Games are a hot commodity and everyone from corporations to NGO’s want a piece of the pie. Being new and unfamiliar these games often become culturally invasive, and don’t take into account the existing cultures of play in their intended audiences. Aside from passing down essential information, these games aim to “re-educate” people in the act of “fun”. Here, Ben Norskov and I discuss the 4-part guidelines we use at Antidote for making games in the true spirit of play: as inclusive, engaging experiences for everyone. Here we discuss ways to reduce the invasive impact of forcing fun.