Despite its stated goals, "Edge of the Cliff" is not actually non-interactive. Once past the initial questions (Spoiler - click to show)(false choices which still manage to frame the content of the piece, and can only be said to actually have been ignored *if* the player chooses a configuration other than the pre-authored one and *then* executes a command-- such as examining oneself-- which allows them to see that one's input has, in fact, been ignored), the player's choices matter. Choice and interactivity shape the content of the narrative in some significant ways. (Spoiler - click to show)Does the PC roll off the cliff in his/her sleep? Trip and fall? About what is the PC so concerned? Yes, these all ultimately wind up with the same end effect, but with different paths come different content and different meanings.
What I think this piece does successfully is to-- in a quick, highly replayable fashion-- portray a lack of agency. We may take actions, but even the PC seems to take any one of them too far (often by no fault or intention of his/her own). Its style is humorous: a farcical mode that pokes fun at overwrought or overly serious writing, at least funny enough to make me laugh.
"The Edge of the Cliff" may not have succeeded at non-interactivity, but it certainly fails interestingly.