I‘m not so sure that bad game design can be objective. Sometimes what we experience as ’bad game design‘ or ’good game design' is rather a rationalization for our feelings about a game.
I just played Silent Hill for the first time, and while there's a lot to love in the game, I'm not a huge fan of certain design elements|| like the ending system.|| This is because I perceive 'the point' of that game is its aesthetics || - this is a game about how it might feel to go to hell, like how a journey from this plane to another could be like. One day, you slip in-between the cracks of this reality, and are spirited away to a place that first appears unsettling, but reveals itself to be openly hostile to not only your presence, but your very soul.|| It's a spooky game, right? But in the end ,the game is really not about that at all - it's|| about performing a specific and inscrutable set of tasks that are deemed worthy of a good/bad +/- on the end of game score sheet. I suppose this|| an example of that 'DVD Menu' experience, which I agree is bad game design.
However, if I think of this game as an experience meant to be replayed and mastered, then I can better appreciate it. || The 'bad' ending is somewhat unsatisfying because there are many unresolved narrative threads. This indicates a fail state - if this game is a mystery game then unanswered questions mean there's something the player missed. After experiencing this ending, the player might be compelled to replay the game and explore the town more thoroughly, which not only requires good understanding of the game's mechanics in order to survive, but also is required for the good ending. From the 'good' ending, I think there's a natural progression to the 'good+' and 'bad+' endings, if the player is inquisitive and curious.||
So then why don't I appreciate the game in this way? Because I don't want to! ||Because I think the story sucks! I think the bad ending is better than the good ending because it actually corresponds to an experience of playing the game that is intuitive to me, and being told that this is 'bad' in some objective way is irritating!|| I don't feel like re-interpreting a game in a way that I find unconvincing, through a lens contradictory to my emotions and experience. Ultimately, what I call bad game design in this instance is just a gut reaction to decisions I disagree with.
And it gets worse! In this case, I gave a game the benefit of the doubt and constructed an interpretation that would justify aspects of a game's design that I didn't like. Its going to be hard in general to do this because if the player doesn't already like a game, why would they bother to spend the effort to find a way to like it?
It's like in Dark Souls. I enjoy the atmosphere, the feelings of loneliness and danger, but I often find the combat intensely aggravating. I tell myself that it must be possible to create this kind of feeling in a game without the combat being quite so fucking hard, but there's a good chance I'm wrong about that.