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Bad Romance

Avowed is an upcoming Obsidian game that is, perhaps unfortunately, being more defined for what it’s not. As in, not Skyrim, not Baldur’s Gate 3, and so on. Instead, it’s… basically The Outer Worlds set in the Pillars of Eternity universe. Which is a thing they can do, I guess.

But one of the things the developers intentionally left out is causing some discussion: romance options.

Yeah, we decided to forego full romance paths in Avowed. It’s something that we thought very hard about, and we talked about it as a narrative team. I think if you’re going to invest in romance, everyone who’s writing them needs to be absolutely, fully bought in. And the other thing you need to do is make sure that if you’re going to provide that path, that you’re balancing that with an equally meaningful and well-developed, non-romantic path because you never want players to feel that, “Well, the only way I really get to know this character or really get to form a meaningful bond with them, is if I commit to romancing them, which maybe isn’t something I want to do.” So, for all of those reasons, we decided to forego romances, specifically in Avowed.

For the record, this is generally how Obsidian rolls anyway. Fallout: New Vegas didn’t have romanceable companions, the original Pillars of Eternity didn’t have any, and The Outer Worlds teased a bit but didn’t have any either. At some point though, you have to wonder if it’s more a philosophical viewpoint, personal preference, or… a lack of experience.

On Reddit however, the thread turned into a deeper commentary on romance options in games more generally. The topic did give me some pause, as the two “camps” were not necessarily in direct opposition. On the one hand, you had people who said:

That’s the best you can really expect, I think. In order to craft a mature, believable romance in a video game you’d need to spend a game’s worth of writing on top of whatever the actual game is.

And then you have people who respond elsewhere:

And I say it’s a cop out. Speaking as somebody who has devoted at least 10,000 hours to FNV.

Fallout 4 would have been a worse game without its paper-thin, gender-transparent romance. Because it nonetheless added a layer that those companions really benefitted from.

I would say both things can be true at the same time. Crafting a believable game romance is difficult, and yet a paper-thin attempt is often better than nothing. Now, obviously, no one really wants it to be paper-thin, and a lot of this is predicated on the devs being able to craft companions that you care about to begin with. We’re also kind of hand-waving away what counts as a “believable romance.”

Anyway, there are some baseline improvements all devs can make who do include romance in their games. For one: how about not having the relationship start at the last Save Point before the final boss? It’s a fairly common trope in basically all media, and I understand the function, e.g. it allows players to head-cannon their own happily ever after. And, sure, sometimes whether two characters get together is the entire plot; basic relationship maintenance is much less exciting. But I would really like to see more attempts like Cyberpunk 2077 wherein you have more interaction with your bae over time. With some RPGs that might end up too complex – imagine having to script hundreds of branching combat dialog depending on when and with whom you are smooching – but even the little gestures would make things feel more grounded in-game. Again, like with Cyberpunk’s little chat messages and such.

The one argument against romance options I do not respect though is the whole “it’s usually just a checklist of dialogue choices, a quest then fucking,” therefore why even bother including it. There might be a broader conversation to be had about how media depictions of romance may lead some to incorrectly believe real-life relationships are a matter of putting in enough gift tokens until sex pops out or whatever. But also… no. As someone else more elegantly countered:

That’s fucking cute but… isn’t literally EVERYTHING in ALL Obsidian games can be boiled down to a checklist of dialogue choices, quests, then the result. Like everything because, it’s a fucking video game? Does Obsidian even portray anything ‘truly’? Does the Outer Worlds even portray space faring economics true to life? Does New Vegas portray humans living in a nuclear shithole true to life? Does Pillars of Eternity portray island piracy, gunnery combat true to life? Is Avowed combat true to life?

Games are gamified with game mechanics, news at 11. Love bombing an NPC with gifts until they marry you is indeed not realistic (although…). But it’s not as though the player often has any choice in the language of action available in the game. You cannot wink, joke with, twirl your hair, casually touch the shoulder of, or any of the myriad of ways we clumsily indicate and/or reciprocate romantic interest IRL. If the only way you can interact with the game world is pressing E and picking a dialog, then yeah, those are the parameters on how romance happens.

Can devs do romance better within the confines of the medium? Absolutely. I really appreciated in My Time at Sandrock how there was a clear dialog option which indicated your romantic interest with an NPC, which opened up more flirty dialog later; that would prevent the sort of (now infamous) misunderstandings with Gale in Baldur’s Gate 3. Going further, my idealized “solution” would be for the player to be able to select in a menu somewhere that you are romantically interested in character X, and then subtly enhance all your interactions (body language, etc) towards that character. That may alleviate some of gift-spamming and perfect dialog choice concerns and help the relationship progress feel more natural. Or as natural as you can do via a controller and game menus.

