History Main / MoreFriendsMoreBenefits

28th May '16 7:31:36 AM TheOneWhoTropes
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* ''MahouSenseiNegima'', wherein the protagonist kissing/forming a ''pactio'' with as many girls as possible is highly incentivised, though not so much for his sake as theirs: it allows them to borrow his magic energy for self-defense, communicate with him telepathically, and grants them a unique magic item related to their abilities.

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* ''MahouSenseiNegima'', ''Manga/MahouSenseiNegima'', wherein the protagonist kissing/forming a ''pactio'' with as many girls as possible is highly incentivised, though not so much for his sake as theirs: it allows them to borrow his magic energy for self-defense, communicate with him telepathically, and grants them a unique magic item related to their abilities.
3rd Nov '15 11:37:41 AM Morgenthaler
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[[quoteright:347:[[VideoGame/TheSims http://static.tvtropes.org/pmwiki/pub/images/dreams_popularity_2488.jpg]]]]

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[[quoteright:347:[[VideoGame/TheSims [[quoteright:347:[[VideoGame/TheSims2 http://static.tvtropes.org/pmwiki/pub/images/dreams_popularity_2488.jpg]]]]
12th Oct '15 8:25:23 PM Jacob175
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* While most of the relationships aren't romantic, gathering Brotherbonds in the ''MegamanStarForce'' series increases your link power, which allows you to have more stat/ability bonuses. The effort needed in order to get a Brotherbond decreases as the series goes on. In the first game, getting one is a story event, which first occurs roughly a third of the way through the game, while in the third you get them from virtually every NPC who gives you a sidequest.
* In ''Videogame/StarWarsTheOldRepublic'' you have companion Affection which you gain by saying things your companions like and giving them expensive gifts. The benefit is a significant time reduction in how long companion missions take, more chance of a critical result, and a slight improvement in their combat effectiveness.

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* While most of the relationships aren't romantic, gathering Brotherbonds in the ''MegamanStarForce'' ''VideoGame/MegamanStarForce'' series increases your link power, which allows you to have more stat/ability bonuses. The effort needed in order to get a Brotherbond decreases as the series goes on. In the first game, getting one is a story event, which first occurs roughly a third of the way through the game, while in the third you get them from virtually every NPC who gives you a sidequest.
* In ''Videogame/StarWarsTheOldRepublic'' ''VideoGame/StarWarsTheOldRepublic'' you have companion Affection which you gain by saying things your companions like and giving them expensive gifts. The benefit is a significant time reduction in how long companion missions take, more chance of a critical result, and a slight improvement in their combat effectiveness.




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* ''VideoGame/RakenzarnTales'' is planned to have 15 different dating prospects, each providing their own stat boosts, items or even new moves for dating them. However, dating both Yuffie and Dark Magician Girl leads to them having a minor squabble in Chapter 8, suggesting that there will be consequences for trying to hook up with that many girls.
* A minor example in ''VideoGame/{{Lunarosse}}'', as there are only two relationships to build. This is a more plausible example in that only one of the relationships is romantic in nature while the other is platonic ([[IncompatibleOrientation much to the other person's frustration]]).
19th Sep '15 4:48:12 AM jormis29
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* ''FallenLondon'' has quite a bit of this, particularly if you focus on your Persuasive skills. In some cases it's actually harder to ''avoid or get out'' of a relationship than to start one, sometimes requiring... [[VideoGameCrueltyPotential creative measures]] to express non-interest.

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* ''FallenLondon'' ''VideoGame/FallenLondon'' has quite a bit of this, particularly if you focus on your Persuasive skills. In some cases it's actually harder to ''avoid or get out'' of a relationship than to start one, sometimes requiring... [[VideoGameCrueltyPotential creative measures]] to express non-interest.
6th Sep '15 7:40:33 PM nombretomado
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* Nonromantic example: in the original ''NeverwinterNights'' game, talking to your henchman or -woman every few levels will get them to increasingly open up about themselves, and solving a little sidequest for them (usually by simply handing them a PlotCoupon you've found) pays off in the form of a magic item they'll give you. What makes it an example of this trope is that with enough gold you can hire on ''all'' of them (all but one conveniently hang out in the same inn originally), then leave all but the one you really want at the moment behind and simply revisit them every so often to get the exact same subplot advancement benefits from each as though every single one had been adventuring with you all the time.

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* Nonromantic example: in the original ''NeverwinterNights'' ''VideoGame/NeverwinterNights'' game, talking to your henchman or -woman every few levels will get them to increasingly open up about themselves, and solving a little sidequest for them (usually by simply handing them a PlotCoupon you've found) pays off in the form of a magic item they'll give you. What makes it an example of this trope is that with enough gold you can hire on ''all'' of them (all but one conveniently hang out in the same inn originally), then leave all but the one you really want at the moment behind and simply revisit them every so often to get the exact same subplot advancement benefits from each as though every single one had been adventuring with you all the time.
29th Jun '15 6:02:22 AM MrUnderhill
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* ''EchoBazaar''. Particularly in the Persuasive area.

