From Grim Fandango, Lucasarts
For as much as video games revolve around making choices, it’s funny to consider how much games must also rely on choices that are illusions. Although a game may give you an alternative, like telling the villain you don’t care or being able to backtrack, many times the game doesn’t really validate this option. Nothing happens, you’re blocked off, or you’re just told to try again. What is the nature of an illusionary choice? The question is surprisingly philosophical because the nature of choice is invested in the player, not really the consequences of the decision. Put another way, freedom of choice is a state of mind, not a mechanical problem with multiple outcomes. Your perspective of the decision and what you know decides whether or not it is a free choice as opposed to something forced or arbitrary. That’s the very reason so many games have fake choices in the first place, you can validate the experience of choosing without actually giving them a choice. How do these quirks of game design work?