There's two possible ways to develop a game. One is to develop every possible path at once, meaning player choice can matter from the beginning but the game creeps forward in tiny increments and it's literally years to see any real plot development on any path. Tons of games around here do that, and the only way to really enjoy them is to peek in once a year or so and see if your favorite path has gained more than a few minutes of game play.And that is something I always say, give the choice to say no and skip a sex scene or even end the game.
Most likely a reader will go back and choose the other choice to continue.
For me, I hate not being able to say no even if it ends the game. You're on the Dom path, she should not be just doing whatever she wants. There are no paths really, it's all illusion, it's one path; Laura will do what ever she wants no matter what you say.
Do you want to see this pic... No... Yes you do I'm sending it anyway... Really WTF, maybe I want to play with a little mystery and really don't want to see the pic. Maybe I want her to feel let down and a bit fearful of what she's doing.
Right now as it stands she's running around doing whatever she wants no matter what you say. The choices are nothing more than illusion.
Like Laura makes the choice to go condomless, really? What if I don't want that, I didn't even get an option to say NO or only with me or anything.
Again, not my thing, best luck to the Dev. I just can't continue playing a game where my choices do not matter in the least.
The other way is to develop one or a few paths at length, then go back and add other paths. Means the game is only going to appeal to people interested in the path you're working on, but those people are going to be satisfied and keep coming back for more. And then when you add another path the people into it will add to the people who liked the first one, etc, etc.
I'm pretty impressed that Le Stag is being able to manage the dom, sub, and balanced paths, writing all those very different scenes, while keeping the development pace way ahead of most games.
It's an NTS game. Her getting action outside the relationship is the entire point of the game. Offering paths that involve the player saying no to the action would be a major addition that was away from the central plotline.
He's said that in time there will be other options, but it's just not reasonable to criticize an NTS game that is in active development for not offering non-NTS options that would require major side threads.