No problem, here are a few that I find are generally not very well implemented or not at all in most Tycoon/Management Sim (Patrician, Sim City, Tropico, Capitalism, etc.) type games:
- Lens 4: Surprise: is your game filled with interesting surprises?
- Lens 11 & 12 : Theme and Resonance: Your game should be built around a unifying resonant theme, that touch players deeply.
- Lens 21& 38: Flow and challenge: does my game provide a steady stream of gradually increasing and varied challenges.
- Lens 29: Secrets: Hiding some information from the player makes things interesting.
- Lens 32: Goals: Does the game have a well defined end goal and short and long term goals?
- Lens 42: Head and Hands: Does the game provide a good mix of mental and physical challenges? Are there places where the player can relax their brain, and just play the game without thinking? Can I give the player a choice; either succeed by exercising a high level of dexterity, or by finding a strategy that works with a minimum of physical skill? If "1" means all physical, and "10" means all mental, what number would my game get?
- Lens 43 - 45: Competition and Cooperation.
- Lens 46: Rewards: Are they varied in their type and frequence? Are players excited about them? Do they understand them? Are they related to one another?
- Lens 47: Punishment: Punishment make games more meaningful but them must be fair and well balanded with rewards.
Lens 48: Simplicity and Complexity: Is there a way for elements of innate complexity to be turned into emergent complexity instead?
Lens 57: Pyramids: can I have a hierarchy of ever more challenging puzzle elements, gradually leading to a final challenge?
That's enough for now, I will add more as the discussion unfolds.