Emily Taylor-Dating Simulation Games
Emily Taylor-Dating Simulation Games
Emily Taylor-Dating Simulation Games
Dating-Simulation Games:
Leisure and Gaming of Japanese Youth Culture
EMILY TAYLOR
University of North Carolina at Chapel Hill
places, such as Amazon and eBay. Used games can be purchased at video
game stores for as little as ¥3,000 to ¥4,000 (approximately US$25–33, at
US$1 = ¥120) if they are older or less popular, but most used dating-sim
games are available for around ¥5,000 to ¥7,000 (US$42–58). New games
typically run from ¥8,000 to ¥10,000 (US$67–83).
One can define a dating-sim game, in short, as a video or computer
game that focuses on dating or romance and may contain erotic content.
Several subgenres can be identified: bishōjo 美少女 games, in which a play-
able male character interacts with attractive anime-style girls; GxB or otome
乙女 games, where a playable female character dates male characters; and
BL (“boys’ love”) games, where the characters are homosexual. Bishōjo
games, the focus of this article, are the most common.
Bishōjo games share a basic structure and feel. The gamer plays a male
character who interacts with various female characters as well as secondary
characters such as family members, neighbors, and teachers. Dialogue is
usually spoken by voice actors or may appear as text on the screen. The
main character’s words, thoughts, and actions, however, are described
through text only; the main character has no voice actor. Dating-sim games
usually have no animation; the background remains static and changes
only when the character moves to another location.9 Often, the same back-
grounds are reused in different situations. For example, if the character is
in a classroom when other students are around, the room appears empty so
it can be reused for scenes in which the character is alone. In cases such as
these, text-based descriptions of the surroundings, rather than the images
on the screen, establish whether others are present. Clearly, dating-sim
games require the player to use his (or her)10 imagination much more than
do typical video games. Additionally, when the main character is interact-
ing with another person, that person appears in front of the background
and remains still, merely alternating between poses (which, like the back-
grounds, are static and frequently reused) to match what the conversation
partner is saying. The main character, with whom the gamer is meant to
identify, rarely appears on the screen.
The interactive portions of the game arise through options presented to
the gamer, which are typically binary, although options with three choices
occasionally arise. These options occur sporadically and often involve seem-
ingly trivial choices, such as whether to go to a movie or art museum. Inter-
estingly, any life-changing decisions in the game, such as whether the main
character will donate a kidney, are often not decided by the game player.
The game player takes advantage of options to manipulate the main charac-
ter’s actions to bring about his desired result.
These results come in the form of endings, of which dating-sim games
have typically ten to twenty. Some are “good endings,” in which the main
character ends up with one (or more) of the female characters and lives
Japanese Dating-Simulatiuon Games 195
happily with her, usually entailing marriage; others are “bad endings,”
which vary widely but may involve the death of a female character, one of
the characters moving away, or the male and female characters living to-
gether unhappily. Usually, each female character has the potential to bring
about both a good ending and a bad ending; the player must select the op-
tions carefully to get the one he wants.
Intuitively, one would think that players would aim for good endings,
but such is not always the case. The only way to “beat” the game is to play
it numerous times, experiencing all the endings. After playing through the
game, players can go to the main menu and check their “status,” which
shows how much of the game is finished. To reach a status of 100 percent,
signaling completion of the game, all endings must be reached. Essentially,
the only way to “lose” when playing a dating-sim game is not to get a bad
ending but to get the same ending twice, since doing so prevents players
from making any progress toward game completion. Thus, unlike most
video games, dating-sim games are not particularly competitive; they have
no final “bosses” whom the players try to defeat. After getting through all
the endings, extra scenes or characters may be unlocked, including, occa-
sionally, “harem endings,” which allow the main character to end up living
with all the female characters.
Dating-sim games remain two dimensional, despite the vast majority of
other video games presently being rendered in rich three-dimensional
graphics. One reason is the focus in dating-sim games on characters. Video
games such as Rockstar Games’ “Grand Theft Auto” can be animated in
three dimensions because most visuals are landscapes. Three-dimensional
characters, however, tend to look blocky and distorted when seen up close.
