The document discusses four lenses of game making: behaviorism, simulationism, narrativism, and tetrism. It notes that while behaviorism has contributed and most designers are behaviorists, it has a fatal flaw in that extrinsic motivators always subvert intent. Metrics and a focus on retention can lead to conservative game design that players notice and get bored by. The document advocates combining lenses, particularly simulationism and narrativism, to create fun and fair game dynamics while enhancing story and transporting players to other worlds.