This is turning into an interesting philosophical debate (I want to emphasize this word, philosophical, as I am really taking this discussion to be constructive, about game design and promotion, so, please take everything that I say in that way, and not as an attack on anybody, as I don’t necessarily know what is best, and I understand different people get into making games for different reasons).
So… you can make the game you want to make, and some people will play it (Starship Adventures is still being read… and it could be that the limited -and rather poor?- ratings it has is down not to the confusion about what the game is about, but our poor writing style as a group, so I get that).
But, do you want a very limited audience to read your game? I mean, how many people would you want to read your game to consider it a success? (and I understand you might not measure this in money terms, you might just want people to read it… it could be that you are not even bothered by how many people read it, though given that you are asking for advice on this forum I am going to guess you do care). Check the number of downloads of various CoG/HG in Google Play. There are some very good CoG/HGs that have been downloaded ~1000 times (ok, its a range of 1000 - 10000, but out of this only 20% of people will have gone to read/play the entire story, so you have 200 - 2000 people). Are you comfortable if your game is ever just read by that number of people? (if so, then please go ahead… and I could be wrong and word of mouth spreads… but this is a random thing, you never know if it will happen… and there is just SO much content, and SO many games out there… I mean, if we are talking interaction fiction and games, this is a good website that publishes regular news: http://gamebooknews.com/)
Often, as discussed in this forum, it seems that certain themes work well (superheroes, zombies, fantasy, etc), while others struggle (sci-fi, etc). This does not mean you shouldn’t make the game you wanted to make (I made Highway Wars because I wanted to, knowing it was probably outside the popular genres… it does ok, though nothing to rave about).
But, if you have a good game, I believe in investing a bit of effort in getting the “cover” right (again, I am not going to claim that I’m the best at choosing my titles, and most of my games have changed title going on the suggestion of my beta testers).
So… I guess maybe my suggestion would be to get people to playtest your game, and then give them options on titles? What do they think represents well the game? Also, run some surveys of people, and ask them whether they would read a game with this or that title?