this post was submitted on 16 Feb 2026
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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.

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[–] WokePalpatine@hexbear.net 4 points 1 hour ago

I'll take a lore GF.

[–] darkmode@hexbear.net 6 points 3 hours ago

author isn’t playing with the dolls correctly in bg3 your imagination has to fill in the dialogue gaps bc they couldn’t voice act the characters reminiscing about how you saved each others asses in however many fights before the frog lady starts deep throating the dragon man

[–] UmbraVivi@hexbear.net 8 points 3 hours ago

How dare you insinuate mine and Shadowheart's relationship was just a "lore dump". That's my wife you're talking about, bucko.

[–] Snort_Owl@hexbear.net 7 points 4 hours ago

Dragon age taught me that if i give enough gifts to someone they’ll fall in love with me. It totally works

[–] Awoo@hexbear.net 9 points 5 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 11 points 4 hours ago (1 children)

TFW my RimWorld wife got enslaved by the empire.

[–] GeckoChamber@hexbear.net 12 points 5 hours ago (2 children)

While a lot of RPGs now depict romance (the thing that happens in real life (or so I have heard)), they don't really do Romance (the genre). The Witcher 3 is kind of half an exception, as mentioned in the article, and I think it's because Geralt has an untraditional amount of internality for an RPG protagonist.

I disagree that there hasn't been progress, though. Baldur's Gate 3's romance with all its flaws is still a huge step up from the Mass Effect style "aggressively flirt with your subordinate five times to have a totally sweet humping scene with them before the final mission"

[–] Nacarbac@hexbear.net 1 points 46 minutes ago

Some of that seems to be that BG3's crazy level of reactivity was really hard to manage without glitches like "romance points" accumulating way too fast (the plot is also like a few weeks long?) - if they dropped a few of the weaker characters it'd have massively reduced the complexity.

Owlcat did a more traditional text-heavy isometric, and the romances there were better paced by being linked to the time progression and chapters of the story... and also just a lot easier to avoid if that wasn't to your taste. Hell, you could even break them all by pulling the "Become Really Awful" lever.

...though I suspect that BG3 being the horny game, they were "politely encouraged" to have the horny happen sooner.

[–] chgxvjh@hexbear.net 4 points 2 hours ago

I think ME is just too many characters and they can't give them all as much background as Liara.

[–] ChaosMaterialist@hexbear.net 18 points 7 hours ago (2 children)

This is Visual Novel erasure! :yells-at-cloud: Good article.

I usually skip romance arcs because they are so painfully cringe to wade through. The exceptions are, for the most part, movies by another name (eg FFX) and can play to a film's strengths in writing and acting.

The major problem is the interactive medium of games itself; how can one build a compelling organic romance when there can be nearly limitless choices? It's like how traditional stories in Open World games cannot have any real tension because it removes the freedom from the player. I think what makes romances in films, plays, and books work is because you are always one step removed in the observer's position. This distance is much blurrier in games because you are directing and making choices for the character, and obliterated when you are the character doing the romancing. Then there's the ugly truth in games that simulating Reality is often not fun. Accurate physics is actually pretty boring and hard. Going through a virtual breakup sounds like a cyberpunk dystopian hell. Then there's the game save which renders any important decision moot. This video talks about how failure/difficulty in games is itself difficult to design because we don't like failure. It touches on romances too.. A big point he makes is how a game cannot take the player aside, gauge their reaction to events, and adjust itself. Without this feedback all we have are dialog trees and stats. Then there is the risk we get what we ask for, and players start legitimately romancing their NPC characters like this MIT study is suggesting happening with current generation chatbots.

[–] Kefla@hexbear.net 5 points 4 hours ago (1 children)

The exceptions are, for the most part, movies by another name (eg FFX) and can play to a film's strengths in writing and acting.

I think this is a funny example because while that game does have a fine romance subplot, the parts of it that actually interact with the fact that it's a video game are the worst parts. Like how confused it feels if the player randomly tells Lulu that she's more his type than Yuna, approximately twelve seconds before the definitely-not-a-sex-scene with Yuna. Like obviously Tidus is into Yuna, why is the player even allowed to make him say dumb shit to Lulu?

[–] Nacarbac@hexbear.net 1 points 1 hour ago

Like obviously Tidus is into Yuna, why is the player even allowed to make him say dumb shit to Lulu?

That's a good point. Xenogears just said "Hi, this is Fei. This is Elly. They're going through some shit right now, maybe it'll work out?"

Actual spoiler that will just be confusing unless you've played Xenogears - it's really not obvious what it means.Miang.

[–] Dessa@hexbear.net 6 points 5 hours ago (1 children)

I've encountered the realism of lusting after a straight woman can't return my interest too many times in a video game, and it's made me leery of romance systems. There's a certain wish fulfillment element of playing a game that really sucks when you're denied.

In the typical power fantasy, I can be assured that a game will level me up or let me slowly develop a mastery, but a failed romance is a hard no, and it's just a fucking bummer. On the flip side, if there's no tension then there's no game.

Perhaps this is why so many games give you romance as the reward. You get the wish fulfillment of getting a kiss from Peach AND the power fantasy of defeating Bowser.

Best I can think of for a romance concept is to give the player a fated romance and a Groundhog Day setup that allows the plaher to build knowledge from their failures until they eventually learn what the love interest does and doesn't like. Not that this doesn't come without its own set of issues, like potentially twaching the player that persistence is always rewarded, and not sometimes creepy or downright stalkerish. Or simply making a love interest unlikable because they spend the whole game judging you for fucking up

[–] chgxvjh@hexbear.net 4 points 2 hours ago

Groundhog Day setup

You mean save scumming every important dialog or as an actual game mechanic?