yes. another little drawback of the per-event release is that according to the path you are playing you might have 0 playtime.
But what I was getting at is more from a technical point of view. And I know that it seems a minor issue especially if compared to all the others. But having a computer science background myself, I know that it can turn into a bigger issue if you are not careful.
I'll give you an example with the upcoming Nathalie's event that I discussed
here some time ago.
There are 3 different starting points for Nathalie event:
- Nathalie is waiting at the door after Dylan/Sophia run in the park (no matter what happened there, the hobos, the stretching etc etc). The only thing that changes is that if you get all Dylan's points (+4), he was suggesting a massage and the sight of Nathalie changes the plan and he says he will be at Sam's. But I guess he will be out the house in any case.
- Dylan and Sophia watch TV instead of going running, Nat rings the door while they are lying on the sofa
- Nathalie texts Sophia to get in.
This same scene happens in different routes:
- Refuse Aiden's 3rd task, she will go see Patricia and Carl, talk to Dylan about boarding school, no running, she will be reading a book in the garden when Nathalie texts
- Do the 3rd task but hook up Dylan with Emma (Emma/Dylan path), she will be reading a book in the garden when Nathalie texts
- Dylan is already in the boarding school, after the dress event she will be reading a book in the garden when Nathalie texts
- If you called off the deal in the 2nd task there is again the (same old) scene where she drives the guys to the boarding school and once back home she will be reading a book in the garden when Nathalie texts
For each one of the above "mini route" (in total 11 different blocks of code) he has a simple jump to a `day19_To_Be_Continued` label that then show the "to be continued" screen.
Now the actual event is not affected by any of this routes but each of the 3 starting point requires few renders of transition into the common scene with the actual event. And, for example, you can note that Sophia is dressed different in 1 than 2 and 3. So she has to shower and change into that dress, for example.
So in the code, when he starts the event with Nathalie, he has to go back to each one and jump to the proper transition scene. Not a big deal, but after 3-4 months I can assure you that you forgot how the code looks like, so you have to spend some time to figure out what you did (unless he does a little bit of coding even during the CS).
What I'm saying is that from a merely technical point of view is easier to deal with this branching and multiple paths in one shot rather than suspend for the release of the single event and restart again later on for the next.
Again, it depends on the situations/events and it is not the biggest issue, but you can see how it could quickly lead to bugs.
Sorry if it is a boring and uninteresting discussion, it's just my programming OCD that kicked in