Double Agent
The Great Romance - November 14, 2000 - Chris Jones

Disclaimer: The opinions expressed within this column are those of the participants and the moderator, and do not necessarily reflect those of the GIA. There is coarse language and potentially offensive material afoot. A week ago I thought I'd know who the president would be by the end of the night. How naive I was! Don't say we didn't warn you.

Like a lot of other people, apparently, I'm in the position that although FF9 is supposed to be out today, it won't be in local stores until tomorrow. But I'm cool, I can deal with it. Of course, if it doesn't show up by tomorrow I go postal, but that's an entirely different story.

Onward.

You're sort of everything I've ever wanted...
*potential Vangrant Story spoilers*
Chris:

It occurs to me that in game where the hero is motivated (in whole or part) by romantic concerns, it works best when the object of the romantic concerns remains vague. Zelda is almost always asleep or otherwise occupied. Toadstool is a captive. Tia (Vagrant Story) may not even have really existed. They all work well because the object of the romantic drive is general. We can insert our own love-interest, real or imagined, and there is no conflict.

On the other hand, games like FFVII and VIII, Metal Gear Solid, Chrono Cross, and Wild Arms 2 (among others), in which the love interest is more substantial, run a serious risk of ringing flat, because if the object of affection isn't to our taste, we can become emotionally involved only at one remove (after reworking the specifics). For instance, if one were to feel that Rinoa was an annoying brat, the emotional impact of the spacesuit scene might be greatly reduced. Ashley's memory of Tia, on the other hand, retains its full power to move us precisely because we get few real details about her character. No specifics contrary to our personal taste or experience can threaten the suspension of our disbelief.

Of course, I could be wrong. Maybe everyone else on the planet has a list of desireable female characteristics that prominently includes some version of either "loud-mouth tomboy" or "good cook, but emotionally frail".

--DarkLao, who'll save the world for his girl--for yours he'll point and laugh.

I think you've got a small part of a much bigger truth in this letter - that plots in general work better if we don't know specific details. It's absolutely true that if you say too much about a love interest they stop being your perfect match and start being an annoyance you might want to avoid having contact with, but it's also true that if you put too much detail into a hero(ine) they stop being your avatar and start being someone whose welfare you just might not be all that interested in.

Something I think we're starting to see in games as of late are plots that start to separate the protagonists from the player. It's easy to see yourself in the hero in DQ1, or even Cecil, but not so much Cloud or Squall. This necessarily means that romances in games will change - you're no longer imagining yourself rescuing a princess with fill-in-desired-features-here qualities, you're trying to figure out what Rinoa sees in that clod Squall. And I'm all for this second mode of RPGs, although I will grant that in many cases games could do a better job of selling the idea that these two people have fallen in love, if not making the player fall in love with the characters themselves.

Slightly out of phase with each other
The main stumbling point I see in game relationships is that they try to make the combination perfect, the people are just completely in love with each other forever, period. Real people are rarely like this, and while I'm not arguing for total realism, a little difficulty, a little uncertainty, make a game romance far more interesting and potentially beautiful. The best examples of this that I can recall are the interplay between Locke, Terra, and Celes in FFVI and the arch of Delita and Ovelia in FFT. It could be argued that neither of these were at all romances, but they display the qualities I'm talking about. Another problem is that a lot of rpg chracters simply aren't well developed enough for their undying love to feel like a human emotion and not just a plot device, an area in which FF8 made progress by making at lease one of the characters feel like a real person. One of the best straight love stories was that of Xenogears, because the plot eventually justified their complete devotion to each other.

Van Veen

I agree completely with your first point, which is why I'm a little surprised you use Xenogears for your second. It is great when two people are able to find each other despite numerous obstacles and interpersonal difficulties - I can't think of too many gaming examples, but there are numerous books and films that make use of the idea. By the time it's all over, you buy the relationship in question implicitly, because you've seen firsthand all the effort that's gone into it.

On the other hand, Fei and Elly felt flat to me for just that reason, because, as you say, they're fated to be together, so where's the suspense? No matter what happened I never doubted that Fei would get the girl, which left me with only my (not inconsiderable) affection for the characters to keep me interested. I guess when all's said and done, I'd like to see more Jerry Maguires and fewer Titanics in gaming, although I suppose that's somewhat unlikely.

