A subtle but important factor is choice architecture. Presenting three options that are just 'Yes,' 'Sarcastic Yes,' and 'No (but actually Yes)' is bad balance. It makes the gameplay interactivity feel fake. Good balance offers choices that are distinct in tone, consequence, or moral alignment, and the narration then acknowledges that distinction meaningfully. The player's mental effort in choosing is the gameplay, and the narrative's response is the reward. That feedback loop is essential.