Clearly stated by someone who hasn't been in many mature relationships.Kanatatsu said:I think the reason relationships aren't depicted in video games is because they are BORING and video games are supposed to be FUN.
Clearly stated by someone who hasn't been in many mature relationships.Kanatatsu said:I think the reason relationships aren't depicted in video games is because they are BORING and video games are supposed to be FUN.
^ The joke.jmarquiso said:Well because Lynch is a terrible character and the writing is awful?rolandoftheeld said:Counterpoint: By this logic, why is Kane and Lynch so awful? Discussion for another time.
While the actual statistics may indicate that most game players are just normal people (and they are, I am aware of that) the general image we have is that of the immature (usually male) teenager with little in the way of a social life who probably has trouble with the ladies. I'm not saying that stereotype is anywhere near being true (although there are tragic examples of it croping up more than most of us would like to admit) but it does taint both the media's and the industry's perception of us which has probably resulted in more than a few trends in games that we all like to complain about.hawk533 said:FYI around 40% of adults in the US play video games. A majority of people that play video games are normal people with normal relationships with the opposite sex (or even the same sex).
Think about this from the perspective of most people, would we want to rescue someone who has been abusive, controling and manipulative towards us? Wouldn't we think of our characer as a spineless whelp who needs to snap out of it? Yes, in reality there are many tragic examples of people who are stuck in abusive relationships because for whatever reason they can't bring themselves to end it or (worse of all) they start viewing the abuse their partner gives them as a twisted form of 'love' or that they deserve it, but this is somewhat different when we see this in a fictional character who's fate we're in control of and who's psychological stresses we aren't feeling. We have no compulsion or delusion keeping us in that situation so when we can have control over every aspect of our character's life but that it detracts from our ability to care rather than adds to it (it's like why we don't mind having our friends complain to us about their day to day troubles but it gets boring and tedious when a fictional character does it).Furthermore, I didn't say that video games needed to have a 'happy couple', I said realistic. Lots of relationships aren't successful or are strained. How great would it be if the character was in a difficult relationship where their partner was slightly abusive? Think of all the interesting choices a game could have if 3/4 of the way through the game that partner was captured. Would you want to come to the rescue to save someone that doesn't seem very loving? Maybe that would save the relationship, maybe it would lead to further abuse.
Now it's perfectly easy to say that it does that but can you explain how it does that? Take any game that had an otherwise bland and uninspired relationship and tell me how giving extra detail to it would have enriched my gameplay experience and how you would do it without adding unnessercarily laborious expositionary scenes or breaking the flow of the game (for the reccord, I'm disqualifiying the usual answer of 'but it would make them more compelling/make you care more/make them more well developed/more interesting because that's a very blanket subjective statement, a lot of people thought Alyx from Half Life 2 was a very well written and relateable character while she personally annoyed the hell out of me).Relationships are such a huge part of the human experience that neglecting their true complexity robs games of a lot of their potential as a storytelling medium.
Good points. It COULD work, but only if it was really well written, I think. But if you have a companion throughout the story, I can't help but think somebody you have never met before would be more interesting, as you'd have the possibility to find out a lot more about them, and the relationship would have a lot more room to grow. If they are already in a relationship, a lot/ most of their development between each other has already occurred. The writers would have to make the player really care about the in-game partner, which is no easy feat, but, yes, if done well, it would be quite an interesting game.fieryshadowcard said:That's only true if 1) your only interest in a relationship with someone is that you (the player) want to bang said person (which means you're projecting yourself on the protagonist rather than treating them as a separate entity) or 2) the writers behind the games don't have any ability to make the relationship itself or the partner interesting.Hosker said:Having relationships in games would just be boring. How are they meant to be worked into the gameplay? Dragon Age does it best as all it takes are a few gifts and conversations and they're done. Once you're actually in the relationship it would be very boring: you would know just about everything there is worth knowing about that person, so conversations would be a chore.
How would they work it into gameplay? That's simple, really, based on the idea that a relationship implies (at least) two people going through the events of the game together in some form or other. The idea that two people have to deal with the events of the game together, and that their ability to do so could very well be influenced by how strong or how weak their relationship is, and that the things they collaborate on are based on how well they understand and trust one another, it could be very rich and fulfilling. This doesn't even have to be a co-op system; in fact, I really was only talking about singleplayer. The problem you're having is that you only see relationships as something to be tacked on as a game mechanic or a goal/side-goal to the game, as opposed to being integral to the character(s) and how they interact with the settings and circumstances around them.
In short, rather than deciding whether or not shooting the guy in the head prevents "her" from helping you later or locks you out of that shiny item you wanted, it'd be a lot more fun if the game immersed you enough to care whether shooting the guy in the head would scare "her," or even if you'd rather she shoot the guy in the head for you instead. And that's a very base example of how a relationship could be utilized in-game based on the current bland state of gaming.
I know it seems to be asking a lot. But we're getting to the point in games where people are almost demanding better writing. The people throughout this thread who seem to be most against exploring an established relationship in games often use what has already come to pass as their basis for an objection to it, when the biggest problem with that is that very few games already in existence use the relationship of a character the way I think it needs to be used to push that kind of exploration. It feels more like automated lines that are based on what exact spot your standing on or if you accidentally nudge an NPC as you walk past them, rather than a fluid character that exists outside of yourself.Hosker said:Good points. It COULD work, but only if it was really well written, I think. But if you have a companion throughout the story, I can't help but think somebody you have never met before would be more interesting, as you'd have the possibility to find out a lot more about them, and the relationship would have a lot more room to grow. If they are already in a relationship, a lot/ most of their development between each other has already occurred. The writers would have to make the player really care about the in-game partner, which is no easy feat, but, yes, if done well, it would be quite an interesting game.
