I keep thinking about control in games. Because I'm a simulationist at heart. I want to know that if I push this to happen, then other things happen descending from it.
I remember reading Choose-Your-Own-Adventure books, which fascinated me even if I never followed the combat rules or anything else that required stats or dice. It didn't bother me that I couldn't "choose the things I wanted", because it was presented in such a way that it was obvious there was no real simulation involved. I was just navigating something that was already written.
Similarly, I don't feel disappointed by adventure games or other very heavily-scripted games, because it's obvious there's not any kind of adaptive simulation. Funnily enough, as soon as these games include even a hint of adaptive simulation - such as giving you choices between two distinct plot branches - I start to get itchy.
"You gave me a choice, which means you CAN give me choices, which means you SHOULD give me choices, but you aren't, which means you suck!"
Obviously, I understand intellectually that most of these choices are of the choose-you-own-adventure variety and are not simulated. But I grew up with so many simulators that the itch is very strong.
This is the reason I dislike Knights of the Old Republic, and anything else that gives you "good or bad" choices. At first it seems like a simulation to my instincts, but even when I realize it's not, I still want more detailed and reactive control over my goodness and badness.
Do any of you have this problem?