A RomanceSidequest is an optional RomanceArc in a video game between a PlayerCharacter and an NPC, which presents a unique set of challenges and considerations for a video game writer. This guide will help you tackle them.

It is recommended that you also read SoYouWantTo/WriteAStory, SoYouWantTo/WriteAVideoGame, SoYouWantTo/WriteALoveStory, SoYouWantTo/MakeInterestingCharacters, SoYouWantTo/DevelopCharacterPersonality, and possibly SoYouWantTo/WriteASexScene.

!'''Necessary Tropes'''
You will inevitably need following tropes:

* PlayerCharacter [[BoyMeetsGirl meets]] {{NPC}}: A romance sidequest usually plays out between the player's in-game avatar and one of the game's original non-player characters (often, but not always, a NonPlayerCompanion). Romance between [=NPCs=] falls under either a linear RomanceArc or a MatchMakerQuest, depending on how much impact the player has on them.
* SideQuest (supertrope): A RomanceSidequest is, by definition, an optional and secondary storyline, so don't [[StrangledByTheRedString force the players into a romantic relationship]] when all they want is just to follow the main story. For advice on games where romance ''is'' the main story, see SoYouWantTo/WriteADatingSim instead.
* LoveInterests: Your game should feature multiple memorable [=NPCs=] (at least one of every gender) who may become interested in shagging the PC. Whether they [[UnwantedHarem actively compete for the latter's attention]] or only reciprocate romantic interest if courted is another story.

!'''Choices, Choices'''
Following questions concern mostly the narrative and the romance's place in it:

* How many potential LoveInterests (LI) will you have in your game? Keep in mind that making an NPC a love interest [[http://www.makinggames.biz/features/developing-party-members,6845.html doubles the amount of writing]] required (the romantic dialogue goes on top of the regular, non-romance dialogue), so as tempting as it may be, don't try to bite off more than you can realistically chew.
* Do the [=LIs=] fall under a specific {{ensemble|s}} type? Establishing an ensemble dynamic early in the writing process lays out the groundwork for more in-depth characterization later, while ensuring that the game covers a wide enough range of romantic options for most players to find their heartthrob in it. Popular LI ensembles include: BettyAndVeronica, NobleMaleRoguishMale, TheThreeFacesOfEve, TheThreeFacesOfAdam, and FourTemperamentEnsemble.
* What is the gender distribution among the [=LIs=]? If the PC is a FeaturelessProtagonist (i.e. their gender is up to the players), then a GenderEqualEnsemble is strongly advisable. If the PC's gender is fixed, the answer depends mostly on the next question:
* What are the individual [=LIs=]' sexual preferences? Are male [=LIs=] only attracted to a female PC, and vice versa, or is there a GayOption or two? Or maybe EveryoneIsBi (or homosexual) to begin with? Or a mixed case, where the entire JustForFun/KinseyScaleOfTropes is represented? Are [[WholesomeCrossdresser cross]][[SweetPollyOliver dressing]] or otherwise [[DudeLooksLikeALady non-gender-]][[{{Main/Bifauxnen}} conforming]] [=LIs=] involved? In either case, what does the in-game society have to say about the sexual norms and deviations and how does it affect the relationships?
* What happens if the PC courts several [=LIs=] at once? Does it result in a LoveTriangle that eventually has to be resolved in favor of one LI, dumping the other(s), or can it be turned into a {{polyamor|y}}ous [[MoreFriendsMoreBenefits relationship]]? Note that it is hard enough to keep track of variables in a two-person relationship arc, but adding more characters to the mix blows up the complexity so much, it can easily grow out of sensible proportion to the rest of the game.
* Is an OptionalSexualEncounter a culmination of the romance arc, a sign of a RelationshipUpgrade, or an early stepping stone that [[ReallyGetsAround doesn't mean much to the LI]]? It's a good idea to mix these up among the available [=LIs=]. While pondering that question, watch [[http://www.escapistmagazine.com/videos/view/jimquisition/8300-Sexual-Failing this particular episode]] of ''{{WebVideo/Jimquisition}}'' on the topic to gain a bit of a perspective.
* How much agency does an LI have in the relationship? To come across as real human beings, characters need motivations and flaws that are outside of the player's control--i.e. an LI should also try to have influence on the relationship (for better or worse), rather than being a [[SatelliteLoveInterest passive receptacle of the player's decisions]]. For instance, will a certain kind of LI cheat on the PC; (try to) leave the PC under certain circumstances, regardless of prior relationship; or do something dangerous or outright stupid to [[GrandRomanticGesture impress]] or to protect the PC?
* How much agency do the [=LIs=] have outside of relationships with a PC? Will those of them who seek a relationship but are rebuked by the PC find love on their own (perhaps, [[PairTheSpares among themselves]])? If so, can the PC play the {{match maker|Quest}} here?
* How much do you gamify the RomanceArc? Of course, human relationships are not about ScoringPoints and EventFlags, but you ''are'' making a video game, so try to find a healthy balance between the two extremes. For instance, do you tie the quest progression to RelationshipValues, or implement gameplay consequences to [[YouLoseAtZeroTrust losing an LI's trust]] or [[LevelUpAtIntimacy5 gaining their]] UndyingLoyalty? On that same note, consider scenarios where the player could potentially fail a romance arc if a wrong course of action is taken. Without any challenge, after all, there likely wouldn't be as much emotional investment on the player's part.
** Watch [[https://www.youtube.com/watch?v=vlyH_NAs3f0 this GDC talk]] for two alternatives to the traditional Kindness Coins design pattern[[note]]which is, to paraphrase: "[=NPCs=] are vending machines you put [[ScoringPoints kindness coins]] into until [[OptionalSexualEncounter sex falls out]]"[[/note]], as well as for a discussion of its pros and cons.

