Some very interesting notes that have occupied my thinking over the past days. I think predominantly that I still very much think in a linear fashion and I would like to make a small defence on that - keeping in mind that you are proposing a
method of thinking, even if a little bit militant.
First of all, I very much like some solutions you have to problems such as introducing new enemies, linking story fragments, and such. This is excellent for certain types of games. I would very much enjoy reading a paper on the subject of narrative synthesis in terms of these events. We can make an extensive list.
However... stories are more than setting and a series of events. I enjoy carefully crafted stories which go from event to event in an artistically well-developed way. The sequence and speed at which events are brought to me can be as pleasing as the events themselves. I am not saying that your method cannot incorporate this - it has some resemblance to Valve's director AI, making 'waves' of enemies at the player's level, taking in account battle fatigue, randomness... but with plot elements. That is very interesting. But it also means the story being told has that element of 'fudginess'. And that is something I as a writer
nor as a viewer enjoy - as unpostmodern of me as that may be. I enjoy knowing the story the writer is telling me - ambiguousness as a tool, but never in the main medium. And this is where I have some problems with what you propose.
You take the act of discovery as the 'main' act. Which is not odd, considering games are so connected to giving choice. But I would argue that is not a necessity. In my current game I have taken a fixed story and given the player things to do within the story - just small things, unconscious actions. But it provides for an interesting experience. As I develop this theory further I will create more sophisticated forms of non-choice interaction.
I think this focus on action is worthwhile in a game such as which you are working on - and in games such as The Path, in which exploration is key. But as much as I enjoy these games, they to me always keep that 'floaty' feeling - walking around old houses, collecting diaries. Even when the actions are acute, such as in The Path, the experience becomes slightly less 'rigid'; enhancing that it is 'my story' but to me decreasing the experience of a well-crafted story. If the actions are non-acute I feel I am discovering that something was interesting (a critique from Robert Yang in a blog post, I think) and if they are I feel slightly disjointed because the story is not as quick and snappy. Exploring an old house is very much an event-based thing, but is sitting with a pretty girl on a picnic cloth? You can divide that narrative up into segments that can be reshuffled into different orders but... I would be comfortable accepting that the story is fixed, to be frank, rather than expect the designer to out of his way to provide for me to look at the miniature bottle of wine earlier than expected.
I am thinking of a small personal project (oh if ever) about small happy personal memories and I think the method in which I find something for the player to do, rather than let the player free and run after him to get my tale through, fits better the tightness and self-containedness of these memories.
In short, I am wondering how you can apply this theory to far more interconnected events, such as picnicking with miniature bottles of wine