I'm not sure it's a good idea to have a group of people decide what makes a good game. If that happens, all you'll ever see are games that follow those rules. Games like Harvest Moon (which are so un-traditional that they defy description) would never see the light of day because they don't conform to what's "right."
On the other hand, the game industry could seriously use some basic interface standards. Let me give you a couple of examples.
Take Splinter Cell. When you want to save in one of the game's ten, nondescript save slots, the default block is always the first one. There should be a standard that, when saving, the default block selected is the game you're currently playing or the first empty block if you've started a new game. If you wanted to select another block, you could, but your default would be to save over the game you're playing.
In the same vein, when games first come up, the default selection should only be "new game" if there are no existing saved games. I can't tell you how frustrating it is, when you're trying to speed through the intro of Beyond Good & Evil and you accidently start a new game.
Take Zelda: Wind Waker. Every time you get a skull necklace, you have to wait for the game to re-explain what the item is. On top of that, you can't just hit A and skip it, you have to wait for it to scroll across at a snails pace. All games should allow you to skip such text and even cut scenes if you desire. Having to wait through slow, extended, or boring scenes kills re-playability.
There are many other things like this. Admittedly, they're minor, but they're things that a quality oriented company like Nintendo should address and insist on in their games. Apple computer built their entire company on a detail-oriented, consistent user experience philosophy. Games could benefit from this as well.