~ to get your core gameplay, remove until the game is trivial and uninteresting, then reverse the last cut

❐ The Art of Game Design﹕ A Book of Lenses, I think

CORE GAMEPLAY is what emerges from the irreducible mechanics of a game at the bottom of its dependency stack. Remove everything that can be removed without making a game emotionally worthless, and what’s left is core gameplay.

❐ Designing Games

method consists of listing a certain number of player actions, represented by verbs and minimal context. These sparse depictions of action are then connected in the form of a flow chart. [...] determine what sorts of challenges these actions might present to players and determine what kinds of abilities are required [...]

❐ The Gameplay Loop Methodology as a Tool for Educational Game Design