• Katana314@lemmy.world
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    3 hours ago

    One of my favorite video game romances takes place in the Legend of Heroes: Trails series. When first described on paper in a quick summary, it’s something some people might roll their eyes at, but it’s built very well.

    Something that had to be nailed down early about it was, it really couldn’t be optional, based on “relationship score”, or even happen on its own time. One of the best scenes in this duology centers around a huge character reveal, which puts forward the confession of love all at the same time; while that relationship had been a slow tease through individual scenes, it suddenly became a huge, very important part of this large conflict.

    I definitely think for better relationships in games, we need a lot more focus on characters, and we need to stop viewing the relationships as rewards; sadly I don’t have many further ideas than railroaded stories, but I think there’s probably more options out there.

  • iegod@lemmy.zip
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    10 hours ago

    They make good points until this bullshit:

    But if video games are ever going to be taken seriously as an artistic medium, they have to grow up, and that means learning how to love authentically.

    No. That take is horseshit. They don’t have to do anything to be taken seriously as art. They already are. If you can’t see it because it doesn’t tick some of your boxes that’s a you issue.

    • Katana314@lemmy.world
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      5 hours ago

      I would actually agree with him in some level. Art should always be evolving, and it should be looking past its comfort zones, even past areas many others have failed, to do so.

      It doesn’t need to be a form of “disqualification” as he says, but there IS value in applying change even just for its own sake.

  • Pratai@piefed.ca
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    9 hours ago

    I just ignore all romance in games because even at its best; it’s cringy and makes me feel weird and uncomfortable.

  • Ilixtze@lemmy.ml
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    8 hours ago

    We need videogame romances where you are both so enanored every answer is stupid and cringe but to them it’s the most romantic thing ever. Also the sex is silly and awkward and kinda gross, but they both have fun laugh and enjoy it.

    • Katana314@lemmy.world
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      5 hours ago

      I heard about a very silly, cartoony game that applies this as a basis: Buster Jam. The two leads are in a relationship, but it doesn’t affect their lazy heroic dynamic in any way. Funny to have a villain remark “…you and your GIRLFRIEND…” and not get corrected.

      • RightHandOfIkaros@lemmy.world
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        1 hour ago

        There comes a point where it is too real, and when the loading screen comes up and you see yourself in the reflection of the screen, that’s going to create a really negative experience for a lot of people, not just gamers.

        Which is why everyone should just play on anti-glare screens! They aren’t reflective enough for that to happen!

  • Ediacarium@feddit.org
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    15 hours ago

    This is a really weird way to argue a weird point. I think, the main issue is, most games are closer to boardgames than movies. And the author places them too close to movies.

    And you can build boardgames for romance, sure. But, unless the romance is part of the core game loop, it’s something that breaks the flow of the game. So it gets abstracted away, or the romance is expressed in terms of the core game mechanics. Which, in video games are often reaching the next scene, dialog trees or gaining stat points.

    And, even if you think they’re closer to movies, then most video games are closest to action movies. And here the word romance isn’t used. It’s just renamed love interest and is often just the price for saving the world, but the core ‘mechanics’ are the same.

    And most romances will start as fun flings full of hope, not with the nitty-gritty logistics. The logistics will come later, sure. But most Video-Games are set romantically in a few weeks of summer camp, so there is no need to figure out logistics just yet.

    Open-World games, that have a character that travels around and meets people as part of their daily lives, sure.

    But this argument would apply to games like the Elder Scrolls series. Not Cyberpunk 2077 in which the main character is dying and has only weeks left to live.

    But, I do concede that most romances do fall flat once you’ve reached the top. You had your sex-scene and you may have your kisses, your hugs, the new greetings in dialogue, and the characters return to being cardboard in the background. I know it’s hard to implement, but still, it would be nice, if they could then play a larger role in, for example, the main story.

    • SpaceCowboy@lemmy.ca
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      4 hours ago

      Romance isn’t the most logical thing, and a video game lives in a computer and kinda has to be logical.

      So it’s either going to be some scripted events written by a human which the player doesn’t have control over, or it’ll be along the lines give item X to character Y, select dialog option B and now she loves you. The first doesn’t fit the medium and the second is a really terrible way to portray a relationship.

      Maybe some LLM algorithms might portray romance better? But I don’t feel good about that. Don’t want to burn crazy amounts of electricity talking to a LLM character in a video game and the game would have to be online only, which means it cold be shut down at any time.

      Even if we have the tech to have an LLM kind of algorithm that wouldn’t use too much power and could run locally, it would really suck if you couldn’t progress in a game because the LLM decided they don’t like you. So it would still be a side thing, and not important to the main story of a game.

    • justOnePersistentKbinPlease@fedia.io
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      14 hours ago

      Very well put.

      To touch on the point of “where do video games fit in media”; I am reminded of an old video that sticks with me, roughly shortly after the release of Elder Scrolls Oblivion, with Sir Patrick Stewart on the topic of covering games and whether they are art.

