History Main / RelationshipValues

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.
17th Jul '17 9:19:47 PM Galacton
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* How you allocate party members during LetsSplitUpGang sequences.

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* How you allocate party members during LetsSplitUpGang sequences.
[[LetsSplitUpGang split-up sequences]].
10th May '17 7:30:17 PM Tacitus
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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

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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



* [[FourX 4X]] Strategy games such as the ''VideoGame/MasterOfOrion'' and ''VideoGame/{{Civilization}}'' series are won or lost by your relations with your neighbors. -- or at least by your ability to placate them until you can get around to properly [[KillEmAll crushing them under your heel]].

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* [[FourX 4X]] Strategy games such as the ''VideoGame/MasterOfOrion'' and ''VideoGame/{{Civilization}}'' series are won or lost by your relations with your neighbors. neighbors -- or at least by your ability to placate them until you can get around to properly [[KillEmAll crushing them under your heel]].



* The RTS ''SevenKingdoms'' also have a wealth of diplomacy options with other kingdoms. Unfortunately, the AI tends to be on the aggressive side and will become a sworn enemy if you do as much as build a fort in reach of one of its cities. Or reject their request to declare war on another AI kingdom that probably hasn't done much worse than that to anger them. However, there is still a benefit in forging alliances, and breaking them damages a kingdom's reputation.

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* The RTS ''SevenKingdoms'' ''VideoGame/SevenKingdoms'' also have a wealth of diplomacy options with other kingdoms. Unfortunately, the AI tends to be on the aggressive side and will become a sworn enemy if you do as much as build a fort in reach of one of its cities. Or reject their request to declare war on another AI kingdom that probably hasn't done much worse than that to anger them. However, there is still a benefit in forging alliances, and breaking them damages a kingdom's reputation.reputation.
* 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.



* The support conversations of the later ''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.

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* The support conversations of the later ''FireEmblem'' ''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/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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** 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"; "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).



* ''LuminousArc'' have Heart levels, which increased by choosing the right dialogue choice in the Intermission sequence with the character after every battle they participated in.
** The sequel, ''LuminousArc2'', use a similiar system, except with fixed chapter choices. So you have to choose between two or three characters a chapter to increase their Heart level.
** ''LuminousArc3'' continues using the Intermission sequence, along with [[TheHero Refi]] spending time with a partner of the player's choice and gains a [[LevelUpAtIntimacy5 Zodiac Card]] to perform a [[LimitBreak Unison]] [[SuperMovePortraitAttack Strike]] with them.
* ''AgarestSenki'' lives and breathes on this trope. The higher the relationship value, the stronger the next generation protagonist will be. Same thing goes with ''AgarestSenki2''.

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* ''LuminousArc'' ''VideoGame/LuminousArc'' have Heart levels, which increased by choosing the right dialogue choice in the Intermission sequence with the character after every battle they participated in.
** The sequel, ''LuminousArc2'', ''VideoGame/LuminousArc2'', use a similiar system, except with fixed chapter choices. So you have to choose between two or three characters a chapter to increase their Heart level.
** ''LuminousArc3'' ''VideoGame/LuminousArc3'' continues using the Intermission sequence, along with [[TheHero Refi]] spending time with a partner of the player's choice and gains a [[LevelUpAtIntimacy5 Zodiac Card]] to perform a [[LimitBreak Unison]] [[SuperMovePortraitAttack Strike]] with them.
* ''AgarestSenki'' ''VideoGame/AgarestSenki'' lives and breathes on this trope. The higher the relationship value, the stronger the next generation protagonist will be. Same thing goes with ''AgarestSenki2''.''VideoGame/AgarestSenki2''.
29th Apr '17 4:36:43 PM nombretomado
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* TokimekiMemorial is possibly the TropeMaker or TropeCodifier of Relationship Values, which it was responsible for popularizing in Dating Sims and {{Eastern RPG}}s.

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* TokimekiMemorial ''VisualNovel/TokimekiMemorial'' is possibly the TropeMaker or TropeCodifier of Relationship Values, which it was responsible for popularizing in Dating Sims and {{Eastern RPG}}s.
24th Apr '17 2:33:34 AM UmbrellasWereAwesome
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** ''VideoGame/{{Persona 5}}'' renames the system as Cooperations (to fit with the PhantomThief motif of the game), but it works the same as previous installments. However, now every Cooperation gives a special bonus. For example, befriending the weapon store owner gives you discounts and adds new gun modifications to the store, while befriending the shogi player gives you tactical bonuses such as the ability to switch your party members in-battle.

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** ''VideoGame/{{Persona 5}}'' renames the system as Cooperations "Confidant" (to fit with the PhantomThief motif of the game), but it works the same as previous installments. However, now every Cooperation Confidant gives a special bonus. For example, befriending the weapon store owner gives you discounts and adds new gun modifications to the store, while befriending the shogi player gives you tactical bonuses such as the ability to switch your party members in-battle.
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