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iiotenki
@iiotenki

This was a question that I used to get asked on Twitter with some frequency. Seeing as it's been some time since I last really broached the subject, as well as the fact that I'm somewhere I don't have to worry about threading my thoughts 280 characters at a time, I thought now was as good of a time as any to put out a more definitive piece that will hopefully help ease those interested in exploring one of the historically least understood genres in Japanese game history. This will be partly an instructional post, but it'll also offer advice about the philosophy of the genre and the best ways to approach it in my experience to ensure you have a fulfilling time and are engaging it on its intended terms.

Before we proceed, it's also worth emphasizing that when I say the term dating sim, I don't mean the mish-mash of romance games in genres like adventure games and visual novels that the term has come to mean in mainstream English circles. I have a lot of problems with that particular usage and how it misrepresents disparate development trends and creative outlooks, but for the purposes of this post, I want to make clear that dating sims here and in all of my other posts refers to the definition as it's understood in Japan, which is games where the primary gameplay meta revolves around relationship building of some sort. It can encompass a wide variety of games and those who want a more specific explanation can read my previous post breaking down different Japanese genre definitions here. Basically, if it's a game like Tokimeki Memorial or Amagami, you've come to the right place. Stuff like, say, Clannad or Sakura Taisen, not so much (although I have a deep love of the latter and what it brings to the table in its own right!).

With that out of the way, before we talk about anything else, let's just go ahead and address the elephant in the room:


To get the most out of dating sims, you ought to be at least somewhat literate in Japanese.

It sucks to throw up what's going to inevitably be an immediate roadblock for the vast majority of people reading this. It's not to say that there are no English options whatsoever, but they're limited and generally not representative of what the genre has to offer, both in gameplay depth and diversity, as well as, at times, arguably the quality of the translations on offer. And with cases like the Super Famicom version of Tokimeki Memorial, what's available in English just isn't the best or even most widely remembered incarnation among Japanese players. Some options are better than none at all, so if that's all you're comfortable with, by all means, I'd never entirely discourage newcomers from starting with fan translations. Just know that what's available offers an extremely limited and often compromised look at a genre that, for the time being, puts its best feet forward in its native language, bar none.

In terms of the level of fluency you should have before diving in, it honestly varies somewhat depending on the game and especially the era in which it was released. Older staples like, indeed, the original Tokimeki Memorial have very straightforward scripts that aren't too complicated to parse once you have enough of the basics down, while other games released later in the genre's lifespan like Amagami are much more demanding of players' fluency when it comes to colloquialisms and the like. As a baseline, I would say dating sims are best explored once you're at the very least comfortable with JLPT N3 grammar, but N2 level speakers/readers will overall have an easier time and be able to comfortably play much more in comparison.

If you're unsure whether a game might be a good fit for your level, you're always welcome to ask in the comments! But my general advice is to just do the usual due diligence checking Google and YouTube before diving in to get a baseline understanding of the level of writing you'll likely be up against.

Dating sims come in all shapes and sizes; experiment and see what you like!

Even putting aside issues of genre semantics aside, when people think of dating sims, what comes to mind for a lot of people tends to be the more rigid, structured games that may be heavy on RPG/strategy game-inspired simulation elements. And to be sure, some of those games are fantastic and considered classic tentpoles for a reason! But as time went on, dating sims came to encompass a wide variety of themes, gameplay structures, and design philosophers as developers branched out and explored how different facets of human relationships could be depicted through mechanics and storytelling. It's entirely likely that some flavors of dating sims might speak to you more than others, so if you try a game in one style and find it isn't necessarily to your taste, don't give up just yet! Consider trying a different sort of dating sim and seeing if that lands better for you. Off the top of my head, dating sims can be:

  • Raising sim-style games heavy on calendar systems and stat management
  • Conversation simulators
  • Travel/road trip games
  • Board games
  • Open-ended sandboxes
  • Business management games

Different styles of games also have different balances between story/dialogue and direct gameplay. If you like games that let you get knee deep in systems with intricate metas that have entire wikis devoted to them and feature more sparse, indirect storytelling, there are dating sims for you! And if you like more talkative games with lower stakes in the gameplay so you can focus on simply enjoying the relationship building, there are dating sims for you, too! There's a richness to dating sims that's pretty unparalleled compared to many of their contemporaries in other genres from their heyday, so it's my honest suggestion when starting off brand new to the genre to try at least a few different kinds of games before determining if dating sims in general are for you. You might just be surprised at how many sensibilities they share with other types of games and how easy it is to catch the bug!

