Finding An Audience For Interactive Novels
6:12 AM | Cord Kruse | 3 comments
Macworld's Game Room recently examined Hirameki International's struggle to find a U.S. audience for it's AnimePlay line, a series of interactive visual novels. Like the "Choose Your Own Adventure" book series, the novels allow users to affect the outcome of the story.
Donnaloia told Macworld that despite the genre’s huge success in Japan, traditional software retailers in the United States have been very reluctant to give shelf space to Hirameki’s titles, to see if American retail consumers are interested in trying something new. The full article is available from the site listed below.
Macworld Game Room: Visual Novel Publisher Woes
“They look at the titles and they see that they’re not games, and they don’t understand,” said Donnaloia.
As visual novels, Hirameki hoped that its software might appeal to bookstores and libraries as an alternative to traditional printed content. But it’s been a tough sell there, as well. Librarians and book buyers don’t quite get it, either, Donnaloia said.
“I’ve been up and down each coast and everywhere else,” he added, exasperated..
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