All games, even the most sand-box of sand-box games (minecraft, etc) have boundaries. The perception of those boundaries is what makes or breaks a particular gamer’s acceptance. We keep reinventing the railroad, in hopes that one design or another will find greater acceptance as we go along.
CS is still a relatively “new” engine - there are features and functions being introduced and expanded upon all the time - yet no matter what is done, gamer’s imagination will collide with the boundaries as they exist. We can only hope that CS provides us the flexibility to keep our audiences engaged and attached to the story.
Part of this is the developer/writer’s skill in using Choice Script and part of it is the gamer themselves.
When I first rode Space Mountain, the element of darkness added to the roller-coaster made the experience more unique and thus more enjoyable then the Matterhorn roller-coaster which was just “another” roller-coaster run in day-light. Yet the atmosphere of the Matterhorn was really well-done and its theme separated the ride from other more “normal” roller-coasters.
With our games here, people like @kgold can get into the code aspects and do wizardly things. This is adding the darkness above. Not everyone can add unique elements to their games the way that some of us can. Most of us (me included) have to make our game (roller-coaster) stand out from the others by adding atmosphere and theme-work.
*Fake_choices were developed for code-challenged writers like me who need to work at developing the game in ways that allow our audiences to connect and stay connected to our narrative. For a very long time in this community, fake_choices were really looked down on - even as late as 2015, after the script itself was expanded there was many people that disliked this feature.
“Choices that don’t matter” to the narrative may be the glue that holds your connection to the reader; done right, it adds immersion and believability. It allows the suspension of disbelief to be overcome, it is part of the illusion that is created by your game.
What we all create here may not be the Great (insert Nationality) Novel or the industry shaping video-game of the decade, we still create value entertainment that serves purpose - and perhaps if we are lucky or skilled enough we can create a game that will impact our audiences enough that they get more then momentary entertainment out of them.