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From Hypertext to Hyperdimension Neptunia:

The Future of VR Visual Novels.


The potentials of new technologies for branching-path narrative games.

Rebecca Crawford, PhD Candidate


School of Animation, Dr Yuanyuan Chen
University of Ulster, School of Animation,
5-51 York St, Belfast BT15 1ED University of Ulster,
crawford-r15@ulster.ac.uk 5-51 York St, Belfast BT15 1ED
yuanyuan.chen@ulster.ac.uk

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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from key texts on hypertext while also turning to more recent experience, many contemporary video games do not use a
writings on game narratives. I will also analyze various games branching path narrative structure. One of the most common
as case studies, in relation to relevant literature on ludology. methods of storytelling in many contemporary video games is
“the string of pearls”, a method where gameplay is interlaced
III. BRANCHING PATH NARRATIVES, IF AND HYPERTEXTS. with “pearls” of cut scenes, giving the illusion of interactivity
Traditionally, all stories have a set beginning middle and end, in a linear story [17, pp. 298–9]. Nevertheless, branching-path
according to the plot structure defined in Aristotle’s narratives continue to reappear in various formats like
Poetics[3]. In defiance of this, branching path narratives are children’s books[18], television[19], content streaming [20],
stories with the potential for multiple beginnings, middles and hypercomics[21] and some video games [22]–[24]. One type
ends[1]. This structure has appeared in various print and of video game that implements a branching path narrative as
digital stories, over the years. In print, writers like B.S. its central feature is the visual novel [25]. Emerging in 1983
Johnston explored the potential of multi-linear narratives with with The Portopia Serial Murder Case [26], these games,
The Unfortunates[4]; a series of pamphlets that could be despite their branching-path narrative structure, have not faced
shuffled and read in any order, and still maintain coherency. the same fate as hypertext and IF. However, the scenario
Choose-your-own adventure books, stories that involve pages writer of the Danganronpa visual novel series Kazutaka
of narrative intersected with choices, emerged with Packard’s Kodaka fears that if they do not change - to include things like
The Cave of Time[5]. These books contained multiple endings more gameplay - they will also be fated to be forgotten and
that could be enjoyed by readers, who were motivated to not maintain popularity[27]. Thus, visual novels require more
return to the book to seek out a happier ending. As the reader flexibility to their form if they are to survive as a video game
of the book has a goal - much like the player of a game - this genre.
genre is also known as a gamebook.
While print toyed with gamebooks, digital stories emerged IV. VISUAL NOVELS, ANIME FANDOM AND VR.
that allowed for explorations of branching path narratives on
the computer. MIT researchers in the 1970s invented Zork, a Branching path narratives can be found in many games but
some of the best examples can be found in visual novels. For
text-based Interactive Fiction (IF) game where your choices
instance, games like Steins;Gate 0 have six different endings
affected the outcome[6]. Hypertext was another form of
and two main story branches. The success of many visual
