Moai is more than just a framework-based engine - or at least, Double Fine extended it with their own narrative game building tools. Broken Age consists of 5 hours of cutscenes and dialogue, and scripting all that to a high quality would have taken ages and mentally exhausting.
What if I told you that those five hours of scripted cutscenes were done by only one animator? ONE! With a tremendous amount of dialogue.
So how did they accomplish this?
1) the characters and various other animated elements in the scenes are segmented objects, animated in an external app (they used Maya at the time)
2) these canned animations are then imported their custom cutscene editor and combined in the scene. This is all visual, and done with a nice timeline which includes full camera control and allows for layering and parallax.
This allows for real-time previewing and editing of cutscenes and dialogues.
3) another tool, the Animation Toolbox, was used to organize sets of animations for various joints in the characters (allowing for facial expressions, automated lip sync, etc.). Lip sync was automated.
Anyway, the point is that no scripting or coding was used to animate and control these cutscenes, and the same tool could be used to control animations of characters in the playable scenes as well.
The way I see it, it would be Visionaire's next step forward if it would allow us to:
1) create animated elements (flat 2d rigged characters, animated background elements and items) in Blender, Spine, any 3d app
2) export to Collada
3) import those elements and sub animations into Visionaire for characters, backgrounds, and items.
4) Visionaire would include a scene-based cutscene editor dope sheet timeline that allows for visual camera control, NPC movement, simple tween-based animation of elements, placement of scene components, and simple choice of various imported elements to cut and paste a scene together, including dialogue trees. Allow for simple parallax layering and placement. Quick placement of objects and characters, other elements on various layers.
5) multiple timelines could be added to a scene, and timelines can consist of nested timelines.
6) easy visual selection of sub-animations.
Scene editor timelines are nothing new, really. Most major game engines have these built-in now: Unity, Godot Engine, Unreal, Flash, and so forth.
Visionaire, a narrative game building tool, has none of this, and still builds on the simple frame-based animation that were introduced in the 80s and the beginning of the nineties.
PS the entire Broken Age development documentary is free to watch here:
Really interesting up and close documentary about the making of a modern point-and-click adventure game, and a nice insight into the minds of two of the most seasoned classic adventure game designers (of Lucasarts fame!) Tim schafer and Ron Gilbert.