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Card Battlers – Uncovering The Hybrid


Playing Your Last Card

 
As one of the biggest trends within the indie video game space, it is little surprise the Card Battler would end up being merged with visual novels. These kind of titles use the card battles as a means of represent the conflicts and interacts which act as the story’s highlights. Through having the player directly engage with these key moments the game can present an abstraction of them and push the player to engage with the broader metaphors and themes of the narrative. In its most basic form this means the cards and their interactions can be representations of the character’s actions and emotions where the player gets to act them out. Conflict can mean battles and here the random assortment of cards drawn simulates the chaos of the situation and underlines the tension created by the visual novel sections. Since the cards provided to the player often represent the abilities of the characters or the world around them, they can express the cast’s identities through how their cards feel to play so offering another avenue of reinforcing their personalities and the tone. How do these different uses of Card Battlers intersect and interact with visual novels? Let’s draw a new hand and find out what each has to offer the other.
 
 

Emotional Symbols

 
Cards hold symbolic power within human culture, such as with tarot cards, especially since the imagery depicted on them is concentrated in a small space and has a physical sense of presence to it. In a hybrid they can function as a means of cleanly presenting abstract concepts to the player and chief among these are emotions or emotional actions. These communicate the core ideas of the narrative through play where the interactions between cards and the objective lets the player experience a simulation of dealing with those emotions. As such it can snugly fit into the dramatic and intense moments to do the heavy lifting and leave the space between for the visual novel element to handle the build up and cool down. By doing this the title can curate the pacing of the experience in a way conducive to a character centric story aiming to put the player firmly into the minds of the cast. The abstraction of a card system helps form an environment where sensitive topics can be addressed without having to confront them face on. 
Colour and emotion are powerfully linked

An interesting execution of this kind of Card Battler can be found in I Was a Teenage Exocolonist which uses its cards as a means of exploring being a teenager. All of its cards are the simple actions and items of a teenager in this sci-fi world and only a few hold any direction emotional symbolism rather being mundane in nature. Instead they gain this association with emotion through the narrative surrounding them to provide context and enhance the challenges they are used to overcome. They often get framed and reframed based on the how they end up being utilised through the lens of a teenager’s wild roller-coaster of feelings during this sensitive time in their lives. Since this is not a game about big battles and world ending stakes, the emotions of its cast have to do a lot of the heavy lifting so weaving them into the mechanical side makes sense. It is even doubled down on through the mood system being another angle of reflection for the narrative which connects back into the Card Battler. Kumitantei: Old-School Slaughter offers a slight more direct use of emotional cards through its Danganronpa inspired killing game. Its use of cards is in the argument sections of the story where the protagonist is attempting to convince another character of something. This is already a situation naturally high in emotion and the game doubles down on it through each card’s colour and stylised imagery making clear the feelings behind it. With each card played the intensity of the back and forth comes across as the protagonist eventually pushes through the noise to convert the other party into one willing to at least listen to the truth.
 
 

Chaos Of Battle

 
Being able to capture the messy and improvisational element of combat through a Card Battler system is something a textual narrative like visual novels cannot easily achieve. This is created through either with the randomness of a card pool or the chaos of the interactions between each card and the battle. Such titles also tend only use the Card Battler for combat and leave everything else to other systems in order for it to provide a focused impact on the player. Having an element of randomness through what cards the player will see each turn works to simulate a reactive environment and encourages a looser play style where they have to roll with the punches rather than follow a neatly laid out plan. On the other hand if the interactions caused by cards are pushed to the front then the chaos comes from the need to balance them against what the enemy is doing. It forms a push and pull between the two and the increasing difficulty the player experiences trying to keep the two sides from overwhelming them mirrors the pressures experienced by the cast. By doing this it allows for a strong emotional resonance which the main visual novel narrative can play off and so expand on the consequence to gives a wholistic feeling to the entire work. 
Controlling the battle is a constant challenge

Battle Suit Aces is an example of how interactions can do a lot of the heavy lifting to create this chaos despite its relatively ordered card progression. In order to capture the clash of mechas and monsters underpinning the narrative, there was an effort made to sell the power each possess through strong visual effects accompanying a dynamic back and forth between allies and enemies. This operates on two levels, the allied units and their combos planned out by the player beforehand and then the enemies messing these up with their own interactions and synergies which must be worked around. Having to manage these competing fronts creates a chaotic game state where each element has to be considers yet all can easily spiral out of control if left unattended. Since the visual novel presentation in Battle Suit Aces is relatively static in nature, these battles are the only chance to properly sell the conflicts and there is a careful bouncing back and forth between them to keep them both engaging. There is no simpler version of the chaos of the unknown than the Card Battler systems of Princess Waltz. The player is dealt a random hand of numbered cards and must play them to beat their opponents score but since their opponent plays their cards face down the player has no idea about the total they are trying to beat. Through these two unknowns the game can simulate the chaos of the one vs one battles presented in the visual novel sections while asking for logic and risk management skills to be exercised. Just like the cast, the player must push beyond the uncertainty with their unique skills and making reads off their enemy’s actions.
 
