ABSTRACT
This chapter discusses the system of affection (SA), a bonding system designed so that players can create parasocial relationships with non-player characters (NPCs) acknowledged by the game. The first part of this chapter presents an overview of the common design elements of the SA to facilitate these relationships. The second part of this chapter provides two close readings to highlight how the SA works. I will show through an analysis of Persona 5 how affectionate bonds between the player character and NPCs are built and how this is reflected in the official transmedia adaptations of the game. An investigation of Hades will demonstrate how dynamic game characters can allow for a diversity of romantic queer and polyamorous relationships.
