Weirdly, Firewatch gave me a bigger sense of freedom than a whole lot of games I've played recently, even though it was basically on rails.
I think that a lot of that feeling was caused by how my choices had no mechanical affect on the game. Not worrying about how my decisions would affect gameplay gave me more ability to choose what felt right.
In a related way, the world being basically empty helped with that too.
Not a perfect game, but I'm glad I played it.
Oh, another thing I liked about Firewatch: dialogue options don't have any morality tagging in the UI. No "this is the nice option, this is the mean option". There is no niceness tracker. Again, letting you make choices free of gameplay constraints.
I can see the utility of indicating tone (angry/sarcastic/reassuring/whatever) in dialogue choices but that so often slips into coding an artificial framework on top of choices.