By Dani Cavallaro
This ebook describes the thematic and structural qualities of a up to date 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 keep an eye on judgements and plot turning points.
Endings adjust in accordance with the player's offerings, offering a motivation to replay the sport and go for replacement judgements every one time.
Pictorial sumptuousness, plot intensity and sophisticated characterization are very important points of the medium. Anime in line with visible novels capitalizes at the mum or dad games' attributes, yielding thought-provoking yarns and complicated personalities.
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Additional resources for Anime and the Visual Novel: Narrative Structure, Design and Play at the Crossroads of Animation and Computer Games
You can actually live in a harmonious, close contact with nature — this [is] very unique to Japan” (Ando). The chapters to follow pursue the ideas advanced in the course of the present chapter by articulating a theoretical model that makes it possible to address visual novels and their animated offshoots in relation to broader debates pivoting on four interrelated categories: narrativity, interactivity, immersion and graphic presentation. The argument proceeds from the premise that visual novels are fundamentally games and that a recognition of their ludic identity is instrumental both in grasping their formal and graphic specificity and in enjoying the challenges they pose.
That is to say, for the player to even wish to ideate such a structure, certain elements must be provided by the ludic object from the start. This is where RPGs generally, and visual novels in particular, proclaim their individuality. Indeed, they are designed more deliberately and more systematically than any other kind of computer game to mobilize the player’s desire to devise a mold conducive to narrativization by recourse to strategies which, though not coterminous with storytelling moves in themselves, are driven by robust narrative ambitions.
They indeed feature with striking regularity in shows as diverse as Yami and Myself; Yourself, Shuffle! and true tears, When Cicadas Cry and Clannad, H2O and School Days— to cite but a handful of illustrative instances. Among some of the most traditional and ancient types of edifice alluded to in the selected works are tea cottages of the type introduced in the Muromachi Period (1333–1568), when tea ceremonies were especially in vogue. These are enthusiastic celebrations of Japan’s dedication to simplicity, evinced by the use of slender structures unencumbered by superfluous ornamentation, and harmony between buildings and the landscaped gardens around them.
Anime and the Visual Novel: Narrative Structure, Design and Play at the Crossroads of Animation and Computer Games by Dani Cavallaro