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Visual novel video games
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===RPG hybrids=== Since the 1980s, visual novels have had a strong impact on the development of Japanese [[role-playing games]], [http://www.awesomeoutof10.com/articles/lets-take-a-look-visual-novel-narrative/] with visual novels like ''[[Portopia Serial Murder Case]]'' laying the foundations for [[RPG|RPGs ]] like ''[[Dragon Quest]]''. Since the 1990s, there have also often been [[role-playing video game]]s that feature visual novel style elements. A well known example in the West is ''[[Lost Odyssey]]'', a [[role-playing video game]] that features a series of visual novel style flashback sequences called "A Thousand Years of Dreams", which were well received in the West.<ref name="1up_novel"/> These sequences were penned by an award-winning [[Japanese literature|Japanese short story]] writer, Kiyoshi Shigematsu.<ref name="develop">{{Cite web|url=http://www.developmag.com/news/29489/Lost-Odyssey-translator-mystified-by-Microsofts-efforts|title=Harvard's Rubin on translating 360 epic Lost Odyssey into English|last=Fear|first=Ed|date=17 March 2008|publisher=Develop|accessdate=2009-01-30}}</ref> An earlier successful example, one that popularized the idea of VN-RPG hybrids, is [[Sega]]'s ''[[Sakura Wars]]'' series, which combined [[tactical role-playing game]] combat with visual novel elements. It also introduced a [[Real-time game|real-time]] [[Nonlinear gameplay#Branching storylines|branching choice]] system where, during an event or conversation, the player must choose an action or dialogue choice within a time limit (much like a [[quick-time event]]), or not to respond at all within that time. The player's choice, or lack thereof, affects the [[player character]]'s relationship with other characters and in turn the characters' performance in battle, the direction of the storyline, and the ending. Later games in the series added several variations, including an action gauge that can be raised up or down depending on the situation, and a gauge that the player can manipulate using the [[analog stick]] depending on the situation.<ref name="rpgamer_sakura">{{Cite web|title=Sakura Wars ~So Long My Love~ Interview|publisher=[[RPGamer]]|year=2010|url=http://www.rpgamer.com/games/sakura/sakura5/sakura5int.html|accessdate=2011-03-30}}</ref> The success of ''Sakura Wars'' led to a wave of games that combine role-playing and visual novel elements, including ''[[Thousand Arms]]'', ''[[Riviera: The Promised Land]]'', and ''[[Luminous Arc]]''.<ref>{{Cite web|title=Sakura Wars Comes to America, But is it Too Late to Matter?|author=Jeremy Parish|date=8 May 2009|publisher=[[1UP.com]]|url=http://www.1up.com/do/blogEntry?bId=8988084|accessdate=2011-05-18}}</ref> The ''[[Shin Megami Tensei: Persona|Persona]]'' and ''[[Shin Megami Tensei: Devil Survivor|Devil Survivor]]'' series of the ''[[Megami Tensei|Shin Megami Tensei]]'' RPG franchise are also often considered VN-RPG hybrids, with ''[[Shin Megami Tensei: Persona|Persona 3 Portable]]'' in particular being the closest to a visual novel. Another example is [[Sentou Gakuen]], which combined elements of both [[MMORPG]]s and visual novels. It has been noted that various modern Western [[role-playing games]] also feature elements similar to visual novels, such as the plot and dialogue segments of [[BioWare ]] games such as ''[[Mass Effect]]'', or the [[dating sim]] elements of ''[[Fable]]'' or ''[[Dragon Age]]''. [http://www.siliconera.com/2011/02/17/visual-novels-a-cultural-difference-between-the-east-and-west/] The Sega-published [[action role-playing game]] ''[[Alpha Protocol]]'' also featured a real-time conversation system similar to ''Sakura Wars''.<ref>{{Cite web|title=Alpha Protocol Has A Touch Of Sakura Wars|url=http://www.siliconera.com/2010/03/17/alpha-protocol-has-a-touch-of-sakura-wars/|publisher=Siliconera|accessdate=7 March 2012|author=Spencer|date=17 March 2010}}</ref>
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