I think that's the wrong way to think about it. Prioritizing gameplay or story does not mean that the other needs to be an afterthought. It means that the other needs to support the thing you prioritize.
If the game is story-oriented, that doesn't mean you should settle for boring gameplay. It means that the gameplay, instead of being a fun activity of its own, should instead be a narrative tool for immersing the player in the game's universe, building attachment to the characters, and making them care about the plot. Players shouldn't think "I, the player, need to solve this stupid puzzle so I can see how the hero enters the castle and saves the princess". They should think "I, the hero, must solve this puzzle in order to enter the castle and save the princess". The puzzle may still be stupid, but they player shouldn't feel that it's just something that holds them from continuing the story.
Similarly - if the game is gameplay-oriented that doesn't mean the story should be boring. The story should provide meaning to the gameplay - prioritizing the gameplay simply means that the story can get stupid in order to explain some weird elements of the gameplay. Collectibles are a good example - finding them is a gameplay mechanic. The reason why you need to find them is usually not that important to the story - if it was a movie they'd be omitted, or, if it's a movie based on the game, it may show one item of one of the collectibles as a tribute.But a good game should still try to make that subplot interesting, make the player want to find out exactly what happens when it finishes a collection - and preferably not just show a wall of text that'd just be skipped. The story is still in support role here - doesn't mean it needs to be neglected.












