A Sim's date will follow him/her and do activities together while they fill up the date meter and fulfill their wants before the time runs out.
The controllable Sim will be able to use the "Ask About Mood" interaction to determine which motive his or her date wants to fulfill at that moment.However, if things go really well, the "Invite Home" interaction will appear.If it's chosen and accepted, the controllable Sim will call a taxicab, and both Sims will get in and go to that Sim's house.Clicking the partner's aspiration symbol will expand or collapse a display that shows his or her Wants and Fears.The date score ranges over seven tiers: The date score rises as the Sims do fun things together, build their relationship, and fulfill wants.Sims will not get a time penalty if their date score drops to a lower threshold, nor will they get another time extension for reaching a tier if they have reached it once.
While Sims are on a date, they can go almost anyplace, though there are several exceptions.
There is no timer or scoring, but if things go badly, the date may autonomously decide to leave.
Otherwise, when the controllable Sim says goodbye, the date will end, and a pop-up message will appear, and will give the player a general idea of how the date went.
A date and an outing are two similar scenarios, but Sims cannot be on a date and an outing at the same time. Like other romantic interactions, asking Sim on a date will trigger romantic interest, jealousy, and can only be done by teens and older.
Teens can only ask other teens on a date, while young adults, adults, and elders can ask any of the three ages on a date.
Some examples of dating disasters are aspiration failure, failing to pay a dining bill, having a bladder failure, being caught cheating, or being beaten by Mrs. In short, most bad things are considered as dating disasters.