As I said in the previous post, this game is arguably the best of its kind. However, I think it also poses a common dilemma for such choice-based games. On the one hand, the dev wants to make the choices matter, each leading to diverging consequences. On the other hand, too many choices can be overwhelming, as the deve has to create multiple renders and texts for a single scenario or point of divergence. So, all the real and made-up personal reasons aside, it’s not hard to imagine that at some point the dev simply loses steam and decides to abandon the project altogether.
Furthermore, the pressure is not on the dev alone. For me at least, I found it difficult to pick up where I left off when new updates came out, especially when some updates were much shorter than others. It became tiring just to think of how I had to once again keep track of all the major and minor differences my choices had made. So I postponed engaging with the game indefinitely and told myself I would start anew once the game was completed, not knowing when that might be, or whether I would still be interested enough to resume playing when such time came.
I’m not sure how to solve this dilemma. But keeping the number of choices manageable is one obvious possibility. Others include clearly separating different routes at the beginning of the game, or at least adding an in-game gallery.