Oh, the second question is what makes a bad game? Okay, this time not at all in random order.
1.Poor controls. Simply put, if a game has poor controls I'll ditch it within ten minutes. I'll name several examples if people want me to, the prime instance is being too lazy to implement keyboard controls for a LucasArts or VerbCoin GUI.
2.Poor humor. A game need not be humorous, but if it tries to be, it had better not fall flat. Although this is a matter of taste, imo anything resembling Larry entirely fails at funny. Another bad example is the endgame of KQIV - it is an excellent game most of the time, and not at all humorous, but for some reason they felt the need to make the climatic scene funny. And it fails at that.
3.Poor puzzles. It's okay if things don't make sense in advance, but you have this "OOH, I should have thought of that!" after completing it (e.g. the infamous Monkey Wrench puzzle from MI2). It is not okay if, after completing the puzzle, you wonder why the hell you were doing that.
4.Poor limitations. Telling the player "you can't do that" for no good reason is bad game design. A simple example is inventory items that you're only allowed to pick up if your character knows what you need them for. Another example is disallowing something that is logical, because it was not the solution the designer intended.
5.Poor voice acting, which in my opinion includes 95% of all voice acting - but I'll simply turn it off.
1.Poor controls. Simply put, if a game has poor controls I'll ditch it within ten minutes. I'll name several examples if people want me to, the prime instance is being too lazy to implement keyboard controls for a LucasArts or VerbCoin GUI.
2.Poor humor. A game need not be humorous, but if it tries to be, it had better not fall flat. Although this is a matter of taste, imo anything resembling Larry entirely fails at funny. Another bad example is the endgame of KQIV - it is an excellent game most of the time, and not at all humorous, but for some reason they felt the need to make the climatic scene funny. And it fails at that.
3.Poor puzzles. It's okay if things don't make sense in advance, but you have this "OOH, I should have thought of that!" after completing it (e.g. the infamous Monkey Wrench puzzle from MI2). It is not okay if, after completing the puzzle, you wonder why the hell you were doing that.
4.Poor limitations. Telling the player "you can't do that" for no good reason is bad game design. A simple example is inventory items that you're only allowed to pick up if your character knows what you need them for. Another example is disallowing something that is logical, because it was not the solution the designer intended.
5.Poor voice acting, which in my opinion includes 95% of all voice acting - but I'll simply turn it off.