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A fascinating question, in my opinion. Particularly, the idea that focused design could have a marketing component is something I've never considered; in my neck of the woods it's somewhat of an established truism that mainstream games' more diffuse approach is a marketing strategy (e.g. look at how D&D5 tries to avoid nailing down its goals or procedures so as to maximize its appeal to a wider audience). In this view, a tool which claims to do everything is likely not to do anything well at all.This is an honest question, do games that have clear goals and achieve them really lead to more enjoyment at the table? I think this is something we often just assume in game design but I don't know the it is always true. It definitely helps marketing to a niche. But when I look at the most successful games that the majority of people play, it seems like they are covering a very wide swath of territory, or at least not terribly focused on a tight set of goals or a single goal.
What tends to be missing from such discussions, in my opinion, is a certain clarity about the goals of the game. Nail that down, and you can get a sense of how and why we'd want the mechanisms to operate.