Discussion about this post

User's avatar
Trip Harrison's avatar

Great essay. Modern game design really does treat romance like any other secondary game mechanic, and it's become so standardized and familiar that it's practically expected from certain genres regardless of surrounding context. I don't think I can name a single light farming sim from the past fifteen years that doesn't feature that sort of deterministic, process-driven approach to cultivating relationships. If you released a Stardew Valley-like without it, I reckon half the audience would react as if you'd left out watering cans.

I guess MGS (terrific premise, by the way) goes to show that, contrary to most intuitions about good game design, effective romance is a function of selectively limiting player agency in the storytelling. Consequently, it's hard to name many game designers and writers who have both the talent and the balls to pull it off. A couple of the Yakuza games stand out in my memory, but I'm not sure anyone's done a better job than Kojima.

Ethan Kreul's avatar

“Love is, without a doubt, the most powerful force in the universe” then swerves into something more interesting ,a critique of how videogames simulate romance. great metaphor on how “saying the right things… enough gifts… enough weighting in the mathematical model,” they turn romance into an algorithm. is like “like dissecting a frog… it kills the frog.”

No posts

Ready for more?