30 Matching Annotations
  1. Aug 2026
    1. For example, a character that might have stood up for you in the first loop could be wanting to kill you in the second one. “The feeling of going through a world in which the law of cause and effect doesn’t matter – that is the core idea of a roguelike adventure game, and it’s a brand-new territory that most adventure games until now haven’t stepped into yet.”

      Jiro Ishii explaining how a "roguelike adventure" works as a visual novel.

    2. On the other hand, “roguelike adventures” are a subgenre that was pioneered by Petit Depotto’s Gnosia. What makes “roguelike adventures” significantly different from “open world” ones are, as Ishii states, the element of randomness and the way the world of the game branches out. While in “open world adventures” there are no changes in the story despite the order in which the player decides to experience it, in “roguelike adventures” the story randomly changes with each replay – kind of like in a “parallel world” scenario, Ishii explains.

      Jiro Ishii praises the concept of "roguelike adventures" in the context of visual novels, where there is an "element of randomness" in how the game-world branches out.

    3. As examples of “open-world type adventures,” Ishii brings up Vanillaware and Atlus’ 13 Sentinels: Aegis Rim and Spike Chunsoft’s Zero Escape series. He once more emphasizes that, in this case, “open world” doesn’t mean a 3D space that you can roam freely. To him, it signifies a non-linear narrative, not bound by time or laws of cause and effect. The player is able to experience the narrative freely (by “picking up fragments”) in any order they like, which ultimately leads them to completing the “big picture” and finding out the true story.

      Jiro Ishii praises what he calls "open world" visual novels where the player is not bound by time or cause and effect.

    4. “My honest impression is that the evolutionary tree of adventure games has reached more of a dead end than I thought it would. However, there are some new genres that evolved from there.” Ishii pointed out two “new subgenres” of adventure game that particularly stood out to him. He defines them as “open-world type adventure” and “roguelike adventure” games.

      Jiro Ishii opining that visual novels have "reached more of a dead end" than he would have predicted.

    1. If you’re aiming to write a truly interesting story, according to Kodaka, that means you’re up against giants like Keigo Higashino (known for his mystery novels). And in order to beat them as a developer, you’ll have to leverage the systems and means of expression that are unique to the video game medium and evoke emotion in players through the story.

      Kazutaka Kodaka opining that in order for a visual novel to "beat" a great novel, it must "leverage the systems and means of expression that are unique to the video game medium and evoke emotion in players through the story."

    2. “To be honest, I haven’t played that many adventure games. I play a variety of different genres of games, and I also read novels. That being said, I believe outstanding adventure games are the ones that use game mechanics in their favor. When it comes to story-driven adventure games, I honestly think novels are much higher quality reading material. After all, works written by famous authors are simply a more interesting read,” Kodaka says.

      Kazutaka Kodaka opining that in terms of telling a story, novels are superior to visual novels. Visual novels can distinguish themselves through some sort of interactive element (or perhaps audio-visual).

    1. Some indie game developers will either go through the above and reach this conclusion, or some will come in with this opinion to begin with.  Then they'll approach visual novels as if they're fundamentally flawed and in need of iteration. This isn't to say that visual novels are flawless-- they're not, and this isn't to say that you can't add more-- you can, but this line of thinking deflects from the core of the problem.  They don't know how to make a visual novel enjoyable, so they reach into something they understand better, or simply like better and try to duct tape it to visual novel.

      Stella De, essentially, on the pitfalls of trying to make a visual novel starting from the perspective that the medium is flawed.

    1. If the player can customize characters, statistics, equipment, abilities, routes, schedules, or other aspects of the game, the question isn't whether customization exists. The question is what the customization is trying to accomplish. If customization primarily changes the player's interaction with the game, that's something other than a visual novel. If customization primarily changes the story being experienced, that's more of a visual novel.

      Stella De's principles for when customization is consistent with a visual novel vs a non-VN game.

