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YEA or NAY: Romance

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I'm may be the only guy to say that I love romance in a game.
If the main plot is a romance story like a manga then awesome.
if it is a side thing or optional part of the game then I would go out of my way every time I play the game to get the romance.
.........Just take my man card already you onlookers.
Not the only one dude. The main reason why it tends not to show up in my stories is because I'm afraid I'll execute it poorly.
 

PixelMister

Towns Guard
Xy$
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I do feel that romance in games can be used, but it shouldn't be used for the sake of it.
I mean, if Final Fantasy 7 for an example didn't have the hints of romance in the game, you wouldn't be able to gather
some of the back-story with Zack and Aeris, nor would Tifa be pushing Cloud in a wheelchair and urging him to get better, if
feelings weren't a part of the game.

Don't get me wrong, you don't want your characters to be mindless drones, give them a personality, give them an inclination to one character or another, or even give them a romance with something else; like a romance with machines and the love they feel for their creations. Romance comes in many different forms.

Deus ex machina, is a plot device, which would enable someone to over come an challenge or create a challenge, from something that has either been overcome before or something they need to overcome in order to progress. Romance can have a similar effect.
 

Bizarre Monkey

I SHALL BE GLORIOUS!
I've absolutely no experience with love or relationships based on love that extend beyond family or friends. But that doesn't stop me trying to understand and go forward with a romantic subplot. Fear is the prison of the weak, the way to become stronger is to break the bars.

Ultimately @Jackus and @Sonicboy95 and also @LordSquirrel you have to want to do it or there's no point. Intelligence is three friends most of the way through, because back then I feared like you do, I first started exploring the notion in Menagerie with Spooky and Fyori, one of my collective had totally been shipping that, so I went ahead and had a bit of light fun with it. But love for me, always has to be for a reason. For Fyori and Spooky, it's because they both had been lied to a lot of their life, and both had an interest in technology and sciences. Spooky's Growth is helped along by Fyori's compassion, and Fyori's growth is helped along by Spooky's knowledge.

In Perseverance: I'd gained some confidence, though I think I make it a bit forward early on. Definitely gonna have to patch that all up. Nola and Pep start out as more or less rivals, or friends with a bad habit of upsetting each other, later on as more people close to them die, they begin to feel like they may be the only ones left, and because of this, that drives them forward both as partners in revolution and as lovers. Pep's love for Nola makes him able to face his horror within, and do what needs to be done, while Nola's love for Pep drives her to rescue him from his grimdarkness thingy, even at the cost of her own life.
 

Sonicboy95

Adventurer
I've absolutely no experience with love or relationships based on love that extend beyond family or friends. But that doesn't stop me trying to understand and go forward with a romantic subplot. Fear is the prison of the weak, the way to become stronger is to break the bars.

Ultimately @Jackus and @Sonicboy95 and also @LordSquirrel you have to want to do it or there's no point. Intelligence is three friends most of the way through, because back then I feared like you do, I first started exploring the notion in Menagerie with Spooky and Fyori, one of my collective had totally been shipping that, so I went ahead and had a bit of light fun with it. But love for me, always has to be for a reason. For Fyori and Spooky, it's because they both had been lied to a lot of their life, and both had an interest in technology and sciences. Spooky's Growth is helped along by Fyori's compassion, and Fyori's growth is helped along by Spooky's knowledge.

In Perseverance: I'd gained some confidence, though I think I make it a bit forward early on. Definitely gonna have to patch that all up. Nola and Pep start out as more or less rivals, or friends with a bad habit of upsetting each other, later on as more people close to them die, they begin to feel like they may be the only ones left, and because of this, that drives them forward both as partners in revolution and as lovers. Pep's love for Nola makes him able to face his horror within, and do what needs to be done, while Nola's love for Pep drives her to rescue him from his grimdarkness thingy, even at the cost of her own life.
I'm not afraid to put love plots in my games in fact reaper 2 will have some Being that reaper is my first game I wanted play it safe.
 

punchybot

Towns Guard
Xy$
0.00
If it fits, it sits. Depends how you develop your characters and the plot. Love does not need to be in the form of romance either. The love of each other, and the will to protect one another within the cast can definitely bring a strong story point and make your audience care about the cast as a whole even more.

And you can always tease at a romance, and let the players decide what happens next.
 

Sonicboy95

Adventurer
If it fits, it sits. Depends how you develop your characters and the plot. Love does not need to be in the form of romance either. The love of each other, and the will to protect one another within the cast can definitely bring a strong story point and make your audience care about the cast as a whole even more.

And you can always tease at a romance, and let the players decide what happens next.
Like a lot of anime nowadays.
 

TheMysticWyvern

Towns Guard
Xy$
0.00
I tend to avoid romance in my games, partly because I wouldn't know how to portray it properly, and also partly because I don't think it has a place in some of my games. I once worked on a Harvest Moon-esque game in RPG Maker VX Ace. In that game, I was working on an advanced and complex romance system. In some games, I think romance fits right in. In other games, not so much.
 
I'm may be the only guy to say that I love romance in a game.
If the main plot is a romance story like a manga then awesome.
if it is a side thing or optional part of the game then I would go out of my way every time I play the game to get the romance.
.........Just take my man card already you onlookers.
I would hardly say romance is strictly a feminine thing, so keep your man card! 8D The media likes to make it seem so (and yes I'm aware of TV shows aimed toward adolescent/teenage/young 20's females), but I always felt like there's a masculinity to romance too. There's a whole spectrum, the way I see it, from the bold and witty like Zidane in FFIX to the more admirable and noble like the latter Cecil in FFIV.
 

Sonicboy95

Adventurer
I would hardly say romance is strictly a feminine thing, so keep your man card! 8D The media likes to make it seem so (and yes I'm aware of TV shows aimed toward adolescent/teenage/young 20's females), but I always felt like there's a masculinity to romance too. There's a whole spectrum, the way I see it, from the bold and witty like Zidane in FFIX to the more admirable and noble like the latter Cecil in FFIV.
Same. I think romance is for everybody who is interested in it.
 

HitokiriGensai

Towns Guard
Xy$
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Otacon: I want to ask you. Do you think love can bloom even on a battlefield?
Solid Snake: Yeah. I do. I think at any time, any place, people can fall in love with each other. But if you love someone, you have to be able to protect them.
...XD
That being said, I enjoy romance used in games to reinforce character motivations, like some of you have mentioned. And I'm thinking of adding subtle hints of romance to my project, but if it comes across as rushed or forced, or just awkward, then I'd rather not include it. A bad romantic subplot can really dampen an otherwise enjoyable story.
 
That being said, I enjoy romance used in games to reinforce character motivations, like some of you have mentioned. And I'm thinking of adding subtle hints of romance to my project, but if it comes across as rushed or forced, or just awkward, then I'd rather not include it. A bad romantic subplot can really dampen an otherwise enjoyable story.
When you say "if it comes across as rushed or forced", are you talking about feedback you anticipate to receive, or is this more of a self-diagnosis story development ("This doesn't sit right with me") kind of thing?
 

punchybot

Towns Guard
Xy$
0.00
I would say it would feel rush if it felt sudden and there was no crumb trail leading to the expectation of it happening. So if the characters all of a sudden confess their love eachother, and there were no clues prior to that scene, then it would feel forced.
 
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