Forming Meaningful Relationships in Games

Forming Meaningful Relationships in Games

Forming Meaningful Relationships in Games

The panelists discuss how to entice and engage players in relationships, what mechanics can motivate players to engage in connections, and how to make those interactions interesting.

What Entices Players to Play Certain Games?

  • Different games use relationships differently. Some games have relationships as the center stage, while others use them as a mechanic to help retain players through the whole gameplay experience.
  • Tropes play a heavy role in enticing players. They can be annoying but are also a narrative device that can draw players in. Small things like an amazing story or unique character design can also draw players in.

Interesting Trope Examples

  • Mystic Messenger is a mobile visual novel game that takes advantage of being mobile by having characters call and text you, making it immersive for the player.
  • Isakai is a trope that draws people into stories where they are reincarnated as the villainess of a book or comic.

Mechanics That Motivate Players

  • In some games, relationship building is part of the storytelling and used as "the cream on top." It's not necessary for gameplay but adds depth to the story.
  • Good character design with interesting, unique, and attractive characters can pull players into games.

Making Interactions Interesting

  • Building systems that help tell stories and create meaningful interactions between characters can make those interactions more interesting for players.
  • Using different types of media such as phone calls or texts within games can make them more immersive for players.

Fourth Wall Breaking in Games

The speaker discusses how fourth wall breaking is an interesting trope in games. They mention a game where one of the characters is actually real and stuck in the phone, remembering all previous routes taken.

Fourth Wall Breaking Tropes

  • Fourth wall breaking is an interesting trope in games.
  • In a particular game, one of the characters is actually real and stuck in the phone, remembering all previous routes taken.

Designing Games for Self-Insert Characters

The speaker talks about designing games differently based on whether the player is playing as a self-insert character or a pre-written character.

Designing for Self-Insert Characters

  • The speaker discusses designing games differently based on whether the player is playing as a self-insert character or a pre-written character.
  • When designing games, it's important to consider tropes that resonate with players emotionally.
  • It's important to give players space to self-insert but also make it an engaging gameplay experience.
  • Even if players can't self-insert, they should still have a good time playing the game.

Creating Engaging Gameplay Experiences

The speakers discuss creating engaging gameplay experiences and avoiding pitfalls such as overemphasizing self-insertion at the expense of character development.

Engaging Gameplay Experiences

  • It's important to create engaging gameplay experiences even if players can't self-insert.
  • When designing games, it's important to avoid overemphasizing self-insertion at the expense of character development.
  • In visual novel games, it's common for protagonists to have no personality in order to allow players to self-insert, but this can create a boring protagonist.

Pitfalls of Self-Insertion

The speakers discuss the pitfalls of overemphasizing self-insertion and creating bland characters.

Pitfalls of Self-Insertion

  • Overemphasizing self-insertion can lead to creating bland characters with no personality.
  • Visual novel games often have protagonists with no distinguishing features on their face or eyes in order to allow players to self-insert, but this reinforces societal standards that don't apply to most players.

Tips for Character Design

In this section, the speakers discuss tips for character design, including breaking down gender barriers and creating three-dimensional characters.

Breaking Down Gender Barriers

  • Design characters before knowing their gender to avoid limiting oneself.
  • Break down barriers of traditional character design to create more diverse and interesting characters.

Creating Three-Dimensional Characters

  • Let characters exist off-screen with interests and hobbies.
  • Develop deeper relationships through shared experiences rather than love-bombing.
  • Allow characters to have other relationships with each other beyond just romantic ones.

Engaging Players in Relationships with Characters

In this section, the speakers discuss how to make a character three-dimensional and engage players in a relationship with that character.

Making Characters Three-Dimensional

  • Let characters exist off-screen with interests and hobbies.
  • Develop deeper relationships through shared experiences rather than love-bombing.
  • Allow characters to have other relationships with each other beyond just romantic ones.

Engaging Players in Relationships with Characters

  • Create meaningful relationships by allowing players to experience character development over time.

Fire Emblem Three Houses and Relationships

In this section, the speakers discuss their favorite parts of Fire Emblem Three Houses and how relationships are portrayed in the game.

Favorite Parts of Fire Emblem Three Houses

  • The speaker enjoyed watching two characters interact with each other rather than interacting with them directly.
  • The speakers discuss whether there is a place for unrealistic relationships where every character loves you or if it does more harm than good in the long run.

Portrayal of Relationships in Video Games

  • The impact of someone telling you they love you after 20 hours compared to 10 minutes is discussed.
  • The importance of boundaries in video games is highlighted, especially when it comes to romantic relationships.
  • Platonic relationships and relationships with enemies are also discussed, and the importance of developing characters who have their own preferences and personalities is emphasized.

Autonomy in Video Game Characters

In this section, the speakers discuss how autonomy can be used to develop platonic relationships in video games.

Developing Characters with Autonomy

  • The importance of developing characters who have their own preferences and personalities is emphasized.
  • Setting boundaries for characters helps make platonic relationships more realistic later on in the game.
  • Hades is given as an example of a game that affords autonomy to its characters, which makes for unexpected but refreshing interactions between them.

Mechanics for Forming Relationships in Games

In this section, the speakers discuss mechanics that games can use to imitate forming real relationships. They talk about their favorite and less favorable mechanics.

Non-Player Sexual Characters

  • The speakers discuss how they appreciate when games have characters that aren't player sexual.
  • This adds an interesting layer to the game as players must consider whether they can fix a relationship or if it's just an enemy thing going on.

