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* Done with a non-romantic variation in ''VideoGame/GalaxyAngel''. While it is better for you to build and maintain good rapport with all the Angels under your command, you can only ever specifically romance one member throughout the game and its sequels. That being said, it is still not a good idea to make others lose their trust at you, because this directly translates into poorer performance during the Real-Time Tactics segment[[labelnote:*]]Of course, this is moot if you modify the game to skip such segments, automatically making the game assume you "win" each time[[/labelnote]].



* Mostly averted in both the ''VideoGame/GalaxyAngel'' and ''VideoGame/GalaxyAngelII'' trilogies. At no point do the games allow Tact or Kazuya to two-time on their choosen girlfriends, so harem endings are out of the question. The closest that this trope may come into play is on Kahlua/Tequila's route in the final game, when Tequila manages to manifest in a separate body thanks to an accident involving nanomachine organism Cookie, and she says that Kazuya now has to take care of both of them. This does end up bringing out its own troubles, though.

to:

* Mostly averted Zigzagged in both the ''VideoGame/GalaxyAngel'' and ''VideoGame/GalaxyAngelII'' trilogies. At While it is better for you to build and maintain good rapport with all the Angels under your command, you can only ever specifically romance one member throughout the game and its sequels. That being said, it is still not a good idea to make others lose their trust at you, because this directly translates into poorer performance during the Real-Time Tactics segments. Romantic plot-wise, this trope is mostly averted as at no point do the games allow Tact or Kazuya to two-time on their choosen girlfriends, so harem endings are out of the question. The closest that this trope may come into play is on Kahlua/Tequila's route in the final game, when Tequila manages to manifest in a separate body thanks to an accident involving nanomachine organism Cookie, and she says that Kazuya now has to take care of both of them. This does end up bringing out its own troubles, though.
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* Mostly averted in both the ''VideoGame/GalaxyAngel'' and ''VideoGame/GalaxyAngelII'' trilogies. At no point do the games allow Tact or Kazuya to two-time on their choosen girlfriends, so harem endings are out of the question. The closest that this trope may come into play is on Kahlua/Tequila's route in the final game, when Tequila manages to manifest in a separate body thanks to an accident involving nanomachine organism Cookie, and she says that Kazuya now has to take care of both of them. This does end up bringing out its own troubles, though.

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Alphabetized examples.


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[[folder: Dating Sim]]

to:

[[folder: Dating [[folder:Dating Sim]]



