No, outside Japan there aren’t any AAA-commercial quality visual novel games, of course. BUT – and it’s sa big but, the visual novel elements are starting to pour into the normal AAA genres. Some examples? Mass Effect, The Witcher, and probably more I haven’t played.
Ok, but why you say this? What exactly defines a visual novel, and differentiate it from a normal RPG game? Well in the cases above is really difficult, but I think I could say that while RPGs had NPC and quests already as a feature, the way those two games present the dialogues and the choices makes them much more close to visual novel than other games. Indeed, there aren’t simply quests: first, there is LOT of dialogue. Those games are fully voiced (well, like all my future ones) so that helps a lot. Many people don’t like when there’s much text to read, but if you present the same text under the form of a movie/cartoon, with moving actors, scenes and voices, it’s VERY different (in practice is the difference between reading a book or watching a tv movie). In those games, there are MANY choices. Both on Mass Effect and The Witcher you can influence lots of characters/factions, and in the end, really change your ending.
RPGs always had the possibility to make choices, but to influence the world/characters around you and “unlock” different endings? No, that’s more a visual novel thing, to me 😉
Both those games were huge successes, selling million of copies. Of course, it’s not JUST because of the visual novel component: but I like to think that it played a big role. Yes, you can have visual novels features in a AAA game and not bore the western gaming public: you just need to insert them into a context with many other gameplay types (shooters, strategy, simulations). That’s what I’m going to do with The Flower Shop and Planet Stronghold 🙂

