Chapter 3 is really lazily written. It manufactures drama by wresting control from the player's hands rather than having it arise organically from their choices.
Edit: And chapter 4 is continuing this ignoble tradition by forcing you to have dinner with your coworker. I declined the offer because I knew it would definitely result in an argument, but the game still insists that I go, which naturally pisses off the MC's daughter. This game has more railroads than Atlas Shrugged.
Edit 2: My frustration is exacerbated by how good the writing is apart from this. It's like the dev forgets everything they know about writing whenever they want a conflict to occur.
Edit 3: This isn't to say the writing is perfect because it's not. The game's systems give the player a lot of choice (railroaded arguments notwithstanding) but the MC himself lacks agency. He spends most of his time reacting to the characters around him rather than being proactive. In other words, there's considerable ludonarrative dissonance.
Some interesting points here. The
ludonarrative dissonance one in particular. I remember seeing some youtube vid about that not too long ago, specifically that the term was coined in connection with how in Bioshock, the gameplay and the storyline caused a dissonance as gameplay seems to reward players harvesting (killing) the little sisters, while the storyline seems to indicate this is bad, and the tension that derives from that is what the author of the original post the vid talked about called ludonarrative dissonance. They also made the point that
ludonarrative dissonance wasn't a bad thing, btw, but that's neither here nor there.
I disagree with the point about Bioshock rewarding you for doing bad things in particular, actually. Having played it, harvesting the little sisters never entered my mind because I'm not a monster, but in not doing so I found you receive different rewards in the form of gifts and rewards they leave for you. IMHO ludonarrative dissonance was only "a problem" in this case for those playing the game like a psychopath, to which I an only say, meh, the game is exactly exactly in sync between gameplay and narrative, namely telling you you're a dick for playing like a dick. Bioshock has a lot of interesting things to say about players in that regard, the "would you kindly..." being another one where they smack you up the head with a sudden realization of ludonarrative dissonance (you thought you were being this badass free agent but you were just doing what the
game bad guy wants you to do).
Coming back to the point here, and the other remarks about agency and railroading, you do realize that you're not playing Bioshock, right? Or lets make the gap a little smaller and say, The Sims. This is not a relationship sim. It's a Visual Novel. Emphasis on the second part.
There is no emergent gameplay here like you might expect of Bioshock or The Sims. In a Visual Novel, like a regular novel, a particular storyline with particular events will take place. Even though it comes with little notes at the bottom of the page that say "if you want to get on the balloon, go to page 41, if you want to continue on camel-back, go to page 58", like one of those classic choose your own adventure books I read as a kid, huge parts of it are just set in stone, like a novel. You will arrive at the oasis either way.
Sure, there's Visual Novels that allow a whole lot of freedom with regards to who you chose to interact with and who not, and what events you want to attend or not. To achieve this, there are hardly any dramatic developments to speak of involving multiple characters, each one neatly compartmentalized and hardly interacting between them in any meaningful way, other than a little nod acknowledging what's going on before setting off on their own tangent again.
In that way, it doesn't matter if you set fire to one compartment and then lock the door, the other ones will happily keep on providing you with options. They'll provide you with an endlessly happy-joy parade of going to the beach, clothing store or restaurant to offer up some risqué encounter with your love interest du jour. Or maybe you work through some dark, deep secret and grow closer in the process. And then the next installment you can do the same thing with some other character. Or not, full agency.
LomL choses the opposite, and the trade-off is that you can't chose
not to go to dinner with Brooke that day. or decide you
want Macy but not Denise. Or
not go on a holiday with them. You can chose not to be romantically involved with every (or any) character in the game, but the dramatic events will take place regardless. That's the novel part at work.
So while I feel you're raising some valid points about Visual Novels in general, and open the door but not quite arrive at some statement about this underlying trade-off between meaningful dramatic developments and full agency that different visual novels approach in different ways, I don't really feel there's all that much to take away here for Light of my Life in particular, other than stating that the choices I made in that trade-off don't do it for you, which is fine.