In the second, I analyze a problem that can crop up in game design, where you focus on things that sound cool, rather than on the hard details of how a game works. I also examine the idea of what it is like to experience game worlds, since that is a big part of this issue.
Direct video links:
What Might a Hero-Driven 4X Game Be Like? - https://youtu.be/pX5ErukdUTg
Game Design, "Wouldn't it be cool" syndrome, and the Experience of Game Worlds - https://youtu.be/H5dwDo1OQRs