Hi. I read your article and have some comments.
I can't comment on the veracity of anything you or Burgun say about
The Lego Movie, as I have not seen the film. However, you do appear to have misunderstood the point of Burgun's article. In order to respond properly, you should really try to understand what his article means in the context of his broader philosophy of game design. If you are at all interested,
this is a good place to start.
For starters, he is definitely not suggesting that games should not have goals. In fact, a game having a goal is part of his definition of what a game is, so to say that games should not have goals would be plainly incoherent. I also should point out here that what Burgun means by "goal" is very specific. He means an unambiguous, precisely defined, and achievable system state. A good example is checkmate in Chess. You can look at any board state in Chess and correctly evaluate whether it is a mated position or not and if so, which of the two players is the winner. I point this out because your claim that Burgun lets goals sneak back in under the new term "core idea" is mistaken. What Burgun means by "core idea" is not what he means by "goal." They are distinct concepts.
Burgun differentiates different interactive systems by certain properties. A system without any goals is what he calls a toy. It's important to understand that by this he is referring to bare interactive systems that
could have goals, but simply don't, descriptively. For instance, according to his taxonomy, a deck of cards is a toy. Poker, however, is a game, because it has prescribed rules, and in the context of these rules players make decisions to try to achieve the goal. You can play Poker by using the deck of cards, but the deck of cards itself is not a game.
Now imagine that I gave you a deck of cards that somehow forced you to interact with it according to the rules of Poker. You would not be able to play other games with it, because the cards would restrict you in some important way. You could not play War, Go Fish, Solitaire, you could not perform magic tricks, you could not build a card tower, etc. The only thing you could do with it is play Poker.
This is kind of like what Burgun is saying about many modern videogames. His point is that with many videogames, there are many players who play with it as though it were a mere toy. That is, he is making a claim about the kind of value that those players are trying to derive from playing with the videogame. He says that many players are kind of just messing around with the system to explore its possibility space. Perhaps this is true, or perhaps not. In any case, if a player
were to play with a videogame in this way, they would find that the possibilities of what they can do with it are somewhat restricted by the game rules that are instantiated by the software.
Burgun calls the value derived from interacting with a toy this way as Mapping. His claim, as far as I understand it, is that a toy (that is, a system with no unambiguous achievable goals) maximizes the ability of the player to derive this value from the system because the entire possibility space is available for exploration. He is saying that if this is how players are playing with videogames, then we should perhaps design some videogames that maximize the potential for that specific kind of value. That is, we should also make some digital toys.
However, in the case of games (again, according to his definition), Burgun emphatically claims that an unambiguous achievable goal is not only a good thing, but necessary for the game to even function as a game at all. He says that when players interact with a game, they are trying to understand the nuances of the interactive system in such a way that increases their ability to achieve the goal. As you become better at playing Chess, for instance, your level of understanding of the system's rules is increasing. Accordingly, he calls the value derived in this way Understanding.
But Burgun would never in a million years suggest that in order to design a good game you should design it without any goals at all. In fact, Burgun's preferred form of interactive entertainment is strategy games, systems with clear, unambiguous, meaningful rules and goals. So the idea that Burgun's interest in interactive entertainment is in the meaningless, the aimless, and the absurd is just not true.