Depth and breadth have nothing to do with the systems and mechanics you have built into a game.
I agree that the text-based IF game market is growing and that longer, more involved releases (both single titles and series) are preferred.
Systems and mechanics that add value to the reader’s experience, whether that is immersion that strengthens hooks, customization which appeals to the reader’s vanity, or some other dynamic will be popular, no matter the composition of the narrative.
Execution of the game, is the key.
The trouble with trying to mesh the “casual” and the “gamer” markets into broad sweeping analyses (stereotypically represented by app stores vs Steam/Epic stores) is the very simple fact that you are (currently) looking at two very different traditions and histories.
With the changes happening, both in the store-fronts and in the production side of things, we will see a continual synergy happen. Sony bought Bungie, not to make more games, but to make Netflix tv series.
Trying to hold on to old paradigms that really never fit in the first place will only harm yourself; no matter if you call yourself, reader, author, developer, or producer.
I also disagree with the continual attempt to sever the virtual novel genre, because frankly, there is enough overlap and cross-over that you, as an author, limit yourself, by doing so.
There is still a very real denial among many veteran IF authors that produce games. A Golden Joystick Award will never be acceptable to these folk, whereas a Nebula Award, in their mind, automatically makes a game a popular and loved.
There are almost an infinite number of ways of blending the narrative and the mechanics… there is no “automatic win” in development, only execution.
ymmv.