Abstract
There is a game genre called "life simulation" in which players watch over the lives of characters in a game and train them. In such games, the relationships between characters change, for example, they become friends or lovers. In general narratives, showing how the relationships between characters change has the tendency to make readers sympathize with each character and become more attached to the story. However, in life simulation games in which characters are freely generated, there is often no presentation of events related to the change of impressions that show how the relationship between the characters changed. This is thought to lead to the possibility that players will lose empathy for each character and lose interest in the content. To investigate the effects of such a loss of empathy, we tested the effectiveness of presenting relationship change events in a character free generation simulation game using simulation. We prepared both presented and unpresented versions of the event that led to the impression change, and examined the degree of empathy toward the character to determine the actual influence of empathy.