Pretty sure all the comments above you are intimating is that there's no such thing as "better designed" without a "to what (specific) goal?". If the goal was enjoyment, then Sierra games were well-loved by lots of people, and like the guy says, that's proof by itself that the design goal was met. You can (and Maher does) argue that there are ways to take frustration out of the experience, or highlight other parts of the experience more (parts that people generally find enjoyable), but that still doesn't allow an authoritative, non-subjective, statement about "better" without some sort of qualifier.