Amata seems like an obvious romantic choice for (straight) male characters, as does Clover. Not sure who would be right for the girls - I know Ayleid would say "Butch" but the fact that he's a bully at the start just puts me right off.
I really don't think you could have a good romance in a game with no set story. The best romance I've seen in a game was during Final Fantasy IX, one of the best games I have ever played, and I don't think Fallout could achieve that given the gameplay and storyline style. All I ask is for some hint of a real six scene, like GTAIV, where you couldn't see anything but you could hear everything.
Ewwww ... no.
I think that the only thing they could do - and what I'm actually surprised they
didn't do - is a total fade to black, i.e. you don't see anything or hear anything.
What do you think dogmeats in the game for
:slap:
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 was one of the main strengths of Mass Effect - the romance angle with Kaiden creates a sort of
desperation to save him. Relationships - friendships or otherwise - tie the player to the world and make the place "worth saving".
It was one of the fundamental things that elevates Shivering Isles above Oblivion - they spend a lot of time introducing the characters and making you get to know them, so that you in turn start to care about them. You're so cut off from everyone in Oblivion (aside from Baurus, who almost everyone likes) that you feel rather detached from it all and saving the world just feels like a chore.
It seemed to work for Knights of the Old Republic, people still seem to get a kick out of Bastila and Carth.
Absolutely agreed.
Bioware's games (which are notable as all your supporting cast has a slew of backstory to dig into and lessons to learn,) are set up specifically to take advantage of that. There's a noticeable pattern in all of their games, consisting of doing a mission or two, and then returning to a "hub" area where further layers of the characters are revealed. Rinse and repeat. That's a little harder to do with an "open world" game like Bethesda makes. (If your character can go through a city and talk to everyone - all the work of implementing some development in the characters are going to be wasted if the player never goes back to see what's new.)
I agree about Bioware, but disagree with your assertion that Bethesda don't do likewise. Sure, there are only a
few fully-developed, fully-realised characters - but that's the same as with Bioware's games. Not every NPC has great depth in KOTOR or Mass Effect. It's about the same in Fallout 3 where you have some characters who are mere archetypes and others that have layers that you peel off, onion-style, to get a more subtle and real-feeling character. Moira was particularly well done - at first she seems brittle and a bit silly but as you get talking to her (returning from her quests each time) a more satisfying character emerges with believable strengths and weaknesses and motivations. If you look at Morrowind's companion - a mere meat-shield with virtually no dialogue - and then look at Mazoga in Oblivion, and then look at the companions in Fallout 3 you can see a huge progression there. Sure, Clover et al are mere archetypes, but how much "depth" does that blue alien in the mask really have in Mass Effect? Liara tells you about her six life pretty much by way of introduction, and they didn't really seem to know what they wanted to do with Kaiden until they eventually just gave up and turned him into Carth. Not that I'm complaining! Anyway, certainly within the limitations of a game that is
supposed to be "A Boy And His Dog" not "A Hystorie Of The Playere's Romances", it's unfair to say that Fallout 3 fares badly compared to other games.
Yes I think adding romance in Fallout 3 would have added more realism to the game. Throughout the game you hear about people you meet sleeping with others; Bittercup hits on you, Sydney mentions how she likes to get drunk and laid, Silver is an ex-prosttute, Nova says she'll sleep with you but that's exactly what she means, Dukov's girls are there for one reason only, then there's the woman over in Tenpenny Towers, Amata, etc, etc, etc.
Not saying I need to see cut screens of my PC and these women in bed together; I've got plenty of imagination and don't need the visuals. But, having some dialogue options available for the opportunity would go a long way towards making the world more realistic.
It's been said a dozen times in a dozen threads, and I think many players would have enjoyed it if, for example, Nova had made some verbal reference to your time together. It took just
ten new entries to turn the player's relationship in Morrowind with http://princessstomper.wordpress.com/2009/01/31/caius-romance/ from platonic into romantic. I certainly hope Bethesda will consider likewise in future games.