Also, deduction is a big part of what we wanted to implement, so that is more of getting to know a person in front of you than just using uniformally good actions and avoiding uniformally bad actions. The boss has strong feelings about every object in the room - for example, they love their tie and will defend it way more furious than they will defend themselves, and they don't really like the statue but keep it since it was a present. If a player realizes that through boss's reactions, they can keep using their negative actions on the statue and avoid using them on the tie.