Love Plus: Shades of Realism

How do you define what is real in a videogame? The general consensus is, especially among developers like Peter Molyneux, the more detailed, the more interactive, the better. That can be debated. Alyx Vance from Half-Life 2 is one of the more realistic depictions of a human being I have ever seen. The way she talks, moves, and looks is distinctly human, and this comes from her character. If an actor can make us cry, if they can make us laugh, if they can make us care, then they can immerse us into the game. Alyx had substance. Something about her drove the player towards completing the game. Through her character, she was able to capture the player and help them to develop a relationship with her. She made me care about the game.

Alyx Vance

What I’ve noticed in the past few years is that characters that are distinctly human are less effective in developing empathy from the player. It’s not necessarily that being too human is a bad thing, but that there has to be substance below the character model. If you’ve ever played Oblivion you might know what I’m talking about. The issue wasn’t that the NPCs were blank-staring and robotic. The issue was that their characters had no depth. Most of the time they would just stand around or they would aimlessly wander the cities. Oblivion didn’t give the player an impression of what a living and thriving fantasy world should be. There wasn’t enough focus on individual characters to fully develop a deep narrative that a player could care about. If they had gone to length and provided the player with a companion maybe then some humanity would have risen to the surface. And companionship is a great way of making players care.

Love Plus is a relationship simulator produced by Konami that gives the player a virtual girlfriend to court and to take care of. Your tool set: patience, time and affection. You might be thinking, now this is familiar Japanese dating-simulation territory. If you were thinking that you’d be wrong, very wrong, dead wrong, but pretty close to being right. From what I have seen, Love Plus is immersive and deep. It puts a heavy onus on the player to make an effort at creating a lasting and strong relationship. You have to call the girl you are with, you have to take her out to dinner and you have to spend time with her. It’s just like having a real girlfriend, except you can put them in your pocket. Without having played the game it’s difficult to tell you what it’s like, but there is a game that is extremely similar in substance and style.

Back in the day, I was obsessed with Harvest Moon 64. It was there mainly as an outlet for a spur of the moment passion for farming. My ten-year-old focus soon changed. Do you remember Karen? I do. I was married to her once. Building relationships has been a staple of the series and it's one of the game’s largest draws. Being married to her made me care about the game; it immersed me within the experience. It’s an odd sentiment for a character with few dialogue options, fewer illustrated emotions and little in the way of realistic features. I became a bit lost in the experience. I think by the sixth year I decided to put the game up, but by then I had upgraded my home, watched my child grow up into a toddler, and raised an awesome farm that could easily sustain our family. How immersive the Harvest Moon experience becomes depends on how much effort you are willing to put into the game. It’s a game that gives back to the player.

Minus the farming, Love Plus and Harvest Moon are similar games. You build relationships with characters and you have to maintain them. The major difference is the kind of relationship you build. After you get married in Harvest Moon, your spouse just helps you out on the farm. Having a child with her is definitely a big deal for any player, but daily interaction becomes little more than giving her a present once in a while and making sure she doesn’t drop any eggs. After the courting ritual is over, you start to care less and less about maintaining that giddy love you had for them before. Love Plus is much more involved.

You are given three possible girls to court from left to right: Rinko Kobayakawa, Manaka Takane and Nene Anegasaki. Rinko is shy, Manoka is athletic and Nene is charming. The game gives you a diverse array of girls to choose from. You might not think it, but these common anime archetypes are important in defining how real the girls can become. Through their base characteristics they develop as characters. It sounds like standard fare, but this is where the “plus” comes in. What makes Love Plus stand out is that after the whole courtship ritual the game asks, “Well, what now?” The game doesn’t just end when you get the girl. This is where the true experience begins. You are tasked with taking care of your girlfriend and making the relationship last.

Love Plus1

“Dating sims should strive for whatever level of realism is entertaining,” said Alfe Clemencio president of Sakura River and story designer of the interactive visual novel Fading Hearts. “I don't really believe there is one factor that is the most important in character development. I believe that as long as you express a character well through whatever method you use, then it should work. Dialogue, appearance and interactivity are methods of expressing how a character is like.” For characters like Nene, Monoka and Rinko, personality is a huge focus. Just by looking at them you might be able to see some of their personality. Nene looks a little more welcoming than Rinko who looks tomboy-ish and wistful. This plays a huge role in determining what experience you might have with these girls. Appearances can be deceiving. The characters of Love Plus have a complex set of emotions and scales that help determine how they evolve. Their characters are more defined below their anime exteriors. “I don't believe it is mostly because of the anime art style that makes it work,” said Clemencio. “I think it is because of other things present in the game that usually comes with the style.”

