I think Max represents one audience for games and Strange represents another. What's interesting is that each seems to be defending how he enjoys games as superior to the other one; Max seems to be saying that the way he enjoys games is sufficient and he can get a 40 hour linear game and have fun. Strange seems to be saying he would prefer a sandbox, but still wants that 40 hour experience, but with more stuff remaining that he didn't do because he didn't find it or chose to avoid it.
On the surface Max has a good point in that the devs only have so much time to put into the game, and if they put 40 hours of content in a linear game, a sandbox version of that would have less than the 40 hours per run-through - probably more like 4 to 8. You would get multiple runs and/or different experiences with the sandbox but probably any hours of gameplay over the 40 represent repeated enjoyment of certain "crossroads" content that everyone will see: the starter town, the end dungeon, certain very useful shops, etc. Unless you play the sandbox as a completionist, in which case you combine all the times of all your potential run-throughs and again because of crossroads content you probably end up with 60 hours of gameplay. The extra 20 hours isn't free; it's not new content; it's just walking over old ground to get to new stuff in the other direction.
The argument that the devs should put more into the game is a separate one.
I guess we're really talking about whether a person enjoys the carefully managed play experience of a linear game, or the freedom with occasional slow parts and inconsistencies of a sandbox game. Arguing that one or the other is better is like arguing that eggs are clearly superior to edamame.
If we're talking about gameplay mechanics, though, I've gotta say TES 1: Arena had a lot going for it. Destructible terrain, climbing and levitating, complex conversations, long quest lines, ridable horses and usable carts, randomly generated terrain, fast-travel, high difficulty, day/night cycle with NPC schedules, and constructible spells. Bethesda did this in 1994.
I am one of those people who prefer gameplay to graphics. I think a lot of us who play DF are in the same boat. Bethesda has consistently made decisions, every time they come out with a new TES game, to reduce gameplay features because the game engine they wanted to use wouldn't support it. Daggerfall gained enchanting. Morrowind lost destructible terrain, climbing, horses and carts, random terrain, and difficulty but gained a prettier game engine. Oblivion lost levitation but got horses back, and you could argue it had very simple quests. Skyrim didn't lose anything specifically, but gained dual-wielding which I guess is cool.
I think if someone up-rezzed the engine used for Arena people would be blown away.