This thread, by Zach Gage, on how genre conventions serve as interaction shortcuts, got me thinking about how I use Vim conventions in my creative tools at Constraint Systems.
7/ A big part of making games involves working with genre literacy. In game design a key concept is the idea of weight: Every rule you add has a cognitive load on the player, and you must balance the weight of your rules against how meaningful they are to the play experience.
8/ An idea might be great, but if it makes the game unwieldy, ditch it. But genre-conventions are different -- they're weightless. They allow for an increased complexity and nuance in games, because they let designers include a huge number of rules without adding any weight.