A subtle note to the idea of an 'interesting choice" in games is that the results don't need to be interesting in order for the choice itself to be interesting. Kentucky Route Zero is an expert at this: full of hundreds of choices with absolutely no mechanical consequence, each of which nonetheless feels textured, consequential, even devastating
Will Conway's choices when fixing the TV affect the shape of the Zero? Will Junebug's lyrics affect the arc of her story? Will Shannon's decision to linger a little bit longer listening to a mournful country ballad change whether she'll see her friend again? Absolutely not. But that doesn't change the fact that the choice must be made, and it is interesting to make it.
