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Hello, Alex here!

In previous posts, we have told you how relationships in Paralives will be defined by a variety of labels that will be unlocked as you develop your links with other characters. We have also explained how doing interactions as a group will be pretty easy in our game. Today’s post is all about the gameplay that will make your characters develop relationships when doing interactions together. This post is for Patrons only so please don’t share it, thank you! 🔒

👩‍🏫 The Basics

👨‍👩‍👧 Togetherness: As long as they are spending time together, the relationship between characters can develop

🃏 Together cards: When characters spend time together, you can periodically select a development for their conversation and their relationship as a whole

🤝 Togetherness

To develop a relationship, instead of queuing many social interactions like you would do in other life simulation games, you can make two or more characters do any interaction together and during that time they spend together, their relationship can slowly evolve.

Our character Sebastian is hanging out with two townies, Jason and Maggie. They are doing push-ups.

⭐ Why we like this gameplay mechanic:

You can develop relationships with a whole group of people at once, not just with one-on-one interactions (thanks to Paralives’ mechanic that allow you to quickly select many characters and make them easily do something as a group)

Characters will stick together and do interactions as a group instead of the player having to queue many interactions or else the characters will stop interacting together

🃏 Together Cards

When characters do interactions together, from time to time, you can choose developments for the conversation and how the relationship evolves. This is what we call the Together Cards.

When spending time together, the Together Bar fills up (it currently is set to take 1 in-game hour).

Every time the Together Bar has filled up, the player can click it and is then offered a choice of 3 Together Cards that can evolve the conversation and relationship in different directions. In this image, you can see that our character Sebastian can ask the townies Maggie and Jason what their job is because they don’t know each other a lot yet. Sebastian can also share tips about push-ups because that’s what they are currently doing. This will give a small gain to the fitness skill of all 3 Paras in the group.

⭐ Why we like this gameplay mechanic:

The game can smartly suggest relationship developments that are appropriate for the current context and throw curve balls that will create interesting events that will impact the relationship.

You don’t have to navigate an overcharged interaction menu to choose a specific social interaction and repeat that many times in a row if you want to develop a relationship between characters.

Evolving a relationship will be done somewhat slower, over multiple days. Flirting with someone and marrying them all in under 30 in-game minutes will be a lot more rare in Paralives.

🎮 More Examples

After Maggie left for work, Sebastian kept doing some workout with Jason and started to get a bit flirty. On the right, you can see that the conversation became romantic as well as being focused on their common interest for fitness. Some Together Cards have a success chance, like the ones for flirting. The more romantic the conversation is and the higher compatibility two characters have, the better the odds. Also, notice how the second card has a blue border and the label “Energetic”. This Together Card is tied to one of Sebastian’s personality traits (see last week’s post for more info about personalities in Paralives).

What we really like about this system is that from time to time, townie characters that you do not control can take an initiative that you can react to in different ways. For instance, here, Jason wants to kiss our character, Sebastian and we can choose a Together Card as a reaction.

As discussed in a previous Patreon post, labels that describe the relationship between two characters can be unlocked and upgraded to a higher level. This is done through Together Cards. The blue rectangle represents relationship labels that will be unlocked or upgraded if you select this card.

I chose to unlock the “Fitness buddy” label! When looking at the social menu, we can see that this label has been added alongside the other labels that already defined Sebastian’s relationship with Jason.

I hope you enjoyed this first glimpse at the gameplay to develop relationships in Paralives. We’re eager to share more about all the situations you will be able to experience with this system!

Bye!

AlexEdit - February 7, 2024: This post is now public, feel free to share it!

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Comments

Holly

I love this so much!! I really like how we can choose different ways for conversations to go and how characters we’re not playing as can initiate interactions. Amazing work as always!

teszter.bp

what are the benefits of different levels of labels? :) what happens if I choose friend lvl 2 to 3 instead of fitness buddies?

horribledynne

oh yes townies being able to initiate social interactions PLEASE. this seems like a fun system that allows for progression with minimal menu surfing.

