I'm agree with other fellow posters: that rythm may affect the structure of a game if it is not very linear. Given a point where the character can go A or B, you should write A and B. In a whole game it is not a problem: it includes all possible paths even if the player won't reach few of them.
But, at this point of your career as a game writer, noboby doubts that quality is your main concern, so, even if I really can't image how you are going to handle this, I'm pretty sure the result with be rewarding.
Side subject: Christine is back! Thanks a lot for that. She is an amazing character, a real life adventurer whos seeks living intense emotions (not only sexual ones). And it really is a good character for exploring an episodic game (her first game was really episodic: if you didn't get enough points, you didn't see the next level. Simple but effective). So, as a fan, it's a good news... and I'm really looking fordward the re-imagination of that wonderful character by Mortze!
In fact, at this point, I consider the proper thing to do is becoming a patron. Good words are gratifying, but a bunch of euros are also useful, isn't it? ;-)
tlaero wrote:I just posted an article on our Patreon page that reveals our next two games and describes our plans for them. The article is free to the public, and you don't need to be a patron to see it. If you have comments or opinions, feel free to make them here. I find this place a better place for discussions anyway.
https://www.patreon.com/posts/whats-next-16529926
Tlaero