Writing
Visual novel writing is composed of distinct textual components that work together to deliver narrative, character, and emotional progression. These textual components are: narration, dialogue, and internal monologue. Their sequence and combination can determine rhythm, tone, and perspective of the story.
Textual components
Narration (Action)
Narration describes what is happening in the scene. It is used to present setting, character actions, atmosphere, and physical details that are not otherwise conveyed through visuals or dialogue.
Uses of narration may include:
- Describing time and place
- Indicating character movement
- Establishing tone or environment
Dialogue (Speech)
Dialogue is written speech of a character. It represents verbal interaction and is typically displayed in short, sequential lines with each line tied to a character's name or portrait.
Uses of dialogue may include:
- Interpersonal communication
- Conveying intent or decision
- Reveals characters relationship
Internal Monologue
Internal monologue is text representing character's private thoughts. It is not spoken aloud and is used to convey subjective reactions, judgement, and internal conflict.
Uses of internal monologue may include:
- Expressing thoughts not shared with other characters
- Indicating emotional shifts
- Creating contrast between spoken and unspoken intent
Interaction with the visual novel medium
Visual novels are distinct from standard literature because they are digital media and therefore have more flexibility for formatting, animations, interactivity, etc. These functions can combine with the characteristics that traditionally make strong written narratives to enhance the work even further.
Formatting
One example of this flexibility is formatting. Text can be made bigger or smaller, written in a different font, made to appear instantly or scroll onto the screen very slowly, or even partially obscured. Engines like Ren'Py even have functionality to pause in the middle of a line of text and force the user to press a button before displaying the rest of it. Formatting can be used to accentuate emotional moments, create visual gags, provide environmental storytelling, or even contribute to a metanarrative.
With other assets
In many visual novels with strong narratives, the written word interacts with other elements (such as sprites, background art, audio, and animation) to produce a cohesive narrative that is greater than the sum of its parts. Information can be conveyed by multiple avenues to enhance immersiveness (and usually should be for accessibility reasons); alternatively, contrasting information can be provided via different avenues to create a sense of tension or unease for the player. For example, if a character is speaking kindly but has a wicked, intimidating expression, that could cause the player to be wary of that character.
It is important to maintain continuity between the written word and other assets. For example, if the text says that a room has no windows, but the background art contains a window, players may be confused. Sometimes, the text or plot of the story can be adjusted to reduce assets. If a scene is written to take place in a carnival, for example, an appropriate background will be required. However, if that same scene can be slightly adjusted to take place in the same town square as a previous scene, that reduces the number of required backgrounds and can make production easier.
Non-linear narratives
Visual novels can include branching narratives and multiple endings, making them more dynamic and flexible than many traditional storytelling mediums. Endings can show the results of characters' or players' choices, allowing the player to experience "what if" scenarios which can enhance emotional impact. Alternatively, different routes or endings can happen in largely the same "timeline"/continuity and instead simply allow the player access to information they may not have otherwise had. For example, Twofold [VNDB] uses two romantic routes to showcase opposite sides of a conflict between good friends by allowing the protagonist become close with either, but not both, of the friends during a given playthrough.
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