This was the first time I complained and you do not have to be a developer to reasonably criticize one. And precisely what I mean is the double the stuff to render does not equal double work.
As an aspiring game creator myself, I can tell you that player options do double (or more!) the work if you're taking them into account. Sure, he has to double the renders, which alone, can be a lot of work depending on how he does it. But he also has to tweak each event to take pregnancy into account and have them branch.
He probably has something like this in each event:
If: Pregnancy is ON
Show pregnancy pictures, renders and animation.
Text: Talking while commenting on pregnancy.
:Else
Show non-pregnancy renders
Text: Talking without commenting about pregnancy.
:End
This would be for every event and sometimes multiple times in one event depending on how he structures things. Some of it could be copy pasted for stuff that doesn't change, generic dialogues and such but some has to be unique for pregnancy vs non-pregnancy.
The same goes for stuff like clothing changes by the way. If the event can have both pregnant/non pregnant and different clothing it only increases the work because the renders have to take clothing into account as do the pictures in the text boxes and such.
For another example, look at Good Girl Gone Bad. The various paths in that game required a ton of work for the creator.