Episodic Stories – An Anatomy of Visual Novels


Tales From A Distant Land

 
How a visual novel is structured is perhaps one of the most important, but also the least immediately obvious, element for the player. The way in which the pieces of the narrative fit together often determines the kind of story you are going to tell and tools available to impart emotions and ideas. As such the choice to assume a structure based around Episodic Stories is something worth examining to see exactly what consequences it has on the games created within it. Over the course of this analysis the subtleties of this approach to storytelling for visual novels will be put on full display and also the opportunities it offers for your own work as well as how these features might be integrated into it.
Episodes offer many unique opportunities

For this article the idea of Episodic Stories will be tackled from two angles, single visual novels where the structure of the game is episodic and a series of visual novels where one game is an episode of a greater narrative. These two are distinct in their implementation but share a lot of the design features which characterise episodic storytelling and putting them side by side will reveal what makes visual novels a prime medium for this style of games.
 

Internal Episodic Struture 


When it comes to the episodic style within a single visual novel there is one method which utilises it in its purest form and this is the Anthology. These games are constructed from a series of mostly self contained episodes that have an overarching direction while not influencing each other to any great extent. This method of narrative presentation allows for the developer to tell a variety of tales with differing themes and also keep a consistent vision between them through common elements due to the structure of the visual novel setting the player’s expectations for the isolated nature of each one. It might not even have a set point of view character as with Corpse Party: Book of Shadows which uses the flexible nature of the anthology format to make each of its episodes focus around different scenarios but it also keeps the core idea of a repeating cycle present in each one so there is a strong sense that they are all tied together. 
The anthology is a time tested format for a reason

Even with a strong through line, this kind of Episodic Structure can never truly escape the feeling it is just a collection of pieces rather than a cohesive narrative, since its purity makes its core elements immediately obvious to the player and they will always have this at the back of their mind. Some games, such as Ace Attorney, attempt to mitigate this issue with the inclusion of other mechanics, like point and click and court room challenges, to provide stronger connective tissue through another method of player interaction with the story. However, even these possible aspects can have the opposite effect by contrasting with, and thus highlighting, the self contained nature of each episode and drawing unnecessary attention to it.
 
On the opposite extreme are the visual novels which use the episodic structure but do not openly attempt to present it to the player and instead blend the beginnings and endings of each story together as best they can. In this case the episodes are generally consigned to a longer common route where they act as tool to control the pacing of this section and the more modular nature of this approach helps hide any possible clunkiness in the transition into a character route. Visual novels utilising this structure tend to belong to the Slice of Life genre with each episode be a different scenario in the characters' everyday lives and the space provided through it facilitates choices that reflect only upon the present moment to mitigate the expectations for consequences. The common route of Cafe Stella is an excellent example of this practice as it has various self contained episodes about things which happen at the cafe that are blended together with a little connective tissue to form the set up for the character routes and gives each character an episode to shine in. The issue with this approach is how little it suits genres outside of Slice of Life, the overall looseness of this type of episodic structure makes the story feel like it lacks substance and nothing of importance is happening, which is the opposite of what is need in a more serious or more plot heavy narrative.
Episodes are surprisingly good at hiding other strutural elements

By its very nature nature episodic storytelling is repetitive, each episode shares a similar structure with an obvious beginning, middle and end in order to make the whole experience feel like it is a complete whole. However, this repetition is not necessarily a drawback for a certain kind of visual novel which makes particular use of this feature to build up expectations in order to subvert them later on. For these games their episodic nature gives them room to subtly set up a pattern of events to lure the player into a false sense of security and provide the ideas and themes that will form the backbone of its subversion. It is a surprisingly flexible framework as showcased by Sekien no Inganock -What a Beautiful People- which heavily plays into the repetitive structure for the later twist while still being able to tell engaging narratives within these restrictions by clever and emotional writing. This is probably the hardest type of episodic structure to use since leaning so heavily into repetition risks boring the player before they even reach the subversion and has to be handled with care.
 