Maxayn Henderson

I really like this....forr the kiss option one, I would like it if my shy para could say I'm flattered but I don't know you well enough. More of a I like you but not ready for that next step yet. I notice a lot of life sims games have a yes or no and sometimes I want a maybe option. So is there a book club activity 🤔?

ladyteruki

It's very interesting. "instead of queuing many social interactions like you would do in other life simulation games" ...oh you know the ones 😏 At first I thought, hm, but doesn't that limit player options ? What if I wanted to be neither a friend, a lover or a fitness buddy ? ...And then I realized : yeah, and that's the great part ! Just like in life, you're not always in full control of things in Paralives ; you have choices, for sure, and God knows this game is very customizable. But the gameplay as explained here seems to imply that the philosophy of Paralives is more to create things to react to, rather than a vast sandbox where everything is possible. AND IT'S A GOOD THING ! That's actual gameplay, contrarily to, you know, That Other Game™, where everything is possible and it becomes a machinima generator rather than a game, and it's bland, and almost a decade into it there's tons of content but everyone is bored and/or repeating the same things over and over again. But this, this is actual gameplay ! In these moments when the cards appear, you are asked to make decisions, and that's what a game is ! Especially if it takes into account your previous choices for traits, or skills, or activities, or previous interactions, or what have you. There's a smartness to it, an unpredictability that means everything can truly happen, not because the game is needlessly goofy, but because it assumes that as a player, you want things to react to, to be surprised with, to be moved by... Oh the potential for being MOVED in Paralives just grew tenfold, it's amazing ! Obviously the more mechanics are involved in the calculations for Together Cards, the better, because such things only work if the engine is sufficiently smart, and the options sufficiently numerous, for it not to become repetitive and predictable. If the system is not complex, it quickly becomes faulty. I actually wonder if mods will somehow be able to be added... can people just CREATE new Together Cards ? How would that even work ? But based on this preview, it sounds like something relatively easy to expand on even if it's just the Paradevs. At the risk of repeating myself week after week : that's what a LIFE SIMULATION is. You can't do everything in the world (and especially not in a record time). To paraphrase the famous sentence : you can't just put friendship coins into people until relationships fall out. In real life, you have to make choices, not always those you had planned to make, not necessarily when you were prepared to make them. Sometimes it's good and you're happily surprised, and sometimes it's bad and it requires some light problem-solving abilities just like in other non-boring games, and sometimes it's neither and you just let the game take you where you didn't think of going. That's great. I like that. My inner control freak is unhappy, but I've seen what life simulations make control freaks happy, and they make for lousy games. This ? This is the stuff.

Gaby Fraga

I am curious to whether or not it will be possible for characters to develop relationships withouth me directing that. Like, can a npc that my character is flirting with choose to kiss him without my input? Or just star flirting with him randomly? I like this level of randomness as I'm not that much of a micromanaging player, so I'm wondering wether or not my character can have agency to accept or reject a first kiss without me having to accept or decline that

Beth Anne

I love this. It really feels like I'll be able to get to know other Paras rather than just unlocking information about them.

Zuzanna2002 Czarnota

I didnt know i needed conversation gameplay but I sure needed conversation gameplay, thank you very much

Robyn

This is amazing! Really well thought out alternative system, i'm excited to learn more and play :)

Domon0310

I'm curious about the success chance and how exactly it is calculated. You said it's based on the compatibility and how romantic the conversation is. So to raise the success chance for asking to be lovers you basically have to spam kiss, kiss, kiss interaction? And will environment have an impact on it? Like a romantic standing in the rain or being together at the beach at sunset?

Märta Elf

This sounds amazing!! 😍

Jonathan Martinez

I really like this system, Altho I’m curious on how it ties in with the classic “select a social interaction from the pie menu”

Kiiiwiii

Love this. How does it tie together with the menu of when selecting a para? Adding one? Can you lock it to only you 2 interacting or does it have to include everyone in the "area"

Kiiiwiii

Can you have 2 different conversations? Being flirty with Jason but not with Maggie, for example?

mortia

I love this idea, but having random people drop into every conversation in public in TS4 has left me shell shocked. Will people starting to talk in groups be autonomous or will you be able to choose who you want to include and exclude?

