That doesn't answer my question. Why are there options, if clicking them only results in the game smacking your fingers and going 'NO! That is NOT what you're supposed to chose!'? Glassix did it right - when you are locked in a storyline, it just removes all the other options.
Oh, that I agree with you on.
Like the sandbox characters that exist in 4 different locations at the same time of the day (how can Priscilla be in the hall, in the mall, in the park, and at her pool in the same morning?).
Or like how when I had to click on Becca in the hall to advance a quest, there was the "Quest Becca" hiding behind the "Sandbox Becca" and I only had a sliver of pixels for my mouse to play hide-and-seek with in order to get the right one.
There are many things like that in this version (and hold over problems from previous versions).
He won't do it, but Uberpie should do nothing in the coming 2 months but fix all his loopholes, plot incongruities, coding bugs, and make sure there is proper logical structure in sandbox appearances (only one per time frame, none if a quest version is required to move story along, etc) as well as fix other issues with the code that have been prevalent for over two years.