I think you are reaching too much in your search for complexity. It's a more kids-oriented games and those will always have weaker stories (Lego games, LittleBigPlanet, etc).
This kind of subtle narrative you add here isn't very uncommon in story-driven games. The final hospital sequence on TLOU and the earlier Ellie sequences are good examples of non-dialogue gameplay mechanics and plot decisions made to create a better relation between player and user.








