We shouldn’t kid ourselves. There is no way in hell than any dialogue system will ever achieve the same complexity of a traditional combat system because you don’t have the same repetitive tasks and variations in a meaningful quest, even if you consider different choices, items, etc. I think what is happening is this: some people here value stat/skill checks, interesting settings, NPCs, etc., and think these things should be an essential ingredient of a cRPG; while other people, like you, think this distracts from the core of gameplay, which should be the combat and exploration, and think this is pretentious because cRPGs are not books. I value the combat and exploration too, but I also want compelling settings, choices, and quests. It’s really hard to keep interested in cRPGs when you killed an orc or did a FedEx quest for the thousandth time. What is worse, I don’t think you can have a compelling setting with the kind of emergent gameplay and freedom players like you aspire to, so we will be fated to discuss and disagree about these things forever, just like Sisyphus was fated to roll his boulder up a hill.