This is a bit of a long one, so let’s take each question to a paragraph.
Will there be more traditional decision making during conversations?
The few times the player gets to pick an option from a menu, they’ll usually be of the “pick an object” kind, and on special events. There won’t be the usual “Select what your character will say” choices. This is because we’re crafting the bartender as another character, and it would feel kinda artificial to craft a whole character and then throw a menu of dialogue choices. The player can change what she does (Through bartending and the aforementioned events) but not what she says or who she is.
How much would you have to work to pursue a particular route/ending you desire?
We mentioned in another previous question that they won’t be so much routes as they’ll be “Character Arcs”. Still, seeing as the player might want to see (or not) some of them to change the game’s ending, the flags/points will mostly come from drinks not mentioned in the order (But suggested while playing and learning that character’s tastes) or on whether some of them get drunk or not. This is so the player can still filter some “Routes” without giving up on a perfect performance or reducing their score. As for the difficulty, we’re doing our best to make it all feel natural. As you get to know the characters more and more, you’ll learn what they like or hate. So it will only be hard if you don’t pay attention to your clients or the game in general.
Also, how much branching can we expect?
Expect lots of it. We’re trying to make it feel as natural as possible however. For example: A scene in Day 2 will play differently depending on whether or not you got certain client drunk on day 1; this is because if said client got drunk on day 1, then he’ll talk about something he wouldn’t talk about otherwise, making the bartender bring it up as a different conversation topic on day 2. There will also be a lot of minor branching depending on what clients you got drunk or even if you deliberately mess up an order or two. As for major/big branches, the “Route” kind… there won’t be any. At least not of the “The game will play totally differently from this point on depending on what you’ve done” variety.