthood in the form of dealing with a child. Forming a connection with his child presents the greatest challenge for him given all the personal and emotional baggage surrounding his own life and only by finally coming to terms with it can he be a good father. This acts as the climax solidifying the final stage of his Coming Of Age where he can cope with the responsibilities and maturity appropriate for his age. Not all uses of this style need present day or real world connections to be impactful since maturity is an internal quality. YU-NO presents this approach in its later section where Takuya is whisked out of our world and ends up being trapped there leading to him having to quickly learn to be an adult. Since this is a loosely fantasy world, adulthood means a maturity and responsibility to those around him rather than the specific expectations for the modern world, hence why he does not get a job but instead involves himself in activities related to his survival. Interestingly just like Clannad the final stage of this journey into maturity is connected to a child but this time it is the pursuit and reconnection with the child after they are kidnapped. The idea of successful raising a child is a common narrative beat to end the arc on since it is seen as the most taxing aspect of being an adult. 
 

Maturity In The Face Of Change

 
Not all Coming Of Age stories need to be focused around a transition to adulthood and they are more often based around a looser idea of personal maturity. This makes for a malleable source of drama and development suitable for appearing alongside other styles of narrative without distracting too much from them. It can take the conflict at the centre of story and have the cast mature in the face of this challenge and can co exist with each specific character arc to create a complete sense of transition out of childish traits into ones demonstrating growth. These tend to be focused around negative internal elements like trauma which haunt the character and need to be resolved so they can move on with their lives. What is important to emphasise here is the idea of the growth as maturity must be pushed by the game, either explicitly through text or implicitly through the character’s place in the world, just overcoming the negative aspect is not enough in of itself to be considered Coming Of Age. However, it is exactly this slight overlap with other genres which allow it to be so freely used within a complimentary context to those same genres. Little Busters encapsulates this approach to Coming Of Age drama as it entangles this journey to maturity with a variety of different narrative threads. For the majority of the game it stays in the background of the thematic mixture so the romance and supernatural threads can be the focus yet still contextualises those as steps towards a growth in overcoming trauma. This continuity of its underlying presentation makes the shift into it being the core message during the finale a natural one where the revelations about reality and its sadness are contrasted against the cast’s known ability to grow beyond it. So as they move into a maturity they previously lacked there is a strong sense of catharsis where the title’s conclusion becomes a final release for a quiet build up and it is a powerful emotional moment to end on.
His age should not be the reason he accepts...

The Melancholy Of Growing Up

 
Growing up is not all sunshine and rainbows, some aspects of childhood and innocence are forever lost in the transition and, no matter how much the person might want to recapture them, they can never truly be restored in quite the same way. For visual novels this manifests in a sense of melancholy at this transition into maturity where the lost is dwelled upon for dramatic effect and the cast wrestle with its passing. How these emotions all play out varies wildly from game to game since melancholy is an extremely vague feeling being anything from the partner for depression to a loose acceptance of change. Its shifting nature makes it unsuitable to be the main thematic push so it often ends up forming the underlying tone present through each step along the Coming Of Age journey. Despite this position in the narrative structure, its use is limited by the emotional state it invokes not always being compatible with the kind of stories told alongside this genre due to the more positive spin on growing up they aim towards. While melancholy might not be immediately negative, there is a connection with dwelling in the past and loss which forces an introspection on maturity and demands a slower pace for it to have its desired impact. Kimi ga Nozomu Eien demonstrates this use of Coming Of Age drama through the way it ties into the romantic progression. It focuses on the characters’ loss of innocence due to the gaining of responsibilities both to themselves and to the one they love. There is juxtaposition between the childishness of their love triangle and the realities of relationships where it plays out the drama to its extremes through this transition and its consequences. The game continuously rubs in this melancholy into the wound to fully immerse the player in the vat of emotions it has concocted so it can make the catharsis of their resolution all the more powerful. Transitioning out of these darker feelings is key to their success since they are never entirely escaped, but merely something to be pushed beyond as the characters move into maturity.
One birthday closer to the inevitable march of adulthood

Conclusion

 
Utilising the genre of Coming Of Age can be a surprisingly flexible process which reflect the vastly different experiences people face in their journey into maturity. The transition into adulthood due to age is the most common way to use this idea since it is an easy to understand experience the player can be expected to be familiar with. Growing up may not be a universally positive process for the cast so a title may choose to focus on the melancholy from a loss of innocence and freedom as a means of creating an emotional tone. Maturity is not necessarily a quality inherent to a certain age which means titles can frame their narratives within the context of personal maturity in order for a more flexible application. Tying all of these versions of the Coming Of Age genre together is the idea of transition and growth so its appeal to developers as a means of expressing a character arc is the foundations of its use in visual novels.
 
