There are gems like,
"Players occasionally need to abandon long term strategy in favor of short-term success."
and
"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.