Semi-related to Stats, but on a slightly different note:
Anyone remember DAII? Specifically the Friendship and Rivalry system?
If you don’t remember or don’t know, here’s a quick screenshot for you!
The basic premise was depending on certain dialogue options or actions Hawke would take, it’d increase their Friendship or Rivalry with one of their Party Members. I actually quite liked this new relationship system being a bit more… forgiving?
Well, no - the phrase I’m looking for is less cut and dry when concerning the extreme ends of a relationship measurement.
In the previous game DA:O, if your relationship with certain party members dipped too low, or if you made certain choices at certain parts of the game, your companions would leave you one way or another - either by physical leaving your party or if you killed them.
I want to say that I don’t think there’s anything “wrong” with the second relationship system that I’ve described, especially because - when it’s well executed - can have a big impact on making the game feel more lifelike.
On the other hand, I like the first system from DAII because it was something different. Barring the decision at the very end and if you have The Exiled Prince DLC with Sebastian throwing an ultimatum in your face, I can’t remember if any or your party members leaves you based on your actions/decisions/dialogue.
I loved having a Rival-mance with Fenris or Rivalry-based friendship with Merril because I couldn’t agree with their actions or opinions, but I still cared about them enough to give them “tough love”.
You can especially see this if you lean in a Rivalry with your relationship with Merril as she progressively goes down this darker path in pursuit of knowledge, granted she was willing to pay the price for it, but paid for it - in an albeit kinda weird and kinda shoe horned way that I thought was leaning towards beating a dead horse - nonetheless.
Anyone have some thoughts or suggestions as to how this sort of relationship system could be implemented into a Choice Game? Would you want to see this sort of relationship approach in a Choice Game?