

The most common setting for Japanese indie mystery visual novel is the closed circle (クローズド・サークル) or Locked-room mysteries which first appeared in Agatha Christie's novel And Then There Were None. Therefore, this article will summarize one of the common methods in Japanese visual novel games to create the ambiance, and analyze how such games use locked-room elements to make players immerse in the story plot and successfully creates more players' involvement. In order to provide an immersive game experience, Japanese visual novels pay more attention to the creation of the atmosphere and circumstance ambiance, to enhance the player's sense of engagement. The key element to mystery games is the involvement of players in-game experience, and simple visual novels may make it difficult for players to immerse in the game because of the lack of interactive means.

The essence of Japanese mystery visual novels is to emphasize the circumstance ambiance, story plot, and revealing human truths. From Doujin groups to large-scale game companies, for works like Banshee's Last Cry, Umineko When They Cry, The House in Fata Morgana, Japanese mystery visual novel games have attracted gamers from all over the world with their unique charm. There already are large numbers of high-level works, although they are still fairly uncommon. Japanese mystery visual novel games are usually with lots of regional cultural characteristics.
