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Even if Danse disapproves, he won’t end your current relationship or refuse to travel with you. In Cross’s piece, she cites Paladin Danse as the only NPC who disapproves when you flirt with others, but in Sterling’s video, he boasts about he’s able to have a relationship with Danse and others with no problems. You can romance multiple characters, and sleep with them, and your past partners will not suddenly hate you. The “evidence” of polyamory here is that if you flirt with most characters in front of other characters, nearly all will not express any reaction. Outside of a rare few characters (Piper and Nick), the NPCs just plain don’t interact during the story. Some of these are quite funny, but they never resemble anything like meaningful conversation. The extent of characters interacting with each other is quippy little comments that they say when you swap out one companion for another.
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You can sleep with them (sorry, no Bioware faux-sexy cutscene) and earn bonus XP.
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After that (or shortly after) you’ll “max out” your relationship with them, getting a new perk, and depending on the character, the option to “Romance” them, taking your relationship to the ultimate level provided they’re not a house-cleaning robot, Super Mutant or German Shepard. Get enough parts, and it will usually lead to a side-quest regarding their life. The extent of character relationships is as follows: You figure out what your traveling companion likes, lockpicking, sarcastic comments, trying to negotiate before a fight, etc, and you do those things to build up their “like meter.” Every so often, if you’ve been buttering them up enough, they’ll spill a part of their life story to you. That may have inadvertently have produced the appearance of being progressive by making the characters polyamorous, but I genuinely believe it’s just that Bethesda didn’t want to take the time to flesh out the relationship system more than the bare bones we see now. I don’t want to rain on anyone’s parade here, but after spending time with the game’s dozen-odd companions through two playthroughs across over a hundred hours, I have my doubts that Bethesda was actually trying to be particularly inclusive when they designed character relationships, a system which I would argue is unfortunately far more shallow than it should be. Again, she praises Fallout 4 for a system that would seem to give its blessing for polyamory, something that like Sterling, is in tune with her own preferences, and something she rarely sees reflected in games. Sterling isn’t the only one to catch wind of this, and I also read a lengthy article on Gamasutra this week from Katherine Cross on the exact same topic. Not so in Fallout 4, where characters won’t bat an eyelash if you’ve romanced both them and the Synth down the street. Trying to pursue both Miranda and Tali, for example, will make you choose one or the other before the story can progress further.
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Most RPGs, notably romance-heavy Bethesda games, for example, let you be in relationships with characters of all sexes and races, but only one at a time. relationships, as he calls them, where he highlights the fact that the game allows you to pursue multiple romantic partners without having to kill previous relationships you’re already in. Closer to launch, YouTuber/critic Jim Sterling shot a video about Fallout 4’s S.P.E.C.I.A.L.