Love, revenge, long lost relative, same difference
CJ-

I've always thought that romance in games is pretty much the same as any other plot device. If it's set up properly - if the characters are developed enough to make us believe that they would actually become involved, it works. It's the same as with any other plot twist: if the story sets it up well, then it just makes the game better. If it doesn't...just look at Chrono Cross ..

Unfortunately, this is all too rare (the only instance of a well-executed game romance that I can remember is Xenogears). It's far more common for love subplots to be thrown into a game haphazardly - usually, I've noticed, when the game has little or no emphasis on character development, but the game designers decide a love story is necessary anyway. Anybody remember the end of Shining Force II, when the main character marries the obligatory Princess, whom he has known for a grand total of seven minutes? Save it for when it's believable, people.

And, of course, there's FFVIII, but that's its own category of crappiness. You'd think they could have at least tried to develop Rinoa.

-Shale, who is going to have to choose between Grandia II and eating next month.

Gotta disagree with you here on many points, Shale, but the only one I'll actually rant about is the fact that romance is just another plot device. When executed properly I think a love story can be one of (if not the) core force behind a story, much like the point of a mystery is to find out who did it or the point of Super Mario Bros. was to finally beat the crap out of Bowser. Perhaps our terminology is simply different here, but to me Kain's constant betrayals in FF4 were just a plot device to move the story along, whereas Alex's quest to find Luna provided a compelling reason for nearly all his actions in Lunar 1. As for defending FF8... next letter, please.

More romances that just don't work
Yo Chris,

Chrono Cross was completely devoid of a love story, and I can't tell if it hurt or helped the story. The story was lacking something, but I think coherency was the main offender. As long as it fits into the story and seems logical, I'm okay with it.

In FFVIII, Squall told Rinoa to go away every time she came near him, but she still kept chasing after him. WHY?! The whole game focused on love, but the main couple had no reason to hook up whatsoever. In Xenogears, Fei and Elly are fated to be together, so it's kind of neat to watch as they start as enemies until discovering the truth...

--The Steve

I think Chrono Cross was more along the lines of Crono Trigger, in that rather than having no love story it had a couple that could take on greater significance if you really bought into one of them. Much like being able to tell yourself that Chrono really always loved Lucca or Marle, you can pretend that Serge is destined to end up with... well, I leave it up to you. Of course CC rather bluntly told us who Chrono ended up with, but it was nice to have a choice at least for a while.

As of late I've been thinking a lot about why FF8 does and doesn't work for some people, and one phrase keeps popping up over and over again: character development. A lot of people who didn't like the game seem to equate character development with back story - a character is well developed if they have one or two important flashbacks or events that reinforce why the character in question does or doesn't want something. Meanwhile it seems that people who buy into FF8 are more likely to see character development as subtle nuances in dialog, action, and gesture... the same things that movies often build characters with, but games rarely have until now.

I won't argue about which viewpoint is right at the moment (although don't be surprised to see it as a topic one of these days) but I will say that I didn't need any great chain of fate between Squall and Rinoa - it's enough that I've personally known some perfectly normal, intelligent women hopelessly attracted to thoughtless jerks, and even more rarely, thoughtless jerks turned into decent human beings by said women. I leave it up to you as to whether you buy into that interpretation.

Boy meets girl... you can't escape it, but who wants to?
Chris -

Who cant miss the in-famous story of the love situation. As you said before, boy meets girl, boy saves world (Along with girl), and they live happily ever after. Not only with games, but with many movies, shows, comics, books... the list goes on. Its the fact that it sells. It's one of the most popular themes ever to grace apon the entertainment world. But, as we all know, it needs to change. It has to change. Weve come along enough games from the same theme over and over again to last us a life time. But of course, it relates to the real world. Everyone wants to please someone, and most of us daydream about saving the world, and winning the love from that one person we adore the most. Its what the people want, and its what the people dont want. A very confusing situation I might conclude. Of course, if you dont have some kind of love story binded into the plot in some way, it just isnt much of a story is it? Youll have a bland action story with no love theme. Which can be good sometimes with many action games, but for RPG's, its a thriving essence.

