In games that aren't completed, you never know when you hit the wall. For example, in 6.2, after the bedroom encounter with the daughter, how do you know if it's over? Maybe you need to be in your underwear, drunk, in the garage, Saturday afternoon, with sleeping pills in your inventory, and Sara's corruption over 15. Same for your wife. How do you know when you've done all her events? There is no ending, and some of the events have very specific unwritten requirements that you'd never find, so you spend half an hour wondering if you've completed all the available content or not.
One solution is to just add notes at the end of the content ... "This is all the content available for daughter at this time. Stay tuned for more." ... which is great, but you still have the problem of events that are practically hidden. Like walking into the daughter's bedroom in your underwear, or the 2nd part of the shower event where your only hint was something like "if you play your cards right" which is completely unrelated to just choosing a different option when you walk into the bathroom. It's up to the developer how much they want to hold your hand and spoon feed you, though. That's not a problem with the game. Just a design choice. But either way, a walkthrough is extremely helpful when you get stuck.
Better than that shit in the 90's when you get stuck on a game and have to wait for the next issue of Electronic Gaming Monthly or Nintendo Power to tell you how to move forward.