Details are more easily ignored than world changes. Story-driven worlds limit the control of both the GM and the players. This would change the world and game from seeming story-driven to an interactivity between designers, GMs, and players, which is what a game world should be. Interaction is what fuels a game - and a game should be fueled, not driven. All participants within a game should have an equal amount of control over the game.
Shared experiences are much more fun than controlled experiences, after all.
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