In my experience it’s all about seating the player in the character and offering choices that speak to tension of the scene. I’ve had issues with a few choice games this year that just give you a grab bag of choices at each juncture that seem to have been decided just to be as diverse as possible. They haven’t told me who the character is yet and honestly I have no stake in where they go.
Someone asked me recently if coming up with choices is hard because I have to imagine everything the player might want to do. I don’t really care what any random player might want to do. I care about what my games character is experiencing and what their available choices say about who they are and how they speak to their current struggle. Saying: You’re at a dinner party, you can do anything! What do you want to do? That’s boring to me. Saying you’re at a dinner party with the family you were astranged from since yesterday. You’re here because you’ve felt guilty for leaving for years. How do you deal with the uncle who’s acting like there isn’t a giant elephant in the room? That’s a lot more interesting and if you do your job setting the scene and character right so the player is in their shoes, they tend to have an immediate visceral reaction of how they’d respond, and only have choice paralysis in moments when the character is feeling the same thing.