A couple of weeks ago, Jorge Albor wrote about how horror drives The Wolf Among Us:
The Wolf Among Us [changes] the significance of player decisions… Decisions seem less meaningful in Smoke & Mirrors because none of them lead out of the macabre world deepened in The Wolf Among Us. The result is a strange play experience: not particularly interesting mechanically and certainly not fun, but nevertheless unique and entrancing. (The Horror of ‘The Wolf Among Us: Smoke & Mirrors”, PopMatters, 27 Feburary 2014
I had a similar sense of lessened interaction upon finishing the game. Decisions did seem less meaningful, and like Jorge, I didn’t find that to be a bad thing. The Wolf Among Us is a stellar example of the illusion of interactivity done right. It proves that my specific interactions with a game are not as important as the illusion those interactions facilitate. Put another way, it’s not about how many buttons I press but about what I think each button means.