Family Drama Video Games

The Novelist is an Emotional Family Saga as Gameplay

Video games are often about violence, solving puzzles, beating villains, but the indie game The Novelist takes a very different route. This new released indie project places the player as a literal ghost in the summer home of a young family in the midst of individual emotional issues.

Dan Kaplan is the titular novelist of the game, and it is the player's job as the ghost to observe the family and take not of individual problems and then influence Dan. Another unique aspect of this game is that there are no right or wrong answers. What helps one person will inevitably affect another, and not always positively. There is no way to appease all the characters, making The Novelist a realistic, emotionally heavy game.

Emotional Gameplay
The rise of video games centering around realistic emotional experiences opens doors for the creation of games with relatable experiences, creating opportunities for innovation in gaming technology.
Non-violent Games
The trend of games with a non-violent focus provides an avenue for innovation and creativity in game mechanics for developers in the gaming industry.
Decision-based Games
The rising trend of decision-based gaming creates opportunities for game developers to create more realistic and emotionally impactful gaming experiences for players.

Industries Being Reshaped

Video Game Industry
The rise of emotional and non-violent games allows for innovation and creativity in game development to create more relatable experiences for players, opening new avenues of growth for the video game industry.
Writing Industry
The trend of decision-based gaming opens opportunities for writers to participate in the creative development of games, offering another avenue for growth in the writing industry.
Education Industry
Emotionally-based games have the potential to be utilized for educational purposes, providing students with relevant, real-life experiences as opposed to traditional methods of learning.
SCORE
2.4 out of 10
GENDER
70% Men30% Women
MARKETTop markets: North America
GENERATION
  • Gen Z
  • Gen Alpha
  • Gen X
  • Millennial (primary audience)
POPULARITY
Popularity 16%
Activity 49%
Freshness 8%