Mechanic Research: Scarlet Hollow Multi-axis relationship system

To support my research into visual novel-related mechanics, I looked at the relationship system in Scarlet Hollow. Compared with the more common single affection value or simple branching choices in traditional visual novels, Scarlet Hollow focuses more on how NPCs understand the player from multiple angles. It does not only record whether a character likes the player or not. Instead, it uses multiple hidden relationship axes to record how the player appears in that character’s eyes, such as whether the player seems reliable, open, assertive, or perceptive.

This mechanic was useful for helping me understand the reputation system in The Verdant Trail. My Reputation Manager prototype used a much simpler structure: Marcus and Sierra each had their own independent affection / reputation value, and the player could change these values through dialogue choices or item delivery. This structure was more suitable for a Vertical Slice, because it was easier to implement, test, and understand.

However, Scarlet Hollow made me realise that if the project continued to expand, NPC relationships would not necessarily have to be represented by a single value. Sierra and Marcus’s attitudes towards Tyler could be built from more specific behavioural impressions. For example, Sierra might care more about whether Tyler is reliable and willing to help her, while Marcus might care more about whether Tyler is honest and observant. In this way, the reputation system would not simply reward the player for choosing the “correct answer”. Instead, it would record the player’s behavioural tendencies within relationships.

At the same time, this kind of multi-axis relationship system also shows how easily the scope of a reputation mechanic can grow. Every additional relationship dimension requires more dialogue branches, NPC reactions, and testing content. For our Vertical Slice, a single reputation value was more suitable as an early prototype. However, Scarlet Hollow still provided a useful long-term design reference: a relationship system can record how characters understand the player, rather than only how much they like the player.

Reference:

Black Tabby Games (2020) ‘Creating a dynamic relationship system in Scarlet Hollow’, Medium. Available at: https://blacktabbygames.medium.com/creating-a-dynamic-relationship-system-in-scarlet-hollow-eb175aa899a8.

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