      He put forward the framing of “who is telling the story” to classify where video games fall closest as art. You have four possible personas in storytelling/art: • the author • the director • the actors • the audience He then broke down who is telling the story: • in paintings and carvings, it is the artist telling all of the story directly through the media. • in books, it is a combination of the author and the reader, it is the author’s words that create the story through the filter and imagination of the readers mind.
      • on stage, it is the actors that tell the story to the audience. • in film, it is the director telling the story through the performances of the actors who all filter the words of the writer.

      He stated how he marveled at video games because they represent a new media where the storyteller is the audience directly. Yes the writer lays out the possible elements, the actors, if present, influence how the characters are percieved, and the director pulls all of that together.

      But it is the audience that creates the story in every run through every action they take in the game, and as such they are closest to books.

      Insofar as romance and based on the above, I think that once the planned beats are played out it is up to the audience as the storyteller to create the rest of the romance.

      • Ediacarium@feddit.org
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        6 hours ago

        The point about who is telling the story is interesting, especially in regards to ttrpgs.

        Because today, video games are everywhere and are telling insanly emotional stories. And to gamers, the guardrails feel natural. After all, they have to be there and have always been there, so the suspension of disbelief includes ignoring that you’re (in ttrpgs terms) on railroads.

        But, the old guard has played ttrpgs while video games were in their infancy, so they never expected the GM to give them a framework, in which they could do everything, and that still produces a story that would make J.R.R. Tolkien give standing ovations.

        They, instead, assumed that with clever incentives, the players would themselves want to play and create the stories themselves. As you pointed out, the GM would simply offer tools for the players to tell their stories.

        But, to tie this back into romance in video games: Sure, you can roleplay that yourself (if you write it down, you have created fanfic) but, like in ttrpgs, it’s not ‘your’ character and you’re not the GM.

        Some groups might play that way, everyone being a quasi gm who can tell a part of the story freely and then handing the scene back to another player.

        But in most groups, I think, players want to control only one character (themselves). To them it feels violating to either take away/control someone elses character or having your character be played by someone else.

        And in video games, the only character you have is your main character. Thus roleplaying other characters is like taking away the GMs NPCs.

        But, your point does work in games like The Sims, where, even though the dialog/romance options are limited, you can add back that level of meaning through roleplaying. Or in games like the elder scrolls, where the storylines aren’t intertwined. But Cyberpunk 2077 does pull your romantic interest into optional endings, so the characters behavior might then no longer align with your interpretation, because the game took back control of its characters.

      • Player2@sopuli.xyz
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        7 hours ago

        So I have to roleplay romance in my role playing game? I don’t play role playing games to play roles! /s

  • [deleted]@piefed.world
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    15 hours ago

    BG3 romances seem shallow and kind of transactional because it is a mix of characters who don’t know each other having a whirlwind romance in a relatively short period of time. They are easily comparable to the majority of romances in movies and books with similar circumstances.

    The other thing that is always going to make romances in games difficult to do in more detail is a lack of real world senses that play a huge part in attraction. Smells, tone of voice, flirting based on what is cutrently happening are either impossible or extremely time consuming to implement in a computer game. Like you could luck into picking the right cologne for a character or something, but that is along the same lines as picking the right voice lines.

    Not saying it is literally impossible to do, but it really is a monumental task to implement relationships that don’t seem forced or obviously mechanical in a video game. If they did implement one perfectly, the randomness of real life would make it nearly impossible to have a romance as there are so many things that can easily derail a relationship forming including just not being in the mood to reciprocate affection because of some completely unrelated event!

    • Paradachshund@lemmy.today
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      11 hours ago

      I think it also makes them feel more shallow because the characters are all “player-sexual” to use an industry term. Basically every character is into you if you want them to be.

      I’d love to see more games have characters with preset likes and dislikes and how you’ve built and played your character will determine who will be interested (and who will shoot you down!)

      • Katana314@lemmy.world
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        5 hours ago

        Part of me thinks the devs should just be more settled about having more relationships that don’t involve the player. You get 5 supporting characters, and character A, in their “relationship event” with you, admits that they have feelings for character C and want your advice because they don’t know how to express it.

      • [deleted]@piefed.world
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        11 hours ago

        Shallow and rushed, since it has to develop in a few dozen hours of gameplay with a limited number of NPCs!

    • Triumph@fedia.io
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      13 hours ago

      BG3 dialogue and story is also crafted to be “over the top”, where everything is always stressful and everyone has some crazy insane magical high stakes backstory. Of course the romance, such as it is, isn’t going to feel realistic.

    • fishy@lemmy.today
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      11 hours ago

      There’s genres of games that are supposed to be relationship sims and nothing else. The relationships and characters are still hollow and would only draw in the loneliest people.

    • massive_bereavement@fedia.io
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      13 hours ago

      “Thank you for coming. It was nice of your friend to help us meet.”

      " I was there. I was there 3000 years ago … when Isildur took the Ring. I was there the day the strength of men failed. I led Isildur into the heart of Mount Doom, where the Ring was forged, the one place It could be destroyed! It should have ended that day, but evil was allowed to endure. Isildur kept the ring. The line of kings is broken. There’s no strength left in the world of Men. They’re scattered, divided, leaderless."

