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=== Origin of erotic games === [[File:Eroge.jpg|thumb|Image of an [[eroge]] (Japanese-style adult video game)]] The term ''[[eroge]]'' (erotic game) literally defines any erotic game, but has become synonymous with video games depicting the artistic styles of anime and manga. The origins of ''eroge'' began in the early 1980s, while the computer industry in Japan was struggling to define a computer standard with makers like [[NEC]], [[Sharp Corporation|Sharp]], and [[Fujitsu]] competing against one another.<ref name="eroge1">{{cite web|url=http://www.shii.org/geekstories/eroge.html |title=A History of Eroge |access-date=28 April 2013 |author=Todome, Satoshi |url-status=dead |archive-url=https://archive.today/20121205102947/http://www.shii.org/geekstories/eroge.html |archive-date=5 December 2012 }}</ref> The [[NEC PC-9801|PC98]] series, despite lacking in processing power, [[CD drive]]s and limited graphics, came to dominate the market, with the popularity of ''eroge'' games contributing to its success.<ref name="eroge1" /><ref name="hcg" /> Because of vague definitions of what constitutes an "erotic game", there are several possible candidates for the first ''eroge''. If the definition applies to adult themes, the first game was ''[[Softporn Adventure]]''. Released in America in 1981 for the [[Apple II]], this was a text-based comedic game from [[Sierra Entertainment|On-Line Systems]]. If ''eroge'' is defined as the first graphical depictions of Japanese adult themes, it would be [[Koei]]'s 1982 release of ''[[Night Life (video game)|Night Life]]''.<ref name="hcg">{{cite web | url=http://www.hardcoregaming101.net/JPNcomputers/Japanesecomputers3.htm | title=Hardcore gaming 101: Japanese computers | publisher=Hardcoregaming101 | access-date=28 April 2013 | archive-url=https://web.archive.org/web/20170930174030/http://hardcoregaming101.net/JPNcomputers/Japanesecomputers3.htm | archive-date=30 September 2017 | url-status=live | df=dmy-all}}</ref><ref>{{cite journal|last1=Jones|first1=Matthew T.|date=December 2005|title=The Impact of Telepresence on Cultural Transmission through Bishoujo Games|journal=PsychNology Journal|volume=3|issue=3|pages=292–311|url=http://www.psychnology.org/File/PNJ3(3)/PSYCHNOLOGY_JOURNAL_3_3_JONES.pdf|issn=1720-7525|access-date=16 July 2013|archive-url=https://web.archive.org/web/20120620120235/http://www.psychnology.org/File/PNJ3%283%29/PSYCHNOLOGY_JOURNAL_3_3_JONES.pdf|archive-date=20 June 2012|url-status=dead}}</ref> Sexual intercourse is depicted through simple graphic outlines. Notably, ''Night Life'' was not intended to be erotic so much as an instructional guide "to support married life". A series of "undressing" games appeared as early as 1983, such as "Strip Mahjong". The first [[anime]]-styled erotic game was {{lang|ja-latn|[[Tenshitachi no Gogo]]}}, released in 1985 by [[JAST]]. In 1988, [[ASCII Corporation|ASCII]] released the first erotic [[role-playing game]], ''Chaos Angel''.<ref name="eroge1" /> In 1989, [[AliceSoft]] released the turn-based role-playing game ''[[Rance (series)|Rance]]'' and [[ELF Corporation|ELF]] released ''[[Dragon Knight (series)|Dragon Knight]]''.<ref name="eroge1" /> In the late 1980s, ''eroge'' began to stagnate under high prices and the majority of games containing uninteresting plots and mindless sex.<ref name="eroge1" /> ELF's 1992 release of {{lang|ja-latn|[[Dōkyūsei (video game)|Dōkyūsei]]}} came as customer frustration with ''eroge'' was mounting and spawned a new genre of games called [[dating sim]]s.<ref name="eroge1" /> {{lang|ja-latn|Dōkyūsei}} was unique because it had no defined plot and required the player to build a relationship with different girls in order to advance the story.<ref name="eroge1" /> Each girl had her own story, but the prospect of consummating a relationship required the girl growing to love the player; there was no easy sex.<ref name="eroge1" /> The term "[[visual novel]]" is vague, with Japanese and English definitions classifying the genre as a type of interactive fiction game driven by narration and limited player interaction. While the term is often retroactively applied to many games, it was [[Leaf (Japanese company)|Leaf]] that coined the term with their "Leaf Visual Novel Series" (LVNS) and the 1996 release of {{lang|ja-latn|[[Shizuku (video game)|Shizuku]]}} and {{lang|ja-latn|[[Kizuato]]}}.<ref name="eroge1" /> The success of these two dark ''eroge'' games would be followed by the third and final installment of the LVNS, the 1997 romantic ''eroge'' ''[[To Heart]]''.<ref name="eroge1" /> ''Eroge'' visual novels took a new emotional turn with [[Tactics (brand)|Tactics]]' 1998 release {{lang|ja-latn|[[One: Kagayaku Kisetsu e]]}}.<ref name="eroge1" /> [[Key (company)|Key]]'s 1999 release of ''[[Kanon (visual novel)|Kanon]]'' proved to be a major success and would go on to have numerous console ports, two manga series and two anime series.
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