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
This is perhaps my main mechanical driving force in developing video games right now. Not JUST because I love to write love stories but because I feel games have totally shot beyond the horizon of what the implementation of a relationship, with numbers and meters and ranges of interpersonal synchronicity, actually could look and feel like in games!
Current concepts of affinity and approval/disapproval are no more intricate than paragon/renegade, pass/fail. It sucks. Let's do better.
Can I say with confidence my current project magically solves this problem? Absolutely not. It CERTAINLY doesn't, and neither will my next. There are a number of weaknesses in current dating game genre mechanics and I aim to examine all of them, even if I can only 'make my mark' on these issues one step at a time.
Glad I'm not the only person looking at this pattern and wondering why are we still here?
