1. Make it easier for NPCs to reject you: I'm not the first person to note this, but the main thing for me is that the NPC's lack agency in these relationships. As long as you say and do certain things, they're into you no matter how much of a saint or sinner you've been for the rest of the series. Using Miranda as an example (although I think this is true of all the LI's), she may be in love with your ruthless Shepard, but she'd also be in love with my boy-scout Shepard as long as I completed the loyalty mission and chose a couple of upper right-hand dialogue options. That's just not convincing to me.
That's pretty much true of all nearly all player choices in RPGs, not just romance. And an inevitabilitity, I think. Companions almost always stay by the player character no matter how many senseless and stupid murders you commit that really should outrage them and end with them shooting you in the head while you sleep.
It would end up severly punishing players who want to be 'evil' in video games. And the plain reality is, nobody wants to play 'Sit-in-prison-simulator' or 'get rejected because you're an ******* simulator' no matter how realistic it is.





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