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Speaking of text interactions, I starter playing the game "Between the Stars" that includes hundreds of small written encounters and random "crew interaction" events. Those really do a great job at livening up the otherwise barren world (especially the ongoing events that act as some sort of secondary passive quests), and I particularly love how they do text-based wreck exploration and boarding. It's a shame that the game is otherwise not great due to a terrible UI, camera and controls, but those encounters are what is keeping me invested. It's probably worth a look if only to get some inspiration.
I do have to agree with this sentiment. Recently I played Crying Sun and even though the story is quite lite. It's the constant little amounts of text that appear really immerse the player. With videogames, I think immersion is a requirement for having a great story. But for me, I personally don't care much about the story as in "events that happen".
A writing tip that I always hear editors throw around is that create a grand story, a mythology, one that spans multiple life times, with many characters and events that happen. Now create your POVs, multiple or singular, only getting to access a slice of that grand story. That is only two layers, more layers the better. Stuff we all know like LOTR, GOT, STARWARS, all have great stories because there is multiple layers in the writing, thus it is more engaging.