Blog o' Romance
Posted by
Chris Avellone
,
23 July 2007
·
3294 views
So, I generally despise writing companion romances (I think unrequited and/or doomed ones are ultimately more dramatic), but there are some techniques I've accumulated over the years that I try to incorporate into writing and designing romances in RPGs.
A lot of these things came out while writing Gannayev-of-Dreams in Neverwinter Nights 2: Mask of the Betrayer, and I suppose it could hold true for other inter-party romances in games. What follows is a summary of some points we kicked around for how to foster romances with the PC.

Any suggestions or examples of other techniques that work would be welcome because us Obsidian folks (or at least me) aren't the romantic types.
Note: I'm going to cite examples from Season 1 of Lost a lot, so if the character examples below don't make sense to you, watch that and come back - although there's no spoilers below. I think. It's hard to tell with Lost what's a spoiler and what's not. Also, I haven't watched Lost past Season 2, so it's possible all the examples below are overturned in Season 3.
Anyway, here's how to foster romance between characters - part one, and subject to iteration.
That’s all I got for now. Any advice on what you guys think works and doesn't is welcome - I could use it.
Chris
A lot of these things came out while writing Gannayev-of-Dreams in Neverwinter Nights 2: Mask of the Betrayer, and I suppose it could hold true for other inter-party romances in games. What follows is a summary of some points we kicked around for how to foster romances with the PC.

Any suggestions or examples of other techniques that work would be welcome because us Obsidian folks (or at least me) aren't the romantic types.
Note: I'm going to cite examples from Season 1 of Lost a lot, so if the character examples below don't make sense to you, watch that and come back - although there's no spoilers below. I think. It's hard to tell with Lost what's a spoiler and what's not. Also, I haven't watched Lost past Season 2, so it's possible all the examples below are overturned in Season 3.
Anyway, here's how to foster romance between characters - part one, and subject to iteration.
- First, the NPC romantic interest must be good in combat or contributes effectively to a mission. It is much easier to like/love someone who fulfills an effective combat role in the party (Final Fantasy VI/Final Fantasy III was always my model for this). Kate from Lost, for example, pulls this off - she's a good tracker, good with a gun, and can handle herself in a fight for the most part.
- The NPC is not subservient to the player, but either equal or not quite his or her equal. Kate from Lost does not feel she’s worthy of Jack, but she can compete with him and give him a run for his money.
- At the same time, the romantic NPC has to be good at what they do - whether they are wizard, rogue, or whatever, it should be clear that the romance NPC is skilled at their profession. Slacking or whining is not an admirable romantic quality.
- The love interest doesn't have to like the PC, oddly enough, but it should be clear they admire or respect them for who they are, not what they can do. Regardless of Jack being a doctor, Kate thinks Jack’s heroic and ethical qualities are admirable.
- Independent. If the player wasn't around, the NPC would be able to act independently, and they can think for themselves. They don't always blindly agree with the player and only have a life when they are around. In game, you want to give them individual AI, opinions, disagree at times, discuss, etc. The player wants someone to care about, not a drone who nods all the time.
- At some point, the NPC love interest is willing to sacrifice something of some importance for the player for solely altruistic reasons. They may give up a weapon, a philosophical position, or something of value to them simply because their feelings for the player matters more.
- Intelligent and/or cunning.
- Witty. Again, Kate from Lost. Booksmart is fine, but you need someone you can banter with, not just recite physics formulas.
- R-E-S-P-E-C-T, not just for the PC for the NPC, but vice versa. The NPC doesn't behave condescendingly, doesn't throw games to let the player win, subdue their own abilities to make the player shine - they respect the player enough to not treat them subserviently. At the beginning of the romance, this may not be the case, but later on, it should be clear the NPC feels the PC can stand on their own two feet, and the NPC respects them. They don't have to agree all the time, but they don't think the player's a dummy.
- Good VO, as I'm sure you know. The right voice actor can make or break a romantic interest immediately.
- This is personal preference, but I would always err on keeping "the chase" going, and have no consummation until the end of the game, if at all - again, I advocate no consummation (I've seen it kill Cheers and Moonlighting among others), but that gets some players pretty upset. Keep the player guessing as to the NPC feelings, even if the hints seem pretty obvious - this makes for good drama.
- Some admirable quality in the romantic NPC. For example (and not to say that I'm in love with Dr. Doom), Dr. Doom in the Marvel Comics, for all his bad guy megalomania, is obviously (1) smart, (2) is devoted to the people of his country, and (3) is constantly looking for a way to save his mother from hell. For a bad guy, these are some pretty admirable qualities beyond just conquering the world.
