» Fri Sep 25, 2009 2:23 am
As a means of forming an emotional attachment to the characters in the game, I would say a romantic angle can be a useful tool in that regard. If I'm playing an RPG (where generally I'm trying to either save or doom the world,) actually caring about the fate of the people I run into adds a greater weight to my decisions. If I'm playing a "good" character, then if I actually have some emotional investment in the fate of some of the people I come across, it adds some impetus to my Quest. (If there's someone I care about, at all, then I'm not just saving the world because that's the goal of the game, but because I actually want to help these people out.) If I'm playing an "evil" character, then it serves the same purpose and makes those choices all the more telling.
It makes it more personal, which is a priority in any form of storytelling. A good story is always primarily about the characters, and their emotional reactions to the events of the story. Romance is not the only means to this end, but it is a means to achieve this.
This is all a matter of opinion, of course - but in Fallout 3 I didn't often "care" about any of the characters I met along my adventures. Many of the NPCs exist only as "color" - to deliver a couple lines of exposition as a thumbnail sketch of an interesting character, and then move on. ("Hi, I'm the crazy religious guy. Did I mention I worship a bomb?" Or, "I have a mysterious past, and a surrogate daughter that I've decided to protect, mysteriously.")
That's not to say that there aren't many interesting and intriguing characters in Fallout 3, I feel there are. That I come across across characters I want to learn more about shows to me that they were successful at least in that part. A romantic interest, or the potential of one, would have served as another tool with which to further flesh out these character beyond one-time interactions.
Not to mention, the emotional attachment you gain by a well-written courtship. I collect many different followers through my playtime in this game. They die, and then I find another one; often without a backwards glance. How much more drama would the firefights and near-death conflicts posess if that follower was not only someone with whom I had an involved history with, but was also my Wife?
The love angle shows signs of becoming something of a cliche in videogames. It's also one of the easier hooks to allow the player to form a bond with a character in the game. But it's still a potentially useful tool if done right.