persona 3 social link / commu proposal and azusa kidos role
lets talk about social links... or rather commu. (community.)
per the credits of p3, azusa kido was the "commu planning leader". we cant just rely on the games credits, they might not actually tell the whole story. to provide another viewpoint, here is an internet archive link for an interview with kido where she herself talks about what exactly a planner at atlus did when she joined and furthermore she also talks about her responsibilities on persona 3.
kido joined atlus as a "planner". back then, planners did both "system planning" and "scenario planning" because it was thought to be more efficient if you wrote the scenario for the system that you plan.
atlus has since split "system" and "scenario" into 2 separate roles. (the interview is from after p5 came out.)
persona 3 was a big challenge for her because she was in charge of the "commu/slink" system, a new centerpiece-type feature in persona 3, a title that atlus could not afford to have fail
commu/slink was originally thought to be something without much scenario, but during development, she realized it was actually going to have a shit ton of scenario/text in order to make it work
she also talks about, for example, being anxious as she had no previous examples of the commu/slink system to look at, as it was new for p3
it sounds like she was quite key/important for the development of social links, and her being the "leader" was not just a credit as she describes being put in charge of the system. i totally get what she means about not having a final product to look at too.
her comments about them not realizing how much text that commu/slinks were going to be kinda took me by surprise... the version we got in p3 and beyond felt like a bunch of mini character arcs... how would that not involve a bunch of text...?
or rather, the real question here is, what were commu/slink originally going to be if it was assumed they didnt need that much text?
"commumake", the proposal
hashino might have given us a look into what commu/slinks were originally going to be in another interview where he shared the design proposal page for the system.
originally, it was called "commu make" (community maker? community builder?), and the design doc seems to describe the player making multiple communities (each assigned to a major arcana and had ranks) that had multiple people in each
communities could be created by quests, talking to npcs, having personas with communication skills
examples of communities made: the protag has a community with their family in it under the empress arcana, love interest community with the lovers arcana, if you are elected class rep then you form a class rep community (with a cute vice rep), community with other persona users, school club (and you could join multiple clubs)
communities could rank up via talking/events or also via quests
the example given of a quest also gives an insight into player driven choice/consequence: "family community. cat has gone missing. its in a dungeon. if you take too long to save it, it'll die." (proposal also likens this to "something out of a haruki murakami novel")
protag would have the ability to introspect by talking to their persona through some kind of device
low level community falls apart quicker, high level community falls apart slower
reading over these, i think i can see why atlus thought this would be more "system" and less "scenario". the systems involved here sound more complex and have more moving parts.
since the protagonist's family is dead in p3 while the proposal document has the "family community", things also must have changed between when this proposal was made and when details were being ironed out about p3. like this proposal itself could have changed a bunch of times.
we can certainly make some assumptions, but we don't know if this proposal represents the same thing that kido was put in charge of to plan for. we don't know if her realizing it needed more text caused this overhaul from the proposal into something with more simplified mechanics while beefing up the character stories. we don't know if, when she had started working on it, the systems had already been simplified, but they understimated how much text it would take to tell all of these character stories. yada yada.
i think you can kinda see traces of the old design doc in some of the later stuff: reverse and break, the scheduling elements, the added quests where ppl go missing in tartarus, reload actually added cats in tartarus too, the fox in p4 being all quests, mementos requests being p5.
(semi-relatedly, but i think there's also this belief that persona's stuff was like copied from dating sims or other life raiser type games, but this honestly sounds like they weren't actively trying to do that. it just… might have accidentally turned out that way...?)
"rank 10 = we're dating, no friendship"
it seems one of the things people have a beef with with persona commu/slink is that the male/female relationships are dumb as shit. i don't disagree lol. and this goes back to the original implementation of the system in persona 3, where maxing a girl out meant you were dating her, no friendship paths.
in an interview about portable, which kido was the writer and director, kido says that femc/kotone/hamuko is not forced into romance with the male characters because male players might find it offputting lol. yes, that's right. it's not, "being forced to date is weird system design", but rather it's, "won't someone think of the male players?" (my opinion ofc, but i feel like kido's comment here does imply that if no one had brought up male players who played as kotone, then kotone also would have gotten auto-romances...?)
this reminds me tho: in a p3r look back, wada mentions that in the original p3, you weren't meant to be able to max all of your social links in one playthrough. im just speculating here, but uh lol... since romance is at rank 10, but they didnt think you could max every slink... my brain is absolutely wondering if they did not ever consider players would just date all of the girls...?
in hashino's interview, he also has a photo a laptop running a tool that atlus made to help with p3, called the "commu simulator". i am guessing that as the name and ui suggests, you could use it to path through the game, see what slinks and social stats you had by the end?
i think this is kinda cute lol it even loads the rider waite tarot art