Japanese Visual Novels

After experiencing the Japanese visual novel and dating simulator game, Hatoful Boyfriend, I have found myself intrigued by the popularity of these types of video games. Before playing Hatoful Boyfriend, I had never heard of a visual novel. While it is true that most video games do hold an element of ‘visual novel’, this game in particular purposely lacked a lot of gamer control that I’m used to. This surprised me as it technically is categorised as a video game, yet your options to manipulate the game itself is very little. Now and then there would be an option to choose, for example, which High School Club you were going to join, which would essentially shift the story’s direction. This means to uncover every aspect of the novel the game would have to be played at least ten times, revealing each possible play. Personally, unless you were invested in the game’s storyline the whole thing can become a bit tedious at the start. Wondering if it was just me finding the game boring after reading several reviews online I turned to Reddit where users shared their own Hatoful Boyfriend perspective. Each user’s experience actually differed from one another depending on the route they followed. While some ended up with the expected outcome- a boyfriend- others ended up down a darker path. This path involved the protagonist’s murder and player’s having to continue the story through the eyes of one of the pigeons trying to discover the truth. Reading each player’s experience made me reinvest in the game and its surprisingly complex structure and storyline.

After so many Reddit users taking an interest in the game and sharing just how unique the storyline actually is, I found an interview with the Japanese creators, Hato Moa and Damurushi, to uncover the intent behind the pigeon dating simulator. It was actually created as an April Fool’s Joke, a parody of another Japanese dating simulator, which explains the game’s humourous tones. The creators met through an internet community and were both highly interested in creating their own JRPG (Japanese role playing game). There was less thought behind the choice of using pigeons, as it was discovered Hato Moa has quite the fascination with birds.

The overall interest of the game has made me fascinated in the popularity and history of visual novels in Asian culture, specifically Japan. My initial idea for this blog post was to research both visual novels and dating simulators in the Asian market, however, after finding out that majority of dating simulators are in fact rated X, I’ve decided it best to just focus on the visual novel element.

The history of visual novels backtracks to 33 years ago when the Japanese video game publisher, Enix came out with an interactive mystery game called Portopia Renzku Satsujin Jiken. It follows the murder of the highly prominent banker Kouzou Yamakawa. The game relied on text-based inputs and dialogue scenes essentially introducing the visual novel format – onscreen visuals and dynamic character interaction- to the Japanese industry. From this, most visual novels still remain mostly in Japan however the introduction of the platform to the western world has increased. One reason for this introduction is the fan groups that have pushed the transition of certain games into the western world. Fans contacting game creators for an official translation and localisation making it available for western countries.


Regardless of visual novels in western society, in Japan they are still hugely popular. One reason for this is because the Japanese tend to be huge on reading. In a lot of their games text is already very much integrated. This is another aspect which I’m interested in. For my research project I hope to further examine the key characteristics that make up typical Japanese video games. At the moment my experience with them is still limited so I hope to also branch out into different genres. My starting point could be the mystery game Portopia Renzku Satsujin Jiken. I do not know yet how difficult this 33-year-old game will be to get my hands on but I have already found YouTube How to Play videos on the game. Along with this I still hope to investigate the visual novel trend in Japan further.






  1. a classic visual novel producer you can look into is Type-Moon, with several of their works being known and enjoyed by the community (I know that via 4chan). Although I have never tried one I heard that to be able to fully enjoy the experience you need some knowledge about the overall culture first, so maybe its worthwhile looking into the Japanese Geek culture, in particular, a website called 2channel (the 4chan of Japan) that embraces all the weirdness that is Japanese entertainment, very interesting project.


  2. Once again, great post and insight into your own experience with the visual novel, Hatoful Boyfriend and your research into the visual novel genre. It was nice to see you mention the history of visual novels and the basis for which they were created. Here is a paper which goes into visual novels appearing in western media and being produced in the west, I was intrigued by it after the last seminar. It’s quite interesting to differentiate between western and oriental mediums as being viable and this paper has made it more clear to me (http://kineticliterature.com/the-unrealized-potential-of-western-visual-novels/).

    Your research into visual novels and your own experience was extremely interesting, however, I would’ve liked to have seen you draw on the work of Ellis et al and auto-ethnographic methodology to add more value to your research project.

    Other publications also would’ve added a different perspective of auto-ethnographic research and methodology to your experience. Here is a publication which goes into the auto-ethnography of video games and the way this type of research can impact the experience of the researcher, spawning multiple epiphanies (https://books.google.com.au/books?id=Pya9CQAAQBAJ&pg=PA90&lpg=PA90&dq=autoethnography+of+games&source=bl&ots=K5omikloSt&sig=6mPA1vTRmMEep2GpVr9EpoPVSY8&hl=en&sa=X&ved=0ahUKEwi9w9m6hafWAhVGebwKHQHVAmgQ6AEIWjAJ#v=onepage&q=autoethnography%20of%20games&f=false).

    Great post, I am intrigued to read more about your research and experience with Hatoful Boyfriend.



  3. As an active consumer of visual novels, I’m well versed in them. I recommend checking out the Type-Moon visual novels, specifically the Fate/Stay series as they’re very well done and give insight on good design


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