conventional game design works against reflection
- transformational games shouldn't have safe environments
- the temptation of clarity and overmetricing means that game designers try for scenarios with simple answers.
- designing for everyone makes it difficult for you to focus your message
- immersion is an uncritical acceptance of a gameworld, and thus is counterproductive for critical reflection
- Game designers are tempted to mask the educational aspects of their game to make it more palatable, but this sabotages the larger meanings of their works.