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* ''VideoGame/{{Clangen}}'': Each cat has relationship values with the rest of their clan, and you can see them in-game on their status screen. They can influence how cats interact with each other in {{Random Event}}s. For instance, cats with a mutually high "romantic like" stat may become mates on their own, while a cat may murder another cat if their "dislike" for them is high enough.

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* ''VideoGame/PandorasTower'': Interacting with Elena, be it talking to her, giving her gifts, spending special moments with her, etc. will increase the bond between her and Aeron, which in turn also strenghtens the Oraclos chain. This determines what ending will be unlocked after the game endsproves essential to unlock the GoldenEnding.



** ''VideoGame/XenobladeChronicles1'' uses a variation. The game keeps track of each party member's "affinity" with the others, doing things like helping them out in battle or performing sidequests together can increase the relationship. Once it reaches certain values, you have the option to view "Heart-to-Heart" events between the two, potentially increasing their relationship even more. Interestingly enough, this only really affects gameplay: characters can learn skills off those they have a high affinity with, make better gems while crafting and get slight boosts in battle.
*** The [=NPC=]s in the game also have affinity values with each other, which can be strengthened or damaged based on your choices during sidequests (such as how you resolve an NPC LoveTriangle, for example). These don't really do much, though, aside from providing VideogameCaringPotential.

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** ''VideoGame/XenobladeChronicles1'' uses a variation. The game keeps track of each party member's "affinity" with the others, doing things like helping them out in battle or performing sidequests together can increase the relationship. Once it reaches certain values, you have the option to view "Heart-to-Heart" events between the two, potentially increasing their relationship even more. Interestingly enough, this only really affects gameplay: characters can learn skills off those they have a high affinity with, make better gems while crafting and get slight boosts in battle.
***
battle. The [=NPC=]s in the game also have affinity values with each other, which can be strengthened or damaged based on your choices during sidequests (such as how you resolve an NPC LoveTriangle, for example). These don't really do much, though, aside from providing VideogameCaringPotential.


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* ''VideoGame/StellaGlow'': Whenever Alto spends part of his (measured in-game) Free Time with a supporting character, he can increase his bond with them. This is represented by a gold-colored ring that surrounds the area of a heart. Filling the ring once will in turn fill in a part of the heart gauge and unlock a special skill for the supporting character, and the process can be repeated to fill the next part later (though it will take more moments from Free Time). In the case of the Witches, shortly before the ring fills up each time it's close to, something bad or unusual will happen, preventing Alto from developing his affinity with that Witch, thus needing to take her to a special intimate zone where Alto can enter her Spirit World and tune her soul and heart (which allows her affinity ring to fill in and subsequently a part of the heart's gauge). Completely filling the heart gauge of a Witch turns her into a Goddess and unlocks her ultimate LimitBreak ability, and also unlocks a special ending with her after the game is completed.
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** ''VideoGame/FinalFantasyVIIRebirth'' expands this system adding timed dialogue choices at specific moments as well as sidequests that affect a character's relationship with Cloud. In addition, there system now applies to the entire party. Interestingly enough, the game also codes some of the "dates" as non-romantic, with those with Barret, Red XIII, and the group of Cait, Cid and Vincent shown more as friends having a night out and deepening their friendship. Only Yuffie's, Aerith's, and Tifa's are clearly shown as romantic [[spoiler: with the last one even ending in a BigDamnKiss]].
** They had something similar for the prequel ''VideoGame/CrisisCore'', where the actions taken to find the thief who stole Zack's wallet can lead to a different type of conversation with Aerith. For some reason, having Zack act like a Schmuck and listen to all the unhelpful bystanders earn points on Aerith's affection scale.
*** In a similar fashion, completing certain side quests would effect how many people joined Zack's fanclub and its final mail message.

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** *** ''VideoGame/FinalFantasyVIIRebirth'' expands this system adding timed dialogue choices at specific moments as well as sidequests that affect a character's relationship with Cloud. In addition, there system now applies to the entire party. Interestingly enough, the game also codes some of the "dates" as non-romantic, with those with Barret, Red XIII, and the group of Cait, Cid and Vincent shown more as friends having a night out and deepening their friendship. Only Yuffie's, Aerith's, and Tifa's are clearly shown as romantic [[spoiler: with the last one even ending in a BigDamnKiss]].
** *** They had something similar for the prequel ''VideoGame/CrisisCore'', where the actions taken to find the thief who stole Zack's wallet can lead to a different type of conversation with Aerith. For some reason, having Zack act like a Schmuck and listen to all the unhelpful bystanders earn points on Aerith's affection scale.
*** **** In a similar fashion, completing certain side quests would effect how many people joined Zack's fanclub and its final mail message.
message.
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** ''VideoGame/FinalFantasyVIIRebirth'' expands this system adding timed dialogue choices at specific moments as well as sidequests that affect a character's relationship with Cloud. In addition, there system now applies to the entire party. Interestingly enough, the game also codes some of the "dates" as non-romantic, with those with Barret, Red XIII, and the group of Cait, Cid and Vincent shown more as friends having a night out and deepening their friendship. Only Yuffie's, Aerith's, and Tifa's are clearly shown as romantic [[spoiler: with the last one even ending in a BigDamnKiss]].


