I'm not going to say "both," but I will say that it matters far more to me that a game picks what it want to be and stick with it. If you want to have a super poetic story, make sure you write a damn good story. If you want to sell your game on its feature list, it had better be a damn good feature list. Don't tell everyone you wrote the story to end all stories and then deliver an Eye of Aragon clone, and don't use buzz words like "feature rich" and "cutting edge" to mean "I figured out how to install Elite Battle System."
Sure, people have tried making games that do everything, which works in theory but in reality you only have so much time and nerd-hours to do so much, and you either pull off a miracle like Uranium and release a game after nine years of development or - more likely - nothing's really polished and it shows.
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Technical/art stuff like "events don't trod on each other" and "being bug free" and "not mushing three generations of tilesets into one game" (yes people do that) is something that shouldn't be optional, and is something that players should be
disappointed when they don't get rather than elated when they do. It's like buying a car and being happy that the brakes work. You should not be happy when your brakes work. You should
expect your brakes to work.
Also, your post header is white and blends in with the background of the default Relic style :P