Much great input here, especially from you NeoShaman that I won’t be able to go point by point. Yes epigenetics! Evolution appears to become less blind the further we go along, maybe even go full circle by the time we are surviving our new AI overlords.
Trying to design a highly functioning dialogue/interaction system AROUND other game mechanics would be the problem, so they shouldn’t be.
The goal would not be to mimic casual or emergent conversation but instead the fundamentals behind human, and most social animal relationships - Loyalty, Sharing information, personality trait that act as a fuzzy logic float score (Base Stat that exists on a spectrum.), Intrinsic motivation such as the desire to breed, survive, be popular, or perhaps increase one’s knowledge and skills - whatever it may be. The capacity to suffer, have memories, neurosis, their own agenda’s.
The Sims threw out the dialogue and used emotes instead, so that they could focus on doing so many other things right.
Are these anything more than data points with sliding scale priorities versus having magic potions, casting fireballs, resistance checks, skill trees?
Such as how combat systems don’t have to make sense as in reality (Fantasy systems too), but simply must follow their own rule and make sense within their own context, this wouldn’t actually require the entitie to be self aware. They just need to not fucking stand around with a HP/MP bar over their head in the middle of the forest, waiting for an adventurer to come along and kill them for the 555th time, so loot can be collected.
The player doesn’t always have to be on a quest to save the world and barge into stranger’s homes, and since Dwarf Fortress there is a large user base that wished they could play a small role in a big, diverse world that has a lot more going on than just their own actions.