[[folder: Role Playing Game]]
* In ''VideoGame/ThousandArms'', your RelationshipValues with each girl determines what spells and abilities can be given to your weapons. You need those spells to survive the later stages of the example. For example, if you don't get a more powerful Heal spell, later enemies will hurt you faster than you can heal.
* ''Franchise/{{Persona}}'':
** ''VideoGame/Persona3'': Nearly every female Social Link winds up becoming of a romantic nature, and since maxing out each Social Link allows you to create the best Persona of that Link's Arcana... yeah. The game ''does'' punish you if you try to, erm, "level up" two girls at the same time (they get jealous), but once you hit max Rank and create an "unbreakable bond" you are free to resume building your harem.
** One of the improvements ''VideoGame/Persona4'' made on this system was allowing you to max out your female Social Links ''without'' having to enter a romantic relationship with the girl in question, simply giving you the option to do so, complete with a warning if you chose an option that would cause your relationship to move beyond friendship--especially if you already had a girlfriend. (You can still end up two-timing if you wish, though if you attempt such a thing [[spoiler:you suffer absolutely no negative consequences... if you're playing the original. If you're playing the ''Golden'' remake, [[VideoGameCrueltyPunishment the game will make you feel like a horrible person]].]])
** The female MC of ''Persona 3 Portable'' defaults to JustFriends with various potential {{Love Interest}}s, but can move into romance via a GuideDangIt set of choices.
** As expected, ''VideoGame/Persona5'' gives you the option to romance up to ''nine'' women at once, and because of the effects of the calendar mechanic, some of those romances ''will'' be initiated simultaneously. Doing so is consequence-free for nearly all of the game, right up until [[spoiler: the day after Valentine's Day, and you're inevitably caught by all of them at once, which... doesn't end well]]. It should be noted that, as with its predecessor, most players ''don't'' choose to go the harem route.
* Similarly, the {{RPG}} / DatingSim ''Brave Soul'' gives each party member [[LevelUpAtIntimacy5 Level Ups]] as you pursue them romantically. Once you have sex with one, though, no more dates (and thus level-ups at Intimacy 5) can be pursued with any other girl... Thus rewarding the pursuit of all of them before finally choosing your girl.
* The newer ''VideoGame/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. Many of the relationships make little-to-no sense, [[GameplayAndStorySegregation in-character]].
** In [[VideoGame/FireEmblemTheBindingBlade the]] [[VideoGame/FireEmblemTheBlazingBlade GBA]] [[VideoGame/FireEmblemTheSacredStones games]], Supports are predetermined and not all end in actual relationships, just friendships or deeper backstory.
** In all games before ''[[VideoGame/FireEmblemRadiantDawn 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. In ''Radiant Dawn'', 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 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.]] This new system is retained for ''[[VideoGame/FireEmblemFates Fates]]''.
** ''VideoGame/FireEmblemThreeHouses'' has a {{Shipping}} variation: as in most games in the franchise, building up support levels between units also increases their effectiveness together in battle. For the most part, this simply incentivises building friendships, which is pretty normal and intuitive. However, the highest support rank non-protagonist characters can reach with each other (A-rank) is sometimes explicitly romantic, and there are no restrictions on how many A-rank supports a character can unlock. Because of this, setting up complex polyamory webs late in the game provides some pretty nice bonuses. (It doesn't work the same with [[PlayerCharacter Byleth]], however, as their supports don't become romantic until the S Rank, which can only be achieved with one character.)

to:

[[folder: Role [[folder:Role Playing Game]]
* In ''VideoGame/ThousandArms'', your RelationshipValues with each girl determines what spells and abilities can be given to your weapons. You need those spells to survive the later stages of the example. For example, if you don't get a more powerful Heal spell, later enemies will hurt you faster than you can heal.
* ''Franchise/{{Persona}}'':
** ''VideoGame/Persona3'': Nearly every female Social Link winds up becoming of a romantic nature, and since maxing out each Social Link allows you to create the best Persona of that Link's Arcana... yeah.
The game ''does'' punish you if you try to, erm, "level up" two girls at the same time (they get jealous), but once you hit max Rank and create an "unbreakable bond" you are free to resume building your harem.
** One of the improvements ''VideoGame/Persona4'' made on this system was allowing you to max out your female Social Links ''without'' having to enter a romantic relationship with the girl in question, simply giving you the option to do so, complete with a warning if you chose an option that would cause your relationship to move beyond friendship--especially if you already had a girlfriend. (You can still end up two-timing if you wish, though if you attempt such a thing [[spoiler:you suffer absolutely no negative consequences... if you're playing the original. If you're playing the ''Golden'' remake, [[VideoGameCrueltyPunishment the game will make you feel like a horrible person]].]])
** The female MC of ''Persona 3 Portable'' defaults to JustFriends with various potential {{Love Interest}}s, but can move into romance via a GuideDangIt set of choices.
** As expected, ''VideoGame/Persona5'' gives you the option to romance up to ''nine'' women at once, and because of the effects of the calendar mechanic, some of those romances ''will'' be initiated simultaneously. Doing so is consequence-free for nearly all of the game, right up until [[spoiler: the day after Valentine's Day, and you're inevitably caught by all of them at once, which... doesn't end well]]. It should be noted that, as with its predecessor, most players ''don't'' choose to go the harem route.
* Similarly, the {{RPG}} / DatingSim
{{RPG}}-DatingSim hybrid ''Brave Soul'' gives each party member [[LevelUpAtIntimacy5 Level Ups]] as you pursue them romantically. Once you have sex with one, though, no more dates (and thus level-ups at Intimacy 5) can be pursued with any other girl... Thus rewarding the pursuit of all of them before finally choosing your girl.
* The newer ''VideoGame/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. Many of the relationships make little-to-no sense, [[GameplayAndStorySegregation in-character]].
** In [[VideoGame/FireEmblemTheBindingBlade the]] [[VideoGame/FireEmblemTheBlazingBlade GBA]] [[VideoGame/FireEmblemTheSacredStones games]], Supports are predetermined and not all end in actual relationships, just friendships or deeper backstory.
** In all games before ''[[VideoGame/FireEmblemRadiantDawn 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. In ''Radiant Dawn'', 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 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.]] This new system is retained for ''[[VideoGame/FireEmblemFates Fates]]''.
** ''VideoGame/FireEmblemThreeHouses'' has a {{Shipping}} variation: as in most games in the franchise, building up support levels between units also increases their effectiveness together in battle. For the most part, this simply incentivises building friendships, which is pretty normal and intuitive. However, the highest support rank non-protagonist characters can reach with each other (A-rank) is sometimes explicitly romantic, and there are no restrictions on how many A-rank supports a character can unlock. Because of this, setting up complex polyamory webs late in the game provides some pretty nice bonuses. (It doesn't work the same with [[PlayerCharacter Byleth]], however, as their supports don't become romantic until the S Rank, which can only be achieved with one character.)
girl.



