mrhands

Sexy game(s) maker

  • he/him

I do UI programming for AAA games and I have opinions about adult games


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mrhands31

MOOMANiBE
@MOOMANiBE

I feel like a LOT of games that have like "friendship meters" or "relationship meters" etc confuse "becoming close with someone" with "saying whatever they want to hear" and it's such a shallow conception of Being Close With Someone that it's kind of exhausting. At least give me the impression I'm developing an actual Dynamic with someone rather than just nodding whenever they say something like that rhythm heaven wrestler


mrhands
@mrhands

But what if you could shoot the love interest? With your Love Gun? That would be far easier to model in a video game than genuine human connection between friends and eventual lovers!


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in reply to @MOOMANiBE's post:

It's funny, but it does feel like a lot of games like this always have characters asking you questions (that they want the right answer to), but it's rarer for you to ask them questions, at least, in a traditional communicative sense, like you're trying to get to know them better?

(The one typical exception being "here is a list of 5 questions to ask this NPC, you can ask all of them with 0 risk of changing their mood or anything, it's just a segmented character dump")

Character relationship mechanics were definitely one of the things I had in mind when I wrote this and yeah, making conversations feel like the opposite of a slo-mo golf meter seems like a good direction. I like the idea of every conversation being an opportunity to ask someone about something and getting a substantive answer that gives you a deeper picture of them, and there's more of those questions than you can realistically ask so there's no sense of "maxing out" or emptying a mine. More generally just getting people to stop thinking of social interactions in games as transactions or resource harvests.

interestingly, interactive fiction games used to have the exact opposite problem -- the prevailing form of "conversation" with NPCs was to spam ASK ______ ABOUT ______ until something advanced the story, while the reverse was far less common because it required more work on the parser side than what's basically a one-turn verb

very good point... i've always wanted to see it fleshed out more. i FEEL like persona 3 did it a little bit but there's a lot of potential there. honestly i think the fact that it's almost always a side mechanic to the "actual" game hampers the possibilities a lot.

Amused thinking about Genshin Impact having a friendship meter that grows as you clear quests and fights with the character in your party, which on the surface is much more realistic to me vs random questions being asked.

Of course you have almost no opportunity to talk to these characters outside of placing them in your pocket dimension house, and then they just have an extremely shallow convo tree anyway. The relationship exp is mostly to unlock their backstory, some extra voice lines, and a custom banner at level 10.

I would love games to develop relationships between characters, and closeness between characters gets flattened out into kind of generally being nice and that's kind of it. Three Houses support conversations were some of the relationship building gestured more in this direction even if most of them still ended on "we are nice to each other now"

all the interactions in it are bespoke so it's not quite the same thing but I really appreciated how in Amarantus no matter how much you tell Marius the Right Things he won't listen to you because he is a walking disaster

I'm really curious how one would begin to change this to be more realistic but it's a great point to bring up... it would be very complicated to plan out I'm sure! And of course some people just want a quick b-line to their person they wanna get with which I can get when it's a game lol.