And once again, I decide to jump into a thread without reading the whole (seven page) thing. Hopefully don't go making myself look ridiculous, it's just that there's only one thing I actually feel like I need to respond to.
The only way the game would be able to handle things the way you want, like a Dungeon Master in a Pen and Paper game, would be for the game to be an AI advanced far beyond the latest http://en.wikipedia.org/wiki/Deep_Blue_(chess_computer)-type chess playing computer.
In short, what you are asking for (nay, demanding and insisting it's possible because you want it "so there, nyaaaah") is simply. not. possible.
This is
simply. not. true. Obviously it
is impossible for a game to function
exactly like a dungeon master... but he didn't say he wants it to work
exactly like that, and the context of his posts makes it pretty clear that that's not what he's asking for. What he wants is a game world that reacts on a significant basis to the actions of the player and to most everything that the player does to it, which is more or less the role that a DM takes. That's doable, and even practical. It would just require that the game be practically built around it, and would require a
lot of clever scripting and programming for it to work efficiently. There are already games that do most of the individual things this would require though, and implementing it on a larger scale would just involve bringing those things together.
Clear as mud. Maybe story and gameplay are totally different things in some genres, but in CRPGs they're about as inseparable as things can be. If story doesn't matter to you, then you're in the wrong place.
This is also untrue. There are a lot of CRPGs that have little to no story,
especially the older ones. The almost universal focus on plot in them is more of a recent fad for them than a fundamental element of their design.