Dating simualtion games
Japanese cultural critic Hiroki Azuma wrote in his translated book Otaku: Japan’s Database Animals about the contradiction of the dual desire for small narratives and grand non-narrative databases, little quantum set-pieces at the expense of a linear canon story.
There are some people who dislike this disjointed storytelling style, such as those found in transmedia properties, so these types of games may just not be enjoyable for them.
And this is where us in the West run into misconceptions about the depth of these games.
Many folks never see Hatoful Boyfriend subtly transform into its final revelatory route that blows everyone's minds.
Your character may speak of destiny and true love, but you as the player know better and are keeping a meta tally of all your conquests.Or else the game really won't know what to do with you, and thus you will be punished. Non-romantic visual novels do exist for those who don't want to opt in to this particular character-focused experience, but for this article we’ll be limiting ourselves to the love simulation variety.If you walk off the path, you'll be pushed back onto it. The systems in these romance-focused visual novels are usually not robust enough to support complex social sims, they're more like long and pretty choose-your-own-adventure novels.999: Nine Persons, Nine Hours, Nine Doors and Virtue's Last Reward director Kotaro Uchikoshi spoke of his attempts at harnessing the player's experience and perception of a game's story during multiple playthroughs.He pointed out the lack of gravity a character's death has in these kind of games, stemming from seeing the main character and surrounding characters die so many times and how to work with it.
Dating simulation games demand extensive experimentation, trial and error.