THE VISUAL novel is a video game genre characterized by decision-making mechanics and narrative-driven gameplay. Flipping the script of romance, Otome—the Japanese term for “young woman”—is a specific category that places female players at the helm, steering interactions with various love interests amid immersive, women-centric fictional worlds.
Far from mere escapism, Otome games serve as unique cultural carriers that enable nuanced explorations of women’s emotional expression through its agency-driven gameplay and romantic narratives. Though it remains a cult favorite and an acquired taste, the digital culture in Otome games extends to communities where the female gaze and voice are amplified, chosen, and empowered.
In cultivating student diversity, Ateneo is home to Otome players and communities of all kinds—whether in the digital realm or the real world.
The “me” in Otome
At the heart of Otome games is the female protagonist—whose decisions direct the storyline and shape the world around her. Depending on the game, she is either her own person with a defined backstory or a blank slate with customizable appearance and name.
Atenean Otome players Liora Ongsamson (2 BS CS-DGDD) and Rosa* (2 BFA CW) attest to how this flexibility makes the female protagonist either a personal mirror or a bold counterpart to players.
For Rosa, her tendency to self-insert is apparent in games where the main character has no defined personality or name. She cites games like Mystic Messenger, where the players’ cluelessness about the outcome of their actions encourages them to make choices their real selves would make.
Meanwhile, Ongsamson shares that for games like Love and Deepspace, the female protagonist’s choices mirror the archetype of each love interest and build narratives befitting of their individual storylines. As players encounter fictional decisions that do not resonate with their romantic beliefs, self-inserting becomes optional or unnatural—establishing a dissonance instead of a connection between female players and the main character.
Providing a historical and cultural nuance to these insights, Japanese Studies Program Director Kristine Michelle Santos, PhD, who also serves as Executive Director for Ateneo Library of Women’s Writings, notes that Otome Games was primarily a response to games developed towards male audiences in the 1980s.
She further points out that the female protagonist in Otome games would often represent what is perceived by the creators as a typical Japanese woman or female player—rooted in patriarchal expectations and sexualized fantasies of women being supportive, submissive, and passive to men.
However, Santos also draws attention to how recent Otome main characters have been reframed to represent a global female audience, reflecting the genre’s contemporary expansion to non-Japanese standards.
Whether viewed as a self-insert or a separate figure, the female main character “stares” directly at the Otome player, creating an exchange of the female gaze instead of the male gaze.
Controlling decisive heroines also means Otome games respond to the player’s choice, giving a sense of agency to a majority female audience. Otome games, then, give power to the female gaze in catering to the desires of the main character and in turn, the player.
The gaze that chooses
Through the interactions between the characters and the player, the features of Otome games translate the female gaze into autonomy. The games’ portrayals of love interests, blended with the player’s choices, allow the storylines to unveil emotional layers throughout their progression.
Rosa elaborates that players can choose to dive deeper into the characters’ lore through side stories. These routes reveal something new about familiar archetypes—whether it’s the bad boy, childhood friend, or even the flirtatious ikemen—gradually deepening the emotional connection felt by players.
“Through the [players’] choices, if you continue to allow [the love interest] to take his time, he’ll realize that you genuinely want to be with him, so he doesn’t need to have this angry facade anymore,” she explains.
Similarly, Ongsamson notes that these seemingly ideal characters are written with flaws, and they reveal their vulnerabilities when alone with the player. “[The love interests] have this trait they don’t want to show [to] others, but then they’re willing to show it to the main character,” Ongsamson shares.
These moments of intimacy produce a generally positive reaction from the players, especially knowing that each decision they make will affect the ending of their chosen route.
In a broader sense, Santos elaborates how this interactive medium successfully drives female engagement and entertainment by underlining how it strengthens women’s self-expression and fulfillment. “Otome games [are] empowering in a sense that it is now one viable choice where a woman can spend their time and choose how they wish to spend it,” she explains.
She adds that the narratives found in Otome games mirror the diversity of women’s media consumption. With carefully placed details in every scene, familiar romance tropes evolve into more nuanced portrayals. In Love and Deepspace, for example, a character’s mannerisms and actions can hint at unspoken personality traits for players to incorporate into their own fantasies.
Santos also points out that the games accommodate various player preferences, providing them with multiple routes that ensure a range of options. Whether the protective male lead makes eldest daughters feel noticed, or the cold love interest’s yearning fills a void in someone’s real-life struggles, these interpretations allow women to read outside the norm in the games.
A game that empowers
More than just variety, choices in Otome games provide players with a sense of agency that fosters deeper individuation. These immersive games create a safe virtual space where women can explore their independence through diverse themes and narratives. This helps players develop not only their blossoming relationships with their charming fictional love interests but also their self-identity and self-respect.
Ongsamson shares how the interactive choice-based nature of Otome games allows female players to make their own decisions in a world where women are constantly pressured by rigid social expectations and gender roles. Despite the pre-determined narratives and character archetypes, Otome games provide an inclusive platform for players to navigate their interests and independence away from gender-based inequalities.
Compared to other dating simulator games, Otome is considered a safe space for women because it is primarily created for the female perspective. Classic Otome games such as Mystic Messenger exemplify this approach by utilizing relatable stories and characters that resonate with women’s experiences, combining romance and mystery within an engaging visual novel format.
Through its positive impact on women’s agency, the subgenre helps build a close-knit community of female players worldwide.
Ongsamson shares how, as a female player in the male-dominated sphere of online games, she often feels isolated. However, through the growing Otome fandom in Ateneo, she not only finds her footing and position within the gaming industry, but also connects with fellow Ateneans who share the same interests.
Similarly, Rosa echoes how the circle enables women to openly discuss important and sensitive topics that are often overlooked in the community such as the sexualization of characters.
Furthermore, Santos emphasizes a limitation of this communal engagement and discourse. She notes that the depth and quality of discussions around the taboo subjects such as the sexualization of characters depend heavily on players’ openness and willingness to engage with nuanced ideas and themes.
“Unless there are people who speak up about [these dark tropes] and challenge it, more often than not these [themes] may be misinterpreted,” she advises.
Despite such limitations, Otome games remain impactful because they provide more than just entertainment— helping women cultivate their identities, build new connections, and express themselves freely. With lovable characters and a supportive, optimistic community, these games nurture both identity and agency while reflecting the lived experiences of the women who play them.
*Editor’s Note: The name of the interviewee has been changed to protect their identity and privacy.