One man and one woman, both playersexual.
Fixed characters are the old way to write characters. The way of books and movies before player input existed. Like fixed plots and fixed dialogue. Tweaking characters to enhance player interactivity is new and unique to games. Games should seize the opportunity, not reject it out of complaints of gameyness. Hello, you're a game. Make the most of it.
Answers to common objections:
- They wouldn't necessarily have the exact same lines for both sexes. There could be tweaks to the dialogue so a character has a gay background or not depending on the player.
- This doesn't cheapen or make shallow the character. Just the opposite - It enriches the character with extra layers and it adds replayability on top of that. Furthermore, the romance for that character can be deeper because there are fewer romances to write. Two slightly different versions of one character are more efficient than two totally distinct characters because there is a common shared base. Unfortunately many players can't see past their book mentality in order to tolerate mutable personalities. That's their issue, not the character's.
- "But that way we can't get awesome meaningful scenes like the one where Cassandra rejects your advances." We had one like that in DA2, when Aveline rejected you. You can have rejection scenes if you like. Give it to a character who is not romanceable.
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Mutable characters should be a thing beyond sexual orientation. In DA2, Bethany and Carver should have been one character, not two. The sibling would be a mage or a warrior depending on what you aren't.





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