Goodness, I’m sorry to have hit the wrong nerve. I hadn’t realized that “tradition” is a bad word for you. It’s not for me; I wasn’t disparaging game design by saying it has traditions. For my money, any field of design that says things like this:
has a tradition. It may in this case be a young tradition, and shaped (like most are!) in reaction to other older traditions. It no doubt welcomes the “unconventional,” as pretty much all modern Western art traditions do. At the same time, this young tradition of thinking about games also has developed its own strong internal conventions, its laws and principles, which you’re trying to describe as if they’re universal and objective.
Whereas I would suggest that inconsistency–changing the rules partway through, or having bits of your game that are chaotic and unpredictable–is a tool game designers can and should use when it fits their purpose. Why wouldn’t they? Pretty much anything that is frustrating in one context can be part of a compelling experience in a different context. If there’s any universal axiom of art, surely that’s it.
Despite the bold caps and credential-waving, I find it hard to believe you really mean this. For example, the book you shared looks great (thanks!), and from the title onward it’s clear that it’s steeped in the continuities between games and other forms of art.
It begins by describing the creation of an experience as fundamental, which is obviously something games share with other arts; on pp 11-12 the author recognizes that similarity, along with suggesting a distinctive element to the experience games can create. (And of course music, books, etc. likewise have their distinctive features; you can’t do the same things with a game that you can do with a symphony, and vice versa. Doesn’t mean they’re not all art.)
Every art has gone through periods where some people (critics as well as practitioners) try to boil it down to psychology and act as if there’s an objective, universal, science-backed standard for good and bad writing, music, painting, design, etc. If that’s the line you’re taking with games, you’re in perfectly respectable company. I just disagree–I think those attempts fail, because the diversity of what humans want, enjoy, and express can’t be reduced to a science.