I agree with you. I was just trying to point out how much damned work it would be.
I liked my Warden, but I'd push her into a vat of acid myself it would stop these inane posts.
Possibly a better solution: we should teach programming in schools, alongside language, science, and history. It's easy for people to say "X is easy" (or even "Y must be harder than X") when they genuinely don't know what goes into software.
From an intuitive perspective, I can see how people might think that branching stories are easy. After all, if I play pretend with someone else, I only have to detail the path they actually pick. I don't have to fully spec out every single permutation of every single branch. Having a vague idea is good enough.
Also, it's hard to grasp how every additional feature
multiplies work (instead of
adding work) unless I've actually had to maintain 10k-100k lines of code. And 10k-100k is a
tiny project, by the way. In that range, I'm probably a music streaming client or a basic chat app, not a game. Something that's easy to add to a small project becomes much, much harder to add to a large project.
I've used this analogy before, but imagine the entire ASoIaF series being written over a period of 2-4 years, by a team of a dozen or more people, and they have to keep it self-consistent and relatively bug-free. Except code is different than words, because each line of code can fundamentally change the behavior of every other line of code. So while I'm trying to make a dragon fly over in this chapter, my teammate Alice has made a change to horses in a totally different chapter of a completely different book that makes animals move differently. Every time you add a new chapter, it could interact with every previous chapter in every book. Of course, I can organize my code to minimize the impact of different "books" on each other, but that organization breaks down the more people are working on the project and the sooner the deadline looms. Talk to any non-trivially sized project team, and I guarantee that the vast majority of people are fixing bugs or doing maintenance. Only a tiny, tiny fraction of a software team can work on new features, and that percentage gets smaller as the software gets larger.