- The romantic NPC should be picky, it's obvious he/she has high standards. In Planescape: Torment, we made it pretty clear that Annah and Fall-From-Grace didn't express interest in just anyone, and the player was the only one out of thousands that ever piqued their interest.
- Attractive. Note that this is hard to do (we've had to constantly iterate romantic visual concepts, and it's just as hard as finding the voice actor), so what I've found is best is (1) let the player make the call, but even better, (2) make sure you seed the world with people who remark on how attractive/intelligent/witty the female or male NPC is - the power of suggestion and rivalry can reinforce to a PC that the NPC is an object to be desired. For example, AGAIN WITH THE @#$!@$ LOST, Sawyer fulfills this role with Kate (and he is a romantic rival as well).
That’s all I got for now. Any advice on what you guys think works and doesn't is welcome - I could use it.
Chris
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* The NPC is not subservient to the player, but either equal or not quite his or her equal.
* At the same time, the romantic NPC has to be good at what they do - whether they are wizard, rogue, or whatever, it should be clear that the romance NPC is skilled at their profession. Slacking or whining is not an admirable romantic quality.
* The love interest doesn't have to like the PC, oddly enough, but it should be clear they admire or respect them for who they are, not what they can do.
* Independent.
* R-E-S-P-E-C-T, not just for the PC for the NPC, but vice versa.
* Good VO.
* Attractive.
* The romantic NPC should be picky, it's obvious he/she has high standards.
* Intelligent and/or cunning.
All of these are portrayed in Nathyrra, a romance-capable henchman in NWN:HotU. She was in line to become a Matron Mother, but due to her house being destroyed she ended up being a Red Sister, the ultimate drow assassin. She does great in combat (especially with the AI mod) and keeps my bacon safe. She views herself as being on the same level as the player character, and the player can reciprocate through dialog if they wish (I always do because I pursue the romance aspect). Initially she views the PC as just another lowly male, but he earns her respect and love as the campaign progresses and his victories mount. She's independent; if the PC wasn't there she'd be helping people escape drow tyranny, and initially she only goes along with him because he represents a possible solution to the problem of the Valsharess. She has great VO (I think), and her portrait is certainly fetching. Alas, her NWN character model is low-poly and crude, but she still manages a pretty face and beautiful white hair.
I really like that, by the end of the game, all that has taken place is a confession of love. No quick night in the sack, no oddly-named children (Quayle?!?) being born, just the beginnings of a real romance, which can and probably should be set outside the game context. In the game, so long as there is the main quest to complete, there can be a romantic edge, but really they are building a friendship, a hopefully lasting bond between each other. There's time for huggy-smoochy afterward - in the epilogue and the player's imagination.
She's not very witty, but that's okay given where she comes from. Regardless there are a few dialogs where she and the PC can banter back and forth (you're cute when you're angry) and it's fun, if short. She doesn't really sacrifice anything for the PC, but then she's already leading a self-sacrificing life helping people escape the Underdark, and that continues, with the PC at her side, according to the game's epilogues (if she's romanced).
As far as admirable qualities go, she's committed to helping people, to turning her life around, and to battling the demons of her past. I respect her far more than any CRPG NPC I've experienced, and her 'romance' is as close to perfection as I've seen yet, based my preferences of course.
You asked for suggestions, so besides offering what I think is an excellent case study, here are some additional thoughts:
* Background; the NPC has been alive for at least two decades before meeting the PC, so there exists potential for much discussion that could help the player paint a mental picture of what the NPC is like. Nathyrra does this by talking about her House (family and youth), her training as a Red Sister, how she met the Seer, things to be aware of in the Underdark, and why she decided to turn her life around. If the NPC is enjoyable to begin with, then I absolutely love asking them about their past and learning of things they did and how they came to be in their current situation with their current ideology.
* Interaction with other NPCs; the PC isn't the only person in the game world capable of conversation.
* The best and longest lasting romances are based on a solid friendship. When a disagreement occurs and heated words are exchanged, it is the strength of the underlying friendship that will make or break the relationship. Thus there's really no need to write romance novels for game dialog; and writing for friendships is easier and more fun.
I'd hoped to write more, but I'm tired and can't think straight. I hope you get the point of what I was trying to convey. I was enjoying Elanee up until the point where she decided to jump in the sack with my character; that was a real WTF moment given that I didn't think they'd developed a close enough bond by that point. Maybe I'm just old fashioned, but given the typical instability and brevity of many of today's relationships, I see no reason to change.