Originally Posted by Elrodeus
I actually agree with both of ya'll in different respects. Personally I think there's nothing more fulfilling than fulfilling the power fantasy in an RPG. I just like to have to work for it. But by the time the RPG is wrapping up there is some serious entertainment value from the game adhering and rewarding all your effort, work, strategy, character building, and exploration to result in a well developed power fantasy.

The crux is the scope of the power.

A typical RPG is about you, the protagonist, working to overcome insurmountable odds and become the hero.

While a power trip is you, the protagonist, being a Mary Sue and being literally unstoppable and having complete control over everything.

Essentially, it's like the difference between beating a difficult boss to get some really nice loot and using console commands to just spawn it in your inventory.

Both lead to your character having the powerful loot. But one is earned the other is given.

Originally Posted by Elrodeus
With that said... yes NPC's should have their own goals and ideas. I think it's perfectly natural for you to "befriend" someone in an RPG that you don't particularly like, or that you disagree with, because you either need them for plot or you simply need their help to solve a situation. Friction causes drama, and drama always makes an epic tale (or game) even more fun that it would be without it.

Having NPC's with their own personalities is great.

The main concern with the original quote is more so the inability to actually differentiate your own personal goals with interactions.

It happens a lot in RPG's where any dialogue option that is in anyway positive is taken to mean "Romance" and the only options to not pursue a romance are "Be a massive jerkface".

So if you are talking to some NPC to find out more information about them or the world... If they're not a romance option then it's fine, you can talk to them all day without issue and develop a friendship. If they are a romance option, you either get locked into a romance with them or you don't get to talk to them at all.

Whereas the ideal would be for there to be options for platonic relationships alongside options for romantic ones. While having the option to turn down advances without being a colossal jerk (As even if you try to be platonic, NPC's can still fall for you due to other actions)

Originally Posted by Elrodeus
For me, I see player freedom in it. And in many ways, when crafting a good RPG player freedom is an important part of satisfying that players view of the RPG... and that goes doubly for romance.

I guess I believe romance options should definitely be available in deep narrative driven RPG's like this, but it never feels good when the person you fall for can't be romanced in the game. If you interact with enough people it happens enough in real life I don't need it to be happening in my fantasy adventure.

The ever present concern is player freedom vs character building.

Playersexual NPC's provide the most player freedom as someone is free to romance anyone they wish regardless of their character.

However, such a thing can detract from the character's personality.

Of course, one does have to consider how much of a person's personality is their sexuality? Your average Twitter user it's their entire personality, but for sane people it's barely a mention.