"This game has X 'routes' & so, to get my 'value' out of the game, I must experience them all so I got everything I paid for."
How common is this view in the playerbase? How can we write meaningful narrative choices with consequences (ignoring the economics of doing so) if players are unable to accept that they have agency to choose paths & doing so does close off the path not taken? I hate the idea of people "farming" all paths because they feel like unseen content 'steals' from their value.

@shivoa I think it's not necessarily about monetary value mostly just FOMO

More about having something you really liked, learning that there's more of it, but getting to the stuff you missed generally requires repeating things you already did.
I think this hurts story-based games more than action games, think about rewatching a 2h movie just to get like 2 scenes you hadn't seen before.

Games that just allow you to skip to certain places (Zero Escape etc) do seem to alleviate that a lot