Loops and Arcs
lostgarden.com
lostgarden.com
1) People get bored and need change. This can be partly satisfied by a larger loop that varies the gameplay mechanics, one method being "exotic gameplay" (such as bonus levels).
2) People need closure and the feeling that they've finished a task. A visibly endless task with no goal is a thankless task.
3) People get satisfaction in closed cause-and-effect chains (and have limited working memory space to process them), by which I mean converting a short string of events into a story.
This is not necessarily true. Its only true if the game frames itself to be a task to be completed (for fun).
There are (very few) games that are called "sandbox" games, where there are no ending. The player decides what their goal (if any) is. An example of such a game is Eve online, the sims, and simcity.
The problem is that when playing a game not everyone can (or wants to) set their own goals in this way. It takes a small amount of persistence and discipline, which might not be appropriate for a game that is supposed to be played as a leisure activity.
[1] http://en.wikipedia.org/wiki/Flow_%28psychology%29#Condition...
And we don’t properly recognize that the room for learning is much greater when we’re in loops; schools, instead of teaching us to put connections together and ruminate, encourage us to memorize and regurgitate. Very arcy, “a singular path through a system that someone else previously explored.”