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- Jul 22, 2014
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One of my favorite types of RPG is the "Alternate Life" subgenre (arguably popularized by Harvest Moon), where two of the main focuses of the gameplay are managing your time and building relationships with a wide array of characters.
I love playing games like this; I've got nothing but fond memories of games like Azure Dreams, Rune Factory and The Sims, and even RPG Maker versions like Homework Salesman and Ursus Quest: Tree of Life. But in these Alternate Life games, there's always one thing holding me back from fully immersing myself in the experience: I feel more like I'm "grinding" for relationship points rather than exploring dynamic relationships.
In most of these games the idea of building relationships with people comes down to finding them around town, talking to them (read as: listening to the same two lines of dialogue you heard from them yesterday and the day before), and giving them the same gift once a day if you want to speed things up. The characters around you feel like very likable set pieces to predictably manipulate, rather than living, breathing people. My actions affect them, but their actions rarely affect me (or anyone else around them).
The better Alternate Life games do reward you with really interesting character developments at certain points, occasional events, and general feel-good moments. These games are still a nice experience to play, no doubt. But I feel like there's so much missed potential as far as making game relationships feel more like real relationships. The hope, the dynamism, the elements of push-and-pull, the unpredictability, the way you influence how things develop around you... a game that could capture even part of these would be a special experience.
A few games have taken steps toward doing it better. The recent Persona games are probably the high-water mark, deftly creating characters and situations that feel believable - but the player's relationship with them still feels narrow and gamelike outside of the main narrative. Moving outside the genre, the "Radiant AI" system in The Elder Scrolls is a well-intentioned attempt to make the world around you feel like it's living and unpredictable, but most interactions with NPCs still feel shallow and directed. And if what I've read about The Novelist is true, it nicely captures the essence of choice and consequence in relationships, but it does so in a relatively linear and narrative-driven fashion. It seems like there's always a tradeoff.
So the question I pose to everyone: If you were to create the "ideal" Alternate Life game, how would you design it so that characters/relationships feel real and dynamic? How would you avoid the repetition and immersion-breaking pitfalls that tend to come with a game's predictability, while still capturing the positive concepts (such as control and reward) that are inherent to games?
I love playing games like this; I've got nothing but fond memories of games like Azure Dreams, Rune Factory and The Sims, and even RPG Maker versions like Homework Salesman and Ursus Quest: Tree of Life. But in these Alternate Life games, there's always one thing holding me back from fully immersing myself in the experience: I feel more like I'm "grinding" for relationship points rather than exploring dynamic relationships.
In most of these games the idea of building relationships with people comes down to finding them around town, talking to them (read as: listening to the same two lines of dialogue you heard from them yesterday and the day before), and giving them the same gift once a day if you want to speed things up. The characters around you feel like very likable set pieces to predictably manipulate, rather than living, breathing people. My actions affect them, but their actions rarely affect me (or anyone else around them).
The better Alternate Life games do reward you with really interesting character developments at certain points, occasional events, and general feel-good moments. These games are still a nice experience to play, no doubt. But I feel like there's so much missed potential as far as making game relationships feel more like real relationships. The hope, the dynamism, the elements of push-and-pull, the unpredictability, the way you influence how things develop around you... a game that could capture even part of these would be a special experience.
A few games have taken steps toward doing it better. The recent Persona games are probably the high-water mark, deftly creating characters and situations that feel believable - but the player's relationship with them still feels narrow and gamelike outside of the main narrative. Moving outside the genre, the "Radiant AI" system in The Elder Scrolls is a well-intentioned attempt to make the world around you feel like it's living and unpredictable, but most interactions with NPCs still feel shallow and directed. And if what I've read about The Novelist is true, it nicely captures the essence of choice and consequence in relationships, but it does so in a relatively linear and narrative-driven fashion. It seems like there's always a tradeoff.
So the question I pose to everyone: If you were to create the "ideal" Alternate Life game, how would you design it so that characters/relationships feel real and dynamic? How would you avoid the repetition and immersion-breaking pitfalls that tend to come with a game's predictability, while still capturing the positive concepts (such as control and reward) that are inherent to games?

