Difference between revisions of "Virtual Dating Simulations"

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[[Category:Video Games]]
 
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[[Category:Virtual Environments, Concerns, & Issues]]

Revision as of 21:49, 13 December 2011

Virtual Dating Simulations, or dating sims, are a subgenre of adventure games and are modeled after the style of role-playing games that have gained popularity in recent years. In such a game, the player gains and develops a romantic relationship with one of the featured characters. (Back to index)

Prince of Tennis Dating Game for Nintendo DS

Characteristics

Players start by choosing a name and gender for their playable character. They can choose from a set of personality traits and physical attributes to give their character dimension. Users then complete a set of tasks in order to receive points and boosters for their personality statistics, such as attractiveness and intelligence. Characters will show increased or decreased attraction to the player based on decisions they make. Throughout these simulations, time plays a key role by helping to determine when specific events will occur as well as control the energy status of the player. Players are able to develop a storyline from their actions. They can then become friends with characters that they are not romantically pursuing. Rivalries and conflict come into play in most dating simulations, making them more realistic.

Styles

Dating simulations are usually divided into two different styles, linear and nonlinear.

Linear

Linear games have a set storyline and the least amount of game play. Within dating sims, linear games are most prevalent as visual novels. These games focus more on a storyline, and value dialogue over player mobility. Players have set actions and cannot explore different areas of the game. There are almost no statistics in these games, so a player’s ability to gain a relationship with a character is based solely on their answers to specific questions asked by the game characters.

A popular game in this style is Surviving High School.

Nonlinear

Nonlinear, or open world games, give players the freedom to customize their playable character and more regions to explore. They also have multiple ways to boost statistics through mini games and regular actions. More strategy is required for nonlinear dating simulations; there are multiple "correct" answers to questions, and the player's actions play a very large role in determining who the player ends up with. These games generally have multiple possible endings.

Popular examples of this style ranges from the extreme like in Second Life where players have the freedom to do whatever they choose and there are no limitations, to the more controlled, like in Star Ocean, Persona series, and Harvest Moon.

Popularity

Dating simulations have large audiences within East Asia, and Japan is one of the lead developer of these games in the world Template:Cite. A major difference between dating sims in Asia and the United States is that in Asia, visual novels are more prevalent and are considered more romantic and complex [1]. Their Western equivalent would be interactive, computerized versions of romance novels.

Recently, Japan has created a new addition to their dating simulation and visual novel collection known as Webkare, or web boyfriend. A web game geared towards females, the site gained over 10,000 members just five days after its release on September 10, receiving around 3.5 million page views. This website is blend of social networking and a dating sim where players have to work with other players in order to advance in the game. The game also includes tweeting and status updates of players relationships [2].

18+ Adult Games

As popularity of dating sims grew, an adult version of these games emerged. In these versions, players can have romantic and sexual relationships with game characters. These games usually fit under the category of H Games. These games are usually made by private companies in Japan and are only available on the PC. They feature censorship, and are available to individuals 15+.

Criticism and Reception

While there are positive reviews for the creativity and original game play of certain dating sims, there are many arguments against them.

Critics generally argue [who?] that dating simulations detach people from reality. Instead of going out and meeting people in real life or on dating sites, the introverted and lazy can escape through dating sims. They can also cause people to hold unrealistic expectations of romantic partners. This separation from reality is considered unhealthy by many, and is seen as degrading principles and morals due to the explicit games available within this genre [3].

For women, there is even more criticism that comes from the fact these types of games are unnecessary and are seen as an inability to be coupe and speak for themselves in the real world Template:Clarify [4].

Others [who?] say that role-playing games are learning experiences. They argue that players are able to judge their morals in these games and usually choose options that fit their ethics and principles [5].

It can also be argued that dating sims are beneficial to the LGBT community, as many games feature same-sex relationships.

Ethical Concerns

Virtual Dating Simulation games oftentimes end by either winning or losing, with the player losing by failing to "finish" off another member of the opposite sex, with the term "finishing" referring to either marriage, having sex, or falling into an eternal love [6]. As players learn the tricks to most effectively and efficiently win the game, especially in linear models, it can be argued that for some players, the line between reality and the online environment will become blurred and for those players, unnatural expectations in dating situations experienced in real life will occur. This could potentially lead to a more relaxed view towards unwanted sexual advances and an increase in rapes.

Dating sims can also be seen as an open door for those seeking child pornography, since animation created in other countries may violate existing laws in other countries.

See Also

References

  1. Ishaan. "Visual Novels: A Cultural Difference Between The East And West." Siliconera. Retrieved 4 Oct. 2011. [www.siliconera.com/2011/02/17/visual-novels-a-cultural-difference-between-the-east-and-west/]
  2. Toto, Serkan. "Japanese Girl Sensation: Virtual Boyfriends (Webkare)" TechCrunch. Retrieved 5 Oct. 2011. [1]
  3. "The Missing Human Connection" Genius Coaching - Great to Significant. Retrieved 5 Oct. 2011. [2]
  4. Royse, Pam, Joon Lee, Baasanjav Undrahbuyan, Mark Hopson, and Mia Consalvo. "Women and games: technologies of the gendered self." New Media Society 9 (2007): 566-572.
  5. Simkins, David W., and Constance Steinkuehler. "Critical Ethical Reasoning and Role-Play." Games and Culture 3 (2008): 338-342.
  6. http://en.wikipedia.org/wiki/Dating_sims