This is the railroad. The player has to jump through hoops established by the GM (they have to "do things to find it") in order to get to the play that speaks to their concerns.
In non-railroading play, as I understand it, it is the GM's job to
frame scenes that speak directly to those player-authored concerns. This is what
be a fan of the characters (a slogan from AW/DW) means. The rulebook for Burning Wheel (my favourite RPG) doesn't use the slogan but similarly has instructions to the GM which explain that it is the GM's job to frame scenes in this fashion.
The 4e DMG also has similar advice, when it tells the GM that it is best to "say 'yes'" to player-authored quests for their PCs.
I appreciate that the sort of RPGing I prefer, that is spelled out in these various rulebooks, is a minority taste on these boards and, as far as I can tell, in the RPGing hobby more generally. But it's not confused or impossible. And nor - despite what
@Oofta keeps saying - does it require the players to have a power to author fiction beyond their PCs' actions and mental states.