External Episodic Struture


In recent years there has been a trend for releasing shorter visual novels as part of series of episodes within a greater world and narrative. The reason for this shift is in part monetary, visual novels are expensive to make while also mostly having a niche audience to recoup the cost from and this can lead some developers into financial problems. Creating smaller, more digestible and more frequent releases provides a reliable stream of income for the developer and gives the players regular doses of their favourite stories to keep them invested in the universe. Perhaps the most successful example of this model is Grisaia: Phantom Trigger which has reached its eighth volume and maintains a strong fanbase. It took the strong basis of the original Grisaia games and made a more modular version of its core narrative structure (various girls with issues) with fresh faces to draw in new blood. The result is a profitable series that keeps its fans satisfied with a constant trickle of the best aspects of the Grisaia games and keeps the series alive.
Higurashi has a lot of episodes at this point

Of course money is not the only reason for the existence of episodic releases for visual novels, it also offers a chance to gain the benefits of both short and long form writing. Each individual episode is an inherently short form exercise due to the limited space and as such allows for a more intimate and character focused story to be told without becoming lost in the grander narrative. On the flip-side, the series of episodes in their totality are a long form story that allows the developer to have more in-depth themes and plots due to the greater amount of space available to pace them out without losing the emotion of the individual episodes. Higurashi is a poster child for this approach to narrative structure with each section having been released separately and forming their self contained mysteries which feed into the overarching mystery of the series in an engaging feedback loop. 
 

In Imitation Of TV Or Inherent To Visual Novels?

 
When it comes to episodic storytelling the first thing most people think of are TV shows since it is incredibility prolific in that medium due to the need to split the viewing experience into manageable chunks. It is clear that for many visual novels this is where they got their ideas about how to adopt the episodic structure into their games. One of the clearest examples of this is The Sliver Case and its sequel which lean into detective shows both aesthetically and structurally. To complement the grimy and noir feeling of the visuals, the games adopts episodic elements by splitting into story into several episodes for different characters and has each of them clearly divided into individual narrative beats with cut-ins as if there is going to be an advertising break which gives the player a point to cleanly leave and come back to the game later. This imitation of of TV undoubtedly has benefits for visual novels leaning into genres normally covered by it but come across as strange in a medium not limited by the same issues as it.
The Sliver Case really does just want to be a TV show

Many episodic stories in visual novels are not in imitation of TV and are instead a variation brought about by the inherent modular nature of their routes. Visual novels thrive in the telling of different connected stories and the clear lines between them which often form are perfect for dividing them into sufficient episodes to increase their individual focus. Perhaps the strongest game to implement this idea is Wonderful Everyday with its collection of interconnected episodes each showcasing a different angle of the same story in a linear order to control their impact on the player. It takes the character focus of the standard visual novel routes and breaks it into more digestible bits where the game can drop hints about the narrative direction while relying on the structure itself to obscure what is actually going on until the very end. Any medium who’s standard structure can be easily broken down into pieces is prime territory for episodic storytelling and visual novels are no exception to this rule.
There a few game structures as memorable as this one

As you would expect these two approaches are not mutually exclusive since both use a similar basis upon which to build their stories. There are few visual novel which lean into this merger of style due to it creating confusion in the game’s presentation and this might prove distracting for a player who would much rather be focusing on the narrative. However, a few games have succeed in this merger with one example being 428: Shibuya Scramble. It openly presents its TV influences through its use of real life photos as its primary visual identity as well as its episodic presentation of its structure with each one being treated like part of a TV series. This is blended with the modular nature of visual novel routes to create a more interconnected experience and a tighter focus on an intertwining narrative filled with characters acting out their desires. In combination these elements create a uniquely charming experience and a story with a lot of wrinkles to it, but it is also clear that it is a house of cards which could collapse if either type of structure becomes too prominent.
 

Conclusion

 
There is something distinctive about the ways in which visual novels have adapted the episodic storytelling model into their structure. They at once pay homage to their influences while also playing into the advantages their own nature gives them with this tool. Not only is this influence applied to single visual novels but also to entire series of games which play up the same tricks but over a longer time frame to keep their series alive and provide the benefits of short and long term writing. Whether it is to hide the signs where a route begins, betray expectations or present an anthology of individual stories, the episodic model is here to stay within visual novels and presents a compelling case for a the inclusion of even more free-form styles of structure within the medium. Ultimately its use in a visual novel comes down to how well the developer can balance its integration with the other narrative elements they plan on utilising. The more naturally linear your story is the less it benefits from being broken up into episodes and instead it will kill the pacing of the narrative. Despite this complication an episodic structure should definitely be something you should consider the next time you start to develop a visual novel. 
 

Developer Spotlight – NomnomNami

 

 Itch.io   Website   Patreon   Cohost

 

Pastel Colours and Floating Dreams

 
Making stories about cute gays to melt your heart” is a noble ambition and through their brilliantly bright and heartfelt stories NomnomNami sets out to fulfil these words. This incredible talent is an indie developer who operates out of itch.io and has been working for a number of years now to bring their dream to as many people as possible. With a pitch perfect mix of light and fluffy presentation and precise emotional pressure points, NomnomNami has formed an immediately recognisable style which has attracted deserved attention from streaming and a dedicated fanbase. Let’s gaze into her majestic worlds and see what they have to offer and maybe you will even be convinced to bathe in that pastel vision.
 

