Yet it's something, and I think the choice of what to do with your time matters a lot to the experience in a game like that. The social skills are simple the dialogue events are simple the schedules for people and activities are relatively simple.
At the same time, I understand that in a JRPG, the social sim part will seldom be the most complex element. I appreciate that Persona 3-5 tries to reproduce the social sim element. Conflicts - like falling out with one friend or needing to maintain other friendships to help keep up social credit - are mechanically rendered, making how one plays and how one things about relationships important. Whereas most games attempt to adjudicate social conflict through linear, scripted events or simple dialogue choices, a game like Tokimeki Memorial attempts to render it in terms of how one chooses activities, levels up stats, and handles a complex system of dates and schedule management. I wish that Tokimeki Memorial and its sequels would be released in English, and in particular that more games pursued social sim mechanics, whether in JRPGs or outside of them.įor me, great social sims are to social conflict what JRPG combat systems are to physical conflict. But that's just my personal take, so: what are your thoughts on social sim mechanics in JRPGs? Good or bad? Is it repetitive or fun when they come bundled with a time limit or calendar system (as in Persona 3-5, FE3H)? Is it immersive when party bonds affect combat, or should story and gameplay be kept more separate? Is it offputting or a bonus when bonding systems have a dating sim aspect to them? Do you feel some JRPGs get the social sim aspects more right than others? I'm personally a huge fan of social sim elements like these in JRPGs-I think they provide a really satisfying way to tie in-battle character progression to story character progression. In these cases, it's a bit of a reversal of the traditional social sim formula: you bond with characters to grow stronger, not the other way around. JRPGs with more general "bond-to-grow-stronger" systems, like Trails, Sakura Wars, or Fire Emblem can also be argued to have some light social sim influences.
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The most famous example of social sim mechanics in a JRPG are doubtlessly found in modern Persona, which has pretty much the whole package: a calendar system where you may spend free time to raise non-combat stats and then make use of these stats to further bonds with other characters. games with calendar systems where you raise various social stats, typically to pass stat checks which let you progress the story or improve relationships with specific characters (there's some overlap with dating sims). Social sims aren't the most well-known game genre, so I'll briefly define it here as referring more to eastern-style stat-raiser games such as Princess Maker or TokiMemo: i.e. Pokémon Brilliant Diamond and Shining Pearlĭragon Quest: The Adventure of Dai - Infinity Strash Please check our Upcoming Releases Wiki Page as well (and help add info if you would like). To tag, use the "!" button on New Reddit, or use >! and !!X kills Y! The r/JRPG Wiki The Complete JRPG list List of Female Main Characters <Ī list that is about noting down every Female Main Character in JRPGs, started by the community, and we always welcome people helping us keeping it up to date. Posts tagged as Spoiler that do not say the game name(s) in the title must still use spoiler tags in the body of the post.Ĭomments containing spoilers must specify the game being spoiled outside of the hidden spoiler text. Use spoiler tags if needed (important events/twists/bosses/etc). Users who don't fulfill this requirement may use the Weekly Media Thread. Please check the Developers are exempt in the Rules Clarification Page Here.
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