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Such titles revolving around relationship-building, including visual novels as well as dating simulations, such as Tokimeki Memorial, and some role-playing video games, such as Shin Megami Tensei: Persona, often give choices that have a different number of associated "mood points" that influence a player character's relationship and future conversations with a non-player character.
Decision points within a visual novel often present players with the option of altering the course of events during the game, leading to many different possible outcomes.
Visual novels are distinguished from other game types by their generally minimal gameplay.
Typically the majority of player interaction is limited to clicking to keep the text, graphics and sound moving (many recent games offer "play" or "fast-forward" toggles that make this unnecessary), while making narrative choices along the way.
Often, the protagonist is left unvoiced, even when the rest of the characters are fully voiced.
This choice is meant to aid the player in identifying with the protagonist and to avoid having to record large amounts of dialogue, as the main character typically has the most speaking lines due to the branching nature of visual novels.
For example, the total word count of the English fan translation of Fate/stay night, taking all the branching paths into account, exceeds that of The Lord of the Rings.