orthodoxy1095
Banned
Note: Im going to be posting spoilers in text and picture format. I am not going to mark them because there would be so many spoiler tags. Read at your own risk. Do not blame me if you see something you didnt want to.
A few days ago, I made a [URL="http://www.neogaf.com/forum/showthread.php?t=1032628
]thread[/URL] asking for people to think of games with established relationships (long-term relationships or marriages that predated the games start). Its a topic that really interests me, and I hope that as we move forward, the game industry considers taking the topic of relationships a bit more seriously. There were some interesting examples posed (and a whole lot of bad ones from people not reading the OP), and eventually the replies got me to thinking. What exactly is it that has begun to bother me about relationships in video games? The more I thought about it, the more I realized that my problems really stemmed not so much from writing or themes, but from approaches and systems. Some of this will be a repeat of a comment I made in the thread, but Id like to further hash it out.
Options
1) I'm a goodguy
2) I'm not so sure about this
3) I'm a jerk-ass
Like P4G and FE:A, Mass Effect 2 had a similar dearth of dialogue. After every mission, you will inevitably find yourself making your rounds through the Normandy, trying to speak to each character in your party. I mean they're all pretty damn awesome in their own way, so why wouldn't you want to? Every mission completed holds the allure of new dialogue and more character development. But all too often, your friends have nothing to say, greet you with a hello and tell you theyre busy. Whoopie do.
From a mechanical vantage point, a game like Mass Effect essentially boils its friendship/romance growth to choosing the right dialogue paths. And thus, from a kind of philosophical vantage point, the universe is created in such a way that the player character is so damn sexually desirable that certain outcomes are more or less destined. Answer correctly and Liara will be down to sleep with you
. Answer correctly and Garrus will always be your number one bro (or honey if youre playing FemShep). This renders each of these characters not as characters but as options. Theres hardly any complexity, effort or time that has to be put into the relationship (like a real-life one), so it really just becomes a battle of who do I like the most? And from a practical standpoint, in games like this with these wide spread of available romance options, for practical reasons (time and budget of the developers), the endings seem less fleshed out. In Mass Effect, all the romantic endings are the same: sex
Then of course, you can return to the "power-wish-fulfillment-fantasy" label that I slapped on these games. The most obvious example being that the "climax" and end of your relationship dialogue-tree is often sex and stat boosts. Sex is my reward for getting close to a character, along with perhaps some bonuses for battle. There are numerous issues with this, starting from the fact that they treat physical intimacy as some ultimate reward of a relationship. They don't treat sex as a step in a long journey of growth, nor do they ever really allow your sex to have negative effects. The only example where I can think of sex being a negative is in Mass Effect 2 with Jack. Early on, she tries to seduce you, and if you accept you have a one-night stand. And when you accept this one-night stand, you never actually get to date her. Well thats neat and unique. Why dont more games do that? Sex with negative outcomes! Partners who refuse sex until marriage! Unexpected pregnancies! There are so many ways to flesh out that part of games. Sex and human sexuality is a huge and important part of life and locking it a gilded treasure chest at the end of a game (or character arc) is one of the worst ways to do it.
So many games are focused on making you the Savior of the Universe, so that your relationships have to be power-fantasies. You never see your play character relying on your partner. Nah. Having a relationship with another character, and relying on them in even a tiny way emotionally would dilute your empowerment fantasy.
So, this leaves a lot of questions to consider:
Do relationship systems need something more? Or am I just making a mountain out of a molehill?
If they do need more, does more dialogue and branching narratives solve the need?
Can a game not treat a relationship as a reward system? Could the game eliminate explicit rewards and just encourage a player to be a decent human being to the characters they like?
Or is this ultimately a portrait of some existential problem within gaming? Namely that reality is so much more complex than simulations of reality and that you cant quantify or define human relationships?
A few days ago, I made a [URL="http://www.neogaf.com/forum/showthread.php?t=1032628
]thread[/URL] asking for people to think of games with established relationships (long-term relationships or marriages that predated the games start). Its a topic that really interests me, and I hope that as we move forward, the game industry considers taking the topic of relationships a bit more seriously. There were some interesting examples posed (and a whole lot of bad ones from people not reading the OP), and eventually the replies got me to thinking. What exactly is it that has begun to bother me about relationships in video games? The more I thought about it, the more I realized that my problems really stemmed not so much from writing or themes, but from approaches and systems. Some of this will be a repeat of a comment I made in the thread, but Id like to further hash it out.
Persona 4 Golden is probably the first example that comes to mind. Social Links are one of the first things that people who played the game will talk about. I know thats certainly the case for me. I loved the game. I loved the cast. But if Im really honest with myself, as much as I loved them, Social Links are goddamn shallow. Just looking at the dating side of things, you can be "dating" and cheating on essentially up to seven girls and face almost no repercussions. All that happens is that the game basically calls you an ass in a voice-acted scene and skips from V-Day to the day you leave. I might have taken that stuff more seriously if say, cheating on a girl broke S-Links or changed gameplay. But it doesn't. And really, P4G is a prime example of the stereotypical "power-wish-fulfillment-fantasy" romance found in video games.OH BOY, I CAN DATE ANY OF THESE GIRLS?!
