Play and Date are a social interactions between characters that have two or more full relationship hearts; in other words, the character has become the player's buddy. Playing can be initiated once per week. Only one character can be played with per day.
With the "Social Maniac" social skill, play can be activated at the "Associate" relationship level instead of "Buddy".
After reaching cordial status in a relationship, the Play interaction becomes available. The player can initiate playing by coordinating a location - Workshop, Central Plaza, Peach Plaza, or the bridge on Amber Island - and a time frame of the play: 10:00-12:00, 14:00-16:00, and 18:00-20:00. The play is scheduled the following day at the coordinate time frame.
On the following day at the scheduled time, the play-buddy appears in the designated play spot and is identified by a play icon on the map. When playing, a number of blue icons appears on the map, signifying locations for playing; simply approaching a play spot enacts an event. Action points are used during play time. The play-buddy has a mood meter that indicates how the playing is progressing; a low mood meter may result in the play time ending early. Impressing the play-buddy increases the mood meter.
Play time can end early by speaking to the play-buddy and selecting "End Play Time".
After a successful confession, the play social interaction changes to the Date social interaction. Dates are the same as play in every way except there are a couple more interactions while sitting on the bench.
Action points are consumed based on the type of interaction used. Every 50-points, an additional action point is added. The total amount of actions points can be increased by taking the "Big Player" skill, which adds a maximum of five more action points.
|Dinner||Talk about favorite foods|
|Ask about work||or|
|Sit on the bench|
|Rest on my Lap|
|Put Arm Around Waist|
- Hours: 10:00 - 22:00
Dinner takes place in Django's restaurant, The Round Table. While eating dinner, the player can ask for various types of interactions, such as talking about favorite foods and asking about work. The main event is ordering food, which requires memorization of the play-buddy's order. The play-buddy provides a list of foods to order, in which the player needs to remember the order precisely and accurately. Successfully ordering the correct foods increases the mood meter.
The player pays for the food entirely. Occasionally, the restaurant has specials that are discounted. Asking about their favorite foods costs one action point and awards 4 to 6 happiness, but can be done twice. Asking about work also costs one action point and awards 4 to 6 happiness. The second option in asking about work costs two action points and awards 4 to 6 happiness. Each answer can be chosen once, allowing asking about work to be done three times. It does not matter which option is chosen or how the date replies. The happiness is awarded at random. Gifts cost two stamina and award 50% more than their friendship value in happiness and can be done once. Ordering awards 6 happiness before any entrees are chosen. Choosing exactly what they were looking for awards an additional 20 happiness. Ordering can also only be done once. Once the meal is completed, dining can only be done once per play date.
Banner Fish Salad
Smoked Fish Roll
Pickled Black Fungus
Creamy Salmon Stew
Creamy Shrimp Stew
Fire Fruit Mix
Snowman Ice Cream
Colorful Ice Cream
Black Forest Cake
Pinecock Egg Tart
Bitter Melon Mix
Milk Scented Tea
Seesai Fruit Mix
Duvos Winter Punch
Tallsky Goat Milk
- Hours: 07:00 - 23:59
Draw is creating an image on the sand as requested by the partner. The draw activity is located at the tip of Amber Island in the beach area. The goal is to trace the image on the sand to create the image; simply walking on the line will trace the image. A 30-second countdown timer is in place during the event. Draw costs two action points. Successfully drawing the picture awards 14 to 16 happiness. How quickly the drawing is completed does not effect the happiness earned. Drawing can be done three times per play date.
- Hours: 07:00 - 02:00
The seesaw is located near the Research Center. Playing seesaw costs three action points. During the seesaw event, a 60-second timer counts down and ends the event when the timer finishes. The play-buddy tells the player how high or low he or she wants to go. The power gauge displays a red area, indicating how high or low the play-buddy wants to go. However, a separate countdown timer for the power gauge limits how long the player can gauge the power meter.
Depending on the performance, the mood meter will increase or decrease. Successfully meeting the play-buddy's expectations will increase the mood meter, and vice versa. Maximum mood rewards between 21 and 24 happiness. This activity can be repeated an unlimited number of times.
Sitting on the benchEdit
- Hours: 07:00 - 02:00
Sitting on the bench is a simple event and takes place under the Central Plaza tree. The player can ask various questions to the play-buddy. The play-buddy tells the player more information about themselves, such as likes and dislikes, hobbies, and other personal life matters.
Conversing with the play-buddy during this event generally increases the mood meter. Casual talk adds between 4 and 6 happiness and costs one stamina. Compliments also add between 4 and 6 happiness and cost one stamina. It does not matter what your date's response to the compliment is, or which compliment is chosen. It always awards randomly. Gifts cost two stamina and award 50% more than their friendship value in happiness. Complimenting can be done twice, each other activity can only be done once. After leaving the bench, the player and his play date can return and repeat all actions once. Giving the best gifts while sitting on the bench earns the most happiness possible per action point (tied with gifting while dining).
Some interactions are only available after confessing. While on a date, rest on my lap awards 6 to 7 happiness and costs one stamina. Hold hands awards between 4 and 9 happiness and costs one stamina. Put arm around waist awards 4 to 8 happiness and costs one stamina.
- Hours: 07:00 - 02:00
Swing has two rounds in which the player can maintain a suitable speed and keep in rhythm with the partner. The swing activity is located near the Research Center. A progress bar grows with the rhythm of the partner. Once full, an action button appears that completes the round. Each round lasts 60 seconds. Swinging costs three action points. Completing both rounds successfully rewards between 21 and 24 happiness. This activity can be repeated an unlimited number of times.