Virtual Pick-Up Artists: The Monotonous Sex Life of Videogames

After banging my head against a quest in The Witcher 3 with no solution in sight, I turned in shame to Google and sought directions. Among the results, I found several guides for romancing the game’s various women, boiling their interactions down to specific dialogue choices designed to take the critical path into their beds. After looking at these guides, magician Triss ceased to be a character in the context of the game and became just another quest to be finished with correct and incorrect ways to complete it. External information combined with the fundamental way I interact with the Witcher world essentially turned me into a videogame Pick-Up Artist.
Functionally, sexual partners in the game were not designed to be any different from any other sort of conquest. The same skills and mechanics that allowed me to overcome griffins or navigate through crime family drama are applied in the same way when pursuing romantic relationships. The Witcher 3 is no different from a lot of videogames that view sex through the same lens as the rest of its interactions, an end goal to be achieved and won. A prime component of relationships, when portrayed in videogames, is truncated to a bare experience devoid of human complexities.
Players of Mass Effect 2 might find themselves interested in Miranda, the sex kitten space spy modeled after actress Yvonne Strahovski. After the usual small talk discussing her genetic perfection, her disdain for her father, and evil organizations, she is more than willing to hop into bed with any male protagonist, as long as you have been nice enough not to completely alienate her. The ensuing sex scene rewards the player with both characters undressing down to their underwear before fading to black and emerging post-coitus in a state of satisfaction. Every romanceable character follows the same path, rewarding the player for correct responses that lead them further along their relationship.
This simplification is at the heart of Japanese dating sims, usually visual novels gussied up with courting mechanics as the fundamental means of interacting with the game. These games often thrive on the commodification of partners, offering up harem scenarios for the protagonist to indulge in as he picks and chooses from many partners with the same convenience someone might online shop. This process usually involves ingratiating yourself to women through correct answers to their dialogue, which can be about everything from their personal issues to quizzes about historical Japan. As always, a proper win is coupled with a fade to black to titillate players with its implications.
It is not unreasonable that videogames have to abbreviate the intricacies of sexual relationships if they want to keep them both interactive and tasteful. An extensive courtship with unclear parameters for success might not be what anyone is looking for in terms of relationships in their videogames, but doing the opposite runs the danger of sending the wrong message when it comes to interacting with other people. The mechanics of sexual relationships in videogames, when extrapolated out, creates a commodification of our partners that informs an unhealthy view of societal interaction.