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General Luigi wrote:
In light of the
recent video by Extra Credits, I feel I can now justifiably revive this thread. They brought up a lot of interesting points, and I'll probably be parroting a lot of them in this post.
Maybe I just haven't been exposed to the right games, but there appear to be many aspects of romance that simply aren't common in video games. As at least four of this forum's regulars can no doubt confirm, there's a lot more to romance than simply falling in love and deciding to get together. There's still what comes after that moment the two of you decide to become a couple. I think the Extra Credits team hit the nail on the head with regards to portraying what I'm calling the more important parts of romance: while they're what holds a relationship together, the player's control over them is limited from the start if the relationship isn't one the player chose to initiate, which can in turn limit the player's interest in said relationship. There's also the matter of making a truly engaging story out of these parts of a relationship. As a fan fiction author who's dealt with romance stories, I definitely understand the difficulty involved in writing a good relationship past the "Yes! We're finally together!" phase. As much as I love the idea of Lana Skye being Lana Edgeworth by the time of AA4, writing a compelling story for the time after they're together is a lot harder than writing a compelling story about their efforts to reach that point in their relationship.
TV Tropes has a page on this phenomenon.
There's also the matter of addressing relationships that don't work out or are destroyed by outside forces (such as death). It's exceedingly risky, which is probably why I can't think of many cases. I'll grant that I recently played a game in which the main protagonist's implied love interest dies, but the weight of that death hinged entirely on me caring about their relationship in the first place (I did, but my feelings are not everyone's feelings). I suppose you could plan out a game in such a way that you pursue a love interest in the first part of the game while the second part deals with how you respond to said love interest's death, but it's still the same problem in that if you don't care about any of the potential love interests, you're not going to be that affected by their deaths. It's similar with a breakup. If you didn't care about the character in the first place, you're going to welcome the breakup.
One thing Extra Credits brought up that I had never really thought about, though, was rejection. I can recall a few cases of characters being in love with the protagonist, but stepping aside so he/she may be with his/her canon love interest, but I can't think of any times the protagonist has been the one who can't be with the character he/she loves. I suppose it's the same problem as before: it deprives the player of agency. If the player really wants to get together with a particular character, he/she will be understandably annoyed that the character in question isn't an option. Mass Effect 3 arguably touched on this (at least for heterosexual characters) by introducing Samantha Traynor and Steve Cortez. Both characters are homosexual, so if your character isn't the same sex as them, you can't romance said characters. It's a nice start, but it's not quite what I'm hoping to see with regards to rejection. With the Mass Effect 3 example, rejection is still ultimately sidestepped in that an opposite-sex relationship is simply impossible for those characters. Technically, they're not interested, but one of the feelings that comes with rejection (maybe if I did X, they'd be interested) can't form here. It's kind of like the difference between facing an enemy that is defeatable, but way above your level, and facing an enemy that is invincible.
Ah it's been so long since I've watched extra credits I forgot how good it was. I can think of examples for most of the situations they talk about there but it's by no means common.
As for people turning you down when you ask them (and not on grounds of different sexual preferences):
Mass Effect 2- Samara.
Samara is a justicar, pretty much a warrior monk of justice who while having unquestionably strong morals does not let anything get in the way of it. At one point her code is telling her to hunt down a villain and as Justicars are regarded as borderline superheroes throughout the Galaxy many aren't willing to stop her. However to do so she would have to blitz through a crime scene and so the head of the crime scene (while wanting to help Samara) is tied by red tape. Samara calmly acknowledges this and says though she doesn't wish it as she respects the law, if they continue to refuse her access she will need to kill all the law enforcement that oppose her because her code commands her to go ahead. Such is her ties to her "code".
As such she refuses you a relationship on these grounds. Once she's allied with you she says she is focused too much on the mission and getting involved with you might compromise her Code somewhere down the line. Of course if you are a "Bad guy" she'll just turn you down flat without even mentioning the Code is holding her back.
Additionally: Vivienne from Dragon Age inquisition.
She turns you down because she's already in a committed relationship of sorts. Though granted I've not played the game and if they wanted to slip in another 'spoilery' reason for her turning you down they could.
It's one of the few things I liked about 13. They attempted to explore a relationship beyond initially hooking up. Snow and Serah are already established by the time the game starts, in fact they are moving to the next level - marriage. Though admittedly this is still another form of 'initiation' love story. Just replace 'hooking up' with 'getting married' so it's still got plenty of excitement and (as Extra Credits put it) that "Yes" moment. It was pretty interesting to see I'll say and it's a shame that they sort of bailed out of anything like that fairly quickly. Serah becomes frozen the whole game so we never need to see her do anything and by the next game where she's actually a main protagonist she sends her now-husband away so she can gallivant around time with the new young pretty Japanese protagonist without him seeming like a third wheel.
(To it's credit apparently there's an ending of XIII-2 where Snow shows up, makes Noel feel useless like a third wheel as Snow and Serah go off to save the day in hilarious fashion)
I think the "initiation" of relationship is just a really easy sell to players (in addition to being the easiest segment to pull off). I agree that it's a little weird and unhealthy at times how players always have total domination of relationships but I can see that if devs took that agency away from players there would be backlash from restricting player's freedom.
Sometimes this comes across as ridiculous though, I remember hearing about someone raging to the developers because Cullen wasn't gay in Dragon Age. Giving players so much control of their relationships in games can foster that weird sense of entitlement.
I know I've used Bioware games quite a lot here, for clarity: I don't think they've done them bad, the romances they build upon are actually pretty good and they do cover some variances as time and breaking up (at least by virtue of distance) do occur in Mass Effect. Between Mass Effect 2 and 3 one of your previous romantic options has gotten himself married (or at least in a committed relationship) and so can't be with you if you romanced him before. I think the domination of romance is a ongoing problem in games, also prevalent in Dating Sims (understandably so) and in Fire Emblem recently. Though I don't think it was a problem until Awakening when you had an avatar for yourself. Beforehand all relationships were between other characters and they couldn't just hook up with anyone they wished.
I'd like to see relationships explored more but it's difficult to implement I suppose
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