* First of all, the game needs to not crash or fail to run because of graphics settings. I will not play a game if I can't get past this step (in fact, I *can't* play a game in this state).
* I need to be able to see what's going on. (This means that I will want to enable settings that provide useful cues to the player, and disable any settings that might make things harder to see.) Similarly, if there's settings that affect accessibility, the game needs to be accessible to me.
* Game needs to be in the original aspect ratio. I can't stand it when games stretch or squish the display just to fill the screen; it makes everything look distorted (because it is distorted).
* The game should be running at full speed, and should not have physics problems due to the framerate. (Apparently, Skyrim has this issue if you uncap the framerate, which is probably *why* they put in the framerate cap in the first place.) Worth noting that the Godot engine (and possibly other modern engines) solves this by having a physics process that runs at a fixed framerate regardless of what the graphics process is doing.
* Get to a decent framerate. Note that the framerate needs to be higher for action games than it does for turn-based games.
Cavalary: Randalator said it quite well. Native resolution (or integer scaling down, though on my monitor that wouldn't really be applicable)
The problem I have with integer scaling is that, if the ratio between resolutions is not an integer, you end up with black bars on all 4 sides of the screen, making only a small portion of the screen being usable.
Personally, for scaling, I prefer to preserve the aspect ratio, use as much of the screen as possible while preserving the aspect ration, and I think I prefer nearest rather than linear filtering. (I note that nearest is definitely better for pixel art games; using linear just looks too blurry.)