There is no problem here, i agree that a little more work needs to be done.
I'm not suggesting, but - the text base is settled in the same way as in many similar projects, just in the NO option - the VI is removed and only Ari remains and etc!
This is the easiest way to make a choice, that’s all!
Using the example of the "MoonR." - MC and his girlfreand go for a booz for party, whether in a bar or on the street with homeless man, there are options to choose from, they affect what happens in these scenes, but they do not affect future content since the base is the same!
A simple choice of YES NO will not hard affect the development time, but need to work on some scenes, also change some texts - it’s not difficult - it’s like working with layers - you have a base and the layers can be hidden making the scene varied!
Ah yes. A game where you have a semi limited free roam. Yes in that game it can work since it can create situations outside of the linear path.
In this game its different.
But lets take a different approach and include your take.
Lets take the end of the current update.
They get caught by the bouncer and they have to get out of the situation.
You can have the option to have Vi flirt with him or something or try to talk your way out.
Depending on how long you want that scene to be, thats 2 different scenes, with different art needed, with different dialogue.
It can be done, yes, but creates more work. And if you want to give the "illusion" of choice its best to have around 2 per update.
Here is the thing, even if you only have 1 choice the next update. 'Flirt' or 'talk', if you do not want the choice to have affect on thr game later you can bring both diverging paths back tougether right after the scene of your choice. But then the choice doesnt matter. Nothing will be gained. In both situations you will end with the same result, getting out of trouble, but the defining moment of the choice, Vi flirting or a smooth talking MC, will never be mentioned again.
Because you would need to write specific dialogue later on to reflect the scene and you get into the problem i already mentioned.
It would be an "illusion" of a choice. You can argue if its better or not. I wouldnt care and prefer the dev to continue the writing as they are doing now.
Its like having options in dialogue responses to an NPC, four options to say something different wich all lead to the same result. Like fallout.
Not saying you are wrong. But again. It wouldnt give much benefit, in my opinion atleast.
Then again. You can decide for yourself what happens or not. That is be a valid argument wich makes me say it would be better to have choices, yes.
Personally im happy the way the story is going and dont need to have choices.
TLDR: small choices, sure, can be done. But shouldnt have any impact on the story or it will eat development time.