Developer Overview -

 
Being able to utilise different game engines and mechanics while maintain the same style and ideas is the sign of a truly talented developer. Over the course of her projects she has utlites RPG Maker for several game, such as the Lonely Wolf Treat series, and Ren’Py to make both her pure and hybrid visual novels, such as First Kiss at a Spooky Soiree for the former and Astra's Garden for the latter. There has been a define push in more recent titles towards the addition of mechanics lite systems to complement the visual novel’s narrative and she has publicly released a framework for these elements. Even the bad ending structure of Bad End Theatre is a manifestation of this move into exploring new gameplay spaces and as this game’s success it is a testament to her ability with the engines she uses.

When it comes to artwork it is hard to be more memorable then the pastel colours and sharp contrasts that characterise NomnomNami’s illustrations. It is challenging to put into words just how much of an impact on her games the art has for engaging the player with them. In moments bright pink and greens can give way to darker tones of blue and red while still maintain a consistent core presentation to ensure it feels like these images all exist within the same space. In having this ability to switch between strong images the games gain a wider and stronger set of emotions to invoke in the player and can do so with greater consistency due to how people respond to distinctive colours. There is a clear effort to only use this contrast in key moments to make sure the technique and strength of the artwork is never diminished through repetition. The fact each one of NomnomNami’s games has artwork that is so memorable, both individually and as part of a body of work, is an example of her skill.
 
Constructing a consistent tone across all of your games is a difficult task and no matter how hard you try there will always be some differences, even if only due to an improvement in your skills. While NomnoNami’s work is not an exception to this rule, it does have a surprisingly singular vision for what she wants her work to be. Her statement about “Making stories about cute gays to melt your heart” is at the centre of all her work, even if it is not immediately obvious, and this adds a certain set of expectation to each new game which she often uses as a means to subvert or push the emotional themes of the work. Even when there is no hidden agenda, it provides her games with a sense of fluffy familiarity to ensure the player is comfortable in the experience and leaves with a smile on their face.
 

Selection of Notable Works-

 

Bad End Theatre


If you have ever heard of NomnomNami then it is likely because of this game and the attention drawn to it by content creators such as Markiplier. This visual novel really is the perfect storm of everything which makes NomnomNami’s work so special with keen character writing, striking visuals and emotive moments. Its title makes the core focus of the narrative immediately clear but does not truly express just how clever this play on the structure of the bad end is from the player’s perspective. Through presenting the structure of the visual novel itself as the puzzle the player must overcome, they are given a feelings of both agency and powerlessness, often at the same time, that helps sell the situation of the characters alongside the overall themes. The various bad things which happen to the characters are prevented from becoming to bleak due to a deliberate effort to inject levity into every crevice it can be and coupled with a distinctive use of colour and art style it creates a balanced package. However, this is not to say this game pulls all its punches, when it needs to it will provide the appropriate twist of the knife to hit your emotions. Bad End Theatre is an example of a game which deserves the attention it received and captures what makes its developer shine in its purest form.
 

HER TEARS WERE MY LIGHT


This is one of NomnomNami’s earlier games having been released for NaNoRenO 2016, but even after all this time it still remains one of her strongest short and self-contained visual novels with it even receiving a content update last year. Contrast is both the narrative and visual core of Her Tear Were My Light, from the darkness of space with the light of the stars to warmth of companionship with the cold of isolation, it is in every moment. Their is an excellent understanding of how to use this technique to squeeze the most into the short play time as possible and make each second sell the emotions which are the game’s primary method of engagement. As with many short visual novels, Her Tears Were My Light focuses around creating emotional resonance rather than any expansive ideas due to the issues inherent in this constricted narrative form and it achieves this effect through its small cast. There are three characters in total and each of them have an exact purpose within the narrative which they adhere to in order that there be no wasted space and this results in a clean experience where the player gets a strong sense of what defines them. In combination, all of these factors create a compelling and easily digestible visual novel that acts as a sweet gateway into her other work.
 

