The game design. I meant user experience design constraints.
For example:
- Most people will lose after fewer than half the questions have been asked and have little reason to stick around.
- The chance of having a meaningful "win" is so low as to be nearly pointless. I won a round that, like, 100-ish people out of 50,000 won. That's too low. Games can also have multiple flavors of winning.
- Money is not a useful incentiviser. In fact, it can ruin the experience. Again, I won a round (along with about 100-ish people). Won about $15. Which after all of the hooting about $5k or $10k in prizes felt pathetic. (Also I can't withdraw until I get $20, which felt sort of insulting or borderline scammy and tainted the experience.) Good games create their value without extrinsic prizes -- or, at least, the extrinsic prizes have to be valuable enough to add significant drama to the game.
- Straight multiple-choice trivia is the unflavored ice cream of game design.
I could probably come up with a few more things, but it's late and I've got this third glass of half egg nog/half whiskey blend that I need to finish before bed. (Not a Christmas thing, just my year-round nighttime ritual.)