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'I was nice to you three times in a row, so can I have one sex please?': Why Nivalis Nights intentionally avoided transactional romances

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'I was nice to you three times in a row, so can I have one sex please?': Why Nivalis Nights intentionally avoided transactional romances

Nivalis Nights is mostly a story-heavy shop simulation but it does also have a sprinkle of relationship building. Conversations with characters can affect four different attitudes towards you: friendly, combative, romantic, and savvy. Dialogue options aren't clearly marked though, so you don't always know if you're about to piss someone off or say something they'll perceive as flirtatious.

Spoiler: Lois doesn't seem to take this as an invitation. (Image credit: Ion Lands)

Some characters you can tell you're obviously heading towards a relationship with but others are less clear about whether you took a wrong turn or love just isn't on the table. It's a very opaque system compared with other RPGs or life sims that have big red heart icons and dialogue flags making sure you never have to guess. I asked lead writer Thomas Welsh to weigh in:

Did you ever test a more obvious romance system or was it a very intentional choice to make it an opaque experience?



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