By “Communication game” I mean something like Animal Crossing, Harvest Moon, or Chulip. I’m not going to try too hard to give a good definition, but to give you a better idea of what I’m talking about: every NPC should have some kind of story (even if it’s implicit, like in Animal Crossing), there shouldn’t be battles, and any kind of “adventure” is kept to a minimum. These are games about talking to fictional characters and in some cases living a life. Somehow this description also applies to visual novels/dating sims, but I feel like there is a big difference in approach between these genres beyond the ability to freely walk around. I guess when compared to a visual novel a communication game is more gamey? In the sense that there is either minimal story, or the game can be fun even if you totally ignore the story and just interact with random NPCs.
This is one of my favorite kinds of games, but I really can’t think of that many examples of them. So I wanted to see if any of you IC people know of some deeper cuts in the “communication games” sphere. Specifically I’m curious about pre-Animal Crossing communication games. I feel like this is something that might have been explored in a limited way on 90s Japanese PCs?
I’m also interested in a more general conversation about these games. Despite how massively popular Animal Crossing is, it still in some ways feels to me like an extremely polished prototype of an unfinished idea. How can we make games purely about talking to people deeper/more fun/do things they’ve never done before?
By the way, feel free to ignore the criteria I gave above if it seems sensible to do so. For example, Shenmue could totally count as a communication game. No one plays Shenmue for the battles, I’m pretty sure.