And, yeah, writing deeper characters with more interesting personalities works too. Obviously.

Obsidian is, of course, free to sit things out if their writers aren’t feeling it. I haven’t played Pillars of Eternity 2, but I’ve heard the romances there were especially bad, and thus the devs may be feeling it’s not worth trying again. It’s also true that not every narrative needs or is appropriate for having romance options. But I do think it’s okay to be asked about romance in any game focused on developing “meaningful bonds” between characters with dialog choices because that is a thing that happens. And many players, myself included, enjoy it even if it’s at or below trashy romance novel levels. Sometimes especially if it’s at that level.

As to whether Avowed works without it, we shall see.

Married

Hey, so… I’m getting married later today.

Don’t feel obligated to give me your well wishes, because honestly, I’m already pretty damn lucky. And I’m not just saying that because she occasionally reads these posts.

I started this blog back in December 2010. It had a different name and was hosted on a different provider, but the blog was me talking about what I was passionate about. At the time, that passion was making gold on the WoW AH. These days, my tastes have broadened a bit, but fundamentally the passion is the same. I have every expectation that that passion will continue on into the future.

That said… I am getting married. There may be posts next week, there may not be. Either way, you’re going to sit back and enjoy it – the posts, or the fact that I am too busy to write them.

I May Be Ruined

I am about ~15 hours into Mass Effect 2.

Everything is going swimmingly, although I am beginning to suspect (all) other games have been ruined for me in two very specific ways.

First, I am not sure I can go back to text boxes in RPGs anymore. It is not just about BioWare’s penchant for fully-voiced stories, it is about the equally gripping body language. Everyone has heard about the whole “93% of communication is nonverbal,” right? We are now at a point in game design when at least one company is capable of delivering on that 93% and I do not know if I can go back.

It isn’t just about the smiles, the winks, the nods, or the scare quotes by characters with only three fingers either. It is about the more subtle touches that keep my eyeballs glued to the story exposition. For example:

Asari Facepalm

I should have shot him in the foot when I had the chance.

The asari bartender in the background facepalms when Conrad speaks the part about his wife buying the ticket. I actually had some difficulty taking that screenshot because the time between the background facepalm and the camera switching back to Shepard is less than a second – I had to redo that part of the conversation twice to get the shot.

Think about that for a moment. Someone actually went through the trouble of programming a facepalm into a (presumably) throwaway, non-required dialog option, with less than a second of screentime. Understated is an… er, understatement.

Going back to strict text and using my imagination to fill in the blanks? I am not quite sure it will feel the same knowing that the blanks are literal blanks; unless the developers clearly make up for it in other areas of the game, I suspect I will recognize the gaps as deficiencies rather than “imagination opportunities.”

The second way I have been ruined actually came via The Witcher, and is very clearly manifesting itself in Mass Effect 2. Specifically, I now believe I can and should be able to romance anyone and everyone, simultaneously.

Romance All the Things

Romance All the Things!

I first noticed this tendency when I was flirting with the ship psychiatrist – whom should really know better – and became nervous that things might get out of hand before the entire playing field became available, so to speak. This was not a problem in The Witcher; in fact, you typically only had a single opportunity for “romance” at any given time, so it was a series of all or nothing encounters.

To be honest, this probably has more to do with my methodical nature in gaming than anything else. The baseline assumption I operate on is that I will only ever play a game once – I am looking to maximize my fun, not fill time, and 2nd playthroughs almost always lose out to the dozens of other games available. Ironically, this leads to counter-intuitive game behavior wherein I suck the very marrow out of a game’s bones, completing every sidequest and bonus mission long after such things have ceased being fun and/or make sense to do. Exploring every planet in every system cluster in Mass Effect 1, running Miscellaneous quests in Skyrim as a level 54 character with 100k+ gold, and so on.

As you might suspect, mutually exclusive romance options present a certain difficulty to me.

I do have a residual desire to play ME1&2 again as FemShep, which I would have done originally if not for the availability of romance options at all (that’s another post). The ideal romance scenario would be the “Deus Ex ending” one, wherein you could save right before the critical choice and I could reload to see each outcome. I am getting the impression that this is not how things will shake out.

Youtube exists, but it is just not the same.