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Do you prefer otome game with gameplay element or just text reading element only?

I agree with you! Since visual novels just involve reading text continuously, I sometimes get a bit sleepy while playing them.
I feel like having combat or other gameplay elements does reduce the boredom.
However, as those elements are added, it definitely seems to lengthen the playtime, lol.
 
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I prefer games that are purely visual novels because if there are other gameplay elements, they might interrupt the flow of the story. Plus, if I have to fight monsters to progress, I'll focus on that part and skip the story.
 
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I've been playing for a decade already and I've realized as I grew older that if I'm meant to play a video game, I need to have an engaging element such as choices/gameplay.

I really struggle to read kinetic visual novels because it feels too much like a book, which is not bad but if I wanted to read a book I would buy one, unfortunately for me I need games to feel like games and I'm an avid book reader (I usually end up reading more than 100 books a year) so having loads of kinetic visual novels in my library paused because I miss the gameplay really sucks. But that's me, I need the dopamine unfortunately and most of the kinetic games I played didn't have a plot line that made up for the loss of gameplay.
 
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I prefer just text only. I mean, i expected to read when it comes to otome games, i just want to enjoy the story.
But actually i'm craving open world otome game since we still don't have that gameplay yet for Otome.
 
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I prefer pure plot mode text reading, which is the visual novel genre, where you can choose the character options you need to explore. I don't like mobile games, they are very difficult for me. The most important point is that many mobile games are not complete versions and require completing levels and spending money.
 
I'd say I enjoy both, but if a game has gameplay elements, it's usually only fun on my first playthrough. When I start doing multiple routes, those sections can become a bit tiring. Because of that, I tend to find games with mostly text more relaxing to play.

That said, even if it's mostly text, I'd love for later playthroughs to offer something new. For example, adding scenes from the LI's perspective, or introducing new dialogue choices on a second playthrough. If it's exactly the same text every time, replays can start to feel repetitive, but little additions like those make each route feel fresh and give me a reason to replay it.
 
I definitely prefer otome games that are purely visual novels. Adding extra gameplay elements just interrupts the flow of the story. Plus, if there are sudden puzzles or quick-time events, it totally breaks the mood. I get so stressed about failing the mechanics that I stop paying attention to the romance and the plot (〜 ̄△ ̄)〜
 
oooo for me i dont really mind either way but if its something like a stat raiser, I tend not to like it as much as opposed to other types of gameplay, since most stat raisers feel a bit convoluted and not as straightforward with their stuff.

On the other hand, if its something like random minigames or quick-time events, I think theyre actually really fun! especially if it fits with the vibe of the game, like SSL (being a light and fun story) having minigames makes it feel all the more fluffy, or like CxM or PsychBB having those shooting segments for its action scenes. It feels like it spices up what would otherwise be a pure VN, which i appreciate.
That being said, pure VNs are always very enjoyable on their own, so yk
 
It has always bothered me a bit that something categorized as a "game" can feel like it's just about reading through the text; I prefer titles that include elements beyond just reading—even if they are only mini-games.
It's true that the direction of the story changes depending on the choices you make, but... I don't know, it just doesn't quite sit right with me.
 
I really enjoy games like RPGs and rhythm games, so I've always wished more otome games had actual gameplay instead of just reading.
I'm not a big fan of the visual novel format, and that's the biggest reason I haven't been able to get into otome games.
 
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It depends. Different types of gameplay in visual novels can be fun if done well, but annoying and tedious otherwise. I like rhythm mini games in otome games, matching minigames, rock paper scissors, cooking, decorating, dressup, etc. I have yet to play an otome game with good combat though.
 
i like both! ٩ʕ◕౪◕ʔو

each one has their own positives and negatives depending on the player.
usually if i'm in an otome game mood, i'm here for comfort and a cozy way to pass time with a, hopefully, lovely story. (─‿‿─)

on the other hand, TMGS is one of my all-time favorite games and series, and its reading is broken up by statbuilding, dressup, shopping and mini-games. i absolutely adore the series where each playthrough isn't the same and is more dynamic with those options.

i do enjoy games or activities in an otome, but it isn't needed. i do however like to make a point that failing multiple times or should allow one to skip or bypass that game to continue the story without consquences to make it accessible to those unable or unwilling to perform such options.
ヾ(´・ ・`。)ノ"
 
Recently i've been thinking about this after sharing hana awase(an otome game with hanafuda battle), even japanese community is discussed about this too before on twitter after love and deepspace (恋と深空/恋与深空) booming successfully on otome game market nowadays.

