This topic title game me serious 'nam flashbacks of PCB Phantasm.
As a fan of all of Paul's topics and debates here, I'm at odd with this post, since there's really nothing there to argue with. Pretty much everything here is true, and follows from the originating logic. In the interest of starting a debate and getting the topic rolling, I'll go ahead and attempt an extreme opinion on the situation, and hope for a devil's advocate if nothing else.
Personally, I think game developers are being too lazy in terms of creating these systems above. I'd even go so far as to say they're being too lazy with the systems that are already put into place. I can understand that there are risks, and large amounts of programming involved to develop systems that Paul is speaking of, but even ignoring advanced programming of open ended scenarios with enriched directions and overarching plot there are still problems of breaking the player's immersion though simple things like
gameplay and story segregation. Under Aversions of the linked page, there is an example from Final Fantasy V, a game on the SNES, where a character who is killed off for real has the entire party attempt to case healing spells and potions on the character, including the "Raise" or "Life" spell. In a later game of the series, on a later system, in a game with a deeper storyline, They pull a similar thing with Aeris in Final Fantasy VII, except the rest of the party do not even attempt to use healing items or spells. This puts into perspective the overall laziness when it comes to providing players with the sort of immersion that these games should be striving to achieve. Even the very act of something happening in the game having some co-relation with the way the game is played is put onto a pedestal, when it really should be a common happenstance.
hopefully, there are some games working to overcome the initial problem of having one side or the other control everything that happens. I know Nippon Ichi has been attempting this, and it's apparent in their games. Starting with Disgaea as a reference point, I have to bring up the Item World. Item world was randomly generated to the point where there would be occasions where it was impossible to get to the next level because the exit warp and the starting panel were on completely different islands that don't face each other on a vertical or horizontal platform. It's easy enough to laud this as a failure, but there is no such thing as failure in experiments. This is the kind of step forward needed, and Nippon Ichi has since developed games that try to progress into this territory. Cladun: This is an RPG attempts to give the player control over his/her characters, giving them the ability to paint over the face, and change their personality, dialog, and even the character's personal final boss. Then there's Zettai Hero Project, which promises to give the player customization over everything in the game, including the MC's body, base of operations, and event scenes. We'll have to wait to see just how it holds up in this respect though.
It's arguable that the games above don't exactly break out into the area between player control and director control that Paul is talking about, but there are precious few games that are willing to give the player this much control over everything while still attempt to integrate the player's ideas into the rest of the game, rather than it just being a pretty face and a blank area in the voice acting where the character's default name should have been.