Recent games with good romance subplots or NPC‑NPC romance

By Romance_Games

Not all of them are strictly “non‑player romances” in the sense of two NPCs not involving the player at all, but there are subtler romance or relationship arcs in supporting or background characters that enrich the story.

  • Dragon Age: The Veilguard
    While most romance in this game is player‑romance (companions that you can pursue), there has been fan commentary about how the game removed non‑companion NPC romances, and that many players miss those “NPC‑to‑NPC” relationship arcs.
  • Eternights (2023)
    This is more of a dating‑sim + action RPG hybrid. It includes romance options, including a gay romance option, among the characters.
  • Some games with inclusive romance options & subplots
    Many recent games focus more on giving player flexibility (e.g. choosing gender, choosing who to romance, allowing same‑sex romance). These tend to produce deeper, more emotionally resonant romance arcs for the player, but that also tends to reduce the “non‑player romance” arcs (i.e. between NPCs that you observe). For example, Baldur’s Gate 3 is frequently praised for its well‑written romance arcs with companions.

How non‑player romances compare with player‑romances in recent games

Here are some observations on what tends to differ, what makes non‑player romances still valuable, and trade‑offs.

FeatureIn Player‑Romance ArcsIn Non‑Player / NPC‑NPC Arcs
FocusThe player is deeply involved: choices, dialog, cutscenes, emotional investment. Your character often acts as the mediator, or is part of major romantic conflict or resolution.Usually background: you may witness it, maybe influence it indirectly, but you don’t play the romantic protagonist. It adds flavor rather than driving the main plot.
VisibilityHigh: romance choices are obvious, often have their own quests, scenes, milestone events.Lower: often implied, shown in small interactions, side dialogues, glimpses over time; players may only see pieces (or might miss them).
Emotional payoffHigh (if well done): promises, heartbreak, stakes tied to the player, possibly choices that alter story outcome.Subtler payoff: pleasure in seeing characters grow, knowing the world is more lived‑in; sometimes the payoff is “nice background” rather than climactic.
Narrative burden / expectationHeavy: players expect meaningful content, may expect romance arcs to respond to their actions. If badly done, can feel shallow or forced.Often lighter burden: less expectation that it must resolve in a certain “big way”; more space for nuance, small moments.
Risk and trade‑offsMore resource/ design needed: branching dialog, romance flags, voice acting, cutscenes etc. Poor implementation can feel cliché or scripted.Less costly: background interactions require less scripting; but risk is that they become lore dump, or feel underdeveloped.

Why non‑player or background romance arcs remain valuable

  • World‑building and realism: They help the game’s setting feel alive. If every character only ever has relationships with the player, the world can feel strange or flat. Non-player romances help create that sense of continuity.
  • Emotional contrast: They can contrast player romances. E.g. player might be going through intense conflict, while NPCs have stable, quiet love. That can highlight or underscore themes (loss, time, growth).
  • Optional but rewarding discovery: Finding hidden or subtle romance arcs between NPCs can feel like a reward. It appeals to exploration, curiosity, and adds re‑play value.
  • Lower pressure: Because the player isn’t the participant, expectations are different. The romance can unfold without needing to make many player choices, which sometimes allows for more polished storytelling with less risk.

What more recent games might do to include non‑player romances more

Based on what’s been happening recently:

  1. Include optional NPC‑NPC side stories: small quests or scenes that reveal relationships among NPCs (e.g. a letter, overheard conversation, subtle clues) so players feel like they inhabit a living world.
  2. Let player influence or observe but not control: similar to how The Outer Worlds handles Parvati & Junlei (you can help, but you aren’t the love interest). That gives emotional engagement without making the player the pivot.
  3. More representation: same‑sex, queer friendships that can trend toward romance, non‑monogamous or unconventional relationships, etc., so these background romances reflect diversity.
  4. Visible consequences: Showing what happens after these romances (e.g. joint decisions, children, shared loss) can make them feel “real” rather than just suggestions.

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