    2. A visual novel is a type of narrative video game that provides a written narrative experience accompanied by visuals. Visual novels focus on reading and/or listening to a story above any other form of interaction. When a visual novel presents interactions or customizations, they will primarily influence or appear to influence the story.

      Stella De's definition of visual novels.

    1. Explaining this design choice, the director says, “I’m simply not very fond of dialogue scenes where characters go on and on about trivial matters. I prefer the pacing and atmosphere of films. Of course, I believe games that emphasize dialogue have their own merit, like allowing readers to project onto the protagonist and soak in the atmosphere, so this isn’t about which approach is better or worse. However, I believe that the maximum amount of time a person can concentrate on reading text is about 4 to 6 hours at most, and I’m concerned that if it goes on any longer, more people will start skimming or rapidly clicking though the text.”

      Todo Kataoka explaining why he prefers "film" pacing in visual novels over lengthy dialogue scenes. Notable: "I believe the maximum amount of time a person can concentrate on reading text is about 4 to 6 hours at most..."

    1. A Visual Novel (VN) is a digital narrative focused game that requires interactions where the player must be able to impact the story world or the story’s progression. The story and interactions are most commonly presented through a text box and often employ additional forms of interac- tion including menu choices—which often contain sets of actions that the player character can perform—or dialogue options representing the player character’s speech or thoughts. Crucially, VNs have On-Click Progression, where the player clicks, taps or presses a button to see the next part of the story. The aesthetics of VNs are most often conveyed through static images of characters, background art, sound effects (SFX) feedback, and soundtracks.

      A proposed definition of visual novels based on consulting research papers and a collection of "popular" VNs.

  2. Oct 2025
  3. Feb 2025
  4. Apr 2024
  5. Jul 2023
    1. Nowhere is the P&V distortion so plain and disturbing as in their versions of Tolstoy.Critics sometimes say it is impossible to ruin Tolstoy because his diction is so straightforward. But it is actually quite easy to misrepresent him if one does not understand the language of novels. Since Jane Austen, novels have tended to trace a character’s thoughts in the third person. The choice of words, and the way one thought begets another, belongs to the character, and so we come to know her inner voice. At the same time, the character’s view may not comport with the author’s, and it is the art of the writer to make clear that what the character is seeing is deluded or self-serving or foolish. This “double-voicing” lies at the heart of the 19th-century novelistic enterprise. For Dickens and Trollope, “double-voicing” becomes the vehicle of satire, while George Eliot and Tolstoy use it for masterful psychological exploration. If one misses what is going on, the whole point of a passage can be lost.
  6. Dec 2022
    1. ranslated by zalas as part of al|together 2005, io[ChristmasEve] is a novel game made in the KiriKiri engine. The game received an update a year after the release of the translation patch which caused the patched game to crash immediately after starting, so my friend at the group Re*define has made a fix for it, making the game playable from start to finish. The fix consists of removing malfunctioning lines calling for an apparently nonexistent object called options2Menu. The XP3 archive was worked on with insani's xp3tools-20060708 available at http://insani.org/tools/. The fix has been tested on Windows XP and Windows 10.

      Thanks to Re*Define and Kaisernet, the original 2005 English-language translation of io [Christmas Eve], a freeware Japanese visual novel written in KiriKiri, is playable in English. The 2005 patch ceased working due to the Japanese game receiving a minor update in 2006. Kaisernet notes that "[t]he fix has been tested on Windows XP and Windows 10." I personally tested it on Linux running the game with the patch on WINE and found that it works without issue.

  7. Nov 2022
  8. 7nightstranslations.wordpress.com 7nightstranslations.wordpress.com
    1. Tanabe Meito is a psychology student in the “World of Light”, a completely ordered world were people don’t have a shadow. He’s not entirely satisfied, though; and when he meets a girl with a shadow called Shimon he ends going with her to the “World of Shadow”, a rural village where the people are shadows, and Shimon is the only one with both body and shadow. Right after that they meet two other persons with body and shadow: a girl with no memories, who they finally name Sou, and a woman also with no memories but who recalls being called Riri. Then they start living together in Shimon’s house, and have mostly slice-of-life happenings while they investigate a mysterious voice Meito heard just before going to the World of Shadow, and Meito gets used to the shadow people. And while that’s happening you have scenes of a boy who lives with his mother, who eats him, until he discover eating is love, eats her, and goes out into the outer world. Then things get real trippy, and nothing else makes any sense, until the very end, or ever.

