About what @fairlyfairfighter was talking about, I don’t see anything wrong with trying to achieve play-throughs that are as perfect as possible.
Some people get enjoyment out of achieving the best possible results in an experience (like a CYOA) where many and varied results are possible.
I find it somewhat analogous to an individual who is proud of themselves for scoring higher on a test than their fellow classmates.
However, that’s where the conversation gets tricky because of the way “enjoyment” is implemented and designed in a given game.
For example, if you design a game with the idea that people are going to play through it once or twice, it will probably turn out very different than if it were to be designed with multiple (5 or more) playthroughs in mind.
It’s just trying to appeal to a different audience.
Mumbles something incoherently about a secret contest entry.