Responding to
@EzekielRaiden's critique, to make explicit the purposes supposed to be implicit in each binary.
Gamist urges or purposes then might include
Perform (Skill - Arena)
System or some authorities define skill, which is then tested or expressed in some arena of proof (can be multiple). This is a satisfying and thrilling aspect of gamism, that we see everywhere. Balance is most at issue to this binary. Nod to
@EzekielRaiden for this one of course.
Gamble (Offer - Risk)
An offer made for the consideration of some stakes at some odds. A good example is the likelihood of terminating use of a character costing at least the time invested in developing it, in exchange for increased future power. Often connects with Skill - Arena, but isn't Skill - Arena. For example, high Skill may produce a confidence that the odds are better. Or risk taking in the Arena may result in the Skill display becoming more thrilling. Note the evident mapping of this and the binary above, to Edwards' "
performance with risk".
Transcend (Tempo - Flow)
Tempo is the ratio among players of opportunities to influence the game state. Flow is the state and experience of effortless performance. The two are connected (in games) by the necessity of becoming one with tempo in order to enter flow. Flow isn't only a consequence of system (or tempo) so it can occur elsewhere. Group flow is also possible.
Control (Construct - Perfect)
Perfection is the neurotic satisfaction in a tidy or controlled game state. Construction includes constructing a collection, and is found in all the places that players can make a choice to achieve a satisfying neatness and completeness. In RPG, it's noticeable in choices on offer in a system that "click" together. It can be mistaken for a concern for balance, where it is in fact concern for preservation and fulfillment of pattern.
This continues to form part of a skeptical position as to what we can conclusively say taxonomically about games (i.e. that we can't
conclusively say anything.)