Visual Novel Logos Part 3: Oh the drama.
February 17, 2010
Round Three visual novel logo designs! In the last two posts we looked at the two most easily spotted designs for visual novels: crying girl games and bishoujo games. Our last article is about fantasy games, being that Fate/Stay Night is in this category I obviously have a good deal of interest in the topic. Fantasy visual novels usually have more complex and intricate plots than other visual novels. I will admit it was harder to get logos for this section compared to the 200+ logos I downloaded for the other two posts. I had to call upon twitter to get enough logos to feel comfortable about writing this. I would like to thank ClarissaG, Rainbowsphere, animeiscartoons, janaiblog, and wildarmsheero for all suggesting titles and saving me from having to pour through The Visual Novel Database for hours.
When comparing all three logo posts side by side, it becomes immediately obvious that each approach is very different. And that is what you want to have happen! Logos are meant to tell you something and give you an immediate feel to what you are going to be seeing (using, eating, whatever, etc.). Overall I saw a little more variety in the fantasy visual novel genre but you can see glean some common properties from them. There is a feeling of complexity to these logos that is composed of not only the many pieces involved by each piece having a flair of it’s own.
The first thing that stands out about fantasy game logos is they always have huge symbols in the background. They are usually ornate and just as important as the title as part of the logo. Where in other games any background symbol is usually merely an accent or a mascot the symbol in a fantasy game in an equal partner with the logo. The games usually have the title with bold and heave lettering with much smaller type for the subtitle. The gravity and darkness of the game is usually identifiable buy how dark the lettering on the logo is. This text usually appears on a straight line with only a minor bit of flair to the writing to make it stand out. Fate/Stay Night is a good example. The red and black command symbol in the background tells the reader that the game has a darkly mystical feel. The letter of the text back this feeling up but mostly lets the symbol do the talking.
Color palette plays less of a role in these logos, you can see everything from pink to blue used, but there is a darkness creeping in to them. This move from dark to light can give a ominous feeling to the logos and establish that perhaps the story seems light or starts in a mild direction but opens up to something deeper. The type itself has a sharpness to it, either in the letters themselves or the formation they are in or both. Then there is the tell-tale symbol with the logo, in these cases that symbol usually represents something in the series rather than being an abstract object to establish feeling as seen in the previous visual novel posts. I see the complexity and layers of the logo as a representation of the story being told throughout the series.
I am always curious if other people agree with our observations or have other good examples to add to our case files. Other than that I leave the next part up to our readers. The 4th most obvious category for visual novels is horror games like Higurashi no Naku Koro ni and Saya no Uta but I could not come up with a common design aesthetic for their logos. If anyone wants to try and find a common design I am curious what they find. Also if anyone can find logo similarities in other types of visual novels I would like to hear about that as well.
Visual Novel Logos: Part 1 Part 2

Visual Novel Logos Part 2: Bloggers just wanna have fun!
January 18, 2010
We return for round two of our analysis of the commonalities of visual novel logo designs. Last time we looked at the similarities of crying girl games. This time we are looking at fun/comedic bishojo visual novels. This was the second type of logo that stood out just as strongly as the sad girls in snow games. They too have this distinct easily recognizable formula to their logo design that instantly tells you what sort of game you are picking up before you see anything else.
What originally struck me about bishojo game logos was that even though they are marketed for guys, the logos are distinctly what you would image seeing for elementary/middle school girls or you could even image them being drawn by said young girls. This sent me on a quest to compare the two.
These are the happy fun visual novels usually based around comedy. Unlike the crying girl games which are supposed to invoke a feeling of the beauty of sadness these games are supposed to be an energetic tribute to hot girls. And having sex with said hot girls. The lettering of the logo is always big and bold with rainbow colored letters. There is then a subtitle with smaller uniformly colored text but if tends to be just as neon crayon colored as the title itself. The lettering seems to bounce around. Although how asymmetrical it is varies from logo to logo. There is usually a colorful abstract shape in the background and/or mascot along side everything else. The Shuffle! logo is a perfect example with it’s pastel rainbow colored logo, colorful whirlpool in the background and it’s uniformed colored arrow and much less rainbow colored subtitle. Overall I feel that the logo is supposed to invoke a lighthearted festival feeling. They are meant to invoke a fun, energetic, humorous feel. I have to agree 100% with what Narutaki said about the designs looking like they were draw by an artistically talented elementary school student or at least something aimed at said student.
You can click the image above to show more logos and also see a comparison to logos made with young girls as the target audience, more on that in a few. What hits you first when looking at these bishojo game logos side by side is the overall color palette which immediately brings out a light-hearted feel and removes even a remote possibility of worries (unless you’re worried about having too many girls to choose from). Even without the mascot or icon that many like to add in to these designs, there is a sense of fun and energy present. The actual type can vary but it always has a boldness to it and the use of a double stroke, usually a white or light thick stroke around the type followed by a black or dark thin stroke. The color palette here is bright, but when looking at the logos for young girls, you can see they are in the same vein but tend to be more saturated. The visual novel logos are actually more feminine, more girly than the ones actually aimed at girls. If I may be philosophical for a minute, it’s like the difference between what girls are like and what guys think girls are like. But commonalities should be clear including the boldness, the off kilter line of type, and the use of strokes. They actually evoke the same feelings (well, minus all that fan-service)!
I am once again curious if other people agree with our observations or have other good examples to add to our case files. The next one should wrap this series up unless someone wants to provide some examples for different distinct genre design. Please look forward to our next visual novel logo article.
Visual Novel Logos: Part 1 Part 3