Syrup and the Ultimate Sweet

 
Very few games offer you multiple opportunities to eat a main heroine and for that heroine to actively court the idea. This is the strange and quirky tone which is soaked into every fibre of the narrative and presentation from its cheerful characters to its bright artwork and these allow it to excel in creating a memorable impression on the player. The pastel colours and confectionery themed cast names act to reinforce the ‘sweet’ nature of the bonds that we witness form and reshape as the nature of the mysterious Gumdrop is revealed. A sense of playfulness extends to the choices with the most noticeable being the option to eat Gumdrop and the way it is obviously telegraphed as the incorrect choice, but at the same time there is a sense of the game actively daring you to choose the bad one. What results is a tongue and cheek story with an ability to build a feeling of goodwill between the game and the player for the purpose of creating an entertaining ride.
 

Conclusion

 
Forming a signature style is key to the success of many developers and NomnomNami is a shining example of what doing so can contribute to the quality and appeal of your work. Her games have an impressively wide appeal but still retain the ability to pack an emotional punch with a clear and focused vision for what each title aims to accomplish. If anything in this overview has sparked your interest then I strongly encourage you to give one of her games a chance and find out for yourself the intensity of her emotional stories.
 

Kiss the Demiurge Review – Flowers in a Garden of Demons


Genre – Yuri, Modern Fantasy    Play Time – 6 hours    Developer – YuriEureka   Steam    VNDB 

 
Note – I did receive a review copy from the developer. A heads up if that fact might bother you.
 

Something Wicked This Way Comes

 
In most settling magic is normally a force for good and even when it is not, the protagonist is special enough to make the most of it regardless. This is not the case for Minori, magic took away what she held dear and ignited in her a zealous hatred of magic which has consumed her life. Such is the set up for Kiss the Demiurge the first game from YuriEureka, a Yuri centric visual novel developer, and it leaves a strong first impression with this aggressively negative presentation of magic. If there was a game which exemplified the idea of betting everything on the story then this game is surely the poster child with an initial visual presentation which might turn some people off. But does this whole hearted commitment to the narrative pay off? Let’s launch an infiltration of the Magic Club and find out.
 

In Pursuit of Magic – Themes and Narrative

 
Magic is at the heart of Kiss the Demiurge, both as a narrative and thematic element. It binds each character in the Magic Club to their past and not always in the way you first expect. They cannot live without it but it is a curse upon them that prevents them from accepting who they are here and now.  It combines these strong thematics with a variety of character routes that reflected uniquely back onto Minori in clever ways. However, its narrative is not without issues which stem from its opening act.
Magic defines these characters
 
The single strongest element of Kiss the Demiurge is how it handles its character routes. All three routes are focused around the Minori’s core conflict related to her missing parents and each one of them approaches the issue from its own unique and heroine centric angle. There is a superb balance between the time given to Minori and the route’s heroine with the two intertwining to such a degree that a scene related to one often pulls double duty as an examination of the other’s motivations. Alongside the greater conflict are the smaller interpersonal conflicts between the pair and they act to both accentuate the bigger events and as a moment for the player to catch their breath before the next gut punch. 
 
They are also not entirely divorced from the overarching conflict since the tension between the characters has not gone away and these smaller events sell its continued presence in their minds. At the same time they are light enough by comparison to provide a second of peace and levity to affairs so the story does not become too dire and risk the player losing empathy with these characters, and giving them a bit more humanity by mixing in some smaller parts of their lives. It also works as an excellent pacing mechanism through these points of low stakes which it uses to contrast the more important moments and contributes to the amazingly paced roller coaster of emotion each character route captures.
It is hard to agree with Minori's assessment of the Magic Club

Binding every part of Kiss the Demiurge together is the spectre of magic. It haunts all the characters both directly, with the members of the Magic Club, or indirectly, with the cast’s families, either way it circles back to the emotional core of each character. For these characters magic is an escape from something they don’t want to face and it provides a convenient excuse to pretend that they have some power over a situation they in reality do not. It is used by the narrative as a meaning of concisely conveying the themes of accepting the past and loving yourself through offering a negative example of them and asking the characters to overcome it. While what each character is attempting to obscure from themselves is different, they are all able to act as mirrors for Minori due to their common investment in magic and it helps sell the idea that no one is above the feelings these characters are struggling with. The deftness on display with how the narrative handles this thematic keystone is a sight to behold and works wonders to elevate the story to greater heights.
Selling the emotion of key scenes is one of this game's strengths

If there is one notable weakness to the story, it is in the short and rushed feeling common route. This is a problem since this part of the game contains most of the narrative set up for the three routes as well as most of the interactions designed to sell the group dynamic. While the basic premise of Kiss the Demiurge is not a complicated one, the lack of room given to presenting it to the player leaves it feeling underdeveloped and the transition into the character routes abrupt. In choosing to rush into the main routes, the game lacks the establishing pacing generally offered by a common route and does not properly account for any possible confusion it could cause. Adding to this lacking feeling is the surprising absence of many scene which sell the Magic Club as a group rather than just their relationships with Minori. This results is a strange disconnect between their supposed friendship as they tell it and what the player actually witnesses and once the character routes start it leads to a feeling that the heroines exist in their own narrative bubble rather than as a group. Neither of these issues are deal breaking and their brevity also acts to hide their flaws as the player will quickly move onto the meat of the game and forget all about them.
 

