I don't really understand what the difference is between status and affinity honestly. Could anyone explain? Is status based on your DIK gauge and affinity based on actions only? I didn't really pay attention to the explanation while playing the game before, just DIK'ed everything up.
Mechanically, Status is determined by minor actions (conversation choices, mostly) and affects the way the MC speaks: he uses a lot more profanity and vulgarity if he has DIK status. Affinity is determined by 'Major' choices, like beating up Troy in Episode 1, or partying without limits at the Pink Rose in Episode 3. It doesn't have a lot of direct effect, but an increasing number of options will either require or forbid a given Affinity. Also, starting with Episode 7 it's possible to make Major choices automatically if you have achieved permanent Affinity.
Thematically, it's a bit of a muddled mess. In theory Affinity represents the way the MC thinks (his core identity if you will), while Status is vague combo of reputation and style. But in practice the lines are so blurred as to be useless. We're basically stuck with two very slightly related mechanics to do the same thing, resulting in a frustrating, extremely overcomplicated setup that hinders roleplay at least as much as it helps.
Sadly, we're stuck with it now.
The game doesn't give you any choice. One of the major flaws of BaDIK is that the game assume's that you are attracted to all of the LI's and causes the MC to interact with them based on that assumption. For example, the dinner date with Bella in ep 2. Why would an MC who is not attracted to Jill or Bella accept the invitation? And yet there is no choice to NOT accept the invitation.
Eh, I'm fairly forgiving of that one: we've established that (whether we're interested in her or not) the MC does think Bella is hot. And it is an opportunity to prove her wrong and/or get to know her. Also, at the time the MC had no pressing concerns that needed to be put on hold for the not-date. So I think it's reasonable to assume even an MC uninterested in Bella might go along just for the novelty.
I think a better example of the problem is the MC sleepover at Bella's in Episode 5. By then he and Bella know each other; they might even dislike each other if you work hard enough. Yet Bella will still invite the MC to stay (AND let him call her Bella if she previously forbid it), for pretty much no reason. Meanwhile, an MC on either the Sage or Maya/Josy paths has ample reason to want to spend the night elsewhere, yet he never even gives it a thought.
And we've already discussed the most egregious example of how absurd the MC's moping in Chapter 4 is if he declined to sleep with both Maya and Josy. So I definitely agree the game has its flaws.
I've heard that argument before, there are lot's of games with extensive branching, proving it's not impossible.
But I can't agree with this. I have not found another game that offers meaningful branching significantly better than BaDIK. Plenty of games have very well done branching, but the branches are high level and very discrete - even then there are often plenty of seams visible. I've also seen a few games have more extensive branching, but those always run into the problem that the branching itself is so disconnected from any narrative as to become effectively filler.
BaDIK strikes the best balance IMHO. There's a ridiculous amount of attention to detail, with a lot of subtle callbacks to decisions you've made, but the game does keep those decisions (large and small) within the context of an ongoing story. It's not perfect and we will notice the rails on occasion, but it's still an impressive work.