Virtual Valentines: The Emptiness of Videogame Romance
It’s Valentine’s Day, otherwise known as the one day per year when it’s socially acceptable to complain about the loneliness of human existence. Single-player narrative games seem like the perfect counter-part to that loneliness; they cannot assuage it, but they do distract from it. Now if only videogames had love interests that could actually inspire an inkling of interest from me.
That’s not to say I’m immune to harboring feelings for fictional characters—I’ve been known to sing the praises of everyone from Wolverine to Mass Effect’s Garrus. I’m also not here to debate whether videogame characters have ever been well-rendered enough to be considered physically attractive. Let’s talk personality and compatibility: has there ever been a character who you couldn’t help but love? Even if you wouldn’t date them in “real life” (whatever that would entail)?
I think for me the sad answer is “no.” I have always managed to find someone to date from the options available to me in Mass Effect and Dragon Age, and I’ve played a handful of dating sims with the same results, but it’s always felt like making the choice took a lot of effort on my part. Forgive me, fellow Bioware fans, but I often feel like the love interests in these games don’t do much to draw me in. I have to do all the work: asking the questions, pursuing, interviewing, and selecting the smoothest replies. No one ever follows me back down the hall for a quick, unexpected compliment. There is no cat-and-mouse—merely structured conversational set-pieces that I initiate and end as I choose. I walk from room to room, selecting which flirtation to pursue, until I make my final calculation. Significant Other Unlocked.
Perhaps the most depressing variant of this for me occurred in Christine Love’s Digital: A Love Story. You play as “yourself,” more or less, and there is only one love interest in the game—a mysterious girl that you meet online. The game’s plot hinges upon you falling in love with this girl, which is hardly a spoiler given the game’s title; its narrative trappings and rom-com flavors throughout also point to “fall in love, fall in love, fall in love.” I could tell that’s what I was supposed to do, so I acted out the role I knew I should play—but I didn’t feel it. It’s not that the writing was bad (it’s great), nor that the pacing was off (it’s fantastic), nor that the game itself isn’t one of my favorites (it is) … It’s just that I didn’t fall in love with the love interest.
This isn’t just an issue of my being a femme person who is pretty much only attracted to masculine people, either—I think falling in love with a fictional character can cross those boundaries (often I’m already pretending to be somebody with a different gender presentation and personality than I “really” have, anyway). Bioware has attempted to solve this problem by having enough options for “everybody” to have at least one option for who they might fall in love with, but for me, that only solves half the problem. For example, the bevy of Wolverine-esque, stubbly-faced men on offer in Mass Effect and Dragon Age games should theoretically appeal to a Maddy Myers sensibility—but most of the time, I end up liking the personality of one of the other characters far more, and that character might end up being an alien or a dwarf or a completely unromanceable option.
That’s more realistic, though, right? You fall in love with whoever, regardless of your expectations, and maybe they’re not interested—or maybe they don’t necessarily fit into the mold of “your type.” That’s exactly the type of surprise that you’d think would satisfy me in a videogame—in real life, crushes are unexpected, not predetermined by a list of candidates in a spreadsheet. Unfortunately, videogames are built on spreadsheets, and it shows.