Sylocat's post got me thinking. Film has the advantage of photorealistic portrayal and the potential to perfectly capture the subtext of sexual tension between characters, and this is the basis of its immersive capability when it comes to romance. Judging from the comparisons made between various moments in film and games, the more suggestive and less overt, the more enthralling the result because if we want to get the most out of the moment, we have to use our imaginations a bit and do some inferring. I agree with this concept in general, because it contains a few good suggestions for creating sexually tense and immersive moments, as far as the writing and cinematography of games goes.
But, I was disappointed to see only a few passing mentions of comics, cartoons, graphic literature, or whatever else you want to call them. I believe that evolutionarily, there are better comparisons to be made between comics and games. In an art form's path to general acceptance, there is a period of adolescence where there are two commonalities; one, it is subject to scorn and criticism, two, it mimics the art form that was established as art prior to its conception. Photography had a long internal struggle about how "painterly" it wanted to be, motion pictures initially mimicked theatre, and comics originally relied on film for guidance. It wasn't until comics had existed for some time that comic artists started doing things that film cannot; they altered the shape and arrangement of panels, fiddled with the placement, size, and style of text, and learned how to unify or fracture spreads, and thus affect the entirety of the work. From this experimentation, they gained control over the momentum and overall structure of their art form, and then they could apply that mastery to enhancing the emotional impact in an inimitable fashion. Even though the layperson and the art critic may very well not yet consider comics to be on the same artistic level as film, comics have nevertheless developed their own method of maximizing immersion.
Games currently exist in that period of uncomfortable adolescence, and while they have been looking to film for general guidance, games have been around long enough that developers realize what they have that filmmakers don't. Gamers can lay their hands directly on the action happening before them. It would sensibly follow that developers have an advantage over filmmakers in the natural immersion of their medium, so they can spend their time crafting a more involving storyline, sending a more powerful message, or making their game more mechanically innovative.
For all of the attempts at making the most of games' unusual form of immersion, the people that make, sell, and play games all seem to be most concerned with the two strengths that film will always have over games. One, it is photorealistic. Human beings are pretty good at picking up on the nuances of a facial expression or body language, and there is no better way to portray those subtleties than a picture-perfect presentation of a real person. Two, it features the visages of real people, not just their voices, and it will frequently be easier to connect with a real person than a virtual representation. Maybe this concern is what places better graphics at the top of many a developer's list, and why we currently laud games that play like interactive movies.
So while they worry about their greatest weakness, developers are also trying to capitalize on their greatest strength--interactivity. I believe that this is why sexuality in games is approached without grace or subtlety; it is hard to make a suggestive wink interactive, and developers want to find stable ground for gaming to stand on that no other art form can claim. It hurts subtlety more when you consider that game structure is inherently mechanical, so a natural, human theme like sexual tension and romance requires some manner of translation--unless you're going to confine it within cutscenes, in which case you might as well make a movie. As a result, we get interactive sex games and "Hot Coffee" fiascos which make the romantic relationships that we get to develop in KOTOR and Mass Effect seem stellar in comparison when, really, so much work remains to be done.
Rowsell's article ends on the right note by simply "expecting more" and avoiding the recommendation that games should head towards or away from films or any other artistic influence. But, I don't know if the kind of sexuality that is right for games is going to be the same sexuality that is right for film. There are a lot of kinks that will have to be worked out, but I wouldn't be surprised if the coy wink that the love interest tosses to the hero is never captured in games as well as in film. Romance in games will be, and ought to be, something else entirely. But if games are going to be their own art form--immersive relationships, romance and all--I imagine we'll have to deal with all the misdirection from inside and out along the way. Comics provide a positive example of an art form coming of age, and it is that self-realization that game developers, the people that sell them, and the people that play them should hope and strive for.