I think I am particularly noticing games where branches compliment each other with pieces (viewpoints) of the same timeline or story. One obvious example is how StuStutheBloo's "
no-one has to die." does it (though you have to play every branches anyways before merging to the final timeline). Getting a good ending in "
Elvine" is sort of complete on its own, but you *should* play the other.
Greeny wrote:
[...] or do you think it's important that a second playthrough should be able to significantly differ from the first, essentially meaning a lot of content is locked off for you to discover the second time?
E.g., in comparison to above, Katawa Shoujo has a totally different story after Act I for each character's branch, but I wasn't compelled to read two of them... See below.
TrickWithAKnife wrote:
It partially depends on expectations. If I expect a lot of freedom of choice and there is none, I'll be very disappointed. If I begin with the understanding that the story will be relatively linear, then it's fine. I'm not the kind of person who plays games twice if they are story-based.
On paper, having dozens of branches sounds great, but in reality it's better to spend the time polishing a smaller number.
Personally, I haven't developed a preference for certain types of branch execution. Good stories are just done in various ways. TrickWithAKnife does make a good point about polishing a smaller number of branches.