Divinity Original Sin Romance Options
Ok, so i'm a romance junkie, and in this game, i'd like to see a romance appropriate for an adult.And i don't mean sex scenes.That's teenage romance.Let's use Mass Effect as an example.The whole thing was 'insert dialogue tokens for sex scene.' I mean, i don't mind a sex scene, i'm not a prude.but it's like, outside that one scene, your girl (Liara, of course) was just some random ship-mate.No spending time together, no dinners, not even any cute little endearments, or even holding hands.TLDR: if we are going to have romance, can it be A: believable, and B: inclusive, please.Re: Adult Romance11/10/15 10:31 AM 11/10/15 10:31 AMJoined: Sep 2015Posts: 84. I don't think you'll get your wish.It is quite difficult to get a BELIEVABLE romance done right in a video game. And that includes JRPG-style games where both characters involved have fixed personalities, fixed dialogue, and a fixed pacing and progression of the romance. As in, the writers need to worry about two characters (although that can go higher).From what I can tell so far about D:OS 2, what we'll apparently have is romance options based on origin stories.
There are going to be a bunch of these, so there will be a lot of possible stories which need to be written. There are a lot of variables. And this isn't a JRPG with cutscenes, so the progression of the romance won't be based on the pacing of the game, but on the pacing of the player.Re: Adult Romance11/10/15 08:23 PM 11/10/15 08:23 PMJoined: Oct 2015Posts: 14.
No romances, unfortunatly if you want romance your only options is Bioware Games. Most notably Dragon Age, Mass Effect and the newly released Mass Effect 2. I cant think of any other RPG off hand that has romances but im afraid none for Divinity 2.
I don't think you'll get your wish.It is quite difficult to get a BELIEVABLE romance done right in a video game. And that includes JRPG-style games where both characters involved have fixed personalities, fixed dialogue, and a fixed pacing and progression of the romance.
As in, the writers need to worry about two characters (although that can go higher).From what I can tell so far about D:OS 2, what we'll apparently have is romance options based on origin stories. There are going to be a bunch of these, so there will be a lot of possible stories which need to be written. There are a lot of variables. I don't think you'll get your wish.It is quite difficult to get a BELIEVABLE romance done right in a video game. And that includes JRPG-style games where both characters involved have fixed personalities, fixed dialogue, and a fixed pacing and progression of the romance.
As in, the writers need to worry about two characters (although that can go higher).From what I can tell so far about D:OS 2, what we'll apparently have is romance options based on origin stories. There are going to be a bunch of these, so there will be a lot of possible stories which need to be written. There are a lot of variables.
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Take Bioware.And then do the opposit.Realy i suggest if you want to do romance, dont do it with game mechanics. Do it as a story, a long one, alot of dialogue.You could make some of that story invovle gamepaly, like sidequests and whatnot. 'No spending time together, no dinners, not even any cute little endearments, or even holding hands.' So basically not an 'adult' romance. But a purely physical relationship. But without sex.You sure we are talking about an 'adult' + 'Romance'?Yes.A real relationship (that lasts more than a couple of weeks) has many small touches to keep it going.It has demonstrations that you care, and are thinking about them.Picking flowers, going out to dinner, doing things together, all let your loved one know that you're thinking about them, and that they are important to you.Sex is just the icing on the cake.Re: Adult Romance13/10/15 12:44 AM 13/10/15 12:44 AMJoined: Oct 2015Posts: 727. 'No spending time together, no dinners, not even any cute little endearments, or even holding hands.'
So basically not an 'adult' romance. But a purely physical relationship. A real relationship (that lasts more than a couple of weeks) has many small touches to keep it going.It has demonstrations that you care, and are thinking about them.Picking flowers, going out to dinner, doing things together, all let your loved one know that you're thinking about them, and that they are important to you.Sex is just the icing on the cake.The problem is that none of those make for good gameplay.At best, it's cutscene material, but D:OS 2's multiplayer focus means that cutscenes can't be used very often.You don't need any cutscene at all for that.
All you need is a good writer and a text field. There are things that could easily sell the relationship in a game like this.The 'girlfriend' could automatically gravitate to the character, when moving.- NPC follow behavior often looks odd because the players can move in very irregular ways, changing direction, starting and stopping at random.they could have a second set of voice prompts for when they're in a relationship.- Okay, but the stretch goal was love and hate, which means that you need a third set of voice prompts for hate. Probably more than that too. So that's at least five prompts: Hate, dislike, neutral, like, love. That's for each companion. Maybe more prompts will be needed if you don't want all companions to share identical lines.
