Romance with NPC's - Your thoughts?

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RedDeadFred

Illusions, Michael!
May 13, 2009
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I think the Saints Row 4 way is best.

Hilarious, awkward, and not filled with a cheesy build up.

Edit: Well this is embarrassing... Ninja'd by the post directly above mine.
 

Furioso

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Jun 16, 2009
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Like any thing, I enjoy it when it's done well, and I don't enjoy it when it's done poorly. If a game has it fine, hell I get some joy out of 2 characters finding happiness together, and if a game has no romantic sub plots that's fine too.

But, the thing that gets me SUPER angry is when a game will tease a romance, but then never give any closure/they spend the whole game tiptoeing around the tension and pretending to hate each other or whatever. Example: Tales of Graces f, which I like, but goddamn the tiptoeing got annoying.
 

aozgolo

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Mar 15, 2011
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Wow I've actually given a lot of thought to romance in games for a long time, finally nice to have a place to voice them.

I definitely love having them in games though like many I hate when they feel shoehorned in or tacked on as an afterthought, especially when the rest of the game executes awesomely. Though I don't agree with the sentiment that romances don't work in player created PC/NPC games as well, to illustrate this I'll point at Skyrim.

More specifically a mod called "Vilja in Skyrim".

Marriage in Skyrim is terrible, 'nuff said, we all agree, moving on. I found this little companion mod gem called "Vilja in Skyrim". She has fully voiced dialogue, a rather long quest chain, and tons of comments on everything you could think of, from meeting certain important NPCs, to the weather, to where they are, to how you handle yourself around her in a fight. She actually develops a growing fondness for the PC over time and can even develop a strong love with you. Here's the thing, your PC is given a chance to define their personality far greater in this mod than in all of Vanilla Skyrim because you can put a voice to your actions and dictate how exactly you want this relationship to blossom. All of this and as of the latest version you can't even marry her yet, but despite that you won't want to marry anyone else after playing with her because she's so much more real of a character than anyone else in the game.

Back to Earth, sorry for my mod salesman spiel (hey it's free!).

I think the best place to look for in terms of "romance done right" is Visual Novels, hardly a game on their own, but they incorporate a specific feature common in many RPGs, which is multiple choice text prompts. If an entire convincing story can be portrayed through static images and text with only a handful of "choose your own adventure" style options, why can't you put that in a whole game? There's a great bunch of VN/RPGs made by a company called Winter Wolves that does this very well that creates interesting, though basic in design, RPGs that have that full on romance plot viability.

As much as I love the Harvest Moon games I agree it's time we depart from the gifts buys affection model of video game romances and start to see a realistic approach to it where NPCs and PCs are not blank slates, they have their own personality which can clash simply based off what you say and more importantly, what you do in the game.

Another great game to look at is Mount & Blade Warband. Not so much the romance but the interactions you had with your special followers. You had NPCs who genuinely didn't like each other, they had fights you had to resolve, they would be happy or upset at how a battle turned out, displeased if you were fighting too much, or razing too many villages. They had real honest personalities and if you pushed them too far, they left you. If you handled romance in a game the same way, it would be great.
 

Mikejames

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Jan 26, 2012
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Rariow said:
The only game that I've played that's pulled romance off well was Katawa Shoujo, and that was an entirely romance-dedicated visual novel that borders on not even being a game.

The problem with the BioWare approach to romance is that it's just too damn easy to achieve. Half the time I don't plan to romance anybody, and end up getting the possibility of romancing at least half the characters anybody. Th other half I have to avoid talking to anybody but my chosen romance interest because, except by being a complete dick to them, I can't avoid triggering romance plots.
As much I enjoyed Mass Effect 2, it could be a pretty blatant offender of romances being too easy to achieve. Granted you had to do a character's personal story-mission and actually interact with them for the option to become available, but it's awkward when you can't have more than a handful of conversations with a squaddie without someone thinking it's an affair. It's addressed a bit more in ME3, but still.

I never played many visual novels, but Katawa Shoujo could be surprisingly heartfelt. There were a few moments I wish I had more control of the protagonist's interactions, but I enjoyed it for the most part.
 

MXRom

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Jan 10, 2013
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I think romance is a nice option in games, especially so in RPGs as it adds an extra layer of character depth. Your protagonist having a relationship can be a driving force behind your actions if done correctly. That being said I don't think any game has it done quite right. Don't get me wrong, each has some factor that was nice, but I've yet to see one where it was all blended together.

Skyrim had a huge list of characters to choose from, but pursuing one instead of another was like picking the ripest apple in the market. No attachment.

Dragon Age, and to an extent Mass Effect, had some good building, you could watch the relationship build between the two characters, but it had a tendency of being a little one sided. Near the end the protagonist becomes this object of affection and can do no wrong etc. and it starts to lose me.

Divinity Dragon Commander was one that almost had it down real good. You had variety(even an undead princess), each princess had their own arc that your input could influence, and they had fleshed out personalities reacting to the changes around them. Heck things could go south and they'd hate you, even cheat on you. It made them more 'human' and less like a collection of pixels. It still fell short though on the account your only interactions were just a dialogue after every other battle. Depending on how well you play that could make the development feel too dragged out or moving way too fast.

I feel the best way to use romance in gaming would be a combination of those three. Skyrim's variety, Bioware's development, and Dinvinity's 'human' personalities.