The player would then play the game and perhaps never realise there was supposed to be some big problem to solve. Theoretically it would be possible to avert the entire affair by accidentally rolling a boulder off a cliff and this landing on the main antagonist.
The main plot is essentially just an extension of this. Similarly with events, we want everything to be connected and affected by whatever you do or happens. No content is isolated, there's an open world and a single vast interconnected underworld rather than a series of small dungeons. An apparently simple premise can escalate into almost anything and by doing things you always discover more things to do and get more deeply involved. The events there are dynamic, based on player actions. Update #12 is intended as an example of a game experience from the player character's perspective. You might actually lose more than you gain by doing so. You don't do quests and get rewarded for completing them, there's stuff going and you can get involved.