this post was submitted on 17 Feb 2026
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Unless the romance is central to the game, that sort of focus and depth just isn't going to be put into it. There is also the issue that the writers in video games have far less control over the main character than they do in other mediums. In a book, you don't have to worry about your main character deciding to to fuck off for a week collecting all the boxes in a village and stacking them on the town well, just because it's funny. That main character stays on task and on plot for the writer. There are games where that high level of control is possible, visual novels exist, but that starts to push into the question, "why not just make a book/movie instead?"
Similarly, I think it's going to be hard for any video game romance not to come off as transactional, due to the nature of a game being a computer program. Imagine trying to tell Romeo and Juliet as a video game. At some point, Romeo and Juliet will need to interact. Romeo arrives at Juliet's window and professes his love. How does the player interact with the game for that scene? Is it just a cutscene? Or a cutscene with quick time events (press X to woo). Trying to replicate a Jane Austin style story would be even worse. As books about people sitting about in drawing rooms drinking tea and being catty to one another, replicating that in a video game is all going to boil down to dialog trees. Perhaps the first time through it could feel fresh and interesting, but on a second playthrough it's going to quickly be obvious that the whole thing is really just "pick the right options for a chance at sexy-time". Maybe we could get a Jane Austin Rouge-like, in that each time you load it up the characters' personalities change and you really do have to pay attention to verbal and social queues to get anywhere. But even that is still really just "pick the right options for a chance at sexy-time".
Ultimately, I think video games are always going to be fairly transactional in nature. They are computer programs and are ultimately deterministic. All the interactions you have in a video game need to be planned out, scripted and maybe even voice acted. It's what makes all the interactions in Baldur's Gate 3 so amazing. Everything those characters do was planned for, written and recorded. Every comment, every facial expression was planned, written and coded. There is no spontaneity, because there can't be (maybe with AI, but that's a different can of worms). That so many little things actually did get covered is amazing. But, the trigger conditions for playing that bit of animation and voice acting will be hard coded. Whether or not a character likes the main character must be a set of numbers stored in memory, because that's how computers work. Yes, it could be far more complex than just an easily identifiable number. And perhaps hiding those numbers from the player would make it feel less obvious, but they aren't going to go away.
And all the work which goes into planning, writing and coding those interactions is time spent during development. Going back to Baldur's Gate 3, wouldn't it be awesome if some of the NPCs started pairing off with each other? If the main characters isn't getting busy with Shadowheart, maybe she discoverers an interest in big men who can turn into bears so you come back to camp sometime to find her and Halsin sitting very close together talking softly. This could even have the whole random element where different characters have different crushes/interests each time you play through. That would be neat to see, but it's going to require a lot of extra development. Unless that's a feature which starts selling video games, it's not going to happen. Perhaps this sort of thing will show up in indie games, I wouldn't expect it in major titles anytime soon.