This week in honor of Valentine’s Day our team is discussing romance in gaming.
Let’s catch up with the team and hear their opinions on this topic.
Love is in the air, at least for some of us. Instead of celebrating Valentine’s Day traditionally, I find myself going on a tangent about romance in video games. Nowadays, romanceable companions and optional romantic storylines have become common mechanics in many games. Players can choose whether or not to engage in these elements, which often unlock additional dialogue, extra cutscenes, or even scenes woven into the main storyline. For me, these mechanics can elevate the overall narrative and make the experience even more meaningful.
My personal favorite example is Life is Strange, particularly the relationship between Max and Chloe. The story centers on two childhood friends reconnecting after years apart. While the core storyline remains the same, players have the option to deepen their bond and develop their relationship into something more. Choosing that path adds emotional depth to the connection they already share, and for me, it significantly enhanced my playthrough. That said, if I had not pursued the romantic route, it would not have diminished my overall experience. Instead, it enriched the story in a way that felt deeply personal and heartfelt, making it one of my favorite gaming experiences.

—Andrew S., Asst. Producer
The romance mechanic that I was first introduced to was in the original Harvest Moon for SNES (now rebranded as the Story of Seasons series). Layered atop its addictive farm simulation, it let you court one of five eligible bachelorettes through gifts, conversations, and festivals – culminating not just in marriage, but in building a family with one or two kids.
What made it revolutionary was the realism and consequences: neglect her affection (by skipping dates or chores), and she could actually leave you. In 1996, this depth was unprecedented, turning a simple sim into an emotional rollercoaster.
The replay value was off the charts: five distinct paths meant five full playthroughs to unlock every story, each romance reshaping your farm life and legacy. It wasn’t a gimmick; it made every harvest feel personal, transforming the game into a truly immersive life simulator.

—Kevin D., Client Success
When Valentine’s Day comes around, single me always ends up going back to games.
I don’t play many modern titles with romance mechanics anymore – not the way older games used to do it. But I often find myself reminiscing about the games I played in the past, the ones where romance wasn’t the main storyline, yet still had a meaningful impact on the experience.
A lot of older-generation JRPGs had this kind of system. My personal favorite is Growlanser. As the story progresses, you meet multiple heroines- and sometimes – you even have to unlock them through specific choices or hidden conditions. You add them to your party, spend time with them, give them gifts, and slowly build your bond.
And then, at the end, you get to see the heroine you connected with the most end up together with the main character.
There was something special about that. It wasn’t just about saving the world — it was about building relationships along the way.

—Justin J., Asst. Project Manager
Romance in gaming has been a very interesting feature to follow over the years. From flirting in Thousand Arms (PS1) to beach side escapades in Final Fantasy XVI, intimacy has been a core part of deeper digital story-telling. I appreciate some of the character development which can only present itself in romantic scenarios. The surrogate sibling-partner relationship of Vaan and Penelo in FFXII was very tender, as well as the complex ‘love-lost’ dynamic between Ashe and Rasler.
Fun interactions emerge if you develop relationships with NPCs in DragonAge, which was the first time I could say I truly experimented with systems of this kind. They were fun, but ultimately I often found myself a little upset that I did not spend the time advancing the main quest, grinding exp or farming rare items.
Expedition 33 began the game with a very mature take on romanticism touching on life, loss, rebirth, and sacrifice, which I found quite refreshing, tho I felt the lush and lengthy expression, like many modern games, blurred the line between artistic expression and narrative chest-pounding – often wearing on the my patience.
While these moments resonate and echo in our own lives, I still find myself wondering if the heavy emphasis some games put on romance can lead projects astray. Clearly, these stories are created to bridge into a third dimension of engagement between the game and the player, and that’s fun to experience.
With the deep separation younger game audiences are experiencing due to living more and more digitally, I often wonder if romance in games is a nice diversion or yet another sign of growing divisions in modern society.
Either way, it’s nice to have more content which is not devoted to violence, min-maxing, and power fantasies . I just hope we, collectively, don’t forget to spend some time fostering the romance all around us in the physical world.
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—Mace T., Project Manager
That’s all for this week. See you next time!
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