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1) It's a roleplaying opportunity. Your choices define your version of Grace.
2) It's a musical, and you get to shape your soundtrack.
3) This is literally the first song in the game. Basically a tutorial. It's not a point where you want to start branching.
4) Even if there are no immediate post-song consequences, do you know that your relationships with the characters involved aren't affected?
I don't know what you expected. Stray Gods isn't perfect, but it's brilliant and ambitious. I never thought they could get anywhere near this close to bringing a musical experience to a game. It's in desperate need of an audio and save patch, but those are week one issues with any game. The devs are aware and on it.
PS, there are at least 3 tonally and emotionally different paths through this game. Name a Broadway musical that can say the same? (I can, but I worked in theater, and that would be cheating).
But I mean, if the only thing you care about is the outcome of the final choice and the fact that it doesn't have an immediate consequence after the song even though there's a whole level later on which plays out differently based on what your choice was in this song , then yeah, only three options with the same exit dialogue, how dare they.
To anyone expecting each choice to lead to entirely different later scenes and barely related endings... There's no way these guys had the time or budget to be that broad. So you will be disappointed, yes.
To those used to a typical "string of pearls" linear story, though, where your choices are only ever minor short-term alterations... This game has some pretty amazing extra levels of depth and complexity over that, with a whole lot of smaller contextual changes to scenes and songs and stray lines of dialogue here and there.
None of your little choices will butterfly out into a full typhoon in this game, but on replays you will find yourself noticing dozens of little differences that you never expected to change like that. There's a whole heap of things reflecting your every choice, they just tend to be quite subtle.
Example in the scene with Pan, the first song in the flat. No matter what choices you make during the song, including if you fully go "I don't trust this guy, I won't owe himany favors", you then end up owing him a favour any way you go about it. Where's the "choice" in that?.
It makes absolutely no sense, and immediately breaks the illusion of choice on it's own which... I guess is at least worth something?
How he reacts to you changes rest of game depends on I Can Teach
We get it, you feel robbed, so leave a negative review and go away. No need to continue arguing.
I explained the branching out for the song you mentioned starting this discussion, evidently this is not enough for you. The game is no Detroit alright, but there is no reason it should be. Sorry if this disappoints you so much.
It really doesn't take much imagination to see the alternative how the two of them then go on the internet and try to find the address via googling, or calling some friends in the police to do an address lookup. Tons of options, all were going through my brain during the song... Just to then be forced into the choice directly opposite of what I, the player, as picked.
Why even offer the choice?
Let's imagine that scenario then.
Grace googles the address. or call in some friends. Great. You get there anyway. Through a different path. That's voice works and arts done to stretch the scene a little, maybe offer some roleplaying value, but ultimately for no real gain except to cut out a character who might otherwise be relevant later.
And then you will have to think of another plot reason, which comes with more voiceworks and arts, for WHY Grace gets involved in Asterion's love life. There's a whole musical number that way, and Pan uses the opportunity to call in his debt to point Grace at the next lead, so you HAVE to get Grace to ultimately do what Pan wants anyway for the plot to go where it needs to.
And this is one of the cheaper hypotheticals. Pan is short-changed enough as is compared to the other romance options, so it cost relatively little to cut him out if the player has the option too, and it's clearly needlessly adding to the cost for no real gain, not unless the developers are asked to put in a lot more resources to make it worthwhile.
The cost compounds. Can the game stand to have more variations and branching? Sure. Can always have more. Would be lovely to have all the time and money in the world too, but the reality is you have to pick and choose what to include and what to cut, and a small developer like this can only be expected to write one story with many variations, they cannot afford to write many stories.
Your choices do matter, but to the character and the roleplaying experience, not the broader plot. The music is where it really branches, shifting the immediate plot and genre to cater to Grace's immediate choices, and that's exciting. It always head toward the same end point, broadly speaking, but how you get there is your story. That's the choices mattering.