Happy Valentine's Day to all...
I'm alone here but it's not a gray day.
This day reminds me of the videogame romances that I had the pleasure of starring (I'm not talking about online games) but of singleplayers (usually rpg) I have many questions but I will summarize it.
What do you think about including romances in your projects?
Have you included any romance in your project?
I have some romance in my game, though its all a predefined sequence for this game. I was going to allow the player to choose at one point, but the sheer number of branches made it too overwhelming for a first project, so I settled on a fixed route of my choice instead. I think its worked out better this way too, as the characters feel better developed now, especially as I don't have to worry about has the player seen scene x yet?
Also, I'd say if you plan to put romance in the game, be sure it fits the game, and it is believable. Don't just shoehorn it in to have it. Nothing is worse than having two characters who hardly talk all game suddenly fall in love right before the final boss battle (or even, during the final boss battle)
I tried putting romance into a game once and I failed, sooooo I've now ended up putting ZERO amounts of romance in my games. Mostly because I would feel bad if someone say the player wanted these two characters to fall in love with each other and then I'm like NOPE THESE TWO ARE THE CANNON ONES, YOURS AREN'T! But I still like romance in games, as long as I at least have a choice on who I want... But I still suck at romance and stuff...
I don't mind a little romance in games, in fact, I quite like it. The caveat, of course, being that I can actually feel a deep emotional connection to each character and feel the connection between characters. I'm not into shallow romance plots. I'm also a huge fan of relationship plots that aren't new love. I love married couples or even couples that are complicated. Basically, reflections of reality. Also, platonic love! I would say that I work very carefully to make love subplots interject organically into the plot and not get the main story sidetracked on them. Basically, I don't like to slap people in the face with them.
Yes! I love these games too and they influence a lot my stories. It's one of the bests things in life, so love is always the main motivation in my stories. My main project is about love and what we do when we love someone really deeply. So, yeah I have included a lot of romances in all of my stories, main characters, secondary characters and even non-important npcs have a love story.
Happy Valentines Day Everyone!!!!
im working on a Romantic Adventure a choose your own adventure/visual novel sprite based side project like To The Moon sprite based story telling rather then picture by picture visual novel. The love story is inspired by The Count of Monte Cristo and Romeo & Juliet, the greatest love stories of ALL TIME. But my story is for a modern audience. And so far the romance is really fascinating to me, it's truly EPIC, i mean it's inspired by such great love stories to begin with.
This is interesting, apparently all or almost all have their touch of romanticism or at least tried. Sometimes one thinks that rpg maker are battles against monsters and bosses, to obtain treasures, that kind of thing ... but it is well to delve a little in more human aspects (or of some other race) as the love.
Thank you all for sharing your opinions!
My game doesn't have a romance of the main character, but one of the other characters in the party has a romantic plot that i have really enjoyed writing. I'm wishy washy about romances, I don't mind romances in video games, I normally prefer my other media, like movies or books to not have any romances in them.
In my first game you could flirt with 2 characters throughout the story (a girl and a guy) and at the end choose to kiss one (or both!) of them. I think romance choices are the best especially in games like dragon age where you have different sexuality options.
In my first game you could flirt with 2 characters throughout the story (a girl and a guy) and at the end choose to kiss one (or both!) of them. I think romance choices are the best especially in games like dragon age where you have different sexuality options.
Ah I got traumatized the first time my husband got to the end XD We were not expecting the ending to be so... romantic...
In some cases being able to chose with who the character stays, like DD, it's fun, but I really like to tell stories my way, and to have the romance to go along as I planned.
Edit: Lol I just realized that I mistakenly read dragon's dogma instead of dragon age, but I guess the example still works XD
I hate romance games and romance shoehorned in games. I find it annoying. If you spend all your time dungeon crawling slinging spells and whacking monsters how does one find the time to get lovey? Between escort missions?? Bah
But some folks luv the stuff. I don't get it... My games don't have that option. It's not that I don't know how I just refuse to do so
I'll just say (or write, in that case) that fact out loud : "I LOVE ROMANCE !"
Don't know why, but I just love when games have romance in them. I don't even remotely look like a "romancey" kind of mind but I still had to put a love story somewhere in my projects. I recently noticed that love (which includes couples but also one-way crushes) greatly improves character design and might (or might not, it's kind of a double-edge thing if used incorrectly) make the player attach to a character.
I currently have two games :
The first one being set in a Horror Mood with 2 entirely different stories to follow, I had trouble spreading love around every corner. In fact, there's almost nothing related to love in the first story (except a particular couple that basically started it all). That's mainly because the first story's party is made of people that don't know each other so well, so it's complicated to set a love story when they're strangers to each other. The second story, however, has a lot more love connection in it. The second story's party is made of 7 people and they're all friends from school, so of course there are way more occasions to throw love in the mix. For example, there's a guy who's obsessed with a girl, there's also another girl who secretly loves another guy, then there's also a third girl who loves the first guy, and everything happens in the same group. Of course, I try to make those love stories as meaningful as possible. (With the three romances I just listed, the first one is revealed right when you meet the guy, the second one is revealed when said girl is alone (and will also die soon), and the third one will be revealed after the boy dies.) Then, I also try to not make a blunt, very brutal statement like "Yeah, I actually loved him." and throw that one at the player for no reason. I like to insert little clues here and there, and I insert them in such a specific manner that the player won't really pay much attention to these clues, then when revelation time comes, I just make the character say something that will make the player remember the clues and have that moment of realization. That's how I mainly introduced my love stories in my first game.
