Loading Love – Why Shipping in Games Hits Different
- Kelly Gowe
- May 14
- 4 min read
Updated: May 31
Let’s talk about something that often gets brushed off or laughed at, but for a lot of players, it cuts deeper than we like to admit. Shipping. Specifically, shipping in video games. The act of rooting for two characters to end up together, whether the game encourages it or not. Whether it is canon or just a vibe you picked up from a glance or a moment that lingered a second too long. In gaming, shipping is not just a side hobby. It becomes part of how we play. For many, it is one of the most emotional parts of the experience.
In film or TV, shipping is about watching. You see two people interact, and you hope they find their way to each other. In games, you are not just watching. You are participating. You are choosing dialogue. You are deciding who to stand beside in a fight. You are shaping the story around your own version of connection. When a game gives you the option to pursue a romance, it is not just giving you fluff. It is trusting you to care. And that act of choosing can hit a lot harder than we expect.
Take Mass Effect, one of the most iconic examples. You are Commander Shepard, but you are also just... you. Your choices decide who you fight for, who you save, who you fall for. The relationship with Garrus, for example, does not just happen because the game said so. You build it. You spend missions together, talk during quiet moments, navigate trust and tension. By the time anything romantic happens, it feels like something earned. Not given.
Then there is Baldur’s Gate 3, which takes things even further. Every choice you make, every small action, can change how a character sees you. If you romance Astarion, it is not a one-and-done situation. It is messy. Complicated. Sometimes painful. And that is exactly what makes it feel so real. These relationships evolve as you do. You get to fail. You get to fix it. That back-and-forth is what keeps players coming back for second, third, and even fourth playthroughs. We want to see what could have happened if we had said something different.
Then there are the ships that exist more in our heads than in the game itself. Link and Zelda have been quietly shipping themselves for decades. Even when there is no explicit romance, the bond is there. It is loyal. Protective. Sometimes sad. It is the kind of pairing that does not need a kiss to feel complete. Just being together through every version of Hyrule is enough.
Other times, the ship is nowhere near canon, and that is fine too. Fans of Dante and Vergil know exactly what I mean. Is it complicated? Absolutely. Is it logical? Not really. But it makes sense in that fandom space where tension becomes fuel and rivalry feels deeper than most love stories. Shipping does not always have to be sensible. It just has to make you feel something.
And yes, sometimes it gets a little out of hand. We have all seen ships that stretch logic beyond repair. Characters who barely interacted somehow become the subject of 100,000-word fanfics. Reddit threads descend into chaos over pairings that exist only in fanart. There is an entire corner of the internet built on ships that probably should not work, and yet somehow do. We see you, unhinged shippers. We do not always understand you, but we respect the commitment.
What all of this really shows is that people care. We care about the characters. We care about the stories. We care about how people connect, even when those people are fictional. And in games, we get to make those connections happen. That kind of agency matters. It is not just about seeing love play out on screen. It is about being part of it. You shaped it. You chose it.
It is also a huge reason why modders and fanfic writers do what they do. If the game does not let you romance that one character, someone is out there making a mod for it. If the story ends too soon, someone is already writing an epilogue. We do not just consume games. We expand them. We fix them. We turn them into spaces where our feelings make sense.
The modding scene for games like Mass Effect and Baldur’s Gate is a perfect example. People have rewritten romance paths, added entirely new ones, or corrected routes that felt unfinished. These are not just tweaks. They are emotional repairs. Fan-made content lets us play the game we imagined, not just the one we were given.
And the same goes for fanfiction. Once you fall for a ship, you want more. More scenes. More depth. More closure. Fanfic gives players a way to stay in those relationships long after the game ends. It gives us room to explore what could have been. A little domestic fluff here. A devastating breakup scene there. It becomes part of how we process the game. It becomes part of how we connect to each other.
There is also a comfort in these stories. Games can be intense. Sometimes violent. Sometimes overwhelming. Romance gives us a soft space. A place to land. And when those romances reflect who we are; our queerness, our culture, our softness. It feels like being seen. That kind of representation matters. That kind of emotional truth matters.
Because the real reason shipping hits so hard in games is simple. It reflects us. Our choices. Our desires. Our flaws. We get to explore what love means in worlds where everything else is chaos. We get to care without judgment. We get to feel something real, even if it only exists in code.
So go ahead. Make that same ship again on your third playthrough. Scroll the fanart. Read the one where they run a bookstore together. Write the one where they get to retire on a farm.
When games let us shape our own love stories, it is not cringe. It is not silly. It is one of the most human things we can do.