History Main / RelationshipValues

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.
22nd Apr '17 3:07:28 PM Vios
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Added DiffLines:

* In ''VideoGame/FaeryLegendsOfAvalon'', saying certain things to some characters mostly joinable ones will cause you to gain or lose approval with them. Usually, you gain approval by picking nice conversation options, although one of them likes it when you snark at her. If characters like you enough, they'll present you with gifts of equipment.
19th Apr '17 4:03:28 PM Kreyghun
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** In ''StarWars: VideoGame/KnightsOfTheOldRepublic'', you could draw some characters to the light or dark side with you. ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' took this even further: everyone in your party is affected by your alignment, and how much depends on your influence with them.

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** In ''StarWars: VideoGame/KnightsOfTheOldRepublic'', you could draw some characters to the light or dark side with you. ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' took this even further: everyone in has an influence system that governs interaction with your party is affected by your alignment, and how much depends on members. The higher your influence with them.a party member, the more their alignment will shift towards the player character's alignment. The system rewards both very high influence scores (adoration) and very low influence scores (contempt). With the appropriate influence, your party members will reveal their secrets or inner turmoil and depending on the character, can be trained into Jedi or Sith.



*** They even show you the numbers representing your influence with each character in Mask of the Betrayer. Though the scale seems to have altered; in the original campaign influence changes in steps of one to four, while in Mask of the Betrayer the lowest change is six and the highest is 25.
*** And you get bonuses for achieving certain influence levels. The highest bonuses are of course gained from getting Gann (if female) or Safiya (if male) to declare their love for you and returning it.

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*** They even show you the numbers representing your influence with each character in Mask of the Betrayer. Though the scale seems to have altered; in the original campaign influence changes in steps of one to four, while in Mask of the Betrayer the lowest change is six and the highest is 25.
***
25. And you get bonuses for achieving certain influence levels. The highest bonuses are of course gained from getting Gann (if female) or Safiya (if male) to declare their love for you and returning it.
6th Apr '17 7:36:07 PM nombretomado
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** ''PlanescapeTorment'' relied heavily on interactions with party members to tell the story, and you would have a more-or-less personal relationship with everyone (not necessarily romantic either). Interactions could change alignments, stats and the way the final battle unfolded.

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** ''PlanescapeTorment'' ''VideoGame/PlanescapeTorment'' relied heavily on interactions with party members to tell the story, and you would have a more-or-less personal relationship with everyone (not necessarily romantic either). Interactions could change alignments, stats and the way the final battle unfolded.
26th Mar '17 2:18:00 PM nombretomado
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* ''[[OgreBattle Tactics Ogre]]'' has Loyalty points which are invisible but you can read them through Characters' opinion about the main character. Having Loyalty at zero will make the character feel "Disaffection" and leave the party; some special characters like [[spoiler:Aloser]] will immediately feel "Disaffection" and leave if you make a certain choice. There are many factors for raising and dropping loyalty: leveling them up on non-training battles will increase loyalty, but if you kill enemies with the same race as them they will drop their loyalty. Alignment has an effect too - if you have made "Lawful" choices the Lawful alignment characters' loyalty will increase while "Chaotic" characters' will drop, and vice versa.

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* ''[[OgreBattle Tactics Ogre]]'' ''VideoGame/TacticsOgre'' has Loyalty points which are invisible but you can read them through Characters' opinion about the main character. Having Loyalty at zero will make the character feel "Disaffection" and leave the party; some special characters like [[spoiler:Aloser]] will immediately feel "Disaffection" and leave if you make a certain choice. There are many factors for raising and dropping loyalty: leveling them up on non-training battles will increase loyalty, but if you kill enemies with the same race as them they will drop their loyalty. Alignment has an effect too - if you have made "Lawful" choices the Lawful alignment characters' loyalty will increase while "Chaotic" characters' will drop, and vice versa.
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.

to:

* 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.
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