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Abstract— Visual Novels (VNs) have recently begun to attract advantage of the form, with emphasis on gameplay over visual novel
attention in the West, thanks to various successful Kickstarter story elements in their VR content.
localization campaigns. However, few visual novels have
experimented with VR technologies, despite the fact visual novels For developers to potentially exploit VR, the visual novel will
replicate VR via psychological manipulation. In VNs users have their need to be more flexible in its form. Instead of relying on 2D sprites
feelings toyed with, as opposed to their senses. This suggests that with extremely limited animation and static backgrounds, visual
there is something about this multi-linear, text-based genre that novels should be more open to 3D worlds and animated characters. In
cannot translate into VR, despite VR’s immersive potential. a similar manner to how digital comics have adapted from print to
Moreover, despite being a roleplay game (RPG) that gives the player include animation in webtoons or comics apps - like MadeFire
power over potential endings, visual novels have yet to effectively Motion Books - VR visual novels will need to use more animation
exploit VR’s storytelling capabilities. While the failed Kickstarter and interactivity in their design. If they fail to do so, just like IF and
campaign for Angels & Demigods contrasts the successful campaign hypertext, visual novels will be replaced by other games that
of the acclaimed ‘interactive’ VR ‘visual novel’ narrative game successfully adapt to advances in technology.
Technolust, it suggests that VR can be used to tell immersive stories
but potentially not with the traditional visual novel format. Keywords— visual;novel;hypertext; animation;branching;path;
Successfully crowdfunded visual novels like 㸺/reality㸼deal with narrative;VR;hyperdimension;neptunia;JRPG; digital; storytelling;
VR themes in their narratives, while Japanese roleplay games VN; manga; comic;megadimension; anime; danganronpa; sword;
(JRPGs) with VN elements are set in fictional VR worlds, like Sword art;online
Art Online Hollow Fragment. This suggests that visual novel fans are I. INTRODUCTION.
intrigued by fictional VR settings and are open to the potential of VR.
Visual novels - often created using software like Unity
Interactive fiction and hypertext attracted attention at the latter (https://unity3d.com/) or Ren’Py (www.renpy.org) - are text
end of the 20th century for their potential storytelling capabilities, but and image based story games that involve branching-path
were criticised for their flimsy narratives. While these multi-linear narratives[1], 2D characters on 2D backdrops with text boxes
stories remain in the forms of competitions, these genres were underneath, and manga-stylized character sprites[2]. In this
replaced by video games with better graphics and storytelling. Other paper, I will begin by looking briefly at other branching path
branching-path narratives continue to reappear in various modern narratives before discussing crowdfunding’s and anime’s
formats like children’s books, games, television, content streaming, relationship with VR and visual novels, the medium’s existing
hypercomics and visual novels. They also have the potential to
use of VR, and how visual novels could use VR more
appear in VR stories. As interactivity has become more important in
art in other areas, freeware software like Twine(https://twinery.org/)
effectively.
and Ren’Py(www.renpy.org) allow for the development of modern II METHODOLOGY.
interactive Fiction (IF) by programmers, writers, artists and
developers. Visual novels - often created using Unity or Ren’Py - are When researching this topic, various sources in both Japanese
text and image based games that involve user agency, IF/branching- and English were investigated, as many of the games cited are
path narratives and anime/manga-like character sprites. Visual novel either of Japanese or Western origin. This research uses
games like Angels & Demigods experiment with VR and IF in their narratology and ludology to interrogate the strengths and
exploration of text and graphic storytelling. While spin-off titles, weaknesses of narrative in games like visual novels,
from games with visual novel elements, like Cyber Danganronpa gamebooks, VR, Interactive Fiction (IF) and hypertext. As I
VR: The Class Trial and Megadimension Neptunia VIIR have taken compare the failures of hypertext and IF to the potential of
more contemporary digital branching path narratives, I draw
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