How many more prompts would that add up to be? I don't know.text dialogue options could have 'my love' instead of 'my leader'.- I am cringing in nausea at the thought of hearing that.
Different people will have different instinctive reactions to the relationships between characters. That happens in all types of media - if the viewer doesn't buy the relationship already, cutsey pet names aren't going to sell it. Plus, as I mentioned above, that raises the specter of having to do those options for a spectrum of relationships, plus any ones specific to individuals.she could auto-attack anything that attacks you.- There's a LOT of things to take into consideration to get an auto-attack working right. What kind of attacks triggers the auto-attack? What if the attacker is far away from the victim, and the angry lover is a melee attacker? Are they supposed to auto-close in on the target?
I wouldn't want my other party member to move on their own and ruin my battle plans and screw up the positioning. So that would have to only really work if the player and companion are beside each other and the attacker is in melee range, or the companion has a ranged weapon.and or get damage bonuses vs anyone that attacked their loved one.- That's probably one of the simplest and easiest things to implement, but some people are opposed to gameplay benefits for relationships.she could get grumpy if any of the npc's hits on you.- I'm not sure how often that could possibly come up. Heck, it'd be rather hard to believe a random NPC to believably hit on the PC, unless the origin is specifically written for that to make sense. And as always, there's also the spectrum of reactions along the love-hate axis to consider.Along with some game mechanical bonuses, like 'cannot be mindcontrolled and made to attack loved one' or a stat bonus.- That will encourage forming a relationship ONLY for the bonuses, which people complained about when it came to the trait system in D:OS. You don't need any cutscene at all for that. All you need is a good writer and a text field. Liara (from Mass Effect) and Morrigan (from Dragon Age), and most other companions in Bioware games are important characters to the plot, and so the player character could react to the unfolding plot when it affects a companion.
That said, the romance was still optional, and that limited the implications.I feel that romance works better in games that are more linear. When I played Final Fantasy VIII, I really enjoyed watching the romance unfold between Squall and Rinoa. They both influenced each other as characters, and Squall didn't even realise how much she meant to him until she was abducted and he realised he wanted to save her more than anything. Rinoa essentially had to convince Squall (the player character!) to date her. Once he accepted it, the romance really meant something to Squall, and it completely changed his outlook.In Divinity: Original Sin, you choose to let a companion join your party, or you don't. If you don't invite them to your party, then they just stand around doing nothing.
If they join you, then they will talk sometimes and maybe disagree with you (and maybe leave the party if you make them too unhappy), but they never do anything particularly meaningful to the plot.The problem I have with Bioware romance is that they had to keep a lot of stuff generic. Commander Shepherd never has a chance to be introspective about his romance with Liara. He never thinks about how strange it is to fall in love with an alien. I make the dialogue choice, romance ensues, and then Shepherd mostly forgets about it when he's going about his business with saving the world. Shepherd is surrounded by characters with feelings and motivations, but for the most part Shepherd is a blank slate. I rarely hear him express his feelings. I tell him what to feel.Companions in D:OS are even less important to the story than in Bioware games.
It's hard to design significant plot events based on particular romances in the story when it's possible that character might not even be in your party.I think the best we can hope for is something similar to Bioware style romance, but without the awkward implication of 'sex as reward'. However, I think even asking for that is asking for a lot. With the 'love and rivalry' thing, it really sounds like there will be a broad range of romantic interests, so I expect we'll be getting something between Bioware and Bethesda (eg Skyrim) style romance. This is what you tend to get when the game is too open-ended.Re: Adult Romance23/10/15 10:44 AM 23/10/15 10:44 AMJoined: Jun 2009Posts: 211.
Hmm, if you really want a adult romance it should be one of the main-foci of the game. Nothing you do as a side-quest ('By the way Grey Warden, I'm really in love with you since you gave me three plushed bunnies and a pint of beer'), but a really integral part of the story.Game stories are purely egoistical, which I mean FOCUSED on the actions of the player. With a real love-story you have to share your experience with another being, that you hopefully like and do not regret to have rescued at one point in the game. You have to simulate LOVE, which is very difficult, that's why it needs this focus.
And I don't have on my mind which game ever produced this feeling of love, besides the occasional Flashback with pleasant memories. Oh wait, I have an example.Silent Hill 2. But it wasn't a very pleasant game^^.Edit: And The Witcher Series. But only, because they knew how to show much affection between Triss and Geralt, without Triss constanly talking about how wonderful her Witcher is. Insteed she shows it with little gestures. Like hugging him.
An affectionate hug can say so much more than every one-sided monologue.