It goes as far as eighty distinct endings in PS1 classic Star Ocean: The Second Story - most of which are a result of the relationship building mechanics. The RPG series Star Ocean has long featured “Affection Ratings” between the player character and their party, which directly affect the endings you get depending on your actions throughout your intergalactic journey. There is a completionist element to these relationship building mechanics - which leads me nicely into my next couple of points. Achieving one ending unlocks bonus content as well as different weapons you can carry over to 100% the game - and, of course, obtain waifu number two. Luminous Arc 2 steps this up with two possible endings, each having the main character pair off with one of two specific companions. They do, however, help you unlock fully voiced anime cutscenes and new artwork in the game’s gallery, making it exciting to commit to a relationship with a favourite character. While the latter is indeed helpful when in the heat of battle, these intermission scenes will only take you so far. This ultimately affects how you play the game not only do you need to decide which units you want to join you in battle, you also need to decide who you want to learn more about, and who you will care for!ĭepending on your response, if it is favourable to the companion their bond with the player character will improve - and if they really like your selection, they may even give you a usable item. The Luminous Arc games feature intermission scenes after each battle, where the player character can pick a response while conversing with a companion of their choice who participated in the battle. Meanwhile, the woefully underappreciated Luminous Arc series (of which two were localised out of the three in total) gives players plenty of good reasons to engage with its relationship building mechanics. There is both a narrative and battle benefit to encouraging these bonds to develop. Each character also has a unique trait that helps them and their bunked partner while traversing the dungeons. We see key bonding moments happen when building up their friendships in this way. The game’s story relies heavily in seeing these survivors grow closer to one another as we come to care for them and their connections between one another. One great example is Zanki Zero, a dungeon-crawling RPG where choosing characters to bunk together increases their bond levels. Relationship building mechanics are often present in RPGs - natural, given how in most games of this type you play as a group of individuals forming a tight unit over the course of months or even years. It can be a very personal and impactful experience, and interacting with the concept of “love” through video games can be very powerful. And considering every player’s situation is different, be it single, married, with or without children - not to mention whether they’re a loner or a social butterfly - the aspect of love in our lives, be it platonic or romantic, affects us on a daily basis. When it comes to each player’s preferences, relationship building mechanics often provide a choice, and are not typically necessary to advance the game. Do we need them for a great love story? Evidently not, but is it engaging as a gameplay option? Absolutely!
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