Can you go too far down one route? Did you feel as if you wanted to avoid having the game become too jargon / military heavy?
There’s two answers to that. Firstly: story is nothing unless it’s telling you about the journey of your characters. You don’t have a story unless you have strong characters who evolve and change as you play. Regardless of what you’re doing--whether it be bleak action, comedy, stealth--you need a set of characters that you care about. Some you’ll root for, some you’ll hate. There’s conflict, there’s evolution and there’s resolution. Can you go too far down one route? There are always going to be small set of people who like it when you go really specialised. However, the more you go in one direction, the more you risk alienating people.
If you make a game too bleak, then a lot of people are going to say “Hey, this is too depressing, I don’t want to be a part of it”. Every human being is different, and when we’re making games we usually try to create something that resonates with as many people as possible. It’s like: if I’m making a chocolate cake, I’m not going to force you to eat it. But I’m not going to make a vanilla cake because less people are going to want to eat it. I want to make something with as much flavour as possible. So, with every decision you make, you’re opening the door to certain things and closing it to others.