It’s a little glib to say “you’ll never make everyone happy,” but it’s still true in lots of game design decisions, and very much so when it comes to replayability. People who only play through once will judge your story based on their single run; if the forum threads on this are any indication, there are lots of “one-and-done” players, and you won’t talk them into playing multiple times.
If you’ve written your story to be highly replayable, these readers’ judgments will miss lots of what you were trying to do. They may well feel disgruntled, especially if you’ve written a reasonable-length game, which inevitably has some measure of replayability/length tradeoff. (If you write an unreasonably long game, you may end up with something both lengthy and replayable, but your editors will be unhappy – and it will almost certainly not be even close to economical.)
Personally, I write what I like to read; I accept that people who like different things will leave bad reviews; and I take satisfaction as long as people who like the same things as me are enjoying my work.
For example, I enjoy CoGs where the MC is highly customizable but not 100%, where there’s some measure of personality and background that the reader doesn’t control. Because of that, I’ll generally not mind reviews that complained “you told me how my MC felt!” or “you didn’t give me the option to…” if I think that’s linked to a clearly identified piece of character background.
Similarly, I like high replayability, and any reader who only reads XOR once will miss a tremendous amount of it. So I’m fine with any complaints I get from the one-and-done brigade.
Of course, I’m also not doing this with an eye to profit, so that gives me a lot more freedom to not care about 1-star reviews as such. I’ll only care about them where I agree with them. I’d encourage anyone who’s not already actively supporting themselves as a professional writer to try adopting the same attitude. You probably won’t make much money doing this, so write for yourself and for other people who like what you like, not what you hope will bring in the widest possible audience.