Third, let's go deeper. Let's argue here that a board game in the vein of CNES was ever the same experience as EoE (again, I use this example because it's the most well-known example of that genre, though countless others existed and failed). In your line of reasoning CNES, a standardized experience, should have run smoothly, on time, and with limited issues. Now, what happened? It didn't. Why? Cause some people wanted more out of it, but you didn't follow through. Some people wanted narrative, and you shunned it in favor of the "game." Now, what did we gain from that besides a colossal waste of time that also failed anyway, despite it being mostly standardized and automated?
Hahaha, oh, dear, now this is a true waste of effort. I am focusing on this because I believe it represents the very soul of your argumentation here. Do you consider my position to be one of apostasy and betrayal? Is that why you attempt to humiliate me by shaming my work in full view of everyone? You will not succeed in wrenching tears from me, because I regret nothing about CNES. It was a valuable experiment.
You should know that what I learned from CNES seems to be very different from what you took away. CNES taught me that you can't please all the people all the time, indeed - but what it really taught me was that people will expect to be pleased all the time if you don't tell them not to be. Any NES can be anything to anyone unless it explicitly declares it is not. The very fact that CNES might deign not to be a narrative exercise versus a game or vice-versa was inconceivable to some people. CNES taught me how very crucial it is that we define our games. EoE needs no defining because it had an audience that didn't ask for it, and that audience, the only people that played it, the same people that played it for years, did not need to be sold on it; but how many people were told EoE was the height of the hobby, only to end up slinking away, unsatisfied, as it was not to their liking? They exist, whether you like to believe it or not.
I am the voice of the voiceless unsatisfied, the few who demand rules, accountability, structure, and plausibility from my games. There are people in this very thread saying we must be satisfied with islands of success in a sea of failure. I am saying it doesn't have to be that way so long as you look past the superficial into the mechanics of what you are doing. You! Reading this, who have yet commented, and perhaps think I'm a crazy goon with nothing better to do than get mad about NESing. Ask yourself what it really means to "run" a "NES/IOT." Ask yourself what makes it difficult. Ask yourself what it would take to change that. Instead of sitting on your hands and declaring that NES is simply "hard work for smart people," ask yourself why it must be that way - and you will see this place for what it really is.
What you want NESing to be matters little to everyone else. Same as what I want it to be. We all have our favorites and try to bring some of that to each new game we join. You can't please everyone, so stop trying. You can't define a rose in a way that is objectively beautiful. I like pink, you like green, who cares. That's the end of it. Try to fill your own niche and run a successful game in it rather than bringing everyone down in some overzealous effort to save a thing that doesn't need saving.
What is a rose?