But then you play the games, and they're all so opaque. You have no idea what's going on, and the responses to your actions are so hard to grasp. But if you do figure it out, the model usually collapses into a linear, repeatable strategy and the illusion of depth disappears. You can see this happening from the start, with Gossip. Instead of noticing that his game didn't communicate and looking for points of accessibility, he plunged further forward into computer modelling. The failure is one of verisimilitude: The model is similar to a grounded truth on paper, but it's uninteresting to behold because it doesn't lead to a coherent whole. It just reflects the designer's thoughts on "this is how the world should work", which is something that can be found in any comments section.
Often, when Crawford lectured, he would go into evo-psych theories to build his claims: that is, he was confident that the answers he already accepted about the world and society were the correct ones, and the games were a matter of illustration. He was likewise confident that a shooting game would be less thoughtful than a turn-based strategy game because the moment-to-moment decisions were less complex, and the goal should be to portray completeness in the details.
I think he's aware of some of this, but he's a stubborn guy.