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Casual Chats: Why Party Bonding Matters In RPGs

Saving the world is a prime plot device used throughout video games. It makes sense; an innate desire to be a hero fills us all, and having the world’s fate in our hands is the best way to feel the thrill. I’m happy to be a savior, but I’ve found that I’m more interested in seeing how my party members interact before the high-stakes finale. A party should grow together, not merely be thrust together for the cause. I appreciate when games genuinely make me feel connected to my party. It puts a realistic spin on the narrative; in real life, bonds grow whether people are working together on a sports team or in an office on a magazine. Do you want someone on your team who is simply there, or do you want to get to know the person?

RPGs foster deeper attachments to characters when the relationship progression feels realistic. It can be as simple as inside jokes or as complex as helping characters confront inner demons. Most of my favorite RPGs feature a mechanic that brings the group together in new and exciting ways. For instance, the Tales series has optional skits featuring humorous dialogue and interesting character revelations. After these conversations, I get a sense that my party is growing closer. That’s a testament to how well-executed they are, since most of the time, the skits aren’t complex. In Tales of Vesperia, it is as simple as having funny skits featuring Repede, the pipe-smoking dog, giving Princess Estelle a hard time. These are minor details in a vast journey, but add a spark that makes the characters feel like real people learning to accept one another. 

The Persona series also stands out for cementing bonds throughout the adventure. In particular, Persona 3 and 4 has its story span the calendar, featuring everyday activities like going to school and holding down a job. Additional interactions take place, such as school field trips and special holiday events, which further cement the bond in a natural and realistic way. Watching the in-game calendar time pass further solidifies a bond while personal struggles and light-hearted scenes take the wheel. Not only does the passage of time make you feel the relationship growth, but the conversations you have with your fellows similarly intensify. No longer do the conversations revolve around the basic hellos; characters open up more and explore complex topics, showing you’ve gained their trust. This impeccable pacing makes the unity memorable and genuine, allowing you to see first-hand how all your relationships grow.

Star Ocean also innovated social systems through “private actions,” where the player character separates from the other party members in town.  Exploring by your lonesome and encountering natural interaction provides just one more sense of realism. Engaging in private actions can potentially change the outcome of the narrative, giving you more reason to pursue relationships. Fire Emblem also follows the trend with support conversations, which not only improve characters’ relationships in battle, but prevents them from being a nameless face in your army. To be honest, it wasn’t the story in Fire Emblem: Awakening that sold me on the characters, it was in these support conversations that I felt most engaged.

The inclusion of systems that show progression in your party’s friendship enable a deeper experience with the game, something that makes that final battle feel that much more victorious and bittersweet. These systems shouldn’t simply be measured by some artificial friendship meter, but should showcase quality interactions outside the critical path naturally. When the journey ends, I want to not only care about the ultimate outcome, but also be able to fondly reminisce over my time getting to know my party members. If more RPGs focused on creating a strong party dynamic, it could pave the way to stronger storytelling and create a greater emotional attachment. I hope more developers tap into engaging new ways for characters to interact throughout the long RPG trek. What better way to make the entire journey transform into something memorable?

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Comments
  • If RPGs weren't about the characters, you'd have a lot of prototypical and faceless "save the world" quests. The reason why I got so into Fire Emblem was the relationship mechanic. Every planned move brought you closer to an interaction that not only gave you bonuses but revealed a bit of the character's backstory and personality. That makes indispensability an even bigger deal and entices the exploration of other characters. I remember doggedly pursuing Hector with Lyn, for instance, and then being disappointed in later games when such pursuits made no difference in the outcome.
  • Devs could learn a thing or two from all the games mentioned. WE need more like them.
  • I'm not sure why Bethesda has never been interested in expanding its party dynamics. They were super lame to start with and they've never really changed it. The other character is basically just a pack mule that randomly activates a quest every now and then.
  • I've always liked bonding with party members but have never really thought about how it really makes the journey that much better. That aspect is why I love playing so much.

  • We definitely need more pipe-smoking dogs in our games. :)

  • Legend of Heroes: Trails in the Sky is a perfect example of this. The overarching plot is more like an augment to the character's relationships rather than the other way around like in most games.

    I really hope the bring the sequel to the US.

  • It was definitely the character development that sold me on the Persona series. That and the music. I don't think I've ever felt as emotionally attached as I did with any other game. You laugh and feel happy when good things happen. When bad things happen.................
  • Xenoblade had this going on somewhat, with the affinity system, and heart-to-hearts. I really hope Monolith does something more evolved in X.
  • One of the big problems on this front is the writing and (if applicable) the voice acting. If my party is just a checklist of shallow over acted anime archetypes then I'm not going to put any effort into character interaction/social systems. Unfortunately the vast majority of JRPGs coming out lately fit into this category.
  • I love party bonding. Some of my favorite events in games are when the characters are doing something together, not fighting enemies.

  • Great article, Kim! I completely agree.

    Whether it's through exploring social links in Persona or conversations with crew members in Mass Effect, I love it when games allow me to connect with crew members and build relationships. It creates a heightened sense of emotion during key story moments.

    It has also led to a manly tear or two being shed on occasion. :-)

  • I loved the combat in Persona 4, but I have to say I always looked forward to the story and character interactions even more. That's why it's one of my favorite games.
  • I miss the moments in RPGs when characters would arrive into a new town, and then separate. And it was up to the main protagonist to go find each character and find out what they were doing and thinking. It was a small effort, but it felt human. The reaching out.

  • My favorite parts of most JRPGs happen to be the meaningless scenes. I'm fully willing to grind for supports in Fire Emblem Awakening, actually, the lack of a limit on how many of each character's possible supports you could see is why I like it so much. They also help flesh out characters. I had a very different view of Virion after supporting with him, it helped him become more then the flirt of the team in my eyes. And there's Henry's supports with Olivia, I really question the educational system of Plegia.

  • Couldn't agree more. When you remember all the characters and what you've been through, it hits a soft spot, ya know? I teared up on the end of Persona 3. I almost do the same with Majora's Mask during the credits showing all the people you've met. How about near the end of Okami when everyone is praying for you? Must resist urge to replay Persona 4...
  • I would have loved if some of my conversations with party members in KOTOR, Jade Empire, and Mass Effect would have lasted forever.
  • I remember the Private Actions system seemed gimmicky at first until you realize it how much it affected the actual ending of the game. It could simply be eating a meal with them or buying them an item they really liked in a town and giving it to them later, but over time, those actions drew those two characters closer. By the end of the game, you basically determined who Claude would end up with and his future. Foster a relationship with one woman and you end up a captain of your own ship with her as your wife. Go with another woman and you end part of a couple that explores ruins in on a far off world. If romance wasn't your thing, you could build a close friendship with a man if you chose and the game put together an ending based on it's strength. The game would then pair your remaining party members into pairs and build an ending around them. It left you asking what could have been had you chose differently.
  • Too damn right party bonding matters in RPG'S! I would rank it in the top three for importance, along with the story and battle system.

  • Excellente.

  • Oh totally. Party bonding is awesome. Fire Emblem 3D does it REALLY WELL.
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