Dgaider said:
Still, I don't think anyone can deny that the romances have been extremely popular. And we are working on improving the timing aspect of romance NPCs initiating dialogue which has been mentioned above... BG2 used timers which meant dialogue could occur anywhere, and I really don't think we'll ever use that again. The romance dialogues in KotOR and Hordes of the Underdark either required player initiation or only occurred at specific points to prevent that.
Well, one thing I noticed about both KotOR and HotU was that the followers'
Let me tell you about my feelings stuff did pop up at inappropriate times. While not romance stuff, it still got rather annoying. For example, in HotU, I was just about to enter the place where the Drow people were holding Hollister and the bard chick broke in to dialogue right as I was nearing the door to tell me something. I can't remember what it was, but things like that really tend to break the
building up to something mood.
Imagine a war movie where a group of guys is about to storm an Nazi bunker and get back the secret allied plans that were stolen by a spy. They've transversed the mine field with lots of barbed wire barracades, snuck passed the perimeter guards, and stealthfully killed the back door guards with bayonets. They ready their equipment for the fight where they know that some of them won't be coming out alive. Right as the brazen sargent is about to kick in the backdoor, a plucky young corporal starts telling him about the fond memories he had of his golden retreiver on the farm in Kansas when he was a kid.
Any tension that's been built up thusfar is suddenly lost and for what? So you now know the corporal had a dog?
If you want to do things like that, I'd say the best way to set them up is to have them based on location and what quests are active. Things like that are best left to bars and taverns or safe resting spots like inns when there isn't a major quest active. If there is an active quest, the characters should be focused on that quest, not on their feelings about their past or something like that.
That's a good question. I guess it's a matter of what you're trying to achieve... is the romance just a side thing and a way to get a new party member, or is it part of the overall plot?... and what constitutes "proper representation"?
Well, I'd say it would be better to focus more on dialogue choices having unique replies rather than on romances. KotOR was really bad about having multiple dialogue choices leading to the same responses. I'd gladly sacrifice getting in Bastilla's pants for pissing her off to where she shuts up forever. Then again, I didn't do any of the romance stuff in KotOR, but I was stunned by how obvious the dialogue choices were arbitrary because they'd lead to a generic response to a multitude of what you could ask.
Gromnir said:
fantasy/fairytale romance can be a bit juvenile, but it ain't simple. crowley's "Little, Big," is 500+ pages long. gaiman's "Neverwhere," is 300+ pages long and you never get no romance resolution. how much text is you going to be able spend developing a crpg romance? sure ain?t gonna be 300+ pages. am not saying you need lots of text, but minimalism has never been the most popular approach for dealing with romance in novels or drama.
I agree with that. That's another big problem with them. They just seem so forced because there's very little set up for them. It's like one minute you're talking about how you have to defeat the vile forces of Hug'gazirith the Evil and at the end, someone tacked on, "I love you!" to the dialogue. Sure, that's an exaggeration, but that's the way they feel to me.