Priorities for Insomniac Games:
Graphics:
HDR lighting (GET WITH THE MOTHERFUCKING TIMES FOR FUCK'S SAKE, THREE GAMES RELEASED SO FAR AND STILL YOU HAVEN'T MANAGED TO INCLUDE A FUCKING STANDARD CURRENT GEN LIGHTING EFFECT).
REAL-TIME self-shadowing and shadowing for objects and characters in the environment, if you put something in the game, it should cast and receive real-time shadows, if I run through any shadow I expect my character and my gun to reflect that.
Do not overuse bloom, it's so last-gen.
Water should be reflective.
Ambient occlusion.
It's not how much you can port to the SPUs under the hood but what the player can actually experience visually.
Gameplay:
Smaller reticle.
Smaller spread for recoil.
Give grenade weight, R2 grenades were like throwing beachballs.
BETTER AI.
More cover opportunities.
If you're going to put a boss in the level, make it mobile, give it a pattern, give it a weakspot that opens up under certain conditions, make it more of a puzzle.
Co-op must be played with characters that are endearing to the players and not just some random characters, and as few bullet sponge enemies as possible, make them smart, make the players learn how to flank and work together.
MP characters need to be much less generic.
No more single-minded rushing one-hit kill enemies, water enemies need to be killable by bullets or by electrifying the water such as shooting a powerline.
Freedom of movement, any waist high fence should be able to be jumped over, invisible walls should be kept to a minimum and limited to the map borders and high walls.
Sound:
Have proper gun sounds in games.
Hire a proper composer who can put together an epic orchestral score.
Understated is NEVER the answer, aurally you should never aim to underwhelm.
Story:
Cinematics should be brief and impactful.
Keep the story immersive by using in-game dialogue.
Keep the player in control while the scene is played out as much as possible, every time you go to pre-recorded cinematics, you remove the player from interacting with the game.
Most importantly, listen to people who are giving you good, honest advice instead of fans who just want to suck up to you. We're not harsh because we hate you, we're harsh because we want you to make the best game possible, we want a blockbuster, not a middle-of-the-road "it's good but it's not great" game.