You might’ve noticed at this point that I like to play video games and I’ve a particular interest in RPGs. I’ve mentioned before how I’ve played Skyrim and went on to get 100% of all of the achievements within the game. One of the first achievements I took note of was to marry a character and as I explored the world and completed quests, I came across Aela the Huntress. I instantly liked her personality and decided that I would marry her. I built a house in Falkreath and proposed to her. We got married and as we began to live together, I quickly realised that any personality that I had been attracted to had been purged from her. While I still found some enjoyment in the relationship, I could remember feeling quite disappointed from the experience and this made me begin to think about the surprising difficulty of portraying romance in video games.
I should probably clarify that I’m predominantly going to be discussing romance in video games in which you make an active choice to pursue a particular character rather than ones where a romance is fixed. While fixed romance in games can come with their own share of problems, I would rather talk about the issues associated with romance where the player makes an active choice and the limitations that video games can struggle with when it comes to portraying this.