Konami’s Tokimeki Memorial 3 ときめきメモリアル3 (2001) was the first
bishōjo game to be animated in three dimensions, but its low sales likely
discouraged other companies from following this lead. Thus bishōjo games
remain a slideshow of two-dimensional images plus voice and text.11
kuya, has to leave home to attend college in another city. He moves in with
his cousin and, in exchange for his hospitality, works at his cousin’s cake
shop. One day, a beautiful girl falls through the ceiling into his living room,
landing on Takuya’s lap. She identifies herself as Silk and claims to be a
time-traveler from another world. To get back to her own world, she convin-
ces Takuya to extract magical powers from five particular girls (who, luckily,
all frequently visit the cake shop) by having sex with them. Takuya, an or-
dinary, sexually inexperienced student, does not feel up to this task, so Silk
casts a magic spell on him, making him ten times more attractive. Thus, it is
the game-player’s challenge to procure all the magical power Silk needs to
get home. At the end of the game, the player can choose one female to date
exclusively. If he picks his options carefully, he can also end up with Silk.
ful not through hard work or natural talent but through outside forces,
game players are more easily able to understand the male character’s power
over women.
These transformations are labeled as undesirable by being alien, non-
Japanese forms of transformation. What is most striking about the male
transformations in dating-sim games is that they follow the style of Ameri-
can, rather than Japanese, superheroes. Tom Gill analyzes this distinction
in “Transformational Magic,” wherein he claims American superheroes
“bio-transform,” while Japanese superheroes “mecha-transform.” 21 Bio-
transformation, according to Gill, has two key features: it can be involun-
tary, or can lie somewhere between voluntary and involuntary, and it is of-
ten based on a childhood incident (a spider bite, for example) or—although
Gill does not mention this possibility—genetics (as is the case with Super-
man). Mecha-transformation, however, is always voluntary. It usually in-
volves an instrument that the superhero uses to transform him- or herself,
and returning to original form is accomplished voluntarily after the enemy
is defeated. Representative examples of mecha-transformation are Power
Rangers and Sailor Moon.
The meaning of the distinction is clear: Only those with special or
privileged histories are capable of bio-transformation, but the democratic
mecha-transformation is possible for anyone once he or she has the tech-
nology (be it a magic wand, brooch, bracelet, or other type of transformation-
instigating device).22 These tools also give the superhero a reassuring sense
of control and of normalcy; only a Japanese-style superhero is able to be a
truly normal person between battles. American transformers such as Super-
man and Spider-Man embody their powers biologically and are unable to
discard their powers along with their disguises; their transformation exists
as a permanent marker of abnormality. Why, then, do Japanese games in-
clude transformations that follow the American, rather than Japanese, pro-
totype? A possible explanation for this oddity is that it labels the main
character and his actions as alien and abnormal, perhaps even inhuman.
Therefore, players’ inabilities to mimic the game characters’ supernatural
successes with women cannot be perceived as any sort of flaw.
The female characters that appear in dating-sim games include both com-
plex and simple figures. Numerous non-playable female characters are
present. Some dating-sim games force players to pursue only one female
character at a time, after which players can start the game over in order to
form relationships with other characters. Other dating-sim games allow
players to form simultaneous relationships. Some female characters are
more elusive than others; a relationship with one of these characters can be
Japanese Dating-Simulatiuon Games 201
“unlocked” only after playing through the game multiple times. For
example, in Sensei 2, Shuichi can form a relationship with Shoko (the
student teacher), Kumiko (the childhood friend), or Sachiho (the principal)
the first time the game is played. However, in order to form a relationship
with the other characters, Seno (the P.E. teacher) and Ito (the chemistry
teacher), players must completely play through the game with the first three
female characters. Only then do these final two characters become unlocked.
Female characters in dating-sim games are in many ways opposites of
the main male character. Rather than sporting drab, generic appearances
and personalities, they often have unique traits and rarely appear Japanese.
Traits include attributes such as multicolored hair and eyes (green, blue,
pink, red, yellow, purple) and one-dimensional or exaggerated personalities
(incredibly intelligent, sporty, outgoing, or shy). Whereas the male charac-
ter is designed so that players can relate to him, female characters appear to
be designed so that they would not resemble any real-life people the players
might know. A remarkable example of this separation of unrealistic female
characters from real-life people is found in Tottemo! Pheromone: Takuya’s
cousin’s wife is named Ms. Silk (not to be confused with Silk, the main fe-
male character). Ms. Silk is a magical girl who traveled to Earth and, be-
cause she fell in love, chose to remain on Earth and had to surrender her
magical powers. After giving up her powers, her striking blond hair and
blue eyes turned black, making her appear Japanese. Ms. Silk is not a pur-
suable character in Tottemo! Pheromone, and this separation from the other
female characters is displayed graphically by her realistic, Japanese features.
Women are never particularly strong characters in dating-sim games.
