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Intuitive controls and levels/events made by intuitive developers.
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I think this sums it up pretty nicely. Good graphics, music, story ect. can all enhance the experience, but nothing does it for me than having fun
playing the game. It's why I believe that games are better when you play them simply to have fun, not to find out what happens next in the story. My favorite game of 2006 happens to be Terav, which doesn't even have a story, or any characters, but the game design was so good I didn't care.
Now don't take this the wrong way. I love a good story, provided it doesn't seem like a chore to get through it. I enjoyed Paper Mario TTYD because of it's simplicity. This brings up another point; I am not fond of artificial depth. Artificial depth is the addition of so many of anything to a game, whether it be moves in a fighting game, or items in an RPG. Really, games do not require so much customization when you rarely utilize any of it. Customizing/creating weapons or armor, all which change a few stats, aren't real fun, as I simply end up using the strongest or most effective weapons anyway. When you can barely tell the difference in how much damage you're taking between having a body armor that adds 80 defense or 75 defense, there really is no point. I think it's a lame way to increase the amount of stuff you can do. Many people will disagree with me, but I find Replay Value to be more important than doing as much as you can during one run, because most of the time, the sidequests and stuff are either not fun, or terribly monotous.
Difficulty for me isn't a factor. In fact, some of my favorite games are either pathetically easy (New Super Mario Bros), or insanely hard (Devil May Cry (still struggling on DMD mode).
Jam it back in, in the dark.