History Main / RelationshipValues

24th Nov '17 6:36:01 PM MoonByte
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* The ''VisualNovel/ComingOutOnTop'' demo had the option to show the relationship value as a number once you finished the game once. This way, the player can look how high the number goes after a choice to find the best option. And there's of course the fact that every dateable guy has strong preferences (be kind, be sensual, be strict) that considerably raise their value.
* ''VisualNovel/HustleCat'' tracks the player's interactions with the other characters in the first half. At the end of the first arc, when the player goes to the basement, the character with the highest value will appear and from then on be Avery's lover.
5th Oct '17 7:16:29 AM GlitteringFlowers
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* The support conversations of the later ''VideoGame/FireEmblem'' series work this way. Characters who spend a lot of time in battle together can improve their relationship, and will receive statistical bonuses whenever they're near each other on the field. Certain preset combinations change the ending, with the supporting characters getting married or otherwise pursuing their relationship.
** In ''[[VideoGame/FireEmblemElibe Binding Blade]]'', only the main character Roy can have paired endings, and only characters who went to the final battle (the ''real'' final battle, that is) get more than a simple line of text stating what happened to them after the war. Its prequel ''Blazing Sword'' also has the same system, but multiple characters have paired endings, depending on who the player has them end up with.
** In ''[[VideoGame/FireEmblemJugdral Genealogy of the Holy War]]'', relationship values are determined by how many turns a man and a woman stand together. Whoever reaches 500 relationship points with a woman first becomes her spouse [[spoiler: and the father of her children in the next half]]. Values are also determined by whether or not the pairings are "predestined;" each female comes with three men as her default love interests, and building relations with them takes less time than building them with others (example: Levin/Fury is one of the fastest pairings in the game and can happen in a chapter's span, while pairing Fury with Claude takes forever).

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* The support conversations of the later ''VideoGame/FireEmblem'' series work this way. Characters who spend a lot of time in battle together can improve their relationship, and will receive statistical bonuses whenever they're near each other on the field. Certain preset combinations change the ending, with the supporting characters getting married or otherwise pursuing their relationship.
** In ''[[VideoGame/FireEmblemElibe Binding Blade]]'', only the main character Roy can have paired endings, and only characters who went to the final battle (the ''real'' final battle, that is) get more than a simple line of text stating what happened to them after the war. Its prequel ''Blazing Sword'' also has the same system, but multiple characters have paired endings, depending on who the player has them end up with.
relationship:
** In ''[[VideoGame/FireEmblemJugdral Genealogy of the Holy War]]'', relationship values are determined by how many turns a man and a woman stand together. Whoever reaches 500 relationship points with a woman first becomes her spouse [[spoiler: and the father of her children in the next half]]. Values are also determined by whether or not the pairings are "predestined;" each female comes with three men as her default love interests, and building relations with them takes less time than building them with others (example: Levin/Fury Lewyn/Erinys is one of the fastest pairings in the game and can happen in a chapter's span, span (and a certain talk can make them ''fall in love instantly''), while pairing Fury Erinys with Claude Claud takes forever).forever).
** In ''[[VideoGame/FireEmblemElibe Sealed Sword]]'', only the main character Roy can have paired endings, and only characters who went to the final battle (the ''real'' final battle, that is) get more than a simple line of text stating what happened to them after the war. Its prequel ''Blazing Blade'' and the following game, ''Sacred Stones'' also has the same system, but multiple characters have paired endings, depending on who the player has them end up with.
25th Sep '17 11:06:35 PM deer-in-heelys
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In many {{Video Game}}s, there exist Relationship Values that reflect how much your party members (or other NPC's) like you. Generally hidden, they can be altered by your behavior in-game. Types of behavior that can change your relationship values include:

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In many {{Video Game}}s, there exist exists Relationship Values that reflect how much your party members (or other NPC's) like you. Generally hidden, they can be altered by your behavior in-game. Types of behavior that can change your relationship values include:
23rd Sep '17 9:40:07 PM Adept
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* ''ScienceGirls'' affects the main character's relationships with the other girls via conversations. This actually doesn't do anything - heck, you may not even know it's there the first time around - until the end of the game. No, not for a romantic pairing, but for [[spoiler:determining who the alien hive mind kidnaps and possesses for the final boss battle.]]

