I think this, and the use of cliffhangers, would be the wrong approach. I get the appeal, but I think it would hurt the big picture. Think about it from the perspective of someone playing the game a year or two from now. If every scene ends on a cliffhanger, or has high degrees of drama, the audience will be exhausted. This is an age old dilemma for writers, writing a serialized story vs writing an episodic sorry require different approaches. By going to an event based release schedule, L&P needs to be careful to keep the serialized nature of the story in mind. While drama filled events would be more entertaining for us as we play then in real-time, they would conversely create a more disjointed game for those that play it all at once. If Sophia is running from one drama filled event to the next, the audience would be right to be a little confused about how this person could live a life with so much drama. Downtime, and relaxed events, are critical to keeping the story grounded; even if those are boring updates for us as we get them in real-time.
If you're interested in learning more about how a episodic story with cliffhangers can be difficult to translate into a serialized story, I suggest you check out the YouTuber Folding Ideas, and his review on 50 Shades of Grey. He details how 50 Shades was originally fan fiction written in episodes that were drama heavy. Each chapter ended on a cliffhanger which kept people in suspense until the next chapter. Folding Ideas speaks at length about how this was a nightmare when adapting the story to films because the story structure itself was not designed for a coherent 3 hour narrative. AWAM would be in a similar situation. Sophia's demeanor from one scene to the next is already sometimes difficult to justify at times. If we crank up the drama to make the event-based releases more exciting, hey demeanor from one scene to the next week be very hard to keep straight.