* If you want your entire team to survive ''VideoGame/MassEffect2'''s suicide mission, you're advised to obtain their loyalty by doing each party member's personal {{sidequest}}. However, you can only ''date'' one of them. Note also that they receive an extra ability once they are loyal, so it has more direct benefits.



* In the RPG-DatingSim hybrid ''VideoGame/SakuraWars'' series, each character's combat stats are dependent on her relationship with the player character. Been neglecting one of the girls? Hope you weren't banking on her being any help to you in the next boss battle.
* While most of the relationships aren't romantic, gathering Brotherbonds in the ''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'' 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.
* Nonromantic example: in the original ''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.
* ''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]]).



* The newer ''Franchise/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. Many of the relationships make little-to-no sense, [[GameplayAndStorySegregation in-character]].
** In [[VideoGame/FireEmblemTheBindingBlade the]] [[VideoGame/FireEmblemTheBlazingBlade GBA]] [[VideoGame/FireEmblemTheSacredStones games]], Supports are predetermined and not all end in actual relationships, just friendships or deeper backstory.
** In all games before ''[[VideoGame/FireEmblemRadiantDawn 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. In ''Radiant Dawn'', 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 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.]] This new system is retained for ''[[VideoGame/FireEmblemFates Fates]]''.
** ''VideoGame/FireEmblemThreeHouses'' has a {{Shipping}} variation: as in most games in the franchise, building up support levels between units also increases their effectiveness together in battle. For the most part, this simply incentivises building friendships, which is pretty normal and intuitive. However, the highest support rank non-protagonist characters can reach with each other (A-rank) is sometimes explicitly romantic, and there are no restrictions on how many A-rank supports a character can unlock. Because of this, setting up complex polyamory webs late in the game provides some pretty nice bonuses. (It doesn't work the same with [[PlayerCharacter Byleth]], however, as their supports don't become romantic until the S Rank, which can only be achieved with one character.)
* 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]]).
* If you want your entire team to survive ''VideoGame/MassEffect2'''s suicide mission, you're advised to obtain their loyalty by doing each party member's personal {{sidequest}}. However, you can only ''date'' one of them. Note also that they receive an extra ability once they are loyal, so it has more direct benefits.
* While most of the relationships aren't romantic, gathering Brotherbonds in the ''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.
* Nonromantic example: in the original ''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.
* ''Franchise/{{Persona}}'':
** ''VideoGame/Persona3'': Nearly every female Social Link winds up becoming of a romantic nature, and since maxing out each Social Link allows you to create the best Persona of that Link's Arcana... yeah. The game ''does'' punish you if you try to, erm, "level up" two girls at the same time (they get jealous), but once you hit max Rank and create an "unbreakable bond" you are free to resume building your harem.
** One of the improvements ''VideoGame/Persona4'' made on this system was allowing you to max out your female Social Links ''without'' having to enter a romantic relationship with the girl in question, simply giving you the option to do so, complete with a warning if you chose an option that would cause your relationship to move beyond friendship--especially if you already had a girlfriend. (You can still end up two-timing if you wish, though if you attempt such a thing [[spoiler:you suffer absolutely no negative consequences... if you're playing the original. If you're playing the ''Golden'' remake, [[VideoGameCrueltyPunishment the game will make you feel like a horrible person]].]])
** The female MC of ''Persona 3 Portable'' defaults to JustFriends with various potential {{Love Interest}}s, but can move into romance via a GuideDangIt set of choices.
** As expected, ''VideoGame/Persona5'' gives you the option to romance up to ''nine'' women at once, and because of the effects of the calendar mechanic, some of those romances ''will'' be initiated simultaneously. Doing so is consequence-free for nearly all of the game, right up until [[spoiler:the day after Valentine's Day, and you're inevitably caught by all of them at once, which... doesn't end well]]. It should be noted that, as with its predecessor, most players ''don't'' choose to go the harem route.
* ''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.
* In the RPG-DatingSim hybrid ''VideoGame/SakuraWars'' series, each character's combat stats are dependent on her relationship with the player character. Been neglecting one of the girls? Hope you weren't banking on her being any help to you in the next boss battle.



