For what’s worth, “I was following orders/i was afraid of my superior” has been, historically, a mixed bag as far as successful defense goes. That aside, if things do end up in the exact same place, and the player’s picks have no impact on state of things and events down the road, then the game is open to valid critique that the “choices” it presents are largely meaningless, as there’s no consequences to them. Some players may be okay with it (although probably won’t consider it a good thing) while some are likely to find it a serious flaw and the game worse for it.
If not the author, then who?
Like it or not, interactive fiction means that the author gives up some of their agency when it comes to shaping the plot (for any given playthrough) to their reader/player. That is the expectation from the “interactive” part of the deal. Ignoring it and forcing your players into corner simply so you can have a situation that matches a Vision that you put above all else, it’s likely you’ll just have your players resent the experience, rather than admire the precious Vision.
It’s on both. Why is it only on the player if it’s the writer who has potentially failed to present the matter in a way that’d make the player want to engage with in in the way the author deemed as the only one correct, or worthy of exploring?
It’s the writer who picks the theme and scope for their work, so finding yourself on different page from your players is very much something of a shared responsibility. “Joining the side of evil” in grimdark setting in particular is such common, if not obvious, desire from the players, that you’ll struggle with finding RPGs which don’t provide it as option when exploring these themes And if you’re aware of it but simply choose to ignore it… well, that is on you.
It doesn’t make sense to you because it’s a strawman. No one said that IF should be about roleplaying “absolutely anything i want”. At the same time, it should take into account that its readers will have multiple ideas of what impact their actions should have on the plot, and try to accommodate at least some of them. It’s a difference between maintaining illusion of being able to shape your own story, and the lack of any sort of control over it being painfully obvious.
We’re actually in agreement about this part. But we seem to disagree at whether simply being able to choose “how my character reacts to things” constitutes a choice that “determines how i get that single ending”. I have also difficulty squaring this definition of yours with simultaneously provided example where the choices the player gets to make don’t actually determine anything – like in provided example of “no matter what you pick, you end up court-martialed but then universally exonerated”.
That’s convenient excuse for limiting the effort, but it’s also shooting yourself in the foot – limiting your audience doesn’t in any way guarantee that there will indeed be other people who do like how the story is told. A writer who isn’t interested in appealing to their players may very well end up with a story that generates little to no interest, and with their prospective players indeed migrating to other works. Of course, if the author is okay with such prospect, all is good.