I do get where you're coming from, but from a workload perspective, having radically diverging branches in LomL doubles the amount of work, while halving the audience for each branch (discounting replays, but that will be a small percentage of players). That works well without much overhead for games that by their nature handle modularity well (free roamers and grinders, where events are designed to be triggered by different circumstances and to stand on their own), but not so well for something with a story line woven tightly around a few characters that have a lot of interaction.
Being just a one-man show with a regular dayjob, it's just not feasible for me to implement that and still show meaningful progression from one update to the next. I do try to have choices that let you move about a bit within the confines of the story line to flavor your experience and voice your MC, and I offer choices that let you cut yourself off from parts of it, but that's the extend I can manage.