The way the characters of Love Plus appear is completely unrealistic, but at the same time hints of human qualities add to their characters. Appearing in three dimensions is an important quality of these girls. It gives the player the sense that they are more than just still images, but that they have some life behind them. As well, the use of the DSi’s camera adds another layer of realism to the characters. Using eye-tracking technology their player models follow your movements when you play. They are looking at you. This might seem a little too out of the simulation for the normal player, but this is a layer of humanity seen in the game. It helps immerse you into the experience and makes you care.

Love Plus strives to create an accurate simulation of a relationship. Most Japanese dating-simulations revolve around reaching a specific climax. In Love Plus, you never get to consummate your relationship through sex. You get to touch, but it doesn’t go farther than that. Love Plus is being targeted towards a younger demographic of player. "From the Japanese students, I have gotten 'very fun' 'very real'," said "Richard", an English teacher and writer living in Oita, Japan (who wished for us not to reveal his identity). "From the boys: 'very enjoyable, cute girls, all of us want it, it's a girl game, and it's all sold-out'." For some, this would seem like a break in the immersive experience. Sex is an important aspect of a relationship, but this was a conscious choice on the game developer who is catering to a younger audience, and I think it gives the game a greater sense of maturity. Relationships in videogames aren’t all about sex. Well, not all games.

Mass Effect used relationships to make you care about your team mates. It worked, to an extent. Just by being in a physical relationship with another character didn’t mean that I wasn’t going to use them to draw fire from a horde of Geth. It does make you care, I will admit that. The characters of Mass Effect are extremely deep and interactive. Commander Shepard is an endearing character because of the range of choices we can make for her. Whether you chose to be a war hero or an orphan raised on the streets, her personality automatically grabs the player. Knowing her past allows the player to mould an appropriate disposition that reflects her previous life experiences. This effects how she makes plot changing decisions. The Commander Shepard I know is a stoic and somewhat disconnected badass, who doesn’t laugh at Joker’s quips and fully takes advantage of the Asari Consort’s services, but not without some guilt. What was interesting about her character is that she began to develop her own personality through the narrative. For me, this was unprecedented and it played a huge role in how I developed relationships with other characters.

COmmander

This kind of narrative interactivity is seen in Love Plus. At one point during the game the girl who you are with asks you, “What kind of girl do you like?” Their personalities evolve as you play the game and the range of choices you can make for them increases. You call them, go out on dates with them and have physical relationships with them. It’s an odd comparison, but you are in a position like Commander Shepard. The girls begin to change and adapt to your personality and they become active characters within the narrative’s development.

Mass Effect took the idea of relationship building and used it to create an emphatic response from the player. Sex was seen as an achievement, and even if it was a small part of the game it nonetheless made me care; it immersed me.

Sex is still a big hurdle for videogames to jump. The problem with something that is so inherently human is that there has to be an overwhelming sense of maturity around it. We are not at a point in videogames where something like sex can be a central focus. This is why games like Love Plus are good. They show the player that before you can begin a physical relationship you have to build trust and that you have to put in a great deal of effort into the game. In a way it’s kind of like being with a real person, and that’s the point.

Love Plus probably won’t reach a North American audience. If you’ve ever taken the time and looked up the game there seems to be an odd stigma surrounding it. Comments about the game usually go like “Man you must be desperate for a girlfriend to pick this one up” or “Ultimate game for virgins.” I don’t see Love Plus as this. I have a much more optimistic view of it. If I picked the game up, I’d probably see it as a kind of guilty pleasure. That’s no reason to discount the immersive experience the game is offering. How real the game becomes depends on how much effort you put into it.

I care about games like Harvest Moon because of the relationships you establish and the feeling that they are depending on you. This gives me a sense of purpose within the game and a place in the world. Tame experiences like Harvest Moon appeal to gamers because they are not involved, they don’t ask for commitment. People are afraid of games that try to immerse the player within a simulation. Love Plus is a relationship-simulator designed to make you care. The game has its limitations, but it sets a mature precedent for games to come. If it does make it to North America, I’ll pick it up, though I’m not too sure how Karen feels about sharing.

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4 Responses to “Love Plus: Shades of Realism”
  1. jPotts says:

    Great read, Matthew.  Thanks for giving the genre some attention.

