You mean those additional 6 characters that would have that art made for it anyway in the long run? All the characters are already planned out, so the art work will be the same regardless when they'll come out. It will still need to be done.
Then you simply don't understand my point about the chronology of doing things. I'll file an easy example of you, simple math:
On average - let's assume that for this example - one update can contain 20 quests, it does matter if you do it like this:
Possible Update 1
Char 1: 2 Quests
Char 2: 2 Quests
Char 3: 2 Quests
Char 4: 2 Quests
Char 5: 2 Quests
Char 6: 2 Quests
Char 7: 2 Quests
Char 8: 2 Quests
Char 9: 2 Quests
Char 10: 2 Quests
or if you do it like this:
Possible Update 2
Char 1: 5 Quests
Char 2: 5 Quests
Char 3: 5 Quests
Char 4: 5 Quests
.. or even
Possible Update 3
Char 1: 10 Quests
Char 2: 10 Quests
You can see, the more you fragment your possible working time into different parts of the game, the less you're getting out of it each update - in terms of playability, which should be a main concern when doing an EA game.
So for Version 2 it doesn't matter if "the other animations need to be done anyways". For now, the update is enjoyable and with plenty of progressions for the given storylines. And if the others come out, they will also get more loads of content right away.
What start? It's a game with parallel storylines. There is no start. You'll be able to choose which of the main girls you'll pursue first. So, if a new player picks one of the newest girls to start with, they'll skip the first area's. But since it's all one big area, the new players will have the same locations to visit as the old players.
You don't skip anything, you then play with the first girl until she's done and then proceed to explore the other content that brings you back to other places. Also this approach is modular planable.
Again, parallel storylines, there is no "same wine store available from the beginning" since you could have a different "beginning".
That different beginning doesn't change what the town looks like. If you want to go to the tech store - for whatever girls storyline (cams, phone, computer pieces, whatever you can think of) you still need to visit that one store.
And building a new store means there could be three stores selling a similar item exclusive to that store since all these are quest items, and it'll become confusing to find the correct store for the correct girl.
Nah, not really. If there's a ring to buy for a girl and you can get that ring in an accessoire shop, then you won't be confused. If another girl later wants a necklace that you can buy there too - no problem at all.
Need some electronic stuff? Go to the only electronic store. Clothing? Only clothing shop available. No need to build extra's if the map's already fully implemented.
I never suggested to change any of that, that was you. I said I would just implement all the important stores for the first 1/4 of the game in the first avaiable map parts so that the player can make use of them. And that if future updates introduce girls that need stuff from these stores, they're already there and there is no conflict that you like to make up. It's also easy to add new stores naturally as the map expanses and unlocking new locations for new and old characters to explore.
Well, guess what, if you make those stores exclusively for certain characters
Never said that.
If after the 1/4 of the game, 2 years after development, the new 1/4 (now 1/2 together) of the game unlocks with 4 new parts of the town, including let's say the accessoire store called above, then you can utilize that accessoire store for all upcoming girls, storyline and even for existing ones that can be explored further after the update. So there's no "exlusive shop for only one person".
That being said, it's also possible to create stores - exclusive ones - that aren't part of the town map. They could just place a bus station that would give you the choice to visit 5 different other locations where you'll just end up interior right away. Tons of ways to do stuff with imagination and creativity.
Do you really think that Cassie will be the only person at the gym? I don't know where the story's going, but I'm sure you'll see other people at the gym as well.
And? Introduce them later - easy. The gym won't magically disappear.
And since Cassie's family, I'm certain her storyline is intertwined with other characters, just like the sister is, meaning her quest will only advance when we reach a certain level with other characters, rather than having a self contained story line.
Sigh.
That's exactly what I described here:
If you plan it modular right from the beginning you'll do it in a fashion that makes sense so that there are no interferences with locations like stores, characters or new parts of the city - all the things that you mentioned aren't any issue because the plan right from the start already takes care of that and naturally makes sense to be developed and released this way.
and here:
I just mentioned it because that's where it all starts. You can also take her to the school, the neighbourhood, your home, the hospital, the shopping mall or any other of the avaiable buildings in the first quarter of the avaiable map and get insanely creative with dozens of ways of implementing her into all the other happenings in the city and story.
You can also get deeply and complex with "only" 5 characters in a couple of updates, so stuff gets interwoven and complex.
I believe that momentarily the majority of locations are used in one way or another. Yes, for very brief things that may not be satisfactory to you, but everything is there already, so further use will naturally make sense.
Only for nonsense, I've been walking through the whole city and places. There's really not much to do. It's just a waste of time and not rewarding or engaging.