This type of question may sound like a minority response by the kind of audience you end up attracting to the game - it's the minority of your current audience but not the possible audience. Case in point, there are scientific studies that show a greater preference of the general public for stories that involve romances. (It seems that Bioware really read the same research years ago.) I'm not saying that you should put romances in your game, dear god no, and neither that you need to broaden your audience. I'm just saying that your view of the audience is tapered by the very product you made. We call this niche-funnel effect - at least in my language, I don't know if there are any researches with the same term in english.
Sure, I get that. The product defines the audience; however, not every product manages to find its audience and in this day and age selling 125k copies is an achievement (for a crappy looking indie RPG). Based on the feedback, the storytelling and characters played a large role in expanding the audience (it's one of the things that people talk about on various forums which attracts more people) and ended up being one of the top 3 'features' that people really liked about the game. So naturally I don't want to change what worked so well.
The point is: addressing a little of other aspects of human nature is, by definition, what gives the characters depth. Human beings are not shallow precisely because their interests and their lives go beyond a single area. We aren't just our work, or our hobbies, or our relationships. We are all these things...
That goes without saying but in a strictly business relationship you don't really see this side of people. I've met hundreds of business owners, top managers, and local politicians (it was part of my job, to handle high profile clients and problems). I'm sure they were good friends, loving sons and fathers, but the conversations never touched these aspects. They wanted something, usually for nothing, they'd try to lie, outmaneuver you, and use every advantage, because that's how they got to the top, and if they had some leverage, then you were really screwed. I had a lot of interactions like this, nothing but business, so the conversations I wrote reflect my experience (i.e. you write what you know).
... and I think you approach these issues even if superficially it can add a lot to your narrative.
Approach how? Give me an example or two.
PST is probably the best example but the entire game was built around human nature, love, friendship, regret, etc. It's worth noting that the new Torment failed miserably in recreating this experience.
The point is that it's not by chance that most books considered as the best works ever written have explored different aspects of human nature.
Are we talking about mass appeal now? That's an entirely different 'genre'.
The truth is that you have already decided what you will do regardless of any external comment...
It's not how it works. So we made AoD and processed feedback to prepare for the next game. The highest priority was given to things that had to be added (like stealth and proper exploration) and things that had to be addressed (meta-gaming, focus on specialists, and numerous design mistakes). Things that worked well or received the least amount of complaints were left alone simply because we don't have time or manpower to go through everything with a comb.