Love game: Is virtual romance emblematic of traditional courtship?

Avvy
Wednesday, April 13, 2011
EDITOR'S NOTEfrom Rob Savillo

Blaise Pascal, French mathematician, philosopher, and physicist, once said, "The heart has reasons that reason cannot know." But video games by their very nature quantify romance in a measurable, objective fashion (see: Christian Higley's eloquent examination). Can we -- should we -- dehumanize, as Patricia describes, love in such ways?

It's easy to criticize the way romance is structured in games. Love is an objective, an achievement, completely quantifiable via a bar sometimes--thus dehumanizing and inaccurate.
 
Is it actually inaccurate, though, or is it reflective of the 'real' underbelly of love?

Oh god, not the Lady Gaga song.

I stumbled upon the Digital Romance Lab last week via Rock Paper Shotgun’s Sunday Papers. As writer Jim Rossignol suggests, Digital Romance Lab's "On Simulation, Science, and Love" is a beautiful post, so I wholeheartedly suggest you read it. More than that, it provides some context for this article.

There’s one bit in that post that intrigued me -- a bit that is obvious but has interesting implications if taken at face value.

“Games create meaning through the gap between its rule-based procedures and the player’s subjective response. This is what Ian Bogost calls the simulation gap; therefore, in playing video games, we are able to critically reflect...to learn something about not just the game’s creator but about ourselves.

"Videogames are, then, excellent tools by which we can explore what it means to be human...to help us to explore and unravel our subjective selves.”

Earlier, the post stipulates that the novel Pride and Prejudice allows the reader to learn something about author Jane Austen, how she saw the world, and (more specifically) how she saw romance. Objects like books are ”expressions of the way we see the world or (at least) of how we want to represent it.” Unlike books, though, games are structured, easily quantifiable, objective-based systems. Romance often follows suit in that regard. Games tend to enumerate or somehow represent exactly where you stand with a possible love interest.

This is where one might be inclined to criticize such a dehumanizing, inaccurate representation of romance. How can a game like Dragon Age: Origins, for example, give you a special achievement for sleeping with specific characters? What does that say about how BioWare sees such passion? Further, what does that say about what they think we want out of a romance?

 

It’s here that my mind recalls a recent conversation with a friend regarding relationships. He made a crack about how girls tend to look at the title "girlfriend" as an objective that rewarded them with a type of "ascension," a type of elevation in both status and treatment. Romance unlocked! +5 kisses, +10 cuddles, etc.

This came to me as a shock, initially. I’m not much for titles myself; I’m not sure I ever see myself getting married. What does a title or piece of paper prove, after all? Neither is necessary to have an understanding of monogamy if such is your thing. Thus, I can’t help but wonder if its function is primarily a social one, like achievements (evidence of your skill and accomplishments to your peers). And yet for me, the title had a facade...an expectation that came with it. An implied level of intimacy -- we’re not talking purely physical here -- which was exclusive to the title.

The expectation is somewhat furthered when I play games. Most of the time, I obsess over the romance aspect of these experiences. At first, this worried me: Am I some maladjusted, socially inept person or something? Perhaps! But I also realized it wasn’t just me, it’s the way some of the relationships are structured.

If I wanted to get to know someone better or experience intimacy, then romancing them was inevitable. A requirement, even. In Persona 3, getting to know any girl meant you were making her your girlfriend. There is no other choice. In Mass Effect, being cordial to others is the same as courting them. Romance unlocked! +5 deep conversation. Congrats.

Often times, even when I’m not shoehorned into a relationship, I still seek it out anyway; I can’t help but feel like writers only allow you to know characters best if you pursue their love. A level of intimacy that is exclusive to the romance.

I also can’t help but think about the seemingly rat-raceish nature of it all: finding "the one," settling down, getting married by age 30ish, having a kid, and what have you. Do it, and you’re playing the game right: You’re winning. Love becomes a marker of a successful maturity into adulthood; as the New York Times puts it, ”Sociologists traditionally define the 'transition to adulthood' as marked by five milestones: completing school, leaving home, becoming financially independent, marrying, and having a child.”

Of course, what that article ends up conceding is that we're currently redefining such milestones and the ways we go about achieving them. Some might acknowledge this as an inevitability given how archaic and arbitrary they are as markers of...anything. Will we start seeing this cultural shift reflected in games?

By no means am I implying this is a standard parsing of the human experience. Not everyone treats life as a series of achievements. Nonetheless, it’s interesting to look at that approach when thinking about the way games position love -- can we truly say it’s a completely off-base representation, structurally speaking? Or is it actually representative of the "real" underbelly of love? Let us not forget that romance doesn’t have to be structured as just another game mechanic.


Originally posted at Nightmare Mode, a game blog where Patricia tends to house her ramblings.

 
Problem? Report this post
BITMOB'S SPONSOR
Adsense-placeholder
Comments (3)
Christian_profile_pic
April 13, 2011

Great piece! Nice to know that this is an issue that actually exists outside of my own head!

I definitely never thought about the RPG relationship routine as a reflection of the routine of "traditional" courtship, but it makes a lot of sense. I find the math and routine of pursuing in-game relationships incredibly alienating, but I definitely know a lot of people who have compartmentalized their lives (especially regarding relationships) as a sort of checklist; meet someone; become friends; become more than friends; date; get married; have kids; ???. That's always seemed bizarre and mechanical to me, particularly in games but also in life.

I think you hit the nail on the head with the word "passion." That's really what's lacking, in my opinion. And why I think relationships in games need to stop aiming for simulation, and just stick to (mostly) linear storytelling. Maybe passion can't be simulated, but it can be conveyed. And, yes, drop the objective-based nature associated with pursuing relationships in games. Don't make a relationship or sex a carrot on a stick; just tell a story.

Pict0079-web
April 15, 2011

I almost passed up reading this, because I had my thoughts preoccupied with all sorts of other online gimmicks. This is a really good article.

I think the average RPG relationship is an oddly conservative one, especially if you consider games such as Harvest Moon. I married the geeky inventor girl, thinking that she would still retain her uber spunkiness for the rest of the game. However, she really spent more of her time tending to the household and making tools for me.

I still enjoyed the game, but I really missed having an engaging conversation with her. She was one of the funnier characters in the game. Now she practically turned into a supporting character. I couldn't even understand why she was so shy in telling me that she had given birth to kids. I mean, it shouldn't be such a big surprise if it was actually a passionate relationship.

So like Christian, I really think that video games relationships have to stop resorting to the tired simulation gimmick. It might have worked when I was a kid, but now it seems like an insult to my intellect. Didn't love ever mean more than just getting married and having kids?

I really hope that some developer creates female characters with more heroic, independent roles. I don't like these boring, static relationships anymore. I need substance! Grr...

Lolface
April 15, 2011

A few years ago, I stumbled onto a blog (I cannot remember the name of it) that was about the portrayal of women in movies and novels, and there was an intersting post about romance in action movies. The blogger argued that the popular belief that romance was inserted into action movies to attract a female audience was, false. In fact, the blogger argued that romance was put into action movies as a reward for the male lead, and in turn, the male audience. After watching Quantum of Solace (where Bond didn't "get the girl" in the end, and being slightly dissapointed by it) I agree with this point of view, and I think romance in games are the same way.

Relationships in games are just rewards for performing certain pre-determined tasks. And by relationship, I mean sex, because in the end, that is all relationships in games are about. Sure, you might get into some really long, possibly interesting, soul bearing conversations with the character you are trying to sleep with, but once you hit that, you hit a wall and, your partner has nothing new or relevent to say for the rest of the game.

You must log in to post a comment. Please register if you do not have an account yet.