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How would you improve Bonds/Social Link systems in rpgs?
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>>742297471
I love how megumin canonically won the series and ends up with his kids.
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>>742297471
It gets stronger if they had sex a second ago
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Was this game the first to have a social link system?
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Include LGBT social links
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Oblivion disposition minigame.
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Sex with Megumin
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I don't like social links because they force you to play a certain way and social links imply the party member isn't going to betray you later/leave the party.
I'd just make it so winning battles with them in your party is +1 bond point
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>>742297471
>Make it less braindead.
>Make so that having bad relationships with some characters actually has concequences.
>Make it so they have an impact on routes/endings.
I know it's been done before, but it should be more consistent.
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>>742297925
Did Phantasia have a system like that? I distinctly remember going out of my way to befriend the little ninja girl, but maybe it was more of a side story sort of thing.
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>>742297471
Here's is what I said about Persona
>What do you want to see in Persona 6?
Playing Persona 3 Reload and I want these things out of Persona games
-no *dead space* days
-I want there to always be some unique interactions that make the day stand out
-the decision between things like studying or going out can matter more if you know you're missing out on stuff when you choose to do so, this will increase replayability
-I want everyone to be voice acted including unremarkable NPCs just read it aloud
-don't stop the gameplay when you don't have to, if you're being greeted as a courtesy when you arrive back at the dorm just have it again; read aloud

more pie in the sky notions would be like
-ditch the system where social links apply to a single individual
-instead have the arcana tie into multiple characters
-give some kind of cohesive narrative that ties everyone involved with that arcana together

it would feel more expansive that way
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>>742297648
The OP image is just a husband and wife ending their day with a nonsense conversation.
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>>742297471
for jrpgs they have to allow for player agency, which they fucking hate doing. the story is linear and the cutscenes within it are linear. no variants.

even in the persona games where social links are a major mechanic, entering a relationship with a character means fuckall and it's never mentioned anywhere else in the game. even if you're dating a teammate.

on a mechanical level they do this to avoid having the write/script scene variants based on these types of variables. but the reality is a few lines of acknowledgement here and there is a pittance to their budget.

you see this mentality bleed over into other aspects of the game such as jrpgs never wanting you to change the character's appearances. they want you on-model with their specific protagonist wearing their specific outfit. unless they want to sell you costume dlc.
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>>742297471
I'd make it so the characters are all introduced very early and you can spend time with them over the course of the whole game instead of some getting a fraction of time since they join near the end like in persona.
You can date one girl and you start dating them at the 1/3rd mark which gives you time to pick the girl you wanna date.
After that there are big events that play differently depending on who you're dating or if you just hang out with the bois, things like: school festival, christmas, ski resort, valentines, ect. In persona you could be dating a girl and she doesn't even get to have one of those events because shes romanceable too late into the game.
Remove + relationship points in choices. These make people just pick the best option to min max when you should be just hanging out with the characters you like and wanting to see their reactions to stuff you say.
Remove 1/10 level relationship shit, it's too gamey and limits the characters also once you hit 10 you just basically ignore them. It also makes characters have to have poorly paced stories with too much shit crammed or too much shit spaced out.
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>>742297471
>Social Link
I really hate how this system works in the Nusona games. It was fine in P3 because it was new, but ultimately it just comes down to listening to literal who characters talk about shit you don't care about and it was unbearable in P4 and especially 5. The "dating" aspect is also superficial and underdeveloped considering how popular that kind of thing is. I wish they'd just come up with something new instead of rehashing the same shit again.

>>742297925
The affinity system in this is lifted from FF7, so no.
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preggo belly rub minigame with HD rumble
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>>742297471
By proneboning megumin
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>>742298850
>Persona 6
Did those games ever have a chunibyou character?
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>>742299631
Eikichi kinda was, Hifumi 100% is.
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>>742297648
honestly makes the most sense
people forget that kazuma is pretty much a teenager and he's like what, two years older than megumin?
darkness is a grown ass woman and aqua was never in the race to begin with
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>>742297471
>How would you improve Bonds/Social Link systems in rpgs?
Not putting them behind obtuse stupid game mechanics that might lock you out of finishing the link without you even realizing it.

I'm reminded of e.g. Bairdotr as a companion in Divinity Original Sin, which requires that your main characters swing to the Independent side of the Independent/Obedient scale when talking to a certain person related to her quest, when you have very little opportunity to even move towards the Independent trait - ever, and the best ways to do so are *ALL* located in the first hour or so of the game before you even meet Bairdotr. (If you fail the check- her personal quest line results in her betraying you at the very last moment, and forcing you to murder her.)

Massive fucking fuck-up on Larian's part. And immensely, IMMENSELY bad game design.
Esp. if you consider that before the Enhanced Edition, she and her questline were iirc. sold as separate DLC. Meaning you very well could buy it and continue playing in a save where you had from the get-go ZERO opportunity to actual finish her questline correctly.
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Stop tying main characters progression to side content
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>>742300029
>>742300093
>social links change playstyles
>social link routes change the game's genre for that segment
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>>742299209
I just think the relationships should affect the gameplay in a more major way
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>>742297471
Largely it just needs to be more widespread. The best thing you can do to make the characters in your character driven story more compelling is showing what they do in their downtime. All the truly great jrpgs do it, we really just need the rest to catch up.
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Are they ever going to animate Kazuma doing explosion on the demon king?
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>>742297471
use a chatbot to procedurally generate instead of get stuck in the same options?
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>>742297925
No. Tales of Symphonia was not the first game to have what we'd now describe as a "social link" system, although it did have a relationship mechanic that was ahead of its time in some respects.

