In my last post breaking down what makes a dating sim a dating sim by Japanese definitions (among other genres), I briefly touched upon how, in the early days of the genre in the mid to late 90s, dating sims actually tended to have something of a reduced focus on predefined, linear narrative arcs compared to their contemporaries in traditional adventure games and the then-emerging novel games. This statement might have come as something of a surprise to some folks considering that dating-themed visual novels—which, again, typically don't fall under the dating sim umbrella specifically due to a lack of, well, simulation gameplay elements—have been so ubiquitous for over two decades. How could they struggle at such overt storytelling when that's exactly what the wider Japanese adventure game umbrella specializes in?
The answer lies in how dating sims were typically played and designed at the height of the Tokimeki Memorial boom and the legions of clones it inspired in its wake.