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There's a lot broken about RPG combat, it's boring, grindy, and reductive of violence, but those are all discussions for another time. Seriously, they are, because those are all cool topics, I could start a whole thread on it. Nevermind though.This is an argument against hit points, magic points, and any statistical system as well.
I mean, there are only six basic human emotions in varying mixtures and intensity; it's very easy to measure someone's mood by tracking those as a series of points, with abstractions like Trust, Intimacy, and Affection. Combat is hard. Combat requires complex physics.
I don't mean to come off as flippant here. But I'm interested in doing multilinear romance stories, and you need systems to do that. The fact that we have systems that model combat - a chaotic, bloody mess that isn't logical in the slightest - better than we have ones that model psychology is really just a matter of historical accident.
While I agree with you that there are a hell of a lot of games just as bad as you're describing - and that Harvest Moon is one of the worst offenders - If we want to have good multilinear romances we need to be somewhat reductive. We just need better models of human behavior than the ones games are using! Seriously, screw kindness coin economies forever.
Combat is a lot more choice-y than romance, but the outcome is a lot less. You have a bunch of attacks, spells, and multiple ways to win each battle. Each battle is boxed off in it's own little system, assuming we're just talking about traditional rpg combat - but even action combat and stuff is a very choice-y. But all these choices really only affect the outcome of the battle, and a loss isn't a valid outcome in a lot of games. (A loss means death, and the game encourages you to try again, in most cases. In some games, there's a bit of story if you die, but you're still almost universally encouraged to go back and try again.[there are exceptions, but they're all rare fringe examples]) Like, for all it's choices, combat only has 1 outcome. You win, and win, and win, and then you win. If you lose, you try again until you win. There are tonnes of approaches and stats to combat, but there's one outcome.
With romance in games, there are less choices and more outcomes, most of the time. That's why it doesn't work, whereas combat does what it does better. It would be interesting to have a choice-y romance system with only one romantic partner. I've seen 1 game which lets you choose your partner and remains cool, and that's Katawa Shoujo. (I don't play many visual novels, but the subject matter interested me.) But it presents the choice of partner early in the game, and after a certain point it becomes a love story all about just you two. It's also a lot less choice-y after you've picked your love interest. A lot of games are almost set up assuming you should and will ditch your partner and get a new lover at any time - and it's possible in a lot of places. Like Harvest Moon yeah.
Like, what if you picked your love interest during the first third or so of the game, and then couldn't change your mind? And there's an interesting plot in store if you win or lose, and plot twists to rock the boat and to test your investment as a player in your digital girl and/or boy friend, and maybe even mask the backend stats so those playing the game casually have to make an educated guess as to where they stand, rather than a clean statistical score as to where they stand. It would only work with a linear conventional RPG plot, the only problem being the same one all romance options have, it would require more time writing. Just an idea i'm throwing up, tell me if it's cool.
This post was a bit stream-of-conscious, good luck deciphering it.
