The Seven Deadly Sins of Game Design

I suppose it’s not really judgement day, but it’s similar.
Woe unto ye, designers, for ye have sinned.
The seven deadly sins in Catholicism are functionally the ur-sins. They aren’t the worst, they’re the roots from which all other sins spring. And I thought it would be edifying to remember that the same concept applies to game design and gameplay, starting from the design side. For there are sins in game design as surely as anything, and some of them are not what you would expect.
Since we’re stressing the idea of the seven deadlies, of course, they should line up to the big ones – greed, envy, sloth, lust, wrath, pride, and gluttony. And I could write for weeks about how those sins are very different from what people usually imagine when they hear those words, like how sloth is less about inaction and more about profound spiritual ambivalence, or how gluttony isn’t just a matter of eating stuff. But that’s really outside the wheelhouse of what is largely a game design blog, isn’t it? So let’s talk about the seven deadly sins of game design.
Challenge Accepted: Perfect play

You could, in theory, program a Dan AI so perfect that no human player could touch him.
Here’s the problem with AI opponents: when programmed to win, they will win against humans 100% of the time in contests of skill.
I’ve mentioned before that there are four main avenues of challenge in games, but the computer easily bests humans in three of them by definition. A properly programmed opponent who wants to win has better reflexes than you could hope to have, since there are no manual dexterity challenges involved. There’s no problem of managing teammates or of remembering what’s in the game. There isn’t even much space for thought as an avenue of winning; it’s just possible to be smarter than the programmer and find avenues they didn’t consider.
AI opponents in basically every game are not tuned for perfect play, though. Even the hardest opponents need to give players a chance to win, after all. Perfect play is the flipside of having games be a series of decisions with some serving as better decisions than others, the idea of making all of the right decisions and having the dexterity needed to execute those choices properly and reliably. And it’s helpful to consider perfect play in the larger framework of games and challenges, and how much of it is, in fact, contextual.
The worst possible thing to feel when you’re lining up roleplaying is to have a big pitch all ready to go, plenty of planning on deck, and when the big day arrives… nobody cares.