Keep those manuals handy! (But consider starting with newer games and working backwards.)

Something that's easy to overlook about traditional dating sims is that, with a handful of sparse exceptions released over the past decade and change, they're mostly a genre that came and went between 1994 and 2009. Or, put another way, they largely proliferated before games in general featured in-game tutorials as a standard fixture, meaning that you unfortunately can't really go into many expecting them to explain themselves and how you're expected to play them all that much, if at all. The further back in time you go to the earliest games in the genre, the more pronounced this tends to become.

While some surface level knowledge of social mechanics from games such as Persona and Fire Emblem can be helpful, overall, dating sims have a unique grammar that requires you to approach them in ways you might not already be trained to do. Throwing caution in and going in completely blind isn't an invalid approach, but until you've played at least a handful of games and learn what to generally expect, it can quite often be a recipe for quickly crashing and burning in frustration, especially with more mechanics-heavy games like the original Tokimeki Memorial that simply throw you into the deep end from the start. And the reason they often do that is simple: dating sim players in particular were expected the read the manuals and I highly, highly encourage anyone interested in learned about dating sims do the same. Manuals will often offer critical information about a game's systems and structure that won't otherwise be spelled out within the game itself, as well as possibly charts and diagrams containing other useful details, especially for games that, say, contain stat growth and/or calendar systems.

This is advice that I'd say rings true for dating sims of most any age. If you're looking to get into a new one for the first time and especially if you're obtaining it through alternative means, do your best to track down a manual. Many of the most popular games like the Tokimeki Memorial series and Amagami have extensive fan wikis that you can turn to for help, as well, but the vast majority of datings tend to have, at best, limited walkthrough coverage online given their age and quite often, the only help you may be able to find if you have questions could come from the manual itself.

All of that being said, when you're starting out with dating sims, I would also strongly recommend first playing newer games released in the late 2000s/early 2010s and then trying older games once you have more experience. While newer games still don't often feature fully fleshed out tutorials, they do often have at least some documentation in-game and are, in general, more gently balanced compared to earlier dating sims, giving you breathing room to come to grips with how the genre is played without being punished too heavily for making mistakes along the way, if at all. This is especially true for games in established franchises; because dating sim sequels almost always feature new casts and almost never tie into previous games narratively to any significant degree, you have nothing to lose in terms of continuity by jumping straight into a later entry first and then working your way backwards after that if you're so inclined.

Whatever you do, don't save scum your way to success.

In an age where things like save states are now considered to be all but a prerequisite for even commercial emulation offerings, it's tempting to forsake a dating sim's intended save game system in favor of save states. After all, save states can enable you to have the perfect run and look like a flawless partner in the eyes of whoever you're wooing so you get the best endings each and every time. I say this as someone who often used to play like that myself: that sort of mentality can be ruinous to a game's intended ambience and narrative and rob successful runs of any real sense of fulfillment.

The thing about traditional dating sims is, unlike a lot of the big name RPGs that like to graft relationship mechanics onto stories that takes dozens of hours to complete, the vast majority of them take less than ten hours to clear a given run, typically falling within four to six hours, in my experience. With a few notable exceptions, dating sims are meant to be highly replayable and encourage player experimentation to achieve optimal runs or even to simply experience different content between runs. Not every run you have will necessarily be a success if you play them without save states and the like, but the ups and downs you run into are intended to add flavor and drama so that each attempt tells a story of its own and every relationship you build with a game's characters has its own narrative arc, which are quite often achieved most through systemic occurrences that take place over the course of actual gameplay, rather than solely through preconceived story events.

In practical terms, what this means is that in initial runs of dating sims, the intention is mostly for players to focus on getting to know the cast, systems, and progression of a game. Certain characters will likely be easier to romance than others in order to offer some early victories, but even if an early run doesn't pan out, it's still valuable because of the insight gleaned from it that can then be taken into subsequent runs. Essentially, the more you play a dating sim, the more you can make informed decisions about what you want to do to achieve your goals and play the game on your terms. It's not unlike many popular roguelikes today. If you can handle having to start over in say, Spelunky, and learning the best way to play piece by piece, then you can handle a dating sim. That's what makes heroines such as Tokimeki Memorial's Shiori Fujisaki so famous within Japanese game history, because successfully romancing such elusive characters requires mastery of the mechanics and genuinely learning the ins and outs of the game. After what might very well be multiple failed attempts to win her heart, a successful confession can be hugely gratifying and vindicating of all the time and effort spent studying the game to be able to play it at a decisively high level.

