Gameplay and narrative can, at times, be at odds with each other. When one overpowers the other, you can wind up killing the entire experience for a significant chunk of the audience.
One example of this issue may be in the original Namco Bandai release of Afro Samurai. The American team behind the scenes put a lot of effort into an intricate battle system that catered to hardcore action-game fans. Although someone like myself may love that sort of design, the team found that a large chunk of their audience wasn’t making any progress in the game. Why? They weren’t able to hang with the gameplay.