Magic Club Misfits – Characters

 
No matter how good a story's structure and themes are they are nothing without a set of character to make the player care. Fortunately the cast of Kiss the Demiurge fill this role with flying colours and form compelling bonds with Minori which both complement and contrast her personality and desires. This extends down to the secondary cast albeit to the weaker extent you would expect of more minor characters.
 
It is rare to have a zealot as the protagonist, someone so fixated on a single cause that they cannot see the absurdity of their words and actions. Minori so completely believes in her crusade against the evils of magic to the point at which she does not understand the damage she is doing to others and herself. At the same time this also gives us a peak into just how fragile she is with this purpose being the only thing holding her together. Her beliefs are so absolute yet so full of holes that the result is a picture of a uniquely human individual who has become lost from any source of happiness. It is in how she interacts with the members of the magic club where we can see the strength of choosing this kind of protagonist. There is a constant battle inside Minori between her hatred of magic and her burgeoning feelings for each heroine, between the curse of the past and the promise of the future, and as this conflict slowly tears her apart we get to see the truth of her motivations. This all makes from a strong protagonist to act as our eyes into this world and someone who is at once alien and familiar to the player.
Minori has some strange ideas of sin
 
When it comes to Minori’s love interests, the three members of the Magic Club, they prove to be just as strong characters as she is with each of them offering a different kind of contrast to her. We have the high energy Akane, the timid Chitori and the elegant Tomoko, they are all things Minori is not and this works to define them against one another while at the same time showcasing their personalities. Each heroine reflects something back onto Minori, it starts out as just personality flaws and ends up being their greater trauma. Minori is forced to face the parts of her she does not want to see through them just as they do through her. Their competing personalities lead to distinctly different feeling character dynamics such as Minori being the more assertive member in the relationship with Akane but the weaker and more dependent person with Tomoko. Their bonds are define their interactions and the events with excellently written banter to help sell the lows and highs in their lives.
Can you tell this is a Yuri vn?

Nobody is left out of good characterisation in Kiss the Demiurge and this is especially true for the secondary characters. Despite their relatively short screen time each one has an important impact on Minori and the heroines' lives with them being given key information or character development for the main cast. They are also wonderfully distributed by having only one or two be the focus for a route and this gives each one the space they need to shine while so preventing the narrative from being cluttered with unnecessary characters. It is this ability to balance the presence of characters which might be the single most astonishing part of this visual novel and allows it to weave in and out of interesting events with ease. 
 

Achieving a Lot with a Little – Visual, Audio and Technical

 
These three areas are the points at which Kiss the Demiurge shows its biggest weaknesses and the constraints of the budget under which it was made. While it does still have some great elements in these areas, it is obvious that the game is not attempting to sell itself on visual or audio presentation and if you are going to play this visual novel it is going to be in spite of them and not because of them.
 
The quality of the art Kiss the Demiurge uses from its character portraits and backgrounds is easily its weakest aspect. The character portraits are awkward in their posing and lack overall detail giving them a slight feeling of being uncanny. There is also a lack of different expression in general, with secondary characters like Minori’s mother suffering from only having one expression making her appear miserable at all times even when she is supposed to be happy. If there is one benefit to the style of these portraits it is the choice to have none important characters be presented as indistinct black human shapes and how it helps communicate Minori’s state of mind with her fixation on a few people and her lack of care about anyone else. Backgrounds suffer from a similar lack of detail to the portraits but since they are not the focus of most scenes this impacts the player’s enjoyment to a lesser extant. Despite this issue they are effectively used by having backgrounds alter depending on the character action in a scene and provides the sense that the backgrounds and character are part of the same world rather than disconnected elements. 
Black shapes represent unimportant people and really sell Minori's mindset
 
CGs are the one area where the quality of the artwork is noticeably higher and each one is an impressive in its beautiful use of colour and motion. While they are few in number over the course of the game, their infrequency adds to the impact they have when one appears on screen and allows the moments they accompany to stand out from the rest of the narrative. The choice of music is generally used to a similar effect but there is a noticeable lack of variety to it, so expect to hear the same tracks quite often. They are all suitable for the game’s tone and narrative and fulfil their function setting the mood and contributing to selling the emotions and events.
This is definetly the Ren'py I remember...

