>>49021424God you're retarded.
>gameplayIf you don't want gameplay you don't want a game, go do something else with your time.
>controlsIt's how you interact with the game. The same game running equally well on one console vs another vs pc can feel totally different and the exact same content will play differently, fully remappable is objectively best but having good defaults is still important.
>accessibilityMost options, and not just obvious ones like controls or subtitles, but things like contrast and aspect ratio. If part of the screen with the hud gets cut off because it's expecting a different resolution than the screen you're playing on supports with no option to change it then the experience would be just as bad as trying to play a game that relies on directional sound cues with no subtitles when you're either hard of hearing or have shitty speakers. Settings can even help with colorblindness and motion sickness. The more players can adjust things to fit their needs so their experience can match the experience the developers intended the better.
>writing, graphics, and sound designAll tied, which is more important depends on the game, they're secondary aspects you can get from other media and games don't necessarily need. Things like Tetris don't have much of literary value, but rpgs and adventure games would fall flat without engaging writing. There's games without sound or where it's mostly just filling dead air, you lose nothing listening to something else while you play, then there's rhythm games and horror games with dark rooms where sound is your primary indicator of what's happening. You have text adventure games with no pictures or simple ascii art to give you a basic visual, then there's walking simulators or spot the difference games where what you see IS the gameplay.
>story/character, art style, music/voicesSubsets of the previous categories.
>replay valueYour milage will vary and it's very subjective.