How it works
This visual novel idea generator deals a premise in four parts, such as a courier with one parcel left, at an island school with eleven students. No game, studio or character is named anywhere in the lists.
Read the full guide
What a route is here
In a visual novel, menu choices can branch the story. On this page a route is one of those branches: the stretch that stays with a single character. The routes are friends, rivals, strangers and elders, fifteen of each, and none is a love interest. A game wants several: keep the setting and the lead, and take two more characters from the list below.
Why the twist sits at the midpoint
A route needs a turn once the player has settled into it. The twists are sorted three ways: the truth about someone, the world shifting, and the choices turning on the player. That last kind uses the form's own menus: the first choice offered again, reversed, or a menu where every option reads the same.
- Write the choice that opens the route before anything else: one question and two answers.
- The parts mix on purpose. A piano tuner at a weather station is a reason to ask why.
- Give the character the route follows one picture the player sees twice, changed the second time.
Questions and answers
What is a visual novel?
A video game genre of Japanese origin that is focused on presenting a story. The player moves on by clicking or tapping, the pictures are often static images of characters over background art, and the words sit in text boxes, often with menu choices.
Does a visual novel need choices?
Not always. A small portion have no branching choices at all and are completely linear; these are known as kinetic novels. For one of those, read the route as the character the story stays with, and write no menu.
How do I turn the idea into a visual novel plot?
Open on the setting, let the lead meet three or four people, and put the first real choice where their paths split. Follow one route to its midpoint twist, decide what the twist costs, then write two endings from it.