Clear
Game choices can be no more nor no less real than real life choices. Consequences are more often than not out of your control. I'd rather have a game with dead ends to explore than have a game with complete linearity. I'd rather have a character comment on a quest choice I took than just follow its linear script. You are insinuating that anything that features player agency is not worth having since it's 'not real'/scripted as well.
I believe that games don't require the player to make meaningful choices when it comes to story. I also believe, however, that game's narratives are more than just a piece of script on a paper or a sequence of cut scenes. Xenoblade, one my favorite games, features 10 hours of cut scenes. Its story is fundamentally linear. The area progression is fundamentally linear. Still, it's one of the most immersive experiences I've had due to the game being constructed in a way that gives room for thought. No matter if it's for a side quest, a world building element or side character's story; it gives me the ability to experience and learn by myself. No one forces me to make the connection that this NPC I met in hour 30 of the game is related to that other NPC I met 3 hours into the game. Their stories or characterizations don't matter in the long run, yet me figuring out their connection based on their dialogue and discovering the relationships, routines and lifes of NPCs helps me establish a connection to the game's world and narrative.
Watching Xenoblade's cut scenes will give you most of the game's story. It will not give you much on its _world_, however.
The Last of Us does none of these things. And that's why I'm not excited.