as an ace person we need less romance in games period. or at least the fucking ability to opt out, it's always gooner shit anyway
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I think i might have touched this subject before, but im really torn how many games handle sexuality of the characters.
I kind of hate how in many games every dateable character are main character-sexual. I feel like it robs the characters some depth when they dont care of the character is he/she/other. It makes the characters feel bland amd plastic.
But on the other hand games are a medium where player should be able to craft their own story and feel accepted, so devs should limit and hinder the player as little as they can. Especially when the real world can be so hostile towards the sexual minorities.
They also need to stop placating to people's sexual desires. It's been breeding people into believing sex is the penultimate goal of relationships and romance in general.
It would also accommodate some Aces I know that just find the concept unappealing at best and repulsive at worst. Having to click through scenes you don't wanna see to get to the good stuff is just annoying, and the impression that your relationship is only "complete" once you do the deed obviously also isn't great.
Conversely, decoupling sex from romance could help destigmatise it, particularly in monoamorous games. You don't need to be fully committed to someone to do the special thing with them (though obviously cheating when you are committed is a bad thing). People who do it more casually aren't being irreverent about something sacred. There needs to be consent, there needs to be trust, maybe make the player "earn it" in some way, but normalise the notion that it's a thing people can do.
Either way: make it an option, not an obligation.
It's been breeding people
Perfect choice of words
my favorite is fallout 4 after just watching your wife/husband get murdered you can almost immedeately start a harem of lovers 😂
Well back on the 2077s men were well known to be animals.
I think that romance in video games is... well it's just like romance in any other medium. It exists to paint a picture in your head of what love looks like, because that's something they can sell to you.
If you want a game with natural feeling, organic romance then that's going to be the game. Full stop, simply having a cast of 10 characters already makes this very complicated.
They make good points until this bullshit:
But if video games are ever going to be taken seriously as an artistic medium, they have to grow up, and that means learning how to love authentically.
No. That take is horseshit. They don't have to do anything to be taken seriously as art. They already are. If you can't see it because it doesn't tick some of your boxes that's a you issue.
Some games are art. Some are money grabs or outright scams.
You've gotta admit that there's something satisfying about the perfection of the duct tape strip, and the fact that some bozo paid another bozo mega bucks for it.
I would actually agree with him in some level. Art should always be evolving, and it should be looking past its comfort zones, even past areas many others have failed, to do so.
It doesn't need to be a form of "disqualification" as he says, but there IS value in applying change even just for its own sake.
It's kinda sorta not a game in many ways but dispatch did a decent job I thought.
BG3 romances seem shallow and kind of transactional because it is a mix of characters who don't know each other having a whirlwind romance in a relatively short period of time. They are easily comparable to the majority of romances in movies and books with similar circumstances.
The other thing that is always going to make romances in games difficult to do in more detail is a lack of real world senses that play a huge part in attraction. Smells, tone of voice, flirting based on what is cutrently happening are either impossible or extremely time consuming to implement in a computer game. Like you could luck into picking the right cologne for a character or something, but that is along the same lines as picking the right voice lines.
Not saying it is literally impossible to do, but it really is a monumental task to implement relationships that don't seem forced or obviously mechanical in a video game. If they did implement one perfectly, the randomness of real life would make it nearly impossible to have a romance as there are so many things that can easily derail a relationship forming including just not being in the mood to reciprocate affection because of some completely unrelated event!
B²G3 romances seem shallow and kind of transactional because it is a mix of characters who don't know each other having a whirlwind romance in a relatively short period of time.
Add the sense of "we don't know how much longer we have" and the general dramatisation of High Fantasy and you have one hell of an intense honeymoon phase.
After that, the game doesn't really cover how your relationship plays out, aside from that short party epilogue. Sure, your shared experience may make for a strong start, but the arguments, the differences, the difficulties adjusting to one another while also grappling with the trauma of what you went through and the challenge of finding your place in this new world... there's a lot left open that just doesn't fit in this game's frame.
BG3 dialogue and story is also crafted to be "over the top", where everything is always stressful and everyone has some crazy insane magical high stakes backstory. Of course the romance, such as it is, isn't going to feel realistic.
I think it also makes them feel more shallow because the characters are all "player-sexual" to use an industry term. Basically every character is into you if you want them to be.
I'd love to see more games have characters with preset likes and dislikes and how you've built and played your character will determine who will be interested (and who will shoot you down!)
The game already works this way I believe. There was a point during EA that each character was way too keen on the PC though. Gale in particular was a problem they had to go back and fix.
Do you mean the being shot down part? Cause the devs have said in interviews that they purposely made the characters player-sexual.
Yeah I mean the way you play your character, depending on the likes/dislikes of the companions does have an effect on whether or not you can romance them.
They are otherwise player-sexual in that they are all evidently bisexual.
Sounds like it's a little more nuanced than I thought. In my play throughs it seemed like everyone was always ready to go!
Some games in the past were like this but people complained because "I want the goth baddie but I am not an 80 year old man with a white beard named Santa Claus, this game's romance system sucks."
