Disabled Girl Romances as a Personality Test (Abstract)
Katawa Shoujo (4LS, 2012), or 'KS', is a phenomenon that is little-known outside certain gaming circles. However, it is one that has garnered many accolades and a dedicated fanbase.
In this short paper, we evaluate the 'KS' game itself as a kind of multiphasic multifaceted personality test. Essentially, there are five developed 'routes', each with two or more endings, and a null route with a premature ending. We assert that the order in which a dedicated player completes the routes, and the kinds of endings obtained, provide a valid key to understanding the kind of neural network the player has. In KS, the possible developed outcomes can be tagged E, H, L, R, and S in alphabetical order. Secondary outcomes can be E+, E-, H+, Hn, H-, L+, Ln, R+, Rn, R-, Sn1, Sn2 in which + is generally considered a positive ending and a successful romance, while - is a negative outcome and n represents a difficult-to-evaluate 'neutral' outcome. The premature null ending can be labelled K0. As gamers have hitherto observed, the kind of personality manifested by the gamer is linked to a tendency to end up in a particular route. Various researchers have reported that traits such as masochism, literary overthinking and suchlike are linked to the S routes, whereas traits like self-improvement and a need to hang out with girls classically labelled as 'kawaii' are linked to the E routes. Using the concept of episodic foresight and Cartesian theatre (e.g. Suddendorf & Redshaw, 2013) we show how such findings allow us to use self-reported KS completion sequences to evaluate the neural network and personality traits of any given gamer.
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Just kidding, sorry.
