tl;dr - There is room for all tastes out there, so let the man do what he wants.
Long version...
This thread compelled me to bore my way out from under the earth, like a worm finding its way to freshly wet concrete on a rainy day.
For the longest time I supported the idea of seeing fewer romances in RPGs. I was dissatisfied by most of BioWare's offerings. Then I recently reexamined my ideas as I tend to do when boredom hits. I thought about why I held them, and considered how much they were influenced by fellow nerds. After a time I came to realize the obvious: video games are rarely high art; nor should they always need to be.
I love reading. I consume novels as often as I can afford them. Most of them, if held to any objective literary standard, are not genre defining. They are not amazing; and in fact rather predictable often to the point of risking triteness.
Movies I watch run the gamut from braindead comedy or by-the-numbers romance to art house films. The vast majority of movies are not special, clever, thought provoking, and certainly not memorable. Most films fail at exploring their own themes, if they set out to in the first place.
Video games are not so different. I thought back to romances in past BioWare games I enjoyed. The first that sprang to mind was Silk Fox. I loved the banter between her and my character--particularly when playing Closed Fist. I enjoyed the idea of two badass women fighting off an army of assassins and ghosts. I appreciated that she was even an option for my character--especially after the off putting hero worship romance with Juhani in KotOR. The happy ending, regardless of my character's moral slant, was the cherry on the sundae. Jade Empire remains one of my favorite BioWare games. Yet at no point did I consider any of the Silk Fox romance "deep". What it was, was entertaining as f***.
Literary classics can be hard to read, and quite frankly, not always very entertaining. Yes, they are important as building blocks that gave birth to conventions and concepts we still see today. However, that does not make every tome that failed to accomplish the same since worthless trash.
What matters to me when playing a game is whether or not I'm having fun. If a romance is written decently enough that it does not detract from everything else, I will come away from it satisfied. If it enhances other aspects of the game, all the better. In the case of Jade Empire and Silk Fox, I felt it did just that. Yet I would not consider anything about that romance realistic. It was well executed for what it was, provoked a positive emotional response, and claimed a spot in the tangle of thorny brambles I call my memories.
It is not unlike the growing presence of illusion of choice in CRPGs these last fourteen years. Consciously, I am aware my choices are extremely finite. There are only so many rails the story can go down. A full range of choices is impossible. At times that means watching my character say or do things I think are foolish or inappropriate in a given situation. Things that I often find ridiculously unrealistic. If the game manages to make me forget those limitations long enough for me to immerse myself in its world and story, I consider that a success. If I stop to rip apart every detail during play, something has gone terribly wrong with the writing.
Romance is identical in that way. Striving for realism is well and good, but what matters more is whether I buy into it enough to have a good time. Because let's face it: if we picked apart the stories and character interactions of every game in the last ten years with an aim toward how well they achieved a high standard of realism, the vast majority would fall to pieces pretty damn quick in most respects--not merely romantic subplots.
BioWare can keep doing what it's doing as far as I'm concerned. Chris Avellone can do the same. I wouldn't look to a Stephen King novel for a saccharine fairy tale romance. Nor would I read a Mercedes Lackey book expecting grimdark fantasy themes.
Likewise I don't expect a love story of any conventional stripe from Chris Avellone.
I prefer a writer to go with their strengths. Exploring and improving on weaknesses in their art is well and good, but no one expects perfection in all categories from all authors.
RPGs are a massive genre with increasingly fluid defining criteria every year. There is room for all kinds of stories and approaches to those tales. No need for every developer to aim for the same goals in every project. All that will do is march the genre toward stagnation.
Modifié par Seagloom, 05 novembre 2012 - 04:53 .