 

Expressing Identity

 
What cards are available and the actions they represent can give the characters using them a sense of identity while also building a wider feeling world carried through into the narrative. Since the player will be spending a lot of time engaging with and executing the strategies these cards facilitate, this is a space which organically finds itself lodged into their mind. As such character and world building can be weaved into them in a way which reflects the narrative’s needs as the player's toolbox grows along with their opposition. The resources available to the cast helps spell out the kind of world they live in, how they view that world and what kind of means they are willing to use to achieve victory. A character using poison to slowly kill their enemy communicates a vastly different kind of personality to one who uses shields to help keep themselves and their allies alive. A world saturated by magic will have its cards filled with spell slinging while one in a sci-fi setting might instead offer laser guns, mechs and spaceships for the player to use. Committing into this style of quiet and layered presentation frees the visual novel element from the need to spend valuable time explaining the broader strokes of the world and cast so it can focus on the plot beats and pacing needed to keep the player engaged. 
Clean, clear and violent

The majority of the previous examples of Card Battlers follow this principle to one extent or another, even the basic Princess Waltz has abilities to activate which serve this function, and all leverage this added flavour to great effect. Library of Ruina showcases an interesting manifestation of this style since it is a game which leans on its world a lot so makes for a contrasting method to the previous titles shown here. Its unique art style coupled with the moves and abilities represented by the cards establishes not only the context of this world but also its tone. The cards available to each character and the kind of fighting they engage in demonstrate details of setting and culture in this dystopian world of steel and horror. A broader tone is quickly established through the cards use of strong colours and often violent imagery as they speak to the game’s content and establish what the player can expect during their time here. By having its mechanics create this baseline, Library of Ruina can play on those ideas in its narrative and they provide something to fall back onto during long periods of progression so the core through-line of the work can be maintained even in the story’s absence.
 
 

Conclusion

 
The many avenues for presentation and the way it can seamlessly merge into a visual novel narrative make card battlers a smooth second element of a hybrid. They can represent the emotions of its themes and characters while having the player engage with them in a very direct fashion. Tone and identity form around how these cards showcase the cast and world they inhabit in an understated manner. When battles are fought the chaotic nature of their systems allow the player to feel the back and forth of combat and never truly be in control of the situation. By pairing a visual novel with a card battler the narrative gains access to a new level of symbolism it can weave in and out of as needed.
 
 

JRPGs – Uncovering The Hybrid

 

 

On A Grand Adventure

 
Visual novels and JRPGs have an interesting history of interactions and there has been a lot of overlap in the way they present their narrative elements. When used together in the form of a hybrid they can play off the mechanical traits of the JRPG to compliment to player’s journey. Core to making this approach work is the way the story can breathe life into the static numbers of battle while those same stats add a sense of substance to the narrative. Helping this along is the tendency of RPG combat to naturally be its own kind of storyteller which creates organic moments or highlights key pre-existing ones. However, at what point is a JRPG’s narrative no longer a hybrid with a visual novel and where does it become its own distinct kind of presentation? The line might appear clear, yet the more consideration this point is given the harder it is to draw this distinction with absolute certainty. Let’s start a new save file and discover how this pair are forever intertwined.
 

Stats And Spirit

 
Numbers define the systems of a JRPG both inside and outside of combat since all activities within it aim to incrementally increase the player’s stats and available abilities. At first glance this might seem like a poor fit to be paired with the character and emotion driven nature of visual novels. The key to their unity lies in how this contrast can be made to fill out the lacking areas in each of them. It is easy to become detached from the experience in the stat reliant construction of RPGs where the cast becomes nothing more than a collection of spreadsheets to optimise. This obviously makes it difficult to get the player attached to the characters and could result in them losing interest if the mechanics are not strong enough to hold the weight of the title on their own. In steps the visual novel sections to cushion this issue through providing an all consuming presentation of the cast in personal settings and climatic moments so the player has something to grasp. No longer are the characters walls of numbers but instead stand as believable people. Evenicle provides a good example of this reinforcement through how it plays up its cast at every turn. The various girls around which the narrative rotates also form the core mechanical party members for combat and since there is quite a bit of the JRPG side of the game a risk appears of them becoming more stat stick then person. To mitigate this the game leans heavily into interaction based visual novel sections where the cast talk and engage in comedy skits in order to keep their humanity front and centre of the player’s attention. These are backed up by the more sizeable plot scenes which are given emotional context through those smaller moments and the intimacy which visual novels thrive on. 
Battle Time!

In the opposite direction, a visual novel can something struggle with its own issues with player engagement when it comes to the limited ways it has for them to interact with the story. Here the JRPG elements give a solid and easy to engage with set of tools to regulate the player’s understanding of the story via a supplementary avenue. Let’s look at the Rance games to see how this actually manifests in practice. Here the RPG side is the core method of progression and as such the pacing of the entire experience revolves around it. This frees the visual novel sections from having to manage this aspect which means they can instead focus on what is needed in that specific scene. A greater sense of flow is provided to the transition in and out of these moments while Rance’s antics can be suitably spread out to ensure they remain humorous rather than wearing out their welcome. Curating the way the player engages with the story and cast in this manner is especially important for a comedy centric game since the delivery and timing of joke are important to its impact.
 

Natural Storytellers

 
One of the main strengths of this hybrid is both sides can be leveraged as storytelling mechanisms of vastly different kinds. For visual novels this is pretty self explanatory since their very nature is narrative and they present stories in the way expected from the standard linear structure. JRPGs on the other hand possess a far more nebulous kind of narrative quality in the player driven stories which form as a result of their interactions with the systems and the memorable moments it produces. These are the close boss fights and long stretches between save points where the mechanics of each playable character get a chance to shine and their successes and failures have an important role in shaping the way they are perceived. Controlling such moments can be a powerful tool for highlighting key narrative beats when the game really wants their impact to be felt. Fate/Extra has a particularly stand out example of this technique in the servant battles which act as the climax to each chapter. Each is an intense bout of difficult combat coupled with the small number of characters involved creating an environment conducive to organic narratives surrounding the overcoming of this obstacle passed through the lens of the story’s context. Impact is what this set up and this is achieved by producing an intense scene capable of lasting in the player’s memory where they own story intertwines with the title’s own. Marrying the two sides of the game in such a manner keeps the ups and downs of both in sync so they do not feel disconnected from each other. 
Extra lives up to the Fate wordiness

