Not in hard numbers. But in some ways that doesn't matter to me so much. Although I'm happy to take on board suggestions for certain content paths (namely the Chris domme one as that is both rather ringfenced and of special interest) I tend to treat the remaining paths with equal weight.
Not sure if you mean broad suggestions for the path or you mean specific suggestions in terms of how to signal that such a path is available. If the latter, I would say something, something magazines in lockers; something, something, suble cues via tats, jewellery, leather belts; something, something jokes about dominating others post fight scene. TBH I doubt the Chris domme path is underplayed though, I would imagine the non-domme is far less obvious. One route has a fap metronome... to most players on here, I think that will be read as the intimate romance route... (Not to say I can't see such a route going that way eventually, but from Chris' imagined PoV, a domme route obviously makes it easier for her to dismiss romantic intrest as misguided or lust driven impulse. In my mind, this would mean that how she deals with the protagonists boldness romantically should be more dismissive on this route... from my non dev perspective anywho XD)
In a way that's supposed to be Becca's job at the end of each chapter where she flags what I consider to be the major bits of content/paths. Ofc with so many I have to be very selective. But then again, although on one hand frustrating if she doesn't mention something, it can also be a source of joy when a player tries something new....and finds the game has taken a completely different turn.
I mean, how often does that happen?
It is far too tempting to say, how often does that happen is exactly the question 0_o...
Unique game experiences are obviously something you care a great deal about, and the value in them is also not easily dismissed, however treading between them being optional and unique and being unexplored is I still think an important question. The role of the post mission briefings I thought was to allow you the Dev to communicate with the players, an okay solution with a major flaw.
If, as I imagine, this game can have major success one day, it will presumably see a diminished or non existant role for Becca. The game so far has very immersive writing, and bar quibbles I might have with specialist knowledge that characters have of some fields (massages his ego as an amateur geologist confronted by cave analysis abilities far beyond his own) the effort you go to, to immerse a player is one of the huge successes of this game. BTW, huge credit given for the pre-Walker mission hallway talk, moving walls are my fetish... Eitherway, I am sure I don't need to tell you that the immersive efforts are both valuable, and on the whole succesful. Heck, by having your protagonists inner monologue dismiss aberant and transparently lewd/humoress events in game you even manage to retain immersion in a world with fairly whacky events.
Imaging a more fluid chapter transition in the future, and in the intrests of maintaining a greater degree of immersion, I was wondering if you had considered an acheivement esque system. I know many games use a fairly unusual, unlock images system as a way to encourage exploration and I would not neccesarily pursue this. However, it has been a staple for msot game players for years now to have acheivments outside the immersion of the game. Strictly speaking this doesn't mean they don't hurt immersion, but either the effect is small, or some of the best immersive story creators out their think them worth it regardless. They would also be less intrusive than the comments that Becca makes and probably result in less negative feelings from 'failing' things that ultimately represent diveristy in story experience. (For instance, I know the information Annie will give me abotu Chadwick, and even though she represents my main intrest, I don't consider the information given a neccessary addition to my prefered experience of her story. Nonetheless, minor pangs when you see 'you didn't learn about x' where x is the character of intrest).
Acheivements might be good because they are much more elective. Some will wish to pursue all of them, enabling most of your niche content be explored (should you choose to do so), some will completely ignore them (allowing for almost complete immersion, because now if I miss content, say aforementiond information, I don't even know I do so unless I elect to look through acheivements) and some will have a casual intrest in them when they pop up hopefully accompanied with a positive feeling of discovering something, rather than a negative one of missing something.
Words so easy though. I have, in truth, no idea how difficult this would be to do, and advertising more work for the dev of this game seems a faustian bargain in terms of getting mah story experience sooner. Regardless of my selfish intrests though, I do think such a system could help if it is feasible. And, given your success with wordplay so far, can't wait to see puzzled players asking on these forums, "how do you unlock
'Keeping Chaste with the Chadwick's' "... I really can't help myself XD