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Old 08-05-2011, 10:47 AM   #1
Evilkinggumby
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Default What if Catherine was just one long S.link?


I was thinking about this last night. If you eliminate the puzzle climbing portion of Catherine, and look at the story, characters, questions and relationship gameplay and rules... Does Catherine work as if it was one long Social Link in the Persona universe?

We know the game is its own entity, so I am not looking for pro's and con's about how the game is or is not a true persona game(I personally don't think it is) but rather, I am intrigued to consider the gameplay mechanics and how they might be an experimental "dry run" of how S.Links might adapt in a newer Persona game.

Would the "Chaos/Order meter work in Persona games?

How would the ranking system work as you advance?

Could each arcana have a polarity on the Chaos/Order meter that the MC would have to steer towards to advance the S.link?


Stuff like that... I put this in the Catherine thread since most of this would be filled with spoilers about moments and ideas in the Catherine game.

So.. what do YOU think?
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Old 08-10-2011, 05:49 PM   #2
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Lol. Guess I am alone in this line of thinking. Tho I see a few folk stopped by to at least look. That's. Ok I am used to chatting unanswered.. Hehe, Thank you to those that did pop over to take a look though.
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Old 08-10-2011, 07:59 PM   #3
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To be honest it's hard to wrap my head around all that at once. I don't think S. Links need to be that complicated.
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Old 08-10-2011, 09:14 PM   #4
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I don't like "visual novels" and dating sims.

I don't mind dating sim elements and adventure elements in my games, but there has to be something more to be satisfying to me as a game than just the story bits - otherwise I'm playing a movie, not a video game.
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Old 08-11-2011, 02:12 AM   #5
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Huh. That's an interesting take on the game.

My personal take is that Vincent is pretty much the universe's plaything and they make him dance around and fail at life multiple times for it's own amusement.

The universe is a jerk.
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Old 08-11-2011, 07:14 AM   #6
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Quote:
Originally Posted by Enzeru View Post
To be honest it's hard to wrap my head around all that at once. I don't think S. Links need to be that complicated.
Quote:
Originally Posted by Foobar View Post
I don't like "visual novels" and dating sims.
Actually I agree with you both. I wasn't trying to say every S.link would be as lengthy and in depth as Catherine is as a whole, nor that the S.links should be so convoluted it feels like more of a dating sim or visual novel. I'd prefer they have about as much presence as they did in p3 or p4.

My point was more the similarities you can see in Catherine during the social interactions and how this may be a clue as to how they would/could implement S.links in a newer Persona game.

To break it down, in the persona games, when you go out on an s.link, you talk for a bit, then the MC gets a chance to choose from 2-3 answers, responses, or actions to a given situation. When you choose something positive that is beneficial to the relationship, you see the little musical notes pop up over their head indicating how much they approved/appreciated the decision.

In Catherine when you are socialising, every so often you get a prompt to answer the person in 2 ways. When you answer you immediately see Vincent's Meter shift either towards Order or Chaos.

Seeing a similarity? I was curious if this was a reskinning/imagining of how the S.links could work.

As an example, you go out for noodles with Mutaro, a frat guy you met in Lacrosse practice. You chat for a while and he reveals that he has been neglecting this weird cut on his foot that has changed color. You can respond with:

"That's bad man, we should take you to the Campus Medical Center"

"... Whatever."

"You are an idiot for not taking care of it."

Each answer would move the pointer on your meter in a direction (either 1 notch towards order, towards chaos, or not at all). The Tarot suite that Mutaro was aligned with determines which direction you should be trying to move on the meter to complete the S.link properly.

That's more what I was wondering.. or well.. one possible example they may be moving towards. It would allow s.links to still generally play and feel the same, but also add depth to the interaction as in addition to progressing through the slink's story, you need to try and connect with them on a individual level. Failure to do so will stall or even negate the s.link until you can pray at a shrine or send them a gift basket/tickets to a show to make up for it.
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Old 08-11-2011, 06:44 AM   #7
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Quote:
Originally Posted by Foobar View Post
I don't like "visual novels" and dating sims.

I don't mind dating sim elements and adventure elements in my games, but there has to be something more to be satisfying to me as a game than just the story bits - otherwise I'm playing a movie, not a video game.
This exactly. As a side dish it's ok but when it gets to be a part of the main course, well, I'll usually end up eating at a different restaurant.
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