That's the thing- it really didn't. Loom was novel for its lack of violence, and lack of a way to lose. But games like Neuromancer predated Loom by years, and were already using (comparatively) complex interfaces, for example.
LucasFilm Games was a noteworthy studio, among many other reasons, because they weren't dedicated to making shooters when that was clearly where the money was going. The shooter that they did produce (Dark Forces) was also better than Hexen. The "lack of a way to lose" was what distinguished them from Sierra Publishing, the only other interesting video game studio of the era.
LOOM™ was novel within the context of the studio, for being radically simplistic with the interface, considering how far they'd already "dumbed down" the interface from spiritual predecessors like Zork.
A side note: If you have not already seen Professor Moriarty's lecture on the actual origins of the CYOA format, this is probably the most interesting thing you will read all year: http://ludix.com/moriarty/electric.html
An interesting read. I was just wondering what Moriarty had done since Loom, something the article doesn't mention (presumably saved for the future article it hints will feature his exit from the industry), so thanks for a peek into his more recent career.
I praised Loom for its inventive simplicity, and how it avoids text towards direct interaction, and you refute that by referencing Neuromancer, a game with, in your words, a "(comparatively) complex interface."
Neuromancer is riddled with complex text interfaces for every interaction. Every choice demands a read through, along with several text selections to decide from. Here's a video of how awful it is. https://www.youtube.com/watch?v=5tNMdbq_Z7w
Awful? Those few minutes of example show more player agency than the entirety of Loom combined. This is not a novel criticism- it was one of the main complaints levelled against Loom when it first came out.
There's a difference between text you read, and text you have to guess at/type (ie, the find-the-synonym frustrations of Infocom games).
Player agency in a medium without unlimited outcomes is a Choose Your Own Adventure, where the trick is done in plain sight and therefore unconvincing. Loom is just trying to tell a linear story in a convincing manner with the tools it has available, and it elevated the tools available. That's my only point.