When it comes to the narrative space during extensive JRPG sections, they serve as an anchor for the experience to form an emotional thread around when the visual novel sections are not there to provide it. During such parts of Monster Girl Quest Paradox the weight is carried by the various monster girls the player can meet and recruit. Since they have a chance of randomly asking to join you after a battle no two players will have the same roster in quite the same order and it leads to each person experiencing the game’s content in a slightly different order. Due to the flexibility and options open for team building, the player gets to shape a crew of their favourites distinct from anyone else and it is their journey together through the challenging battles which the player is likely to remember most. By offering the space for the crafting of a personal story Paradox can allow its visual novel sections to take a backseat when needed and let the JRPG adventure play out without having to worry about a loss of investment from the more mechanical focus.
 

Too Much Of A Good Thing

 
Take any of the examples of this hybrid shown above and it is immediately striking how close they come to just being straight JRPGs. So the question must be asked, when does one end and the other begin? In examining this dilemma through a comparison the exact unique form of this hybrid can be defined. For this purpose the examples will be Persona 5 and P3P as the representatives of the JRPG and Evenicle once more for the hybrid. Despite Persona 5 possessing character sprites and text boxes there is little doubt these elements do not constitute a visual novel in any capacity. This is primary due to the manner in which they frame the events occurring on screen through the 3D models providing much of the context and drama leaving the rest of the presentation to tidy up the edges. Hence why the sprites of Persona 5 are fairly static when compared to those of Evenicle which has a variety of poses and greater expression in them since it has to solely rely on them to carry the story. The effect on the overall narrative is a focus on bigger moments and striking emotions in Persona 5 where the 3D models allow for a greater high of physical performance while Evenicle tends to zoom in on minor and personal scenes with group dynamics and the construction of its story out of smaller and more numerous building blocks. 
P3P is such an odd title stuck between port and expansion

As such P3P is an interesting specimen due to it lacking the 3D models of its original and instead having to rely more on static assets due to the limitations of the PSP. This change did not result in a shift in how the narrative conceives of itself and still continues on as if there were fully emotive models playing in the background. Scenes do not have the extra lines of text to compensate for the lack of other avenues of expression and it is clear this game was occupies the same JRPG design space as its sister titles within the mind of its developers. On the other hand Evenicle contains a lot of the internal and explanatory text expected from a visual novel adjacent title and understands the space and tools it has to work with. Due to the developer’s work within the visual novel sphere this understand of narrative design is reflected in the way they conceive of its place as a pillar of the final product.
 

Conclusion

 
Intertwined through their joint understanding of the importance of narrative, JRPGs and visual novels can play off their common strengths to create a complete package of presentation. The stat based nature of JRPGs can provide substance to the visual novel sections while they provide a personal touch to its cold calculations. Leaning on 3D models and limited narrative elements is at the core of a JRPG and a visual novel element can reshape this into a more intimate style of story. Mechanics can naturally lead to their own organic player driven stories which offer a means of exaggerating key moments in the story or filling the down time between narrative content. Overall the pairing is difficult to effectively implement but does offer an intricate set of tools for those who want to get more out of their JRPG’s tale.
 
 

Touching Mechanics – Uncovering The Hybrid


Contact Of The Intimate Kind

 
There are few interactions more powerful than the physical contact between two people. It is the act of letting someone into your personal space and trusting them to respect this bond. Such an important part of human relationships would naturally draw the attention of developers and they have attempted to systematise it through Touching Mechanics. Due to the simple construction of this gameplay element, it was adopted by a variety of visual novels as a means of expanding their emotional presentation. For some titles it is just a small addition designed to be a momentary distraction for the player. Others choose to invest in a version of this mechanic which demands a degree of skill to achieve the best results. Of course there is the question of why two people would be touching each other and what underlying meaning it holds in this fictional context. Let’s get touchy-feely and find out what this merger brings to the table.
 

Simple Extra 

 
In its simplest form the Touching Mechanics can be a simple action of interactivity. One with no reward beyond the act itself and this type of touching can generally be accessed at any point the characters are on screen due to its basic nature. Here what is on offer to a developer is the means of adding a physicality to these portraits or models on screen and help sell the illusion of their existence. Rather than being flat objects they are lent a reactivity to the player through an immediate reaction beyond just watching their story play out. It is also the least invasive way to implement these mechanics since it is an optional extra which can easily be engaged with at the player’s discretion. This is important since its simple nature could get extremely repetitive if it was mandatory for progression and draw unwanted attention to the trick they are utilising. This often results in this mechanic becoming such a background element the player could be forgiven for forgetting it even exists. Finding the delicate line between these its presence and absence is key for getting the most out of the touching on offer. 
Remember to pet your cats

Nekopara is the a prime example of how significant framing is to this mechanic’s success. In the top right hand corner of the screen when the character sprites are visible, there is a hand icon which when pressed allows the player to touch the on-screen cast and get various reactions from them. The way Nekopara frames these interactions is tied to the status of all characters with sprites as cat girls (or cat girl adjacent in the case of Shigure). Petting is a part of how an owner engages with their pet animal and cats are no exception to this rule so it follows these cat girls would also be partial to touching, especially given the owner/pet relationship established in-universe. So when a player uses the game’s Touching Mechanics they are partaking in a bit of role-play as the owner of these cat girls which furthers the title’s aim of allowing them to self insert into Kashou while providing a physical feeling to the cat girls.
 

