The best romance I've ever played (in a non-romance centric game, I've played an even better one in a visual novel which-way type game) was the one in Heavy Rain, which is totally optional and builds (or busts) throughout the game. The love scene there is also the best I've ever seen or played in a game, how they should be, but it's neither the culmination or the goal of the romance, which again is how it should be. It's also a lot more nuanced and generally brave, though everything about that game is more harsh and dramatic than BioWare's offerings to date. DA should not be afraid to go there. In fact, it should jump headlong into deeper waters.
Final Fantasy 8 (which also had the great spaceship scene, if it hasn't been posted, great use of original music to set and score a scene, and the band building exercise among other things, great game) and 7 as well, with the long date scene either with Tifa or Aerith, are great examples of a (somewhat) set love story, but I don't think a chosen love interest type game needs suffer at all. These were games that had silent PCs, and largely silent NPCs as well. Steambot Chronicles, if anybody's played it (late PS2) took it up a notch or four in terms of what you can do with that framework, and it had multiple love interests (along with the option to stop and form a band if you wanted, like the DA press conferance a while back mentioned not many games do, tons of choice). I'd say the relationships that carry through the Uncharted games are great examples of set voiced, fully mo-capped relationships, as are the relationships you build and carry through the Metal Gear games. If you are going to build off choice, however, you've got to fully integrate your romances, and you've got to prioritize them, or else they end up nice, but sparse, like DA2's, where there's just not enough interaction there. They start to feel like sidequests, and they shouldn't ever do that.
ME3's Liara romance is the best I've seen from BioWare (if you imported her romance), because there's so much that changes to suit the relationship, and there's a lot of intimacy on display (other than the love scene itself, which is the best in the game and the worst scene in the relationship at the same time). Even so, I felt it wasn't quite as integrated as it should've been. There were a few scenes that didn't change that should have, and that left me afraid my story had been glitched for a while, and then all of those relationship things, the most important aspect of Mass Effect imo, aren't realized in the end, and that's a game killer. In DA, both games have done what's there very well, excluding the love scenes, which actually distract from the romances because of the outside reasoning that goes into how they're presented. Fading to black is every bit as bad, which is what DA2 and ME2 do, really. If you're going to do relationships that actually exist in game to the point where there is consummation of the relationship, you have to have a love scene. If you're going to do love scenes, be brave and do them right.
Other than Mass Effect, I loved the Bastila romance from KoTOR, but that's a will we/won't we sort of strictly non-sexual, early stages romance. DA's Alistaire romance is excellent, and Morrigan's is excellent, because both provide a lot of back and forth and a lot of what happens next sort of feedback and resolution. Also, both play heavily off any other relationships you have in the game, which is better than a one choice and done thing, or a one choice at a time and take turns approach like DA2 and ME2. DA:O's approach is very natural and allows you to get to know all the characters at your own pace and develope affections with them playing off of a good range of interpersonal scenarioes. That's very important in a choice game. That's also something I dearly loved about Jade Empire, how constantly playing off the characters could result in a very unrestrictive, natural outcome. You can end up in a king/wife/mistress scenario there like DA, but you actually have to resolve the situation both with the characters individually and between the NPCs, and it was brilliant. It was fairly complex and well integrated, and again those are positives.
Honestly, I think BioWare's devs should go play Heavy Rain to see how they can better integrate their romances, and go play some (of the best) mature dating/relationship sims to improve their scenario interplay. They need to be braver to keep me invested all the way through rather than frustrated with the corporate outside nonsense, not have all this conservative pull-back, And they need to look at what's worked well for them so far. The thing that has been consistently excellent is dialogue, both the one to one dialogue tree interactions and the party banter system, especially in DA:O (the trees) and DA2 (the PC involved banter). The one thing I would like to see more of regards that (besides number and depth of conversations available) is player interaction. Those banters walking around are awesome. Why not do small cutscene type things around those that allow the player to take part, rather than just hearing Hawke say something without player input. Why not evolve the relationship a little bit every banter scene that takes place? The physical aspect, I thought was improved leaps and bounds in ME3. Just more of that.
More scenes, less modesty or whatever it is (that awkward tightrope they've been walking the past few years), more intamacy/affection, much deeper integration into the main plot again. If you don't play a romance, fine. If you do play a romance, that should be just as or more important to your character's story than the big world changing events, like it always would be were it real. Heck, even if you only play a fling, make that matter in the story.
edit: Also, since it's been brought up, yes, the characters should have fixed sexual orientations, just like they have fixed inclinations and beliefs in other aspects of the character. Sexual orientation and psychological promiscuity or frigidity are part of a person's basic personality, and they should be so in game. Plus, it means the resources spent applying wish fulfillment to a character's orientation can be better spent fleshing out another scene or allowing an entirely new scene that would have hit the chopping block otherwise. Individual developement per relationship is better than homogenized maelability. Deeper, more frequent interaction is always better than less of same spread around to all comers. The story and the player both benefit per playthrough, overall.
Modifié par cindercatz, 02 juin 2012 - 12:28 .