since everyone want incest and loli from this game, the dev could just stay on a single path. shove everything in together. you know people are gonna want to see everything anyway, someone will even make a mod in the future where you can see everything.
I often wondered why new games do this, I'm sure 99% that people won't mind. if the game was huge and paths actually mattered then ye sure. but if it takes the dev so long to update, wouldn't it make sense to work faster because he's on a single path and update only later with the other path? who wouldn't want faster quality updates? so we lose a different path who cares? we will get it anyway, just people who pay won't have to wait 3 months here and there.
I think you missed the main point I was trying to make. The writing in a VN is literally every single facet of the game. It's not just the story. Even if you take away all choice and make a kinetic novel, the writing is still a massive portion.
For a single dev game, that dev isn't just writing the story. They are the casting director, set designer, costume designer, prop master, choreographer, acting coach, dialog coach, producer, gaffer, sound designer, lighting director, etc, etc, etc.
For any scene of 'story' that you write, you also need to write pages of other considerations. Where does this scene take place? Family home? Ok. Creating that set is a whole bunch of writing. How big is it? Where is it? What rooms does it have? Is there a pre-existing model that works? If not, you must now create one. Even if there is a model, do you need to renovate? What props need to be in a scene for it to feel believable? Ever seen a VN set in totally empty space? How satisfying was it to play?
Sure, once you have a set like that setup it can just be loaded in and reused. But how many sets does the game take place in? Often in these types of games there is the family home, the school/workplace, a coffee shop, streets between the sets. How many other human beings exist in the background of any of those shots. Their positions and actions all need to be preplanned and written out. If the dev wants the world to feel even remotely real, you need background action. It needs to feel lived in. Those are tiny things that most people don't notice unless they're missing, but that require considerable thought on the devs part when writing.
Every single pixel that is on display is something the dev has had to consider at some point. For instance, if a scene happens during a meal. The dev now needs to add in what each character is eating and drinking. This often amounts to just adding a handful of the same model to a table for the duration, but in a higher-effort production, the cast will eat the food. Meaning every new frame could require different models or changes made to each and every plate at that table.
All of that is writing. Before it ever gets to the posing stage in a 3D program. Every item in the frame has been considered in the writing before the dev even boots up a program. The writing is every single phase and facet of the planning of every single moment of the game. Not just what happens to who and when. Or who's gonna shag what. Things that aren't even visible are often required considerations as 3D software can show reflections. So now the dev needs to plan for things that aren't in frame but might be reflected in a tv or window or eyeball.
Unless the dev is winging it at every stage, writing is the single biggest time sink of their actual time. Rendering takes power and time on a practical side of things, but once the scene is posed and the dev has hit render, they aren't spending their creative time on it again until post-processing. Writing is a never-ending process of considering and preparing everything that isn't currently rendering.
It's the one step of a creative project that you never step away from. Your brain is almost never not considering some aspect of the project. And if you don't write those down when they come, you lose them so damned easily. Coz brains are arseholes like that.
No matter how small or linear a project like a VN is, writing is what makes every single moment of it work. Because winging it is simply not sustainable over a long period. You will inevitably contradict yourself, or muck something up if you try. And the only alternative to winging it... is writing. A hell of a lot of writing.