A or is "a type of Japanese video game centered on interactions with attractive girls".(Jones 2005) "the Japanese word bishoujo (or bishojo) translates to 'pretty girl' and bishoujo games have been defined as 'a type of Japanese video game centered around interactions with attractive anime-style girls' (TheFreeDictionary.com, n.d.)."
Bishōjo games are similar to Choose Your Own Adventure books in the way of narrative, in which the game tells a story, but the player may make choices to change how the story flows.
History 1980s Bishōjo games started appearing in Japan in the beginning days of personal computers. The first bishōjo game commercialized in Japan appeared in 1982 as Night Life by Koei. The first bishōjo games were not very popular.(Jones 2005) "The advent of bishoujo games came about in 1982 with the Japanese release of Night Life, a PC adventure game. NEC's PC 88, PC98 and early DOS PCs were the platforms of choice for early bishoujo designers (Bishoujo Gaming News, n.d.). However, bishoujo gaming did not come to fruition until the late nineties when Widows 95 and CD-ROM technology were able to support vastly improved sound, imagery and storage capacity (Yukino, 2000)."(Pesimo 2007) "In 1982, Koei Company released Danchi Tsuma no Yuwaku [Seduction of the Condominium Wife] for the PC8001 home computer. This game, a mixture of text-based erotic adventure and crude graphics owing to the computer's eight-color palette, was an instant hit. Koei became a major software company, and the bold new era of Bishojo games, or Galge [Gal games] had begun." At the beginning of the genre, almost all the games were pornographic.
A notable landmark was Jast's Tenshitachi no gogo (1985), a precursor to the modern dating simulation. Among early bishōjo adventure games, it had a degree of polish that previous games lacked. It was also the first to have modern anime-style artwork: its characters had large eyes and a tiny nose and mouth, but were otherwise normally proportioned, features which today are found in virtually all bishōjo games. Prior to 1985, girls were often drawn either as normally proportioned adults or super deformed children.
1990s The industry gradually moved away from proprietary Japanese hardware to the burgeoning MS-DOS platform, and then later in the decade to Windows. Throughout the nineties, bishōjo games underwent an evolution from being one of the most technologically demanding types of games (because their detailed 2D graphics required a large amount of storage space by the standards of early computers) to one of the least (they rarely use 3D graphics). Thus, more than regular games, the main employees required by bishōjo game companies today are not programmers, but artists and writers.
In the early nineties, the atmosphere in Japan became more and more hostile towards bishōjo games. In 1989, serial killer Tsutomu Miyazaki was arrested and was revealed to be a consumer of lolicon manga, causing widespread opposition to pornographic manga, otaku and anything similar. In November 1991, there was an incident where a middle-schooler shoplifted an adult bishōjo game Saori: the House of Beautiful Girls, resulting in increased police scrutiny for makers and retailers. Several prefectures began classifying games as obscene and pulling them off the shelves.
Faced with the threat of being forcibly censored out of existence by the government, in 1992, the bishōjo game industry formed the Computer Software Rinri Kikō (meaning "Ethics Organization for Computer Software", and often abbreviated EOCS or Sofu-rin), setting industry guidelines for acceptable content and packaging. This organization tamed down the most objectionable content in the "wild west" of the 1980s. Free from controversy and fueled by continuing improvement in technology, in the 1990s, the bishōjo game industry underwent a decade-long boom.
The first significant title of the 1990s was Tokimeki Memorial, released in 1994 by Konami which was on the verge of bankruptcy. It was a platonic dating sim that became the first major bishōjo game since Koei's release of Night Life. In 1999, Kanon was released by Visual Arts/Key. While the title was another eroge title targeted at males for its sexual content, the players began to identify with the protagonist and the idea of overcoming "the emotional trials and tribulations of pure love." A late PlayStation 2 port removed the sexual content and sold better than the original, eventually leading to two anime adaptations.(Pesimo 2007) "In 1994, Konami Company was about to close down when fans set up a fund to produce a platonic romantic simulation for the PC engine called Tokimeki Memorial. With no sex at all, it became the next best-selling Bishojo game and put Konami on the map. In 1999, an independent software development house Visual Art's/Key published an adult game called Kanon for the Windows PC. In the game, the player meets five girls in a snowy small town and experiences tragic love affairs with them. Naturally, Kanon was a sex game, which initially attracted male consumers. But like the readers of girls' comics, these men found themselves identifying with the protagonists over the emotional trials and tribulations of pure love. Kanon was then released for the PlayStation minus the explicit sex. It sold even better than the dirty PC version did.