* 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.
* In ''VideoGame/ThousandArms'', your RelationshipValues with each girl determines what spells and abilities can be given to your weapons. You need those spells to survive the later stages of the example. For example, if you don't get a more powerful Heal spell, later enemies will hurt you faster than you can heal.



[[folder: Simulation Game ]]
* ''VideoGame/TheSims''

to:

[[folder: Simulation Game ]]
[[folder:Simulation Game]]
* ''VideoGame/TheSims''Done with a non-romantic variation in ''VideoGame/GalaxyAngel''. While it is better for you to build and maintain good rapport with all the Angels under your command, you can only ever specifically romance one member throughout the game and its sequels. That being said, it is still not a good idea to make others lose their trust at you, because this directly translates into poorer performance during the Real-Time Tactics segment[[labelnote:*]]Of course, this is moot if you modify the game to skip such segments, automatically making the game assume you "win" each time[[/labelnote]].
* The original ''VideoGame/HarvestMoon'' and ''VideoGame/HarvestMoon64'' rewarded you in the final evaluation if you had all five of your potential brides at Red Heart level (and the original gave you a "Ladies Man" ending if you didn't marry any of them.) In fact, in [=HM64=], you had to have a certain level of friendship with the other brides to get them to marry their alternate suitors. (And in Karen's case, keep her from leaving town). Later games eliminated this by locking down affection points once you got married. Friendship was a separate score and still counted.
* ''VideoGame/TheSims'':



* The original ''VideoGame/HarvestMoon'' and ''VideoGame/HarvestMoon64'' rewarded you in the final evaluation if you had all five of your potential brides at Red Heart level (and the original gave you a "Ladies Man" ending if you didn't marry any of them.) In fact, in [=HM64=], you had to have a certain level of friendship with the other brides to get them to marry their alternate suitors. (And in Karen's case, keep her from leaving town). Later games eliminated this by locking down affection points once you got married. Friendship was a separate score and still counted.
* Done with a non-romantic variation in ''VideoGame/GalaxyAngel''. While it is better for you to build and maintain good rapport with all the Angels under your command, you can only ever specifically romance one member throughout the game and its sequels. That being said, it is still not a good idea to make others lose their trust at you, because this directly translates into poorer performance during the Real-Time Tactics segment[[labelnote:*]]Of course, this is moot if you modify the game to skip such segments, automatically making the game assume you "win" each time[[/labelnote]].



