f I need book - I read book. I do it everyday. If I need a game - I play game.
I think many modern game developers agree with you on this point. Games are an interactive medium; much of what's happened with stories in games is that they're becoming more centered around player input (or randomness in some cases) producing a unique story rather than a traditional linear story. The role of stories in games is shifting away from being a source of entertainment in and of itself, to adding a sense of impact to player actions.
There are three types of video game stories that are emerging, the way I see it. First of all, there's completely emergent stories. These stories are very basic, but defined entirely by in game elements. This includes "make your own history" games like Total War and Crusader Kings, as well as "find out what happens to your virtual friends" games like Xcom and FTL. Oh, and DF, of course. Then there's branching storyline games, where the player picks between multiple linear stories. Most modern RPGs are this. Then there's immersive games, which tell a simple or linear story and do everything in their power to make the player feel like they ARE the main character. Some examples: the recent Batman games, Amnesia: TDD, and Valve's single player games.
It'll be interesting to see where these things go. Branching stories and emergent stories both have serious limitations that repeatedly come up. Emergent stories tend to be simple and potentially repetitive, while branching stories are usually the same linear story with a few different lines of dialog based on what the player chooses. Those aren't insolvable problems though. Many branching stories have been going for changing the tone rather than the overall plot outline (Mass Effect is a good example of this), while activating the world in DF should bring emergent stories to a new level of complexity, assuming it works of course.