Storytellers will be able to start exploring the use of non-verbal mannerisms, facial expressions and body language the difference between reading a play and seeing it acted out on stage. Deus Machina Demonbane’s multifaceted, perspective-shifting narrative would be an interesting challenge to adapt to VR. And some titles – Nitroplus’ Deus Machina Demonbane is a particularly good example – even switch perspectives between characters or between first- and third-person narration over the course of their complete stories. How do you handle “narration”, for example? One of the most distinctive things about visual novels as a means of storytelling is the fact that the protagonist can describe their thoughts to the player, in some cases even “conversing” with them. ![]() There’s no reason that they necessarily have to be any more “interactive” than they are at present - as my recent features on Grisaia and Ne no Kami have hopefully shown, it’s eminently possible to create enormously compelling and enjoyable experiences with no player agency whatsoever - but it will present some interesting new challenges for creators. In particular, VR offers the potential to enjoy this kind of experience with a much greater sense of presence and physicality than the typically rather abstract presentation of most visual novels. It’s eminently possible to create compelling and enjoyable experiences with no player agency whatsoever. ![]() So what might virtual reality bring to this kind of experience? It’s an interesting question to ponder, and an exciting prospect to imagine.Ĭan you imagine getting a headpat from Millie in VR? Imagine it! Visual novels in particular are noteworthy for their in-depth explorations of characters and in allowing the player to “ride along” inside the protagonist’s head as they encounter various situations. The arrival of relatively affordable virtual reality solutions has the potential to allow us to explore narrative and characterisation in all-new ways - and I’m especially excited to see what Japan comes up with.Īn oft-cited strength of narrative-centric Japanese interactive entertainment is the sense of “intimacy” it engenders between the player, the protagonist and the core cast.
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