      "And while that's happening you have scenes of a boy who lives with his mother, who eats him, until he discovers eating is love, eats her, and goes out into the outer world. **Then things get real trippy, and nothing else makes any sense, until the very end, or ever."

      This is as apt a description of MYTH as one could write.

  9. Aug 2022
  10. Jun 2022
    1. My own copy of A Catalogue of Crime certainly fits that description, even though I generally disagree with many of its harsh judgments on modern crime fiction. Barzun and Taylor definitely prefer classic whodunits, especially those written with wit, panache, and, above all, cleverness. The Catalogue lists more than 5,000 novel-length mysteries, collections of detective stories, true-crime books, and assorted volumes celebrating the delights of detection. Every entry is annotated, and a succinct critical judgment given.

      While this excerpt doesn't indicate the index card origin of the published book, it does indicate that it has descriptions of more than 5,000 novel-length mysteries, detective stories, etc. which includes annotations and critical judgements of each.

      One can thus draw the conclusion that this shared index card collection of details was used to publish a subsequent book.

    2. Dorothy L. Sayers’ Strong Poison reads in as follows in its entirety: “JB puts this highest among the masterpieces. It has the strongest possible element of suspense—curiosity and the feeling one shares with Wimsey for Harriet Vane. The clues, the enigma, the free-love question, and the order of telling could not be improved upon. As for the somber opening, with the judge’s comments on how to make an omelet, it is sheer genius.”
    1. together with his friend Wendell Hertig Taylor, kept a running tally of every mystery book that came along. Their brief descriptions, scribbled on three-by-five-inch index cards, eventually coalesced into “A Catalogue of Crime,” one of the foremost reference works in the mystery/suspense genre.

      Jacques Barzun had a card index for cataloging mystery/suspense books which he maintained on 3x5" cards with his friend Wendell Hertig Taylor.

      Did he keep a card index for his ideas as well?

  11. Apr 2022
    1. Novels didn’t have the baggage associated with ancient forms of literature and therefore allowed new types of authors and readers to emerge, especially women, who used the flexible form to grapple with the most pressing questions of modern society.
  12. Mar 2022
    1. Raymond Queneau’s 100,000,000,000,000 Poems, a collection of 10 14-line sonnets with each page cut into 14 strips to allow readers to arrange them into a astonishing number of variations; Padgett Powell’s The Interrogative Mood, a novel composed entirely of questions; and Geoff Ryman’s 253, which was originally published on the web in the form of a collection of hypertext links.
    2. One of those books was B.S. Johnson’s The Unfortunates, which Wildgust says he has used “to demonstrate how a ‘book’ can also be a box with unbound pages.” According to Wildgust, Johnson borrowed the idea from Turkish-born writer Marc Saporta’s 1962 experimental novel Composition No. I, which was printed as a collection of 150 unbound, single-sided pages that can be read in any order.

      Link this to Henry James Korn's experimental novel/cards in the early 1970s and late 1990s hypertext fiction.

  13. May 2021
    1. he could describe the whole process of composing a novel, from the general directive issued by the Planning Committee down to the final touching-up by the Rewrite Squad. But she was not interested in the finished product. She 'didn't much care for reading,' she said. Books were just a commodity that had to be produced, like jam or bootlaces.

      What does this tell us about Julia? Very meta.

  14. Jan 2020
    1. In the far future, the [human group] fights a pitched battle against the mighty [alien name] Empire, but deep in the mysterious [region of space], among the ruins of the past, a darker threat looms."

      If I could write a short story or even a novel using only annotations (and info on the web pages themselves, like setting, plot developments, clues)! Might be fun! What cool uses can you think of?