From the very beginning, the whole concept of the game was not to be just a storyline with choices... where the player is simply “carried along” and, at most, chooses which path the game creator has laid out for them.
I wanted to give the player as much freedom as possible to follow their own path (within limits, of course, since I can't create an open world on my own).
So there is no right order to follow... everyone follows their own path, at their own pace.
Following this idea, another thing I always wanted was for the player to feel like they are on a hunt, and like any good hunt, there is a chance that the prey will escape.
And just like in real life, you have to work to get that hot guy.
You have to plan, come up with strategies, and overcome obstacles. That's why I included mini-games.
Want to hypnotize a cop? You'll have to learn how to hypnotize.
Want to get the handyman at your house? You'll have to figure out a way to give him something to fix.
Want to get the hottie at college? You'll have to learn how to follow him and uncover his secrets.
These three items are non-negotiable for me in the game.
What I can do is adjust how difficult I make these obstacles and how “open” this path will be.