Summary
The return of the much-belovedFablefranchise is an exciting prospect for many fans, but one that comes with a few complications.Fablehas always been uniquecompared to other AAA RPGs, and this upcoming reboot will likely capitalize on that, but it also has to keep speed with other contemporary RPGs, as the genre has evolved and expanded in the thirteen years since the last full game in theFablefranchise.
Romance is one area whereFableis going to need to make significant improvements. In the originalFabletrilogy, the romance system was enjoyable, granting players a significant degree of freedom when it came to choosing romantic partners and starting families. The games even allowed for some not-so-traditionally-fun aspects of romance, such as divorce, infidelity, and sexually transmitted diseases. These considerations make romance inFablegames unique, but the feature as a whole appears shallow next to modern romance systems likethe romances ofBaldur’s Gate 3. To be competitive in the era of contemporary RPGs, the newFableshould update its romance options.

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Building Up Fable’s Romance Features
Fable Should Offer Complex, Meaningful Relationships
Perhaps the greatest shortcoming of romance inFableis how flippant and inconsequential it is. While there are plenty of interesting opportunities presented through the romance system, individual relationships lack narrative or emotional heft, as romanceable NPCs are (with some notable exceptions) interchangeable and don’t factor into the main story of the game. This stands in stark contrast to gamesBaldur’s Gate 3or theMass Effecttrilogy, whose romanceable NPCs are typically fully fleshed out, interesting characters in their own right.
If the newFablegame allowed players to romance NPCs that were more central to the game’s narrative, it could go a long way toward making in-game relationships interesting. These NPCs could have distinct personalities and backstories, perhaps even offering exclusive side quests to players that romance them, a laMass Effect 2’s loyalty missions. Additionally,Fable’s romance system might benefit from some delayed gratification. In the original trilogy, players could often “complete” romantic conquests by flooding the object of their desire with gifts and attention, which could make romance feel mechanical and shallow. The next game should opt for a more organic approach, at least for some romance options, as this would ultimately make the system more rewarding and deep.

Keeping Fable’s Identity Intact
Having said that, it’s important for the newFableto retain the characteristicsof its predecessors. TheFablefranchise is special because of how it differentiated itself from the rest of the role-playing pack, with the original trilogy emphasizing irreverent humor and freedom in an era where video games were becoming more self-serious. While the next game in the series should evolve its romance formula, it should do so in a way that doesn’t betray its core principles and identity. In many ways, the wacky and low-stakes approach ofFable’s romance system is what makes it so unique, so the nextFableshould evolve these options, rather than reinvent them.
Fable 2’s romance system was one of the franchise’s most creative, allowing players to romance the reanimated Lady Grey, gain access to an exclusive homestead via romance, and even sacrifice their partner to a dark cult. Expanding upon these interesting concepts could make romance in theFablereboot memorable and innovative.
Fableshould look at its predecessors, in addition to other popular games, for inspiration when it comes to romance features, offering a new and improved version of what was available in its previous entries. IfFablecan push the envelope with its romance options, keeping things fresh while maintaining the character of the series, it will probably mean good things for the rest of the game as well.