Perhaps this is a more subjective perception than I think it is, but I usually don't get the feeling there is any deep emotional connection between DPC's characters. It's not there in the falling in love stage or once the relationship has begun. There are moments when characters in BaDIK confide in the MC, showing that they trust him even with their deepest secrets, and he generally reacts appropriately enough on those occasions...but I don't get the sense even then that the relationship has reached a new level and that they truly understand each other and feel each other's emotions. Part of the problem as you said is undoubtedly the malleability of the relationships -- the story has to be able to accommodate both the MC being passionately devoted to his one true love (or two true loves) and the scenario where he is cheating left and right at every opportunity. Also, in DPC's world I think drama often tends to overwhelm love...hopefully that won't be the case at the end of BaDIK, but I'm not entirely confident.
In DPC's defense, I should say that emotional intimacy is one of the toughest things for a writer to depict even though Tlaero makes it look effortless a lot of the time.
I think the romances in BaDIK have a lot of potential, the game is just very hard pressed to cash in on it because DPC needs to keep fueling the (short-term) DRAMA. All of 5 of the LIs have at least a few moments where you can see the makings of a genuine connection with the MC (or with all three characters for the Maya/Josy throuple), as do several of the side girls. But rather than build on those moments DPC tries to string them out, or winds up undercutting them because the game doesn't have room to fully explore the implications of said moments.
So we go from Maya explaining why she's drawn to the MC to her insisting the throuple be no strings attached in the course of about 12 hours, or Sage doing a complete personality swap from 'horny party girl' and 'lonely sensitive student' and back from one episode to the next, or the MC refusing to ask Isabella about her husband despite it being a red flag large enough to stomp Tokyo into the ground. DPC doesn't want to sort out those problems yet, so we studiously avoid them. Even after we've supposedly passed the 'crossroads' where the MC has committed himself to a relationship, the game is entirely focused on that blasted frat party rather than how said relationship has changed; he couldn't even be bothered to tell Maya and Josy he's committed to the throuple FFS.
If DPC wanted to focus on the romances I think all the necessary material is there. But the romances are an afterthought to him, and unfortunately it shows.
These are all excellent points and I totally agree. I do really like a lot of DPC's characters; they tend to be very easy to root for and fun to spend time with. I still want to see them overcome their problems and find their happy endings even if the romance feels a little lackluster.
Right there with you.
I think the problem stems from that the vast majority of the choices we get aren't about the MC at all, they are only about what the LIs want and what the player wants. Any roleplaying you get are incidental. If a choice boils down to "LP+1, yes or no?" or "follow this LI's path, yes or no?" or similar, the choice isn't about the MC. What you shape as a player isn't about the MC's personality, it is about what LIs they persue. If we want roleplaying, the choices you make must affect the MC as well.
For example, if you have the classic scenario with two LIs and they ask which of them is prettiest you get the choices "choose LI A", "choose LI B", "can't choose / choose both". In order to affect the MC you can add an indecisive trait to them if you choose the "both" option. And this will affect interactions later on. And may even cause you to lose LIs in extreme case as they both leave if you are unable to choose between them.
Another key is to have the player choose the preferences of the MC before they actually matter. For example, scenario where you and LI are choosing where to go on a date, LI expresses their opinion, then you get to choose between LIs option or one of your own. Instead of that you can have the MC daydream about his ideal date when he is at work and the player gets to choose some scenario. If MC's choice matches the one of the LI, the date becomes perfect. If it doesn't MC have a choice to accomodate the LI or assert his own opinion (which may add those traits to MC as well). And regardless of choice it becomes harder to have a successful date.
I very much agree that choices should be about the MC, but it's a delicate balancing act. To use the dinner date location in your example, it's very easy for that to devolve into another LP+1 choice if the MC's preferred venue doesn't inform his character going forward. At the same time, you don't want to force people into simplistic boxes, either. Just because your ideal date might be be a jazz lounge one day doesn't mean you'd never want to see a movie with a girl later.
Even the notion of lining up the MC's interests with the LI can be tricky because experiencing new things is (IMHO) part and parcel of dating someone. Enthusiasm can be infectious so you'd expect to enjoy an activity more on a date with a passionate devotee of that activity than you would on your own. Sometimes that can let you see the activity in whole new light. Or sometimes it doesn't and it helps you realize the relationship isn't going anywhere. You need to see how things go in a variety of situations before you can tell how the potential LI matches up.
That's why I'm in favor of building the relationship up from lots of little interactions rather than one or two key moments. Obviously the MC will eventually need to pull the trigger on a potential romance, but I think it works best if you have a lot of opportunities to interact with all the LIs before you need to make the more consequential choices. Unfortunately, it's a lot of work because you not only need to track and evaluate a big heap of variables, you also need the game to be long enough you can spend a lot of time getting to know the various LIs and still have things to do once you make your choice. (This, incidentally, is why I've come to favor simple, high-concept morality systems over more ambitious and intricate ones.)
So I try to be understanding when devs need to cut a few corners, but it's *really* frustrating when they get the balance wrong.