The choices people make are predicated on obtaining new content. For instance, when you meet Conrad Verner the first time in Mass Effect you can brush him off, and he will never appear again. If you humor him you can start a pan-game quest chain featuring Conrad. If you tell him to go away you miss out on a minor but fine part of the game, and there is nothing to replace it. Therefore, you always talk to Conrad.
I've come to realize I choose my romances because of the same reason. Simply put a romance is a particular kind of interaction, one that leads to unique events and conversations, i.e. unique gameplay which expands on your character and his or her relationship with others and with the game. Because there is no benefit to refusing to romance a character, people will always choose to initiate this interaction.
So this is my proposal: create content for characters who choose to remain single.
You've refused everyone in your party, including the dog. Congratulations, you are a) a byronic hero
Let's face it, people, not everybody buys into the romance thing, but they do buy the game, and the game punishes you for not doing the awkward love thing every time.





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