that's the definition of meaningless choices.
I think you haven't read carefully what I wrote.
Because by your interpretation of my words - there should be as much unique endings as there is choices in whole game : D
I was just reflecting on my playthrough of last few games, and how annoying some of their parts were.
Plus I am talking to myself, about what game I want.
But in the essence - if there's a choice in game, that leads to A- Romance with LI1, B- No romance but your friend dies, C - MC dies/game over.
Throw some ambiguity on top of that, so I don't know the outcomes when making choices...
That is the definition of meaningless choice.
If there needs to be some big cornerstore for plot like that - maaaaaybe I can swallow it being a choice a couple of times MAX, preferably toward the end of game.
Other than that - deaths/hard locks/plot twists - should be kept in one, cannon place.
Because I had real fun playing Pale Carnations, but fuck me isn't it irritating to replay everything to get taste of different choices.
So I am now rebalancing my inner values, and say that the content should be locked/shown based on a PLAYER's choice. Not a choice given to the player.
And to make the choices meaningful - it's better when they revolve around the flavor.
It;s the same issue as the one I had with
https://f95zone.to/threads/ravager-v5-1-8-4minutewarning.26476/
Great game, really fun, but waaaaaay too spread.
So you sit back, and play one, two, three, four other times with guide/cheats/gallery mode.
And it's sucks the soul out of game.
And is little too close to the Gachi VN category.