by TheBrain » Sat, 12Nov17 15:13
I strongly agree with ExLibris on the abstract time thing. I can only imagine it also makes things easier to design. Like if you have events A and B, but you don't want the player to be able to experience both, you could just say they are "afternoon" events and both progress time from afternoon to evening. In general I'd say major events (school, dates, storyline stuff, etc.) progress time, while minor events (conversation, exploration, "hidden content", clues, etc.) don't. You could also make events trigger based on the current time, it would be less coincidental than in PIP where, for example, you had to be at the house in woods at exactly the right time.
One other thing I forgot to mention is that I strongly prefer "talk to X" conversation mechanics over "ask X about Y". With the latter there's much more verb guessing, and you never know whether you're missing something...
As for the date, the park is an old favourite of course. Another option that jumps to mind is some outdoorsy stuff: hiking, cycling, kayaking, whatever fits the purpose (and you can always conveniently take a rest at a remote location with nobody around... :P).