 

Otome – Genre Deep Dive

 

A Feminine Touch

 
As the inversion of the male centric structures typical of many visual novels, it may be tempting to dismiss the beautiful woman surrounded by handsome men as being more of the same just with the roles swapped. However, this change in gender focus results in a fundamental shift in design philosophy in order to appeal to a noticeable different demographic. The larger male cast in the form of the suitors is reflected in the way they clash and interact with each other and their more aggressive pursuit of the heroine’s affections. Emotional intelligence defines the Otome heroine, they mix personal vulnerability with strength in their romance and complete the suitor in a way which places the pair on equal footing. Otome’s freedom from the typical trappings of the male centric romances allow for a broader spread of settings, themes and tones without losing sight of the attractions of the romance fantasy. Yet it still adheres to much of the overarching expectations of visual novels such as choices, routes and even its use of erotic content. Let’s flee from the parade of adoring men and find out how the genre’s core features promote such a distinct identity.
 

Pursued By Suitors 

 
Just like the heroines of male centric visual novels, the suitors are the main selling points of Otome and form the backbone of the conflicts and narrative direction. They differentiate themselves from their female equivalents through how their masculinity is played up to achieve a unique suite of personalities. Suitors tend to be more aggressive and possessive in their romantic pursuit of the heroine and they are often the ones to initiate the first push even if the heroine ends up being the person who makes their relationship a reality. Amnesia: Memories loves its its overly possessive men with almost all of the suitors demonstrating these tenancies at some point or another. By far the most extreme example of this is Touma who locks the protagonist up in a cage in what he claims is an act for her own safety and, while the game does treat it an overprotective action, it is never painted as negative. Instead he is just letting the possessive aspect of his love taking over and the protagonist has to work to bring him back to reality so they can be together. This allows the protagonist an agency over the narrative through being the one who ultimately resolves the conflict with a taming of the beast style of romantic fantasy.
Not exactly a great first impression

Undertones of violence are a common among Otome suitors were the man is just a powder keg waiting for a spark to ignite. Mixing in this trait gives a sense of danger to what might otherwise be fairly vanilla romances and expanding on how conflict can be handled within the narrative. The suitors of BUSTAFELLOWS are all have a certain degree of this undertone due to their connections to the criminal underworld. On a moment to moment level this works as a way to keep the player on their toes since the treats facing the heroine could be inside the group and well as external to it. Even when it becomes clear the suitors are not an immediate danger the tension still remains for the men with more direct connections to violence such as Shu Lyn O'Keefe. The narrative value then transforms into a process of overcoming the barrier this presents between heroine and suitor and fleshing out their character arcs as the motives of the suitor are revealed. It is worth noting at this point the connection between these traits, attractiveness and erotic appeal within the genre’s audience. While Otome eroge rarely get localised they do in fact exist and display the same aspects of masculinity just filtered through the characters’ sexuality. Let’s look at one of the few translated examples in Fashioning Little Miss Lonesome. It is different in tone from the previous titles covered as a comedy romance and so lacks the direct undertones of violence present it those games. Yet when it comes to possessiveness and aggressiveness the suitors are more than happy to oblige as they pursue the heroine and coerce her into going along with their plans. This plays into the comedy and erotic nature of the game through its sheer absurdity and the way it leans into these as attractive elements to create an appealing and safe fantasy for the player to enjoy.
 

