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For as long as I can remember (and that isn’t too long, I’ll have you know), there’s been the odd game here and there that have had a stab at creating a love relationship (always between a male and a female, as far as I can tell). Over the years, as technology has advanced, these love affairs have become more believable, with the advent of high-quality voice replication (for those saucy/cheesy conversations) and more life-like animation (for loving actions such as kissing etc).
However, in my view, we still have yet to reach the point where love relationships are necessary in games. Why? Well, because almost every attempt I’ve witnessed in games has turned out to be a bit of a joke...literally!
Not making myself clear yet? Well, there’s no easier to show what I mean than with an example – Goldeneye 007 on the N64. Bond being Bond, it simply wouldn’t be right for the man to go through an adventure without some sort of female interaction (you know what I mean), and Goldeneye was no exception. Thankfully, Rare did the right thing in keeping the couple’s relation very much in the background, but simply couldn’t resist to finish off one of the greatest games ever with a passionate kiss between a man and a woman. ‘Ahhh, how romantic’ you may be thinking. However, having two low polygon models standing holding each other, with a camera rotating around them and the girl lifting her leg every now and again while some techno remix of the theme tune is played is hardly my idea of romantic! The cutscene was boring, totally uninteresting and a terrible way to end the game. Next!
Jedi Knight II: Jedi Outcast. Kyle Katarn, the character you play throughout the game, has a female side-kick from the word ‘go’. When she appears to be killed, he becomes distraught by the whole affair, which is fair enough really. However, once they are reunited later on in the game, things start to get a little too emotional for my liking, as I sense where the plot is leading too! Once again, another developer resorts to ending a game with the stars standing on the spot kissing.
Although Raven’s effort includes in-game speech (rather than the text-based communication of Goldeneye) and much sharper, more detailed character models, the effect on the player is still the same. The two characters stand in a zombie-fied manner, holding each other close with their heads tilting from side to side (the camera is positioned so that you can’t actually see their lips). The atmosphere is not romantic…the environment is not romantic...the characters aren’t being romantic…the game is not being romantic!! Once again, a highly commendable game is let down by a poor, unsatisfying, unromantic ending.
So when will developers wake up and realise this?! The only way romance could have a real impact on the gamer is if it’s part of the actual interactive gameplay, although this would seem pretty hard to pull off and that’s why all the love business is normally kept for cut-scenes.
However, no matter how advanced these new consoles/games are, do the graphics actually look life-like? When an in-game cutscene cuts in, do you actually think ‘Wow, this looks just like a real film!’? Of course you don’t and, as shallow as it may be, that’s why romantic scenes between two videogame characters aren’t very believable.
Still, not all attempts at in-game romance have been complete failures, with Final Fantasy VII being a prime example. As sadistic as it may seem, a videogame love affair can have an effect on me when it all ends in tears. Not tears of joy, mind you, tears of sadness.
The love affair I’m referring to is that of Cloud (the main character), Tifa and Aeris. When Cloud introduces the two females to one another, there’s a little jealousy, a little confusion and, for the player, a lot of light-hearted humour! I genuinely enjoyed the sarky comments the two girls indirectly threw at each other, through Cloud. However, once the confusion was eradicated and it turns out the only one desperately in love with Cloud is Aeris, any chance of a relationship is cut short. Aeris is killed very early on, barely having a chance to express her true feelings to Cloud.
This affects the player in that you feel sorry for poor Aeris, in the knowledge that Cloud probably never would’ve fallen for her anyway. Although it may be a one-way affair, it certainly classes as romance and, in this case, romance used very effectively.
So, the bottom line in my view is this – developer’s simply can’t throw in the odd cutscene of two characters ‘passionately’ kissing, with a few cheesy one-liners in between and then stick ‘a tale of love and passion’ as a plus point on the back of the case.
Games simply cannot compete with films when it comes to expressing true love between two characters. If they really feel the need to have romance in the game, communication is the key. They need to let the characters show their love through their words and actions, to have any chance of making it successful.
You have been reading...
Uncle Albert
In most types of game, like FPS's, strategy, shootem ups, driving, flying e.t.c it's enough to say "bad guy/place/thing X has done INSERT BAD THING HERE, you must use your INSERT WEAPON/VEHICLE HERE to STOP/SAVE X" and a lot of people will be happy with that.
Now, say a publisher wants to try and add a love element, in a FPS say, or adventure game, do they go for the cliched "girl rescued by guy" thing ? Go all controversial and do a Fear Effect 2, or what ? At the end of the day publishers need any kind of love/romance element of a game as a ay of driving players to get through the game. I don't think you can create that kind of story in a game and still make the game playable. Some of my favourite films that might be considered love/romanyic themed are;
Practical Magic
Bridget Jones Diary
Guinevere
Forces Of Nature
None of these would make good game licenses but they do work s films because people watch films for different things, where as gamers generally want some kind of excitement and action in a film. Most love themed films only appeal to an audience if they in some way like the people in it. Game characters aren't that advanced, yet, though the japanese are getting scarily close with their virtual idol thing. Even so, we'll all (hopefully) know that any such character exists only within the game and can neer be real, and it's hard to relate to that, unlike an actor in a film.
