Romance options/Story branching
#1 Members - Reputation: 103
Posted 03 October 2012 - 09:16 AM
I feel like with the advent of Bioware games like Mass Effect and Atlus games like Persona 3, that American gamers are beginning to enjoy wooing NPC's into being romantic companions. In fact, if a game has friendship/romance simulation in it, I feel compelled to give it extra points in the writing department.
That being said, I'm currently thinking of a story that changes depending on the partner the protagonist chooses. Furthermore, I'm considering making the selection a free-for-all i.e. both sexes would be available to romance. What do you all think of this concept? Feel free to discuss and commentate.
#2 Members - Reputation: 269
Posted 03 October 2012 - 12:26 PM
I've not played Persona 3; but in Mass Effect the Human Biotic Alinko and could be wooed by both male and female players. There were others, but I'm drawing a blank. I think that as long as the game doesn't become a platform for trying to push one lifestyle or the other then it's fine. Leave the option open for the player to decide.
In general, I feel like romance has a very strong emotional tie and - when applied appropriately - can help to immerse the player in the game.
I like games that give you a 'lesser of two evils' choice and allow emotional ties to play in. I mean - come on, are you going to save the person you've begun romancing, or the strong arm? The gentleman in me will always pick the romance. ;)
Edited by ShadowValence, 03 October 2012 - 12:27 PM.
#3 Members - Reputation: 1048
Posted 03 October 2012 - 12:53 PM
Take a look at Harvest Moon for the Super Nintendo. You could go on dates and eventually marry if you managed to woo her.
Also in Asura Dreams for the Playstation had a romantic interest sub-plot. Even Final Fantasy 7 had a subtle romance option that allowed Cloud to go on a date. They've been around, but I think games like Mass Effect got so much media for it because of the world we live in now, with saturated coverage and the fact they went out of their way to say there were sex acts with aliens in the game.
It may just be my opinion, but I think romantic options are a good way of developing a deeper immersion for the player and that it's recently been brought into the spot-light with more AAA giving it a try. Having them effect the direction of the story is an interesting dynamic that I feel more designers could use to pull the player even deeper into their worlds.
Speaking of romances in games, my team and I have been kicking around an idea for a fighting game that has a dating mechanic involved, but more along the lines of a dating sim/fighting game with a similar free-for-all for "preferences". Not as in depth, but something just fun and arcadey.
Check out my game blog - Dave's Game Blog
#4 Members - Reputation: 103
Posted 03 October 2012 - 08:35 PM
I think that "romancing" in games is an aspect that has been over-looked by western audiences for a while now.
Take a look at Harvest Moon for the Super Nintendo. You could go on dates and eventually marry if you managed to woo her.
Also in Asura Dreams for the Playstation had a romantic interest sub-plot. Even Final Fantasy 7 had a subtle romance option that allowed Cloud to go on a date. They've been around, but I think games like Mass Effect got so much media for it because of the world we live in now, with saturated coverage and the fact they went out of their way to say there were sex acts with aliens in the game.
It may just be my opinion, but I think romantic options are a good way of developing a deeper immersion for the player and that it's recently been brought into the spot-light with more AAA giving it a try. Having them effect the direction of the story is an interesting dynamic that I feel more designers could use to pull the player even deeper into their worlds.
Speaking of romances in games, my team and I have been kicking around an idea for a fighting game that has a dating mechanic involved, but more along the lines of a dating sim/fighting game with a similar free-for-all for "preferences". Not as in depth, but something just fun and arcadey.
I think that "romancing" in games is an aspect that has been over-looked by western audiences for a while now.
Take a look at Harvest Moon for the Super Nintendo. You could go on dates and eventually marry if you managed to woo her.
Also in Asura Dreams for the Playstation had a romantic interest sub-plot. Even Final Fantasy 7 had a subtle romance option that allowed Cloud to go on a date. They've been around, but I think games like Mass Effect got so much media for it because of the world we live in now, with saturated coverage and the fact they went out of their way to say there were sex acts with aliens in the game.
