Needless to say without human moderation you can only do what a game is programmed to allow.
I find your reply to be odd. I have to ask: Are you perhaps suggesting that a human gamer in a computer game, either have no sense of free agency on behalf of self for when playing the game in the game world, or that games are just linear in nature to the extreme for the simple reason that games are a result of humans programming a game?
It sounds to me like you don't imagine a game offering the possibility of there being an adventure for the player that is more open ended and an adventure that isn't scripted and pre-decided by game devs. I am not entertaining the notion of there being some form of true artificial intelligence in running the game world here, I thought such would be fairly obvious to all of you on the forum. I also think that any notion of simply "playing through a story" isn't what people in general find acceptable in relation to anyone making a Cyberpunk game, unless they perhaps played games like "The last of us" which iirc seems to have very restricted gameplay mechanics.
In order to try briefly sketch up a basic framework for understanding how to think about 'player options' in games (that aren't just gimmicks that rely on scripted behavior, I want to point out some aspects to games that I think is the antithesis to playing a game that is a so called 'theme park'. "Theme park" meaning, select an event and enjoy for what the event has to offer, and then there would be little or no, meaningful gameplay, in between the events. Playing a game with basic immersion-into-the-game-world would be something that rely on the player to suspend his/her disbelief, and so entails an gaming experience in which the gamer can believe that his/her player character is free to make meaningful choices, that aren't basically forced by having to always chose between event like situations. A 'firefight' would be one type of event. Purchasing items from a store, would be another type of event. Driving around, or even, walking, would also be type of event. So my argument here is that the more the event types in a game tending to being limited to a limited set of choices on par of a game's mechanics, the closer one gets to some crude definition of a game being 'theme park' like.
1
Free time management. Being free to do what you want with your time playing the game, as opposed to playing against an artificial timer for gating the player in games to do or for achieving things in that game. A related example of non-free time management, would be the following below in point 2.
2
Free agency. Free agency, is perhaps best understood, if a gamer is not simply trapped inside an event, in order to get to experience the event as game devs envision it. Similar to time managment aspect.
These two points are ofc, has nothing to do with the mere predicament of one's situation. So, in theory, the more meaningful ones situation is perceived by you as a gamer, the less fake and less forced the gameplay would seem.
And finally, I am at the end here, in simply suggesting that having a sensible range of 'player options' in games is this basic thing that go well with merging the gamer's interest in playing a game in the first place, which in theory successfully suspends his/her disbelief, such that that gamer can get to be immersed-into-the-game-world, and so to speak experience immersion, without being forcefully "drowned", or heh, being "merged" if one finds the dictionary info to be especially meaningful in this particular instance.
Origin and Etymology of immerse (Merriam Webster online dictionary)
Middle English, from Latin
immersus, past participle of
immergere, from
in- +
mergereto merge