[[folder: Stealth Based Game]]

to:

[[folder: Stealth [[folder:Stealth Based Game]]



[[folder: Tabletop Games]]
* The only stats you have in ''TabletopGame/BlissStage'' ''are'' RelationshipValues - if you can get high-Intimacy, high-Trust relationships in most of LaResistance, you're unstoppable in your EmpathicWeapon HumongousMecha.
* In ''TabletopGame/MaidRPG'' most player characters can benefit from both seducing and being seduced (this doesn't have to mean anything sexual in context); in general, affection keeps you going. In the less competitive games where players aren't trying to manipulate each other, the rulebook explicitly states the rules limiting seduction attempts and mandating some form of resistance (and encouraging things to go very awkwardly ''wrong'') are an attempt to prevent - well, this.

to:

[[folder: Tabletop Games]]
[[folder:Survival Horror]]
* The only stats ''VideoGame/WorldOfHorror'': [[AssistCharacter Allies]] typically offer various stat boosts and other passive bonuses; Kana, for instance, can lower the amount of damage you have take in ''TabletopGame/BlissStage'' ''are'' RelationshipValues - if combat. Many of [[TeenIdol Mizuki's]] Perks are specifically geared around having as many allies as possible, and you can get high-Intimacy, high-Trust relationships in most of LaResistance, you're unstoppable in your EmpathicWeapon HumongousMecha.
* In ''TabletopGame/MaidRPG'' most player characters can benefit from both seducing and
play with all unlocked Perks being seduced (this doesn't have accessible to mean anything sexual in context); in general, affection keeps you going. In the less competitive games where players aren't trying ''all'' characters, potentially incentivizing everyone to manipulate each other, the rulebook explicitly states the rules limiting seduction attempts and mandating some form of resistance (and encouraging things to go very awkwardly ''wrong'') are an attempt to prevent - well, this.surround themselves with Allies... if they can.



[[folder: Turn Based Strategy]]
* In ''VideoGame/RecordOfAgarestWar'' it is possible, [[GuideDangIt through judicious use of a guide]], to have all 3 love interests at intimacy 5 at the end of each generation. You can still only marry one, but having all of them at level 5 lets you choose any bride.
* ''VideoGame/SengokuRance'' is essentially MoreFriendsMoreBenefits on steroids. And for good reason, too befriending (for males)/romancing (for females) the characters nets you most everything for a particular character: personal powerup, squad powerup, H-scenes (girls only, naturally) and backstory. Some characters start as TheLoad and can be turned into {{Game Breaker}}s.
* [[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.

to:

[[folder: Turn Based Strategy]]
[[folder:Tabletop Games]]
* In ''VideoGame/RecordOfAgarestWar'' it is possible, [[GuideDangIt through judicious use of a guide]], to The only stats you have all 3 love interests at intimacy 5 at the end of each generation. You can still only marry one, but having all of them at level 5 lets you choose any bride.
* ''VideoGame/SengokuRance'' is essentially MoreFriendsMoreBenefits on steroids. And for good reason, too befriending (for males)/romancing (for females) the characters nets you most everything for a particular character: personal powerup, squad powerup, H-scenes (girls only, naturally) and backstory. Some characters start as TheLoad and can be turned into {{Game Breaker}}s.
* [[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' ''TabletopGame/BlissStage'' ''are'' RelationshipValues with all - if you can get high-Intimacy, high-Trust relationships in most of LaResistance, you're unstoppable in your EmpathicWeapon HumongousMecha.
* In ''TabletopGame/MaidRPG'' most player characters can benefit from both seducing and being seduced (this doesn't have to mean anything sexual in context); in general, affection keeps you going. In
the other characters.less competitive games where players aren't trying to manipulate each other, the rulebook explicitly states the rules limiting seduction attempts and mandating some form of resistance (and encouraging things to go very awkwardly ''wrong'') are an attempt to prevent - well, this.