~~Belldandy~~
There's always the possibility of having real life cut scenes, in games like Resident Evil it wouldn't make much difference! But I suppose, you would easily see the difference in most other games.
Good luck on GAD!
> Yup I agree there Kingklick (hur hur) :P
It was kingklik, actually. ;)
Thanks for all the replies, lads...very encouraging. :)
You're right Asher, the love relation in MGS2 did manage to slip my mind somehow. Oh well...
The end Bond scene was laughable he didn't even let her up for air ;) I've seen quite a few games where the loving relationship is quite litterly pointless other than it offers a diversion from the action or whatever. Saying that the Final Fantasy games usually have a strong inclusion of relationships, particulary FF7 where Cloud was involved with a few women (and that one that died at the end of disc one, Aeries?)
And what's the deal with Mario and Princess eh, all he ever gets is a peck on the nose for risking life and limb, hardly worth it he should at least get a......
Final Fantasy, and indeed all RPGs feature a bit of romance. They are best at pulling them off because through storylines the characters are stronger.
Also, you forgot Raiden/Rose from MGS2. It was quite interesting, although like all of MG2's story it got confusing towards the end.
Still, Good post.
For as long as I can remember (and that isn’t too long, I’ll have you know), there’s been the odd game here and there that have had a stab at creating a love relationship (always between a male and a female, as far as I can tell). Over the years, as technology has advanced, these love affairs have become more believable, with the advent of high-quality voice replication (for those saucy/cheesy conversations) and more life-like animation (for loving actions such as kissing etc).
However, in my view, we still have yet to reach the point where love relationships are necessary in games. Why? Well, because almost every attempt I’ve witnessed in games has turned out to be a bit of a joke...literally!
Not making myself clear yet? Well, there’s no easier to show what I mean than with an example – Goldeneye 007 on the N64. Bond being Bond, it simply wouldn’t be right for the man to go through an adventure without some sort of female interaction (you know what I mean), and Goldeneye was no exception. Thankfully, Rare did the right thing in keeping the couple’s relation very much in the background, but simply couldn’t resist to finish off one of the greatest games ever with a passionate kiss between a man and a woman. ‘Ahhh, how romantic’ you may be thinking. However, having two low polygon models standing holding each other, with a camera rotating around them and the girl lifting her leg every now and again while some techno remix of the theme tune is played is hardly my idea of romantic! The cutscene was boring, totally uninteresting and a terrible way to end the game. Next!
Jedi Knight II: Jedi Outcast. Kyle Katarn, the character you play throughout the game, has a female side-kick from the word ‘go’. When she appears to be killed, he becomes distraught by the whole affair, which is fair enough really. However, once they are reunited later on in the game, things start to get a little too emotional for my liking, as I sense where the plot is leading too! Once again, another developer resorts to ending a game with the stars standing on the spot kissing.
Although Raven’s effort includes in-game speech (rather than the text-based communication of Goldeneye) and much sharper, more detailed character models, the effect on the player is still the same. The two characters stand in a zombie-fied manner, holding each other close with their heads tilting from side to side (the camera is positioned so that you can’t actually see their lips). The atmosphere is not romantic…the environment is not romantic...the characters aren’t being romantic…the game is not being romantic!! Once again, a highly commendable game is let down by a poor, unsatisfying, unromantic ending.
So when will developers wake up and realise this?! The only way romance could have a real impact on the gamer is if it’s part of the actual interactive gameplay, although this would seem pretty hard to pull off and that’s why all the love business is normally kept for cut-scenes.
However, no matter how advanced these new consoles/games are, do the graphics actually look life-like? When an in-game cutscene cuts in, do you actually think ‘Wow, this looks just like a real film!’? Of course you don’t and, as shallow as it may be, that’s why romantic scenes between two videogame characters aren’t very believable.
Still, not all attempts at in-game romance have been complete failures, with Final Fantasy VII being a prime example. As sadistic as it may seem, a videogame love affair can have an effect on me when it all ends in tears. Not tears of joy, mind you, tears of sadness.
The love affair I’m referring to is that of Cloud (the main character), Tifa and Aeris. When Cloud introduces the two females to one another, there’s a little jealousy, a little confusion and, for the player, a lot of light-hearted humour! I genuinely enjoyed the sarky comments the two girls indirectly threw at each other, through Cloud. However, once the confusion was eradicated and it turns out the only one desperately in love with Cloud is Aeris, any chance of a relationship is cut short. Aeris is killed very early on, barely having a chance to express her true feelings to Cloud.
This affects the player in that you feel sorry for poor Aeris, in the knowledge that Cloud probably never would’ve fallen for her anyway. Although it may be a one-way affair, it certainly classes as romance and, in this case, romance used very effectively.
So, the bottom line in my view is this – developer’s simply can’t throw in the odd cutscene of two characters ‘passionately’ kissing, with a few cheesy one-liners in between and then stick ‘a tale of love and passion’ as a plus point on the back of the case.
Games simply cannot compete with films when it comes to expressing true love between two characters. If they really feel the need to have romance in the game, communication is the key. They need to let the characters show their love through their words and actions, to have any chance of making it successful.
You have been reading...
Uncle Albert