The Score by C. Thi Nguyen
C. Thi Nguyen frames the book with a provocative question. Why is it that mechanical rules, constraints, and scoring systems lead to such great pleasure in games, but such misery in real world domains where metrics dominate?
The answer lies in the tendency to favor achievement play over striving play. In life, unlike games, we cannot easily opt out; the "magic circle" vanishes, leaving us exposed to the tyranny of metrics. Nguyen explores this through a survey of domains ranging from cooking and fly-fishing to corporate bureaucracy and board game design.
What follows are my notes on these two different modes of being: the magic circle that makes constraints bearable, the difference between goals and purposes, and the danger of value collapse when metrics induce an artificial clarity.
Goal vs purpose — the goal is the thing you do to win but your purpose is much more important
Good games are designed so that the mechanical scoring system and the game's rules lead to players having fun. You can't directly make "have fun" or "be playful" into a goal.
The Ms. Havisham Problem illustrates that play must be spontaneous.
Self-effacing ends formalize this paradox into a philosophical structure. A self-effacing end is a goal that can only be achieved by pursuing something else.
In a well-designed game, the goal is merely a tool that serves the purpose. The goal gives you something to strive toward so the purpose (the rich experience of striving) can emerge. This only works if you are a striving, not an achievement player.
| Activity | Nominal goal (tool) | Actual purpose (emergent) |
|---|---|---|
| Fly fishing | Catch fish | Outdoor time and refocus |
| Meditation | Count breaths | Calm the mind |
| Painting | Draw a beautiful painting | Get into flow state |
| Travel | See sights | Disrupt habit loops |
| Comedy | Get a laugh | Subversive truth telling |
| Journaling | Fill three pages | Emotional clarity |
Striving players favor process, achievement players play to win
- Achievement player: Playing to win. The outcome is the point.
- Striving player: Doesn't actually care about winning. Wants to have a good time. The process is the point.
This is basically the Y-axis of Bartle's taxonomy of player types. Achievement play breaks the magic circle of games.
Most art is about outcomes, but games are about the process (autotelic)
Most western art, broadly construed, does not take into account how the art making process feels.
In classical piano, for example, we appreciate the performer's beautiful playing, not her tireless practice that led up to the performance. In sports, it's rarely about the hours spent training, but about the final victory. Art and sculpture too, reifies the final result without much concern for the process.
Games don't have a final result. There is no durable artifact that emerges at the end of the game. All you have is process constrained by rules and goals. Players produce art by the process of playing. This is "process beauty" instead of "object beauty".
Games are bounded by rules and the magic circle
Humans are superb at adopting external goals and constraints. When we do this with games, it's often great fun, but largely because games are played within the magic circle. It has a few properties:
- Elective: you are not forced to play
- Temporary: the game eventually ends
- Isolated: what happens inside shouldn't bleed out
(Reminds me of The Sabbath by Heschel, which emphasizes Shabbat as a cathedral in time)
Because of this boundedness in space and time, games let us try on different values safely. For example:
- Cooperative game → you genuinely care about collective success
- Quake 3 Arena → you genuinely want to kill everyone around you
Gamification is what happens when someone takes game mechanics and removes the magic circle. Points, badges, leaderboards applied to work, fitness, education have real consequences.
GPA follows you forever. Your Quake Kill/Death ratio doesn't.
With real metrics, the game is your livelihood, your identity, your social standing. You are forced into achievement play.
Mechanical rules and subjective judgment are both arbitrary in different ways
Rules uses an objective proxy for something. Standards use subjective discretion. For example:
| Domain | Objective Rules | Subjective Standards |
|---|---|---|
| Adulthood | Older than age 18 | Maturity |
| Hurricane Insurance | Winds > 150 mph (see parametric insurance) | Significant damage |
| Credit | FICO Score > 700 | Creditworthy |
| Work | 60 hours per week | High productivity |
| Fire capacity | < 50 people | Not overcrowded |
| Intoxication | BAC < 0.08 | Not visibly drunk |
With subjective standards, we incur high transaction costs and human errors of standards. Rules often have to draw a line somewhere. Both can be unjust.