narrative that emerged; coined by Ted Nelson in 1965, the novels has also lead to anime adaptions [2]. The nature of these
term refers to hyperlinks on a computer that divert the reader games means that anime based on multi-linear visual novels,
to other pages of text[7]. Also known as erodic literature, like Steins;Gate, may choose to have more than one final
hypertexts like Gray Matters [8] use images with embedded episode.
links that bring up pop-up windows that reveal sections of
narrative. As George Landow [9] pointed out in 2006, The increased localization of some visual novels, in recent
hypertext fiction negates traditional Aristotelian ideas of a years, reveals a rising interest in this primarily Japanese art
three-act plot structure, with the story being experienced form. The process of localizing Japanese into English takes
considerable time [28], as not only must text be translated, but
differently by each reader. This means that a reader of a
sometimes whole lines of dialogue or visuals must be adapted
hypertext may be more empowered than readers of a print
[29]. For instance, visual novels like Chaos;Head [30], were
narrative, simply because they can make their own passage released in 2008, and never officially localized, while its sequel
through a text [10]. Chaos;Child[31], released in 2014, was localized into English
Despite their potential, hypertexts and IF eventually faded in 2017[32]. Fate/Stay Night[33], released in 2004, was
into relative obscurity in the 21st century. This was due to another title that was never officially translated, whereas
inherent weaknesses in their narratives. Problems with IF Fate/Extella[34] was released in 2016 and localized in 2017.
included restrictions on actions encoded into the game, which The visual novel Steins;Gate[35] was released in 2009 and was
frustrated players [11]. Hypertexts and gamebooks are also not officially localized until 2013[36]. Its sequel Steins;Gate
fraught with problems. As part of an experiment, in 2001 0[37] was released in late 2015 and officially localized in
Landow[10] created a hypertext which involved linking 2016[38]. Evidently, quicker localization, or evidence of any
words, images and text in a digital collage, to prove a localization efforts compared to previous titles, reveals a trend
connection between the two forms. The collage-like writing of in favour of the product.
hypertexts and gamebooks inevitably makes them weaker Initial responses to imported visual novels in the early
stories than linear alternatives. Their fragmentary style of 2000s were mixed[39]. However, successful Kickstarter
writing, and the general inability of the characters involved to funded translations further suggest that the English market is
reflect upon their actions, made them fail to reach the same becoming more open to this form of narrative game. Games
levels of narrative depth as literary fiction[12]. like Muvluv [40] earned $1,255,444 out of a $250,000 goal
While IF remains in the forms of competitions[13] and ,while CLANNAD [41] reached $541,161 out of a $140,000
hypertexts lurk in digital archives [14], [15] story games like goal and the Grisaia [42] trilogy of games had $475,255
these were eventually replaced by video games with better donated out of a $160,000 goal. Some suggest funders are led
graphics and more developed narratives [16]. Despite having by the same mindset as charitable donators[43], others believe
more focus on narrative and a generally non-linear gameplay that they are encouraged by a rewards scheme to give more

