I think as a dev that makes a living doing this, one has to juggle the two in a nice mix. One needs to focus on both but maintain that both are "good enough" without spending an overly exorbitant amount of time on either. That's the sweet spot.
Yes, i can only say what is important to me. But i am getting it. Today's crowed likes eye candies. Nothing wrong with it.
But its like with movies. They looks awesome with all their effects but lost some meaning on the way.
I kind of guessing that developing a game is not as fun as it sounds or one imagines. If i think on all the slides to make great movements and not looking to chopped off, this takes a lot of effort.
So i am not judging. Its just my opinion as i am actually satisfied with a story like 12 days to christmas. Plus i am intrigued by false choices like in descent. I actually had to smile. Player thinks he is in control just to find out he isn't. Genius.
I think that is what i like, even though i may not like the outcome. Most games i played follow what you select. So you either get what you want or you avoid it. But i haven't played every game so my impression might be wrong.
Katie's story is really great.
But i think you are very right. Balance is the key.
I can only bow to everyone that puts the effort in to create something special. You have my absolute sympathy.