@simfamSP
At a basic level we sort of agree, yes. Where I differ is that I do not see BioWare's approach as much of an improvement. I think some of their party NPC interactions could stand to be deeper--particular where romantic relationships are involved. Having more to them would be an improvement.
Obsidian is worse at that, however--as you suggested with Elanee. I just feel that the tone of a romance shouldn't be of the deep, forever love variety if the way a writer conveys it makes more sense as a fling or friends with benefits situation. The result is either jarring, or forced beyond credulity.
It seems like instead of trying to write different kinds of relationships, romantic or otherwise, they keep trying to hit the same boxes on a checklist. The less a character fits into their assigned box on that list, the greater a stretch it is to believably force them into it.
Until I see more of that and less of going down that checklist, I rather they stay away from something as potentially complex as serious romantic relationships. Romances seem the least likely to avoid that trap due to the expectations people place on them.
Kreia stood out because she resided in a perfectly Kreia-shaped box. She just was. Ditto with certain other characters such as Ravel Puzzlewell. Obsidian took up most of KotOR2 thoroughly exploring Kreia's nature, ideals, and connection to the Exile. Likewise, a sizable chunk of PST was spent understanding who Ravel Puzzlewell was in order to locate her.
Without even half that attention to detail, I think the typical romance arc these games go for will always fall flat. They might be entertaining, but they will never approach believability or provoke deeper thought. Not unlike eating a delightful confection that tastes great and makes you feel good, but has no real substance past the brief pleasurable sensations it creates.
The exception is if a game's plot is structured in such a way that a drawn out growing relationship does not need to be explored. It worked in Alpha Protocol, for example, because the pacing and style of that game fit an action movie where everything happens in a flash. That doesn't make as much sense in a game taking place over a period of months, or even years depending on how the passage of time is handled.
My hope is Avellone, Ziets, and whoever else may have writing duties on PoE breaks away from the norm instead of trying to fit characters into it somehow. That is what they excel at besides. I want to see them explore different sorts of connections between people as you suggest, instead of shooting for a goal to meet fan expectations. I can only hope what Avellone said in an interview last year still holds true today:
"So if I were to implement a romance subplot in Eternity - I wouldn’t. I’d examine interpersonal relationships from another angle and I wouldn’t confine it to love and romance. Maybe I’d explore it after a “loving” relationship crashed and burned, and one or both was killed in the aftermath enough for them to see if it had really been worth it spending the last few years of their physical existence chained to each other in a dance of human misery and/or a plateau of soul-killing compromise. Or maybe I’d explore a veteran’s love affair with his craft of murder and allowing souls to be freed to travel beyond their bleeding shell, or a Cipher’s obsession with plucking the emotions of deep-rooted souls to try and see what makes people attracted to each other beyond their baser instincts and discovers love... specifically, his love of manipulating others. You could build an entire dungeon and quest where he devotes himself to replicating facsimiles of love, reducer a Higher Love to a baser thing and using NPCs he encounters as puppets for his experimentations, turning something supposedly beautiful into something filthy, mechanical, but surrounded by blank-eyed soul-twisted drones echoing all the hollow Disney-like platitudes and fairy tale existence where everyone lives happily ever after." -- Chris Avellone
Modifié par Seagloom, 13 décembre 2013 - 01:08 .