I can honestly say that I am in complete disagreement with most of the points on that list. I say this not to be argumentative, but to illustrate the point that care should be taken in trying to satisfy everyone. What draws one to a game will likely turn someone else away. It's best to design to a particular type of gamer and stay true to that.
Would you care to explain *why* you disagree? Just saying that you DO disagree doesn't really add anything to the conversation :P
You've more or less outlined all your specific dislikes in games and branded them as "The worst flaws in game design" by posting them in this thread. E.g. I like Starcraft 2 for reasons you will never like it.
The worst flaws in a game design is that it is a game design. QED
All design is about harmony, but there is a state called FANON whom like to empower their point-of-view over the CANON. As long as FANON exist, then CANON content is flawed, but it is impossible to control how a player think and thus a game design is flawed because it is a game design. Each player impose their own FANON into the game and try to take over authority of other players aka GRIEFING. It is not possible to stop the Griefers from griefing other players in a way that is legal with the game design. Remember: the law does not protect a person psychologically unless there is also physical component to the other person's evil-bidding.
The worst flaws in a game design is that it is a game design. QED
Edit: The griefing part is valid to both multi-player and single-player games, however it takes insight to see the application to single player games.
How does griefing works in single player games? 1) the player will impose griefing onto NPC 2) the player could not do a certain logical possibility that the NPC could do to the player 3) this frustration creates the conflict to the player's logical analysis 4) player is griefed by the NPC by their inability to grief the NPC
I use QueryPerformanceFrequency(), and the result averages to 8 nanoseconds or about 13 cpu cycles (1.66GHz CPU). Is that reasonable?
I though that the assembly equivalent to accessing unaligned data would be something similar to this order:
move
mask
shift
move
mask
shift
or
So it seems reasonable to say that it takes 14 cycles for unaligned data since we'll have to do the series of instructions once to access and once to assign?
I don't understand at this point why strategy/4x/city-building games of any kind wouldn't include a sandbox/skirmish mode. Black and White 2 for example, how hard would it have been to design some skirmish maps?
Similarly, why not include a map editor? As we see all over the industry, it doesn't preclude the release of expansions, and it only take another week (tops) to recode a dumbed down version of the designer's engine (if that's even desirable in the first place, a la SC2). Don't support it, give a simple tutorial, and let the players have at it. Or, if your engine supports it, release code packs/make the code accessible, like Sins of a Solar Empire.
I understand that you get into some muddy waters here, with people making mods that could impinge on other company's IP rights, but put some legalese in somewhere to CYA.