TY - CONF
T1 - From hypertext to hyperdimension Neptunia: The future of VR visual novels
T2 - The potentials of new technologies for branching-path narrative games
AU - Crawford, Rebecca
AU - Chen, Yuanyuan
PY - 2018/4/26
Y1 - 2018/4/26
N2 - Visual Novels (VNs) have recently begun to attract attention in the West, thanks to various successful Kickstarter localization campaigns. However, few visual novels have experimented with VR technologies, despite the fact visual novels replicate VR via psychological manipulation. In VNs users have their feelings toyed with, as opposed to their senses. This suggests that there is something about this multi-linear, text-based genre that cannot translate into VR, despite VR's immersive potential. In line with these thoughts and discussion, this paper explores the current situation and potential future of VR visual novels.
AB - Visual Novels (VNs) have recently begun to attract attention in the West, thanks to various successful Kickstarter localization campaigns. However, few visual novels have experimented with VR technologies, despite the fact visual novels replicate VR via psychological manipulation. In VNs users have their feelings toyed with, as opposed to their senses. This suggests that there is something about this multi-linear, text-based genre that cannot translate into VR, despite VR's immersive potential. In line with these thoughts and discussion, this paper explores the current situation and potential future of VR visual novels.
KW - Visualization , Games , Art , Fans , Two dimensional displays , Animation , Sprites (computer)
UR - https://ieeexplore.ieee.org/document/8346298
M3 - Paper
ER -