Maurice Marquis

I love this! While it is easy in a certain SIMulation game to just spam "ask favorite color" and get married the next day, I actually like the social part of simulation games and I appreciate the drawn-out relationship building part of this game!

ramaru

These mechanics are so interesting! One thing I really love about this game is the critical thinking you guys do to innovate and improve on really basic mechanics like needs, relationships, personality, etc. Paralives isn't content being just a Sims clone and I love to see how its carving its own little special corner in the genre. Of the 3 upcoming life sim titles, I find watching Paralives grow is the most inspiring. Please keep up the great work team and don't feel rushed! <3

BekkiRoss

I’m so happy we’ll be able to chose how to respond to other Para’s interactions! 🤩 Or at least some of them! That’s something I’ve been missing in other games!

Jordan Ay'che

Oh I'm loving this one by far. The potential that this has is absolutely mind blowing. It's like a life sim with a little bit of "choice based game" sprinkled in. Very excited to uncover more and dive deeper into this aspect of the mechanics

GXSimmer

Great features! Love it 😍

Niall Arashi

I love this! Beeing able to increase ones relationship to activities other than talking is not only brilliant, but also exactly what I prefere IRL. As others, I'd also like to be able to randomize which of the three cards is chosen in certain situations. Maybe there could be a little button (a dice, maybe? but that could also be read to reshuffle and give new cards), so it would still be the players decision that a para "chooses for themselves".

Laney 68

I love this ! Being able to chose the direction of a relationship, and if you're para is with a group relationships should naturally develop with each individual is brilliant. This is exactly what a life simulator should be. Wonderful guys ! Love to you all xxx

ZLoves212

"Flirting with someone and marrying them all in under 30 in-game minutes will be a lot more rare in Paralives." ...We're all here for the one-legged lamp ✨shade✨😌😎

lias

Oh this is so cool! I Love the idea that you can't Just spam Interactions and that the game Sort of decides what options for developments are appropriate in this Situation. I'm a little controlfreak usually but it also tends to bore me quickly so this is def exciting. I have a quastion though! If a conversation between to paras in a group turns flirty will paras outside If the flirtation react? For example two paras start being flirty in a random conversation they are having with 2 different paras. Para 1 or the other two has a crush on one of the flirty paras and becomes sad or angry and decides to leave the conversation because they are upset their crush is flirting with someone. Para 2 of the others is indifferent two either of them romantically but they get uncomfortable with the conversation If it gets too flirty. Would that be something that's possible with this system or is being considered? Because i really enjoy when Things have an effect on paras that i cannot Control. I really Hope the relationship system makes Not Just for in depth relationships but also for a whole lot of Drama! Anyways it's an amazing post thank you so much for it!

nemo

I'm really loving all of this! Very dynamic and seems like it'll make for interesting game play

Joy Kennedy

Y’all just think of the modding possibilities with this system!

illykitty

I like being able to make a relationship/type of relationship stronger by doing activities. It's such a versatile system. Imagine watching movies, going to do something like bowling or having book club friends! Also I'm intrigued by the cards, but I also like others hope for some form of automation, just because I'm not always completely involved in the lives of my simulated people. Some I might want to play with in this way, while others, I'm not so invested.

aza

I am crying and crying and running around in circles right now. Holy cow, you guys have really changed the game!! I am so freaking excited about all of this ahhhhh

Oddface

Really glad this game is rethinking the things we’ve come to take for granted with other games. Navigating a menu of dozens of confusing and often interchangeable social options just isn’t very fun. Giving fewer, but more meaningful options is a great move. Giving townies the ability to make the first move is an amazing addition too. It’s sure to make social gameplay a lot more dynamic. I’m really interested to see how it all works in practice once it’s fully implemented. The potential here is just really exciting!

Juan Martin

I’m glad to see relationships will grow slower in Paralives, it makes no sense for someone to become your best friend after an afternoon at the gym.

Ilan Raviv

WOW!!!!!! I can't wait for this game to come out! I want to play it as it is right now!!! And to think it's only the beginning!! Consider me amazed! thankyouthankyouthankyou!!!!

Mariah Scruggs

Oh wow, I hadn't expected the idea of chance cards to be implemented into the game, but I think it's a great way to develop the characters without going too fast or getting overwhelmed by the options. All this makes me so excited for when I can play this game for myself 😁 keep up the amazing work!!!

