And it seems some pay more attention to the final score while others are more interested in how it gets there.
The former are probably supporters of one of the teams involved, while the latter are simply hockey fans with no real vested interest in the outcome of this particular game - they just want to see good hockey.
It's the same with a D&D adventure. Which matters more - the end-result outcome or the intricacies of play involved in getting there?
And the answer may well depend on which side of the screen you're on: the DM is naturally going to pay more attention to the end-result outcome (as this can/will affect the ongoing campaign) while the players are more likely to pay attention to the run of play at the time and let the ongoing campaign take care of itself.
Not to get into a debate, but equating Story Now to "only caring about the result" is, um, nonsensical. I read the thread, I understand how the discussion arrived at this point, but that just makes me think that it would be better to back up and realize that the debate somehow took a bad turn into a swamp. Everyone is PLAYING, we are all concerned with play at the table! It is the QUALITY of that play which is up for discussion, or at least questions about the analytical frameworks we are using to discuss it.
I want to play a game where the trajectory of the 'story', the narrative of play, is open-ended and focuses on things that are directly engaging to me at the moment. I describe that as Story Now play. Ironically I could easily cast the contrasting form of play as the one which is fixated on ultimate outcomes! Clearly this is not a very useful way to view things

. Honestly, I don't think that RPG play is very much focused on ultimate ends and large scale adventure/story structure. I don't know of any game or campaign that IME ever turned out to produce some sort of narrative that had much coherency. I mean, maybe RPGs can aspire to the level of an average comic book, where there's sort of an ongoing 'story logic' to what scenes come next, but ultimate ends? No. I don't think that varies between Story Now and Story First games, except that in the case of Story First the sequence of scenes is pre-set to a degree.
The difference seems more like what material will be engaged as the story is unfolded and generated. In a Story Now game it will definitely focus on things that players signal, in some way, that they're engaging or evoking, though the exact nature and degree of that can vary highly between games (and some Story Now games are HIGHLY constrained niche games where only a few kinds of things can normally happen without breaking the game). In Story First things rely on a prearrangement of that focus which should take place before any play is initiated. Nor do we need to debate that this is not a binary valued trait of games. You can surely run a 5e game, for example, that uses modules but where the GM consistently plans only a little bit and mostly introduces stuff because someone asked for it. That might not follow a process similar to what DW or some such game would use, but it can perhaps scratch a pretty similar itch.