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This is more of a treatise than a question, but I am very interested in the feedback of others on this topic: How Romance is Handled in Video Games.
The way I see it, there are two main types of ways to handle romance in a game, and it boils down to the player being able to chose versus the game predetermining the romance.
A great example of predetermined romance is Final Fantasy VIII, which pretty much locks you into Squall x Rinoa from the get go. You cannot choose to have Squall pursue a relationship with anyone else, and you cannot choose to have Squall remain the eternal bachelor. He will ended up in a relationships with Rinoa, and nothing the player can do can change that (short of not playing the game).
Then there is the ability to choose your romantic partner, and Dragon Age/Mass Effect is a perfect example of that. Whether it be the Warden/Hawke/Inquisitor, or Commander Shepard, the player determines through their direct actions who they pursue romantically, and from their actions romantic scenes occur. Another good example is the Witcher series. Heck, in Fallout 4, you can romance multiple companions.
There is a subset to player choice, and that is games with an affinity rank, an (usually) invisible rank that determines who in the party has the highest romantic affection toward the main character. From that, at some point in the game, a romance blossoms. The Star Ocean games employ this particular brand of romance, as did Tales of Symphonia to a certain extent. Final Fantasy VII sort of handled this with Cloud's relationship to Tifa. Dragon's Dogma's affinity rank covers virtually every character in the game (and provides a plot point at the game's climax).
But which is the best method? I believe that, like so many other aspects of game design, it depends on the story you are telling. There are times that the forced romance is positively necessary to move the story forward, wherein the main character develops romantic feelings toward another and they come together at the most appropriate moment to profess their true love for each other. Other games lend themselves more to player choice, and adjust the narrative based on the romantic partner(s) the protagonist chooses. And other games work best with the affinity system, moving the story along and keeping the player guessing as to who the protagonist will end up with.
My philosophy has always been that the story dictates the need and execution of romance, not the other way around. But as a story-heavy writer, that is my personal preference. I can see how more character-driven writers would start with the romantic system and craft their story around it and the pivotal/romantic declaration moment.
I am curious as to what the community feels. Do you prefer one way or the other? When do you feel that one type of romantic system is better than the other. Let's get a discussion going!
The way I see it, there are two main types of ways to handle romance in a game, and it boils down to the player being able to chose versus the game predetermining the romance.
A great example of predetermined romance is Final Fantasy VIII, which pretty much locks you into Squall x Rinoa from the get go. You cannot choose to have Squall pursue a relationship with anyone else, and you cannot choose to have Squall remain the eternal bachelor. He will ended up in a relationships with Rinoa, and nothing the player can do can change that (short of not playing the game).
Then there is the ability to choose your romantic partner, and Dragon Age/Mass Effect is a perfect example of that. Whether it be the Warden/Hawke/Inquisitor, or Commander Shepard, the player determines through their direct actions who they pursue romantically, and from their actions romantic scenes occur. Another good example is the Witcher series. Heck, in Fallout 4, you can romance multiple companions.
There is a subset to player choice, and that is games with an affinity rank, an (usually) invisible rank that determines who in the party has the highest romantic affection toward the main character. From that, at some point in the game, a romance blossoms. The Star Ocean games employ this particular brand of romance, as did Tales of Symphonia to a certain extent. Final Fantasy VII sort of handled this with Cloud's relationship to Tifa. Dragon's Dogma's affinity rank covers virtually every character in the game (and provides a plot point at the game's climax).
But which is the best method? I believe that, like so many other aspects of game design, it depends on the story you are telling. There are times that the forced romance is positively necessary to move the story forward, wherein the main character develops romantic feelings toward another and they come together at the most appropriate moment to profess their true love for each other. Other games lend themselves more to player choice, and adjust the narrative based on the romantic partner(s) the protagonist chooses. And other games work best with the affinity system, moving the story along and keeping the player guessing as to who the protagonist will end up with.
My philosophy has always been that the story dictates the need and execution of romance, not the other way around. But as a story-heavy writer, that is my personal preference. I can see how more character-driven writers would start with the romantic system and craft their story around it and the pivotal/romantic declaration moment.
I am curious as to what the community feels. Do you prefer one way or the other? When do you feel that one type of romantic system is better than the other. Let's get a discussion going!



