This is why romance is so difficult to pull off in an RPG. So many people have so many different ways of wanting to handle it.
Honestly...? If it had been me, I'd have just left it out entirely, romance.
Just due to effort shock, y'see.
rehearsing, performing, motion-capturing, editing, and working it into the game itself exponentially increases the time and cost. Hence, handling these things will likely be limited (unless the game is entirely about romantic relationships).
Yeah. Effort shock.
I'd prefer more was put into the game's infrastructure, like NPC AI, driving AI, etc.
So, for the sake of writing different romance options on the budget available, I think pretty much anyone will choose the most dramatic options. Options that increase tension, not break it.
I think that's not true. I know it's not true for me.
I chose the options that most closely matched the V I was playing; in the case of my first playthrough, a lesbian, like in real life. I chose the options that were most true to V.
Also, sometimes I wanted the tension broken. Maybe I'm just a starry-eyed dreamer, but I like my happily-ever-after endings; after I realized Judy wasn't quite so much like my crazy, angry, junkie ex (the way she seemed at first), I liked the idea of V getting into something deeper with her, for example, making a future together (as opposed to a one night stand).
That'd be weapons-grade difficult in a game like this, especially since a happy ending wasn't really in the cards for V, and--I'll be honest--it detracted from my enjoyment of the game; having fewer options always will, especially if it's something I really
want to do.
I think the devs shouldn't make assumptions like these, that we'll choose the 'dramatic' option; we won't, always, if there is an option that's more appealing or more true to our character. Or don't market as an RPG, so we don't get the wrong impression, as players.