Touching The Right Spots

 
When a game wants to utilise Touching Mechanics for a specific purpose, rather than merely selling physicality, it tend to add complexity to this system in order to direct the player to its desired intent. This often restricts where the mechanics can be placed within the title’s structure and as a result they tend to be segregated from everything else in order to make sure they do not impede the overall flow. Despite this change they are do not expand much on the basic idea of touching since there are few places to go with the mechanic. Instead the additions tend to be things like time limits and a need to press specific places in sequence in order to progress. By having the player fixate on these pressures the game can focus on the significance this act has to the people involved and justify it within the setting rather than being some abstract system which only exists on the player’s end. Obviously this comes with the risk of highlighting the ridiculous nature of this touching since now the world has to acknowledge it in some fashion and it tends to be passed off in a humorous manner to try to mitigate this friction. 
Time to get rubbing
 
One such Touching Mechanic can be found in Mary Skelter where the player must touch the character in specific places so they can be purge of the corruption which ails them. This ties into the unique quality of Jack’s blood and provides a direct connection between the gameplay and this important narrative backbone. There is an undeniable silliness to the whole procedure and the title recognises this by the cast occasionally making tension breaking jokes about it to lighten the mood. However, after the opening few hours when the mechanic is introduced these jokes disappear as does any mention of the purging since it has now served its narrative purpose and Mary Skelter wants to move on to the new stage of its story. This does underline the once and done way these systems are implemented within the narrative and in later games this mechanic is slowly phased out entirely as Jack stops being the main focus. One final point to note is a more general one, this is the connection between the Touching Mechanics and the era of touch screen consoles. The original release of Mary Skelter was on the PSVita and used its touch screen for the purge mechanic and many other games with similar touching mechanics came out on the DS and 3DS during their heyday. Even games like Nekopara which never received a version on either platform were still influenced by the developments happening around its release. Since this era of handhelds came to an end there has been a noticeable drop off in the number of game uses these mechanics despite the Switch and Switch 2 having touch screens so one might assume the novelty has worn off since touch screen mechanics in general have died off.
 

The Elephant In The Room


So far this article has danced around a major motivator and component of Touching Mechanics and this is the erotic element of physical contact. Nekopara’s character’s give embarrassed reactions when touched in certain places and Mary Skelter’s purging rubs away the clothing to reveal the skin beneath. While many everyday acts of touching are completely innocent, say a pat on the shoulder or back, there is a line beyond which physical contact gains an intimate quality only accessible to those we are attracted to and accept crossing that line. For many titles the Touching Mechanics are a means of introducing some fan service to add something spicier to appeal to its audience’s sensibilities. This spice and the desire to invest the player in the characters through the touching are not in conflict with one another due to their focus on intimacy of physical connection and the trust in implies. However, it is no coincidence when moving into the realm of nukige the number of titles including Touching Mechanics increases since it much easier to lean into a simple erotic presentation due to the naughty nature of such contact. This more explicit use of said mechanics is beyond the scope of this work so the examples will look at the blending of tamer games. 
My aren't you cute when you blush

SoniComi is a strange beast with its extensive use of fan service through its story and various mechanics. This makes the erotic element of its Touching Mechanics feel right at home alongside the costume based photography and avoids its inherently silliness by having everything be equally over the top. Each touching section often involves contact with Sonico’s body, particularly her comically large breasts, in less than appropriate ways, so the comedy tone helps weaken the uncomfortable feelings which might arise from this invasion of her personal space. It is also frames these acts as consensual or retroactively consensual to try and sell the trust Sonico has in her cameraman and help the player believe in the connection between the pair. Not all Touching Mechanics have their erotic component be quite this aggressive and those aimed at a female audience tend use it as an undertone. Take the Tokimeki Memorial Girl's Side games which include a far more reserved touching mini-game than SomiComi with no overly fan service style elements. Yet there is still a layer of eroticism to the way the men blush at the player’s touch and its involvement in successfully passing these sections. It is suitably understated to match the romance centric nature of the title, but the touching and its implications help solidify the special bond between the player character and the suitors.

Conclusion


The design space occupied by Touching Mechanics is an odd one but its shared history with visual novels should make a hybrid between them come as no surprise. In its simplest form the touching offers a basic form of interactivity which allows for a sense of the physical presence for the game’s characters. Underneath the mechanics lies an inescapable element of eroticism from the intimacy of personal contact and it is used as a kind of fan service. More complex systems can be introduced into the act of touching in order to draw out specific themes and ideas into a mechanical form the player can quickly and easily engage with. While Touching Mechanics can certainly nowhere near as popular as they once were, there is still something to be said for their use in an appropriate context.


Roguelike/lite – Uncovering The Hybrid


Repetition Towards Perfection

 
Roguelikes/lites and visual novels have never been styles of game associated with one another for good reasons. Repetition is an extremely problematic element for anything which leans into narrative since it undermines the feeling of progress stories rely on yet it is core to the appeal of a Roguelike. Of course this has not stopped developers from trying and this has led to some interesting results as they attempt to reconcile these two halves. A common narrative device used to try and justify the repetition in the visual novel is the time loop where the player character is trapped in some kind of repeating cycle which they have to extract themselves from. When it comes to integrating these elements into a compete package one method used is to segregate them so they do not impact each other in any negative ways. Another way is to firmly plant the visual novel within the Roguelike mechanics either through narrative events or making whole story a Roguelike. These three aspects are the defining pillars around which this hybrid struggles to construct its identity. Let’s get ready to start all over again and discover what this hybrid has to offer.
 

