Not having had time to read the convo in full, but from my perspective.
I honestly think the act of playing a video game itself or “gameplay” is often a thing that gets in the way of easy addiction, even outside of difficulty. Slot machines, tiktok, twitter, doom scrolling, are all reliant on minimizing gameplay as anything other than transitional state between the actual spectacle (sound, video, light, text, drama, etc). In terms of difficulty in winning, slot machines are one of the hardest games out there.
Like, the point of algorithmic addiction and data scraping isn’t a savvy player consciously generating friction to trick them for an interesting result. Whereas gameplay does (to a degree) often mean internalizing/understanding and pushing against an antagonistic or indifferent algorithm. Similarly most “video games” are nowhere near as popular or used as those platforms .
Vampire Survivors and Balatro both seem to have stripped out a lot of interactivity of their respective predecessor genres in favor of a smoother curve of repetition, set points of progression, and a semi-linear power curve. And also, importantly, both immediately read as familiar extensions of games and systems someone who can navigate a gaming purchase platform has certainly played before.
The other point to me is, I really don’t find myself interested in mobas, when I try them and have a bad time I think - fair enough not for me. But I do find hooks in like some Fighting games or Roguelikes. I think a big part of the distinction is like - I wanna shoulder the victory/blame , not diffuse it among a team. Although to a degree it’s arbitrary (does someone shoulder the blame for a slot machine more than Craps? aren’t I really just playing out the matchmaking algo as set odds rate?). I see a lot of posts here where people express their immunity/vulnerability to varying genres.
My takeaway from this arbitary preference is that it illustrates more about my attitude towards winning and losing than the structural difference between experiences, or whether the game has a steep or gentle difficulty curve. In that they are often ends in themselves, and honestly kind of removed from the greater value structure of society that other ‘learning’ hobbies are (learning to read music has significantly broader applications than learning Loom spells). Games’ value is in part, that distinctions and preference is reflective of desire (and in turn, culture). (Art in general?)
“Flow”, to me, is only concerning in the context of the general emptiness of game content (& the desires implied). I think theres a difference between someones personal confessional vn on itch and a structurally identical game edited by 100 middle managers thats about romancing focus-tested anime girls. Even if both inspire the same sort of intense interest via gameplay systems. Or have the same difficulty structure.
Also, “Addiction by Design”, the book repeatedly referenced in that article, specifically states the popularity of slots as correlating to “recession-stricken states (whose federal funding had been cut by the Reagan-Bush administration) sought new ways to garner revenue without imposing taxes”. I think, for better or worse, we can track a lot of these financially manipulative addictive structures, independent of games, as due to, uh, financial structures.