A Working Definition of the Visual Novel (v1)
A couple blog posts back, I argued that the story exploration game Gone Home can be considered a visual novel. After some great discussion there, it seemed only logical to tackle the much bigger question: “What is a visual novel?
Which is why I’m not going to. That’s a spike-filled, snake-infested pit of a question if I ever saw one — and I already had spikes and snakes for breakfast. Instead, we’re going to attempt to answer a more nuanced question: “What are the minimum requirements something must meet in order to be usefully discussed as a visual novel?”
That’s a slightly different but way more useful angle. Just about anything can be used as a chair, but not everything is a “chair.” As a society, we’ve agreed on a certain set of characteristics that chairs share in common. This lets us discuss chairs with one another and be pretty sure we won't be given a pineapple to sit on.
We’ll do the same here. But for the sake of brevity, we’ll shorthand that question back down to “What’s a visual novel?” It’ll be our little secret.
The VNDB standard
The most obvious place to start looking for answers would be The Visual Novel Database (VNDB), home to info on more than 18,000 VNs. Here’s their answer, found in the VNDB FAQ:
QuoteA visual novel can be seen as a combination of a novel and a computer game: they're computer games with a large text based storyline and only little interaction of the player. A typical visual novel consists of text over an anime-style background image and is accompanied by background music. Throughout the game, the player usually has to answer a few questions which will have an effect on the story, thus playing a visual novel a second time while giving other answers may result in an entirely different plot.
As a working definition, this leaves a lot to be desired. There are an awful lot of cans, mays, typicals, and usuallys. Worse yet, you could easily dream up a VN that meets almost none of the assumptions laid out here — perhaps an extremely short text-based story in which the words run around the outside of a woodcut illustration. There’s absolutely no background music and the player answers no questions, which results in the same plot every time she plays.
A somewhat more satisfying answer can be found in VNDB’s list of requirements that titles must meet before being added to their database. For something to qualify as a visual novel:
QuoteChoices are the only allowed (but optional) form of interactivity. There are no other gameplay elements (including stats-based gameplay in dating/raising sims). Mini-games and simple mechanics, such as map-movenent [sic], are only allowed when they play a very minimal role – at least 99% of the title should be made of pure reading.
The story is told employing one of the known Visual Novel presentation methods such as ADV, NVL and their variations.
Better, but still somewhat problematic. For one thing, it conflates the commonly accepted with the essential. What if someone wants to present a story in a manner other than ADV (text in box below image) or NVL (text overlaying image)? What if they thought of a more innovative configuration of text + art? Tough luck, Billy; go suck eggs in the corner. (They don't seem to strictly enforce this, by the way. Digital: A Love Story is on VNDB, even though it eschews both ADV and NVL for a diegetic presentation.) Moreover, these guidelines can’t seem to decide if no gameplay is allowed at all, as the first two sentences suggest, or if up to 1% simple gameplay is okay.
A title can also be added to the database if it’s a “visual novel/game” hybrid that meets the following requirements:
QuoteThe game consistently uses the novel narrative for telling its story. Examples include describing visuals, events, character actions or thoughts. This point is ESSENTIAL - dialogues, no matter how extensive, are a characteristic of such game genres as RPGs, adventure games, dating simulations, etc., NOT of visual novels.
The story is told employing one of the known Visual Novel presentation methods such as ADV, NVL and their variations, consistently and for a significant length - at least 50% of the game should be made of pure, VN-style reading.
Again, problematic. The ADV/NVL issue is still there, of course, but now a new wrinkle’s been added: the privileging of narrative over dialogue. The assumption here is that a novel can’t consist entirely (or almost entirely) of dialogue, so a title that doesn’t “consistently” rely upon a formal narrator doesn’t qualify. In truth, there are any number of novels that take this form — The Awkward Age by Henry James, for one. Besides, if Key suddenly dropped a 50-hour all-dialogue school drama that looked and played exactly like Clannad, do you doubt for a second that we'd all consider it a VN? Or that FuwaReviews would give it one star?
But I don’t blame VNDB. They’re not looking to define the visual novel. They’re just trying to set up some semi-reasonable guidelines to help streamline their submission process. Without this, every staffer there would probably be eating gun-barrel sandwiches for lunch.