Kiss the Demiurge was made using the Ren’Py engine and this fact is immediately obvious since little effort has been make to change the basic appearance and functionality of its interface. Some menu assets have been custom made, most notably the main menu and the text box, and these do give the game a distinct feel when present, but everywhere else the clunky and blocky Ren’Py assets are obvious. This results in an amateurish feeling product when the player initially boots it up and whenever the go to save or change the game settings. On the more practical side, the game inherits all of the accessibility problems from the lack of broad customisation and strange quirks of the engine which a more polished product would have ironed out through extensive improvements to the core design. None of this is a deal breaker for most people who will play the game, but for those who it might inconvenience it is something to consider.

 

Verdict - 

A cast of compelling characters and haunting themes define Kiss the Demiurge and come together to form memorable package which overcomes its flaws.


Pros 

 
+Minori is a compelling protagonist filled with zealous fervour yet slowly falling apart at the seams and seeing how she reacts to the rest of the cast is always engaging.
 
+A strong casts whose moments of weakness and strength humanise them while simultaneous link them in a common idea of escapism from one’s own weakness.
 
+The heroines’ character arcs are perfectly woven into Minori’s own in a way which brings out a different side of her for each of them.
 

Cons

 
-The majority of the art is of middling quality with a lack of variety in character expressions which can lead to the game feeling stilted.
 
-Early pacing is a bit off leaving the common route feeling rushed in favour of individual character routes and the group dynamic in a lacking state.
 
-Interface is a slightly alter version of the base Ren’py one and has all its quirks and irritations.
 
 

Best Visual Novel Releases – January 2023

 
A new year has begun and in this month of new beginnings we all start out into an unknown future and visual novels are no different. It has been a quiet march across the start line for major releases with this month seeing none of note. However, it is exactly in this down time where the indie scene and fan translations can come to the front and make themselves felt. We have engaging Yuri and Otome, a visual novel and action rpg hybrid and an innovative game presented entirely through letters. Let’s look at what the first month has brought us.
 

Official Releases

 

Miracle Snack Shop -

Steam    VNDB     Genre – Slice of Life, Management Sim    Play Time – 7 hours

Fancy something sweet? Well this visual novel has you covered in both senses of the word with the strange tale of a Korean snack shop. Rather than being a pure visual novel this is a hybrid with a management sim where the day to day running of the snack shop is simulated to immerse the player in the narrative. It also has a sizeable fantasy element in the form of a main heroine, Philia Salis, who appears from a portal and is queen of an icy land, and this should give you an idea of the overall tone of the game and, while there are a few twists, it mostly sticks to it throughout the entire play time. It is not everyday we get an interesting Korean visual novel like this translated into English and it is a refreshing insight into a culinary culture different from what is normal for Japanese or English language releases. If you are looking for something short and a bit different then Miracle Snack Shop is for you.

 

A Maiden Astrologer Divines the Future -

Steam    VNDB    Genre – Yuri, Slice of Life    Play Time – 5 hours

Various kinds of divination are often used as throw away tropes and are rarely given the spotlight as the central narrative device. A Maiden Astrologer Divines The Future aims to buck this trend with a heart-warming Yuri story which makes full use of divination as its core thematic element. The story follows Mizushiro Isumi as she divines the future for her clients in a small coffee shop, but strange things start happening around her and as she starts to investigate she meets a girl named Maki and her life will soon be reshaped by their bond. Since this is a short game the emphasis is placed on the main relationship and its dynamic to hold the entire experience up and for the most part it succeeds with a pairing which showcase how to play contrasting personalities off one another. Overall it is an excellent bite sized and comfortable romance story with a distinctive spin on the formula.
 

Hoping This Finds You Well -

Itch.io    VNDB     Genre – Historical, LGBT    Play Time – 30 mins

Finding the right words to communicate your feelings is hard and it is easy to get sidetracked with unimportant details. This is what Hoping This Finds You Well captures through its choice to present its narrative as a series of letters written backwards and forwards between two people. The result is a tale which show both the intimacy and distance present in a relationship and how people can talk passed each other even when they mean well. A relationship is an awkward and messy thing were both participants are never completely sure what the other is thinking and this is something the game manages to express with surprising emotion. It is an extremely short visual novel but has some of the most unique presentation in recent memory and a concisely told story that does exactly what is sets out to do.
 

