Thanks, I enjoyed reading the article.
That said, I’m pretty sure that they said the e3 demo wasn’t scripted (edit: the quote in your article confirms it, too).
We were expecting, at the time, a game like in the demos. But as you stated, it’s probably more content related, in that they didn’t actually schedule much (or any) complex combinations of those packaged behaviours or npc2npc interactions as shown in the demos - leaving only simple instances of the packages you described. Maybe the dependency chain of goals has some concrete limit, for example.
It’s mostly just “go here”, “find food”, “eat food”, “sleep” (which I suppose emulates life, but isn’t what we were expecting).
Although I guess that the amount/complexity of wrangling the behaviours of 1000 (???) npcs to stop the game being unplayable due to goals being destroyed is why it’s just so passive in its release form.