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entry Jul 23 2007, 12:58 PM
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.
  • 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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post Jul 29 2007, 10:21 AM
Comment #21


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Chris, here are a few quick thoughts on your post about RPG romances.

1. Regarding "unrequited and/or doomed romances" -- I don't agree that they are more dramatic. I frankly think they are cliche, unless they are done very well and very thoughtfully. And I think that this is one of the main reasons why the NWN2 OC's romances have been criticized by the community. They never went anywhere, and persisted (to the extent that they did anything at all) in conveying that mood of "doomed unrequitedness" even after the scene on the walls near the end. Most players who enjoy roleplaying an RPG romance aren't looking for a doomed or unrequited experience. They're looking for one that is emotionally authentic, and conveys the sense of genuine partnership (including the lead-up to developing it) that is part and parcel of the human experience.

2. There's an awful lot of focus in your comments on things like how good the character is in combat, how skilled they are at their "profession," whether they are independent minded or subservient to the player, and so on. Most of this is not wrong, but I think it misses the point. All of that is discussion about how to create a likeable character, not discussion about how to write a romance.

3. Romance isn't something that just happens by itself if you have a set of attributes from some checklist, like "Effective companion: check," "Independent: check," "Witty: check," and so on. Romance is an action, and writing an authentic romance means having it develop as an outgrowth of an interaction dynamic between the two parties. This means that you have to include things like (optional) romance dialogues in which the characters don't just adventure together, but actively romance each other, where that word is being self-consciously used here as a verb.

4. Seeding the world "with people who remark on how attractive/intelligent/witty" the romance NPC is is dangerous unless you do it carefully. Otherwise, it's a good way to make the character into a "Mary Sue" who will turn players off rather than intrigue them as a romance prospect. And in a party-based RPG where there are multiple characters and romance prospects of both genders, it can backfire dramatically. An example of this from the NWN2 OC was Shandra. I didn't need anyone telling me why I should like her (I already did). But for a female player who is interested in admiration or romantic attention from the male companions, having them extolling Shandra's virtues instead of her own could be a huge turn-off. I know one female player who really hated Shandra for this, and consequently found the forced adventuring with her in Act 2 to be extremely unpleasant. Although I didn't experience that as a male player, I can hardly fault her for her response.

5. If you're mostly "not romantic types" at Obsidian and you're going to include romance plots in your work, then investing in hiring a writer who has some skill with them might not be a bad idea.
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post Aug 3 2007, 05:17 PM
Comment #22


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one romantic aspect that i have never seen fully implemented is the home base effect: marriage + kids.


here is an example of what i think would work.

opening act of nwn2

initial quest + in game tutorial: find a wife/husband at the town fair.

historically speaking this was how the medieval farm hicks would get hitched anyway, the fair was the only time people could afford to come to town so ... way off topic ... expand the fair to include more romance things (buy flowers, sing songs, drinking games, ect...) then expand the cast a little to include male/female marriage options and class themes.

i.e. bevil / bevil has a sister (warrior class). Amie / tarmas has a timid, male, assistant from the city (mage class). brother merring / sister "whatever" are missionaries not permanent residents of the town and due to the romance decide to quit the Church and settle down. (cleric class. also i believe that leaving the "Church" and leaving ones "faith" to be two different things) and then grow Kipp up a little and give him a sister that survived the shadow thief attack as well. (thief class)

you would then have to make a very minor plot change (that Amie doesn't die stupidly) and then take the contrived aspect out of the town attack by making daeghun not figure out that it was the shard they were after until the following spring, this gives the plot more substance as well as time to procreate with your new spouse.

leaving a new born child behind adds a level of drama to leaving the town (especially for female characters)

after that the child progressively grows older for each chapter/major quest that you perform and the moral decisions you make through out the rest of the game reflect upon the relationship between you and your spouse/child.

this sets the stage for several low impact/not combative quests. (taking your kid on hunting trips, buying your wife a present from the city, murderously/non-murderously fending off a rival that has moved in on your "territory" while you were away etc ....) while these aspects have the potential to distract from the plot line, that might be a good "potential". chain linking quests is one of the best ways to kill the story's momentum, too much for too long is boooooooring. building in natural non-liner "pit stops" with low effort "quick fix" missions will enhance the anticipation of the next "campaign mission". it's just like sex: anticipation it is almost as good if not better than the deed.

one thing that i especially don't like in bioware/obsidian games is that you never have to choose. by the end of KTOR2 i was banging the 'maiden on one side of the ship, and then could walk to the other side and hop in the sack with Visas. if that happened in a realistic setting my PC would have been shopping around for a replacement set of family jewels. I'd prefer a system like wing commander 3.

(for those who are to young to remember or never played it, at a certain point in the game you were forced to publicly choose between the two prospective women, witch ever one you didn't chose ran off crying and never spoke to you again. there was also a possibility that if you picked the pilot vs the ship mechanic, she could die in combat and then at the end of the game you were left flying home, sad and alone in a shuttle.)

oh well thats my two cents, this is a kind of dead topic so i hope some one Read's this, it's all ways sad when i write something and no one seems to care.

This post has been edited by sogi_ya: Aug 3 2007, 05:22 PM


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grrrrrr, why do i keep spelling "and" as "nad", or "driven" as "drivven".

damn you lexdixa, damn you to hell
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post Aug 12 2007, 08:37 PM
Comment #23


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Not only am I, in fact, in love with Doctor Doom, but when it comes to romances, I think you’ll be much happier with Mask of the Betrayer than with say, Torment. Although if you end up having issues with the romances in NX1, though, please post and let us know. We're still iterating on our romantic feelings.

Even with the romantic segments I worked on with Gann, the more optimistic romancers among you should be pleased, but George Ziets, our Creative Lead, deserves all the credit. (He also established special romance influence-based feats you can gain from romances which are pretty cool, but that doesn't have to do with the actual writing of the romances.)

I'm actually fine with consummation, as long as it happens towards the end of the game, but again, just a personal preference.

Oh, and just to respond to Crakkie and the reference to the Office (and this is only 2 seasons worth of watching), I think the Jan and Michael romance works because Jan has the rare opportunity to see Michael at his best at two points in season two, and I think that means a lot, in addition to the other contributing factors. And just to vent a little, I feel the whole Pam and Tim thing was handled a lot better in the British version of the Office than in the American one.

Anyway.
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post Aug 12 2007, 09:35 PM
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CHRIS! YOU ARE ALIVE! AWESOME!

My god, I thought we never hear from you again for the past two years. Keep posting in the forums man!


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post Jan 11 2010, 05:38 AM
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> ... the power of suggestion and rivalry can reinforce to a PC that the NPC is an object to be desired.

Translation: gamers are a bunch of nerds who live vicariously through the imaginary worlds in which they play. wink.gif tongue.gif

Then again, we're in good company with those who follow soap operas. They constitute a productive, respected and honored sector of society, right?

There was an awesome commercial with James Cameron saying that he wanted this and that and sundry things to be "awesome", with each object exploding in response. But I've found recently that I'm watching romantic comedies instead of movies involving miniguns; I think it's God's message to me that I need a wife. tongue.gif

(While you were sleeping, I gave you my two weeks' notice of the proposal that according to the forces of nature, hope floats.)

Finally, it's nice to know that this present comment of mine is being posted in a place where people don't have to ask me what my username means.

All that said...

Chris, good post, all true words. I have to say, I still have etched into my memory the moment when Annah got all "hot" for the Nameless One.
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