Among the operators you know, how much emphasis is there on story writing? In my experience, the most enjoyable games (in Japan) are the ones with rich stories that tie in well with the puzzles. However, I get the impression that outside Japan the rooms are more focused on gimmicks.
What would you say is the distribution of emphasis on 1) story, 2) the individual puzzles, 3) gimmicks/“wow” factor, 4) the room itself (i.e. decor)?
Are there any particular trends you’ve noticed in terms of themes or gimmicks?