Most generic games have tended to fall flat for me for a variety of reasons I won’t list right now so as to not bias responses. I have been working on producing a story game that would function in the same niche as those generic games with the intent to fix the major structural problems I see. The problem I am faced with is limited play experience in that I am only aware of the criticisms of generics from my personal experience and a little online chatter.
This is where you come in. What are the problems with the existing task-resolution generic game systems in your actual play experience? What systems manage generic design particularly well? I want to find the challenges to ensure I address them now in early design as opposed to post-release.