!'''Pitfalls'''
* SatelliteLoveInterest: Don't write [=NPCs=] whose only distinctive trait is that they are romanceable and whose only role is to be a love interest. When you get down to it, all romance is about how two people's personalities interact; as such, "personality" is a prerequisite for any kind of RomanceArc. As such, your [=LIs=] should have character, and CharacterDevelopment, whether or not they are romanced. Let the players fall in love with that character first and give them a chance to express those feelings later; even if they do not, let them experience the character's personal story arc without any amorous baggage. (Maybe it'll change the player's mind!)
* WorldsMostBeautifulWoman (or Handsome Man): pinning down the physical appearance of a [=LI=] can seem difficult... but only if you overthink it. A character's personality dictates a ''lot'' about their attractiveness, and the right mix of traits will help a character charm the pants off of just about anyone, regardless of what said character looks like. Case in point: ActionGirl Ashley Williams ([[Franchise/EvilDead no relation]]) was a LoveInterest in ''VideoGame/MassEffect1'', but PutOnABus in ''2''. For her return in ''3'', both as party member and love interest, she was given an AdrenalineMakeover, gaining a skin-tight CustomUniform, LettingHerHairDown and magically developing [[BuxomBeautyStandard larger boobs]]. She moved, in short, towards being conventionally attractive, and some fans appreciated it. But some were largely indifferent; and some actually decried it as an UnnecessaryMakeover, satisfied with the PrimAndProperBun and [[HighlyConspicuousUniform white-and-pink armor]] she had in the first game.
* MoreFriendsMoreBenefits: This particular gameplay implementation of {{Polyamory}} can fly under the radar in a mechanics-oriented game, but in a narrative-driven one, it always has that distinct jarring taste of UnfortunateImplications about the characters involved and human relationships in general. Don't do it if you intend the story to be more than just flavor.

!'''Potential Subversions'''

!'''Writers' Lounge'''
!!'''Suggested Themes and Aesops'''
* ThePowerOfLove and ThePowerOfTrust are always good options in a love story, and a RomanceSidequest is no exception.

!!'''Potential Motifs'''
!!'''Suggested Plots'''
* Have the PC and the LI go on a date together away from the rest of the PlayerParty, only to be ambushed by their enemies and to have to fight for their lives [[BackToBackBadasses back-to-back]], BattleCouple-style. If things go really bad, the LI may even attempt to [[HeroicSacrifice give their life]] [[PlayerPunch to save the PC]].

!'''Departments'''
!!'''Set Designer''' / '''Location Scout'''
!!'''Props Department'''
* If the romance arc involves a wedding at any point, a pair of wedding rings or whatever equivalents they have in your game's setting may be added as unique items restricted to the newlyweds.

!!'''Costume Designer'''
* After a RelationshipUpgrade or completing the romance arc, special gear or clothing that [[FashionBasedRelationshipCue symbolizes the characters' new relationship]] may become available to them.

!!'''Casting Director'''
%% Here be the love interest archetypes common in games.
* Variation is key. Consider the various EnsembleTropes mentioned above; for instance, ''VideoGame/DragonAgeOrigins'' has [[LightFeminineAndDarkFeminine Leliana and Morrigan]], as well as [[NobleMaleRoguishMale Alistair and Zevran]].

!!'''Stunt Department'''
Remember that part about LI's doing stupid and dangerous things to impress the PC? Well, a GrandRomanticGesture can involve any sorts of stunts.

!'''Extra Credit'''
!!'''The Greats'''
* ''VideoGame/DragonAgeOrigins'' hits the perfect balance with its love interest ensemble (personality-, sexuality-, and gender-wise), while mixing up the individual arcs' formulas considerably depending on the LI's plot relevance and characterization.
* ''VideoGame/TheWitcher'' has only two possible romance arcs but these are written into the larger plot while still remaining technically optional, and the impact it has on the characters involved is felt throughout the game.
* ''VideoGame/ADanceWithRogues'' weaves the romantic arcs unobtrusively into the main plot with minimal gamification thereof, and is notable for being written from an exclusively female perspective.

!!'''The Epic Fails'''

!!Additional Reading
* [[http://ontologicalgeek.com/from-jaheira-to-liara-a-brief-survey-of-bioware-romances/ From Jaheira to Liara: A Brief Survey of BioWare Romances]]
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