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Avowed’s Creators On Why Romance Was Considered, But Ultimately Not Included And Skyrim Comparisons

Avowed romance was discussed during development, but the team ultimately chose not to include full romantic storylines. Instead, the fantasy RPG emphasizes getting to know companions through dialogue, shared adventures, and choices that shape relationships. Game director Carrie Patel and gameplay director Gabe Paramo also discussed the game’s perspective options, its connection to the Pillars of Eternity universe, and why comparisons with Skyrim do not fully describe its design.

Why Avowed romance paths were not included

Patel said the narrative team considered romance carefully before deciding to leave dedicated romance paths out of Avowed. Her explanation centered on making sure any romance storyline would receive a strong, consistent commitment from the writers. The team also wanted non-romantic relationships to feel just as substantial.

That balance matters because players should not feel that romance is the only way to understand a companion or build a meaningful connection with them. Avowed instead includes companion content focused on learning about each character, developing stronger bonds, and discovering their personal stories.

Flirtatious dialogue is still possible in some situations. Players may be able to respond playfully, flirt, or take a more forceful tone, depending on the character and conversation. These options are contextual rather than a separate romance system. For a role-playing approach, choose dialogue that reflects the character you want to portray, rather than expecting every conversation to offer the same choices.

Companions, party choices, and relationships

Players meet four companions over the course of the main story. Recruited characters spend time at the party camp, where conversations and banter can reflect events, completed quests, story progress, or which companions are present.

When leaving camp, players can generally take two companions along. The selection can be based on personal preference, the characters players want to know better, or the way a companion complements their playstyle. Some specific areas and quests require a particular companion because of that character’s story or abilities, but most of the time players choose who joins them.

Practical tip: rotating companions can reveal more of their interactions and personalities. It can also provide different support during exploration and combat.

Choices have effects throughout Avowed

Choices are intended to matter at different scales and at different points in the story. Some decisions have immediate consequences, while others become clear hours later or influence how events resolve near the end. Choices can affect individual characters, settlements, and the wider Living Lands.

Relationships with other characters may also reflect decisions made earlier. Someone the player treated poorly may be unwilling to cooperate later, while another character may be more open to trust. These responses can depend on the pattern of choices made over time, not just one conversation.

The developers described the ending as a result of the player’s accumulated decisions, alongside a few major choices near the conclusion. Those larger decisions are clearly signposted, but smaller actions along the way also help shape the outcome. Pay attention to how characters respond: their reactions can offer clues about the consequences of earlier choices.

First-person and third-person options

Avowed is designed primarily as a first-person game, but players can also use a third-person perspective. Patel noted that players may prefer the alternate view for aesthetic reasons, to see their character, or for comfort and accessibility. First-person movement can cause discomfort for some people, and adjusting the field of view may not solve that for everyone.

Paramo explained that third-person play is intended to retain the responsive feel of the first-person experience. Small adjustments to movement and animation may help the view feel cohesive, but the goal is to keep control and responsiveness consistent. The team had initially approached third-person as an accessibility option, while remaining open to feedback about making perspective changes easier.

Players who are unsure which view suits them can try both if the game’s settings allow it. A perspective that feels comfortable over longer sessions can make exploration easier to enjoy.

Setting, story, and combat details

Avowed takes place in Eora, the world of Pillars of Eternity, a few years after the events of Deadfire. Familiar characters appear, including Inquisitor Lödwyn, who has a larger role in Avowed. However, the developers said players do not need to have played earlier games to understand the story. The Living Lands are also a new setting for the series, with distinct regions and environments.

The game’s narrative includes both personal decisions and broader consequences. Dialogue can sometimes provide alternatives to a fight, but the developers confirmed there is no pacifist route that avoids all combat. Avowed is a fantasy action RPG, combining exploration, conversations, traversal, and action-focused encounters.

Traversal includes swimming and a parkour system for moving over obstacles. Flying is not available. A charge ability can help players cross some gaps when used creatively, but it does not function as flight or remove fall damage. Obstacles may also have more than one solution, such as using a companion, a throwable, or an environmental interaction. Treat abilities and items as part of a flexible toolkit when exploring.

How Avowed compares with Skyrim and The Outer Worlds

Patel said The Outer Worlds provides a clearer comparison for Avowed’s scope and structure than Skyrim. Rather than one enormous continuous map, Avowed is built around connected open zones that become available as the game progresses. The developers also described its quest and narrative structure as closer to The Outer Worlds.

That comparison has limits. Patel pointed to Deadfire as a better guide to Avowed’s tone: its story combines serious political themes with metaphysical and divine elements, alongside lighter character-focused moments. Paramo cautioned that comparisons between games can create assumptions about features that may not actually be present. Looking at the specific design details is more useful than expecting Avowed to reproduce another RPG.

The developers also welcomed the success of Baldur’s Gate 3 as evidence of strong interest in expansive fantasy role-playing games. They enjoyed it as RPG fans, while describing Avowed as its own project rather than suggesting the games share the same structure.

Scope, godlikes, and character progression

For overall scope, Patel compared Avowed with The Outer Worlds, while noting that playtime depends on difficulty, exploration, and how much optional content players pursue. Following only the main story will create a different experience from thoroughly investigating each area.

In Eora, godlikes are people whose souls were touched by a god before birth. They may have physical features and abilities associated with that deity. In Avowed, players can customize how noticeable their character’s appearance is, including choosing to hide it visually. Other characters may still react to the character’s godlike status because such individuals are rare in the setting.

Some godlike abilities become available as the game progresses. The character’s connection to a god is also part of the story, giving players a chance to learn what that connection means through both narrative and gameplay.

Magic, equipment, and exploration

The developers also highlighted the Grimoire, an offhand item that holds wizard spells and lets players access them. The game includes six attributes, equipment statistics, and upgrade systems. Exploration can lead players to powerful enemies before they are ready to defeat them, giving them a reason to improve weapons and gear before returning.

The Living Lands include different biomes and regions, including Shatterscarp and Emerald Stair. When investigating a new area, look for useful equipment, alternate routes, and environmental options that may help overcome obstacles.

What to expect from Avowed

Avowed focuses on companion bonds without full romance paths, letting players build relationships through conversations and shared experiences instead. Its connected open zones, consequential choices, flexible exploration, and action-oriented combat provide a clearer picture of the game than a simple Skyrim comparison.

For players researching Avowed romance, the key distinction is that flirtatious dialogue may appear, but it does not lead to a dedicated romance system. The game’s relationship-building is designed to remain meaningful whether players choose to flirt or not.

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