Gamers are used to putting some effort in their entertainment. And if they pick up one of our games, it's probably not because they're expecting Mario or Doom.
Good point. Though gamers can be fussy in terms of preferences, it's true that they're used to working for their own entertainment, which is a rather unique strength (obviously "sophisticated" entertainment at any level requires effort on the part of the viewer, but with games, even the most "lazy" gamers are used to putting in some effort). And as you say, the more "fussy" gamers aren't probably very likely to pick up a notgame anyway.
This is another one of those conversations around the issue of how much game to you put into your not-a-game experience. I've decided to eject all gaminess from my project. It seems to me that half-heartedly putting in some weak game elements into an art project doesn't make it an art project that may attract some gamers, it just makes the experience a crappy game. From what I've seen, Amnesia is, at it's core, a game. This doesn't mean it can't be an interesting and artistic experience. You seem to be putting a lot of thought into it as a game, which is good. I can understand you're frustrations but I don't think you should look at it as gameplay vs experience. If your game is strong, everything will fall into place - make Amnesia that best GAME it can be. It's when the gameplay is secondary that it can be problematic.
Interesting point Ghostwheel. Personally I feel that we haven't yet explored deep enough to know all the ways that gameplay and "experience" or atmosphere might interact. But at the same time, I think you're on to something, in that I don't believe the interactive component of a work should ever be treated as a second class citizen to image and sound, whether or not that interactive component is built around "gamey" elements. Whatever the interactive elements are, they need to be fully integrated as part of the work's aesthetic. Something that far too many game developers don't seem to understand.