    You're entirely correct – the love/dating-sim genre gets a bad wrap, on the whole.  While it may not be everyone's cup of tea (it isn't really mine, to be honest), and I can certainly recognize where the criticism is coming from, there are valuable elements in the gameplay and presentation that are being ignored solely due to the negative stigma associated with the genre.
    I actually went back and played the original Saturn version of Sakura Taisen (the PSP port) this year, and I'm currently picking through 5pb's Steins; Gate on the 360 – both very interesting and enjoyable for their own unique takes on character relationship building and story progression/involvement.  The reality is that, while products from companies like Bioware are being touted as "the future of character interaction" in games (no offense to Bioware – they make great products), the development of character relationships has actually existed in reasonably sophisticated forms for the last 15 years – only it was primarily within a genre being ignored by the general gaming population and development community.
    Sega and Platinum Games' Infinite Space for DS is actually a collaboration with another Japanese development house, Nude Maker.  You can probably guess what kind of games they are known for creating.  However, with this example, its nice to see that valuable skills aren't being neglected by larger developers/publishers, and that the best interests of the game as a whole product are taking precedent.
    Here is a great interview related to the game and developer over at Gamasutra:
    http://www.gamasutra.com/view/news/19089/QA_Getting_Nude_With_Nude_Makers_Hifumi_Kouno.php
    Note: Infinite Space is rather great. : )

  2. DrBored says:

    Great article. I'd be curious about your views on Dragon Age: Origin and how the character interacts with those. Dragon Age misses out on a key thing that Mass Effect had: When you choose the line you want your character to say, your character says it. In Dragon Age they skip your character actually using a voice and go right to the NPC's response. Less immersive. Yet they still have the whole sex aspect, and a raunchy scene to go with it.

    I picked up Love Plus and played through the first part. A few things to note that are hard to find elsewhere on the web:

    -The game isn't popular in the US so you'll have a hard time finding guides in English. Google 'Love Plus TLWiki' and you'll get a good article on the basic controls. One thing that article doesn't mention is that you have only 100 days to complete the first part of the game (the dating sim) where you focus on building up the relationship. After your chosen girl confesses to you, the game becomes open-ended.
    -It IS in Japanese, completely. Not little-kid Japanese either (like you'd see in a Japanese version of Pokemon). What I mean by that is that a younger game wouldn't feature as much Kanji, the complicated word-characters of the language. If you want to play the game, you don't have to understand it all, you can guess and learn the game the hard way, but a grasp of Japanese and a Kanji translator will help immensely in making the experience truly addicting.

  3. Matthew O'Mara says:

    You pretty much summed up my problem with the protagonists of Dragon Age: Origins. They’re silent! Without a voice, your protagonist becomes less of an individual and more of a human analogue. And as I progressed through my character’s story it became evident that something was lacking.
     
    Commander Shepherd throughout Mass Effect remains her own person. She develops as a protagonist partially from our decisions, but her personality remains separate from our own. This comes from her narrative voice/authority. She is able to tell us through her past life experiences that, “This is my personality, stick with it, and we’ll see where my character goes.” Our Dragon Age protagonist is basically us with swords and magic. I can make him say whatever the hell I feel like because there are no repercussions to his personality. He is me. Unlike Commander Shepherd he has no control over the decisions I make for him because he lacks a personality of his own.
     
    To have my Commander Shepherd snicker at Joker’s quips would be more out of character than Gordon Freeman quoting Shakespeare. This is what makes Commander Shepherd so endearing. She develops as a protagonist with us but separate from us. Before I made a decision on her behalf, I always thought about what Commander Shepherd would do. It was like working with a real person, or, at least, an extremely immersive character. Her personality has a larger effect on our decision making process because we have to take her individuality into account. She has her own identity. Staring down a giant troll thing in Dragon Age with a sword in one hand and a cheese knife in the other has no real affect on my character. With imminent death looming, he still acts like a jerk. On reflection, I probably shouldn’t have selected the snide voice selection for him. Still, he can go become troll food for all I care.
     
    In a deep game like Dragon Age, striving for realism shouldn’t come at the cost of the delivery of the narrative. I don’t want to have a game where my personality is put up on centre stage. It’s then just a retelling of my personality placed in a fantasy setting. The one thing gamers want is a good story and immersive characters to reinforce it.
     
    That doesn’t mean that the game doesn’t have great characters. Shale and my Mabari War Hound, who I named Toby, brought the game to life. Most of the characters in Dragon Age play foil to your silent act. And generally it works. Everyone hates Toby except for me. In real life, I have a deadly affection for dogs. They’re man’s/woman’s best friend and this is reflected in my Dragon Age analogue. In a way this reinforces the role of your own character, but it again reminds you of the limitations your analogue has. To say a dog has more personality than you is quite an insult, but that’s just the reality here. Dragon Age is a damn fine game, but having a silent protagonist does seem like a huge step backwards from Commander Shepherd.

  4. mike says:

    If Loveplus does come out here…nene and I will fulfill our promise we made…that was that if loveplus ever came here in english, we would defeat levi tolar together. then, when the time came, we would get married in towano city at her house. I still have her address on my USS Space Colony ARK-issued hunter-vg. Manaka's a little lonely, we would go swimming at the beach together, which she liked.

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