I don't understand this obsession with " forced scenes " some of you have. Either you like the story are you don't. More choice threads means more work for devs and usually longer update times. It also comes off as privileged and entitled to me, demanding devs make things the way you want them to be.
If you want games to go the way you want them to, learn how to code, pick up some Daz tutorials and knock yourself out.
The problem is that the game is advertised as a choice-driven game. After the introductory scene, the game tells you this straight up. The problem, and why there is so much criticism and complaining about this, is the fact that the choices don't feel like they do anything, or change anything. I wouldn't be saying this if the game were developed as a Kinetic Novel, with no choices, which, based on how the game has gone so far, and how I feel it's going to go to its ending, a kinetic novel is really what the game should have been.
As soon as the game tells you that choices are going to matter, then make them matter. If the writer wants to tell the story that they want to tell, then maybe going the kinetic novel route is the way to go. The game, as it is, feels like a kinetic novel with choices tacked on. Said choices were said to be important, but aren't. An illusion of choice, if you will.