Many female characters appear strong initially, but this first impression
always turns out to be a mere façade. The protagonist seeks to remove each
woman’s supposed power and reveal her “true form,” which is one of weak-
ness and the desire to be subordinate to men. One extreme instance of this
portrayal occurs in Sensei 2, where players can choose to pursue Sachiho,
Shuichi’s high school principal. In this case, Shuichi begins a sexual rela-
tionship with her, and Sachiho becomes so infatuated with him that she
divorces her husband, quits her job, and moves in with Shuichi to be his
permanent “slave.” The message here is not only that, in the supernatural
world of dating-sim games, one can subdue even the most powerful female
around and reduce her to a non-entity but also that strength and independ-
ence are mere pretense: women are fundamentally weak and dependent
upon men.
For that reason, almost all female characters in dating-sim games can
be called shōjo. Although the characters are over eighteen and are thus
“women,” not “girls,” they are presented as shōjo for being heterosexually
inexperienced, cute, or emotional—or for, by the end of the game, having
reverted to a shōjo-like state, as happens to Sachiho in Sensei 2. Perhaps
202 E. Taylor
Players’ interactions with the game ensures that they become engrossed in
the fantasy world, allowing temporary escapes from reality.
Such escapes are meaningful, however, as they can serve one or more
specific purposes for players. In the case I explore in the remainder of this
article, dating-sim games protect otaku from the risk of being labeled as shō-
jo, a pejorative appellation that is a result of being feminized through
watching romance-comedy anime and from being sexually inexperienced,
unmarried consumers. In short, otaku are geeks. They are obsessive fans,
usually of anime, manga, and/or video games. The term otaku arose in the
1980s as a derogatory term to describe henjin 変人 (weirdos) among the
amateur manga community. The word otaku literally means “your honor-
able home” (when written as 御宅), and it humorously alludes to the social
ineptitude of a geek who might attempt to communicate with peers in an
overly formal manner.24
The otaku are of interest because of their high consumption of products
geared toward fantasy. Such products include dating-sim and role-playing
games, maid cafés (cafés where waitresses don maid costumes and refer to
customers as “master”), and costumes for cosplay (kosupure コスプレ, a
portmanteau of “costume” and “roleplay” which means dressing up as ani-
me, manga, or video game characters). These are some of the ways in which
the otaku crowd is understood as choosing to blur the line between reality
and fantasy. Although otaku may be viewed with a bit of condescension
from those with more mainstream tastes in Japan, otaku are generally con-
doned and are not believed to be a threat to society, unlike members of the
Aum Shinrikyo cult or hikikomori (shut-ins who often exhibit violence to-
ward family members or others), social outcasts who bring their fantasies
into reality in disturbing ways.25
The interconnection between fantasy and reality is a key element of
otaku culture. As a rejection of societal expectations for them to get married
and support a household, an ideal based on the salaryman figure (the man
who dedicates himself to his company to support his family), otaku choose
instead to delve into a fantasy world of anime, manga, and video games.
Many otaku claim that they express themselves better through computers
and virtual identities than they do in real life; for these people, their virtual
self is the “real them,” continuing to blur the line between fantasy and real-
ity. Like young women who delay marriage and become “parasite singles,”
otaku may also hold full-time jobs—but their income goes toward consum-
ing fantasy in the form of dating-sim games, trips to maid cafés, anime and
manga paraphernalia, and so on. Otaku therefore represent a rejection of
adulthood by resisting work, women, and the salaryman ideal.
One important characteristic of otaku is their supposed inability to
communicate. This stereotype is seen in the 2005 movie Densha Otoko 電車
男, in which the main character, Densha Otoko (Train Man), stammers in a
204 E. Taylor
the early 1990s, the connotation of the word otaku began to shift from nega-
tive to positive as the word began to indicate a person with extensive spe-
cialized knowledge. Otaku came to be perceived as sensitive, presumably
from obsessively watching romance-comedy anime, and desirable as boy-
friends. As one Japanese girl was quoted in the Japan Times, “The age of the
hunk is over. I prefer the kinder, nerdier, cuddlier Akiba-Kei [otaku].”31 The
article goes on to claim that otaku are now renowned for their impossibly
high standards: they prefer women who are “cute, malleable, big-breasted,
thin-legged, large-eyed, and erotic.”32 Essentially, they want a female char-
acter from dating-sim games. One self-proclaimed otaku admits that “a real
woman will always lose to a digital chick.”33
Why, though, would a normal relationship, consisting of hard work,
compromise, and inevitable moments of sadness, be preferred over a digital
one, in which the opposite sex is easily controlled, understandable, and as
beautiful as the player demands? I am not suggesting that dating-sim games
affect all users so drastically, but such an effect does seem to exist, to some
degree. Nevertheless, the consistency in the players’ roles, the depiction
and position of the female characters, and the storylines themselves suggest
that the games can function on one level to reinforce a kind of masculine
identification in the players, no matter how seriously or lightly they may
regard the computer-mediated intimacy.