Tristia: Restore - 

Steam     VNDB     Genre – Fantasy, Action Game    Play Time – 10 hours

Having a genius protagonist risks alienating the player when the character achieve their goals with little effort and cheats the narrative out of the catharsis of overcoming the odds. The answer which Tristia: Restore reached was to lean into a light hearted tone and play up the endearing characteristics of its protagonist to make her victories still hold meaning as you want to see her succeed in her good natured deeds. Thus in Nanoca Flanca we have a protagonist who makes for a most entertaining point of view character for this action/visual novel hybrid game. This is a game that lets you know immediately it does not want to be taken seriously. From the moment you start the game the colours and dialogue sell the low stakes and relaxing vibe it proceeds to immerse you into. Something for those who want a light and simple story with action gameplay to keep them engaged.
 

Fan Translations

 

Brothers Conflict: Precious Baby -

Patch Download    VNDB    Genre – Otome, Romance    Play Time – 60 hours

The dream of being surrounded by hot guys is very much alive in Brothers Conflict: Precious Baby and it knows exactly what its Otome loving audience wants to see. This is a game which is very open with its romantic fantasy to the point of being slightly absurd and, while it might turn off some people, those it resonates with will find a visual novel that knows how to play to the strengths of the genre. When Asahina Ema’s mother remarries Ema suddenly gains eleven new brothers and the player gains a wide selection of romance options all with the spice of forbidden love. Given how spread thin the play time is between each hero, there is an astonishing level of character definition achieved for all of them and this goes a long way in selling them as legitimately compatible with Ema. While this is not a visual novel for everyone, but it knows its audience and for them this is a gem worth their time.
 
 
 

Meaningless Choices – An Anatomy of Visual Novels


Empty and Pointless?

 
The illusion of choice is one of a video game’s most fragile tools, a single contradiction or misstep in presentation and the whole thing shatters and the player feels cheated. As such the idea of a Meaningless Choice is one which is viewed in a negative light as something to avoid alongside the idea that all choices must offer some form of consequence, no matter how minor. Games such a Mass Effect and output of Telltale embody this fear of making anything the player does feel as if it does not matter. A Meaningless Choice is one which does not effect the outcome of the game in any noticeable fashion outside of a possible change in one or two lines of dialogue after the choice, or could even be the same choice offered multiple times, and it is the boogeyman of narrative choice focused games.
This is perhaps the most icon Meaningless Choice and for good reason

When it comes to visual novels the picture becomes noticeably blurrier, on the one hand there are those which follow the common wisdom and make the choices all have meaning, such as increasing the affection value with a heroine, but on the other are those which use a large amount of Meaningless Choices in their structure, often mixed in with real ones. It is this second group which will be the focus of this analysis and the surprising ways that the unique position of visual novels allows them to be more flexible with the presentation of choice.
 

Engagement For The Player

 
At their most basic level all choices serve the purpose of engaging the player, be it through the consideration of romantic options or life or death battles. Meaningless Choices also fall under this category, but due to their inherent low value they act upon the player in their own distinct manner. Rather than providing any grand spectacle, their role is to keep the dial of engagement ticking up and prevent the player from losing interest by showering them with smaller doses of the highs given by more significant decisions. These small nods to the player involve them more directly in the narrative and give them a moment to pause and ponder what has just occurred, which engages them with story in a more conscious manner while they make their decision. It is easy for the player to slip into a trance like state and not be properly looking at what is being presented to them and, given the narrative heavy nature of visual novels, could lead to a sense of boredom due to the lack of other gameplay elements to keep their attention. By containing small points of engagement, visual novels can avoid this pitfall and also create a cohesion throughout the entire experience, hence the use of Meaningless Choices. Aokana -Four Rhythms Across the Blue- uses this approach to pad out the space between its important choices but uses them sparingly enough to make sure they are still effective and unobtrusive. There is a careful balance showcased in Aokana between having Meaningless Choices to increase engagement and just using them to fill space which could cause the player to become irritated with the constant interruptions, and this is key to their presence in a visual novel being beneficial.
Can you determine a Meanless Choice from a real one?