In Tales of Symphonia:

Characters have hidden affection values toward Lloyd.
Your dialogue choices, certain events, and gameplay decisions affect those values.
Near the end of the game, the party member with the highest affection accompanies Lloyd in a major scene (and there are unique conversations depending on who it is).
Some optional scenes also change based on affection.

This is usually called an affection system rather than a social link system.

The style that most people think of as "Social Links" became famous with Persona 3, where:

You deliberately spend time with individual characters.
Each relationship progresses through distinct ranks.
Advancing relationships grants gameplay benefits (such as stronger Persona fusions).
The relationship system is a central progression mechanic rather than a hidden one.

Even before Tales of Symphonia, there were games with similar mechanics:

Tokimeki Memorial featured relationship-building through time management.
Sakura Wars had dialogue choices that affected party members' trust and battle performance.
Various dating sims and visual novels from the early 1990s revolved around affection values and branching relationships.

So, while Tales of Symphonia was an early and influential RPG to integrate an affection system into a traditional JRPG, it wasn't the first game to do so, and it predates—but isn't the origin of—the more structured "Social Link" formula that Persona 3 popularized.
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>>742303297
Persona 6 better improve the S. Links and have longer more fleshed out cutscenes
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>>742303424
>"I like hamburgers"
>LEVEL UP
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>>742303475
>food analogy
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>>742297925
I marry Sheena every playthrough.
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>>742303512
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Im more of a Presea guy.
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>>742297471
Hentai games

>>742297648
Megumin is the best loli
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>>742303297
Tell GPTAnon that Social Link refers to the spread of dating sim mechanics within jrpgs
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>>742303297
thanks chatgpt
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>>742299916
>darkness is a grown ass woman
Is she? I just always assumed she was simply more robust than Megumin, since Megumin went hungry while growing up.
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MEGUMIN KILLED MY FUCKING WIFE
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>>742305950
Supposedly 18-19. 22 in the novel. Yunyun is the same age as Megumin but yeah Megumin didn't get the nutrients.
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>>742306615
nice ass
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>>742297471

we already have many games where they married and even have a child, what more do you want? if you actually made this thread you have an idea of how to improve them, just fucking say it
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>>742297471
I know this is just an offtopic /a/ thread but I really hate how persona dumbed down the social link system after p3 by removing the ability to break social links by suddenly changing plans you've already made with people, or making the wrong decision in a social link event. Another problem is the superficiality of it, social links hardly feel like they matter in the grand scheme of things outside of gameplay boosts and buffs and would have way more value if they actually altered how characters would treat you or act towards you in story or were able to unlock a new story path through them.
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>>742309535

>Another problem is the superficiality of it, social links hardly feel like they matter in the grand scheme of things
if you played persona games you should know by now that everything in the social aspect of the games is just to boost yourself no real consequence
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>>742309535
>the superficiality of it
come on, the "reversal" shit was exactly that, used for quick and cheap drama, even influence in kotor2 was more "deep"
the key issue is that last part, and the general problem with branching stories and reactivity: shit's hard as fuck to make, and a game that attempts to add any choice that "matters" will very quickly run into combinatorial explosion of consequences that is nigh impossible to manage
not that every single side character is supposed to have unique interactions with every other one at various points of the plot, but it still is a nightmare due to sheer wordcount, to say nothing of the actual quality
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>>742306615
i don't remember seeing this character in the Megumin anime spinoff
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>>742297471
Make it like how Metaphor did it. Where they rank up, no matter which dialogue choices you pick, so you can actually say whatever you want to say to them.
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>>742310542
Bullshit. Developers are fucking lazy.
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>>742297471
Instead of a single relationship value, I'd make relationships have at least 3 different axes, like:
Trust-Distrust
Attraction-Repulsion
Friendship-Enmity

To reflect that you can be friends but not trust someone (high friendship, low trust) , or even have romantic relationship with your enemy (high enmity, high attraction)
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>>742309535
It's all ultimately meaningless regardless. You just have to watch a cutscene or maybe do a side mission and your reward is usually an OP boost. They need to rework them in 6 so they require actual effort to raise up or maybe your party members have a couple bond levels locked behind combat related prerequisites.
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>>742297648
did it really end up becoming a competition for kazuma's hand in marriage? to my knowledge the only ones actually wanting him were megumin, darkness, then maybe yunyun and the goddess, don't remember her name but the nice one that has pads(which i am ok with)
>>
besides nu fire emblem, rune factory farm sims and persona, what are some jrpgs with multiple choice romance
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>>742297471
If it exists and it's an rpg with battles, the game needs actual team up attacks that get more elaborate as your social link levels up
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>>742297471
Did he rape her
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>>742310968
even if we pretend that time spent and effort exerted neatly correlate to writing quality, i advice you to practice multiplication and see how many manhours are needed to write X bespoke events across Y different characters for Z discrete time slots
hint: use the formula for combination with repetitions
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>>742310537
That doesn't mean they cant make it a bit more interesting than just selecting the answer that nets you the most social link points till rank 10
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>>742297648
Japs always fuck up their shit by pairing the mc with worst girl.
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>>742311093
>high enmity, high attraction
sounds like cuck shit tbհ
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>>742299916
>aqua
IS A HORRIBLE PERSON



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