If there is one outcome, remove the guise of control. Have my character speak for me. I don’t fucking care. I’d rather feel like my character is doing or saying something I wouldn’t personally do than for me to be given a fucking pop-up that means nothing and is just there to reinforce a self-insert facade. At least make a bit out of it if you’re gonna do it. It’s genuinely one of the worst pieces of game design outside of legitimately predatory behavior.
I had great fun with that game because all your dialogue choices were on a timer, so you always had the option to just not say anything. I always picked that option, every character I controlled would spend every single conversation staring blankly ahead, dumbfounded and unable to find any words to answer even the most basic question, while the other party would spend the conversation talking themselves into helping me. Turned the entire game into a comedy.
that actually sounds hilarious. this is why i think all games with dialogue options should always have a "say nothing" option at all times. i cant recall where ive seen it before, but other games have played around with the comedy of that