450735
Rancher
Hello people, hope you're enjoying happy days in the valley 
I do not know how often it has been discussed before, but the forced consumption of alcohol in two in-game heart events is... not the best choice at best (and frankly disrespectful at worst). Apart from using mods (which not everyone likes or knows how to use), the only way around this problem AFAIK is to skip the cutscene entirely, but, again, a first-time player will not know that, and will end up with their character inebriated whether they like it or not. Even worse considering players may have a variety of resons to refuse the forced consumption (teetotalism in my case, but it could also be not wanting to encourage this behaviour, not wanting to drink at that particular time of day, not wanting the speed debuff afterwards, you name it).
Since all other instances of alcoholic products do not have to result in consumption (I'd rather Pam not gift me beer, but I can always just sell or gift it), the two aforementioned cutscenes seem a bit out of place and force character traits in a game where making your own identity is the entire point. My solution to that but be to simply tweak the cutscenes a bit, by giving the player a choice to accept the drink or not. Accepting the drink would result in the cutscene proceeding as normal, refusing would simply have the character acknowledging our choice (by saying something as "you're being more reasonable than me", "maybe I should take example on you" or "pardon me, I should have known that ordering for other people is impolite"). I mean, even in the cutscenes itself the inebriation in pointless anyway, so why was it implemented anyways?
My two cents. Have fun now fellow farmers

I do not know how often it has been discussed before, but the forced consumption of alcohol in two in-game heart events is... not the best choice at best (and frankly disrespectful at worst). Apart from using mods (which not everyone likes or knows how to use), the only way around this problem AFAIK is to skip the cutscene entirely, but, again, a first-time player will not know that, and will end up with their character inebriated whether they like it or not. Even worse considering players may have a variety of resons to refuse the forced consumption (teetotalism in my case, but it could also be not wanting to encourage this behaviour, not wanting to drink at that particular time of day, not wanting the speed debuff afterwards, you name it).
Since all other instances of alcoholic products do not have to result in consumption (I'd rather Pam not gift me beer, but I can always just sell or gift it), the two aforementioned cutscenes seem a bit out of place and force character traits in a game where making your own identity is the entire point. My solution to that but be to simply tweak the cutscenes a bit, by giving the player a choice to accept the drink or not. Accepting the drink would result in the cutscene proceeding as normal, refusing would simply have the character acknowledging our choice (by saying something as "you're being more reasonable than me", "maybe I should take example on you" or "pardon me, I should have known that ordering for other people is impolite"). I mean, even in the cutscenes itself the inebriation in pointless anyway, so why was it implemented anyways?
My two cents. Have fun now fellow farmers
