Start → Meet Ayame (Route B) → Choice: “Support” / “Ignore” ├─ “Support” → Develop friendship → Multiple sub‑routes └─ “Ignore” → Missed opportunities → Alternate closure The decision tree demonstrates how the game’s branching system enables divergent narrative experiences while maintaining a relatively compact script—characteristic of visual novels produced in the late 2000s. [Your Name] Department of Media Studies, [University]
[Your Name] – Department of Media Studies, [University] Dai Chichi Hitozuma Netoudan -V1.1a- -RJ01316416-
Dai Chichi Hitozuma Netoudan – V1.1a – (RJ01316416): A Cultural and Gameplay Analysis of a Japanese Visual Novel Start → Meet Ayame (Route B) → Choice:
DCHN was developed by a small, independent studio (often referred to only by its corporate label in the game’s splash screen). The studio’s catalogue consists mainly of niche titles targeting adult audiences, a common business model for many doujin (self‑published) creators in Japan. Start → Meet Mariko (Route A) → Choice:
Start → Meet Mariko (Route A) → Choice: “Confess” / “Remain Silent” ├─ “Confess” → Unlock Secret Scene → Endings: “True Love” / “Heartbreak” └─ “Remain Silent” → Continue daily life → Endings: “Self‑Sacrifice” / “Open‑Ended”
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