      “…o-kay. Would you like to share some entrées or … Let’s order some drinks first.”

      • Triumph@fedia.io
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        13 hours ago

        Yes, also meatspace romance is built not just on the pivotal but a whole lot on the mundane.

  • teft@piefed.social
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    13 hours ago

    Romances are stupid shallow fluff that serve no purpose except to draw in lonely people. They’re idiotic and predatory.

  • prismatic@ttrpg.network
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    14 hours ago

    You listen to Shadowheart’s story in Baldur’s Gate 3 and, since you pass no judgment, fall in love.

    Not that different than a lot of the relationships I had when I was young to be honest.

    • massive_bereavement@fedia.io
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      13 hours ago

      Well, I listen to Shadowheart’s story and since I’m a warlock who pacted with an evil master just because I wanted to do cool tricks, I felt I shouldn’t judge. (Also she is a ride or die goth girl).

      Though the frog lady is the best.

  • Endymion_Mallorn@kbin.melroy.org
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    14 hours ago

    Or, and maybe I’m the weird one here, we shouldn’t include romance in games. We absolutely shouldn’t have the players’ avatars involved in those romances. Games are escapist fantasy, and I don’t believe it’s helpful to allow anyone to experience romantic things in an escapist context - that should be constrained to the real world.

    Then again, I think the only game I’ve played with a narrative that I really appreciate anymore is Final Fantasy Tactics Advance. So maybe I’m just old and jaded.

    • rustydrd@sh.itjust.works
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      13 hours ago

      I think this essentially gets at the same point of criticism: Do it properly or don’t do it at all. If you want romance, then write a romantic story with real love and loss that allows players to experience these feelings through their characters, but not shallow “romance options” like the ones that are included in so many games nowadays and that feel like the equivalent of reading two pages of a character’s diary.

  • Coelacanth@feddit.nu
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    14 hours ago

    This brings me to an interesting question, only briefly touched upon in the article (and with too few examples): which is the best video game romance so far?

    • Voroxpete@sh.itjust.works
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      7 hours ago

      You know what’s wild? The answer that immediately comes to mind is Warframe.

      Genuinely, I’m not remotely joking, Warframe has some of the best video games romance I’ve ever encountered.

      Two things really stand out to me about the conversations in Warframe.

      First, the things they learn about you are often just as important as the things you learn about them. The article talks about the process of two people figuring out how they fit into each other’s lives, and that’s exactly what you get with Warframe. You need to actually show that you can be someone they can love, as well as simply showing interest in them.

      Secondly, and I think maybe more importantly; most of the conversations in Warframe don’t feel “important.” They all are. But most of them are about comparatively trivial things. A lot of it is literally just people sharing shower thoughts, or jokes, or talking about dumb shit, or getting things off their brains.

      Also, the way the characters interact feels distinct and different. Amir, the most obvious case of ADHD in the universe, writes five messages for every one of yours (these conversations all happen through “Not MSN Messenger”), and most of the time what he needs is for you to just listen while he unloads all the chaotic shit in his brain. Eleanor, the journalist, writes long, carefully formed sentences with correct punctuation and grammar. She poses questions, prods and pries, tries to dig secrets out of you. Aoi will sometimes just send you a string of emojis, and will be delighted if you reply the same way. She likes to be silly, but more importantly she needs to just know that you’re there and you cared enough to reply. It’s the written equivalent of squeezing someone’s hand. Some characters will pester you, others are more likely to wait for you to talk first. There’s a unique dynamic with each of them.

    • justdaveisfine@piefed.social
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      14 hours ago

      I’d probably argue games that ‘can’ do this well is JRPGs because they tend to be a slow burn and have a lot of small side conversations that are not directly plot related, which allows the characters and relationships to get fleshed out.

      The ones that immediately come to mind are FF 8/9/10 but I’m certain there are others.

      In games where the romance is like a mechanic and not a part of the story? Hmm that’s a tougher question because I think mechanics/gameification tend to ruin the human part of relationship building.

    • Suck_on_my_Presence@lemmy.world
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      8 hours ago

      I agree with the other comment about Haven, but I’ll also plug in Potionomics. It’s more gamified in terms of giving gifts to the chosen NPC you wanna court, but the voice lines and the way the love interest acts feels fairly natural in my opinion. And nothing ends after kissing, it just becomes deeper.

      Buuuut that’s just, like, my opinion, man.

    • kadu@scribe.disroot.org
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      14 hours ago

      Depends if you want to include actual romance games into the evaluation, because those are entirely dedicated to romance itself, making games like Baldur’s Gate hard to compare against.

      • Coelacanth@feddit.nu
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        14 hours ago

        Well no, I’m mostly interested in games with a side of romance. I would expect to be able to hold actual romance games and visual novels etc to a higher standard. Though actually it would be interesting to compare the best romance game/visual novel romance to the best “video game romance”.

    • rustydrd@sh.itjust.works
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      13 hours ago

      Not sure if this qualifies, but I found the (past) relationship between Kratos and Faye in the new God of War games really touching.