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Anime and the Visual Novel: Narrative Structure, Design and by Dani Cavallaro

By Dani Cavallaro

This e-book describes the thematic and structural features of a contemporary and well known improvement in the realm of anime: sequence tailored from visible novels. visible novels are interactive fiction video games within which gamers creatively regulate judgements and plot turning points.

Endings adjust in keeping with the player's offerings, delivering a motivation to replay the sport and go for substitute judgements every one time.

Pictorial sumptuousness, plot intensity and sophisticated characterization are important points of the medium. Anime according to visible novels capitalizes at the father or mother games' attributes, yielding thought-provoking yarns and complicated personalities.

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Extra resources for Anime and the Visual Novel: Narrative Structure, Design and Play at the Crossroads of Animation and Computer Games

Sample text

As Shigenori Nagatomo observes, this concept is founded on the idea that “a thing-event that is immediately presencing before one’s eyes or under one’s foot” expresses “its primordial mode of being” (Nagatomo). In the logic of kawaii, this notion is embodied in images that do not seek to find existential justification in anything other than themselves: their graphic terseness confirms this attitude to meaning. This is not to say that a cute icon does not carry symbolic connotations or ideological subtexts; it is, in fact, inevitably bound to do so by its inscription in a culturally sanctioned system of signs.

Fourthly, Zen promotes an ethos of playful freedom. Kawaii mirrors these positions by encouraging a childlike sensibility and by presenting hard reasoning as quite pointless an exercise, favoring instead a stance in which intellectual engagement and sensory pleasure are intermeshed. At the same time, it celebrates the material as opposed to the abstract side of existence insofar as cute images explicitly eschew metaphysical aspirations. Furthermore, as pointed out at several junctures in this study, the titles under investigation — in all of which kawaii plays a role — insistently uphold the value of materiality through their punctilious attention to culinary and sartorial details.

Yet the game itself does feature all of the ingredients of a virtual or hypothetical story that is capable of coming to fruition through external interventions and is amenable to decoding in essentially narrative terms. Therefore, the visual novel eloquently attests to the interdependence of the narrative and ludic dimensions. It is clearly an art form that asserts itself as a specific kind of game and could not, accordingly, be adequately under- 2. Parallel Worlds 35 stood were one to ignore its ludic status.

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