Choices As Roleplay

 
By far the most common use of Meaningless Choices is as a means for the player to roleplay as the protagonist. This generally takes the form of deciding their reaction to events which are obviously of no importance and provide a selection of in character choices to give the player a little room to co-author the character. Having a co-authored protagonist is far from unique to visual novels as many western rpgs use similar techniques for their player character with perhaps the most iconic of these being Geralt from the Witcher games. However, it is far more prolific in the medium of visual novels, pick up any of them and you will likely find each one has some degree of Roleplay Choices. This prolific presence is no doubt due to the increased importance choices have in visual novels as the primary means of interacting with the player, outside of including some other gameplay style, and means that visual novels must make the most out of this limited resource. OELVNs in particular tend to use Roleplay Choices due to their closer cultural relationship to western rpgs with games like Sunrider leaning heavily into this aspect of visual novels to supplement the narrative feel of their events.
Sunrider is a game which leans heavily into the Mass Effect school of choice design

The advantages of Roleplay choices are twofold, on the one hand it disguise the fact that these choice have no consequences by presenting enough personality in the choices that the player cannot be sure if the choice has any greater meaning, while at the same time still knowing they are of only minor consequence. A camouflage like this helps the visual novel maintain a sense that its choices have gravity, with some having more significance than others, and prevents their sense of agency from being compromised. On the other hand it allows the player to form an attachment to protagonist through their role in shaping the character in their everyday life and as a result they feeling invested in the outcomes of the narrative when things get tough. Since visual novels are often focused around a single point of view character, it is all the more important that the player feel investment in that character as without them the player may loose interest the longer the game goes on and Roleplay Choices offer a clean and easy to implement means of preventing this issue.
 

Immersion In A Feeling Of Helplessness

 
Sometimes the sense of agency provided from choices can be turned on its head, the player can be stripped of power through Meaningless Choices and be made to feel the powerlessness of the characters. Most other games would fear the idea of putting the player in a position of weakness like this since many lean heavily into a power fantasy and would be concerned about the player losing interest if this illusion is not constantly fed. Visual novels by comparison tend towards a variety of forms of emotional resonance and often choose to have lows to complement the highs which other games would struggle to implement. 
Atmosphere is what Cartagra values above all else

Stripping the player of their primary agency while still offering the pretence of choice is what Meaningless Choices excel at. They make it clear to the player how helpless the protagonist is and how nothing they attempt changes an outcome they never had any control over. Rather than simply being told this is the case, the player gets to experience the character's feelings through their own actions in the face of this unchanging reality. Cartagra: Affliction of the Soul is a strong example of how effective this technique can be for creating empathy. While it does have some real choices mixed in, it uses a heavy amount of Meaningless Choices to communicate to the player the desperation and powerlessness of its protagonist in the face of the murders which threaten those he holds dear. It compliments the overall bleak tone of the game and allows the player to sink into the atmosphere and character mindsets without the game having to spell it out from them. Of course this approach is a balancing act, be too aggressive with the choices and the tone can become overbearing or silly in the absurdity of the lack of consequences, but be too light in their use and the player may not even notice the intended effect at all.
 

Disguising What Choices Actually Matter

 

As alluded to earlier, the function that ties together the use of the Meaningless Choice is its ability to disguise what choices have consequences and what is just filler. This not only functions as a form of engagement by keeping the player on their toes, but more importantly it also serves to create a more believable experience. Our lives are not only determined by single large choices but also the smaller choices of our everyday activities can collectively have just as much of an impact. As we grow up we learn the intricacies of these choices to the point at which they almost become second nature and are only thought about at the back of our minds. It is this lower level decision making which Meaningless Choices simulates and so the player inherently ascribes value to them where none exist since it resembles something they are intimately familiar with. In doing so Meaningless Choices hide the important choices in a coat of noise while helping them to appear more natural in an apparent web of choice and consequence. Most visual novels using Meaningless Choices utilise this technique in some fashion, even if it is only by accident, it is a fairly common feature in the Slice of Life genre such in the Sakura games and My Girlfriend is the President who use it to create a sense of normality to their worlds.
The Sakura games have some of the most vanilla choice design in the medium

Conclusion

 
Every part of a visual novel serves some function even if it was not intended by the developer, and Meaningless Choices are a strong example of how careful consideration of every aspect is needed to avoid any undesired influences on the player. They can form a solid backbone for the more substantial narrative elements by providing the space to roleplay and disguise the choices which actually matter while helping hold the player’s engagement. On the other hand they can offer a chance to disempower the player through a feeling of helplessness in the face of what appear to be unavoidable fates. There is an impressive degree of flexibility to Meaningless Choices and they are a strong tool in your development toolbox and are more than filler, just beware of overusing them as the illusion could quickly breakdown.
 

 

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