Right now it seems that most important part of a Hidden Object Game, that makes it better or worse in terms of quality, popularity, sales, is the notgame part, which you could describe as the "narrative" part.
Isn't this the same in AAA titles?
Maybe. But to a much lesser extent than you see in hidden object games, I'd argue.
On a related note, the company where I work is
looking for a designer to lead a new hidden object team, so if you any of you need an outlet for your story ideas, now would be a good time to send in your resume...