History Main / RelationshipValues

21st Mar '17 7:02:52 PM GlitteringFlowers
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* In ''VideoGame/TheKingOfFighters'' SpinOff "VideoGame/TheKingOfFighters: KYO", the player (as Kyo Kusanagi) must not only travel around the world and interact with all kind of characters, but recruit two partners for the KOF tournament. Since Kyo is a JerkWithAHeartOfGold in canon, this isn't necessarily easy, and thus the player must have Kyo solve sidequests and do small-to-big favors for them among other things. i.e to have Benimaru as a teammate Kyo must allow himself to lose a battle in public so Benimaru can woo a girl who likes strong men, to gain Yuri's partnership Kyo must take her side when during a discussion with her older brother Ryo and his father Takuma (and not doing so strengthens Kyo's bonds with Ryo instead), etc.

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* In ''VideoGame/TheKingOfFighters'' SpinOff "VideoGame/TheKingOfFighters: KYO", the player (as Kyo Kusanagi) must not only travel around the world and interact with all kind of characters, but recruit two partners for the KOF tournament. Since Kyo is a JerkWithAHeartOfGold in canon, this isn't necessarily easy, and thus the player must have Kyo solve sidequests and do small-to-big favors for them among other things. i.e to have Benimaru as a teammate Kyo must allow himself to lose a battle in public [[WomenPreferStrongMen so Benimaru can woo a cute girl who likes strong men, men]], to gain Yuri's partnership Kyo must take her side when during a discussion with her older brother Ryo and his father Takuma (and not doing so strengthens Kyo's bonds with Ryo instead), etc.
17th Mar '17 7:53:42 AM BeerBaron
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* Your actions during battle. For example, healing a character in battle may raise your relationship value with them, while attacking them may lower it.

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* Your actions during battle. For example, healing a character in battle may raise your relationship value with them, while attacking them may lower it.el



* ''VideoGame/TheElderScrollsIIDaggerfall'' and ''VideoGame/TheElderScrollsIIIMorrowind'' both use a system where every NPC starts with a unique opinion of you, tempered by a faction opinion of you. In ''Morrowind'', it's very easy to abuse.
** ''VideoGame/TheElderScrollsIVOblivion'' has NPC disposition based on each one's responsibility, compared to the player's Fame and Infamy (i.e. high-responsibility characters, like Fighter's Guild members, will like you less with a high Infamy, while members of the [[MurderInc Dark Brotherhood]] will become increasingly amicable). Pretty much everyone hates you if you've become a Vampire. It's possible to raise anyone's disposition via a minigame, too. [[ScrewTheRulesIHaveMoney You can also bribe your way to popularity.]]

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* ''VideoGame/TheElderScrollsIIDaggerfall'' and ''VideoGame/TheElderScrollsIIIMorrowind'' both use ''Franchise/TheElderScrolls''
** ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' has
a system where every NPC starts with a unique opinion of you, tempered by a faction opinion of you. you.
**
In ''Morrowind'', it's very easy ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', every NPC has a Disposition toward the player, ranging on a scale from 0 to abuse.
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.
** ''VideoGame/TheElderScrollsIVOblivion'' ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' has NPC disposition based on each one's responsibility, compared to the player's Fame and Infamy (i.e. high-responsibility characters, like Fighter's Guild members, will like you less with a high Infamy, while members of the [[MurderInc Dark Brotherhood]] will become increasingly amicable). Pretty much everyone hates you if you've become a Vampire. It's possible to raise anyone's disposition via a minigame, too. [[ScrewTheRulesIHaveMoney You can also bribe your way to popularity.]]
11th Mar '17 11:36:31 AM nombretomado
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* In ''MetalGearSolid4'', Snake can gain notoriety or anger from the rebel side of the two warring armies in the game. If you help them, then when they see you they might assist you in return, but if you hinder them, they will become more aggressive. There's really no point to hindering them, though, because the [=PMC=]s under Liquid will treat you as hostile no matter what you do.