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money [44]. Whatever the reasons behind their donations, the typical visual novel interface in VR. The VR visual novel
act of donation itself reflects an interest in the product. Angels & Demigods uses mainly 2D stationary, unanimated
Whether this is because of the extensive anime, manga and sprites and backgrounds and text that appears in message boxes
Japanese pop culture fandom overseas[45], or an increased at the bottom of the screen. Utilising a branching path
interest in branching-path narrative games, visual novels are narrative, the game also has multiple endings. There are no
beginning to become more readily available for purchase by minigames and the only game-like activity involves making
English speaking consumers. decisions in response to the menu choices that appear onscreen.
Altogether, the combined use of these features is very in
As well as localizations, and the development of VR keeping with many non-VR visual novels.
headsets like the Occulus rift[46], Kickstarter has also aided
with the development of original English language visual While the background occasionally changes to match
novels. However, these have met with varying degrees of dialogue, the static natures of the 2D sprites and backgrounds
success. The first full VR visual novel Angels & Demigods makes the player very aware of the fictionality of Angels &
[47]only made $2,617 out of their $24,000 goal, while Demigods. While fiction does not need to replicate reality in its
</reality>[48] - a non-VR visual novel about VR - reached totality, the setting of the story must appropriate some of our
slightly over their $6,000 goal. Both Western produced visual expectations based on real-world knowledge[52]. In the real-
novels use manga-style character sprites and sci-fi settings, world, when we look around ourselves, the objects we see are
both are available on Steam, however only the latter was fully not two dimensional. We may accept flatness on a screen
funded. because screens are flat objects, and what we see on screen is
not meant to represent our normal vision, but flatness in VR
Visual novels may lead to anime adaptations, hence it is destroys immersion. Becoming too aware of the 2D world
unsurprising that many anime fans are also fans of visual reduces the suspension of disbelief for the player, which can be
novels [2]. Yet, despite the failure of funders to back the first catastrophic for the narrative, as immersion is an important part
VR visual novel, anime and manga fans are not necessarily of the experience of VR[53]. Games do not need a story to be
opposed to VR. In fact, anime like Log Horizon,.hack//Roots fun[54] but VR games do need good visuals to be enjoyable
and Sword Art Online are all set in fictional VR universes, [53]. Utilising 2D graphics and no minigames, Angels &
while anime films like Ancien and the Magic Tablet involve Demigods is an unappealing VR game. This inevitably lead to
characters using VR headsets. In an interview Oculus Rift its failure to appeal to funders, despite the crowdfunding of
founder - and anime fan - Palmer Lucky suggested that Sword other visual novels. The fact that it is a non-Japanese title that
Art Online’s original broadcasting run, which occurred around was not built on a pre-existing franchise is also a disadvantage
the same time as the Occulus Rift’s Kickstarter application, to the game. Other narrative VR games and visual novels have
may have helped backers become more open to the potential of met success on the same crowdfunding platform, suggesting
VR [49]. Sword Art Online, similar to anime like .hack.//Roots that funders are not opposed to narrative VR games or non-
and Log Horizon, is a series about characters trapped in a VR Japanese visual novels. For instance, Technolust, which made
game. The franchise has led to several spin-off games on PS over double its CA$30,000 goal on Kickstarter, is an example
Vita and PS4, also available in English, where players take on of a successfully funded VR narrative game.
the roles of characters playing VR games inside the fictional
Sword Art Online universe. These games also contain extensive Despite the fact it does not have features like static
segments of narrative; around 50% of the game is a visual backgrounds, 2D artwork or text boxes delivering narrative,
novel. However, a complete VR game has yet to be made. IBM Technolust describes itself as an “interactive visual novel” [55].
has toyed with the franchise and created a short demo called The game involves walking around the map, completing mini
Sword Art Online: The Beginning[50], while Fove has worked arcade games and fetching articles to continue the narrative.
to create a demo where the user can spend time with the Evidently, video game characters reflect the substance of their
character Asuna. Nevertheless, neither demo involves narrative fictional world. This is similar to how people reflect their
or visual novel elements. A special event was held to publicise environments in real life [52]. Thus, the characters, NPCs and
the movie Sword Art Online Ordinal Scale - a film that background of the game supply the player with worldbuilding
involved AR and VR settings - where individuals could use a in a way that allows the user an understanding of the setting
Fove Zero and experience quality time with the character without them having to read a description. Instead of quest
Asuna in VR[51]. This suggests that the anime industry is icons or text boxes, instructions are given to the user via voices
aware of an interest in VR in its audience and is looking for from other characters, monitors and NPCs. These methods are
ways to exploit it. Therefore, the lack of interest from Western a more effective storytelling technique, showing rather than
Kickstarter backers, who are also potential fans of anime, in just telling, compared to the sole use of text boxes in Angels &
producing a VR visual novel is surprising. This suggests either Demigods.
a bias towards visual novels produced only in Japan, or a
scepticism about the visual novel form in VR. The game is self-aware, beginning with a segment where
the player is inside a VR world, and warning them about
motion sickness. When disembodied voices in the VR world
V. VR VISUAL NOVELS later tell you of the struggles of creatures and creations that are
Despite their immersive first-person viewpoint, which has been not made of real matter, the player is very aware that they are a
compared to a VR experience for a player’s emotions[39], real person playing a virtual game inside a virtual game. Its
there are few visual novels that utilise VR. However, there is cyberpunk edginess, with its dirty streets and neon signs, is
one VR visual novel; a game that attempts to reproduce the also a familiar backdrop for players. There is little need for

