Communication

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Communication events or Promotional Work events are used to increase an idol's memories and fan count. They usually involve a choice screen for the Producer to respond to the idol.

Communication interface in THE iDOLM@STER arcade game

THE iDOLM@STER (Arcade)

The communication phase of the gameplay mainly deals with the player talking with the idol and doing jobs to further her exposure to the public. The player is given multiple jobs to choose from, which change as an idol's rank increases. Like when greeting the idol before, the player is given multiple responses to choose from over the course of a conversation. Depending on which choice is made will affect how well or poorly the communication is received from bad, to normal, good and finally perfect communication, which results in either good or bad memories. The good memories are tallied in the heart on the heads-up display.

THE iDOLM@STER (Xbox 360)

Due to the lack of a touchscreen format for the Xbox 360, the controls were reworked to accustom a console gamepad. The scheduling system now offers four choices: doing promotional work, which is the same as the communication phase in the arcade version, taking a lesson, taking an audition, or taking the day off. If the player chooses to take the day off, a conversation event will sometimes occur, but does not include any choices for responses as during the normal communication phase.

In addition to these events, Idol Dramas were introduced as downloadable content.

THE iDOLM@STER: Live for You!

Rather than the Producer, the player character is a "Fan Representative" and thus the stories for each idol are much shorter than other games. While preparing for the Live, Kotori Otonashi and the chosen idols talk in the green room.

In addition to these events, Idol Dramas were sold as downloadable content.

THE iDOLM@STER SP

The controls are the exact same as the 360 version, with a few changes. The promotional phase of the gameplay mainly deals with the player talking with the idol and doing jobs to further her publicity. Like when greeting the idol before, the player is given multiple responses to choose from over the course of a conversation. Depending on which choice is made will affect how well or poorly the communication is received from bad, to normal, good and finally perfect communication, which results in either good or bad memories. The good memories are tallied in the heart on the heads-up display. The games also contain an additional multiplayer mode called the agency mode in which up to three players can play together and can have a communication with each other.

In addition to these events, Idol Dramas were sold as downloadable content.

THE iDOLM@STER Dearly Stars

The promotional phase of the gameplay mainly deals with the idol conversing with various other characters and doing events, some of which are necessary to progress the game. There are also times when the player is given choices which directly affect the idol. Over the course of a conversation, text progression pauses when the player is given multiple responses to choose from. Depending on which choice is made will effect how well or poorly the communication is received, which results in either bad, normal or good memories. A bad memory will decrease an idol's enthusiasm, which is displayed at certain points throughout gameplay by a horizontal bar in the top-left of the lower screen. An idol's enthusiasm ranges from blue, to yellow and finally red as enthusiasm increases. A normal memory will reward the player with a heart point, used later during auditions. A good memory will reward the player with two heart points and increased enthusiasm.

THE iDOLM@STER 2

Promotional work are jobs that the producer and the idols can take to further their popularity in specific regions. The jobs can either compensate or cost the unit with in-game money, and earn the idols differing amounts of fans in the region the job is conducted in. The gameplay of promotional work mainly deals with the player talking with one of the three idols, an aspect known as communication in which the player is given multiple responses to choose from over the course of a conversation. The player's choices affect how well or poorly the communication is received—ranging from bad to normal, good, and perfect communication, and this in turn affects the unit's memory level. Communications also occasionally occur at predetermined points in the story or after the end of a week.

THE iDOLM@STER ONE FOR ALL