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- Jan 5, 2016
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Seeing as my last thread ended in fervent discussion, to say in the least, I figured it's time for Round 2 - this time, with a more open-ended topic.
Once again I'm going to stan Xenoblade Chronicles as it has possibly one of my favorite worldbuilding gameplay components: The Affinity Grid. The functions of this are twofold: One grid shows the "affinity," or level of friendship, between each pair of party members. Affinity between two members goes up when you complete battles together, complete quests together, and execute various actions during battle (healing them, helping them up, etc. etc). The higher the friendship level between characters, the better they become when paired in battle - they can also exchange skills between their own skill trees based on the level of their friendship.
The other grid shows each "major NPC" (NPCs that have names essentially) that you've met within their respective areas. This community grid also displays the relationships/sentiments that some NPCs feel between each other which can change based on how you complete quests. Each area is ranked on a 5-star basis: This rating is based on how many quests you've completed and the relationships you've created between the NPCs via talking/quests - the happier they are, the more stars you get. Higher stars = better quests = better rewards, so there is clear incentive to pay attention to these characters.
Personally, I find both grids to be extremely effective in their endeavors. The friendship grid gives you a slight rewarding feeling about choosing a favorite party and sticking with it, and rewards putting time/effort into your favorite characters. Friendship also unlocks special scenes called "Heart-to-Hearts" which develop many subtle traits of each party member that you wouldn't get through the main story. Overall, it's a genius way to make the player feel engaged with gameplay while also learning about the characters they're using. The community grid meanwhile is similar, where "character building" is replaced with "world building." It's another interesting system that provides a visual, palpable way to see the fruits of your time spent in each community.
Onto the main topic, what are your thoughts on implementing something similar in an RPGM game? It's a very low-demand system that would probably be time-consuming to make (the scenes, not the eventing/variable keeping) but easy to integrate. Branches could be called at the end of each battle to record which skills were used and by which characters, which could then be visually represented in a custom scene. Players, as we know, love ease of access to information, and would benefit from seeing a visual of their characters' growth. It may over-incentivise using the same party, but honestly most of us do that anyways - might as well let them reap the rewards of doing so. But it may also get players involved in your quests who would normally not be drawn to such a system - that certainly is how it worked for me in XC.
Obviously I'm trying to differentiate my system from a direct knock off. I'm leaning towards a holistic "score" for each area which is impacted by NPCs, but also how many locations you've found within the area, monsters slain, and collectables found. The idea is to make the player experience each area to the fullest rather than jaunt through it like any other linear locale. I'm probably not going to do an affinity system between characters, but I'd like to create a currency of "personality points" which can be distributed in certain skill trees. That may be a headache to implement though, so these are really just ideas off the top of my head.
So I'm not really looking for feedback on any specific system, but rather the overall concept of "building affinity" and visualizing/rewarding it for the player. Could it be a chore for the player? Does it detract from anything else in the game? Honestly, I haven't really considered the downsides. But no doubt someone here will find some, so I'm all ears to every opinion.
Once again I'm going to stan Xenoblade Chronicles as it has possibly one of my favorite worldbuilding gameplay components: The Affinity Grid. The functions of this are twofold: One grid shows the "affinity," or level of friendship, between each pair of party members. Affinity between two members goes up when you complete battles together, complete quests together, and execute various actions during battle (healing them, helping them up, etc. etc). The higher the friendship level between characters, the better they become when paired in battle - they can also exchange skills between their own skill trees based on the level of their friendship.
The other grid shows each "major NPC" (NPCs that have names essentially) that you've met within their respective areas. This community grid also displays the relationships/sentiments that some NPCs feel between each other which can change based on how you complete quests. Each area is ranked on a 5-star basis: This rating is based on how many quests you've completed and the relationships you've created between the NPCs via talking/quests - the happier they are, the more stars you get. Higher stars = better quests = better rewards, so there is clear incentive to pay attention to these characters.
Personally, I find both grids to be extremely effective in their endeavors. The friendship grid gives you a slight rewarding feeling about choosing a favorite party and sticking with it, and rewards putting time/effort into your favorite characters. Friendship also unlocks special scenes called "Heart-to-Hearts" which develop many subtle traits of each party member that you wouldn't get through the main story. Overall, it's a genius way to make the player feel engaged with gameplay while also learning about the characters they're using. The community grid meanwhile is similar, where "character building" is replaced with "world building." It's another interesting system that provides a visual, palpable way to see the fruits of your time spent in each community.
Onto the main topic, what are your thoughts on implementing something similar in an RPGM game? It's a very low-demand system that would probably be time-consuming to make (the scenes, not the eventing/variable keeping) but easy to integrate. Branches could be called at the end of each battle to record which skills were used and by which characters, which could then be visually represented in a custom scene. Players, as we know, love ease of access to information, and would benefit from seeing a visual of their characters' growth. It may over-incentivise using the same party, but honestly most of us do that anyways - might as well let them reap the rewards of doing so. But it may also get players involved in your quests who would normally not be drawn to such a system - that certainly is how it worked for me in XC.
Obviously I'm trying to differentiate my system from a direct knock off. I'm leaning towards a holistic "score" for each area which is impacted by NPCs, but also how many locations you've found within the area, monsters slain, and collectables found. The idea is to make the player experience each area to the fullest rather than jaunt through it like any other linear locale. I'm probably not going to do an affinity system between characters, but I'd like to create a currency of "personality points" which can be distributed in certain skill trees. That may be a headache to implement though, so these are really just ideas off the top of my head.
So I'm not really looking for feedback on any specific system, but rather the overall concept of "building affinity" and visualizing/rewarding it for the player. Could it be a chore for the player? Does it detract from anything else in the game? Honestly, I haven't really considered the downsides. But no doubt someone here will find some, so I'm all ears to every opinion.
