I'm struggling to think of any examples that are arguably random.
Games with fewer meaningful choices and less exploitable patterns tend to be games that game enthusiasts move away from pretty quickly.
But they stay interesting as casual diversions or ways to spend time with kids for people who are less-game-oriented.
So I think there's two types of ways games are fun, and the latter one is simply "something to do together with friends and family" where the game itself is a diversion, not the primary enjoyment source.
And outlined features probably align to the original creative intent of demonstrating "monopolies suck and are unfair."
If you think about it... lack thereof probably being why it's still such a popular game.
Monopoly I think doesn’t quite fit with those others. Seems to me there’s a difference between the optimal choice being too obvious (monopoly) and no choice at all except whether to pull the lever again or walk away with whatever shred of your dignity remains (Candyland, slots)
Although I'm sure that with enough abstraction you could find a pattern, but that's true for everything.
There's nothing like your second playthrough of a game like Factorio, Cities Skylines, Stellaris, etc. All of the experience and knowledge you've gained feels like a superpower when you start fresh.
Here's a snippet from the book:
> Many simple things can be made complex when you dig into them, but having fun is something so fundamental that surely we can find a more basic concept?
> I found my answer in reading about how the brain works. Based on my reading, the human brain is mostly a voracious consumer of patterns, a soft pudgy gray Pac-Man of concepts. Games are just exceptionally tasty patterns to eat up.
I do think that Uplink has some super tasty patterns in there, which is exactly what the author is talking about when he's talking about the feeling of noticing how much better you've gotten when you start the game over. Of course, fun isn't a binary classification, and there's definitely a bunch games that are very heavy on the 'juice-factor' and other such things in an attempt to bump up the fun.
[0]: https://archive.org/details/theoryoffunforgamedesign2ndediti...