Basically you all are sitting here and saying Kings weren't fun.
I'm sitting here meta-analyzing what fun is as a chemical reaction and trying to talk about the best way for developers to game human psychology, sociology, and addiction to create a game that gives ideal levels of gratification.
You approach design by just saying we need a fun game. I approach it by analyzing what makes the ideal skinner box with the maximum amount of Stockholm Syndrome. Because I'm not looking for deeper meaning. The only thing that matters is the dopamine hit. If someone gets a better dopamine hit by sacrificing a week of time for a single claim and a chance at a Ridill then I think the game has succeeded.