When books are banned and stories silenced, it also affects the development of empathy. Reading stories from different backgrounds helps us understand others better. But if these books are banned, we miss out on those opportunities. It's like closing the window on the world of others' experiences and emotions, which is not good for building a harmonious and understanding society.
One consequence is the loss of cultural heritage. Many books carry the stories of different cultures. When they're banned, these cultural stories are silenced. For instance, some indigenous stories passed down through books may be banned, leading to a break in the cultural continuity.
For the literary world, banning realistic fiction books can have a negative impact on creativity. Authors may be discouraged from writing about certain topics if they know their work might be banned. This could lead to a less vibrant and diverse literary landscape, with fewer voices being heard.
In the broader sense, the banning could limit the overall creativity within the fan community. Fanfiction in general, including crossovers, has often been a breeding ground for new interpretations and ideas. By banning crossover fanfiction, we might be stifling the potential for new and interesting takes on fictional universes that could have otherwise emerged.
The consequences are significant. For the visual novel industry, it means a loss of a major distribution channel. This can lead to financial losses for developers and publishers. Also, it can cause a shift in the development focus towards other platforms that are more lenient. And for consumers, it restricts their choice of entertainment.
For developers, it's a big loss. They lose a major platform to distribute their work, which means less exposure and fewer potential sales. For players, it limits their choices. They can no longer access those visual novels through Steam. Some players might have been looking forward to new releases or updates of their favorite visual novels, and now they won't be able to get them on Steam.
For fans, it means a loss of creative outlet. Many fans enjoy writing fanfiction as a way to explore the 'Harry Potter' world further, so they are disappointed. For example, a fan who had an interesting idea about a side story for Hagrid can no longer share it in the form of fanfiction.
One consequence is that fans of visual novels may be disappointed. They will have less access to this form of entertainment on Sony's platforms. For developers of visual novels, it means a loss of a potential market. They may have to focus more on other platforms or struggle to find ways to get their works noticed without Sony's platform.
For fans, they lose a creative outlet. Many fans enjoy writing and reading fanfiction as a way to further explore the world and characters of 'High School DxD'. Banning it means they can no longer do this in an official or public capacity.
Banning books silences stories because when a book is banned, it is restricted from being read or distributed. This means the narratives, ideas, and experiences within those books are hidden away from the public. For example, a book about a marginalized community's history might be banned, preventing their story from being told and understood by others.
One consequence is that it limits the exposure of visual novels. Many visual novel developers rely on platforms like Steam to reach a wide audience. When Steam bans them, it becomes harder for these developers to get their work noticed.
One reason for banning fiction books is offensive language. For example, if a book contains a lot of swear words or derogatory terms, it might be banned to protect the sensibilities of readers, especially younger ones. Another reason is sexual content. Books like 'Lolita' which deal with inappropriate sexual relationships are often banned. Also, political ideas can lead to a book being banned. If a book is critical of a government or a powerful group, as in the case of '1984', it may be banned.