Though it would be more effective to directly read and apply pedagogical research instead of pulling in vaguely similar stuff from the field of writing and theater as the author does. For example, much of what the original article says matches pedagogy literature e.g. if I look at 'Learning and Motivation in the Postsecondary Classroom' by Svinicki chapter 7 about goal-oriented motivation for learning or 'Making Learning Whole' by Perkins chapter 7 about reasons and ways to 'put the learner in driver's seat' then this seems to say similar things as this article only in more detail and with some evidence basis.
There is no need to reinvent the wheel - we have a whole discipline of science dedicated to researching what works best for learning and instruction, it just needs to be applied.
Now how you get the most points will come in the details, and the end game scoring might not be elaborated on until near the end of the explanation. But starting with 'winner is the most points' or 'winner is first over the finish line' or 'you win if you achieve X' is usually a good way to start the explanation.
Most games victory condition is usually either 'most points', a race, or achieving some binary condition, and even those last two can be thought of as 'the winner scored 1 point and the losers score 0 points'. That's how BoardGameArena handles it.
Imho, storytelling in a business/teaching/problem-solving context is overrated.