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* ''VisualNovel/FamicomDetectiveClub: The Girl Who Stands Behind'' gives you a compatibility check with heroine Ayumi Tachibana after the game's credits. The ratings score is dependent on your interactions with various characters throughout the game, including not just Ayumi, which could end up giving you a bad score if you just check through every interaction option.

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* ''VisualNovel/FamicomDetectiveClub: The Girl Who Stands Behind'' ''VisualNovel/FamicomDetectiveClubTheGirlWhoStandsBehind'' gives you a compatibility check with heroine Ayumi Tachibana after the game's credits. The ratings score is dependent on your interactions with various characters throughout the game, including not just Ayumi, which could end up giving you a bad score if you just check through every interaction option.
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* ''VideoGame/BaldursGateIII'' has approval values with your companions, with choices you make being either approved or disapproved of. Higher approval makes it easier to influence their decisions and determines if they are open to a romantic relationship. The vampire spawn Astarion is mostly selfish, largely approving of manipulation and things that benefit him personally while disapproving of getting involved in other people's problems, cleric of [[GodOfDarkness Shar]] Shadowheart starts with similar priorities but makes exception for being [[PetTheDog kind to children and animals]], [[ProudWarriorRaceGuy githyanki warrior]] Lae'zel prefers direct, violent solutions and likes it when the player character stands up for themselves (sometimes even against her), while Wyll enjoys heroic acts and dislikes engaging in [[DealWithTheDevil dark bargains]] due to his personal experience with them.
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** Reaching bond level 10 rewards the player with the Servant's bond Craft Essence, which often contains insight into most personal parts of a Servant's history. Bond Craft Essences are often not useful in gameplay due to their subpar stats, and when combined with the long time it takes for one to reach bond 10 it makes them BraggingRightsReward.

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** Reaching bond level 10 rewards the player with the Servant's bond Craft Essence, which often contains insight into most personal parts of a Servant's history. Bond Craft Essences are often not useful in gameplay due to their subpar stats, and when combined with the long time it takes for one to reach bond 10 it makes lands them BraggingRightsReward.into the category of JunkRare.
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* ''VideoGame/PotionPermit'': As you slowly gain the trust of the villagers with your skills as a Chemist, you can track your friendships with them in the task menu's Social tab. You can bond with them a little by talking to them [[InUniverseGameClock once per in-game day]] and giving them Moon Cloves as gifts for a big boost. Once you max out their friendship meters and complete their Friendship Events, you unlock more details in their profiles, with the romanceable characters having one extra page than the others. Reaching Level 3 with a villager unlocks their portrait in your album.

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* ''VideoGame/PotionPermit'': As you slowly gain the trust of the villagers with your skills as a Chemist, you can track your friendships with them in the task menu's Social tab. You can bond with them a little by talking to them [[InUniverseGameClock once per in-game day]] and giving them Moon Cloves as gifts for a big boost. Once you max out their friendship meters and complete their Friendship Events, you unlock more details in their profiles, with the romanceable characters having one extra page than the others. Reaching Level 3 2 with a villager unlocks their portrait in your album.
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* ''VideoGame/PotionPermit'': As you slowly gain the trust of the villagers with your skills as a Chemist, you can track your friendships with them in the task menu's Social tab. You can bond with them a little by talking to them [[InUniverseGameClock once per in-game day]] and giving them Moon Cloves as gifts for a big boost. Once you max out their friendship meters and complete their Friendship Events, you unlock more details in their profiles, with the romanceable characters having one extra page than the others.

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* ''VideoGame/PotionPermit'': As you slowly gain the trust of the villagers with your skills as a Chemist, you can track your friendships with them in the task menu's Social tab. You can bond with them a little by talking to them [[InUniverseGameClock once per in-game day]] and giving them Moon Cloves as gifts for a big boost. Once you max out their friendship meters and complete their Friendship Events, you unlock more details in their profiles, with the romanceable characters having one extra page than the others. Reaching Level 3 with a villager unlocks their portrait in your album.
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General clarification on works content


* ''VideoGame/HarvestMoon''
** Some of the bachelor(ette)s have these, usually in the form of hearts, that tell you how much they love you. Once you get them to a certain level, you can then use the Blue Feather (''HM''[='s=] equivalent of a wedding ring) to propose to them.

