We also must factor in, that quests we might find truly awful, we don't bother with
loading to play.
Many of the highly-rated quests are quite luck-based, particularly with some enemy placement, or boss mechanics. The rest of the game can help balance out these frustrating rough spots, but some quests aren't worth the KB of drive space to retain, and others are clearly awful both in concept, and execution.
I typically have no interest in either very short quests, or non-story-diven quests; and therefore I tend to factor storytelling into my verdict, over many other elements. The basic NES style quest no longer has any appeal to me, and I have both seen, and played enough of those to be able to tell which are 'gouging me eyes out, terrible' fairly quickly.
Quests that rely on engine glitches as a puzzle mechanic, or to fight enmies fall to the top of my kusoge list; as do quests with artificial difficulty: Quests that fill a room with shooters, mirrorrobes, and triggers that shift when hit with any projectile, and earn that dreaded 'four black stars'.
Very few questmakers consider that, knowing how to solve their own puzzles, or what-haveyou, and knowing where all the key items ar located, means that it is very difficult to judge how a typical player will discover the same solutions.
When a quest relies on hitting every possible trigger with every item, burning every bush in the game and bombing every possible spot; uses absurd triggers, and the like, most people will hate it.
Obtuse puzzles, maze paths (for any reason, but in particular, when the solution is not somewhere logical), irrational or illogical puzzles and enemy mechanics; wandering around defenceless finding basic equipment; use of MOYL, or door repair spots, reliance on enemy-performed actions to solve puzzles, and other annoyances, simply do not win the day.
Edited by ZoriaRPG, 21 May 2017 - 12:42 PM.