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* ''ScienceGirls'' ''VideoGame/ScienceGirls'' affects the main character's relationships with the other girls via conversations. This actually doesn't do anything - heck, you may not even know it's there the first time around - until the end of the game. No, not for a romantic pairing, but for [[spoiler:determining who the alien hive mind kidnaps and possesses for the final boss battle.]]
16th Sep '17 7:26:07 AM Malady
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* ''BlissStageFirstAndFinalAct'' has these as its ''combat statistics.'' Relationships form {{Empathic Weapon}}s; sexual relationships form {{Infinity Plus One Sword}}s!

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* ''BlissStageFirstAndFinalAct'' ''VisualNovel/BlissStageLoveIsYourWeapon'' has these as its ''combat statistics.'' Relationships form {{Empathic Weapon}}s; sexual relationships form {{Infinity Plus One Sword}}s!
6th Sep '17 11:12:48 AM Tacitus
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* It doesn't actually affect gamemplay, but ''VideoGame/XCOM2'' uses this when you're looking around the ''[[CoolStarship Avenger]]''. Your soldiers will be palling it up in the barracks or sitting next to each other in the bar, but not arbitrarily - the game keeps track of who [[IGotYouCovered shot down an enemy that had flanked a friendly soldier]], or who [[FlorenceNightingaleEffect healed another soldier with a medkit]], and factors this in to a hidden relationship stat. Some {{Game Mod}}s make more use of this for things like squad cohesion bonuses.

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* It doesn't actually affect gamemplay, but ''VideoGame/XCOM2'' uses this when you're looking around the ''[[CoolStarship Avenger]]''. Your soldiers will be palling it up in the barracks or sitting next to each other in the bar, but not arbitrarily - the game keeps track of who [[IGotYouCovered shot down an enemy that had flanked a friendly soldier]], or who [[FlorenceNightingaleEffect healed another soldier with a medkit]], and factors this in to what in the vanilla game is a hidden relationship stat. Some {{Game Mod}}s The ''War of the Chosen'' expansion lets you see the affinity between your soldiers, even assigns them compatibility values, and if their relationship develops far enough you can make more use of this for things like squad cohesion bonuses.them "Bonded," unlocking special abilities and bonuses when they take to the field together.
24th Aug '17 4:26:08 PM DragonRanger
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* In ''VideoGame/{{Miitopia}}'', party members can form bonds with one another, which will then lead to them aiding one another in battle in various ways. These can be formed gradually by having characters room together at the inn between levels, but bonding scenes can also happen at random either at inns or during levels, and in-battle actions can also bring people closer. Conversely, characters can be angered by others' behavior, but rather than actively lowering the relationship values it freezes them in place and replaces the positive in-battle actions with negative ones until the quarrel's over.
19th Aug '17 4:15:12 PM craleigh318
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* All of ''VisualNovel/TheLetter's'' playable characters have relationship values with each other, which will change over time depending on the player's choices. Character relationships affect some story branching as well as the epilogue.
19th Aug '17 4:04:06 PM craleigh318
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* ''VisualNovel/AnalogueAHateStory'' has the AI constructs keep track of how you treat them and how well your opinions matches theirs. It is only used to add flavor as long as you don't piss off *Hyun-ae completely and refuse to apologize. [[spoiler:The save file icon gives a rough estimate on how they feel about you.]]
** This continues in the sequel ''VisualNovel/HatePlus'', but due to the low number of chances to change them, [[OldSaveBonus the imported save]] is generally controlling the values.
* ''VisualNovel/{{Cinders}}'' tracks the eponymous character's relationship values with not only her obvious male love interests but with her stepfamily too. If Cinders takes the time to improve her relationships with her stepsisters, they'll have friendlier dialogue with her and cover up for her when she sneaks out of the house. Similarly, if she makes a good impression on her stepmother Carmosa, she can opt to retake her father's manor by impressing Carmosa enough that she steps down to let Cinders manage the household which makes for a much less risky solution than having her arrested or killed off.
* In ''VisualNovel/{{Danganronpa}}'' there's an option named "Free Time", which gives the-player-as-Naegi the chance to hang out with the other students and give them presents. They'll reward him either with skills to be used during trial scenes, or by raising the maximum number of skill points Naegi has during trials, depending on how far he's progressed in hanging out with them. (Not to mention, some show quite a bit of HiddenDepths as well.)
** The downside to this, however, is that there's a limited number of "free time segments" in each chapter. When students get killed, they are no longer available to spend time with, and their skills cannot be acquired. Furthermore, even if they're still alive, some characters may be unavailable to spend time with for plot reasons. Fortunately, skills and free time progress both carry over on subsequent playthroughs.