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extensive worldbuilding; if the player has seen Bladerunner, menu choices, the game uses body language to influence
the Fifth Element or Running Man they are acquainted with this narrative. Text boxes appear only to give instruction; instead of
retro-future. The use of 3D sprites and backgrounds also makes acting like subtitles to the voice acting, which occurs with the
the experience more immersive than Angels & Demigods. This visual novel scenes in the main game. The use of body
means that the game can successfully get away with these language to influence narrative is something that could be
fourth wall breaking comments, because its visuals are pursued elsewhere in VR narrative games.
satisfactory enough that the player is willing to entirely
suspend disbelief. Cyberdanganronpa VR: The Class Trial is a demo of a
game which is a VR version of a class trial from Danganronpa
Moreover, immersion experiences must be clear, or else the Trigger Happy Havoc; a visual novel that uses minigames
fictional world will fall apart during the player’s first step into interspersed with large sections of visual novel narrative. As
the game [6]. While Technolust starts in a VR world inside a well as using animated scenes, 2D artwork is primarily used in
VR game, it quickly shifts the player into the ‘real’ world and the original game. However, the demo makes use of entirely
provides a valid in-game reason for the shift in environment. 3D settings and artwork. Using 3D artwork instead of 2D
The contrast between the desaturated reality of the non-VR allows the player to examine the characters from different
world of the game, and the neon VR world, easily separates the angles, instead of producing characters that look like 2D cut
two for the player’s comprehension. Minigames, set in the outs; as popularized in the main game, which calls this style of
neon coloured spaces, are usually played from the third-person sprites 2.5D. It also makes the characters animated attacks on
perspective as opposed to the first-person experience of the the sentences in the centre of the room more comprehensible
main game. This further differentiates the two fictional worlds. for the player.
The more effort a gamer puts into their gameplay, the more Text is a large part of the visual novel content of this game
time it takes to complete, and the likelier they will find as well as its minigame elements. Nevertheless, this demo
themselves drawn in by the ending they have worked so hard to rejects the use of text boxes to deliver narrative. Instead of text
achieve [56]. Technolust is a short title and a rather easy game boxes, instructions in a speech bubble are delivered via
to complete. Its ending is unsatisfactory because, despite the monitors which extend downwards from the ceiling. During the
promise of interactivity supplied by the VR headset and debate sentences - which normally appear on screen alongside
interactions with objects in the game, your actions are panels of character reactions - appear in the centre of the debate
incapable of influencing the ending. Unlike many visual room. Characters break or interact with the sentences as the
novels, for instance Steins;Gate 0 which has around 40 hours player attempts to uncover who is lying. Normally, these
of story, Technolust is under two hours long. Combining the statements appear in panels, but having characters leap into the
branching path narratives of visual novels with the potential foray and break up sentences is more engaging for the player
graphics and gameplay of a game like Technolust could than simply watching the sentences appear in front of static
produce a game that has complexity and depth in its narrative character sprites. The player is then invited to shoot the false
and characters, as well as being a graphically satisfactory VR phrases, in a comparable manner to the minigame in the
experience. original. The use of a minigame keeps it from being a passive
experience for the player.
Some Japanese adventure games with visual novel elements
have also released demos or games with VR features. An alternative to the standard text box can be observed in
Megadimension Neptunia VIIR is a remastered re-release of an the non-VR visual novel </reality> which has sections where,
adventure game with extensive visual novel elements; the latest in keeping with the fictional VR MMO segments, a chat box
in a series of Hyperdimension Neptunia games. Its VR appears and displays dialogue. This chat box replicates the sort
elements are additional scenes, which involve spending quality of in-game chat used in Massively Multiplayer Online Role
time with the characters of the main game. The VR section of Playing Games (MMORPGs) like World of Warcraft. The
the game allows the player to choose their favourite character character interactions in these chat boxes use acronyms and
and spend time talking with her in a large room in the ‘real’ emoticons in a manner that supplies the user with
world; a space quite unlike the fantasy settings of the game. worldbuilding in a more credible way. Future VR narrative
This differentiates the VR environment from the main portion games could potentially utilise chat boxes to reveal exposition
of the game. It gives it a different world and narrative from the in this manner.
main game; keeping the two narratives separate, for the sake of
the player’s coherency. Upon selecting the VR option in the To prevent visual novels falling into the same disregard as
main menu of the game, the user picks a 2D sprite. When the hypertext and IF, they must be willing to adapt their features to
player first enters the VR room they are confronted with a 3D fit the possibilities given by the latest developments in
version of a character on a 3D background, which normally technology. Adapting to technologies is nothing new.
only appears during cut-scenes or during dungeon crawling Traditionally, comics are 2D, static printed stories. However,
gameplay; in previous titles, visual novel narrative sections animated comic apps like Madefire Motionbooks and LINE
consistently use 2D characters on 2D backgrounds. This also Webtoon allow for a fresher, more interactive visual narrative
differentiates it from the main visual novel sections of the reading experience that defies typical comic structure; thanks
game, as the game favours providing the user with a 3D to their use of animation and panels. If comics can change
environment. During the conversation, the player can agree or when shifting from print to digital, there is nothing to stop
disagree with certain statements, shaking or nodding their head, visual novels from adapting their features to suit VR.
which will influence the dialogue being said. Thus, instead of

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VI. CONCLUSION 2000.
Ultimately, VR visual novels should aim to use 3D [12] S. Poole, Trigger Happy: The Inner Life of Video
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