Actually, what is considered to be good game design constantly evolves, and the definition I'm using is based upon what other games and developers are doing as they progress. There are certain explicit aspects of game design that transcend fashion, but the fact that many of them are new/newly discovered/becoming more well known doesn't mean that they aren't there. Just because a certain facet is popular doesn't mean it's good nor does the fact that some group of people enjoy it. Some people actually *enjoy* terribly designed games (just look at Risk; it is, quite possibly, the worst designed game *ever* and there are people that love the hell out of it) or specific elements of games that are bad design choices; it doesn't make them *good* though.
Tenets of good game design are based upon maximizing the enjoyment of as many players as possible while ensuring that the game is accessible. As an example, preventing new players from *ever* reaching the same levels as established players regardless of how much they play or how well they play is bad design (EVE does this): it provides explicit superiority to the older players, which many enjoy, but it prevents new players from getting involved or being able to compete on the same level. It's for this reason that the current end game design of most games is good game design: new players are able to reach the same level as existing players and are able to get to the level of progression as established players given a modicum of time and effort.
Keep in mind that I said "as many players as possible". There will be certain aspects of good game design that perturb some players; it's unavoidable because of personal preference. Some people like having incredibly complicated and largely unapproachable subsystems that require intense research and analysis. Some people like being able to troll other people. Some people like inactive time sinks where they're forced to sit around doing nothing, waiting for an entity to spawn (and, yes, ARR does do this; I never said that ARR was perfect).
Whether something qualifies as good game design depends upon the specific audience you're targeting and, oftentimes, there are aspects that are in direct conflict between two populations. EVE was designed for a very specific type of player. If you look at it is a traditional MMO for the "traditional" MMO player, EVE is a *terrible* game. If you look at it as a game designed for the very unique type of player that is drawn to EVE, however, it's an *very* well designed game.
First off, I said open world *end game* PvE is bad. Open world leveling content and event content are perfectly fine and, in fact, quite good because they foster community. Open world end game content, however, is horrible, because it requires players camp locations and compete with other groups in order to get kill credit instead of allowing everything to actually do it. Even if you don't have to camp the given location because the boss is summoned through some other mechanism, it still affords other players the opportunity to troll whoever is doing said content, which is a bad thing since it allows a small number of players to deny access to the game to other players.if you honestly think open world pve and pvp is bad design you're crazy.
Open world PvP is bad design because it always turns into a trolling mechanism and either ends up being horribly imbalanced or influencing PvE balance. Yes, some people enjoy trolling, but games are not designed to facilitate the enjoyment a small number of people derive from pissing off other players and depriving them of the game (e.g. camping a player). It also doesn't help that open world PvP is naturally unbalanced and there is no effective mechanism for enforcing said balance. The often imagined good aspects of open world PvP (large scale player combat; player competition) only work in controlled environments that don't actually end up being open world PvP; they're, for all intents and purposes, large instances.
Keep in mind, I'm referring to this as it applies to a game designed with PvE in mind. Open world PvP works *beautifully* in PvP-centric games like EVE or Aion. What qualifies as good game design changes based upon the specific type of game you're trying to design, though there are some fundamental principles that are global, like the realization that the importance of one player's enjoyment only extends until that player's enjoyment encroaches upon others (many PvPers enjoy getting their heads kicked in every once in a while so getting killed by other players doesn't encroach upon their enjoyment as long as they have some control over whether they get their head kicked in or they're kicking someone else's).
I'm not sure why you seem to think I don't realize that ARR had to make compromises. I explicitly said that they had to when discussing the elemental weaknesses: you can't have a compelling attack string *and* an approachable number of abilities *and* elemental weaknesses. You can only choose 2.at least be realistic and recognize that a lot of ARR's features come with a price.
As to cutting out certain aspects of games that other people like, I already said that you'll never be able to keep everyone happy. Game design is all about triage and making sure that as many people enjoy the game as possible. Some of the stuff you choose to do is going to piss off some people. Some of the stuff you *could* do is going to piss off a *lot* of people. Good game design is all about minimizing the number of people that you piss off while maximizing the number of people that enjoy the game.
I'm going to guess you're one of those people that thoroughly enjoys FPSs and/or sports games. I challenge you to go back and look at the games that I talked about and actually look for what has changed appreciably about those games. Certain aspects have been *refined* somewhat and graphics are most definitely better, but the games are still fundamentally the same (especially sports games). It's not just sports and FPSs either; RPGs haven't changed much since the SNES era.oh, also your entire last paragraph is just out and out wrong, or at the very least, choking on hyperbole.