I've previously made mention of
limitations of choice and "player freedom", so it's kind of nice to see someone who did some development on the game kind of back up why there will always be fundamental difficulties with this kind of design philosophy, even if it's from a bit of a different angle. Shit, if I had to try to write scenes and always make them vague enough that it works for all types of characters no matter who/what is involved OR if I had to start writing alternative versions to cover all the different major variations, I'd probably give up pretty damned fast too. It sounds both very obnoxious and limiting, which has to make it frustrating to always work inside that framework.
I think at some point, we have to recognize that any game, even a living and still developing game like DoL, is ultimately still just a game, and every game has its core strengths and weaknesses, and those weaknesses will inevitably start to feel very amplified if you spend enough time ramming your head against them. It'd be nice if we could selectively erase parts of our brains so that we could experience things for the first time again, but we all stop playing what were once our favorite games (and watching our favorite movies, reading our favorite books, listening to our favorite music albums, etc.) eventually...even if we come back to them again years down the line. Too much repetition without new and interesting variations becomes predictable becomes rote and mindless becomes tired and painful becomes existential boredom and terror, it's just how we work. Life would be a lot simpler for everyone if it wasn't, though.