But there's no faster way to rob yourself of that payoff when playing a dating sim than by using save states as a crutch, and the same can even be said for in-game save systems if they otherwise appear generous on the surface. Be moderate with when and how you save games and simply learn to accept the consequences for what you choose to do as they come. You might find yourself getting more invested in the relationship than you otherwise would in an RPG featuring a truncated take on such mechanics.

Final Thoughts and Recommendations

Traditional Japanese dating sims are hardly the impenetrable, inscrutable genre they've often been portrayed as in foreign press since their outset. Their unique grammar and design philosophy can require a different approach than most other genres, including ones that have cribbed liberally from them. But the things that make the best ones compelling are the same sorts of things that make many other games compelling: thoughtful gameplay design that encourages players to take ownership and experience a compelling, deeply personal narrative told not just through the bespoke dialogue and cutscenes the developers crafted, but also the events and circumstances behind each run. As I explained previously in my Tokimeki Memorial retrospective for its 25th anniversary, good dating sim design is good game design and it's far less divorced from the rest of the medium's greats than you might think. They might not ultimately be for everyone, but I strongly, strongly encourage those who can explore them to any meaningful degree to at least try to do so. Dating sims are a profoundly integral part of Japanese game history and knowledge of them is essential to attaining a truly complete fluency in Japanese game as a whole. Just because they're not made all that much today doesn't mean they aren't continuing to make a real difference, including in some of the biggest hits to have emerged from Japan in the past decade.

Before I go, for those looking for recommendations on good starting points that will give you a solid foundation for exploring the wider genre, here are three games worth checking out:

  • Tokimeki Memorial 4. As mentioned before, when dealing with long-running series, of which there are actually not all that many in dating sims, it's often best to play the later games first and the first games later and there are arguably few series where that's truer than with Tokimeki Memorial. While the original remains a superbly designed game once you learn it, Tokimeki Memorial 4 offers a lot of clutch quality-of-life improvements that not only make it easier to experiment with different kinds of strategies for runs, but actively encourages, particularly by way of a perk system not unlike FPS games that allows you to tweak and remix a wide variety of variables under the hood. It also boasts the most narratively fleshed out character routes you'll find in the entire series, with character dialogue that can hold its own among the genre's best. (Come back and play Yuu's route once you've played the original game, though.)

  • Amagami. If you've been following me since my Twitter days, you know how strongly I feel about this game. Amagami takes place on a unique 4X-style hexagonal grid, with each tile offering up either a story scene of varying importance, or an opportunity to chat freely with one of the game's six main heroines using an inventive conversation system with light puzzle elements, the contents and topics of which change and evolve depending on both the state of the relationship and the overall mood of the moment. Definitely read the manual to at least fully grasp that conversation system, as the game doesn't do enough to explain it, but otherwise, whatever system you can play it on, PS2, PSP, or Vita, you should really, really play it. Many foreign players go with this game as their gateway into the genre and rarely have I seen any of them regret it. It's a game I myself have written multiple essays about for a reason!

  • Dream Club. D3's Xbox 360/PS3 era dating sim series isn't what I would call a masterpiece by any means. But their adult casts and hostess club settings are both rarely seen in the genre and the writing, while nothing to write home about, still makes for plenty of lighthearted, if often cheesecake-y fun. There's not a whole lot of depth to them, but they have just enough schedule and money management elements to be instructive at a basic level about how these systems often work in other games and they all feature a bemusing drinking system that gives conversations their own unique feel. For newcomers who might be intimidated by the amount of depth of something like a Tokimeki Memorial, even 4's more accommodating take on them, any mainline entry in Dream Club will make a fine introduction to the basic appeal and structure of dating sims.

If you made it all the way to the end of this post, thanks for reading! I might make some edits and additions later if I think of anything particularly pertinent, but these are things I would've liked to have known going into them. If you give dating sims a chance, hopefully this post will start you off on a better foot than I was able to!