Fine. Let’s build something better.
I’ve sketched out the beginnings of a more general-purpose test for discussing something as a visual novel. I don’t consider this to be at all authoritative, and in fact, I invite you to critique it and build upon it in the comments below. It’s a starting point, nothing more.
A 7-point test for visual novels
1. It must be “read” on a digital device that outputs to a screen.
Fairly self-explanatory. Computers, consoles, handhelds, phones, e-readers — hell, even a smart watch would qualify. A printed VN would be considered a graphic novel (or a choose-your-own-adventure book). An audio file of a VN would be an audiobook.
2. It must convey a recognizable narrative.
Again, fairly self-explanatory. A VN must be a spoken or written account of connected events. In other words, it needs to tell a story, fictional or otherwise. The entirety of the Detroit phone book displayed in Ren’py is not a VN, even if it’s accompanied by a whole chorus line of catgirls.
3. It must use on-screen text as the primary avenue for conveying that narrative.
At the heart of any VN is the act of reading — eyes looking at words and turning them into meaning. If any significant portion of the story is delivered as voice-over or action without on-screen text, it isn’t a visual novel. Watching Game of Thrones on your laptop with subtitles doesn’t suddenly turn it into a VN.
4. It must have visuals paired with that narrative.
A visual novel must have visuals. Crazy talk, right? It doesn’t matter if those visuals are 8-bit pixel art, hand illustration, 3D renders, photography, or video. Ideally, these images would be germane to the narrative, but even that’s not technically necessary. Having unrelated images wouldn’t keep something from being a VN; it would just make it a *bad* VN.
5. It must be authored.
In other words, the story must be an act of creative intention by its author(s). A VN cannot rely upon sandboxes, emergent gameplay, or similar mechanisms to generate its narrative arc (though they may be used to flavor it). Such experiences, while highly interesting, result in something other than a novel.
6. Reading must comprise the majority of one’s experience with the title.
This one gets tricky, because it cuts deep to the heart of another unresolved question: “Is a visual novel a game?” For the purposes of this discussion, I’d suggest there’s a continuum that looks roughly like:
not a VN >> game w/ some VN qualities >> game/VN hybrid >> VN w/ some game qualities >> VN
Roughly past the halfway mark, we can usefully consider something to be a visual novel for terms of discussion. Below that, we can consider it a game but usefully discuss its VN-like elements (or lack thereof).
7. It must offer a deliberately framed reading experience.
This one’s a little tricky. Here’s the problem: a plain old Word doc containing a short story + embedded images could technically satisfy requirements #1 through #6, but we’d be hard-pressed to call that a visual novel. I’m still tweaking the language for #7, but the general idea is that just as a film director frames a shot, controlling what the audience can see and hear at any given moment, so too does the creator of a visual novel. This is unlike our hypothetical Word doc, in which you could widen the window to see more text than intended, skip around the story out of order, scroll the window so that you can read a passage without seeing its associated art, etc.
I briefly considered adding an eighth bullet point, but chose to leave it on the cutting room floor.
Quote8. It must provide the reader agency to advance through the text.
In most cases, this is achieved by turning to the next “page” of the VN with a click, tap, or button press, but any user input could suffice — speech or motion controls, for instance. If the option is available (e.g., via an “auto-play” setting) the reader may choose to waive this ability.
Why did this get dropped? Well, I imagined a traditional novel that was rigged to turn its pages at pre-defined intervals. You can’t speed it up, you can’t slow it down; all you have is an on/off switch. Would that lack of agency suddenly keep this particular book from being a novel? I couldn’t think of a good reason why it would, so I removed the requirement. But I'm open to good arguments for bringing it back.
Closing thoughts, for now
You might note that I’ve avoided any mention of things like: story genre, branching narratives, art style, country of origin, sexual content, sound/music, etc. That’s by design. These things help inform what type of VN a title is, not whether it can be discussed as one.
You might also note that my 7-point test would disqualify Gone Home from being considered a visual novel, invalidating my earlier argument. That’s also by design. Kill your darlings, amirite?
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