It may just be my opinion, but I think romantic options are a good way of developing a deeper immersion for the player and that it's recently been brought into the spot-light with more AAA giving it a try. Having them effect the direction of the story is an interesting dynamic that I feel more designers could use to pull the player even deeper into their worlds.
Speaking of romances in games, my team and I have been kicking around an idea for a fighting game that has a dating mechanic involved, but more along the lines of a dating sim/fighting game with a similar free-for-all for "preferences". Not as in depth, but something just fun and arcadey.
That sounds like a game I'd write for.
#5 Members - Reputation: 841
Posted 04 October 2012 - 02:36 AM
First you have to distinguish between:
- Romance as a part of the story
- Romance as a part of the game mechanics
As of story-based romance - good games connect stories to mechanics - the more the better. Like as in good RPG your grinding and wandering has to be somehow important for the main story arcs. Similarly the romantic plots should to be connected to mechanics so that interacting with your significant other will change the core elements of gameplay to some extent. Simply having your brother/sister in arms to fight among your team is not interesting IMHO.
First technology demo of my game Shinya is out: http://lauris.kaplinski.com/shinya
Khayyam 3D - a freeware poser and scene builder application: http://khayyam.kaplinski.com/
#6 Members - Reputation: 821
Posted 04 October 2012 - 07:42 AM
Games like Persona 3 and 4, while selling respectably, aren't blockbuster hits in the US. Mass Effect had a "romantic" aspect, but it's pretty light. My impression is the more your game resembles a JRPG the more likely your audience is to enjoy a Persona-style experience, where you go on dates and slowly develop your relationship with characters with a moderate to significant effect on gameplay. If your game is more similar to a Western RPG, I think that those elements might be less well received.
For your game as you've described it here, I think that you could probably follow either route. But it might be easier to imitate Mass Effect for a free-for-all: you have to do less writing for the potential relationship developments with each character and dedicate less in-game time to describing those relationship developments. Additionally, if you want it to matter to the plot it might be easier to use ME-style event triggering to advance the relationships rather than having the player allocate free time whenever he or she chooses.
#8 Moderators - Reputation: 2813
Posted 05 October 2012 - 11:14 AM
To approach this from a writing angle, I'll mention that I always had difficulty writing romance options designed to please people with different tastes than me. It almost seems like designing the cast of characters and writing the story for an interactive romance sim would have to be a team effort, so it could draw on the different preferences of multiple writers and designers to try to provide a variety of options for players' varied tastes.
I have a general interest in 1. games involving pet breeding or farming, and 2. interactive story romance. If you'd like to discuss one of these you may PM me.
#9 Members - Reputation: 106
Posted 14 October 2012 - 01:58 PM
Fable touches on the romance aspect, although it's done in a very sandboxy after-thought where the women you pick have very very very little consequence on anything, other than being quest rewards and/or providing familial rewards and bonuses.
Overlord, the campy series about being an overlord, gives you several options of mistresses on varying sides of the karmic spectrum. the mistress you pick effects certain gameplay mechanics, quests, and, if i remember correctly, certain parts of the story. Oh, you can also decorate your lair based on your mistresses tastes.
There's also that atlus game Record of Agarest War that has basically completely integrated the romance aspect into huge chunks of the game. You pick from several types of girls with varying personalities, woo the one of your choosing, eventually completing that ages storyline, which continues with your offspring who then himself picks a new mate, rinse and repeat. There are like 3 or 4 generations you can play through. There's also a sequal to the game.
Ar tonelico is by faaaaaaaaaaaaaaaar my favorite. the story is engaging, and the way you interact with the love interests is by diving into their souls and learning personal truths about them, helping them overcome whatever problems they are facing on that particular soul level. Plus they have really cute mechanics that are different for every girl, such as the crafting aspect. One recipe will yield a different item for every girl, usually resulting in an amusing scene about how they came up with that item.






