Um, so, yeah, Workplace crushes bad. There's reasons any self-respecting HR department has a whole stack of procedure on what to do about potential workplace relationships. But then again, HR is just about covering a company's legal liability, even if they throw in bromides such as "harassment-free work environment." Fortunately, there's more to Admiration Point than this. It weaves in the awkwardness with what is a very interesting look at a hypothetical museum in the future. It tracks social media in the 2010's and 2020's, and while it doesn't point the finger, it certainly lets the reader connect the dots. (It being the museum and story.)
Not that things are all dark and dystopian and so forth. You have a job as a graphic designer, though it's not the position of responsibility you want. Some of the things you need to do whitewash some very real struggles in the past in order to gain looks for your museum. (It seems to have missed the point of the social media it seeks to analyze. It's part of the problem, but hey, things happen like that.) The job seems pretty stable, though, maybe with some friends moving in and out. You have problems at home with your husband, about having sex, and while I try to avoid that stuff in my games (cheap and hopefully harmless jokes notwithstanding,) someone's got to discuss it, and in this case I'm glad it's not done in all caps or with dreadful text effects or, worse, talking about how they've been repressed from doing so by society. It's just: things happen. Certainly in high school, I had crushes on what I see now to be pretty awful people. But they were attractive. Or I felt impressed by someone who seemed charismatic and told dirty jokes. And, yes, some decent people didn't reciprocate to me, and that hurt. Immaturity isn't an excuse in the workplace, though.
There is considerable agency as to how much you can get to know Sean, your crush. I just didn't want to deal with him at first, because 1) I was interested in why the museum was there and its daily workings and 2) I didn't want to have to deal with workplace relationships. I'd seen some work well and some not. I also remember a poor schlep who, neglecting a co-worker's picture of her with her fiance she'd attached to overhead metal cubicle drawers with a magnet, say "Think I have a chance with her?" This may only scratch the surface of possible awkwardness--I realized I didn't want to deal much with the core issues AH brought up, and I was actually glad it didn't force me to, right away. Also, I generally don't think much of socializing, period, with coworkers more than I have to. So perhaps I am like Sean, except with friendship, for some people. Though I enjoy what they share, sanely, on Facebook. That Facebook (FACEBOOK!) works better for this than face-to-face may say something about a former work environment. Or about me.
So there's so much that can go wrong, but it's handled pretty delicately. I have to admit that after I'd gotten three endings, I sort of just breezed through the rest and said, okay, I have to be flirty to see it all, and I didn't want to be flirty, and I don't think I'd have wanted to even if AH's description mentioned things wouldn't be reciprocated. Thankfully there's nothing cringey beyond the signs misread, and you feel like you can forgive the protagonist. Yet all this sort of echoed how work can be – you do the same thing every day, except when some annoying emergency pops up, and then you wish you went back to the boring stuff, and the only way out is – to act out, or maybe to start an office fling. Anything to break the monotony. Fortunately you have enough of a life outside the office that you're offered other jobs in some threads, and this all feels more than satisfactory. I appreciate discussions of missing signs, because I've missed them, and I've had them missed, deliberately or not.
AH did a good job, to me, of capturing the discontent of office work beyond any mere need for romance or career fulfillment. Some games go full angst or corny joke, which are great whn you don't want to be chanllenged, but I'm glad middle ground is being filled. There were times I sensed the main character was as drawn to complaining about the hidden restrictiveness of her job as she was to flirting with Sean. So this feels like a nontrivial work. It certainly reminded me of my own frustrations and of people who acted out more than the player-character could have dreamed of. This with me not really being its target audience. So, well done.