Thursday, February 10, 2011

Visual novel


A visual novel (ビジュアルノベル bijuaru noberu?) is an adventure game featuring mostly static graphics, usually with anime-style art. As the name might suggest, they resemble mixed-media novels or tableau vivant stage plays. Visual novels are especially prevalent in Japan, where they make up nearly 70% of PC games released.[4] They are rarely produced for video game consoles, but the more popular games are sometimes ported to systems such as the Dreamcast or the PlayStation 2. The market for visual novels outside of East Asia, however, is limited.
Visual novels overlap with Japanese adventure games in many ways, including a menu-based interface for all navigation and interaction, reminiscent of ICOM games. Japanese adventure games very seldom feature on-screen avatars or inventory based puzzles in general, and visual novels have an even further diminished emphasis on puzzles, or indeed gameplay. Instead these titles are driven by narrative, focusing almost exclusively on character interaction, in a structure similar to a Choose Your Own Adventure story.
Visual novels frequently feature romantic storylines in which the main character may end up with one of several possible mates. This premise is similar to dating sims, but they are distinct from them in that they lack stats-based sim elements in which the player builds up his character, instead relying on simple choices of dialog, actions, or navigation.
Visual novels have been a staple of PC software sales in Japan and other East Asian countries for over a decade, so much so that popular titles are open ported to consoles, and some even have famous manga and anime series based upon them; such titles include Kanon (1999), Air (2000) and Clannad (2004) by Key; Rumbling Hearts (2001) and School Days (2005) by Age; Higurashi no Naku Koro ni (2002) by 07th Expansion; and Fate/stay night (2004) by Type-Moon.
Visual novels are sometimes called "dating sims" in the West, because many visual novels track statistics that the player must build in order to advance the plot. This is also because many visual novels permit a variety of endings, allowing more dynamic reactions to the player's actions than a typical linear adventure plot. The cultural differences between Western and Japanese adventure games are closely related to those in role-playing games, such as a heavier emphasis on tightly-scripted storylines and character interactions in the latter.
A popular subgenre of visual novels is the "crying game" (nakige). The main purpose of such a game is to make the player feel for the characters and make them cry due to emotional scenarios which serves to leave a bigger impact on the player after the game is over. These games often follow a similar formula: a comedic first half with a heart-warming romantic middle followed by a tragic separation and finally (though not always) an emotional reunion. This subgenre originated from the companies Leaf, Tactics and Key.[29] One of the most acclaimed visual novels of this subgenre was Key's Clannad, released in 2005, with a story revolving around the central theme of the value of having a family.[30] It was voted the best bishōjo game of all time in a poll held by Dengeki G's Magazine.[31]
Non-linear branching storylines are a common trend in visual novels, which frequently use multiple branching storylines to achieve multiple different endings, allowing non-linear freedom of choice along the way. Decision points within a visual novel often present players with the option of altering the course of events during the game, leading to many different possible outcomes.[32][33] A recent acclaimed example is 999: Nine Hours, Nine Persons, Nine Doors, where nearly every action and dialogue choice can lead to entirely new branching paths and endings. Each path only reveals certain aspects of the overall storyline and it is only after uncovering all the possible different paths and outcomes through multiple playthroughs that everything comes together to form a coherent well-written story.[34]

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