Frankly, I could talk about P4G all day. It's not just the relationships with your "girlfriend(s)" that is flawed. It's really the entire system. Once you max out an S-Link, you don't have to speak to or hang out with them ever again. In fact, it's probably a waste of your time, given the stat boosts you could be getting from other characters. You are literally disincentivised from spending additional time with the characters who you are supposedly closest to and are supposed to care the most about. It's actually a weird and unrealistic portrait of relationships. You don't become super-best-friends with someone and then stop talking to them for three months. I mean for crying out loud, you probably don't become best-friends as quickly as you do in P4G period.P4G in a damn nutshell
Well, how about Fire Emblem: Awakening then? The game is highly praised by many for it character relationship system. You can ship your favorite characters together, and recruit their children. Perhaps more importantly, your character can marry whoever is your favorite character, and then recruit your child from the future. Its pretty much Fanfiction: The Game. But it too does the same thing that P4G does. Get your S-Support rank with a character and boom! Cute confession scene, stat-boost for battle and no more relationship growth!Whoah! Even more datable girls than the last game!
Once I got the above scene, my unit never talked to his "wife" outside of battle ever again. In fairness however, FE: A at least gives you the chance to grow your character through relationships with friends and with your child. But again, get a few Support ranks and you're done.
Alright, well those are just those weird Japanese animu games right? Silly kid, Japanese games are just for otaku! What about some Western games then? Well then you might think of Bioware games. The dialogue options in those games are binary as can be and generally boil down to some variation of this:The GOAT cast? Maybe.
Options
1) I'm a goodguy
2) I'm not so sure about this
3) I'm a jerk-ass
Like P4G and FE:A, Mass Effect 2 had a similar dearth of dialogue. After every mission, you will inevitably find yourself making your rounds through the Normandy, trying to speak to each character in your party. I mean they're all pretty damn awesome in their own way, so why wouldn't you want to? Every mission completed holds the allure of new dialogue and more character development. But all too often, your friends have nothing to say, greet you with a hello and tell you theyre busy. Whoopie do.
From a mechanical vantage point, a game like Mass Effect essentially boils its friendship/romance growth to choosing the right dialogue paths. And thus, from a kind of philosophical vantage point, the universe is created in such a way that the player character is so damn sexually desirable that certain outcomes are more or less destined. Answer correctly and Liara will be down to sleep with you
(Shes canon anyways, cant convince me otherwise)
What is the common theme here really? That in many of these games, there is a finite point where the relationship ends, and it comes (usually) before the game ends! I could have a "best friend" or a "girlfriend" by the second or third dungeon in P4G. And if that happened, the relationship stops growing. It stagnates. Actual relationships dont just grow to a climax and then enter a happy holding pattern. There are ups and downs, and all kinds of complexities in long-term relationships. Most long-term friendships actually probably die from apathy. Most high school students suffer at least one breakup. So not only is your partner idealized, but so too is your entire relationship, becoming this happy box of rainbows and ponies.Oh my God. They're all the same.
Then of course, you can return to the "power-wish-fulfillment-fantasy" label that I slapped on these games. The most obvious example being that the "climax" and end of your relationship dialogue-tree is often sex and stat boosts. Sex is my reward for getting close to a character, along with perhaps some bonuses for battle. There are numerous issues with this, starting from the fact that they treat physical intimacy as some ultimate reward of a relationship. They don't treat sex as a step in a long journey of growth, nor do they ever really allow your sex to have negative effects. The only example where I can think of sex being a negative is in Mass Effect 2 with Jack. Early on, she tries to seduce you, and if you accept you have a one-night stand. And when you accept this one-night stand, you never actually get to date her. Well thats neat and unique. Why dont more games do that? Sex with negative outcomes! Partners who refuse sex until marriage! Unexpected pregnancies! There are so many ways to flesh out that part of games. Sex and human sexuality is a huge and important part of life and locking it a gilded treasure chest at the end of a game (or character arc) is one of the worst ways to do it.
So many games are focused on making you the Savior of the Universe, so that your relationships have to be power-fantasies. You never see your play character relying on your partner. Nah. Having a relationship with another character, and relying on them in even a tiny way emotionally would dilute your empowerment fantasy.
So, this leaves a lot of questions to consider:
Do relationship systems need something more? Or am I just making a mountain out of a molehill?
If they do need more, does more dialogue and branching narratives solve the need?
Can a game not treat a relationship as a reward system? Could the game eliminate explicit rewards and just encourage a player to be a decent human being to the characters they like?
Or is this ultimately a portrait of some existential problem within gaming? Namely that reality is so much more complex than simulations of reality and that you cant quantify or define human relationships?