Visual Novels

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Visual Novels are a strange creature, with the term only now really reaching mainstream Western culture through such avenues as the Phoenix Wright series and the newly minted Zero Escape series, originally known as the game 999 – Nine Hours Nine Persons Nine Doors. Arguably, visual novels have been present in the west for ages, though not recognized as such.

Visual novels have a bit of an identity crisis. This is perhaps because of the broad definition. Stripped to the most basic elements, it appears that visual novels require a graphical element and a story conveyed through the written word.  Most visual novels include music and sound effects, they often include animation, and an increasing number are partially or fully voiced.  So, by the strict definition, a visual novel can encompass anything from an illustrated ebook (which many would consider a stretch) to a fully animated, fully voiced presentation – essentially a movie with subtitles and user prompts.  Visual novels generally – but not always – have choices at pivotal points, in the vein of Choose Your Own Adventure books.  So, to qualify as a visual novel, it appears to require the visual element, the text element, and user-prompted progression, often with a multiple choice element.

Definition aside, the general approach of Visual Novels is a text window with a background designating the location and portraits of the characters interacting with the main character (generally portraits from the knees up). At key points when the text description seems insufficient, there will be a CG (I’m guessing it stands for Custom Graphic, but the acronym’s never actually been explained to me).  Again, this is not the ideal for Visual Novels – it is only the norm.

Likely due in part to the unclear identity, there is discussion and debate over whether Visual Novels can be considered Video Games. From a technical standpoint, they bear a strong resemblance to video games, packaged in a similar manner, with a presentation bearing many of the tropes of video game design (i.e. save/load feature, “victory” and “defeat,” etc.) The waters get muddied even further as Visual Novels mover further and further away from static images and text. If we were to classify Visual Novels as a sort of Video Game, they would likely be the most obvious form of non-Toy video game.

999 is pretty universally considered a Visual Novel.  Oddly enough, there appears to be less certainty that Phoenix Wright is a visual novel, despite the seeming closer adherence to Visual Novel conventions. 999 has loads and loads of text, a Forking Multipath structure, and a few (limited) animations. 999 is also an example of a Visual Novel hybrid. In between the visual novel sequences, there are “room escape” segments, in which you explore a room Myst-style (or Monkey Island), use random objects in resourceful ways, all to find a way to get out of the room.  In this way, 999 is half Toy and half Visual Novel.

Phoenix Wright also presents the loads and loads of text, portraits and text boxes, and actually has arguably less Toy to it.  The Investigation portions are a quasi-Network narrative (i.e. much more Linear with the appearance of choice), while the Courtroom portions are a heavily Branching Linear with pre-decisional looping (i.e. everything repeats until you make a decision).  This ties into an entirely unnecessary failure condition to give a weak appearance of Toy. Strictly speaking, the entire Ace Attorney (i.e. Phoenix Wright, Apollo Justice, Investigations) series is a terrible Toy, yet is more likely to be considered a video game rather than a Visual Novel.

I would argue that the reason Ace Attorney is considered a Video game is because it has a strong similarity with the Adventure games of yore, such as Monkey Island, King’s Quest, Maniac Mansion, etc.  However, each of these games hold some similarity to visual novels.  Many JRPGs also resemble Visual Novels, with a plethora of portraits and text boxes.  Arguably, the Mass Effect Series is a visual novel – instead of 999‘s room escapes, it has third-person shooter segments with RPG elements. Considering it is the narrative and choices that people talk about with Mass Effect, not the mediocre third-person shooter, it could be argued that Mass Effect deserves to be considered a Visual Novel.

There is, however, one notorious element which relegates Visual Novels to a marginalized class – the eroge.

What is an eroge?  Like Visual Novel, the term is broad and vague. It’s a Japanese-originated portmanteau of English words (they do that a LOT).  It is a combination of “erotic” and “game.” If a game contains sexual content, it’s placed in the eroge bucket.  Mass Effect and Monkey Island fans don’t want to be associated with Japanese fetish porn (can’t blame them), so they distance themselves from the concept of a Visual Novel, because Visual Novels are associated with eroge. And yes, if Mass Effect is a Visual Novel, it’s also an eroge.

Not all eroge are created equal. On one end of the spectrum, you have a half-hearted attempt at plot to serve as an excuse to hop from one explicit scene to the next.  Those are porn, plain and simple. Then you have an actual effort at a story, sprinkled liberally with explicit scenes.  This is harder to categorize, because there are some truly compelling stories, buried under layers of porn.  Some of the stories had later versions with the explicit content removed, but most never receive a clean rerelease. So, for the most part, you have the narrative equivalent of an ice cream sundae drizzled with motor oil, which is a shame.  Finally, there are stories which happen to have explicit content, but the content is properly contextualized in the narrative.  With the game elements of many Visual Novels, this becomes an unfortunate “Sex as a reward,” though not always the case.  Even at that, this latter category seems to have a very strong stigma against it.  This likely ties to the perception of Visual Novels as Video Games, Video Games as Toys, and Toys as being purely for kids.  There are several movies which have explicit content, often entirely gratuitous, and they receive critical acclaim.  When a Visual Novel has explicit content, even if it is measured, tasteful, and relevant to the plot, it is dismissed as some sort of twisted juvenile porn.