But that's just it. You're assuming that the relationship has to emphasize the romance, or ANY romance, as though it's always about saying sweet nothings and wining and dining. In other words, you're chalking up the potential for writing a compelling relationship to the same shlock as a summer romantic comedy. And that's probably the issue a lot of people are taking, because there's bad writing in all media for relationships, not just games. We need a game where the partner isn't set up to just be additional baggage being dragged around that you have to carry if you want to advance the story. You're also assuming that the only solution is a simulation, or "Playing house," which is entirely different from what I believe Yahtzee is suggesting. We don't need paper-thin characters that are simply meant to be up to the player to define. We need strongly established (and completely controllable) characters that show the player something he hasn't seen before. More points if such an approach wins them over to something they wouldn't do otherwise. This is going to be a pretty derivative example, but how cool would it be for the entire family of Malcolm in the Middle to fend for themselves in a zombie apocalypse? All playable characters the player can jump between (when not controlling one directly, a sophisticated AI--which ultimately depends on how good the game designers are--kicks in).Arren Kae said:Romance isn't explored much in videogames b/c it's for women exclusively. A guy's life isn't spent trying to look his best in the hopes he'll one day be chosen. Also, the natural course of a romance is starting a family. I could see a family-simulator selling well as players worked to please their wives, raise the kids, and go through the stages of life with everyone (how well your kids treat you when you're elderly depends on if you triggered various values in them like respect, love, duty, kindness, reverence, compassion, etc.). Other than that, someone with a family could be supporting characters but it's difficult to include them in the plot believably. You either end up going for drama (the kids have been kidnapped!), degrade into silly hijinks (Home Alone), or try to realistically explain why a guy fighting in this revolution brings his family along with him in the adventure or otherwise risks them. In real life kids aren't spared the hardships of living in a warzone but that's rather grim for entertainment which's meant for escapism and the ESRB makes any game containing child-killing an automatic AO rating (which no publisher wants b/c major retailers like Walmart, Target, Kmart, Best Buy, Gamestop, etc. won't carry it).
I think Chie might have been the worst, since she was there from the beginning and being best friends with Yukiko there were a lot of opportunities for a relationship with her to clash with everything else. Of all people, Yukiko would know that Chie was dating me!Truly-A-Lie said:Yeah that did annoy me too, I think the worst one for me was during the beauty contest and Teddie asks if they're seeing or liked anyone. I was in a relationship with Chie at the time, and she just got embarrassed and said nothing. I got angry, but I managed to stay in character. In my mind, she was ashamed to even publicly say we were going out and I took to thinking that it was over because she wouldn't even stop that bear's crazy advances.
I do really like the options that are there, and the build up to a relationship, but it does need to come together a bit tighter for Persona 5. Starting with consequences for dating 5 people at once. Besides that, other characters reacting to your status as "taken" would be nice and new dialogue options for when you are. Yukiko asked me out while I was going out with who was meant to be her best friend, and I couldn't even say "sorry but I'm taken."
These are contradictory premises. A strongly established character is one with a defined set of traits and personality. A character completely under the player's control is one which only has personality traits in so much as the player adheres to them.fieryshadowcard said:We need strongly established (and completely controllable) characters
Characters are essential to the player's progress b/c they act as plot devices. Alternatively, they may be needed to win combat or travel.fieryshadowcard said:The characters don't get reduced to plot devices; they are instead essential to your progress to the game.
Who doesn't ?Arren Kae said:Yahtzee loves Dragon Age 2 like a ******.
Yes. Khalid and Jaheira were a married couple.teisjm said:Wasn't 2 of the party members in Baldurs gate a couple? the druid chick jaheira and khalid?
Well, considering that the normal playable character (PC) doesn't have a normal 9-5 job, but is rather out saving the world, unless the PC's NPC spouse is part of the world-saving/alien-killing crew, he/she would just end up like cousin roman from GTA4 who seemed to be more annoying to people that appreciated.dirtsa said:Yes. Khalid and Jaheira were a married couple.teisjm said:Wasn't 2 of the party members in Baldurs gate a couple? the druid chick jaheira and khalid?
It would be interesting to see a non-RPG* game were the main characters were a "normal" couple without the non-playable person getting kidnapped, killed etc. I just don't think we'll see that in the near future since it seems like the whole "death/kidnapped love interest" works too well as a plot device or something.
*I'm saying non-RPG since RPG's focus a lot on the story, characters and in-game relationships in general. These days I kind of expect RPG's to focus on relationships between either NPC-NPC or NPC-player character at least to some degree (not necessarily romantic).
I think some of games I've tried with the best written in-game-relationships are: The Baldur's Gate series, Mass Effect series and Dragon Age Origins/2. (Yes I'm a fan of Bioware's games).
I'll agree with your POV, it doesn't seem like the reason a guy would play a game, as they don't get off on the whole relationship thing as much as girls do. The magic in a start of relationship maybe a bit more, but the maintenance of one hardly, I'd imagine. Hence why Sims games just aren't too popular with the blokes. So maybe that's why it isn't explored too much, and not nearly as much as in Bioware games.Arren Kae said:Apology for snip