this post was submitted on 16 Feb 2026
32 points (100.0% liked)

Games

21230 readers
188 users here now

Tabletop, DnD, board games, and minecraft. Also Animal Crossing.

Rules

founded 5 years ago
MODERATORS
 

If you had to pick a good love story, you might think of something classic, like Jane Austen's Emma or Casablanca. Or maybe tragic, like Giovanni's Room by James Baldwin or Romeo and Juliet. Or possibly cozy, like Heated Rivalry or Netflix's Nobody Wants This. What probably doesn't come to mind is a video game love story, and there's a good reason for that. Despite the appearance of variety, video game romances only come in one type. And it hardly even counts as a romance.

Games are still young as a storytelling medium, so the lack of memorable love stories compared film or literature is hardly surprising. What is surprising is just how little romance has changed in over three decades. In 1994, Konami's Tokimeki Memorial made popular the idea of dating in video games. It was hardly what you might call romantic, with its stat-based progress and checklist approach to relationships. But it set a precedent for how to Do Romance in games, and later titles, like Harvest Moon, built on that formula. By 2000, the likes of Baldur's Gate 2 added a stronger element of personality, with more complex characters who played important roles in bigger stories, but not necessarily in each other's lives. Relationships consisted of saying the right thing at the right time and then, like magic, love occurs. 26 years later, game romances are still written like they were in 2000, with obvious exceptions like (usually) not being as sexist anymore and occasionally being decent enough to show more than one type of love.

Full Article

you are viewing a single comment's thread
view the rest of the comments
[–] Awoo@hexbear.net 9 points 10 hours ago (1 children)

This is true for RPGs but I feel like the author of this article is completely skipping over the management games, like the Sims or Dwarf Fortress. Stories that are created through experiences characters undergo together are believable.

I can't see how you can even get away from the concept of simply filling up a love meter and being rewarded with new quest unlocks and lore drops by doing so. Not in a traditional pre-written quest game.

You have to write stories through shared experiences in order to deliver believable relationships in a game format.

[–] chgxvjh@hexbear.net 12 points 10 hours ago (1 children)

TFW my RimWorld wife got enslaved by the empire.