by Hysuka » Aug 17, 2020 10:40 am
LeBurns wrote:Hysuka wrote:LeBurns wrote:Big yes to rival marriage and any other features that add life to the other villagers after you've gotten yourself hitched. I really hated the HM and RF games where after you picked your bride the others women are just expected to be spinster's for life cause you didn't pick them.
I hated that too!! Perfectly single bachelors and batchelorettes would just walk around as if they didn't have aspirations of getting married and having kids themselves. It always makes it seem like everything stops after you get married which we want to avoid.
How do you think we should go about pairing villagers that you don't choose to marry?
This can be complicated. I recall in RF2
(I think) that you basically pic your spouse, and then others had set match ups with what was left. Though, stealing Cecilia from Jake during their wedding was one of the highlights of my gaming life, I'll never forget that. But this is the easiest, just let the PC pick who they want, and match up what's left.
To add more complication to it, you could, like you can in Fire Emblem, let the player help set up the other pairings. In fact thinking about it I really like how FE let's you pick yours, then help build relationships with others that may or may not match up later. This, can get complicated for sure, but it's like the best of both worlds.
Course another option, that I'm personally not fond of, is having everyone racing to get hitched, with the PC in the middle of it. This requires the PC to dedicate some serious time to spouse hunting
(if they want one) which means less time farming, mining, crafting, etc.
One thing I would like to add, is I love it when I am hunted. For example I may have my eye on a couple people for being a potential spouse, then all the sudden some person I didn't pay a lot of attention to shows up at my farm saying they made an extra apple pie and wanted to give it to me. I'm suddenly like "Who are you again?", and I'm suddenly interested in them. The later HM and RF games have gotten better with the potentials showing some interesting in the PC, which is great since in the older games the PC did ALL THE WORK
(looking at you Popuri ... ... here's another egg).
Stealing Cecilia from Jake was my favorite moment of all time in Rune Factory.
The only time I can think of a marriageable candidate going after the player instead was in AWL. When Celia approaches you during the winter if you haven't been wooing anyone. (lol I think it was more the game saying "you dummy hurry up and get married so we can move on to the next chapter of the game!" though.) So I really like the idea of the player being pursued as well. It gives the other characters a sense of agency.
[quote="LeBurns"][quote="Hysuka"][quote="LeBurns"]Big yes to rival marriage and any other features that add life to the other villagers after you've gotten yourself hitched. I really hated the HM and RF games where after you picked your bride the others women are just expected to be spinster's for life cause you didn't pick them.[/quote]
I hated that too!! Perfectly single bachelors and batchelorettes would just walk around as if they didn't have aspirations of getting married and having kids themselves. It always makes it seem like everything stops after you get married which we want to avoid.
How do you think we should go about pairing villagers that you don't choose to marry?
[/quote]
This can be complicated. I recall in RF2 [i](I think)[/i] that you basically pic your spouse, and then others had set match ups with what was left. Though, stealing Cecilia from Jake during their wedding was one of the highlights of my gaming life, I'll never forget that. But this is the easiest, just let the PC pick who they want, and match up what's left.
To add more complication to it, you could, like you can in Fire Emblem, let the player help set up the other pairings. In fact thinking about it I really like how FE let's you pick yours, then help build relationships with others that may or may not match up later. This, can get complicated for sure, but it's like the best of both worlds.
Course another option, that I'm personally not fond of, is having everyone racing to get hitched, with the PC in the middle of it. This requires the PC to dedicate some serious time to spouse hunting [i](if they want one)[/i] which means less time farming, mining, crafting, etc.
One thing I would like to add, is I love it when I am hunted. For example I may have my eye on a couple people for being a potential spouse, then all the sudden some person I didn't pay a lot of attention to shows up at my farm saying they made an extra apple pie and wanted to give it to me. I'm suddenly like "Who are you again?", and I'm suddenly interested in them. The later HM and RF games have gotten better with the potentials showing some interesting in the PC, which is great since in the older games the PC did ALL THE WORK [i](looking at you Popuri ... ... here's another egg)[/i].[/quote]
Stealing Cecilia from Jake was my favorite moment of all time in Rune Factory. :twisted:
The only time I can think of a marriageable candidate going after the player instead was in AWL. When Celia approaches you during the winter if you haven't been wooing anyone. (lol I think it was more the game saying "you dummy hurry up and get married so we can move on to the next chapter of the game!" though.) So I really like the idea of the player being pursued as well. It gives the other characters a sense of agency.