It's kinda weird to think back to that era, where people thought this was going to be the future of entertainment (FMV + user-controlled stories). At the time I think there were even people making movies in this format, where they'd film a bunch of stuff and the audience would vote on which direction the narrative would take. None of that ever got beyond the testing phase, of course. Strangely they hit the same barrier that prevents current day game developers from giving players real, significant tangible choices -- every branch of a story requires a ton of money to produce, and if players chose the opposite branch then you've spent all this money producing 1 possible narrative that won't be seen by the customer. It just doesn't make economical sense to spend so much effort on alternate narratives, so every choice we're given in a game is usually just a side mission or a sub-plot that quickly concludes so that the freedom-less main narrative can continue (consider the PlayboyX storyline of GTA4).
Fortunately, Plumbers Don't Wear Ties doesn't have this problem since it's such an incredibly cheap piece of shit that they could film several varied storylines and let you swap between them. I'd like to get ahold of the real game and play out all the alternate choices.