Groundhog Day 

 
In order to justify why the characters are constantly repeating the same levels and fighting the same enemies many stories present it as them being in a time loop and visual novels are no exception. The reasons for its prevalence in Roguelikes stems from it being a popular trope which is easy to understand while at the same time being open enough to not restrict the kind of settings or characters it can have within it. Utilising a widely known narrative framework frees the visual novel aspects from having to extensively justify the existence of the game’s mechanics since a loop naturally invokes the idea of repetition. It also works to help make the reuse of some story beats or lines of dialogue a means of creating the same emotional experience of the cast being trapped even if many of them might not be aware of their predicament. The loop as a means to further this feeling is used by Gnosia to great effect when combined the physical confinement of the spaceship. Doubling down on the restrictiveness of the setting might seem like a poor choice since it limits the opportunities to add diversity to events, but here it works in Gnosia’s favour as it ties its narrative closer to the design space of its Roguelike mechanics. By removing all distractions the game can focus on selling the life and death tensions its investigation and social deduction elements thrive on and make each new cycle have the same impact throughout its play time. The randomness and unpredictability of a Roguelike is the core element which allows this style of interaction to be possible with its ability to shift the pieces around so they feel new again. 
Oh no! Should have framed some.

Time loops are not limited to strictly sci-fi stories and any genre can comfortably fit within its vague outline. This is one of the reasons it is so prolific as a narrative device within Roguelikes and it has led to a wide pool of titles that might not have otherwise seen the mechanics as compatible with them. One notable example of this is the game Expelled! where its protagonist has become the prime suspect in an attempted murder case and they have to figure out how to avoid getting expelled by any means possible. This school setting and its younger characters opens up a lot of possibilities for interesting situations and more flexible morals given their desperation to avoid an outcome which would ruin their lives. Teenagers tend not to be the most stable people so the web of lies and questionable actions the protagonist weaves over the course of her various loops do not feel out of place given all that is happening to them. Assisting this narrative direction is the Roguelike mechanics and the way they play on the slightly exaggerated nature of the game with their social navigation and evidence manipulation that encourage the player to experiment in what they can do before it blows up in their faces. The aim always returns to uncovering the truth about who is responsible for the attempted murder and curiosity guides the player onwards through the title’s various cycles.
  

Mechanics First

 
In order to not get in the way of the mechanics focused nature of Roguelikes, the incorporation of visual novel elements often results in a kind of segregation where neither side interferes with the other. This is done in an attempt to not comprise of the qualities of both parts of the game by giving them the space they need to exist in their purest form. Such a divide is common in Roguelikes since those who play them tend to value an uninterrupted gameplay experience where story exists in its own dimension. As a result is an immediately recognisable part of the genre such as in Duel Princess which even at a glance quickly conveys its mechanical origin. This deck builder Roguelike tells its narrative beats, often between the various princesses, in between its larger sections of continious gameplay and the two do not have any meaningful impact on each other. Instead they are bound together through their common bright anime styling and emphasis on the princesses and their personalities. Having been disconnected they are free to focus on what each does best with the deck building being given the ability to lean into the castle defence and army management angles for fluid strategies while the visual novel carries the reason and influence of the player’s actions. It is not difficult to see why this division is the main version of this hybrid since it offers the developer a means of shaping the two halves individually to achieve their desired effect. 
The divide between this and the card mechanics could not be larger

If the emphasis is flipped on its head with the visual novel element being the driving force then the issues of this approach become more pronounced as can be seen in Forsaker: Ding Ding & Blade. Here the narrative is front and centre with the Roguelike being the supporting pillar to provide a means for the player to act out certain parts of the story. This imbalance highlights the jarring contrast between the two halves of the game by creating long stretches of visual novel which then suddenly stop to give way to a free-form gameplay experience that is nothing like what the player has been engaging with. It is clear Forsaker wanted to put it story front and centre so this emphasis on narrative was an inevitable outcome within this segregated approach and showcases how delicate a balance is struck in those games who successfully manage it. Should the positions of the two halves be inverted the problem is not resolved and it merely shifts the visual novel elements being the pace breakers to the flow of the gameplay which risks the player being brought out of the experience provided in the Roguelike.
 

A Fine Line

 
Another method for handling this hybrid is to more closely integrate its writing into the flow of the Roguelike in a natural fashion. Creating the space for this approach to work without it breaking the flow of the other mechanics is not easy and for this reason tends to only be used by titles able to commit to necessary reorganisation. If the game can tread this fine line then it gains the ability to more smoothly blend the two halves of itself together and avoid the jarring feels possible in a sharply divided experience. A common manifestation of this can be seen in titles like Umamusume where small vignettes are used to humanise certain markers of mechanical progress. This takes what would otherwise be a cold indication of numbers going up and down and turns it into a moment of growth in a girl’s emergent story and the consequences to the player’s actions. The effectiveness of this approach at creating a bond and telling an unstructured narrative can be see in Umamusume’s popularity and the way it even made its player’s invested in the real horses each girl embodies. Of course there is a major flaw here and that is the way it rubs up against the repetition inherent in a Roguelike. Reading the same thing over and over again can get boring leading to many players simply skipping through the scenes after a few viewings which undermines their emotional impact over the long term. 
The small stories really sell the characters journey

The ultimate end point of this merger between the two halves is a game were the visual novel is the means by which the Roguelike presents its mechanics. This style is extremely rare but one notable example of it is Gnosia and its deduction sections. Here the player has to interrogate the other characters to deduce who is the gnosia while trying to deflect suspicion away from themselves. All of this is presented within the framework of a visual novel presentation and pulls from a large pool of responses to invite the player to comb over every word and the way they were said to try and gleam information. It is the core element around which the tension of these situations is both shown and systematised and since who the gnosia is differs on each run, it keeps the search from clues in the text meaningful over the game’s play time. Being a linear Roguelike with a conclusive narrative ending does help provide a place were the player can stop playing and move on before the repetition starts to undermine the appeal of its psychological thriller.
 

