{"id":292950,"date":"2021-11-06T10:00:33","date_gmt":"2021-11-06T15:00:33","guid":{"rendered":"https:\/\/jbsgame.com\/?p=292950"},"modified":"2021-11-06T11:38:15","modified_gmt":"2021-11-06T16:38:15","slug":"how-we-get-to-know-characters-and-build-relationships-in-video-games-is-weird-but-i-love-it-story-beat","status":"publish","type":"post","link":"https:\/\/jbsgame.com\/how-we-get-to-know-characters-and-build-relationships-in-video-games-is-weird-but-i-love-it-story-beat\/","title":{"rendered":"How we get to know characters in games is weird, but I love it"},"content":{"rendered":"
When you think about it, the way we “get to know” characters in video games is kind of bizarre \u2014 sometimes it’s about doing special missions for our potential new friend, or being nice to them in the dialogue options, but most of the time it comes down to giving them enough presents until they decide they like us.<\/p>
I’m not trying to be pedantic here, I just really think it’s fascinating that, in trying to create an immersive experience for the player, we’ve gamified one of the most complicated parts of being alive: human intimacy. We’ve come up with our own solutions as to how best to do this, but it begs the question, how do you turn the infinitely complex, mysterious process of growing close to someone else into concrete game mechanics that mesh with other gameplay systems? Well, plenty of games have certainly tried.<\/p>
Take games like Stardew Valley<\/i><\/a> <\/i>or Hades<\/i><\/a>, which simplify this problem by going the just-shower-them-with-presents route. At first glance, this seems a bit strange, as if we’re saying that people can be won over just by giving them gifts. While this is a case for a portion of the population, most people are more complicated than that. If someone just kept pushing fruit baskets at you while never actually saying a word, you’d think they were a psychopath.<\/p> But certainly, when gift-giving is the name of the game, the gifts have to stand for something more than that. I imagine that yes, you’re giving another character a present, but it really stands for the way you’ve been bonded to that character, and how you feel about them. Games have a shorthand for many other aspects of life, like eating instantaneously, or having time pass more quickly, or allowing you to carry way more items than you would ever be able to reasonably hold, so it makes sense that we’ve found a way to sort of symbolically show the player getting to know characters in the game. At least that’s the way I read it.<\/p> Stardew<\/i> even takes it a step further by having the townspeople react differently based on what you gave them, because they have favorites, likes, and dislikes, so there’s another step of work in getting to know what they might want to receive as a gift. Even so, there’s obviously something missing, because we’re not literally spending that time with the characters, and being endeared to them in the same way that our player character supposedly is.<\/p> <\/p>