Games of Love: The Relationships of Mass Effect and Fire Emblem
Everybody seems very interested in who or what I decide to have sex with these days.
When I tell my friend that I’m about 20 hours into Fire Emblem: Awakening, the first thing he asks me is who I decided to have babies with. Then we spend the next hour talking about how Nowi and Gregor were made for each other. The same thing occurs when I talk to my roommate about my first play-through of Mass Effect. I tell him I chose to sleep with Liara and stick with it until the third installment, and he criticizes my decision with a look in his eye that says I might regret it later. Even though I’ve been in a steady relationship for years, my love life has never been more popular.
There’s a problem with these kinds of relationships, though, and it’s not that they aren’t real. Although they’re often the most appealing part of a game (or at least the most entertaining aspect of a game’s conversation), they are also the most unrealistic. In order to get into the pants of one of your crew members in Mass Effect, all you usually have to do is say the most flirtatious things to build up a sense of trust that can lead to a happy ending. In Fire Emblem: Awakening, pairing up opposite sex party members in battle is beneficial for stats, but also can result in babies. Romancing a human being is way more complex than just saying the right things at certain points or being there for someone in the heat of battle.
Chris Dahlen drives this point home in his GDC talk “Love/Hate Relationships: New Approaches to Game Romances” by taking the romance aspect completely out of the equation.”It gives you the idea that you just want to be really nice and tell people what they want to hear,” he said. “But life doesn’t work that way… You’re gaming the character instead of engaging with them.”
These pairings that we create in games aren’t done out of a desire to find love or to connect with a fictional character. They’re done for the sake of a code-based necessity to enhance the experience, whether it’s to actually further the plot or not.
Dahlen continues in his talk about designing relationships on more than one scale, because having a relationship exist on a spectrum ranging from hate to love doesn’t cut it. “You can’t just have a love interest who is always, ‘Oh my god you are the greatest,’” reasons Dahlen. “So one slider doesn’t seem to do it.” You can have fun with videogame romances, but they’re not complex or real enough to truly satisfy.
Then why is it that I can spend hours trying to romance that special somebody? When I don’t get to have sex at the end of Mass Effect 2 after romancing the wrong people, why does it feel like a personal failure? While I understand the importance of trying to stop the war that’s apparently going to throw the world into chaos in Fire Emblem: Awakening, why do I spend most of my time trying to figure out who will make the best couples?
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