Conclusion

 
Given the often uncomfortable relationship between visual novels and Roguelikes it is surprising just how many attempts there have been to make this hybrid work. To help this along there is an extensive use of the time loop as a narrative device to justify the repeated visual novel sections and why progression is tied to success in the Roguelike. Attempting to blend the two halves together results in a smoother overall experience at the risk of the narrative elements losing their impact over time and becoming an irritation. On the other extreme, segregating them can allow each the space they need to fully express themselves at the cost of having to maintain a delicate balance lest one start overwhelming the other. There is a lot of potential in this hybrid waiting to be tapped into if the conflicts between its elements can be resolved since there is a demand for a strong narrative in Roguelikes as games like Hades have demonstrated.
 
 

Escape Game – Uncovering The Hybrid


Puzzling Your Way Out

 
Locking people up and forcing them to solve various puzzles in order to escape is such a strangely specific scenario that at first glance it might seem to be one with a limited design space. However, the enduring popularity of this subgenre of puzzle game and its ability to reinvent itself have demonstrated the potential it offers developers. Often found alongside the Escape Game is the visual novel as a means of presenting its story since the pairing complement the strengths and weaknesses of each other. There is a large element of spatial awareness inherent to Escape Games due to the small confines they occur in and the need to solve puzzles in this area to progress so these spaces have a strong personality to them. It is also in these places that a lot of people cramped in close proximity and they are all in danger, so paranoia is abound which both sides of the hybrid take full advantage of to push events and mechanics forwards. Helping all this along is the slow boil nature of the threat faced by the characters who are trapped as it is this escalation of narrative and puzzle complexity which blends them together seamlessly. Lets solve some convoluted puzzle rooms and find out how this hybrid keeps the player under lock and key.
 

Spatial Awareness

 
Providing a physicality to its locations through mechanical interactions is the greatest strength of Escape Games. This is achieved by requiring the player to pay attention to the environmental layout and the position of objects within it for clues about how to solve the puzzles. Each space offers various nooks and crannies to investigate and uncover new items, be they those needed for progression or optional collectables. As a result the player will end up possessing an internal map of the rooms in a way which allows them to form attachments to them when they become associated with the fun mysteries and the player’s achievements in overcoming them. This is a beneficial quality in the context of its use of visual novel elements since it is something the internal focused visual novels can struggle with and vice versa. By placing the intimate visual novel narrative within a framework focused on the spaces its characters occupy, the Escape Game can offer a grounded sense of place to what might otherwise be an over the top or character centric story. The main advantage of this merger of external and internal spaces is the way it can balance out the contrivances inherent in both sides of this style of game. On the one side the need for the Escape Game to have restricted spaces to make its gameplay digestible to the player makes for somewhat absurd locations which the visual novel mitigates through its protagonist’s fixation on escape and using it to provide the momentum to move from puzzle to another without delay. In order to justify the situation required for an Escape Game to exist, the visual novel element has to jump through hoops to construct its narrative which is not ideal since it pulls it away from being believable and it is here the physicality of the Escape Games helps ground the story within objects and functions the player sees in their everyday lives. 
Each room will become familiar as it is deeply explored

Perhaps the single most prominent and influential titles using the Escape Game mechanics are the Zero Escape games, so let’s look there for some examples of this relationship in practice. 999 choses to begin with a relatively normal setting of a large ship which offers an easy to understand reference point for the spaces where gameplay will take place and makes them easier to parse when looking at. This helps cushion the more out there aspects of the story as they are placed in a location which keeps them within a real world context so they never stray too far from the believable. In the second entry, Virtues’ Last Reward, the location is now a series of sci-fi rooms and corridors and these lack any features the player will be familiar with so they have to lean more on their physicality to sell themselves. Here the visual novel narrative has to pick up some of the slack with the character’s personalities and internal drama in order to add some relatability to the experience. Of course it still has the same complex and over the top story as 999 but the change in emphasis helps cover it up as the burden of convincing the player of the settings legitimacy is more evenly spread and this makes the issue less pronounced.
 

Hotbed Of Emotion 

 
Being confined is not a pleasant experience especially when forced to solve puzzles with your life on the line. As such it is believable that emotions would run high in this situation and cause people to act in an impulsive manner and lash out or grow suspicious of those around them. This broader expectation of what is reasonable for the characters to do in an Escape Game is perfect for the sort of intimate stories visual novels thrive on. It allows for the thoughts of its cast to be presented in a more direct manner where what makes them tick is laid bare to not only the player but also those around them. Leaning into these traits does run the risk of become a bit too on the nose so this is where the pacing of the puzzles and mysteries of the Escape Game is key since they offer a unique means of blending in lighter character moments and banter in off hand comments or instructive clues. Each one is a small window into the less serious side of the cast which adds some much needed levity to take the edge of the relentless drama and reminds the player that they are dealing with normal people in an extraordinary situation. Managing the flow between the highs and lows of emotion while making them varied is the ultimate effect of this splitting of the narrative load. The two sides have the room to do what they do best without having to overly compromise their strengths. 
When things go wrong people tend to not think clearly

ABYSS OF THE SACRIFICE makes for a good presentation of what this emphasis on emotion can result in. The disaster which is occurring around the cast places them in direct danger from the collapse of their underground home and the rapid depletion of their remaining food and water so they are all understandably stressed. This makes them lash out at the other girls or slip up and says something revealing about themselves or the mysteries of the setting. The tone of the overall game is pretty gloomy as the cast struggles to find a way out while solving the puzzles around them. Rather than directly adding levity in the form of commentary, like Virtues Last Reward, the Escape Game mechanical sections instead act as direct breaks for the player to cool down in so the drama does not become overwhelming. There is an awareness of how inherently absurd the whole situation is and the title is more than willing to make jokes at its own expense to break this tension in both gameplay and story through character quirks and out of place items. However, these are used sparingly so as to not break the overall tone so the dire nature of events still remains front and centre.

