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.
|Publication status||Published (in print/issue) - 26 Apr 2018|
- Visualization , Games , Art , Fans , Two dimensional displays , Animation , Sprites (computer)