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* ''VideoGame/HarvestMoon''
''VideoGame/HarvestMoon'' (and ''VideoGame/StoryOfSeasons''):
** Some Most of the bachelor(ette)s have these, usually in the form of hearts, that tell you how much they love you. Once you get them to a certain level, you can then use the Blue Feather (''HM''[='s=] equivalent of a wedding ring) to propose to them.
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* In ''VideoGame/GoodbyeVolcanoHigh'', the characters' closeness to Fang can be seen in the game menu, with each character appearing as an icon orbiting around Fang. When the player makes choices that improve a relationship, the icon will move into closer orbit. Likewise, making poor choices will move a character's icon further away. Stronger bongs will cause certain sequences of the story to play out differently and unlock {{flashback}}s to events prior to the game's story.

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* In ''VideoGame/GoodbyeVolcanoHigh'', the characters' closeness to Fang can be seen in the game menu, with each character appearing as an icon orbiting around Fang. When the player makes choices that improve a relationship, the icon will move into closer orbit. Likewise, making poor choices will move a character's icon further away. Stronger bongs will cause certain sequences of the story to play out differently and unlock {{flashback}}s to events prior to and photos. However, there are a limited amount of choices the game's story.player can make, and prioritizing one relationship can cause others to be neglected.
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* ''VideoGame/SoulNomadAndTheWorldEaters'' has a platitude of MultipleEndings for both [[PurelyAestheticGender genders]] for [[PlayerCharacter Revya]], each one being unlocked via increasing Revya's relation with that character. Aside from certain dialogue options increasing these values, putting that character into Revya's squad and using their unique CombinationAttack will increase said value as well. [[spoiler: Raising these values high enough with Levin or Endorph before a certain point will not only unlock some alternate scenes, it will let you carry either of them past the PointOfNoReturn in Drazil, locking you into their ending.]]
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* In the ''VideoGame/{{Angelique}}'' series, your relationship values effect both the dating sim and the world-building sim portions of the game. Guardians who like you will give you free buildings and guardians who like your rival will either give her buildings or destroy yours.

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* In the ''VideoGame/{{Angelique}}'' ''VideoGame/{{Angelique|KoeiTecmo}}'' series, your relationship values effect both the dating sim and the world-building sim portions of the game. Guardians who like you will give you free buildings and guardians who like your rival will either give her buildings or destroy yours.
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* ''VideoGame/LunarLux'': Talking to individuals in a region and performing sidequests raises your affinity level with said region, which then grants discounts at the local shops.
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* In ''TabletopGame/FabulaUltima'', player characters can forge Bonds with [=NPCs=] and each other over the course of the campaign. Each Bond consists of one-to-three emotions like Loyalty, Admiration or Hatred, with the strength of the Bond equaling the number of emotions it contains. Players can leverage these Bonds to gain mechanical benefits under certain circumstances: for instance, a player who failed a Check could spend a Fabula Point to invoke their Bond with another character and add its strength to the result of the dice roll.
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* ''VideoGame/BraveSoul'' gives each party member LevelUp as you pursue them romantically: the healer gets more powerful spells as your relationship deepens, and so on.

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* ''VideoGame/BraveSoul'' gives each party member LevelUp {{Character Level}}s as you pursue them romantically: the healer gets more powerful spells as your relationship deepens, and so on.
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* In ''VideoGame/RootsOfPacha'', you can track how close you are to the villagers by the number of flowers in their dialogue boxes, with 10 being the max. You can bond with them by talking to them, giving them gifts, and dancing with them. The romanceable characters are marked with pink flowers (which turn red when you start dating them and white when you're in a [[HappilyMarried Union]] with them) while the non-romanceable ones are marked with yellow flowers.

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* In ''VideoGame/RootsOfPacha'', you can track how close you are to the villagers by the number of flowers in their dialogue boxes, with 10 being the max. You can bond with them by talking to them, giving them gifts, and dancing with them. The romanceable characters are marked with pink flowers (which turn red when you start dating them and then into white Pacha tulips when you're in a [[HappilyMarried Union]] with them) while the non-romanceable ones are marked with yellow flowers.
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* In ''VideoGame/SilentHill4:TheRoom'' Henry has one with Eileen. The more damage Eileen sustains,[[spoiler: the more antagonist Walter Sullivan will be able to possess her. Depending on how hurt/possessed she is, Eileen may speak like a baby, recite the teachings of the Order, attack herself, refuse to move, or sap health from the player. Possession can be counteracted with Holy Candles.]]) This also affects the game's ending, since the more Eileen has been hurt by the end of the game, the [[spoiler: faster she will move toward the Death Machine during the final battle with Walter Sullivan. Eileen's survival or death]] is one of the two factors that influences the game's ending.

