Dateables taking care of the player past the end of the game.
Dateables making player move from their old house to somewhere in the middle of a city, in which(the city, the country, or around the country) majority of the realised objects live after a couple of years post-game. Because at that point, the player developed a strong fear of abandonment over those years, to the point where if any of the dateables won't visit them, they for sure will develop some kind of addiction. (Plus the player probably-definitely has agoraphobia at this point, and living in the middle of the city will at the very least encourage them leaving the house.) And they make it feel like the player's idea too. As if none of them weren't purposefully gushing about that new country, or cooking meals/watching movies from it. They all have been around Keith. They know how to manipulate. And it was for their human, so no harm done. And they say that moving was so spontaneous! As if they didn't plan every single step of it. As if the closest supermarket being right outside Eddie's and Volt's house is just a luck accident(and every time the player will be about to fall into something like alcoholism, over-eating or under-eating, they would just bump into Volt, who would busy them into a talk, while Eddie takes away the stuff harmful to them & puts the stuff they need into their cart, would be just a coincidence)! And their new job being next to the place where Amir lives? Of how funny that is(as if the player won't be visited by him the moment they start to look a bit too pale, or a bit too sad)! The money that the player will get in a mail, that increases every time they look depressed? Oh, Sophia must've had a good heist(and totally didn't see the player's sad face somewhere, because her hide-out is near)! Everything got much better, and the player doesn't need to know that they have been manipulated, just a bit. They are happy, the dateables are happy, and that's all that matters.













