The article brushes over numerous concepts which can be summed up most easily to any geek as: How do you make gamers experience a Kobayashi Maru scenario and enjoy it? The article says what needs to happen is "the creation of a language of game drama ... a set of established conventions that will allow the player to read a setback as good storytelling, and not a slip-up on their part. A grammar of subtle cues to create the distinction." The language will take a while to develop, the first part being to wean gamers off constant positive reinforcement, then introducing setbacks, "thus opening the door to more nuanced and authentic dramatic experience." How will gamers know that we've reached this place described in the article? It looks like the answer is when gamers enjoy the loss and don't go reaching for the reset button or accessing their last save file.