JoeJ I think you are just confused because for some reason you seem hyper sensitive to my position and predisposed to dismissing it without any logical argument.
I have not contradicted myself at all.
--
“First you say purpose can be designed, then you say purpose can go anywhere and be anything.”
--
How is that contradictory? To clarify, I'm saying that a designer can pursue any purpose(s) for their projects. What the user “gets” out of the game is not the same thing. For some reason you want to make it so and then declare it as some “gotcha” moment. You really are hung up on the word “purpose.” I'm using it specifically in the context of the designer's goals and NOT for any overall purpose of games or for any reason the player might want to play a particular game. They are separate things. Strangely, you refuse to acknowledge that and in your hammer analogy you are perfectly fine with removing the purpose of the designer and giving it to the user. THEY ARE TWO SEPARATE THINGS.
As for FUN… designing something that is fun is one purpose of the design. But if fun is a really nebulous thing and if it's is all you have to go on, then on what do you base the rest of the design? At the very least, fun requires some sort of context. Designing with purpose yields all the diversity we have in games. If you don't design with any real purposes in mind, all you can do is copy other people's ideas and create highly derivative (and usually inferior) clones of something that came before. But that's fine. It's your choice. You shouldn't feel threatened by this.
This should be absurdly obvious but, why any particular player plays any particular game is most definitely because of the game's design. Depending on the game, varying aspects of it are purposefully designed. Do you think “Paper's Please” was just somehow slapped together by a designer who wasn't explicitly thinking about the experience they wanted the player to have? Maybe you are just hung up on the use of the word “purpose.” It's a small thing. If it makes you feel better, we can say, designers should design with the experience they wish to craft in mind.
As far as I can tell, you seem to be in defense mode because I mentioned “conservative” design elements. Nobody is stopping anyone from making any game for any reason ($$$) they see fit. I'm not a gatekeeper but you sound like you want to be one.
You have a very exclusive view of what designer's should strive for but even worse, it's completely ambiguous and non-actionable. The philosophy I advocate yields concrete pathways that can be followed, designed and implemented.
The original poster may not have been able to articulate his needs in a way that you could understand, but I understand where he's coming from and offered my advice on exactly how he should frame his design problem. Your “burger” reply was quite useless.