Decisions have to pose real, plausible alternatives, or they aren't real decisions. It must be entirely reasonable for a player to make a decision one way in one game, and a different way in the next. Hypertext is inherently non-linear, so that the traditional narrative is wholly inappropriate to hypertext work Writers of hypertext fiction are trying to explore the nature of human existence, as does the traditional story, but in a way that permits multiple viewpoints, temporal leaps, and reader construction of the experience. Stories are linear. Games are not.
Games require active participation.
A game is a form of art in which participants, termed players, make decisions in order to manage resources through game tokens in the pursuit of a goal. The game state changes with the players' actions. But interaction has no value in itself. Interaction must have purpose. Suppose we have a product that's interactive.