Well, for starters, what's mentioned in the About section on the webpage is a very different kind of micro-level task simulation, where what is simulated is a system of completing numerous small repetitive tasks for purely instrumental purposes (e.g., crafting weapons for better stats, gathering herbs to make potions for coded bonuses, grinding mobs to gain levels and be the most powerful fighter, etc). Avaria is more of a macro-level world simulation, where world events are playing out in the background (weather events, geopolitical strife, criminal conspiracies, mysterious phenomena, and the like), and these impinge on the playable setting in various ways.
I think the picture newer players have of the earlier Alpha stages ends up being skewed in various ways. First off, the initial ship phase was wildly different from anything that came after, and while it was exciting and intense it was completely unsustainable from a long-term (or really all but the shortest-term) staff perspective. It was also not even particularly to the taste of some players who preferred a slower and more low-key style -- a style that in itself is probably actually more suited to Avaria as planned, and one that doesn't necessitate essentially playing for at least a few hours every single day to keep up, and even then playing in a really intense and often in-your-face barge-into-everything way.
After the ship wrecked in St. Loomis, things were totally different, and far far slower. Essentially there were two plotlines there. The first was the very broad one where all the shipwreckees had to deal with living in a foreign land while maybe trying to solve some of the strange background mysteries there in hopes of getting home, all while some xenophobic NPCs were being not very nice to them. The second plotline was the witch plotline, which played out in a pretty small handful of overall very short scenes over about nine months, but which did admittedly have a couple of cool inflection points: namely, the horrific murders and the capture of the perpetrator of them, and the grand finale event. The witch plotline was the only one that was any kind of big more-or-less single-narrative story, in a period of over two years spent in St. Loomis.
The PCs who were there just tend to talk about the witch plot a lot (and the few months on the ship) because it was, in effect, the only really "big" thing that has happened. People also don't tend to post logs or talk too much about anything more small-scale and personal they're up to, and as far as the logs I posted as admin -- yes, they're basically everything major that happened in St. Loomis.
As for why there was at least that one more-typical active MUD plotline in St. Loomis, that mostly comes down to the admin time available. When PCs got to St. Loomis, the entire town and surrounding area were fully built and filled in with jobs, shops, resources, crafting supplies, flora and fauna, and everything else necessary for self-sufficiency. There were also two staffers still each spending a fair amount of time on their separate development spheres. And while I provided the background lore and a lot of the "supporting cast" of the witch plotline and for St. Loomis in general, Pilgrim was the one who was responsible for the key NPCs (namely, the witch and the murderer) and had the time to run the murderer events, some short witch interactions, and the finale. And even with that, there were plenty of long dull periods where mostly not a lot happened.
In this phase, I am essentially the only admin working full-time-in-my-off-time from RL work, and I'm having to juggle essentially everything that isn't serious coding, including helping with PCs' own stories, in a locale where there is still a huge amount of stuff to even be set up and built. That means that even if I would like to do more dramatic and driven plotlines (and I would), I simply don't have the time and energy for it. And yes, there are some times when I play in Avaria simply for my own personal enjoyment, because not doing that is a road to complete burn-out.
It has been a huge labor of love to carry Avaria this far, and despite the definite very high amount of labor in that equation, the love variable guarantees that I'm not about stop working on it (and working with Pilgrim on it to the degree that their current life circumstances allow them). But for the time being it's regrettably the case that stories are probably going to continue to be relatively low-key and slow-moving, because that's the only thing that is really sustainable right now.