Visual novel

[4] Most visual novels have multiple storylines and more than one ending; the mechanic in these cases typically consists of intermittent multiple-choice decision points, where the player selects a direction in which to take the game.

An example of this approach is Symphonic Rain, where the player is required to play a musical instrument of some sort, and attain a good score in order to advance.

This choice is meant to aid the player in identifying with the protagonist and to avoid having to record large amounts of dialogue, as the main character typically has the most speaking lines due to the branching nature of visual novels.

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.

[6][better source needed] An acclaimed example is Zero Escape: Virtue's Last Reward, where nearly every action and dialogue choice can lead to entirely new branching paths and endings.

The digital medium in visual novels allow for significant improvements, such as being able to fully explore multiple aspects and perspectives of a story.

For example, the total word count of the English fan translation of Fate/stay night, taking all the branching paths into account, exceeds that of The Lord of the Rings by almost 80%.

This significant increase in length allows visual novels to tell stories as long and complex as those often found in traditional novels, while still maintaining a branching path structure, and allowing them to focus on complex stories with mature themes and consistent plots in a way which Choose Your Own Adventure books were unable to do due to their physical limitations.

A well-known example is the 2005 title School Days, an animated visual novel that Kotaku describes as going well beyond the usual "black and white choice systems" (referring to video games such as Mass Effect, Fallout 3 and BioShock) where you "pick a side and stick with it" while leaving "the expansive middle area between unexplored".

A well-known example in the West is Mistwalker's Lost Odyssey, an RPG that features a series of visual novel-style flashback sequences called "A Thousand Years of Dreams".

[11] Another title is the Arc System Works fighting game series BlazBlue, which plays off of a complex fantasy setting where a one-hundred-year period is reset indefinitely with many variables.

[12] The success of Sakura Wars led to a wave of games that combine role-playing and visual novel elements, including Thousand Arms, Riviera: The Promised Land, and Luminous Arc.

In the typical visual novel, the graphics comprise a set of generic backgrounds (normally just one for each location in the game), with character sprites (立ち絵, tachi-e) superimposed onto these; the perspective is usually first-person, with the protagonist remaining unseen.

[16] Another more non-linear early example was Mirrors, released by Soft Studio Wing for the PC-8801 and FM Towns computers in 1990; it featured a branching narrative, multiple endings, and audio CD music.

[19] Audiences soon began demanding large-scope plotlines and musical scores of similar quality and ambition to that of YU-NO, and that responded by hiring talent.

According to Gamasutra: "The genre became an all-new arena for young artists and musicians once again, with companies willing to take chances on fresh blood; the market thrived with the excitement and the risks that were being taken, and became a hotbed of creativity".

[21] The branching timeline system was influential, opening "the door for visual novels to become more elaborate and have a greater range of narrative arcs, without requiring the player to replay the game over and over again".

[23] Branching timeline systems similar to YU-NO also later appeared in role-playing video games such as Radiant Historia (2010)[24][25] and the PSP version of Tactics Ogre (2010).

Certain eroge titles receive re-releases which exclude explicit content in order to be sold to a younger audience, such as ports to consoles or handheld systems where sexually explicit content is not allowed, and storylines referring to aforementioned sex scenes are often omitted from adaptations into other media, unless that media is also pornographic in nature, such as a hentai anime.

[14] That same year, they released another erotic title, Danchi Tsuma no Yūwaku (Seduction of the Condominium Wife), which was an early adventure game with colour graphics, owing to the eight-color palette of the NEC PC-8001 computer.

The Sega CD version of Snatcher was for a long time the only major visual novel game to be released in America, where it, despite low sales, gained a cult following.

[36] It also featured a hard science fiction setting, a theme revolving around space exploration, a plot inspired by the ancient Japanese tale of Urashima Taro, and some occasional full-motion video cut scenes.

This formula was influenced primarily by Hiroyuki Kanno's YU-NO: A Girl Who Chants Love at the Bound of this World (1996) and Leaf's To Heart (1997), and was further developed in One: Kagayaku Kisetsu e (1998) by Tactics.

Examples of this include: Kana: Little Sister (1999) by Digital Object, the Memories Off series (1999 onwards) by KID, D.C.: Da Capo (2002) by Circus, Wind: A Breath of Heart (2002) by Minori, and Snow (2003) by Studio Mebius (under Visual Art's).

One of the most acclaimed visual novels of this subgenre was Key's Clannad, written by Jun Maeda, Yūichi Suzumoto, and Kai and Tōya Okano.

He decided that the secret was that the stories would start with ordinary, enjoyable days, but then a sudden event would occur leading the player to cry from shock.

As with the visual novel genre in general, a majority of titles released for the PC have been eroge, with Hirameki's now-discontinued AnimePlay series a notable exception.

As of 2014, JAST USA and MangaGamer are the two most prolific publishers of translated visual novels for the PC; both primarily release eroge, but have begun to diversify into the all-ages market in recent years, with titles such as Steins;Gate and Higurashi no Naku Koro ni respectively.

[48] Their success has led to an increase in Japanese visual novels being localized for release outside Japan, including: KID's Ever 17: The Out of Infinity (2002), Cing's Another Code series (2005 onwards), Marvelous Entertainment's Lux-Pain (2008), Chunsoft's 999: Nine Hours, Nine Persons, Nine Doors (2010), and Capcom's Ghost Trick: Phantom Detective (2010).

Other languages have been the focus in visual novels, including Spanish, French, Russian and Mandarin, which have seen increased success due to the popularity of the genre.

Wikipe-tan, an unofficial mascot of Wikipedia is seen telling the player "I heard Watanabe-san was going to make his own visual novel so that we would have some free images to use on Wikipedia! That's the kind of guy who keeps the Internet alive, don't you think?"
Visual novels are commonly characterized with dialog boxes and sprites denoting the speaker. This is a recreation of the usual screen layout of a visual novel, generated by the Ren'Py game engine.