Written recipes tend to mechanize cooking, while oral recipes give cooks more freedom to experiment
"The dish is a living thing, but the recipe is dead." — C. Thi Nguyen
Recipes are a clash between living knowledge (adaptive, embodied, judgment-based) and dead knowledge (fixed, written, algorithmic). The dish is dynamic; the written recipe freezes a snapshot.
Exact time/temp instructions assume a standardized world. In reality, ovens, dough hydration, humidity, altitude/pressure, ingredient variance, etc. make “10 min at 350°” brittle.
Vague cues like "pinch", "until ready", and "knock and listen" force cooks to read the system and apply principles producing robustness across conditions and building understanding of how the dish works.
Written recipes are great for discovering new dishes, but it would be nice to preserve oral adaptability inside a written medium. Julia and Jacques Cooking at Home appears to be a fun book that embodies this spirit, featuring Julia Child and Jacques Pepin, celebrity chefs, fighting over the correct recipe. By providing two completely different but both delicious examples of scrambled eggs, aspiring cooks can get a better feeling for the spectrum of possibilities of a given dish rather than committing a rote recipe to memory.
What we sacrifice for scale and modernity (four horsemen of bureaucracy)
I didn't especially like C. Thy Nguyen's framing of "Four Horsemen of Bureaucracy". It felt bolted on, as if an editor asked for something more pithy and quotable and didn't quite do the job.
First, they are mutually overlapping, and it felt like the number four was chosen exclusively to match the catchy moniker. Second, the horsemen of the apocalypse all symbolize catastrophe. In contrast, these bureaucratic horsemen present a series of tradeoffs that we have made as our society and institutions scale to their current size.
| No | Tradeoff | What it is | Gain | Lose |
|---|---|---|---|---|
| 1 | Mechanical Rules | Clear procedures everyone can follow in the same way | Things work in a context-free way, scales civilization | Loss of nuance, few exceptions or discretion |
| 2 | Replaceable Parts | Everything is interchangeable, from screws to workers | Consistent results, commodified parts | Misapplied to people who are not fungible |
| 3 | Centralized Control | Decisions are made in a centralized way, compressing information into legible forms | Coordinate people into a coherent direction | Less autonomy for the people involved |
| 4 | Scale | Doing the first three items gives you power to coordinate vast numbers of people | Run nations, corporations, and run large projects | Lose the ability to handle small things suitably |
Completely related to The Authoritarian High-Modernist Recipe for Failure and Seeing Like a State by James Scott. Unlike Scott though, Nguyen seems comfortable with the tradeoffs we have made ushering in these "horsemen" into our civilizations.
Metrics are often deeply flawed, like wine ratings and discount rate calculations
Wine ratings: To standardize tasting, judges can’t swallow and can’t pair with food, which systematically drops major dimensions of the experience. As a result, the ratings bias toward big fruit-forward wines that may not pair well with food.
Discount rate is a value-laden lever; you can dial it and make almost any cost/benefit conclusion sound scientifically correct. The outputs feel falsely objective while actually being subjective and value-dependent.
National park service needed to set a price on visiting the park. But pricing things that cannot be priced is futile. Similar story with pricing in the cost of a human life for insurance purposes.
Overhead ratio is a flawed metric for charities. Charity Navigator used it exclusively until recent reforms. But this metric is simply the ratio of money spent on the cause divided by the amount of money spent on administrative staff. It says nothing about effectiveness of the cause.
Weight loss often becomes a proxy for health. This is a textbook case of a flawed proxy. Scale weight is easy to measure but blind to what actually matters: metabolic markers, strength, cardiovascular fitness, body composition, mental health. Worse, optimizing for the number actively encourages harmful behaviors that move health in the wrong direction.
