@Doriana-Gray
This is better than having the RO-NPC match happen with no conflict, but… really… why the hell is the author going to put so much time and effort into a side story that is inconsequential to the player’s experience? I’d rather have authors put more time in care into the romances for the MC and less time worrying about matching other ROs up with someone to make the story “richer” (when, for me, it makes it worse). And giving the other couple the same issues as the MC and RO doesn’t really solve anything–it just shows that any Joe Schmoe could step into the MC’s place and “replace” whatever it is that they bring to the RO’s life. In which case, I’ll still be locked into one route so I don’t have to deal with that shit.
I spend too much time designing MCs for a game to waste good names and character builds on a RO who is just going to wind up with someone else onscreen, so to speak. If there’s RO-RO (or RO-NPC) action going on, I’m just sticking to one RO (whichever one draws me the most), one run, and I’m done with the game.
I’m contrary as hell… I think this gives too much power to the MC, to be able to dictate who gets with whom. Give that power to the player with a choice at the beginning to bow out of RO romances with others, and it’s fine. I draw a line between the player and the MC–so me being able to toggle it at the beginning of the game doesn’t put my MC in a situation to arrange romances for others. The only exception is if it’s somehow story related, like the Tina/Adr romance in Wayhaven, which is just sick due to the spying angle.
@HannahPS
I like these ways of showing NPC agency.
And this is a huge reason why the whole situation irks me. As a player, I get nothing from it, and I end up limited in the game because I’ll only pick one RO for the game. Throw in the fact that most romances in these games are–well, let’s go with subpar and shall as descriptors–and all I see is a wasted opportunity for authors to provide players with better romances for the MC. So it seems like, in many ways, they’re choosing to dedicate more time to giving those NPCs a good story while my MC gets a wham, bam, thank you-ma’am, you get a kiss at the end romance. Which is highly unsatisfying.
While I think this offers the same issues as in the previous paragraph, I would at least be more interested in seeing it.
I know. We had this discussion on another thread somewhere, and I get that not all authors intend it to be canon or a OTP between two unromanced ROs or an unromanced RO and a NPC. It still feels that way, however. I mean, if the RO is going to end up with someone else and there’s absolutely nothing special about them being with the MC, why the hell should I bother playing the route? Especially if they get insta-love with no tween angst bullshit with the NPC. If my MC is getting nothing but misery and being dicked around until the end, and I know the other RO gets insta-love, why the hell would I want to torment them with tween angst? Hell, when I see that, all I think is that I’d rather play the character that doesn’t have to suffer endlessly.
@Nemureru_Mori

That is my feeling, exactly. The romances should be something that is a pleasure in the game. For depressing games, it should be the one bright, shining spot in an otherwise dark MC existence (see ItFO, where the romances leave you, and the MC, feeling warm despite all the death and misery). For non-depressing games, it should still be something fun. And light, if that’s what the MC and player chooses. Let the masochists have their path to an angsty horrible route where the MC and RO don’t end up together until the end, but give the rest of us a path to that warm cushy feeling faster, if we want it, instead of making us wait until the end to have a kiss/fuck/smile. That’s not a romance to me. It’s fucking boring and infuriating.
Ditto. One thing I wouldn’t mind, simply because I like breaking the fourth wall sometimes and giving a nod to the player, is to add a “romance” for the unromanced RO(s) offscreen and let the player pick the name of the one they’re romancing. I played around with that while tinkering with Wayhaven’s code and found it amusing to have my M-mancer talking with Nate about an off-screen character who is getting his interest and he refuses to admit it–and I put in a choice to name the character. It was actually kind of fun that way, since I entered the name of my N-mancer…
All of this, yes. And I don’t see the point in me wasting time making a character for a RO path where it’s already been decided what happens with them.
In that other thread, it seemed that most authors don’t intend that. It still feels that way, however, due to the above stated reasons.
This is likely a good explanation of it. I prefer escapism–to a point. If things get too ludicrous, I start getting ornery. If my MC is forced to behave like an UwU tween angst machine with big, sad slow-blinking eyes, I get even more ornery. Is it too much to as for escapism with characters that don’t act like dipshits and actually have normal human communication? Because you know what’s hot? Communication. And wild sex, but some communication is needed for that, too…