Nowhere To Run

  
Restricting where the characters and player can go and what they can interact with changes how they perceive events and mechanics. It is a form of segregation which lends itself to an experience where a fine degree of control can be exercised without it coming across as the game being invasive about what the player can and cannot do. This restraint is both a blessing and curse in terms of the type of gameplay and stories it can offer. There is a reason many Escape Games lean into elaborate narratives and it is due to the repetitive nature of the situation weakening interest over the long term so a slowly unveiling complex plot works wonders to counter that drain. On the mechanical end there is the need to make each new puzzle area have its own exclusive gimmick and visual style in order to provide a feeling of progress and avoid the pitfall of familiarity. These design limitations are responsible for much of the memorable favour of Escape Games and their combination with visual novel elements allows for the swapping of emphasis where characters and mechanics share in the player's feelings of uncovering a complex series of truths. A more integrated method of narrative presentation would struggle to create the necessary divide to avoid the sense of repetition since they occupy the same spaces in a direct manner which can unflatteringly highlight this issue. 
Ships, why is it always a ship?

This format is not exclusive to the long-form titles like those of Zero Escape and it can be seen is smaller examples like the 3DS exclusive Parascientific Escape series. These games were short experience with playtimes between five and nine hours so cannot afford to spend the same time on building up plot elements as its longer cousins. Despite this limitation it still captures much of the same style of elaborate narrative beats in miniature forms as it also gives an overview of its fantastical setting. The fact the first game revolves around the protagonist being trapped on a cruise ship makes the influence 999 has had on it clear and it plays out like a more direct take on 999’s story. Its much smaller cast results in its twists being more immediately obvious since there is only so much misdirection it can do so instead the title leans into the drama leading up the reveal to ensure engagement. Escaping the ship is the context provided to the mechanics of puzzle solving and so each new area offers a different part of the vessel to help add new layers to it as the cast struggle against the obstacles in their path. The overarching psychic powers of the protagonist support the variety of the gimmicks since they are decidedly distinct from the standard gameplay of the Escape Game.
 

Conclusion

 
The scenarios baked into the identity of the Escape Game merge well with the presentation and restrictions of visual novels to create a complementary hybrid. By placing emphasis on the spaces the characters occupy, the Escape Game can provide a sense of grounded reality to a narrative while being given the emotional resonance it lacks in return. The inherent restrictions on events and locations necessitated by being confined to a location lead to the hybrid compensating with elaborate stories and a conveyor belt of gimmicks weaving in and out of each other to keep the player engaged. People do not like the claustrophobic feeling of being trapped so feelings naturally run high in an Escape Game and the internal focus of a visual novel can present this tension in an intimate way. This is a hybrid which makes very specific demands of its two parts, but should this meet a developer’s needs then there is no better combination to explore these ideas.
 
 

Shooters And Shmups – Uncovering The Hybrid

 

Aiming For The Moon

 
On the surface Action Shooters and Shmups might seem to be the gameplay styles which have the most patchy and inconsistent relationship with narrative. Yet when it comes to visual novels they follow a series of relationships in order to allow them to function at their best. While the flexibility of visual novels allows them to form around the Shooter, the gameplay style itself is by its nature extremely fixed and controlled meaning it cannot offer the same ability to change in return. One of the ways this manifests is through each part’s ability to act as an accessory to the other where they can highlight key moments rather than being a primary focus. A visual novel element can adapt to match the rigid nature of the Shooter or push against it to meet the developer’s needs. There is an important feeling of forward momentum to Shooters which can sometimes be uneven in a pure version due to the necessity of downtime but with the addition of visual novel sections this can be more consistently maintained. Let’s fire out bullets and discover how this hybrid comes together.
 

Accessorizing Core Identity

 
A common way visual novels and Shooters merge is through one of them acting as an accessory to the other. What is this often means is one of them is reduced to a minor role where they appear briefly to create an impactful moment the other could not achieve on their own. Their functionality in this situation comes from their ability to be a flexible tool capable of appearing wherever it is needed. When the visual novel sections are the minor element they work to give the otherwise disconnected Shooter levels a sense of cohesive direction. This is made easier due to their simple presentation lending them a fast pace so they can communicate information and tone in the small time frame given in a way a more elaborate narrative style would struggle to do. Being lower cost to produce also plays a role in this since committing a large amount of resources to something which appears infrequently is not something many developer’s want to do and this makes the visual novel an appealing option. On the opposite extreme are the title where the Shooter occupies the position as the minor element. In many ways it is similar to other gameplay styles in that it offers a break from the visual novel and a chance to create a vastly different mood within the game. However, what makes it distinct from other examples of this is the way its action gameplay is such a large departure from the static nature of visual novels it creates a powerful and memorable way to provide a dynamic feeling. It can help support the drama and pace of the story surrounding it through asking the player to act fast just like the characters are doing while not overstaying its welcome. A fast paced gameplay style also allows it to feel natural in the short and aggressive bursts needed to fulfil its role without feeling too simplistic within its limitations. 
Here come the butterflies