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* ''EchoBazaar''. Particularly in the ''FallenLondon'' has quite a bit of this, particularly if you focus on your Persuasive area.skills. In some cases it's actually harder to ''avoid or get out'' of a relationship than to start one, sometimes requiring... [[VideoGameCrueltyPotential creative measures]] to express non-interest.
3rd May '15 3:05:44 PM Yinyang107
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* The newer ''FireEmblem'' games [[LevelUpAtIntimacy5 give you bonuses for developing relationships]], and while a character can only have one ''A''-rank relationship, if you surround them with their A, and the rest Bs, they become an unstoppable weapon of destruction.
** It's effective to the point that people have created charts detailing how to arrange and [[{{Shipping}} ship]] your army in order to get optimal stats. [[StopHavingFunGuys Many of the relationships make little-to-no]] [[GameplayAndStorySegregation sense, in-character.]]
*** In the GBA games supports are predetermined and not all end in actual relationships, just friendships or deeper backstory.
** In all games to use the support system, you're limited to a total of five support conversations. You can only have one A and one B, or two B's and a C, etc.
*** Except ''[[VideoGame/FireEmblemTellius Radiant Dawn]]'', where you're only allowed 1 support per character and it can be with any other character. (However you can delete and change said support if you wish.)
*** [[VideoGame/FireEmblemAwakening The latest game]] removes all limits on how many supports you can have, even A-level supports. ''[[RankInflation S]]''-level supports, on the other hand...you only get one of those. [[spoiler:And it can result in babies.]]

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* The newer ''FireEmblem'' games [[LevelUpAtIntimacy5 give you bonuses for developing relationships]], and while a character can only have one ''A''-rank relationship, if you surround them with their A, and the rest Bs, they become an unstoppable weapon of destruction.
**
destruction. It's effective to the point that people have created charts detailing how to arrange and [[{{Shipping}} ship]] your army in order to get optimal stats. [[StopHavingFunGuys Many of the relationships make little-to-no]] [[GameplayAndStorySegregation sense, in-character.]]
*** ** In the GBA games supports are predetermined and not all end in actual relationships, just friendships or deeper backstory.
** In all games before ''[[VideoGame/FireEmblemTellius Radiant Dawn]]'' to use the support system, you're limited to a total of five support conversations. You can only have one A and one B, or two B's and a C, etc.
*** Except
etc. In ''[[VideoGame/FireEmblemTellius Radiant Dawn]]'', where you're only allowed 1 support per character and it can be with any other character. (However you can delete and change said support if you wish.)
*** ** [[VideoGame/FireEmblemAwakening The latest game]] Awakening]] removes all limits on how many supports you can have, even A-level supports. ''[[RankInflation S]]''-level supports, on the other hand...you only get one of those. [[spoiler:And it can result in babies.]]
13th Mar '15 3:21:47 AM Arutema
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* [[SuperMode HDD]] and [[LimitBreak SP Moves]] in ''VideoGame/HyperdevotionNoireGoddessBlackHeart'' use a gauge that can only be filled by your [[YuriGenre all-female army trading power-up kisses.]] The quickest way to fill it is to have 2 or 3 characters kiss the active one at once. In addition, the [[OneHundredPercentCompletion platinum trophy]] requires you to max all the characters' RelationshipValues with all the other characters.
2nd Mar '15 3:18:46 AM Hanz
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* In ''VideogameStarWarsTheOldRepublic'' you have companion Affection which you gain by saying things your companions like and giving them expensive gifts. The benefit is a significant time reduction in how long companion missions take, more chance of a critical result, and a slight improvement in their combat effectiveness.

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* In ''VideogameStarWarsTheOldRepublic'' ''Videogame/StarWarsTheOldRepublic'' you have companion Affection which you gain by saying things your companions like and giving them expensive gifts. The benefit is a significant time reduction in how long companion missions take, more chance of a critical result, and a slight improvement in their combat effectiveness.
2nd Mar '15 3:18:37 AM Hanz
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* In ''StarWars:TheOldRepublic'' you have companion Affection which you gain by saying things your companions like and giving them expensive gifts. The benefit is a significant time reduction in how long companion missions take, more chance of a critical result, and a slight improvement in their combat effectiveness.

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* In ''StarWars:TheOldRepublic'' ''VideogameStarWarsTheOldRepublic'' you have companion Affection which you gain by saying things your companions like and giving them expensive gifts. The benefit is a significant time reduction in how long companion missions take, more chance of a critical result, and a slight improvement in their combat effectiveness.
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