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* In ''VideoGame/SilentHill4:TheRoom'' ''VideoGame/SilentHill4TheRoom'' Henry has one with Eileen. The more damage Eileen sustains,[[spoiler: the more antagonist Walter Sullivan will be able to possess her. Depending on how hurt/possessed she is, Eileen may speak like a baby, recite the teachings of the Order, attack herself, refuse to move, or sap health from the player. Possession can be counteracted with Holy Candles.]]) This also affects the game's ending, since the more Eileen has been hurt by the end of the game, the [[spoiler: faster she will move toward the Death Machine during the final battle with Walter Sullivan. Eileen's survival or death]] is one of the two factors that influences the game's ending.
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* In ''VideoGame/RootsOfPacha'', you can track how close you are to the villagers by the number of flowers in their dialogue boxes, with 10 being the max. You can bond with them by talking to them, giving them gifts, and dancing with them. The romanceable characters are marked with pink flowers (which turn red when you start dating them) while the non-romanceable ones are marked with yellow ones.

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* In ''VideoGame/RootsOfPacha'', you can track how close you are to the villagers by the number of flowers in their dialogue boxes, with 10 being the max. You can bond with them by talking to them, giving them gifts, and dancing with them. The romanceable characters are marked with pink flowers (which turn red when you start dating them and white when you're in a [[HappilyMarried Union]] with them) while the non-romanceable ones are marked with yellow ones.flowers.
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* In ''VideoGame/{{Roots of Pacha}}'', you can track how close you are to the villagers by the number of flowers in their dialogue boxes, with 10 being the max. You can bond with them by talking to them, giving them gifts, and dancing with them. The romanceable characters are marked with purple flowers while the non-romanceable ones are marked with yellow ones.

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* In ''VideoGame/{{Roots of Pacha}}'', ''VideoGame/RootsOfPacha'', you can track how close you are to the villagers by the number of flowers in their dialogue boxes, with 10 being the max. You can bond with them by talking to them, giving them gifts, and dancing with them. The romanceable characters are marked with purple pink flowers (which turn red when you start dating them) while the non-romanceable ones are marked with yellow ones.

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* ''VideoGame/MsDirector'' keeps track of how often you interact with Ida by examining objects while she is in your party, and you need at least a few in order to achieve the best ending.



* ''VideoGame/MsDirector'' keeps track of how often you interact with Ida by examining objects while she is in your party, and you need at least a few in order to achieve the best ending.

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* ''VideoGame/MsDirector'' keeps track of how often you interact with Ida by examining objects while she is in your party, and you need at least a few in order to achieve the best ending.
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* ''VideoGame/MsDirector'' keeps track of how often you interact with Ida by examining objects while she is in your party, and you need at least a few in order to achieve the best ending.
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I know it doesn't have a page yet, but still

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* In ''VideoGame/{{Roots of Pacha}}'', you can track how close you are to the villagers by the number of flowers in their dialogue boxes, with 10 being the max. You can bond with them by talking to them, giving them gifts, and dancing with them. The romanceable characters are marked with purple flowers while the non-romanceable ones are marked with yellow ones.
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* ''VideoGame/{{Beastieball}}'': Beasties that interact with each other will eventually form bonds, which grant both of them access to a powerful combo move.
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* In ''VideoGame/GoodbyeVolcanoHigh'', the characters' closeness to Fang can be seen in the game menu, with each character appearing as an icon orbiting around Fang. When the player makes choices that improve a relationship, the icon will move into closer orbit. Likewise, making poor choices will move a character's icon further away. Stronger bongs will cause certain sequences of the story to play out differently and unlock {{flashback}}s to events prior to the game's story.
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* ''VideoGame/GalaxyAngel'' and ''VideoGame/GalaxyAngelII'' have this justified in-story. For starters, the potential love interests pilot Emblem Frames, ships equipped with a system whose performance is directly linked to the mental and emotional state of the Angels, so the more they like the player, the better they will perform during the space battle segments. Each of the first games in each trilogy has a point where the player must pick an Angel who'll become the player's romantic partner for the rest of the route, and the three with the highest level of affection will be the ones available.
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crosswicking

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* In ''VideoGame/CoffeeTalk'', meeting each character adds them to your friend list on the social network site ''Tomodachill''. The more you interact with each character by getting their orders right, the more information appears on their profile. Getting their orders wrong will likewise make them hide their profile info from you, but they stop doing this in Episode 2.

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