You make a good point. And I'm absolutely with you on movies being like a kinetic novel where we go along with the ride with the director in the driving seat. But that is where the concept of a "game" deviates away from the movies/books approach entirely. It breaks the limitations of being kinetic and gives control to the player. They get to decide what will be Lisa's fate. A romantic lovebird or a slutty bimbo. Unlike a movie, that is for the masses, most gamers play such games solo after-all!
And I believe that is ultimately what Palegrass is aiming for as well. I apologize to him if I'm being presumptuously wrong in this observation, but as part of an indie game developing circle myself, I believe his foremost goal is to make his game attractive to multiple category of gamers. If he locks himself into just one particular flow like a movie, he will find a dedicated loyal fanbase, but will essentially cut his supporter base down drastically. Not because his game is bad but because suddenly people will go, "Wow nice looking game but man am I not a fan of XYZ, so hard pass for me."
All in all, I see your point of view and definitely feel it's valid given how much work will have to be poured to bring it to final fruition, but Palegrass's approach to make each gamer the director of the game and make Lisa's story their own, is not an approach without merit either. And in the end, given how much work he has already done, he clearly understands the amount of effort and preparation needed himself. The fact that he is still at it just shows how much he is dedicated to the concept after-all. All we can do on our part is to excercise patience and pray that the game develops out completely.