Honestly? A strong narrative [i]can[/i] work provided it doesn't prevent players from adding their own little things into the mix. I think the reason sandbox- / character-focused roleplays are popular is because it's all up in the air what happens next and relies on everyone adding their own flavour. After all roleplaying in general is a collaborative effort, and being too focused on the actual story beats might put some players off from joining because they may as well be playing expected beats and not contribute anything that's entirely of their own making. I liken it to tabletop. The GM knows the general beats, has a story and a world to explore and tell, but the players actions have a lasting impact and consequences - literally shaping the world in small ways while maintaining consistency. Which is personally what I prefer when joining roleplays. Some rules and pre-determined ideas and goals, but allowing some deviation and player input. tl;dr: Strong narrative is fine for me, but allowing player input and agency that adheres to world rules.