[*] When adding romance paths, please don't skip over Azandar just because he's older. My main character is closer to his age than any of the other companions, and she's actually found him quite charming. Dating Bastian, who she originally took on as an apprentice, would feel like dating her nephew.
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mdjessup4906 wrote: »I'm not against this in principle, but given what the writers seem to consider "romantic" or "flirty" in dialog, maybe its best they focus on other stuff...
I guess it's a really difficult task, because players have such wildly different views on what constitutes an appropriate or interesting "romance" with the companions.
Personally, I don't like the superficial flirting either, but I'm sure there are others who would enjoy that. And then, in complete contrast, there's this strange love story between Gadayn and Leramil... well, it was "something different," but equally strange.
Perhaps the introduction of answer options with Update 46 is a first step in that direction. This way, there can be different "flavors" in romantic interactions with the companions. I think it would be interesting. The main thing - I hope for - that it's not like TES V Skyrim marriages: "Welcome home, darling, I've prepared you a meal!"
CalamityCat wrote: »I'd rather just have companions who want to be friends and travel with me.
How can you even have "romance" with a computer game character who has zero choice in the matter?
I think a great way to introduce a romance system in The Elder Scrolls Online would be to build upon the existing dialogue and mission structure. Similar to Starfield, players could engage with companions through conversations, choosing the right responses to gain affection.
For example, during companion missions, players could be presented with three response options:
A rude or dismissive answer
A neutral or normal response
A flirty or supportive choice
The player's selections would influence the companion's affection level. Additionally, the game could include flirty actions or special tasks that players could perform to further increase affection, such as using specific emotes or completing romantic gestures.
Ultimately, successfully romancing a companion could lead to new, more romantic interactions and comments from the companion, adding a deeper layer of depth to the game's relationships and storytelling.
It's really not like a romance novel though. In a novel you have characters that are capable of having romantic encounters with each other in situations where romance is actually happening. A person having a "romance" with a computer game character is not a romance. The computer cannot have feelings, it just runs code. All it is doing is what it has been programmed to do. That couldn't be further from romance than having a "relationship" with a teapot!spartaxoxo wrote: »CalamityCat wrote: »I'd rather just have companions who want to be friends and travel with me.
How can you even have "romance" with a computer game character who has zero choice in the matter?
The same way that romance novels have existed for as long as fiction novels. In fact, one of the very first novels ever written is a romance novel. The Tale of Genji by Murasaki Shikabu. It is only the first novel by a woman to have won global recognition. Video game characters are not real so this concern about their "consent" is disingenuous. They'd obviously write the story to be consensual.
CalamityCat wrote: »It's really not like a romance novel though. In a novel you have characters that are capable of having romantic encounters with each other in situations where romance is actually happening. A person having a "romance" with a computer game character is not a romance. The computer cannot have feelings, it just runs code. All it is doing is what it has been programmed to do. That couldn't be further from romance than having a "relationship" with a teapot!
CalamityCat wrote: »It's really not like a romance novel though. In a novel you have characters that are capable of having romantic encounters with each other in situations where romance is actually happening. A person having a "romance" with a computer game character is not a romance. The computer cannot have feelings, it just runs code. All it is doing is what it has been programmed to do. That couldn't be further from romance than having a "relationship" with a teapot!
It would be our fictional character having a romance with another fictional character in a story taking place in Tamriel. I don't see any big difference to a novel, except for it might be more interactive because of dialogue choices.
DeadlySerious wrote: »The problem is it's a complete waste of dev time when there are so many other actual issues they should be working on. Check out the bugs section. At some point things other than cosmetics have to take priority in a game.
CalamityCat wrote: »It's really not like a romance novel though. In a novel you have characters that are capable of having romantic encounters with each other in situations where romance is actually happening. A person having a "romance" with a computer game character is not a romance. The computer cannot have feelings, it just runs code. All it is doing is what it has been programmed to do. That couldn't be further from romance than having a "relationship" with a teapot!spartaxoxo wrote: »CalamityCat wrote: »I'd rather just have companions who want to be friends and travel with me.
How can you even have "romance" with a computer game character who has zero choice in the matter?
The same way that romance novels have existed for as long as fiction novels. In fact, one of the very first novels ever written is a romance novel. The Tale of Genji by Murasaki Shikabu. It is only the first novel by a woman to have won global recognition. Video game characters are not real so this concern about their "consent" is disingenuous. They'd obviously write the story to be consensual.
I'm not really talking about consent above, simply that it isn't romantic when your game "partner" has no way to choose what they do or consent, because they're just graphics and lines of code. Companions have to follow us around and follow commands. Romance requires actual sentient beings who can have feelings about you and are capable of understanding what romance actually is and acting upon it. Or refusing it.