Snoteye wrote...
It was a tangent's tangent, I believe I can find it in my heart to forgive you.
I wouldn't disregard a game based on number and type of romances, nor will I buy a game because it has kissy-kissy or hanky-panky. I will play through romances (typically juggling as many as possible) if they're there because I paid for them and I'll be damned if I'm going to miss anything. The inclusion of companions and/or recurring NPCs is much more important to me than my ability to hook up with them. A story-driven game that doesn't need recurring NPCs can't be very story-driven. That's not to say I wouldn't play no-party games, but I will generally enjoy them less.
I know what you mean. I feel much the same way.
The time taken to advance romances is one issue that can be mitigated but probably not completely eliminated, by the nature of the medium. I would say the typical aggressiveness of romances is a much bigger problem, and that is why I appreciated PS:T's approach (the conclusion being a single kiss near the end of the game, without any of the sap).
I agree completely.
The impromptu romances(The "I now love you"-kind), which are sadly nearly all of them, I find to be the worst kind of them. I also liked PS:T's take on romance, but then again everything about PS:T was awesome.
Beerfish wrote...
Who said I was equating romance with casual
sex? You just made an assumption there. Example, a friend of mine met
a gal on 2 week vacation in Hawaii, they have now been married for 20
years or so.
Good on your friend, then...
2nd
paragraph, you are again putting words in posters mouths to suit your
argument. They are not mutually exclusive. You can have casual sex,
you can have love with no sex and you can have love and sex all in
short periods of time.
Yes. How is this relevant?
You totally ignored the other parts of my post
Okay, let's take them, then:
1) Lack of time in a video game
setting. If you want to try and let a romance evolve you have to start
it early, it's as simple as that.
2) They skip out a TON of actual
time in a game where the two romancers would be spending time
together. In DA you travel all over Ferelden a time or two so for
every on screen in game moment you have hours of travelling together,
eating together, sleeping in the same camp etc.
Yeees... Only the romances do not evolve, they simply go from "I am only interested in you as a friend" to "I am now very much in love with you, and am devoted to you without question".
If the relationship between the PC and the NPC actually went through different phases, and level of affection, your argument would make sense. However, they don't, and it therefore doesn't.
What you're talking about is an integral part of it all, though, but that is mostly because it's being handled so poorly.
In DA:O, for instance, there are unnuanced states of each relationship. All the going from "Liked" to "Warm", or whatever it is, but there are nothing rooted in it, except being able to go from "Friendship(Warm)" to "Lovers" or however you want to put it. Then that is the relationship. "Lovers". You cannot progress from it, as you are, apparently, already at the top.
Nemorem wrote...
I think the BG2 romances seemed more
reasonable because it was a longer game with a higher level of
abstraction - you didn't expect that the dialogue that popped up every
few hours was the *only* thing you ever said to your LI (just as you
didn't expect the other, rare bits of party banter were the only words
spoken by your companions). You filled in the details in between with
your own imagination.
Games like DA aren't as long or as
abstract. You get the impression that everything that happens between
you and the LI is supposed to happen on screen, and of course it isn't
going to be realistic.
Eeeeexactly.
Modifié par Liablecocksman, 12 janvier 2011 - 03:38 .