Characters with Their Own Sexualities

  • The speakers also appreciate when games have characters with their own sexualities.
  • However, one speaker notes that these structures don't always live up to their experience and gender identity.

Relationship Building Mechanics

  • The speakers discuss different ways of building relationships in games such as gift-giving systems and branching narratives.
  • One speaker recommends a game called Rainbow Billy which has a unique mechanic where players match shapes and colors with other characters while retaining their own personality.
  • The game also explores the idea of looking at the bright side of things versus accepting negative emotions, adding depth to the relationship building mechanic.

Relationship Development in Games

The speakers discuss the limitations of simple choice-based systems for developing relationships in games and suggest using more diverse and organic methods.

Combining Different Game Elements

  • Simple choice-based systems can limit relationship development to one opinion about a person.
  • Combining branching systems, point systems, and variables can create a more organic relationship development experience.
  • Using variables on the back end can help account for common interests while still allowing for differences.

Understanding Game Elements

  • Point systems track how much a character likes the player based on their choices.
  • Branching systems allow players to go down different paths in conversations or throughout the game.
  • Variables toggle certain elements of the game on or off based on player choices.

Developing Three-Dimensional Characters

  • Combining different game elements creates three-dimensional characters that are more interesting to play with.

[t=0:33:48s] Tips for Creating Interactive Video Game Characters

In this section, the speaker discusses ways to create interactive video game characters that feel authentic and meaningful to players.

Player Character Development

  • Video games have an interactive perspective that makes player character development important.
  • Reacting to player behavior is a great way to make characters feel special.
  • Authentic voice in characters is crucial, especially when creating minority characters. Reference material should go beyond stereotypes and include input from people with those identities.

Flaws in Characterization

  • Giving characters realistic flaws can make them more relatable and real.
  • Ensure that the flaws you give your character match their characterization and don't feel jarring or out of place.

Writing Process

  • Having other people read your work can help ensure that it's understandable and makes sense to others.

Backstory and Player Agency

In this section, the speakers discuss the importance of balancing backstory with the original plot in games. They also talk about player agency and how it can be used to make games more accessible.

Balancing Backstory and Plot

  • Sometimes, too much focus on backstory can cause players to forget the original plot.
  • The game should not make backstory optional because it is important for character engagement.
  • However, making backstory skippable can help players who find certain elements triggering.

Player Agency

  • Giving players a choice to understand a character's backstory makes them feel like they are putting effort into the relationship.
  • Making backstory optional allows players to understand it at their own pace.
  • Allowing players to skip potentially triggering information or giving them summaries after such events can make games more accessible.

Handling Triggering Information

In this section, the speakers discuss ways that potentially triggering information can be handled in games.

Counter Warnings

  • Counter warnings are very important when dealing with potentially triggering content.

Skippable Options

  • Games like "ROM" allow players to turn off certain elements (e.g., spiders).
  • More options should be available for turning off specific sounds or types of content without having to turn off all audio.

The Importance of Agency and Autonomy in Games

In this section, the speakers discuss the importance of agency and autonomy in games, particularly in relation to romantic relationships and abusive situations.

The Negative Impact of Forced Romantic Relationships

  • Forced romantic relationships can be harmful to players who have experienced abuse or trauma.
  • Tying combat skill with engagement and romance can be problematic for players with PTSD.
  • Games that deliver the message that leaving an abusive relationship is not an option are harmful.

Content Warnings and Player Agency

  • Content warnings are important for allowing players to make informed decisions about what they want to engage with.
  • There is no one true way to create agency in games; developers should do what works best for their game.
  • Adding human relationships to a game can enhance storytelling and player retention.

Final Thoughts on Creating Meaningful Games

  • Create games that matter to you personally.
  • Avoid feeling pressured to include certain elements just because they are popular or expected.

Thank You to Ludo Naricon

In this section, the speaker expresses gratitude towards the audience for attending and thanks Ludo Naricon for supporting them.

  • The speaker thanks the audience for being present at the event.
  • Expresses gratitude towards everyone who made it possible.
  • Thanks Ludo Naricon for their support in organizing the event.
Video description

This panel will discuss video games what it means to form relationships with the characters within them. We will explore dating sims, how they entice the player and why adding them can increase player engagement. We will discuss games that use these mechanics and how they can change a game. Panelists: ◼️ Cam Perry: https://twitter.com/n0t_cameron ◼️ Jamie Camera: https://twitter.com/jam_bamsodamn ◼️ Monica Fan: https://twitter.com/DesignerMonica ◼️ Radiant G: https://twitter.com/RadiantG_ About LudoNarraCon: LudoNarraCon 2023 is the fifth annual edition of the digital festival held exclusively on Steam to celebrate narrative video games and the developers that make them. Conceived and organised by indie label Fellow Traveller, the event is available for free to everyone to attend and free for developers to exhibit at. 👀 Behind the scenes content and live Q&As from over 45 exhibiting developers, all making story-rich games 🎮 Over 35 narrative game demos to download and play, all featured in our demo section 💸 Get great discounts on more than 160 story-rich games in the LudoNarraCon sale 🎤 Watch over 15 hours of original panels and fireside chats about narrative games and game development 🖼️ Get yourself a wallpaper pack to celebrate the event, featuring tons of cool art from your favourite narrative games Find out more at ludonarracon.com

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