There are gems like,
"Players occasionally need to abandon
long term strategy in favor of short-term success."
"Because of the interleaving data sets in the simulators, players may not
initially understand why certain actions have unexpected effects. One of
the compelling reasons to play is to discover and understand various
causes and effects."
Good advice for any game designer.
That reminds me in a way of this article: http://www.nytimes.com/2007/09/28/opinion/28radosh.html
"Like cinema, games will need to embrace the dynamics of failure, tragedy, comedy and romance. They will need to stop pandering to the player’s desire for mastery in favor of enhancing the player’s emotional and intellectual life."
It's true, games often cater to this expectation of gradual, linear improvement without major setbacks. One thing that is nice about the Sims is that it allows for a longer developing series of ups and downs. It's kind of like feature movies (linear games) vs the more recent TV series in that regard.
Yeah, absolutely, video games that enhance the emotional and intellectual lives of the audience are better for it, but games that give the audience a sense of accomplishment and reward curiosity are also better for it. There is no reason to stop doing one to do the other. Video games don't need to be movies.
Reading comprehension, bro.
That being said, even in context, it's dumb. He's saying games need to stop "pandering to the player’s desire for mastery" to qualify as art. That's silly. I'm not an art relativist or anything, but this is an unnecessarily narrow definition of art: "a work must lack a specific thing to qualify as art." How stupid is that? The author just wants video games to be something they're not, and that's fine, but he is just saying whatever his judgmental gut is telling him to say, which is causing him to say stupid and patently incorrect things.
I'm also not your "bro", just for your information.
You know what? I don't think this is going anywhere.
Some classic design documentation is available for Karateka and Prince of Persia by the creator: http://www.jordanmechner.com/backstage/journals/
Gamasutra postmortems are a good resource for modern games. They don't usually have design documents but they often talk about their plans and how they had to change during development: http://www.gamasutra.com/features/postmortem/
The Deus Ex design doc was released http://www.gamasutra.com/view/news/285520/Annotated_version_... along with some other in development Ionstorm games that never shipped.
Nintendo released some early design sketches for classic games like Super Mario Bros and Zelda which are interesting to look at. https://www.nintendo.co.uk/News/2016/December/Take-a-look-be....
Feng Shui Analysis
To show how happy your Sims are, the antlers of the Beaver Pelt Moosehead occasionally moves up and down to reflect the overall happiness of the family members!
If your Sims get really depressed, and have a Tragic Clown Painting on the wall, a real Tragic Clown arrives and performs annoying tricks that make you even more depressed, and he is very difficult to get rid of.