This talk is mostly about Game Design most than writing... (and is more about coding, because heavy branching can be very very tiring coding wise, than writing). A game has to be designed since the beginning with the important choices that will have in the future in mind, in order to make sense, story and gameplay wise, and not all stories or types of game need important choices. And of course, its been seen than in many cases some adult games in development don't have the future of the stories in mind, and work on whims.
It is clear anyway that there are gonna be players that prefer games where you can get all in a playthru (for example, I find of not good taste in summertime saga (I game I really like as a
porn game), a game that needs dozens of hours of investment in a playthru (god damn when there were no save compatibility... well I don't know now, I stop playing in early year last update), Anyway, I lost track. A game that needs dozens of hours of investment in playing, infinite repetitive dialogues and go here and there trying to find what to do, that makes you some little (very little) choices that excludes other very little part of the game. For one part, you play a game that requieres 30 hours to complete and you can fuck almost everyone, but there are two people you cannot fuck? I don't feel like using saves is a part of a game.... But well, STS saga is a game that is changing since some time so maybe in the future it has more sense. But no... Too much investment in one playthru to justify making another playthru just to see a bit (then, of course, I use the save to see it, but as I cannot play in two saves at the same time, I'm really blocked from a petite portion of the game), that as some of you say, looks just to give a "gamey chocey" feeling.
My game for example is heavy on story branching choices, and the only regret I have is that the first release has way less content for some choices than anothers (because makes sense plot wise, some consequences are more important in a short span than in a long span, eventually they will match up) up to the point that I felt that I had to put a disclaimer as
Segnbora said... at least to say "Take in consideration that depending on what choice you make, you will see more content or less in this first release".
the main reason for having inner character variables is not the branching of the plot. it's to simulate a 'personality' for an artificial being which has none. and to have a personality it needs to sometimes say NO to you. and that NO needs to make sense against the history of the artificial being. (which is why rng-responses are not enough, there must be memory).
Precisely I'm using that variables, I call them Emotions. usually is mostly just to make little changes to dialogue depending on the mood (that is generated because you maybe piss her off, or to her friend, or wathever), so you have a little moment to fix things, or just she doesn't want to see that day and tomorrow she will ok again.
They're are very little things, but gives some authenticity to relations, specially beyond the point of new cutscenes about those characters.