Either way, good luck and happy wooing! :eggbug-relieved:


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in reply to @iiotenki's post:

Mentioning Tokimemo 4 has the most narratively fleshed out character routes really got me pumped to play it but also intimidated, I've played 1 and 2 and 2 was such a big improvent over 1 and I had to take whole breaks with some of the routes in there (it was incredible how Kotoko x Hikari's route totally made the game play me!). Really looking forward to 4 with such high praises!

Also do you recommend 3? I hadn't found many people talking about it and most of the feedback I've heard is "the 3d visuals are bad" but no insight about the writing or game mechanics, so I'm curious

4 has its own really neat mechanical twists with some of the routes, but overall, it's the most relaxed mainline game while still making the stats actually matter, so hopefully it treats you as well as it did me! It's also a really introspective examination of 1 and its legacy in a lot of ways, so if you've played that fully to completion and romanced Shiori in particular, you're in for a real treat whenever you get around to it. :eggbug-relieved:

As for 3, frankly, I think it's entirely skippable. Wonky character design aside (and that's a big aside), the character writing is pretty mindless and reads a lot more like a C-tier Tokimemo clone from the mid-90s than a proper numbered entry in the franchise. It does have some neat mechanical ideas in the fringes, but generally fumbles pretty hard with them in execution to the point where it's just a real slog of a game that takes away a good amount of control over how things unfold. From a historical perspective, I'd say it's still valuable to play to get that perspective on how and why the mainline series declined when it did and even why 4 plays the way that it does. But if you just want to play it casually and not have it feel like homework, I wouldn't call it particularly essential.

Thanks for the reply! And good to know! I think I might play one or two routes of 3 just to see what it's like, as I'm already doing them in order anyway, and then move to four.

Currently in a replay of 1 of sorts with the Pocket games for an OST documentation project, and experiencing some of the content I missed, so I'm excited for what 4 brings!

i'm thinking about checking out tokimemo 1 and 4, and I was wondering if you had advice on how to play them in a more direct sense – what platforms are they available for, where's a good place to get the games, that sort of thing. the only game consoles I currently have handy are my switch and my roommate's PS4; I'm happy to buy official releases when those are available, but I'm having trouble figuring out where to look. any recommendations?

Hi! Thanks for asking! Unfortunately, with just those two systems, there's no official way to play either of those games (albeit this might change somewhat soon for reasons I'll get into in a sec). Tokimemo 1 saw release on pretty much every 16 and 32-bit system barring the Mega Drive, but hasn't seen any new port since the PSP release a whopping 18 years ago. As of today, right now, the easiest way to play it legally would be to buy either the PS1 re-release on either PS3 or Vita PSN, or, if you really wanted to go to some extra trouble, the Japanese edition specifically of the PC Engine Mini. (It's one of the better mini consoles anyway, so I personally don't mind having it, but, yeah, don't actually do that just for this game, ahaha.) Similarly, Tokimemo 4 was only ever released on the PSP. I believe it's still available for sale digital on the Vita PSN, but... yeah. Not a great state of affairs right now! Neither game isn't even on Sony's PS+ retro catalog, which is kinda nuts!

Here's the rub, though: Tokimemo 1's anniversary is coming up next month. For reasons I'll spare you, it's looking fairly likely that, like with Suikoden, Tokimemo 1 will finally have another release announced at that time. Whether it'll be a port or a remake, nobody can quite say, nor whether Konami will go to the trouble of localizing it this time around. But they've been drumming up enough hype online around that date with things like a concert and a big merchandising push that it seems reasonable to expect that something or other is going to happen with that game again at last.

If that doesn't actually turn out to be the case, Tokimemo Girl's Side 1-3, the otome installments of the franchise, were all recently ported to the Switch and are available digitally on the Japanese eshop. That's really the only viable option available to you as of literally today. I haven't really dug into how those ports have been received, but I imagine they're fine enough and those games are very solid, well loved entries in their own right. (Konami also put out a fourth Girl's Side on Switch a couple years ago, which I'm personally not a fan of at all, but seems to have its fans, for what it's worth.) So if you don't mind diving into that side of things, that should be a really solid option, even if I believe Konami is charging a premium price for them individually because, of course.

I wish I had better news on mainline 1 and 4! Hopefully the situation will at least change a little before long, but yeah.