Simmons

I really love the idea of cards and I think it would be cool to expand on it. Perhaps Paralives could have a scrapbook of some sort, containing a collection of "postcards" that highlight significant and meaningful events in your Para's life, including tragic ones. Your Para could even earn rare postcards by achieving milestones such as getting married quickly or advancing quickly in their career, etc. Not only does it emphasize the theme of cards, but it also allows players to look back on the lives of the Paras . Additionally, it would be enjoyable to collect rare postcards or discover Easter egg postcards.

Kim Soohyun x Kang Seokhwa Shipper

you guys are really doing something amazing with the relationship building system. Makes the Sims system look like Mcdonalds. "Get a best friend in 5 minutes" SMH thats just cheap, low effort, and unrealistic.

LightDeficient

I love it, especially how townies can take initiative and you can choose how the story goes! However, I have one simple suggestion. I think many of the interactions we’ve seen need to be more ambiguous for storytelling and more condensed. Condense the interaction queue as well, there are too many filler words that don’t really add anything. For example: ”Ask if they are single” becomes ”Ask if single”, ”Ask relationship status”. Also with the way your para can respond, I’d prefer if that were more simple and ambiguous too, for storytelling. Perhaps add just thumbs up, thumbs down, a happy, neutral and unhappy face, or something! Not a line of what the para is saying because it gets repetitive. I also hope these don’t pause the game, and that paras you aren’t actively controlling can make MOST decisions on their own. (Setting?) Proposals and such things should still demand the player’s attention for obvious reasons.

Rini_Sama

I'm amazed by this relationship system! I can't wait to see more types of relationships like a one sided crush.

pekeniax

This seems really cool, but could we also have a "random" selector of cards? I like to give my characters some freedom when it comes to relationships and this doesn't seem to have that 🤔

pekeniax

Also, does this mean we won't be able to leave the game run by itself and it will wait foverever until we pick a card?

nini

It’s kinda confusing for me at first but I love this so far!!

Donny Miles

I really love this system! My only concern is if the percentage chance of success is always visible it could take away from immersion somewhat? But this also could be an on/off option? Well done! : D

BooDotBoo .

I wasn’t too sure, at first, but I like this idea. I like the thought of a relationship taking time to develop. Tbh, in another game, I would just get up all my Sim’s stats, then let them talk on the phone or something for, like, a day and they’d be ready to be married. I liked that I could do that for fast play, but even when I didn’t do that, relationships grew quickly, so there wasn’t much challenge in it. It’s unique, and well, and I like that.

Panthro Samah

Really amazing. It's a mechanic that rewards player interactivity without giving complete control. We can be surprised by the game, but still can influence the decisions. Really great. One question: When you're in a group and choose a "Together Card", it could impact Paras differently? For example, you could choose to gossip and if Maggie loves gossip and Sebastian hates it, it will increase your relationship with her at the same time that diminishes the relationhip with him? It could be interesting to create naturally occurring social dynamics, like cliques, in the game.

Auntyleti

This is simply amazing. Thank you for sharing what you are creating, it really helps. It also makes me impactient for the game, but that's part of it, I guess.

Naaguini_971

Wow!! This is such a good idea.

Naaguini_971

I think it would be a good idea for labels to be in different colors (for exemple: "friend" in green, "fitness buddy" in blue, "Romantic interest" in pink or red). It might be a difficult to read when you have a lot of labels with a para. (Excuse my english, it's not my first language)

Kayleigh

As others have pointed out, if you are playing multiple Paras in one household you would get right back to the micromanaging we’re trying to avoid if you were clicking between cards all the time. Having a simple toggle on the UI per character indicating whether you want to have control over the card choice for that Para could be a good solution. Perhaps for an in game day or two, you really want to focus on the life of one particular Para in the household, and let the others do what they want (autonomous card choices could be weighted based on their personalities and relationships with the other Para for some realism?). Then you can toggle the choice control back on when you’re ready to pay closer attention to the others again!

Leaf

I'm really happy that paras we aren't playing or in control of can take initiative in relationships, since this way there will be more surprises in gameplay. And I feel like this will help make paras feel more 'alive' since relationship gameplay doesn't have to be solely player chosen.

Elen Pink

Hope there's a chemistry system

Morgan V

I’m so happy noncontrolled paras can react to the player character without player interference! Is there a chemistry system? What decides if a para has a crush or becomes flirty?