It is important to note that with many choices comes great responsibility. A common pitfall in designing game mechanics considering the range of choices they offer is to go for quantity instead of quality.
More choices don't translate into better games unless those choices are meaningful! If a dialogue with an NPC offers a vast range of possible answers, but none of them really affect the game with different consequences, or maybe 50% of them lead to a consequence and the other 50% to just another….that would be a pretty poor implementation.
If striking an enemy with a quick attack produces the same outcome as using a heavy attack...it is as if there is no real choice at all.