Relationship mechanics

Brillenpinguin

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Hello everyone!

I've been thinking about building a relationship system into my game.
By that I mean you can interact with characters and gain "points" that help you to achive a different ending for the game and maybe even start a romance.

I thought it might be interesting to exchange, how systems like these could be build/scripted, if you find relationship systems engaging and if you think there is a general interest for games based of relationships.

What do you think?

~ Jassy, the penguin
 

djDarkX

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Romance in games is a very common mechanic nowadays and in fact, a lot of people look forward to there being some kind of romance subplot or event chain.  It's all a part of the role-playing experience.  I've evented things like this before in Ace and it turned out pretty good, so it's not that difficult, just tedious, but worth it if done right.
 

Schlangan

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Relationships are part of character developments. Even stubborn characters like mine, making fun of anything related to romance at first, change with time without even noticing it. But the interest will also depend on the kind of game you're creating.


In terms of building, you don't necessarily need scripts to do it. Play around with variables, and many conditions. It might appear a bit tedious, but I think it is the easiest way to deal with it. Don't hesistate to use common events for dialogs in different maps for example.
 

bgillisp

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My game has relationships that build over time, and I'm using variables to keep track of each relationship value. So far it's working well, no need for a script as far as I can see.
 

jonthefox

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I'm doing this in a game of mine too.  Your choices increase or decrease variables that represent your relationship with characters, which will affect the ending.  Think it's a pretty standard jrpg mechanic and works well.  
 

Esados

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Having a "Relationship System" can work pretty good for some games, especially if yours is focused on history and/or characters. It's not really difficult to implement in a game, a bunch of variables and lots of events and it will work. You can add mechanics to the System, for example, being in battle with a character will give you points of love, friendship, etc, you name it.
In my game, the Relationship System is an important part of gameplay, it's a way to improve the characters stats and unlock new items, locations and even bosses, that way, you can make sure that almost all the players will enjoy it. You don't really have to come with a lot of new ideas for the system, just the ones that fits your game better. 
 

Brillenpinguin

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Well, the project I work on is rather puzzle- and story-heavy, so I thought a relationship system might work in favor to that.
Thanks for the multiple hints to variables! I'll try that one out!
Thank you! :D
 

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