Game Romance Systems--Best or worst way to do it?

So, me thinking, I get really attached to my characters, (but drawing them over and over again from scratch, how could i not?)

This was first masterfully executed in the year 1992 for the Super Famicom Dragon Quest V, and
since then games like Story of Seasons, Stardew, Fire Emblem, etc. have done great jobs at it as well, therefore, I came up with an idea that i intend to use in my project,

i call it IBBRS, or Intelligent Battle-Based Romance(ing) System.
–totally a genius naming convention, no other name would ever, ever, ever work for a system so masterfully executed by my cunning genius err, genius, ha-ha-hahhh *cough
How it works:
Defending a romanceable ally in battle increases the heart points, talking after a battle where a defense occurs will result in the defended character to thank the hero, this as well as frequently talking with the character will increase the points more, a bunch of other stuff, etc.

This isnt exactly a common topic for game dev, but since i want to sneak that into my game, i would like to hear your thoughts, would you play a game like that? Would you make a game like that? Feel free to use idea if you like it, its a game mechanic so it cant be copyrighted of course.

(sorry about the deletion from earlier, ig lionsmane shrooms arent the best source of mind up)

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(game dev is very interesting job indeed)

Sounds like an excellent way to represent trauma bonding. This would literally allow the player to get the NPC into dangerous situations just to save them and manipulate them into loving them. As long as you have some sort of ethics system attached, I think it’s a very interesting mechanic.

It works in Fire Emblem, and if you feel that works for you, then this will work. Are you thinking about deepening the system? In Fire Emblem for instance, the system is pretty downplayed, and especially in the earlier ones doesn’t affect the gameplay much.

Personally, I like the idea that ‘couples’ fight better together as a game mechanical reward, defend each other, that sort of thing.. it’s a fitting reward that centers on the characters, and encourages bringing them both to a battle if one is going, it tells a little story :slight_smile:

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image

Ahh yes! First, i actually forgot to mention the ethics system is moreso solved in the Dragon Quest-style battles themselves, but also because stealing from NPC’s in towns will make party members mad and decrease the points, the defend command is meant as a practical and strategic option as well, as it completely Piccolo-style shields the ally from all attacks, but pins all the damage that would have gone to the ally unto the defender, you could potentially get around this by making your hero a tank with maxed out DEFENSE, this is a very good thing to consider.

Yesss!! I am taking a Dragon Warrior IV style approach to the story with a twist, so it allows a lot of time for characters to purposefully or accidentally bond with their companions—Even though i intend the romance system to be an optional part of the story, i also plan to make it have significant changes to the story if it is pursued;

Thanks for your opinions, any others are also appreciated

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If I remember correctly, the first Xenoblade Chronicles has a friendship system that works similarly. Heal, buff and other actions make your bonds with your teammates grow.
Anyway, your idea would be a great addition to your game !

Thanks—ay, so maybe not the most original idea, but i guess i can find a way to put several twists on it.

I didn’t say that XC had a similar system to dissuade you from implementing your idea in your game.
Just that you could find inspiration in this game if you’re searching for some. :slight_smile:
Go with your idea, I find this is a great concept !

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Much appreciated—ay, im gonna implement it, but i am gonna have to do more than the usual,
Im glad you like the idea :sweat_smile:

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