A few years ago, I ran a short-lived 4e campaign with a bunch of players who all had a different idea of what aspect of the game was the most fun to them.
2 players, close friends, wanted to treat this like a typical video game RPG, where more of the intrinsic interactions, like information gathering, talking to NPCs, or even just being in town was dull. They wanted to just fight the bad guys, get loot, get experience, and level up.
Another was the complete opposite, he loved the non-combat situations, he'd love to talk his way out of a fight with bandits, or would love to stay in town and find out all the stories of what was going on. When it came to combat, you could tell, especially with the direct approach the others took, that he was dejected.
Then the last was completely about the immersion, he wanted to make sure we were counting arrows, tracking rations, maintaining weight, and more than anything making sure that people stayed in character.
As best I could, I tried to include everyone's varying interests in the game, by including a mix of good social interaction, combat scenarios, and tried to keep everyone as immersed as possible by making them keep track of their inventories and tried to keep metagaming to a minimum. However, everyone's dislikes seem to have won over and the group eventually lost interest and we stopped playing.
I say all this because recently, interest has been brought back up with the group about getting another game going (this time in 5e), and I worry this same concerns will end this game again. So my question is this, how do I, as a DM, try to make sure every type of player (described above) is enjoying the game, and not try to bog them down too much with what they don't like?