So what do you think? do you prefer an otome game with full visual novel reading style format or otome game with visual novel with some gameplay? like maybe simple simulation/dungeon crawler/rpg maker style,etc.

Personally i like full visual novel format but i don't mind some gameplay element too, but in my opinion the bad side of mixing gameplay element is i'll be focusing on grinding instead rather than continuing the story thus making the game longer than i imagine. (laugh)
Me, too.
I played Love and Deepspace (恋と深空/恋与深空) once, using my sister's account.
I endup spending all my time grinding wanderers for a whole week, and I had absolutely no interest in visual story reading........(sorry)
(My sister was happy because I collect a lot of materials.) 🤦🤦🤦
 
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Either is fine to me but I am more leaning on with gameplay but it's separated from the main storyline, like minigames, and if you completed it you can get CGs/bonus story.
I prefer more reading when playing visual novel.
If it really has gameplay blending in the visual novel aspect then it must be tied with the plot and important in deciding the route/ending, like the poem making minigame in DDLC (not otome game, but I can't think of other example).
 
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Otome is kind of my chill time, so I don't really want gameplay getting in the way of just relaxing with the story. I like just reading and getting absorbed in the characters without having to think about mechanics or "doing" anything.
That said, I don't mind a bit of light stuff if it's optional or cute, like small side activities or things that don't affect progression. As long as it doesn't turn into something I have to manage to reach the end, I'm fine with it.
 
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I really like otome games with gameplay elements.I really like visual novels too.I'd really love to see a game that balances the two.The gameplay needs to blend seamlessly with the story. It can't be so fun that you don't want to follow the plot.It can't be too complicated either, or the second playthrough will be impossible.It can't just be some gameplay that's forced in without any real need.The requirements might be pretty high, but I really hope there'll be a game that combines the two perfectly.
 
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I Do Love All Types So Its OK All Around ! ! ! ! ! ! ! ! ! !

But ! If There's Gameplay , I Hope I Have An Option For A Challenge . . .
Played Hana Awase With A Glass Cannon Build (ATK And SPD) , It Was Extremely Fun ! ! ! !
I Do Wish That More Gameplay Based Otome Were To Be Made , Missing Out On Fun . . . .
 
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I think it would be great since there aren't a lot of games like this, i would especially love love love an otome rpg maker game...
I love a 'hanging out' mechanism like the one in Danganronpa where you can choose who to spend time with everyday and give gifts too, or simple management minigames like enstars basic had, but if it has something like quick time events for choices, or broken minigames that are too difficult (looking at vampire knight ds, i realized i complain a lot about this game), it would become more frustrating than fun.
Edit: gacha/microtransaction games are genuine hell though. Absolutely despise it, especially if it's extremely grindy but doesn't even give you half the resources you need.
 
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If the gameplay or the minigame is fun – and not tedious or boring –, I really enjoy it! If it's a fantasy otome game, I think it would be cool to have an alchemy minigame or something like that 🤔

I think it depends on the game's setting or genre; having a minigame is a nice touch (for example: if it's an otome game set in a café or bar, it would be fun to have a minigame where you prepare drinks or something similar).
 
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I strongly prefer games that stick strictly to the visual novel format, as the introduction of external gameplay mechanics often disrupts the narrative's natural momentum. When a game forces me to pivot from reading to fighting monsters or solving puzzles just to unlock the next chapter, it fractures my immersion. Instead of enjoying a seamless story, my mindset completely shifts into 'gamer mode'😶
 
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Honestly, I do enjoy reading. But if it were just reading and the story wasn't exciting or was too bland, I think I'd get bored. Adding some RPG elements might make it more fun. Even though I say that, I still play more text-heavy otome games anyway. Haha! :D
 
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