Not just romance systems... Especially with younger crowd unless 100% of the content is accessible on a playthrough they will feel left out. Cosmetics, items, weapons whatever be it. Makes everything seem more shallow because of their fomo.
This is a really weird way to argue a weird point. I think, the main issue is, most games are closer to boardgames than movies. And the author places them too close to movies.
And you can build boardgames for romance, sure. But, unless the romance is part of the core game loop, it's something that breaks the flow of the game. So it gets abstracted away, or the romance is expressed in terms of the core game mechanics. Which, in video games are often reaching the next scene, dialog trees or gaining stat points.
And, even if you think they're closer to movies, then most video games are closest to action movies. And here the word romance isn't used. It's just renamed love interest and is often just the price for saving the world, but the core 'mechanics' are the same.
And most romances will start as fun flings full of hope, not with the nitty-gritty logistics. The logistics will come later, sure. But most Video-Games are set romantically in a few weeks of summer camp, so there is no need to figure out logistics just yet.
Open-World games, that have a character that travels around and meets people as part of their daily lives, sure.
But this argument would apply to games like the Elder Scrolls series. Not Cyberpunk 2077 in which the main character is dying and has only weeks left to live.
But, I do concede that most romances do fall flat once you've reached the top. You had your sex-scene and you may have your kisses, your hugs, the new greetings in dialogue, and the characters return to being cardboard in the background. I know it's hard to implement, but still, it would be nice, if they could then play a larger role in, for example, the main story.
Very well put.
To touch on the point of "where do video games fit in media"; I am reminded of an old video that sticks with me, roughly shortly after the release of Elder Scrolls Oblivion, with Sir Patrick Stewart on the topic of covering games and whether they are art.
He put forward the framing of "who is telling the story" to classify where video games fall closest as art. You have four possible personas in storytelling/art:
• the author
• the director
• the actors
• the audience
He then broke down who is telling the story:
• in paintings and carvings, it is the artist telling all of the story directly through the media.
• in books, it is a combination of the author and the reader, it is the author's words that create the story through the filter and imagination of the readers mind.
• on stage, it is the actors that tell the story to the audience.
• in film, it is the director telling the story through the performances of the actors who all filter the words of the writer.
He stated how he marveled at video games because they represent a new media where the storyteller is the audience directly. Yes the writer lays out the possible elements, the actors, if present, influence how the characters are percieved, and the director pulls all of that together.
But it is the audience that creates the story in every run through every action they take in the game, and as such they are closest to books.
Insofar as romance and based on the above, I think that once the planned beats are played out it is up to the audience as the storyteller to create the rest of the romance.
I just ignore all romance in games because even at its best; it’s cringy and makes me feel weird and uncomfortable.
Nice, just like in real life
No. Because you see, and may not quite understand, real life is totally different than what is depicted in games. This is primarily because video games aren’t real, and therefore cannot reciprocate affection.
On the other hand, romance in the real world is life affirming. It is among the most beautiful things human beings are capable of. It is a gift and one I have been able to share with my partner for over 18 years.
Okay, so it's a personal opinion based on experience. Cool, good for you. Glad that's cleared up.
I’m pretty sure the majority of the entire planet thinks real world romance beats pretending pixelated characters actually give a shit about you.
But clearly your personal opinion is that of the minority- and is no less valid.
Idk man this comment was far cringier than any video game romance that I’ve ever seen.
When you grow up, it won’t be.
The opposite in fact. Sounds like a 10th grader wrote that.
Keep telling yourself whatever works for ya.
And you keep on being yourself Mr cornball
One of my favorite video game romances takes place in the Legend of Heroes: Trails series. When first described on paper in a quick summary, it's something some people might roll their eyes at, but it's built very well.
Something that had to be nailed down early about it was, it really couldn't be optional, based on "relationship score", or even happen on its own time. One of the best scenes in this duology centers around a huge character reveal, which puts forward the confession of love all at the same time; while that relationship had been a slow tease through individual scenes, it suddenly became a huge, very important part of this large conflict.
I definitely think for better relationships in games, we need a lot more focus on characters, and we need to stop viewing the relationships as rewards; sadly I don't have many further ideas than railroaded stories, but I think there's probably more options out there.
You know how people build relationships in meatspace? Lore dumps.
"Thank you for coming. It was nice of your friend to help us meet."
" I was there. I was there 3000 years ago ... when Isildur took the Ring. I was there the day the strength of men failed. I led Isildur into the heart of Mount Doom, where the Ring was forged, the one place It could be destroyed! It should have ended that day, but evil was allowed to endure. Isildur kept the ring. The line of kings is broken. There's no strength left in the world of Men. They're scattered, divided, leaderless."
"...o-kay. Would you like to share some entrées or .. Let's order some drinks first."
You listen to Shadowheart's story in Baldur's Gate 3 and, since you pass no judgment, fall in love.
Not that different than a lot of the relationships I had when I was young to be honest.
There is of course more to it, but this was actually a key factor in my own marriage lol
We need videogame romances where you are both so enamored with each other; every answer is stupid and cringe but to them it's the most romantic thing ever. Also the sex is silly and awkward and kinda gross, but they both have fun, a good laugh and enjoy it.
