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The great RPG debate: Do RPGs really need romanceable companions?
PC Gamer debates whether romanceable companions are truly necessary in role-playing games, arguing that the feature has become an expected convention rather than an automatic benefit. Fraser Brown says romances matter when they deepen characters and stories, but routine implementations can feel like a formulaic player reward and make RPGs less distinctive.
The article credits BioWare, beginning with Baldur’s Gate 2, with establishing the modern companion-romance model, citing Dragon Age and Mass Effect as influential examples. It contrasts their often predictable structure with Baldur’s Gate 3, whose relationships are more varied and integrated into character arcs, while noting concerns about wish fulfilment and universally available romances; colleague Harvey Randall counters that romance is a valuable way to explore intimacy, trust and power.
In short
- Romance should serve the story, not merely meet player expectations.
- Baldur’s Gate 3 is praised for deeper, less formulaic relationships.
- The writers disagree on whether RPGs need romance.
Steelman: both sides, in good faith
The strongest fair case each way — we don't pick a winner.
The case for
Romanceable companions, when thoughtfully developed, explore uniquely human dimensions of connection—vulnerability, trust, intimacy, and power—that other gameplay elements cannot access. Well-crafted romances like those in Baldur's Gate 3 demonstrate that integrating these relationships into character arcs and consequential story choices deepens emotional investment and creates memorable narrative moments. Romance also enables representation and allows players to explore relationships and identities they might not otherwise encounter, enriching the RPG as a medium.
The case against
Romance has become an expected formulaic feature rather than a narrative necessity, with many implementations reducing complex characters to wish-fulfilment rewards. The convention that every companion should be universally romanceable strains credulity and diverts development resources from other forms of character depth and storytelling. Some RPGs might prove more distinctive and compelling by either selectively implementing romance or omitting it entirely, allowing designers to innovate elsewhere and craft relationships defined by purposes other than player satisfaction.
Explained simply
Role-playing games let players shape a character’s choices and relationships as a story unfolds. Many include companions who travel with the player, and some let those relationships become romantic.
BioWare helped popularise companion romances in games such as Baldur’s Gate 2, Dragon Age and Mass Effect. Baldur’s Gate 3 offers romances that vary more and connect closely to characters’ stories, while the wider debate is whether romance adds depth or has become an expected feature.
Supporters see romance as a way to explore intimacy, trust and power. Others argue it works best when it suits the characters and story, rather than feeling like a standard reward for the player.