Basic gameplay Paris Nights allows the player to visit Paris' most popular areas and interact with people, shops and objects. As a mission designer, I mainly used this system for mission specific interactions, triggering new possible actions depending on variables.
NPC Interests Players can also build relationships by talking to people about the things they like (in this case, Rose likes to discuss High Society affairs) I created the personnalities of some NPCs, but mainly used this system to give some depth to mission-specific NPCs (that you had to befriend or seduce).
Date system After befriending people, you can become romantically linked to them and bring them on dates in different areas of Paris, or back to your flat... This system allowed players to unlock a whole new set of activities and cutscenes in different settings (nightclub, Montmartre, etc.) and served as a relationship accelerator between the protagonist and their sweetheart.
Amusing cutscenes Interacting with objects sometimes leads to amusing cut-scenes. The dating system has its own set of cut-scenes, which I designed and scripted, to let players revisit familiar areas in a whole new light!
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Paris Nights (Gameloft, 2008)

Gameloft's Nights franchise, a combination of adventure and life-sim gameplay, brings the players to Paris, enabling them to visit the most intriguing parts of the city while spoofing the Da Vinci Code, Amelie and many other films set in the City of Lights.

I was a designer on the original java version of the game, aimed at the Japanese cell phone market. I worked mainly as a mission designer, but I was also in charge of the photo taking mechanic (which was pretty innovative at the time) as well as a dating system (see third image, below).
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Available
Full-time
Danny Godin
Game designer Montréal, Canada