These cycles are vital for game designers. Will Wright gives game design tips. That's why console designers spend so much time on the controllers. Wright went on to say that he thought that the failures were the most interesting aspect of the game, and responsible for the mutation of gameplay that has appeared. There was originally a bug in the game that caused characters to burst into flames - and people loved the fact that spontaneous human combustion existed in the game.
Subversion is a big part of the game's success.
That's why we put in the natural disasters. He discussed evolution, and the creation of The Sims with various evolutionary landscapes in mind - happiness, gameplay, and marketing. In these landscapes, the peaks are the goals that users are working towards standing for their successes. These landscapes came to be the deciding factors of The Sims' characters' behaviors in terms of what the players would ultimately be working towards, and repeat playability. Wright claimed that he learned a lot of lessons from Japanese gardens in terms of their design, and said that game designers should be looking towards them for design lessons.