Lore

Making a Game: Co-Designed vs. Political Work Environments

Overview

Cutler frames work as being one of two different kinds of "game." The first is a political game of surviving company dynamics — navigating who has power, what gets rewarded, and how not to get burned. The second is a co-designed game, like a tabletop game such as D&D, where the group intentionally shapes the shared rules and experience together.

Leaders already design plenty of the formal artifacts of this experience — onboarding, job ladders, meeting cadences — but resist explicitly owning that they're designing an experience, because naming it that way feels uncomfortably like "big brother." Reframing the work as "making a game" removes that discomfort: it doesn't require the leader to be some rare "A+ leader," because everyone already has an intuitive, well-developed sense of what a good game feels like from having played them.

The gap this framing points at is real: people routinely play complex strategy games skillfully and enthusiastically for fun on weekends, then show up Monday and operate at a far lower level at work — not because they've gotten worse at thinking, but because work environments are so much less compellingly designed than games are.

Related

Quotes

"If a leader digs too deeply into how you work, it's considered not being very strategic."

Psychological Unlock

Framing intentional org design as "playing/designing a game" lowers the psychological bar for leaders to act: instead of needing to be a visionary, A+ leader who invents novel culture from scratch, a leader only needs to already know what a good game feels like (fair rules, meaningful stakes, clear feedback) and apply that felt sense to the workplace. This reframing is why the metaphor recurs across John Cutler's argument — it turns "redesign the organization" from an intimidating, abstract mandate into a familiar, concrete judgment call.