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Visual Novel is an interactive fiction game, featuring mostly static graphics, most often using anime-style art or occasionally live-action stills (and sometimes video footage). As the name might suggest, they resemble mixed-media novels.
In Japanese terminology, a distinction is often made between visual novels proper (abbreviated NVL), which consist predominantly of narration and have very few interactive elements, and adventure games (abbreviated AVG or ADV), which may incorporate problem-solving and other types of gameplay. This distinction is normally lost outside Japan, where both NVLs and ADVs are commonly referred to as "visual novels" by international fans. Visual novels and ADVs are especially prevalent in Japan, where they made up nearly 70% of the PC game titles released in 2006. 


The most common type of visual novels are in the format of ADV (adventure) for example, Da Capo, but in some cases NVL maybe used. A good example of NVL would be Type-Moon's visual novels such as Tsukihime, Kagetsu Tohya, Fate/Stay Night and Fate/Hollow Ataraxia.
Visual novels are distinguished from other game types by their extremely minimal gameplay. Typically the majority of player interaction is limited to clicking to keep the text, graphics and sound moving (most recent games offer "play" or "fast-forward" toggles that make even this unnecessary). 

An example of NVL from Fate/Stay Night

Most visual novels have multiple storylines and many endings; the gameplay mechanic in these cases typically consists of intermittent multiple-choice decision points, where the player selects a direction in which to take the game. This style of gameplay has been compared to the Choose Your Own Adventure books. Most, however, strive for a higher level of plot and character depth than the aforementioned series of interactive children's books. These can be more closely compared to story-driven interactive fiction. While the plots and storytelling of mainstream video games is often criticized, many fans of visual novels hold them up as exceptions and identify this as a strong point of the genre. 

Many visual novels use voice actors to provide voices for the characters in the game. Often, the protagonist is left unvoiced, even when the rest of the characters are fully voiced. This is 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. 


Story Structure
Non-linear branching storylines are a common trend in visual novels, which frequently use multiple branching storylines to achieve multiple different endings, allowing non-linear freedom of choice along the way. 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. A recent acclaimed example is 999: Nine Hours, Nine Persons, Nine Doors, where nearly every action and dialogue choice can lead to entirely new branching paths and endings. Each path only reveals certain aspects of the overall storyline and it is only after uncovering all the possible different paths and outcomes through multiple playthroughs that everything comes together to form a coherent well-written story. 



ADV style visual novel from Da Capo
The branching path stories found in visual novels represent an evolution of the Choose Your Own Adventure concept. The digital medium allows significant improvements, such as being able to fully explore multiple aspects and perspectives of a story. Another improvement is having hidden decision points that are automatically determined based on the player's past decisions. In Fate/stay night, for example, the way the player character behaved towards non-player characters during the course of the game affects the way they react to the player character in later scenes, such as whether or not they choose to help in life-or-death situations. This would be far more difficult to track with physical books, in addition to other common visual novel features such as a large number of save slots and the ability to quickly skip through text that has already been read before to allow greater exploration of the different branching paths. More importantly, visual novels do not face the same length restrictions as a physical book. 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. 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 allow them to focus on deep stories with mature themes and consistent plots in a way which Choose Your Own Adventure books were unable to do due to physical limitations. Visual novels with non-branching plots, such as Higurashi When They Cry, Planetarian: Chiisana Hoshi no Yume, Juniper's Knot, and Digital: A Love Story are rare exceptions within the genre

RPG Hybrid
There have often been role-playing video games that feature visual novel style elements. A well-known example in the West is Lost Odyssey, a role-playing video game that features a series of visual novel style flashback sequences called "A Thousand Years of Dreams", which were well received in the West. These sequences were penned by an award-winning Japanese short story writer, Kiyoshi Shigematsu Another successful example is Sega's Sakura Wars series, which combined tactical role-playing game combat with visual novel elements, introducing a real-time branching choice system where, during an event or conversation, the player must choose an action or dialogue choice within a time limit, or not to respond at all within that time. The player's choice, or lack thereof, affects the player character's relationship with other characters and in turn the characters' performance in battle, the direction of the storyline, and the ending. Later games in the series added several variations, including an action gauge that can be raised up or down depending on the situation, and a gauge that the player can manipulate using the analog stick depending on the situation. 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. A similar type of real-time conversation system also appeared in the Sega-published action role-playing game Alpha Protocol. Another example is Sentou Gakuen, which combined elements of both MMORPGs and visual novels.
RPG Hybrid from Yumina the Etheral

Many visual novels are centered around drama, particularly themes involving romance or family, but visual novels centered around science fiction, fantasy fiction, and horror fiction are not uncommon.

Adult Content
Traditionally, PC-based visual novels have contained risque scenes even if the overall focus is not erotic (similar to the "obligatory sex scene" in Hollywood action films). However, the vast majority of console ports do not contain adult material, and a number of recent PC games have also been targeted at the all-age market; for example, all of Key's titles come in family-friendly versions, and three have never contained adult content at all. Also, all of KID's titles are family-friendly. 


From Fate/Stay Night
However, most of these games are later re-released with the addition of erotic scenes, or have a sequel with such. For example, Little Busters! was first released as an all-ages visual novel, but a version with erotic scenes titled Little Busters! Ecstasy came out later, and though Clannad is also all-ages, its spinoff Tomoyo After: It's a Wonderful Life is not. One notable exception to the rule is Myself ; Yourself, which never had an ero version, though it did contain mature content not suitable for younger audiences. Another example of this is Higurashi no Naku Koro ni. Some of Japan's earliest adventure games were erotic bishōjo games developed by Koei.

 In 1982, they released Night Life, the first commercial erotic computer game. It was a graphic adventure, with sexually explicit images. That same year, they released another erotic title, Danchi Tsuma no Yuwaku (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. It became a hit, helping Koei become a major software company. Other now-famous companies such as Enix, Square and Nihon Falcom also produced similar erotic games in the early 1980s before they became famous for their role-playing video games. While some early erotic games meaningfully integrate the erotic content into a thoughtful and mature storyline, others often used it as a flimsy excuse for pornography. The Japanese game Pai Touch! involves the protagonist gaining the ability to change the size of girls' breasts, and the adventures that ensue in trying to choose which girl to use the power on the most. Another sub-genre is called "nukige", in which sexual gratification of the player is the main focus of the game.

Original Source: 
http://en.wikipedia.org/wiki/Visual_novel


Click here to find out differences between visual novel, eroge, gal game, and a dating sim

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