Psychedelica of the Black Butterfly is one such visual novel containing Shooter elements in an arcade style where butterflies move towards the screen and the player must shoot them down. These are placed in narrative moments when the cast is in danger and act as a way to provide weight to scenes which can otherwise come across as lacking impact. Actions scenes in Psychedelica lack a proper sense of tension and stakes as it is clear the character drama is the game’s main concern and so the Shooter gameplay has been brought in to compensate for this weakness. Due to that focus on characters and their interpersonal conflicts there are only few Shooter sections in the entire game so they are basic in nature in order to not interrupt the flow. The game does not want the player to be challenged by the arcade shooting and it is difficult to fail them since there is a generous amount of health, enemies move slowly and you have infinite ammo. In terms of how the Shooter is presented within the aesthetics and tone of the title, there has been a lot of thought put into preventing it appearing too out of place on this front. The characters all have guns in the story so it makes sense for them to be able to engaging in shooting gameplay and choosing butterflies as the enemies works within what has been established about their role in the setting alongside creating a common imagery for both side to use.
 

On Rails

 
When talking about Shmups it is rare for visual novels or narrative in general to come up in the conversation and yet when one wants to present a story they always fall back on some kind of visual novel element. This is due to the contrast between the on rails nature of their mechanics and the appearance of the more open and free-form nature presented by visual novels. Obviously visual novels can be just a rigid as Shmups in terms of progression but their human focus allows for a feeling of chaos to be injected into proceedings and create the idea that anything is possible. The result of combining these two is a mixture of complimentary drama and contrasting flexibility. A Shmup level is inherently a roller-coaster ride of particle effects, explosions and moment to moment decision making and this works well as the dramatic core which a visual novel section can build off for its heightened emotional moments which keeps pace with the gameplay. By deliberately creating a friction between the structures of the two parts, the game is able to highlight their individual distinguishing features and draw the player’s attention to aspects of each as they are given new life. Despite there being little in common in terms of mechanics, there is some crossover in terms of presentation which can be used to make it clear what matters on both sides. 
Quick solve the mystery!

Let’s look at a somewhat unconventional example in the form of Yurukill: The Calumniation Games. This is an odd one since it converts parts of its Shooter gameplay into a multiple choice deduction puzzle were the ship must fly through the correct answer. Having such a large departure from the expected gameplay of its genre is an attempt to draw the visual novel half closer to it by placing elements commonly found there into a Shooter context. Rather than reconciling the two halves, it instead seeks to align them in what they represent in terms of narrative direction with everything tying back into the interpersonal conflicts of its cast. There is still a strong contrast between the visual novel and Shooter sections even with their common ground and they push up against each other to create a series of highs and lows depending on where the game places them within its overall structure. The over the top tone which remains constant through the cast’s exploration of Yurukill Land helps these parts from a cohesive feeling whole since there is an underlying expectation from the player for things to not be straightforward and the inclusion of contrasting mechanical elements certainly fits.
 

Constant Momentum

 
On the opposite end to the use of two as contrasting elements are the titles which push both into the role of perpetuation the game’s momentum. Presenting the title through only one lens leads to a degree of predictability as the player becomes comfortable with the limits of what they can expect for it. For a game relying on its action and drama as its core hooks this is not a desirable state since they want to keep the high moments coming and that is difficult when the tension has been drained out of the gameplay. The answer is into lean into the Shooter’s nature as an experience with a lot of forward momentum and combine with it with the personal tension of a visual novel narrative to create an experience which bounces between the two in order to never lose steam. This is not to say that these games do not have any downtime but instead they emphasise their high points through a back and forth along narrative and mechanical lines. It does not completely remove the familiarity since if the title wants complex gameplay or plot it needs to slowly build it up and so tries to space the swaps far enough apart that they can still hold some impact but not so much that it undermines the player’s ability to engage with the mechanics or narrative. 
Mecha combat has quite an impact

One set of titles which likes to play this angle are the BALDR SKY games. Its mecha Shooter gameplay is cleverly weaved into the narrative to keep it moving forwards with a noticeable briskness during sections of escalating conflict. This way its momentum does not get in the way of the downtime and character interactions which shape the direction of the plot. Sharing a common focus on the destructive battles of the mecha contributes to a feeling of the player’s actions within the Shooter sections having weight and smoothly leads into and out of the visual novel’s presentation. Without these mecha piloting sections these massive machines would lack a proper sense of place within the narrative as the act of pushing through enemy resistance provides a momentum and physicality to this hulking metal humanoid. BALDR SKY does highlight how this use of the hybrid prefers titles with an easy to communicate source of fighting which a Shooters can systemise in order to create a coherent mechanical identity. Something too simple or non combative would not suit the kind of gameplay favoured by Shooters hence why BALDR SKY’s mecha are perfect for this purpose.
 

Conclusion

 
Heart pumping Shooters and edge of the seat visual novels are a surprisingly good match for each other despite their vastly different natures. One can act in a minor role inside the other where they offer a short break from the established identity of the work to present an idea or tone which would not be easy to otherwise convey. Their union can also bring out their respective strong presentation of forward momentum while keeping the player from becoming too overly familiar with either side. Above all the contrast between the two is the most powerful tool they leverage to play on the rigidity and flexibility of their respective content and communicate ideas and themes on a more subtle level than could be achieved in isolation. This hybrid is one all developers should keep in the back of their mind when looking for a way to blend action and a strong narrative.
 
 

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