Where the game lives
Six structures—rules, goals, feedback, uncertainty, choice, play—map any game-like thing; the missing ones explain why it does or doesn’t feel like a game.
Essays
Each episode of Second Playthrough, published as the full essay: the argument, the evidence, and every source linked. Newest first.
Six structures—rules, goals, feedback, uncertainty, choice, play—map any game-like thing; the missing ones explain why it does or doesn’t feel like a game.
Gamification usually borrows the visible parts of games—points, badges, streaks—and drops what makes them work: real choice, uncertainty and voluntary play.
“RPG” fuses five separate things—mechanic, theme, format, perspective and role-play—and once progression spread to every genre, the label stopped sorting games.