Whether or not it is proper to address explicit material in a narrative is a question of art as a whole. There are several factors, as I have previously addressed, but it is not a judgement that can be made on the basis of medium, only on content, intent, and interpretation. And even then, the final element of the experience is the individual.  An individual, in the proper (or improper) disposition, can find pornography in great art, or great art buried in pornography.  One should obviously avoid the former, but it must be a solemn and well-considered decision to attempt the latter – the experience will change the individual, so it is best to be prudent in determining what should be experienced.

Narrative Structures

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Time for a change in pace.  Narrative Structure, in the sense used in this post, refers to the flow and progression of the story.  Arguably, the narrative structures mentioned here are more prominent in interactive media, but they can just as easily appear in books or movies.

Linear

This is the simplest and most straightforward structure.  You start at the beginning and continue forward until you reach the end.  Strictly speaking, Linear structure tends to be the superstructure of any narrative, but there are rare cases where there is no sense of Linearity.

Branching

This is a slight variation from Linear.  In a Branching narrative, there are side paths, but they return to the core narrative while retaining the status quo.  A filler arc in a television show is a Branch.  A scene in a movie that provides no contribution to the plot is a Branch.  In dungeons in RPGs, Branches manifest as “go the wrong way for more treasure.”  Branches aren’t always bad; they aren’t always detrimental to the narrative.  For example, a Branch can provide characterization of other insights into the narrative or interpretation, without actually pushing the plot forward.  Arguably, Citizen Kane‘s narrative is a reporter trying to figure out what “Rosebud” means.  90% of the movie, then, is Branches.

Multipath

Another variation of linear.  Multipath is like branching, but the branch rejoins the story at a different point than the departure, allowing two routes through the narrative.  This is easier to see in video games, where one path takes you over the mountain, while another takes you through the mountain.  At the end, you’ve arrived at the same point, but you took different routes to get there.  Super Mario Bros. is on the surface Linear, but secret pipes, beanstalks, and warp zones reveal the hidden Multipath aspects.  Super Mario Bros. 2 (Japan)(AKA The Lost Levels)  added reverse warp zones, making the narrative recursive, but still a Linear Multipath.

Forking

Unlike Branching and Multipath, a Forking structure never returns to the source.  Most Choose Your Own Adventure books used a Forking structure, with the occasional instance of Multipath.  The movie Clue was presented in theatres in a forking structure, with three different endings, randomly chosen.  The DVD version presents a choice at the beginning, between the theatrical random ending and the VHS all three endings.  Therefore, the DVD version actually has two Forks – one at the beginning, and one at the end of the former path.

Network

A Network is, in its purest sense, at the opposite end of the spectrum from the Linear structure.  In a Networked narrative, there are several Nodes, or points of interest, and paths between the Nodes, connecting many – but not necessarily all – to each other.  There are few examples of a pure Network narrative, but, in fairness, there are few pure Linear narratives as well.  Memento is probably an effective example of a Network used in a non-interactive medium – there are several points of interest throughout the presentation, but they are not presented in a Linear manner.

Gated Network

A Gated Network is essentially a Network with a mild Linear superstructure.  There is something necessary to progress the plot forward, but there is no narrative compulsion to achieve that goal at any specific point.  The Legend of Zelda is a simple Gated Network – you have freedom of movement among nodes, but need some items to bypass obstacles (soft gates), and need to complete narrative goals to reach the final dungeon (hard gate).

Putting it Together

Any specific example is likely to use many of these structures in a nested format.  The Megaman series is a gated network with a hard gate (defeat all the robot masters) leading to a linear second half.  In the earlier games, the Network is a Linear Network, as each node can only be visited (completed) once.  Each node within the Network (as well as the post-Network levels) is itself a Linear narrative, generally with Branches and the occasional Multipath.  Later games even experiemented with Forks in the sub-nodes.  Mass Effect 2 presents Linear interpersonal narratives with Forks.  Each conversation is a combination of Linear Multipath and Linear Fork, as well.  This is all encapsulated in a Gated Network which is seeded with a few linear nodes.  And event hat comes off as an oversimplification.

Flags and Variables

Flags and Variables are not inherent to narrative structure, and largely only present in video games from a technical standpoint, but they are necessary in understanding and dissecting a narrative structure.  Branches, Forks, and Multipaths are occasionally presented as a direct choice, but they are often the result of flags and variables set by previous choices.  Flags are a binary value – it is true or it is false.  When an event triggers a flag, the flag is set to “true” or “false” or, in some circumstances, is toggled (i.e. switched from true to false or vice-versa).  Flags occasionally appeared in Choose Your Own Adventure books that included Branches or Multipath – “If you have the MacGuffin, turn to page 20.  If you do not have the MacGuffin, turn to page 127.”  Variables work in roughly the same way as Flags (i.e. as logic gates), but are incremental.  When an event triggers a variable, a number is added to or subtracted from the stored variable.  In a Choose Your Own Adventure book, they would be presented as “If you have five or more vials of phlebotonium, turn to page 63.  If you have fewer than four vials of phlebotonium, turn to page 16.  If you have four vials of phlebotonium, turn to page 140.”  Returning to the Mass Effect 2 example, certain conversation options require a minimum variable (generally Paragon or Renegade value).  After the loyalty arc for any potential romantic partners, the “Interested in Romance” flag for that individual is set to “true,” and remains true until the wrong thing is said.  When the “Interested in Romance” flag is false, the characters have much less to say, though they may have new dialog due to the “loyalty” flag being true.