Yes, and I'd disagree. To build on what I said earlier, I think there's a problem inherent to the relationship aspect of games where at best you are using good writing to cover up the general failure of game mechanics to adequately address this question. It may be a fundamental problem that games simply can't do as a true interactive/skill/simulation/whatever type experience and simply must staple in things that books and movies could do just as well. The dialog tree, when competently executed, provides a you a bridge to actually substantive game mechanics that integrate the experience with what the player is actually doing, but the tree itself is no more substantive than choosing between labeled doors. That isn't normally a problem, since we like what we actually play inside of those doors, but when the outcomes are relationship-oriented you risk a thinner and thinner veil between an experience that feels authentic and one that feels like crass Mary Sueing the more you push into sex and romantic territory. Coupled with the fact that writing good romance is probably much harder and prone to taste fragmentation regardless of genre, and you end up with a lot of things are just going to be geared at lowest common denominator audiences. No, because the mechanics of good games versus bad ones successfully "gamify" their core conceits, whether by using standardized processes that are familiar or by creatively making new ways for your skill or attention to detail or any of a number of other key criteria solve problems. It's unclear that relationships and romances particularly benefit from what games have to offer in that capacity beyond the "choose your own adventure" aspect that transitions you to an interactive movie or book. To connect back to the thread, albeit distantly, I think what he was getting at is that because of historical biases in the genre of entertainment, you end up with a lot of "click to get sexy with x variant of low grade male wish fulfillment" which isn't wrong in and of itself, but it's problematic as an overwhelmingly pervasive end state.