Poll Results: Is CLANNAD actually popular in the U.S.?
December 15, 2008

I wouldn’t say I frequent a lot of forums, but I am active in a couple. I can often be found in the anime recommendation section of forums. I can’t go a day without someone/many people suggesting CLANNAD for various reasons, sometimes completely unrelated to the topic at hand. I also see it frequently blogged about, whether it be general praise or following it episode by episode. So after all this, I just kept asking myself was it really that popular? We set out to try and find out.
I can tell you first hand from several online interactions that CLANNAD has a evangelical fan following. You could easily get the idea the Internet that it is this hot show with thousands of very vocal and devoted fans. I remember stumbling on one web review of CLANNAD that called anyone who did not like CLANNAD lame, gay, and without artistic taste which strikes me as a rather extreme reaction. But I feel it is exemplary of the attitude of many of CLANNAD’s die-hard supporters. The question was how much does this translate into an actual fan following in anime fandom. Does a single online supporter translate into something like 100 real life fans or does it translate into two real life fans?
Hypothesis
CLANNAD only appears to be popular because of a vocal minority on the Internet. Our theory is there is no sizable mass of mid-range fans of CLANNAD who love the show but don’t talk about it online. There is also no hidden market outside of the established online fans making it an excellent license for the U.S.
Method
In person, vocalized, polling of anime fans attending New York Anime Festival and Providence Anime Conference. This was done to get the widest variety of people who have varying degrees of knowledge of current titles in Japan. We first asked each person had they ever heard of CLANNAD. We also gave a brief description if people seemed fuzzy on what the show was. If they had heard of it we then asked if they watched any of it, whether it be an episode or a whole season. If they answered in the affirmative, we asked if the liked it. This gave us a good insight into several things. One, how much of a general buzz was there about the show. Was the show popular enough that it is recognizable to a majority of anime fans? Two, how many people then investigated the show due to the buzz. Third, when people finally sat down and watched the show did they enjoy what they watched?
Results
Total polled: 320
Haven’t heard of the anime: 219 (68%)
Heard of the anime: 101 (32%)
Of those who had heard, how many watched any of it: 56 (55%)
Of those who watched, how many disliked it: 27 (48%)
Of those who watched, how many liked it: 29 (52% which is 9% of the total group surveyed)
Conclusions
I think a good question that we didn’t ask of people would have been whether or not they were interested in seeing it if they hadn’t. But unfortunately that is hindsight. And we are only two people (plus Kohaku helped) so getting more people to survey during the allotted period was rather impossible. As our experience was everyone under the sun had seen CLANNAD, these results make that obviously untrue. Though I think these results do translate into a small established fan-base with very proud and fervent supporters, that doesn’t mean that people wouldn’t be interested in it if it comes to the U.S. However, it does seem to suggest similar results as seen with the debacle of the Rozen Maiden license.
The Internet has the proven ability to easily give a misleading perception of what is popular. Rozen Maiden is was a huge phenomenon in Japan and had a large vocal fan following on the Internet in America. So it was easy to assume from the number of people in the U.S. talking about it that it would garner solid U.S. sales among an otaku market like it did in Japan. From everything I have heard Rozen Maiden totally bombed for Geneon when released. Most people who had already watched it passed on buying it and almost no one who was not already a fan picked it up. Looking at the numbers we gathered a similar situation could occur with CLANNAD. The vocal minority of fans who love the show have made it seem like it has a large fan-base but in actuality the number of people who purchase DVDs tends to be smaller than the number of people talking about any show. Only 18% of the people interviewed had taken the time to watch the show when it was available free to them.



