Good catch. I sometimes forget that the base number is the possible choices (in this case: pregant vs not pregnant, OR present vs not present) raised to the number of repetitions (
k^n). With the correct math this time around (256 combinations for 1 scene) it would cause a significant workload if
Cr8tive M3dia wanted to create more than just 1 scene with all 8 LIs together.
This is strictly a hypothetical:
Let's say there is a plan to have one main scene where all the LIs are present. We'll go towards the conservative end and say that it's a brief conversation with minimal movements between each character where only the character speaking has a visible change in appearance. We could say that all 8 LIs take turns speaking 3 times each, which means there's 24 different renders just for this single conversation. That would mean Cr8tive would need to splice a total of
256*24 = 6,144 images just for this single scene.
I think anyone who doesn't want to impregnate every LI they're romancing aren't setting realistic expectations as this level of complexity hasn't been done before even on the AAA studio level (unless they want to argue that player driven games like Eve Online count, which is another debate entirely). There's a reason most devs stick with binary choices or keeping their stories rather linear, and it's due to the workload required for something that only a small portion of the playerbase would even bother to appreciate.