* Akiha will lock you-as-Shiki out of the house in ''VisualNovel/{{Tsukihime}}'' if you're not nice enough to her. This results in a bad end.
** She can also [[spoiler:''eat you alive'']] towards the end of the game if you're not careful. Similarly, Arcueid [[spoiler:will bite you]], Ciel [[spoiler:will exterminate you]], and Hisui [[spoiler: and Kohaku will refuse to [[IntimateHealing cure you]]]] in their appropriate routes. All of these are bad ends. That said, ''Tsukihime'' is much simpler than most [=VNs=] with regards to relationship building; say nice things, always go to her place, and no rape.



* In ''VisualNovel/{{Danganronpa}}'' there's an option named "Free Time", which gives the-player-as-Naegi the chance to hang out with the other students and give them presents. They'll reward him either with skills to be used during trial scenes, or by raising the maximum number of skill points Naegi has during trials, depending on how far he's progressed in hanging out with them. (Not to mention, some show quite a bit of HiddenDepths as well.)
** The downside to this, however, is that there's a limited number of "free time segments" in each chapter. When students get killed, they are no longer available to spend time with, and their skills cannot be acquired. Furthermore, even if they're still alive, some characters may be unavailable to spend time with for plot reasons. Fortunately, skills and free time progress both carry over on subsequent playthroughs.
* ''VisualNovel/{{Cinders}}'' tracks the eponymous character's relationship values with not only her obvious male love interests but with her stepfamily too. If Cinders takes the time to improve her relationships with her stepsisters, they'll have friendlier dialogue with her and cover up for her when she sneaks out of the house. Similarly, if she makes a good impression on her stepmother Carmosa, she can opt to retake her father's manor by impressing Carmosa enough that she steps down to let Cinders manage the household which makes for a much less risky solution than having her arrested or killed off.

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* In ''VisualNovel/{{Danganronpa}}'' there's an option named "Free Time", which gives the-player-as-Naegi the chance to hang out with the other students and give them presents. They'll reward him either with skills to be used during trial scenes, or by raising the maximum number of skill points Naegi has during trials, depending on how far he's progressed in hanging out with them. (Not to mention, some show quite a bit of HiddenDepths as well.)
**
''[[VisualNovel/SevenKingdomsThePrincessProblem Seven Kingdoms: The downside to this, however, is that there's a limited number of "free time segments" in each chapter. When students get killed, they are no longer available to spend time with, and their skills cannot be acquired. Furthermore, even if they're still alive, some characters may be unavailable to spend time with for plot reasons. Fortunately, skills and free time progress both carry over on subsequent playthroughs.
* ''VisualNovel/{{Cinders}}''
Princess Problem]]'' tracks the eponymous character's four possible relationship values with not only her obvious male love interests but with her stepfamily too. If Cinders takes the time to improve her relationships with her stepsisters, they'll have friendlier dialogue with her values: Friendship, Romance, Rivalry, and cover up for her when she sneaks out Respect, each influenced by your actions and behavior toward a given character. Not all of the house. Similarly, if she makes a good impression on her stepmother Carmosa, she characters you can opt to retake her father's manor by impressing Carmosa enough that she steps down to let Cinders manage interact with have sliders for all four values... although the household which makes for a much less risky solution than having her arrested presence or killed off.absence of the Romance slider shouldn't always be taken at face value.



