Why I play games I hate

There are some games I know I won’t like, but still buy and play. I feel it’s part of being a good game designer. Here’s my short list and reasons.

I recently discussed how a lot of “bad” games merit a right to exist, and previously mentioned numerous inspirations for Postmortem that I did not in fact enjoy. So why do I play them? Because many games have some gameplay mechanic or narrative technique deserving recognition regardless of my personal preferences.

Why I hate it Why I play it
Lone Survivor Dislike the SurvivorHorror genre for its limited gameplay and “forced” sense of weakness and vulnerability. Shows that a 2D, pixel-art game can be moody, scary and tackle adult subjects well. Interesting narrative too.
FarmVille Pointless time waster designed to be as addictive and exploitative as possible. The de-facto role model for a highly popular and successful social game. The addictive game mechanics, as evil as they might be, are brilliant in their design. Great study case for gamer’s psychology.
The Last Express Hate point & clicks for often arbitrary and illogical puzzles always leading me to using a walkthrough Addition of a real-time component was very unique – one of few games which story and outcome may change solely based on being in the right place at the right time!
AntiChamber Not a fan of puzzle games in general (don’t have the patience). Some very unique and mind-bending trick with the first-person perspective often making you feel you’re genuinely part of the puzzle.
Binding of Isaac Roguelikes tend to bore me quickly with their repetitive nature Good example of a simple but polished game that knows what it’s best at and just focuses on it. Interesting premise and story as well that appeals to my own twisted sense of humor.
Tiny and Big: Grandpa’s Leftovers Platformers, again, are not my genre. The “cutting giant stones” mechanic + real-time physics lead to some great gameplay scenarios. First genuinely unique use of physics since Half Life 2.
The Path (Deliberately) terrible controls and overly ambiguous story. One of the first indie experimental/artistic titles trying to show games can be more than just games. The controls, as much as I disliked them, also showed how gameplay can be a part of the game’s message.

Just as a writer should read a lot or a filmmaker should watch a lot, I feel a game designer should play a lot of games, and never stop educating him or herself.

What games you hated but nonetheless appreciated?