3 - More cutscenes. I just
romanced Iron Bull in my first DA:I run... They triggered all the way through the majority of the game so were well paced, and ended with a great scene on the balcony. I'd ask for that amount of dedicated content for every
romance, I loved it.
Thoughts?
I too would like to see more romance/relationship dialog options/scenes woven throughout the Andromeda game.
Regarding romance mechanics:
Many have suggested that Andromeda have a toggle switch in Settings to exclude romance dialog/scenes altogether, or just disable the nude/exposed breast scenes in a M-Rated game. To satisfy both schools of thought, I suggest that all romance dialog be shunted to the Investigate choices in the dialog wheel. This gives everyone the clear choice to pursue or bypass them. Investigate options, as we all know, open up 5 possible choices, making additional L.I. dialog cutscenes feasible without interfering with the main plot. For relationship dialog options, it would allow for including three clearly defined choices such as "Lock-in", "Remain friendly," and "Not in my lifetime.", plus two more dialog options at a time.
At the zenith of the relationship choice at the end of Andromeda, the romance options in the dialog wheel should let the player decide whether they want to see a sex scene, and if so, whether it includes nudity or not. I prefer tasteful nudity showing curves without breasts being revealed; a tender, intimate moment. I've heard the arguments over the high costs to development 18 cutscenes (2x3x3 in this mechanic), but these three options should be available; the intimate cutscenes only last 4 seconds anyway.
I didn't like the relationship mechanics used for Tali's and Ashley's survival in ME-3. These depended on the outcomes of 6 previous choices with them across three different games. Way too complicated and a mechanic I would never have figured out (Thank you masseffect.wikia). I'm never going to attempt 6+ Trilogy replays to figure out where I went wrong. Way too complicated.
The glaring problem with romance mechanics in ME-2 is where MaleShep would be automatically locked-in with Miranda the moment she said: "I don't know what this is, if it's just stress, or blowing off steam, or..." Masseffect.wikia notes in the romance guide that "[y]ou cannot opt out; every option results in either becoming locked-in, or the relationship being broken off permanently." This is why I advocate for clearly delineated dialog choices where we can decide if we want to lock-in or not. And, turning down a potential L.I. should not cause the end of all conversations (between missions) with a squadmate for the rest of the game. Let those friendships develop too, but not usurp your current L.I. relationship unless you specifically decide to do so.
The protagonist's relationship with a L.I. should not be tied to the overall Reputation status accumulated from all other dialog choices. [the P/R dichotomy shouldn't even exist anyway.] Advancing the relationship should only be tied to the friendly or harsh comments that are chosen, and the number of conversations that occur. Getting locked-in could require all 8 of 8 conversations, and let any 2-3 of them allow renegade-type dialog choices without permanently ending the relationship. I liked seeing L.I.s Ashley and Kaiden be upset with Shepard for working with Cerberus, and later they sent a message after thinking about their relationship with Shepard. It would be great if a few conversations included humor and teasing/kidding around.
It would be a quagmire if relationship progression depended on whether the L.I. was included in missions. That mechanic would be no different than being forced to choosing only paragon or renegade dialog options to make later relationship dialogs available. I wouldn't want to go into battle with a weaker squad against one type of enemy (organic or synthetic; or not effective against barriers), just so I can keep the relationship alive. It's better to have a friendship-romance reputation system that is separate from persuasive reputation levels for all other game conversations. Interrupts should be used to alter the outcome of a L.I. conversation: A renegade-style action would back the relationship down, and a paragon-style interrupt would evolve the relationship closer. A relationship doesn't even need to be determined at the end of each game. For role playing, going back and forth with a L.I. over two full games could make it seem more realistic: we each help the other wear down the rough edges over time. It would take brilliant writing to explore these permutations, but there is accomplishment in gradually coming to your senses. See here.
Maybe it's best that the protagonist has friendly conversations with all three L.I. options available for that gender, all the way through the game, and cannot lock-in until the very end - a final choice near, during, or right after the final battle. Build the relationship and passionate tension over time. MaleShep and Ashley's complete romance arc proves the point. "Boldly they rode and well."