A lot of "But I view xxxxxxx..." going on here, and I don't think that's very useful. I could say that I view KS as a crossword puzzle, but it doesn't mean anything. Similarly, "I hear KS called a fish," means little.
Really, what (I think) people are trying to figure out is: what exactly IS a VN, and (perhaps in an unrelated question) what is KS? Not "what are people calling KS?" and not "How have VNs failed to live up to your expectations?" Some have hit on the fact that a VN is a new form of entertainment, not entirely related to its nomenclature. It is "visual" in the way that
anything is visual, in that you use your eyes. It is a "novel" in that it tells some sort of a story.
Focusing too much on the name is pointless, because it's just a name. An RPG (as the term is used by the majority of the video game industry) is not truly a Role-Playing Game. You don't get to create your own character, you don't get to choose how to act in any given situation, you don't get to affect the story in any significant way. Sure, there are aberrations there -- I am specifically thinking of games with multiple endings, or games that allow character customization to a degree -- but by and large "RPGs" focus on linear and cliched plots, pre-defined characters and cute mascot characters for some reason. You're not playing a role; you're advancing the story and leveling up to 99. RPGs are, in a sense, more like "visual novels" than some of the VNs being discussed.
So forget the name. It's just a name. VNs could be called Rocks.
So what
are VNs? Not "what do you think they should be?" but "what are the games called VNs, by and large?" Aura and others have touched on how personal views can affect classification. I mentioned that calling an X a fish doesn't mean anything. We can't rely solely on how people view something. Views can change, and indeed do -- quite frequently, as it turns out. Not to mention that it doesn't really matter how many people call my left foot a tuna fish sandwich; it's not delicious, and has nothing to do with sea life. There has to be some sort of concrete definition, independent of how people view a thing.
So who gets to decide that? Well, the first people that make something seem to get to name it. One time, a guy made some furniture and called it a
chair. So "a wooden object consisting of a flat portion, suspended off the ground no more than two feet by four wooden stakes, and a curved back portion also made of wood" became "chair." Then other people came along and made
other furniture. They weren't "chairs" as defined. Would they get their own names? Of course not. It's ridiculous to have a name for every single different thing in the entire universe; regardless of convenience, it's simply impossible to give everything its own name. The different permutations of letters (in English) would quickly reach unwieldy lengths. So "chair" became something along the lines of "a piece of furniture intended primarily for sitting."
Without subjecting you to my absurd and roundabout thought process, it seems that definitions have two parts, and two functions: a definition is
A.) how people view a thing (A chair is something used by people to sit); and
B.) how a thing's creator expects it to be used (A chair is a piece of furniture built explicitly for sitting).
You can use a table for sitting, and you can build a chair-shaped shelf. There has to be some agreement between the two parts for a thing to be called a "chair."
Definitions also serve as descriptors to viewers and creators. They
C.) inform a person about an object without having to view it ("Chair" =/= "Hideous, beaked monstrosity which hungers for blood"); and
D.) guide crafters in creating objects (If I call something a "chair," people are going to expect to be able to sit).
So. Now that I've cemented my place as a pretentious asshole: what are VNs?
Regardless of how you view True Love, or KS, or whateverelse you're thinking of, most "VNs" have been
crafted as story-delivery devices with the following characteristics:
- semi-linear plot
- well-defined characters
- limited interaction with characters
- limited ability to affect the plot
- one (or more) "success" paths
- one (or more) "failure" paths
- interaction that takes the form of choosing words for the main character, actions for the main character, or both
- art
- music
Additionally, when people think of "VNs", they (according to what I've read in this forum and in other places) expect:
- (the above points)
- nude ladies and/or gentlemen
So I don't see what the problem here is. You're agreeing with one another, and then starting a new conversation about (as Aura put it) "if you bolt additional crap onto a VN, at what point does it stop being a VN?"
I would love to see VNs go a more complex route: let people have much more control about who the Main Character is, by crafting (to a certain degree, through pre-determined questions and metrics) him/her; give several different interchangeable plots, so that users can have a greater degree of freedom; hold people responsible for the characters they create by punishing deviations from that character's personality; create a world in which users can
immerse themselves, instead of picking a high school and throwing in some ancillary characters. I want to see a VN that lets the user really play, where 100% completion is a damn huge ordeal, where problems are solved and new ones created, and the user is affected as if he/she were actually in the game world. In short, I want VNs to be role-playing experiences.
Would these be VNs? Yes, in the same way a square is a rectangle; it would be a VN, but
more. That's fine. It can do that. Definitions can change and expand, and new genres can be created.
Man whatever. I forgot what I was even talking about.
Is it a game? Sure. It has a set of rules, an objective scoring rubric, and victory conditions. Is it a novel? Sure. It has exposition, rising action, climax, and denouement. It can be both.