Notes
1
See, for example, the reviews of dating-sim games at http://www.somethingawful.com.
2
I have found only one scholarly work that offers more than cursory comments on
the games: Joseph L. Dela Pena’s “Otaku: Images and Identity in Flux,” CUREJ: Col-
lege Undergraduate Research Electronic Journal, University of Pennsylvania (2006), avail-
able at http://repository.upenn.edu/curej/9 (accessed July 19, 2007).
3
For more information on the otaku, hikikomori, and “parasite single” figures, see, for
example: Thomas Lamarre, “An Introduction to Otaku Movement,” EnterText 4, no. 1
(winter 2004–5): 151–87, available online at http://www.brunel.ac.uk/4042/entertext4.1/
lamarre1.pdf (accessed September 15, 2007); Mariko Tran, “Unable or Unwilling to
Leave the Nest? An Analysis and Evaluation of Japanese Parasite Single Theories,”
Electronic Journal of Contemporary Japanese Studies (July 3, 2006), available online at
http://japanesestudies.org.uk/discussionpapers/2006/Tran.html (accessed September 15,
2007); and Michael Zielenziger, Shutting Out the Sun: How Japan Created Its Own Lost
Generation (New York: Nan A. Talese, 2006).
4
For relatively recent information on Japanese dating and relationships, see Re-
becca E. Fukuzawa and Gerald K. LeTendre, Intense Years: How Japanese Adolescents Bal-
ance School, Family, and Friends (New York: RoutledgeFalmer, 2001); Hiroko Hirakawa,
“Give Me One Good Reason to Marry a Japanese Man: Japanese Women Debating Ideal
Lifestyles,” Women’s Studies 33, no. 4 (2004): 423–51; and Noriko O. Tsuya and Larry L.
Bumpass, eds., Marriage, Work, and Family Life in Comparative Perspective: Japan, South
Korea, and the United States (Honolulu: University of Hawai‘i Press, 2004).
5
For more information on obscenity and pornography in Japan, see Nicholas Born-
off, Pink Samurai: Love, Marriage & Sex in Contemporary Japan (New York: Pocket Books,
1991); and Joel Powell Dahlquist and Lee Garth Vigilant, “Way Better than Real: Manga
Sex to Tentacle Hentai,” in Net.SeXXX: Readings on Sex, Pornography, and the Internet, ed.
Dennis D. Waskul (New York: P. Lang, 2004), 91–103. For more information on Japa-
nese gaming and leisure, see David R. Leheny, The Rules of Play: National Identity and the
Shaping of Japanese Leisure (Ithaca, NY: Cornell University Press, 2003). Finally, several
essays in Cynthia L. Selfe and Gail E. Hawisher’s recent edited volume, Gaming Lives in
the Twenty-First Century: Literate Connections (Houndmills, England: Palgrave Macmillan,
2007), address Japanese influences on the worldwide phenomenon and experience of
computer gaming vis-à-vis issues of gender, identity formation, and cultural models.
6
Anne Allison, Nightwork: Sexuality, Pleasure, and Corporate Masculinity in a Tokyo
Hostess Club (Chicago: University of Chicago Press, 1994); Anne Allison, Permitted and
Prohibited Desires: Mothers, Comics, and Censorship in Japan (Boulder, CO: Westview
Japanese Dating-Simulatiuon Games 207
Press, 1996); and Anne Allison, Millennial Monsters: Japanese Toys and the Global Imagina-
tion (Berkeley: University of California Press, 2006).
7
Allison, Nightwork, 11.
8
“Bishōjo Game,” http://en.wikipedia.org/wiki/Bish%C5%8Djo_game (accessed May 2,
2007).
9
Some games include brief animated segments at the beginning or end or, occasion-
ally, between scenes.
