![]() For a bad guy, these are some pretty admirable qualities beyond just conquering the world. 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 example (and not to say that I'm in love with Dr. * Some admirable quality in the romantic NPC. Keep the player guessing as to the NPC feelings, even if the hints seem pretty obvious - this makes for good drama. * 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. The right voice actor can make or break a romantic interest immediately. They don't have to agree all the time, but they don't think the player's a dummy. ![]() 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. 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. * R-E-S-P-E-C-T, not just for the PC for the NPC, but vice versa. Booksmart is fine, but you need someone you can banter with, not just recite physics formulas. They may give up a weapon, a philosophical position, or something of value to them simply because their feelings for the player matters more. * At some point, the NPC love interest is willing to sacrifice something of some importance for the player for solely altruistic reasons. The player wants someone to care about, not a drone who nods all the time. In game, you want to give them individual AI, opinions, disagree at times, discuss, etc. They don't always blindly agree with the player and only have a life when they are around. If the player wasn't around, the NPC would be able to act independently, and they can think for themselves. Regardless of Jack being a doctor, Kate thinks Jack’s heroic and ethical qualities are admirable. * 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. Slacking or whining is not an admirable romantic quality. * 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. 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. * The NPC is not subservient to the player, but either equal or not quite his or her equal. 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. 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). ![]() * First, the NPC romantic interest must be good in combat or contributes effectively to a mission. Also, I haven't watched Lost past Season 2, so it's possible all the examples below are overturned in Season 3.Īnyway, here's how to foster romance between characters - part one, and subject to iteration. It's hard to tell with Lost what's a spoiler and what's not. 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. What follows is a summary of some points we kicked around for how to foster romances with the PC.Īny suggestions or examples of other techniques that work would be welcome because us Obsidian folks (or at least me) aren't the romantic types. ![]() 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.Ī 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.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |