Moving dialogue and narrative forward is something laudable to me. I have followed AI and narrative systems in games for a long time, and it has been static for a number of years. A very large number of years.
[aside] I am just a music graduate, for what that might be worth, yet I find these systems fascinating. Almost to the level of "highbrow" musical composition, with structural and artistics levels not strictly comparable to more commercially viable forms of music composition. [/aside]
I find something by Richard Evans, like GOGAR or "Blood and Laurels," innovative for the gaming industry. Something which can move AI forward, which can create truly emergent narratives, and conversations instead of 20 lines of "Yes" "No" [Faction] Let me Deal with him" "[Faction" For caps, I can do the do" etc...
This is not exclusive to this game, it has been the same for a very long time. Pre-scripted "romance" option, pre-determined outcomes which form a funnel which essentially leads to the same outcome.
From what I have observed, and my own experience, players don't care. They want to shoot or win the game. I gave up on anything meaningful a long time ago, despite systems claiming otherwise.