Seriously though a lot of your stuff isn't even relevant to what I said but relevant to the thread. I don't mention anything like they can't or shouldn't make the videos in fact the more the merrier. I didn't mean they should teach factually wrong game design but they should teach something like: Here is a game that breaks our rules that is still good and this is why or Why you can and sometimes should break design 'guidelines'.
I merely stated the fact that what they teach isn't anything new not that they have to or should add new things although in my opinion that would bring them from okay to great. I mentioned that you can get the same information from other sources because some people prefer text:
The first one is semi-relevant to game design but designing table top games can help with video games because it imposes physical restrictions to the design, restrictions can be good for budding developers and even senior ones (Looking at you Peter Molyneux)! The bottom two are basically his first few meaty videos.
To be able to intelligently break the rules, first you must knowledgeably know them. Otherwise, your design successes are accidental. They may still be successes, but you might not understand why they work in one situation but not another, preventing you from skillfully applying or ignoring the rules in the appropriate circumstances.
Agreed but there is still no golden rule which I think is good to mention to any designer before teaching anything to them, they'll have an epiphany eventually but it's best to just let them know straight away IMO.
Anyway my daughter just woke up so I'll have to end it there.