AbdulAlhazred
Legend
I think both of your viewpoints are extremes. When you have a real visionary DM then players may come to that game to experience that DM's vision. Such a DM will be setting the fundamental tone, content, and direction of that game. They will probably do so with a good dose of input and feedback from players, but it may be heavily filtered through the DM's sensibilities.This really isn't true at all. In fact, I'd go so far as to argue that this shouldn't be true, even for games that are explicitly framed this way.
The game isn't defined by the DM's vision, it is defined by the vision of everyone playing. A game that deliberately monopolizes that vision in the hands of a single player is, well, pretty warped. It is just an attempt to force problematic power dynamics into a social game that flat out doesn't need them. D&D doesn't need an all-powerful DM, and all-powerful DMs cause more problems than they solve.
I'd be much happier with an alternative Rule Zero. "The DM is always right and can change anything on a whim" is kinda a bad rule... A Rule Zero that game the mandate of making the game fun to everyone involved, instead of just the DM, would work better.
A different type of game could be on the other extreme, almost entirely collaborative with the DM only exercising some nominal adjudication function or even just taking care of keeping track of monsters and whatnot.
The VAST majority of games fall somewhere in between. DMs exercise some authority, create a lot of the content, and have a significant influence on the direction and tone, but the players have significant inputs as well. I think a general wide-appeal RPG like D&D has to pretty much aim to work well in the middle ground. Most fairly traditional RPGs will work OK at the extremes too as long as the people at the table understand what they're doing. Obviously some of the more 'modern' RPGs are more specialized to a particular style of play, but also clearly D&D isn't trying to be that sort of game.