Azarkon
Arcane
- Joined
- Oct 7, 2005
- Messages
- 2,989
Chris Avellone, of PST fame, has posted the following discussion on his blog:
http://forums.obsidianent.com/index.php ... &blogid=1&
At first glance, a list to make Japanese date-sim fans cry themselves to sleep - I can't imagine how Chris thinks to attract that crowd with phrases like "intelligent," "independent," and "not subservient." Fortunately, he's not writing for date-sim fans, but RPG geeks who want some date-sim in their games. I guess that makes it an alright list, actually.
In any case, based on what Chris is saying, I reckon that the romances in NWN 2 (or lack thereof) weren't necessarily a time issue, after all. Odd though it maybe that the man who worked on Annah and FFG would have trouble writing romances, I guess they fit into that whole "doomed" mold that Chris is more comfortable with, and the type called for by NWN 2: MoTB are more along the lines of steamy love novels. So, if you've always been the romantic type, or shed a tear for Aeris in FF7, head on over to Chris's blog and post your suggestions on how to give NWN 2 that date-sim edge it so desperately craves.
http://forums.obsidianent.com/index.php ... &blogid=1&
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.
At first glance, a list to make Japanese date-sim fans cry themselves to sleep - I can't imagine how Chris thinks to attract that crowd with phrases like "intelligent," "independent," and "not subservient." Fortunately, he's not writing for date-sim fans, but RPG geeks who want some date-sim in their games. I guess that makes it an alright list, actually.
In any case, based on what Chris is saying, I reckon that the romances in NWN 2 (or lack thereof) weren't necessarily a time issue, after all. Odd though it maybe that the man who worked on Annah and FFG would have trouble writing romances, I guess they fit into that whole "doomed" mold that Chris is more comfortable with, and the type called for by NWN 2: MoTB are more along the lines of steamy love novels. So, if you've always been the romantic type, or shed a tear for Aeris in FF7, head on over to Chris's blog and post your suggestions on how to give NWN 2 that date-sim edge it so desperately craves.