Romance is such a ubiquitous facet of storytelling that it can often feel rote or mundane, especially in games. When so much of what happens in a choice-driven RPG is left up to the players (including which partners are open to relationships), romance can feel more like a series of checks and rewards than an organic storytelling moment. Conversely, for linear, story-driven games, a romance plot or subplot can feel forced or unearned if not properly developed.
