I posted that comment too quickly and made significant edits.
Regardless, I don't think marketing it as something similar to dinner theater would have set the proper expectations. Not that I think their actual marketing did a good job either (far from it), but I think marketing along the lines of what you mentioned may have caused more people to have a poor experience because they would not have realized how much they needed to actively participate and engage with the characters. While I don't think LARPing is necessarily the best description of the experience, I do think it's closer to what they were going for than any of the things you listed.
It wasn't designed as something where you just sit back and watch a story play out in front of you; if you do that you were only getting a tiny fraction of the intended experience. You were supposed to be part of the story (and that's also part of the reason it cost so much).
EDIT: Basically, almost everything you described is a passive experience. You show up, things happen, and they happen more or less the same for everyone. The experience doesn't change based on your individual choices. Escape rooms are an exception re: the passive nature, but they're about solving puzzles rather than engaging in a story (of course there can be a story involved, but that's more about context than the crux of the experience).
The Starcruiser was an active experience -- different people could have significantly different experiences based on the choices they made. They'd interact with different people, see different scenes, etc. from someone else, even on the same "voyage".