arts Article From Novels to Video Games: Romantic Love and Narrative Form in Japanese Visual Novels and Romance Adventure Games Kumiko Saito Department of Languages, Clemson University, Clemson, SC 29634, USA;
[email protected] Abstract: Video games are powerful narrative media that continue to evolve. Romance games in Japan, which began as text-based adventure games and are today known as bishojo¯ games and otome games, form a powerful textual corpus for literary and media studies. They adopt conventional literary narrative strategies and explore new narrative forms formulated by an interface with computer- generated texts and audiovisual fetishism, thereby challenging the assumptions about the modern textual values of storytelling. The article first examines differences between visual novels that feature female characters for a male audience and romance adventure games that feature male characters for a female audience. Through the comparison, the article investigates how notions of romantic love and relationship have transformed from the modern identity politics based on freedom and the autonomous self to the decentered model of mediation and interaction in the contemporary era. Keywords: Japanese video games; visual novels; bishojo¯ games; otome games; romance simulation; literature; romance; narrative form; modernity; postmodernity Citation: Saito, Kumiko. 2021. From Novels to Video Games: Romantic 1. Introduction Love and Narrative Form in Japanese With the rise of video games as a new medium for storytelling, scholars have un- Visual Novels and Romance equivocally posed the question, “Are games stories?” (Salen and Zimmerman 2003, p. 378). Adventure Games. Arts 10: 42. Although any computer or video game can be considered a form of popular fiction (Atkins https://doi.org/10.3390/arts10030042 2003, p.