[…] the purpose of the game is not really solving the task, but ordering and shaping the movement of the game itself.
The challenge these days—at least in my experience—is that because people only expect to play any given game once or twice, they want to be fully competitive in their first game.
Rather than worry about reevaluating our individual ratings of games, maybe we can reevaluate our need for these ratings? What is it that we hope to attain by rating these games?
Those of us who want games to be fun are fighting a losing battle against the human brain because fun is a process and routine is its destination.
In short chance can be seen as often nothing more than a catch-all for things that the game does not otherwise simulate: “chance” in the game represents not “chance” in some sense in the real world, but instead marks the limits of the simulation: the presence of chance may thus be a sign-post in the game that says “Simulation Stops Here”.