A turning point was ELF's Dōkyūsei (1992). Dōkyūsei, whose gameplay focused on meeting girls and seducing them, established the standard conventions of the dating simulation genre. Tokimeki Memorial, the first dating sim, featured good graphics, full voice acting, and a role-playing game-like gameplay system. To be accessible to a more mainstream audience, it contained no erotic elements, seeking instead to create a "romantic" atmosphere. Sega's popular bishōjo game series Sakura Wars also first saw publication in 1996 for the Sega Saturn. Like Tokimeki Memorial, it contained no erotic elements. However, it was unique in that it contained not only adventure-game elements, but also a combat system borrowed from tactical combat games such as Tactics Ogre.
Since the late nineties, there has been a trend towards better storytelling in mainstream bishōjo games. Particularly notable in this respect are Leaf's To Heart (1997), and Key's Kanon (1999). Even though their gameplay involved little more than scrolling through text, they became hits largely due to the quality of their writing and characterization. Both were first released on the PC with erotic scenes, which were subsequently removed in their console ports.
2000s The bishōjo gaming industry has resisted the transition into 3D graphics because of the blocky and distorted nature of characters when viewed zoomed up close. In 2001, Tokimeki Memorial 3 became the first bishōjo game to break this trend. However, low sales make it likely that other companies will stick with the traditional 2D graphics.(Taylor 2007) "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 (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
Today the industry has grown, with most publishers making releases for Windows, including download-only files. Some of the least pornographic and most successful also branching off into the console market. The main consoles used for bishōjo games in the nineties were the Sega Saturn and Dreamcast. More recently, the PlayStation 2 has been the console of choice with a growing number of games for the PlayStation Portable and Nintendo DS handhelds. Games ported to consoles usually have adult content removed.
Characteristics The industry of bishōjo games is closely related to the industry of anime and Japanese manga.(Jones 2005) "Bishoujo games bear a clear resemblance to comic art in this regard and have an especially strong relationship to manga (Japanese comics) due to closely related sets of stylistic conventions. It might even be said that some bishoujo games serve as an interactive extension of manga, permitting the player to assume the identity of a character similar to those he/she is already familiar with." While many of the games are pornographic, the majority feature romantic situations with suggestive material.
Some dōjinshi groups produce bishōjo games, many with the objective to later form a real company or to be contracted by one of the great companies in the industry. Due to the short programming time and the relatively small amount of content required in a bishōjo game, barriers to enter this industry is somewhat low, and is the reason why every year dozens of new companies emerge.
A substantial part of the revenue of the industry comes from merchandising. Fans are often dedicated to particular characters within their favorite games, and are willing to pay premium prices for goods like posters, figurines and accessories representing them. Several conventions also exist where articles oriented to bishōjo fans are sold, like the popular dōjinshi market Comiket in Tokyo, Japan.
Due to the representation of female characters in the majority of bishōjo games, a great majority of the market is male. Nevertheless, from the year 2000, some developers began to expand their market, creating games directed to girls and presenting attractive young men in their cast (bishōnen). The most well-known and commercial of these titles is Konami's experiment Tokimeki Memorial Girl's Side (2002). There have even appeared a small number of erotic games that present man–man homosexual relations (yaoi games), which take their bases from the parallel subculture of yaoi anime and manga. Games targeted specifically at female players are not referred to as bishōjo games, but categorized under the broader genre of adventure or simulation by publishers, and commonly referred to as otome games or Boys' Love games by fans and reviewers.
Gameplay