To add:
The ideal aspect of a game is that the story unfolds as you play, rather than simply going from point A to point B and having a section of the story explained at the end.
What you do with the game mechanics can help explain the story and therefore advance the narrative. For example, making activating or deactivating a button an important decision.
The narrative can be part of the environment, of the level itself. If a "Geometry Dash" game were made, the ideal would be for the environment to tell the story.
The problem we have with Geometry Dash, as Caliebre points out, is that it relies on skill and a lot of trial and error, so even if the game can be finished in 5 minutes... it could take much longer to reach the end. This doesn't mean there can't be trial and error, but in this type of game, it's excessive.
If the game can be completed from beginning to end in 5 minutes or less, but due to skill, it actually took 8 minutes... well, that's not a big deal. But we don't want to spend 20 minutes iterating to finish the game.
I hope I've clarified things a bit more!