10
Although female players also enjoy playing dating-sim games, I use masculine pro-
nouns to refer to players for the remainder of this article. On the demographics of female
gamers around the world, though, see Barbara Lippe, “Japan: Games for, by and about
Girls,” in Gender in E-Learning and Educational Games: A Reader, ed. Sabine Zauchner,
Karin Siebenhandl, and Michael Wagner (Innsbruck: StudienVerlag, 2007), 223–40. See
also Angela Thomas and Valerie Walkerdine, Girls and Computer Games, http://www.women.it/
quarta/workshops/laracroft5/angelathomas.htm (accessed September 15, 2007).
11
“Bishōjo Game.”
12
Romanization of game names follows the game developers’ discretion and, for
some titles (including this one), differs from the linguistic standards followed elsewhere
in this piece. (D. O. is the name of the game developer; other developers mentioned in
this article are Rockstar Games, Konami, ZyX, and Trabulance.) Likewise, character
names appear in Anglicized form, that is, without macrons (e.g., “Shuichi” instead of
“Shūichi,” “Shoko” instead of “Shōko,” “Ito” instead of “Itō,” and “Yosuke” instead of
“Yōsuke”).
13
As of the writing of this article (June 2007), no used copies were available through
Amazon.co.jp.
14
The most popular fan Web site is Kana’s Left Kidney (http://pages.prodigy.net/kana/).
The creator of this fan Web site, as well as several reviewers the creator cites, claims that
the appeal of this game is its touching, realistic characters: “The cast of characters you
will encounter in this game are vivid and captivating, each with their own personality.
You will get a feel for what each of the individuals are actually like. I love the personal-
ities . . . they are not the typical corny stuff you would expect from a video game.” One
fan’s enthusiasm toward the game and the characters inspired him to tattoo his arm
with a picture of Kana (http://www.angelfire.com/ne/Eltink/kana/tattoo/). And a fan
Web site in Spanish (http://ar.geocities.com/dark_diego/) offers a brief glimpse at the
worldwide popularity of this Japanese visual novel. (All URLs accessed July 13, 2007.)
15
Soundtracks of the opening and closing songs and background music are avail-
able, integrating the music industry with the gaming industry and further commercial-
izing the phenomenon. Further spin-offs include various types of character merchandise
and even anime series based on especially popular game titles.
16
Presumably referring to the unmarried state of the shōjo, Robertson defines the
term as “not quite female.” Jennifer Robertson, Takarazuka: Sexual Politics and Popular
Culture in Modern Japan (Berkeley: University of California Press, 1998), 65.
17
Ibid. Shojo 処女, a near-homophone, is the Japanese term for “virgin.”
18
John Whittier Treat, “Yoshimoto Banana Writes Home: Shōjo Culture and the
Nostalgic Subject,” Journal of Japanese Studies 19, no. 2 (1993): 353–87, 363.
19
Michelle Tung describes such transformations in anime and manga in detail in her
senior honors thesis, Technology Transformation: The Anime Cyberbabe (Stanford, CA:
Humanities Honors Program, Stanford University, 2001).
20
Ibid., 3.
208 E. Taylor
21
Tom Gill, “Transformational Magic: Some Japanese Super-heroes and Monsters.”
In The Worlds of Japanese Popular Culture: Gender, Shifting Boundaries and Global Cul-
tures, ed. D. P. Martinez. (Cambridge: Cambridge University Press, 1998), 33–55: 46.
22
Ibid., 47.
23
Treat, “Yoshimoto Banana Writes Home,” 363.
24
Sharon Kinsella, Adult Manga: Culture and Power in Contemporary Japanese Society
(Honolulu: University of Hawai‘i Press, 2000), 128.
25
Dela Pena, “Otaku,” 18.
26
Anthropologists Anne Allison and John Nathan have argued that the majority of
Japanese youth suffer from an inability to communicate that has arisen from depend-
ence on virtual communication. See Allison’s Millennial Monsters, 66–74; and Nathan’s
Japan Unbound: A Volatile Nation’s Quest for Pride and Purpose (Boston: Houghton Mif-
flin, 2004), 43. The exaggerated, comical form of the ineptitude in Densha Otoko might
be a form of displacement for those suffering from communication disorders.
27
Dela Pena, “Otaku,” 16–17.
28
Annalee Newitz, “Magical Girls and Atomic Bomb Sperm,” Film Quarterly 49, no. 1
(1995): 2–15, 6.
29
Ibid.
30
Ichirō Tomiyama, “The Critical Limits of the National Community: The Ryu-
kyuan Subject,” Social Science Japan Journal 1, no. 2 (1998): 165–79, 168.
31
Kaori Shoji, “Sweetness Counts for Women in Search of Geeks,” Japan Times, De-
cember 13, 2005.
32
Ibid.
33
Ibid.