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* In ''MetalGearSolid4'', ''VideoGame/MetalGearSolid4GunsOfThePatriots'', Snake can gain notoriety or anger from the rebel side of the two warring armies in the game. If you help them, then when they see you they might assist you in return, but if you hinder them, they will become more aggressive. There's really no point to hindering them, though, because the [=PMC=]s under Liquid will treat you as hostile no matter what you do.
5th Mar '17 6:39:00 AM Andyroid
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Added DiffLines:

* All the villagers in ''VideoGame/StardewValley'' have a relationship meter expressed in hearts, up to a maximum of ten. A few of them will send you gifts or teach you a new cooking recipe if you get their relationship level high enough. You'll also sometimes unlock cutscenes which give them a bit more characterization and/or can affect your relationship with them. [[RomanceSidequest Villagers who can be romanced]] will have their relationship meter capped at eight hearts until you get it high enough and give them a bouquet, and from there you can give them a mermaid pendant to propose marriage once you get them to relationship level ten.
25th Jan '17 3:31:40 PM Dere
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* The newer ''Franchise/{{Pokemon}}'' games feature a relatively simplified version of this trope, in which your Pokemon either like or dislike you. This "happiness" value affects the damage power of a couple of moves, certain Pokemon will only evolve if they like you enough, and certain {{NPC}}s will give you an item if your lead Pokemon has a high enough happiness rating.

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* The newer Most ''Franchise/{{Pokemon}}'' games feature a relatively simplified version of this trope, in which your Pokemon either like or dislike you. This "happiness" value affects the damage power of a couple of moves, certain Pokemon will only evolve if they like you enough, and certain {{NPC}}s will give you an item if your lead Pokemon has a high enough happiness rating.
17th Jan '17 9:34:18 PM superkeijikun
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* Each companion in ''VideoGame/{{Fallout 4}}'' either likes or dislikes certain actions, which adjusts their hidden approval value. At certain milestones of positive approval, the companion will speak to you, usually revealing more of their past. Once you reach 1,000 approval, the companion idolizes you, tells you how positive your influence has been on them, and you receive the companion's unique perk. Some companions have personal quests that you have to complete before their approval will plateau, and one can't advance beyond a certain limit until you complete enough quests for his faction.

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* Each companion in ''VideoGame/{{Fallout 4}}'' either likes or dislikes certain actions, which adjusts their hidden approval affinity value. At certain milestones of positive approval, the companion will speak to you, usually revealing more of their past. Once you reach 1,000 approval, the companion idolizes you, tells you how positive your influence has been on them, and you receive the companion's unique perk. Some companions have personal quests that you have to complete before their approval will plateau, and one can't advance beyond a certain limit until you complete enough quests for his faction. On the other hand, doing actions which the companion dislikes will cause them to scold you and, at low levels, they will threaten to leave, only reconsidering if you pass a difficult speech check (but only once: if you continue to do things they disapprove of, they'll leave and never return).
16th Jan '17 11:12:24 AM Lemia
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Added DiffLines:

* ''VideoGame/{{Dandelion}}'' keeps track of how many relationship hearts you have with each of the five main romanceable guys and they can be increased through successful interactions with them. Some of these guys require you to raise your relationship with another guy in addition to them to get their good ending but for others, raising your relationship too much with another guy will get you their bad ending instead.
7th Jan '17 11:17:18 AM Hanz
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** In ''VideoGame/{{Tyranny}}'', your relationship with your party members is determined by their Loyalty (how much they like you) and Fear (how much they don't like you), which are measured separately. Getting either of them high enough can unlock special {{Combination Attack}}s as well as unique interactions.



* In ''VideoGame/{{Tyranny}}'', your relationship with your party members is determined by their Loyalty (how much they like you) and Fear (how much they don't like you), which are measured separately. Getting either of them high enough can unlock special combat abilities and even {{Combination Attack}}s.
29th Dec '16 11:48:33 AM Xtifr
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* ''ResidentEvil5'' has a secret trust meter. Play well and work well with your partner and there will be different animations. If it lowers then they can become uncooperative.

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* ''ResidentEvil5'' ''VideoGame/ResidentEvil5'' has a secret trust meter. Play well and work well with your partner and there will be different animations. If it lowers then they can become uncooperative.
24th Dec '16 11:42:51 AM nombretomado
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* Every NPC in ''{{Arcanum}}'': Henchmen, shopkeepers, guards, rats, ''every single one'' - has a Reaction score indicating how much he or she likes the PC, and this score can be changed depending on a number of factors; don't expect to be well-liked if you have a reputation for running naked through the streets of Tarant.

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* Every NPC in ''{{Arcanum}}'': ''VideoGame/ArcanumOfSteamworksAndMagickObscura'': Henchmen, shopkeepers, guards, rats, ''every single one'' - has a Reaction score indicating how much he or she likes the PC, and this score can be changed depending on a number of factors; don't expect to be well-liked if you have a reputation for running naked through the streets of Tarant.
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