>>11404245
Beyond the mentioned issues, I also think it'd make the story worse to have the choices when the player has the ability to flip-flop between one path or the other. If you want a consistent character you'd need to basically lock the player into a route, though that would have the same effect of making it so you don't really have choices anymore while at the same time creating the massive extra writing effort of this parallel universe. The paths also have to work with a common story, which would likely also compromise it. The only mistake I see was trying to make the choices a major part of the early game instead of just being a "Scene B" toggle. It seems real good in theory but becomes impossible in practice.