The interesting thing here is to me, that the basic problem is actually that the designers probably never thought about how their design would impact the playing experience. Or in the case of Bravely Default, they knew about it but for some reason thought it was fine as is and just slapped a band-aid on it for the 1.2 edition of the game.
Anyway, the article is an interesting read and if you're an aspiring game designer then it's very worthwhile to read. And personally what I think should be taken from it is that one of the biggest design traps is not considering what the cause and effect of your design actually is.
Edited by Lunaria, 28 March 2016 - 03:57 PM.