Now to your second question, what is the most real love relationship? Well, I dont really know. Threads of Fate has a good love story. Rue must fight the forces of evil to save his 'sister'. You can see his determination, he talks only to find the Dewprism to save her. He loved her before the game started, not like he found someone then began to love her, as in most games these days. I am sure there are other games that possese a better love story, but Threads of fate nails it in Rue's scenario!

Concluding this letter, I find that we need a new system of finding a better way into making game plots. But then again, every now and then we need a good love story. But not to lovy dovy!

Sincerely
Jessie Lange

I actually think you were right the first time when you said the "in-famous" story of "the love situation" is sufficient because it's so basic. It does sell, no question about it, and I don't think I'll ever get tired of seeing it... but that doesn't mean I want to see it told the same way over and over again, which is what RPGs have been doing for years with some minor variations.

You're dead on with regards to Dewprism as well. I know a lot of people found Rue a fairly dull character (although it's hard for anyone to be interesting when Mint's around) and that even the nature of his relationship with Claire was somewhat ambiguous, but his singular dedication to bringing her back made the character for me. Ironically enough, tho, I'd say it's one of the most unrealistic relationships I've ever seen, simply because nobody's that determined in real life, which made it all the more fascinating.

Wait, never mind, found someone who does

I am getting tired the same old "save the world, get the girl" plotlines in RPGs, seeing that we've been doing it since Dragon Warrior I. Newer PSX games just put a prettier FMV face on the romance, but since the romantic plot is often so obvious from the beginning, it doesn't make it feel any truer to me. Even Chrono Cross ended up disappointing me in the end, since which female I actually favored during the game didn't matter.

It can be hard to get into the romance when you know deep inside there is no choice in the matter. Real romance has mystery and uncertainty, and very few RPGs make you think you really might lose the girl before you save the world - I still remember Nei from Phantasy Star 2.

As for whether any of the game romances would work in real life...there is no happily ever after in our world. Most game romances are formed under stressful situations, where you are fighting the great evil and saving the world. But they never go into what happens after the world is saved, and life settles down to the mundane tasks of living. Seeing that most of the characters are young, I doubt most of them would stick together after getting married. Teenage guys aren't known for wanting to settle down, they would get restless and be off on their next adventure, leaving the girl in the lurch. Then again if you are in a feudal-type society, the women might be used to being treated badly.

There are exceptions to this, my favorite being the Hero and Bianca in Dragon Quest 5. Their kids kicked ass, after all. ;)

Nista

~who always names the male protagonist Melissa, because it's easy to read in katakana~

I see where you're coming from on all your points, but seriously, who wants to clutter up a perfectly good love story by questioning if the girl's controlling, conniving nature will bring out the latent wastrel tendencies in the guy and drive him to a lifetime of alcohol abuse? It's one thing to despise Kate Winslet's character in Titanic for being so colorless, but it's another thing to deny Cecil and Rosa a chance at happiness because she's liable to die in childbirth at an early age, what with the lack of basic medical knowledge and all.

A brief non-romantic interlude
I had an experience similar to the Ogre Battle Japanese regression thing while playing FF7. In Fort Condor, while talking to the old man, the first time I played through the game (and never again) the first yes/no box that pops up was in Japanese. Kinda funky.

Christoph, wishing the price of fast food would stop going up. Damned minimum wage...

I'm not surprised about FF7, as it's obvious by now that CDs often contain a wealth of discarded development materials left in the game by programmers too lazy to clean up after themselves. I was simply surprised to see anything like that on the N64, since because cart space is so expensive, a lot of development goes through a phase of trying to squeeze the game into as small a space as possible. I'd have thought this would include any Japanese text in OB64, but apparently it doesn't. Interesting.

Unhappily ever after
In most movies or TV shows love is at the least a background theme, so why should RPGs be any different? I'm just waiting for a "The Shining" like RPG, where love is thoroughly and completely stomped under the large foot of psychosis or circumstance.

