from development point of view, doing a more linear story is obviously easier and will lead to a longer story (less branching, less alternate scene to write and things to consider to avoid plot holes).
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For example in a story I'm writing now I put two choices, each split in 2 again :P So two scenes, with two alternate paths either. But as I was writing them I thought that they both were cool and would be a pity if players missed one of them. This is a real dilemma!
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For me, it's not about length. It's about how well the story is told. If each branch is well authored and satisfyingly resolved, great - but I will shout from the rooftops that fewer branches, better authored, is both easier and more satisfying 9 times out of 10.
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my games are told awesomely in all their branches. They're majestic trees of storytelling OK jokes apart let's assume all the scenes were equally satisfying for the readers then :P
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You might find people want LESS branching and shorter, so they can get to the ahem juicy bits sooner.
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but I was speaking globally for story based games, even those without the... juicy parts (or especially those) :D
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The older I get I tend to not want to have too many branching options, since I have time for one, max two playthroughs and want to get the best possible playthrough for me at once so too many branching options tend to freeze my brain. (I am the shame of RPG fans xD)
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yes that's how I feel too, to be honest
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I really liked the length of Amber magic shop, and Love bites, but something like corona boreal, IMO is maybe a bit to short, unless the price is also then set to the length of the game.
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yes even when I call them short, they will be at least like Amber not shorter
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