This has been bouncing around in my head for a while. Games are good or bad on two levels: a small-scale level, what I have been calling micro-mechanics, and a larger-scale level, what I dub macro-mechanics.
Micro-mechanics are essentially the feel of the game, the way the guns shoot, the way the cars drive, the weight the player has in the game world (I've heard the controversial Tim Rogers call this friction, but I don't know that I like that term.) The 3D GTA titles have terrible micro-mechanics most of the time, with the possible exception of the cars' handling: the shooting is bad, the mini-games are bad, the flying sections are bad. Even the running feels off. But these games are highly regarded, and I think that's because they have good abstract gameplay, or macro-mechanics.
The macro side is the larger scope of the game: just the idea of having a whole city to tool around with, your own personal sandbox, is enough to push some of the modern GTA titles to greatness, depending on how fully realized that vision was in each game.
I think a lot of criticism directed toward games ought to be identified better as fitting in one of these categories, or a different element completely (presentation, technicalities, interface, etc.) Obviously, a game's reliance on one side or the other and how much of the game the player spends pouring into each side are factors in how well it will be received.
Anyway, I'm sure students of game design already know this, maybe under more widely accepted labels, but it's still something to think about when evaluating games or thinking about your reasons for liking or disliking them.