The Not So Distress Damsel

 
Otome heroines make for an interesting contrast when compared to their male equivalents given how vulnerability has a prominent role in their characterisation and development. This is not the same as being weak where they are a damsel in distress to be protected by the suitor, even if that style of narrative does exist within Otome. Rather it is a characteristic of their emotional intelligence where they are able to be open with their own feelings in a way male character is simply not able to be. This is especially important in the way it relates to the suitors since they need her to help them sort out their own chaotic emotions and reach the happiness they desire. Through this the heroine attains a critical non violent role within the story’s progression to ensure they are always relevant and pushing the plot forwards. The heroine of Hakuouki, Yukimura Chizuru, is a good example of this idea as while she does have some martial skill and supernatural blood in her veins, her identity in relation to the suitors in not defined by these traits for they instead come to rely on her to be their emotional crutch. As the suitors place in the world is taken away from them over the course of the narrative, Yukimura remains the only constant in their lives and she has to grapple with their increasingly decaying mental state in an effort to save them from this downward spiral. Her ability to successfully navigate this process works well as a core pillar of the game since its heightened feelings naturally lead to big outburst and powerfully empathetic moments from both sides of the relationship. 
A promise can mean a lot

A variation of this can be seen with Steam Prison’s heroine, Cyrus Tistella, who early on in the story is placed into a dangerous situation which she spends the rest of the game dealing with and manages to do so in no small part due to her emotional intelligence. It is through her ability to see beyond the fronts of the suitors she is able to pull herself up after her fall from grace since she is able to pull out the good in them even when it appears there might not be any. What is important here is the way this sensitivity to emotion serves her better than her notable physical prowess, in part due to her diminished position, but mainly due to the way it aligns the game’s themes unity and seeing beyond discrimination. Another approach to this emotional sensitivity is contrasting it with the violence which the heroine and those around them engage in. Ueno Enju from Nightshade presents this conflict between the two sides of the heroine, the emotions she feels for those around her and the shinobi heritage which she takes pride in yet is a path steeped in violence and ruin. The outcome of the story is based on which side she chooses and so is how the suitors react to her which makes for an engaging friction amongst the group.
 

Conflict Across The Spectrum

 
One of the noticeable features of Otome is a willingness to leave the confines of the typical school setting and try its hand at stories in a fantastical or adult environment. Schools do still have a major presence in the genre but not quite the strangle hold it has over male orientated titles. The kinds of female appealing narratives offer a greater degree of freedom in the way they can be presented to the player as demonstrated in the previous sections. Underpinning this flexibility is the aforementioned elements of danger from the suitors masculinity which naturally lends itself to being mixed in with other sources of more mature threats and mysteries. Many of these settings have the characters as adults within a working environment like the police in Collar x Malice. For its protagonist, Hoshino Ichika, her work provides a reason for her to become involved with the suitors and place herself in danger while doubling up as an avenue to express the game’s themes. Given the already contrived nature of the title’s set up, it would have had to tie itself in even more knots to get a school setting to make sense on top of it not meshing with the tone it wants to establish. The work environment and professional experience of the cast also lend the narrative a baseline level of maturity within the player’s mind before they even open their mouths and further reinforce this direction. Otomes entirely detached from the real world are also freed from the school mandate if they set the appropriate expectations, such as with Psychedelica of the Ashen Hawk. Under a blanket of thick snow and medieval trappings the game keeps any thoughts of school out of the player’s head by rapidly defining the limits of its narrative space and confining them within its walls. Despite the relatively young age of the protagonist, the focus on the concealing their gender and the danger they become involved in make sure the forwards pressure becomes a core aspect of the title’s identity. Such a story relies on the completeness and alien nature of its setting to immerse the player and so the freedom from setting expectations allows it commit to the absence of familiar elements from our own world.
Colours and place create a powerful sense of place

Conclusion

 
No genre is quite the same as Otome with its particular vision of romance, drama and characters, even its male equivalents tend towards stories of very different kinds. Part of this uniqueness stems from the suitors and the way they lean into their possessive and pursuit of the heroine to create a cast of proactive and dynamic individuals. It is also a genre not bound to the school setting to the same level as its peers so offers a flexible package for a greater variety of stories to be told within it. The way the heroines of Otome get to present their strength and vulnerability through their emotional intelligence results in more charged narratives where the suitor needs the heroine as much as she needs him. Overall the effect which the gender of audience has on how visual novels can present love and relationships is interesting to witness and shows what can be achieved within the medium.
 
 

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