[[folder: Wide Open Sandbox]]
* ''VideGame/GrandTheftAuto'' series
** In ''VideoGame/GrandTheftAutoSanAndreas'', CJ's girlfriends each have their own bonuses for dating them. There is a cop who lets CJ keep his money and weapons after getting arrested, a nurse who does the same if he becomes incapacitated (even if the incident doesn't happen in the ladies' jurisdictions), a mechanic who fixes and paint his cars for free (but only if you go to her garage in San Fierro), and a few others with minor bonuses. At some point you can even drive your girlfriends' cars, despite the fact that they're never returned in one piece (if at all.) Dating one of the girls is necessary to complete the game; the rest are optional.
** Niko Bellic can do the same thing in ''VideoGame/GrandTheftAutoIV'', though his girlfriend perks are substantially less useful. He can also maintain limited relationships with male friends that are substantially more profitable, but no more in depth than drinking or darts. TruthInTelevision.

to:

[[folder: Wide Open Sandbox]]
[[folder:Turn-Based Strategy]]
* ''VideGame/GrandTheftAuto'' series
**
[[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 ''VideoGame/GrandTheftAutoSanAndreas'', CJ's girlfriends addition, the [[OneHundredPercentCompletion platinum trophy]] requires you to max all the characters' RelationshipValues with all the other characters.
* In ''VideoGame/RecordOfAgarestWar'' it is possible, [[GuideDangIt through judicious use of a guide]], to have all 3 love interests at intimacy 5 at the end of
each have their own bonuses for dating them. There is a cop who generation. You can still only marry one, but having all of them at level 5 lets CJ keep his money you choose any bride.
* ''VideoGame/SengokuRance'' is essentially MoreFriendsMoreBenefits on steroids. And for good reason, too befriending (for males)/romancing (for females) the characters nets you most everything for a particular character: personal powerup, squad powerup, H-scenes (girls only, naturally)
and weapons after getting arrested, a nurse who does the same if he becomes incapacitated (even if the incident doesn't happen in the ladies' jurisdictions), a mechanic who fixes backstory. Some characters start as TheLoad and paint his cars for free (but only if you go to her garage in San Fierro), and a few others with minor bonuses. At some point you can even drive your girlfriends' cars, despite the fact that they're never returned in one piece (if at all.) Dating one of the girls is necessary to complete the game; the rest are optional.
** Niko Bellic can do the same thing in ''VideoGame/GrandTheftAutoIV'', though his girlfriend perks are substantially less useful. He can also maintain limited relationships with male friends that are substantially more profitable, but no more in depth than drinking or darts. TruthInTelevision.
be turned into {{Game Breaker}}s.



[[folder: Visual Novels]]

to:

[[folder: Visual [[folder:Wide Open Sandbox]]
* ''Franchise/GrandTheftAuto'':
** In ''VideoGame/GrandTheftAutoSanAndreas'', CJ's girlfriends each have their own bonuses for dating them. There is a cop who lets CJ keep his money and weapons after getting arrested, a nurse who does the same if he becomes incapacitated (even if the incident doesn't happen in the ladies' jurisdictions), a mechanic who fixes and paint his cars for free (but only if you go to her garage in San Fierro), and a few others with minor bonuses. At some point you can even drive your girlfriends' cars, despite the fact that they're never returned in one piece (if at all.) Dating one of the girls is necessary to complete the game; the rest are optional.
** Niko Bellic can do the same thing in ''VideoGame/GrandTheftAutoIV'', though his girlfriend perks are substantially less useful. He can also maintain limited relationships with male friends that are substantially more profitable, but no more in depth than drinking or darts. TruthInTelevision.
[[/folder]]

[[folder:Visual
Novels]]



* ''Manga/NegimaMagisterNegiMagi'', 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. In a strange subversion, by the time of the fight with the BigBad in the magical world, several of the girls have effectively used Negi to get the cool toys & powers without having hardly any romantic feelings for him. It's just one kiss, after all. Played straight in later chapters, when Negi obtains the ability to use the magical items of all the girls he has formed a pactio with.




to:

* ''Manga/NegimaMagisterNegiMagi'', wherein the protagonist kissing/forming a ''pactio'' with as many girls as possible is highly incentivized, 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. In a strange subversion, by the time of the fight with the BigBad in the magical world, several of the girls have effectively used Negi to get the cool toys & powers without having hardly any romantic feelings for him. It's just one kiss, after all. Played straight in later chapters, when Negi obtains the ability to use the magical items of all the girls he has formed a pactio with.


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