It isn't just about allowing more content, it's also very much about allowing us to create better content. By way of example think about a bartender. If you want them to look really intelligent, they need to be able to formulate complex responses to a given stimulus. A request from a patron for a drink might cause them to head on over to the sink grab a glass, walk to the beer tap use it, then put the drink on the table in front of the customer. And depending upon whether or not they get stiffed either head back behind the bar or call security. The issue though is that you need your characters to be able to respond to lots and lots of different stimuli. A glass that falls on the floor and breaks needs to be swept up, a garbage can that's full needs to be emptied, a rowdy patron needs to be warned to quiet down and on and on and on. These responses also need to be prioritized it's okay to stop cleaning dishes to break up a fight, but not vice versa. There are a lot of subtleties like whether or not stimulus needs to propagate after a character has agreed to respond. The sound of a gunshot should affect everyone but a request for a drink can only be filled by a single server. These sub-activities is as I call them also need to be able to be combined when appropriate. The characters need to be able to walk and chew gum at the same time. The problem becomes more apparent when you consider that the game will have a lot more than bartenders. You're gonna have shopkeepers, tourists, vandals, security guards, and loads and loads of other types of characters. All of which are going to need, you know, an extensive array of potential responses. These are precisely the types of problems that Subsumption was designed to handle.