A useful Latin maxim is "De gustibus non est disputandum." Means, basically, "there's no accounting for taste."
People inevitably have different tastes. Given that game designers would like to sell products, good game design consists of appealing to a not totally (just mostly
) insignificant segment of the population. However, as people have different tastes, no game will appeal to everyone.
People also disagree on what various game's characteristics are, such that people who profess to share similar preferences can be bitterly divided on which game satisfies those preferences.
For example, people may really value a game that resolves combats quickly, because their time to play is limited, but may vehemently disagree on whether "The Quick and the Undead" or "Blazing Battles" provides this to a greater extent.
It is often extremely hard to muster truly compelling evidence about such things.
People inevitably have different tastes. Given that game designers would like to sell products, good game design consists of appealing to a not totally (just mostly

People also disagree on what various game's characteristics are, such that people who profess to share similar preferences can be bitterly divided on which game satisfies those preferences.
For example, people may really value a game that resolves combats quickly, because their time to play is limited, but may vehemently disagree on whether "The Quick and the Undead" or "Blazing Battles" provides this to a greater extent.
It is often extremely hard to muster truly compelling evidence about such things.
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