Designing Romance and the ‘Playersexuality’ Debate

Love, Romance, Identity, and Player Perceptions of Baldur’s Gate 3 and the Dragon Age Series

Keywords: video games, narrative, romance, identity, representation

Abstract

Players of role-playing games have become increasingly interested in romantic narratives as part of the play experience. These romantic possibilities with preprogrammed in-game characters can be an exciting part of play, giving games more depth and allowing players to feel more connected to game content. This qualitative project applies content analysis to the Dragon Age videogame series and Baldur’s Gate 3 as well as online conversations among players of these games to investigate how players interpret, experience, and evaluate in-game romance. I find that players’ relationship to romance in video games is complex. Romance is often also built around the idea of player agency, aiming to fulfill fantasies and emphasize player choice over representing sexualities as part of characters’ identities. This has resulted in tensions as players seek out in-game romance, selecting in-game partners, exploring facets of identity, and often pursuing realistic stories when it comes to love. While some players appreciate playersexual models of in-game romance that make characters love them at the press of a button, the desire for realism – including the inclusion of characters with their own sexualities – often undercuts desires for control.

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Author Biography

Christine Tomlinson, University of California, Irvine

Christine Tomlinson is a lecturer in the School of Social Sciences at the University of California, Irvine and a postdoctoral researcher with the SDU Metaverse Lab at the University of Southern Denmark. Christine has previously worked as a game studies specialist with the Digital Democracies Institute at Simon Fraser University and as a user researcher with Activision. The author’s work explores game design and mechanics, player experiences, identity, gaming culture, and online communities in addition to video game content, narratives, and representation. Christine’s work on video games and online streaming has been most recently featured in Information, Communication, & Society; Acta Ludologica; and Convergence.

Published
2024-11-14