First off I think this is posted in the wrong section.
Answering your question: Both? Neither? Depends.
As a general note, every game should have a main story or something to keep you playing, I for one, don't play puzzle games to unlock images no matter how good they look or how interesting the puzzle mechanics are.
In an open world kind of game (call it rpgm or milfy city style) you usually play just to unlock content, "do this 3 times and you get a scene" "go there at night and you get a scene" so it's near impossible to add an actual choice to what's happening, just based on how the game works, if I give you the chance to make an important change I'd have to change a great chunk of the game so it makes sense with what you did, do that a couple times and you're working with 8+ game branches that need each nearly the same amount of time as the main game would.
Now if you move to VNs (closer to my preference) the dev usually has a linear idea of how the story will play out no matter your choices. For me it's better to have fewer choices but more weight on them rather than being able to choose every line of dialogue but with no effect, example for these two: Acting lessons / love and submission, you choose options a/b/c and that will probably have implications for the rest of the game, LaS even has this cool mechanic where they give you a sort of open world at times where you have the chance to do or find stuff that will change how the game plays out (if you choose / know how to do them). An analog example, points games, some are actually well done, like freeloading family or depraved awakening (those two are the ones that pop to mind, not that they're the only ones by any stretch of imagination), but most are options a) I love you b) I hate you and think we shouldn't see each other anymore, answer for both is "haha you're so funny". Or worse, it instantly makes me want to quit the game when I see this, you get to choose the dialogue (which in turn should change the story at least a bit) with, in theory, opposing results and as soon as mc is about to spout the lines, they're interrupted and the dev coded another weightless choice with zero repercussions that doesn't even play out.
But that's just me, some people might like having 200 choices that only add 1-2 lines of dialogue each