As with so many things, I think we seek the middle ground. The game should be player-centric; even novels, which don't allow the audience to do anything but flip the page, are designed to be "player-centric." In other words, you don't set out to tell a boring story. Some players seek to exercise their skill in tactics and strategy, and these appreciate a play world with consistent rules and a level of complexity appropriate to the player. So a world with many realistically modeled factions and limited strategic resources would probably appeal to players who seek to establish dominance, or to develop / demonstrate competency, or to create a maximum effect with a minimum of carefully considered action. But that's not the only way to go with a game. Sometimes players just enjoy acquiring things, solving puzzles, completing things, expressing themselves, exploring, or combining things things in a pleasing way.