* ''VisualNovel/AnalogueAHateStory'' has the AI constructs keep track of how you treat them and how well your opinions matches theirs. It is only used to add flavor as long as you don't piss off *Hyun-ae completely and refuse to apologize. [[spoiler:The save file icon gives a rough estimate on how they feel about you.]]
** This continues in the sequel ''VisualNovel/HatePlus'', but due to the low number of chances to change them, [[OldSaveBonus the imported save]] is generally controlling the values.
* ''[[VisualNovel/SevenKingdomsThePrincessProblem Seven Kingdoms: The Princess Problem]]'' tracks four possible relationship values: Friendship, Romance, Rivalry, and Respect, each influenced by your actions and behavior toward a given character. Not all of the characters you can interact with have sliders for all four values... although the presence or absence of the Romance slider shouldn't always be taken at face value.

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* ''VisualNovel/AnalogueAHateStory'' has Akiha will lock you-as-Shiki out of the AI constructs keep track of how house in ''VisualNovel/{{Tsukihime}}'' if you're not nice enough to her. This results in a bad end.
** She can also [[spoiler:''eat
you treat them alive'']] towards the end of the game if you're not careful. Similarly, Arcueid [[spoiler:will bite you]], Ciel [[spoiler:will exterminate you]], and how well your opinions matches theirs. It is only used to add flavor as long as you don't piss off *Hyun-ae completely Hisui [[spoiler: and Kohaku will refuse to apologize. [[spoiler:The save file icon gives a rough estimate on how they feel about you.]]
** This continues
[[IntimateHealing cure you]]]] in the sequel ''VisualNovel/HatePlus'', but due their appropriate routes. All of these are bad ends. That said, ''Tsukihime'' is much simpler than most [=VNs=] with regards to the low number of chances to change them, [[OldSaveBonus the imported save]] is generally controlling the values.
* ''[[VisualNovel/SevenKingdomsThePrincessProblem Seven Kingdoms: The Princess Problem]]'' tracks four possible
relationship values: Friendship, Romance, Rivalry, and Respect, each influenced by your actions and behavior toward a given character. Not all of the characters you can interact with have sliders for all four values... although the presence or absence of the Romance slider shouldn't building; say nice things, always be taken at face value.go to her place, and no rape.
13th Aug '17 9:09:22 AM LordInsane
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** In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', every NPC has a Disposition toward the player, ranging on a scale from 0 to 100. A high disposition will make [=NPCs=] more likely to share information, give quests, and will making prices better if the NPC is a merchant. It is determined by factors including the player's race, Personality attribute, Speechcraft skill, Reputation stat, and allegiance to any guilds or factions. Disposition can be raised permanently by [[ScrewTheRulesIHaveMoney bribing]] or admiring the NPC, raised temporarily by intimidating the NPC (which is easier to do than admiring,) or lowered to the point where the NPC may [[PracticalTaunt attack you by taunting them]]. Success for each is determined by your Speechcraft skill and, in the case of bribes, the amount you offer.

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** In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', every NPC has a Disposition toward the player, ranging on a scale from 0 to 100. A high disposition will make [=NPCs=] more likely to share information, give quests, and will making make prices better if the NPC is a merchant.merchant and makes them less likely to attack you[[note]]the Fight stat, which determines how aggressive the NPC in question is, scales down from the base above disposition 50 and up from the base below disposition 50[[/note]]. It is determined by factors including the player's race, Personality attribute, Speechcraft skill, Reputation stat, and allegiance to any guilds or factions. Disposition can be raised permanently by [[ScrewTheRulesIHaveMoney bribing]] or admiring the NPC, raised temporarily by intimidating the NPC (which is easier to do than admiring,) or lowered to the point where the NPC may [[PracticalTaunt attack you by taunting them]]. Success for each is determined by your Speechcraft skill and, in the case of bribes, the amount you offer.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.RelationshipValues