Yes, you are totally right Erana. Alcohol does have effects in real life and so should it in a simulation game too. It adds depth to the game and opens a lot of possibilities. But although Ariane does warn you about drinking too much, she does not always do, since some of the things she says are at random.
I realize that Ariane goes into different states when she drinks which open up new venues as she let's loose. As she drinks, I am not sure, but I think she goes through 3 or 4 possible states:
[*]Normal
[*]Loosened up
[*]Drunk
[*]Tired (The End)
She does need to eat first though or she goes straight to Tired.
Unfortunately, the game does not really hint the player about what state she currently is in except one: Tired, and that means the end of the date. I am not suggesting a meter in the corner that would show her state, that would be too easy.
In real life, there are signs showing when you begin to drink. Your cheeks become more reddish, you speak with more energy and louder, you loosen up, laugh more, etc. The more you drink, the stronger are the signs, until you actually speak nonsense, can't stand on your feet, your breath smells of booze, you get tired and sick, etc. We've all been through that.
I understand that in a game it is much harder to simulate. It's normal for Ariane to get tired and sick if she gets too much to drink. But there should be clues of her changes of state. Hint the player in the words she says, poses she takes and other behavioral changes that give clues to her state and wether or not she is about to get sick.
I remember Virtually Date Crystal in which there is a scene at the bar. You order shots once, twice and you can notice that Crystal is drunk by her speach and her face. At this point, you know that she's had enough and it eventually later opens up the striptease at the stripclub.
I refrained myself from saying this before, but I owe you all, including you Erana, the respect of being honest with you:
I really like the games of Virtual Date Girls, ArianeB and the like. They are original and unique in their genre, have great depth, include funny and cheeky events and have great replayability.
BRAVO!
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Unfortunatly, reaching the different endings is not really a challenge for me, but rather a frustration. I have to use too much of Trial and Error to reach the different endings. Meaning that in each scenes, I find 2 to 5 options that I can take, but almost no clue whatsoever as to which ones are good, bad or without consequence (except the quiz questions, of course). I have to try my luck (which mine is ungodly bad), get a Date Over screen, restart the game, try to remember all the steps I have taken to reach the last scene and try my luck again. And every time I restart, I just fastforward through all the scenes I played before, clicking fast on the right spots, without really enjoying them again and thus spoiling a bit of the romance.
I know some games, such as Hentai games, that have the same issue and try to resolve this by allowing you to save your game at any point so that you can just reload and try something else. Although it does remove any challenge from Hentai graphic novels, which have none in the first place, it might be a solution to your current games. But I don't advise relying on it too much in the future.
I do have a few insights for your future projects to help alleviate this problem, but I must review my notes on the subject first. It is after all an ongoing problem for all game development teams out there.
All of them.
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