Even though I'm not a fan, I do think linear games can tell a good story (and they do have advantages in being linear - a number of JRPGs have proved it), but I have noticed that people don't share those stories nearly as much as they'd share, say, what they did in an open-world game where they can push-pull the narrative systems more...
...I think people are more likely to share and talk about those stories (since they were involved in them) vs. a linear storyline.
People don't often share the plots of movies they've just seen, either, but this doesn't necessary indicate they value them less. Emergent story lines are shared because they are presumed to be novel, while with a static story line, we assume either other people haven't experienced it yet, in which case we don't want to spoil it for them; or that they've experienced it already, in which case we don't need to repeat it. However, static story lines beg for and receive much more in-depth narrative analysis than do emergent story lines. People write pages and pages of character and plot analysis for static narratives, because there is a shared context to which we can refer, while for emergent story lines, we would analyze the system that generated them, but not the plots themselves, because different people would have experienced different stories.
It's ultimately about whether you want to be an author, or a system architect, or any role in between. The nature of the discussions will flow naturally from that choice. Emergent systems definitely have vast advantages in replayability, but they also tend to be a lot more shallow and random in the course of a single play through.
Also, I'm not saying I love sandbox more than any other story-type presentation, I think each category has its strengths.
Definitely agree there.
Microsoft also did an interesting study where they found that players tended to remember NPCs in a game vs. the story itself, which was an interesting observation that I can't disagree with.
It's just easier to remember characters than plots, especially in mediums where you can associate characters with visual and audio features. Stories are an abstract concept, where you have to step back and look at the events as a whole to recognize where it's gone. Playing through a game, I rarely perceive the story as a whole. It's an in the moment experience.
Yet, I would argue that strong characters only make sense in the context of a coherent story; after all, stories are basically the external expression of internal character motivations in relation to the environment and each other. For characters to make sense, the story must, also, even though it might wander through a period of incoherence as the narrative presentation keeps the player in the dark. But that just makes the moment of discovery more satisfying.