Value capture and collapse involves complex values being simplified and replaced by institutional metrics
Suppose you begin with complex, nuanced, hard-to-articulate values.
An organization you join may roughly align with those values. But since it's an organization it needs to find the lowest common denominator that will be acceptable for all parties involved. This is inevitably a simplified, flattened, measurable version of those values.
Against design by committee and too many cooks in the kitchen
Without reflection, you have a tendency to converge to the institution's simplified version.
"Value capture is mono cropping for the soul"
How to avoid this? There is a gap between your core values and the institutional values. Two scenarios:
- The Compromiser has own subtle values but uses simplified values to project in the simplified language of metrics to get anything done. But internally maintain a firewall between their core values and the metrics.
- The Captured has no firewall. Their internal values have been collapsed to fully match the institutional metrics.
If the captured are more successful, you end up in a complete social value collapse. Those who are captured will outcompete those who aren't. They then gain more power and amplify the metrics. This is the Matthew effect of accumulated advantage - success to the successful, a runaway feedback loop.
This is a bit like Ketman:
Ketman: Living in Disguise to Gain Acceptance (Ezega) — Deriving from the Arabic word for discretion and concealment, Professional and Aesthetic Ketman encourages one to suppress their deepest beliefs in their professional or creative pursuits so that the individual can be accepted and ultimately thrive. Ketman can also be a source of pride, where "believer raises himself to a permanent state of superiority over the man he deceives".
The compromiser is in an inherently unstable situation and constantly needs to spend effort on doublethink, lest they become captured:
‘Ketman’ and Doublethink: What It Costs to Comply With Tyranny (Jacob Mikanowski) — Contra Arendt, who believed that the subjects produced by totalitarianism no longer distinguish between fact and fiction, Miłosz argued that they practiced what he called Ketman, first mastering deception, then practicing it competitively, valuing cunning over all else, and finally losing the ability to "differentiate his true self from the self he simulates". ^172d1d
Seductive clarity trap - artificial clarity leads to excessive hill climbing and conspiracy theories
Clarity dictates action. When the landscape is visible, decision-making is trivial: you climb. When the landscape is hazy, you are forced to pause and explore.
Because a metric (e.g., "daily active users," "lines of code," "GDP") creates immediate visibility, it triggers the "Climbing" instinct. Metrics act as artificial floodlights in the fog. They make a specific hill "legible."
A conspiracy theory provides a clean, singular narrative—a "metric" for reality. It makes the world legible. Believers are seduced by this clarity. They stop exploring the complexity of reality and begin "climbing" the narrative (finding evidence to support the theory), mistaking the clarity of the story for the truth of the world.
Corollary: The Critical Thinker's Curse If you are a sufficiently critical thinker, you rarely experience "Seductive clarity."
- You constantly suspect the fog is hiding a higher peak.
- You recognize that the visible hill is likely just the easiest one to measure, not the most important one to climb.
- Your aversion to "hill climbing" isn't laziness; it is a refusal to accept false legibility. You are stuck in perpetual "Hill Finding" because you see the metrics for what they are: reductions, not reality.
Here are some of Nguyen's pointers to games to check out and play. These are sprinkled throughout the book as examples of process beauty:
- Sign is a live-action role-playing game about inventing a shared language under constraints, inspired by the emergence of Nicaraguan Sign Language.
- Spyfall is a hidden-role social deduction game: everyone shares a location except the spy, who must infer it via Q&A and bluffing.
- Lady Blackbird is an indie RPG that incentivizes narrative over experience point maximization. Each character has personal motives called keys that earn points when played. Energy refresh mechanics reward rest and deep character conversation including backstory reveals. (That structure seems well-suited to an LLM-as-GM model that can track Keys and allocate rewards, and also doubles as a useful framework for writers to keep characters aligned with their motivations.)
Overall an excellent book with deep ideas on the boundary of self-help and philosophy. Highly recommended.