Garvo- apologizes for the letter not being overly excessively long

You're underestimating the extent to which psychosis already plays a big part in modern RPG romance: Cloud's a classic schizophrenic who's loved by Tifa, a girl with what I can only assume are serious self-worth issues to be chasing after such a freak; Fei also has multiple personality disorder, Elly has a substance abuse problem, and both are arguably mass murderers; Alex is pretty normal but Luna has severe delusions of goddess-hood; and I'm not even gonna touch Delita's highly dysfunctional relationship with Ovelia. Suffice it to say, RPGs are very big on the message that love conquers all, whether it should or not.

The thrill of dating virtual women

My favorite romantic element in a video game is FF7's interactive relationship. It adds replay value to the game and allows you to see a big scene for the character you like best. I think it's a great idea for an RPG to do something like this. I was really dissappointed that Chrono Cross didn't have a similar feature, what with Kid and Leena and Harle and all the 'interactive' dialogue.*

Apparently there's lots of games based on this premise in Japan, but they never get translated. Sigh.

Other than that, romance scenes in RPGs need to have really good music, because we don't get much in the way of acting("I love you!" *Twirly-jump*). The theme of love from FF4 comes to mind.

-Sanagi

* Harle! Harle! I pick Harle! That cunning grin... That lopsided fighting stance... Can any other game femme match Tsukiyomi's acrobatic sex clown antics? Probably not!

Not a lot to say here, except that a lot of people really do seem to want to be in control of who their character ends up with. Personally I think that giving the player the choice of who they end up with tends to weaken all potential relationships, but if we go back to DarkLao's comments about some characters being too specific to appeal to everyone it starts to make sense.

And... "acrobatic sex clown antics"? Have you been freebaseing powdered Vib Ribbon again, Sanagi?

Wish fulfillment *FF7 spoilers*
Boy meets girl, boy saves world and girl, and lives happily ever after is a wonderful way to tell a story and capture the player. If a guy is playing, which is generally the case (no offense Princess Jemmy), he identifies with the hero. The hero is everything that the player may aspire to be. Imagine playing the real life role of Cloud Strife, to be ruggedly handsome, with a somewhat pretty look. To have two beautiful women who are more than willing to be your life partner. Lastly, the job of saving the planet and all the recognition that comes with it. Pretty cool job I say! That s the point of an RPG, to immerse you in an environment to the point where you feel as if you are a part of it. To be totally honest, when I was playing FF7 I was pretty fed up towards the end of disc one. But, when Sephiroth came down and slaughtered Aeris the game took on a whole new meaning to me. She was, for all intents and purposes, my love interest. Everyday after witnessing that horrific event I would play FF7 just so I could get closer to slaying Sephiroth, because I knew I would get my chance. If a woman is playing she may identify with the female character who is the videogame version of what all females would love to look like. Even when the main female character has somewhat alien features, they still tend to have amazing racks and cool personalities. Of course you will find games that will not fit into this mold, but more often than not the formula remains the same. Excuse me for only using FF7 as an example, I am in the middle of a paper so time is of the essence, and it seemed reasonable to use a game we are all familiar with.

Snakeyezz1 the Assassin

Er, dude, I'm a long way from being the most sensitive guy in the world (or the country, state, city, etc.) but even I found your letter a little insulting towards women. I'd imagine that "all females" would no more want to have "amazing racks and cool personalities" (read: demure, submissive) than I'd want to look like Cloud or worse yet, Sepiroth. *shudder*

That said, you've got a good point that a lot of RPGs do revolve around wish fulfillment. They're called role playing games for a reason, after all. Much as I bitch about games not being deep enough, I gotta admit some part of me does want to be the guy with the cool sword who gets the cute girl and saves the day. And because of that we may never get away from the "attractive young people fight impossible odds to destroy evil and live happily ever after", for good or ill. Doesn't mean I won't welcome the occasional game with no romance at all (Vagrant Story comes to mind) but I think I can live with the romance status quo for a while longer, at least.

Closing Comments:

I know you're all frothing at the mouth to talk about how great FF9 is, but in the interests of going into it completely fresh I'd like to delay discussion at least one more day. In the meantime, why don't we clean up one more piece of unfinished business: Zelda: Majora's Mask. Opinions? Questions? Comments? Send me some email, and we'll talk tomorrow. See you then.

-Chris Jones, doesn't care for princesses unless they have college degrees

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