Then, the second game is a very odd combination of a funny and lighthearted atmosphere with a dark, tragic and dense backstory. Here, I didn't insert that much love, or when I did, it would be in the form of broken couples. Because I just love when couples are separated by death or curses or illnesses, it really adds to the heartbreak factor. I think I just enjoy tragic backstories in general.
For example, there was one character who was an adventurer married with one of the purest and nicest girls there could ever be. Everything was fine, until he got trapped with 3 other people in a pyramid. That's when his life began spiraling downwards. His wife learns that 3 out of the 4 people are officially dead. She thinks that her husband is one of them and she dies of cardiac arrest due to her stress problems. The adventurer survives and goes back home, only to find his 8-and-a-half month pregnant wife dead. He becomes very depressed. The town leader mysteriously disappears and, being his friend, the adventurer has to rule the huge town in his current state of mind. He goes back in another pyramid and gets cursed. Meanwhile, he will also be the Town Leader Junior's personal teacher. The adventurer ultimately dies because of his old age when Town Leader Junior reaches his 18th birthday. And, not done yet. Since the Adventurer was cursed, he comes back as the King of Random Skeletons. You may think that he has lost everything, but that's not the end. His Skeleton army start a revolt and he is left alone one more time. Then, his former student contacts him to announce that his dead wife's baby had been extracted and finished incubation thanks to the miracles of artificial wombs. Of course, if the adventurer learns that, it's because his newborn daughter was raised by other people, she became Town Leader Junior's girlfriend, only to be erased from existence 2 weeks before the announcement is made. The Adventurer has lost his wife, his child, his friend, his new army, then gains back his daughter to actually lose her again. And the worst in this tragic backstory is that The Adventurer can't die, can't even commit suicide. He is immortal, he will watch all of his acquaintances die and he will be forced to live with painful memories for the rest of eternity. That's how sad my backstories can be.
Anyway, going back to the topic of love, I decided to force a relationship around the Mid-To-End-Game. When the game begins, it's basically going in dungeons, destroying stuff, beating monsters, getting a new objective in another part of town, etc... Then, the player slowly learns that the "main" female character has grown very attached to the main character. A romantic relationship begins, but it's not your normal, everyday relationship. The girl is insanely honest, and doesn't see the problem with expressing her love in very straightforward words, such as the very refined "We're gonna make love like wild beasts tonight !". There's just one problem : the main character fears love, mostly because he's inexperienced with that kind of thing, meaning he always tries to flee from this rather forceful relationship. For instance, let's pretend the girl says her refined sentence from before : "We're gonna make love like wild beasts tonight !". Well, the main character will probably reply something like this "Remind me to mysteriously disappear before 8 PM !", instantly turning off the girl's offer to practice graceful dance moves in a cozy bed. That's just how it is. It might end differently though, characters change over time.
So yeah, just some huge text explaining how I introduced love in my projects.
I'm surprised, honestly. I might absolutely LOVE romance, I don't show it that much in my projects.
When it comes to videogames however, you can be assured that I'll get annoyed when there's an unfinished, potential love connection between two characters and the game never brings clear answers on those relationships.
I sometimes even want some games to have romance when there's not supposed to be. A good example of this would be Cave Story. There's one "male" robot protagonist and one "female" robot NPC that fight together near the end. I went through a lot of trouble to keep her alive, and when I got the best ending possible, the only thing I thought was :
(Brain) -WHY WASN'T THERE ROMANCE BETWEEN THE TWO ROBOTS ?! THEY'RE MADE TO LIKE EACH OTHER ! D=<
(Logic) -But they're robots, that's technically impossible for them to feel love. '-'
(Brain) - SO WHAT ?! ÒAÓ
Anyway, I started to type my short answer, I ended up with an entire essay about my feeling towards romance in video games, I'm surprised at my patience when it comes to rambling or discussing a subject for too long, my index fingers hurt a lot, I'll just end here. Happy reading about love and stuff. e.e
I'm making a more or less classical fantasy RPG, and I'm introducing a romantic subplot between two characters. I have a dozen playable characters so I feel like I'd be cheating if I ignored the possibility that someone could fall in love. But I didn't want the central protagonist/party leader involved in a romance. She needs to stand on her own and a romance wouldn't be relevant to her character arc.
Romance as part of the main plot can work though. Even though the romance in FFIX wasn't fleshed out, it followed the main theme about what it means to be alive. So I do enjoy romance when it's handled properly and doesn't engulf the game's other important elements.
I'm making a harvest moon type game, so I guess it pairs as a dating sim? At times writing dialogue feels awkward, so I normally get some help with it xD
We're both suckers for a good romantic story line in our games, but they have to add something to the overall narrative. If romance detracts from the gameplay, or distracts from the story or inhibit it's momentum, it ends up being tedious at best, looking forced and contrived at worst.
Our favorite is when the romance occurs slowly over the course of the game, giving it an organic feel that offers a payoff when it finally comes together. One of our most cited examples is Squall and Rinoa in FFVIII. They both grow through the adventure, both as people and as a couple, and even though you know they are going to end up together, the journey and how they evolve along with their feelings for each other is very natural and quite touching.
I personally like how romance and dating is treated as a mechnical system in Thousand Arms, but Teal was annoyed by it, so we differ on that. XD
So anyway, yeah, we like to put romance in our games; but we like it to make sense.
Yay, now back in action Happy Christmas time, coming back!
Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX
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