UnionFaps
Idrelle Games from patreon
Idrelle Games patreon

Romance in Gaming, Part I: Why Romance?

🕑 Added 2022-01-29 04:08:47 +0000 UTC
Romance in Gaming, Part I: Why Romance?

Comments

idrella

Thanks, viking! I always love reading your comments! It's interesting that you bring up fanfiction, because I was originally going to have a side-tangent on that. A lot of the assumptions, expectations and conventions I've encountered in IF development have similarities to fanfiction. The old "smut and shipping will always be more popular in fanfiction" argument, Regardless of whether it is true or not--it can change depending on the fandom--the sentiment that smut is more popular than genfic is something I've seen played out across multiple fandoms. But that sentiment, I find, has similarities to what's happening in IF development on tumblr when it comes to how romance is assumed to be a major part of any IF game. And whether that's IF development as a whole, or a side-effect a lot of new IF writers starting their writing journey as fanfiction authors, is something to think about. I'd love to talk more about the "contract with the audience"; I think it's something that could probably have its own article? The concept of a contract between the person/people making the Thing and the audience who consumes the Thing is something I've worked with for a really long time. It's one of the first things my directing professors in theatre school stressed; you're very conscious of it in the theatre, since you only have about 2 minutes to tell the audience what kind of story they're getting into, and if you break form unintentionally later on, they're going to notice and it's going to affect their enjoyment of the piece. But in short, I think interactive fiction as a medium has more hurdles to get through when it comes to making a contract with the audience. You're dealing with player's assumptions about the story on one hand, but then you're also negotiating their expectations about gameplay. Many IF games (especially Choice of Games or Hosted Games games--ones developed through ChoiceScript) echo each other and have similar mechanics. When you break away from the form, people either realize you're breaking away and accept what it is, or they get frustrated with the game because it doesn't have the mechanics they expected, even when the game is clear about what its gameplay is. And maybe that's something that can be applied to gaming in general? I think Dark Souls is the predominant example of a difficult game, but tbh, I find a lot of gamers approach it the wrong way. The game requires skill, but skill does not equal difficulty. Soulsbourne games ask you to learn the system, and ask you to try and try again until you do. If you don't accept this going in, you're going to get frustrated. This is a different formula than other games where you can get away with not necessarily understanding the game mechanics.

San

Thank you for sharing. Your insight is appreciated

thevikingwoman

Oh and it wasreally interesting about 'tokenizing your own characters'. Yeah I can see how that is a problem you can run into.

thevikingwoman

This was a really well written post, Idrelle. Thank you. I love the thoughts on WHY romance is so popular. I hadn't fully thought about how the personalization is so important - it really shapes your experience of the game. Maybe not solely IN GAME content, but how you think about the game as a story and how you feel about your character. This does fit quite nicely with IF games. And it IS interesting how a genre and a medium can be mixed up. It's a little like fanfiction - technically fanfiction can be about ANYTHING, but it's a genre, with it's own expectations and conventions. I also totally get your frustration - characters should be characters first, and for non-IF games they are allowed to Many people love Cole for DAI as a character, even if he is not romancable - and his character arc still has choice which makes him 'personal' to the player. I don't play a lot of IFs, even if I enjoy and read a lot of romance novels - and I wonder why that is. I think part of it is that many apply a hidden approval/right choice mechanism where you have to 'start over' if you fail - because romance is the only part. I think I personally like romance as Story and not as Gameplay, if that makes sense. Lastly, I was wondering if you can touch a little upon the "contract with the reader" in your struggles with the IF formula? It's something I often think about as a fanfic writer - not only in terms of tags, relationships, etc but in terms of spoilers / plot twists. I know we've often talked about this: a plot twist isn't interesting if it breaks the contract with the reader. Do you feel with IFs, you have to spend more time on explaining the 'contract' given what and how the current state of the medium influences player's expectations


More Creators