In Japan they have Visual Novels video games

Kulern

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Although... it is questionable of whether it counts as a game to begin with, and could be described more as interactive Comics more than gameplay?

But in the West. Some argue.. the most infamous game "Plumbers Don't Wear Ties" is the first visual novel interms of Western video games.

Just overall curious how you feel about Visual Novels? Generally speaking, i have no interest in them. But i did get "Plumbers Don't Wear Ties" game on Switch 2. It was awful! Would recommend!
 
Japan is the core market and birthplace of visual novels
The genre has a strong but niche fanbase (not mainstream like RPGs or action games)
Sales are relatively modest, but fans are highly dedicated
The market has shifted to digital platforms (PC, mobile, Steam)
Romance-oriented games, especially for women (otome games), are very popular
Anime adaptations (e.g., Steins;Gate, CLANNAD) often boost popularity

( In one sentence)
Visual novels in Japan are a culturally important, niche genre with passionate fans.

The Portopia Serial Murder Case (1983)
Designed by Yuji Horii
Combined text-based storytelling with static visuals
Featured command-based interaction and a mystery narrative
While not a visual novel in the modern sense, it established the foundation of narrative-focused gameplay using text and images.
Closer to Modern Visual Novels
The genre became more recognizable with:
Otogirisō (1992, by Chunsoft)
Focused heavily on reading text with background visuals
Introduced branching choices and immersive storytelling
Kamaitachi no Yoru (1994)
Expanded multi-ending structures
Became a major commercial success
These titles helped define what we now call visual novels:
story-driven games with minimal gameplay, strong narratives, and player choices.

Summary
Early foundation: The Portopia Serial Murder Case (1983)
Modern-style visual novels: Otogirisō (1992) and later.

Until completing the Famicom version of The Portopia Serial Murder Case. (1983)

Gnosia [Nintendo Direct mini 2020.3.26]

Set in a science fiction world, this is a game where you must identify the traitor known as "Gnosia" who has infiltrated a spaceship.
By repeatedly playing a werewolf-style game with CPU-controlled characters, the story gradually unfolds, making it a uniquely structured adventure game. While some people may find werewolf-style games complicated, this title is designed so that the mechanics become more complex step by step, making it easy for beginners to enjoy.
With its horror-like atmosphere and suspenseful, gripping storyline, it is a highly polished and outstanding work.
Gnosia is a sci-fi visual novel where you play a social deduction game similar to Werewolf aboard a spaceship.
 
Japan is the core market and birthplace of visual novels
The genre has a strong but niche fanbase (not mainstream like RPGs or action games)
Sales are relatively modest, but fans are highly dedicated
The market has shifted to digital platforms (PC, mobile, Steam)
Romance-oriented games, especially for women (otome games), are very popular
Anime adaptations (e.g., Steins;Gate, CLANNAD) often boost popularity

( In one sentence)
Visual novels in Japan are a culturally important, niche genre with passionate fans.

The Portopia Serial Murder Case (1983)
Designed by Yuji Horii
Combined text-based storytelling with static visuals
Featured command-based interaction and a mystery narrative
While not a visual novel in the modern sense, it established the foundation of narrative-focused gameplay using text and images.
Closer to Modern Visual Novels
The genre became more recognizable with:
Otogirisō (1992, by Chunsoft)
Focused heavily on reading text with background visuals
Introduced branching choices and immersive storytelling
Kamaitachi no Yoru (1994)
Expanded multi-ending structures
Became a major commercial success
These titles helped define what we now call visual novels:
story-driven games with minimal gameplay, strong narratives, and player choices.

Summary
Early foundation: The Portopia Serial Murder Case (1983)
Modern-style visual novels: Otogirisō (1992) and later.

Until completing the Famicom version of The Portopia Serial Murder Case. (1983)

Gnosia [Nintendo Direct mini 2020.3.26]

Set in a science fiction world, this is a game where you must identify the traitor known as "Gnosia" who has infiltrated a spaceship.
By repeatedly playing a werewolf-style game with CPU-controlled characters, the story gradually unfolds, making it a uniquely structured adventure game. While some people may find werewolf-style games complicated, this title is designed so that the mechanics become more complex step by step, making it easy for beginners to enjoy.
With its horror-like atmosphere and suspenseful, gripping storyline, it is a highly polished and outstanding work.
Gnosia is a sci-fi visual novel where you play a social deduction game similar to Werewolf aboard a spaceship.

If i were to say what my favorite Japanese video game is. It would be Mega Man X6. Although its a side scroller action shooter, so not a visual novel. Unless one counts as playing as either X or Zero counts, because the story unfolds if you pick either of them in certain scenarios.

But love that game!
 
Not the biggest fan of the term "Sky Daddy" derogatory term that Arin used in the video in GameGrumps but.. Hey Freedom of Speech i guess :)

But overall, the game itself Plumbers Don't Wear Ties, is basically one of the worst games. So its kinda fun to play it, just to see how bad it is.
 
Japan is the core market and birthplace of visual novels
The genre has a strong but niche fanbase (not mainstream like RPGs or action games)
Sales are relatively modest, but fans are highly dedicated
The market has shifted to digital platforms (PC, mobile, Steam)
Romance-oriented games, especially for women (otome games), are very popular
Anime adaptations (e.g., Steins;Gate, CLANNAD) often boost popularity

( In one sentence)
Visual novels in Japan are a culturally important, niche genre with passionate fans.

The Portopia Serial Murder Case (1983)
Designed by Yuji Horii
Combined text-based storytelling with static visuals
Featured command-based interaction and a mystery narrative
While not a visual novel in the modern sense, it established the foundation of narrative-focused gameplay using text and images.
Closer to Modern Visual Novels
The genre became more recognizable with:
Otogirisō (1992, by Chunsoft)
Focused heavily on reading text with background visuals
Introduced branching choices and immersive storytelling
Kamaitachi no Yoru (1994)
Expanded multi-ending structures
Became a major commercial success
These titles helped define what we now call visual novels:
story-driven games with minimal gameplay, strong narratives, and player choices.

Summary
Early foundation: The Portopia Serial Murder Case (1983)
Modern-style visual novels: Otogirisō (1992) and later.

Until completing the Famicom version of The Portopia Serial Murder Case. (1983)

Gnosia [Nintendo Direct mini 2020.3.26]

Set in a science fiction world, this is a game where you must identify the traitor known as "Gnosia" who has infiltrated a spaceship.
By repeatedly playing a werewolf-style game with CPU-controlled characters, the story gradually unfolds, making it a uniquely structured adventure game. While some people may find werewolf-style games complicated, this title is designed so that the mechanics become more complex step by step, making it easy for beginners to enjoy.
With its horror-like atmosphere and suspenseful, gripping storyline, it is a highly polished and outstanding work.
Gnosia is a sci-fi visual novel where you play a social deduction game similar to Werewolf aboard a spaceship.
I also often look for new games to compare. I often go to https://online-casinosbe.com/ and look here. It's convenient, as there is a rating of games. You can try it, if you're interested.

Gnosia really shows how visual novels can innovate with gameplay while preserving the genre's strong narrative roots and suspenseful storytelling!
 
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