I've actually wanted (and still want to some degree) to post a big post about why I think that "pure" games should be stateless i.e. no savegames, achievements or any progress at all. It's because this framework requires the game to solely depend on intrinsic rewards and that is why I still play stateless games for decades but can't stand modern games which are all about progress, levels, achievements, unlocks and DLCs.
I agree making it so that every time you go back to a game, you have to start from scratch would give it a "pure" quality. I imagine such a game would imitate life; everything is here and then gone. You can rule the world or build a wonder, and it will die with the recessing of the circuitry. I even think it could be pulled off extremely well. However, I want to draw a sharp distinction between "pure" and "ideal".
Honestly, I'm more interested in the prospect of permanant changes on the world in a game with 'permafailure' [e.g. permadeath] atm. So, yes, Character #5431 died, but his efforts allowed the building of a Great Lighthouse, increasing the income the Empire has from sea trade, the upgrading of the weapons shop in the capitol, and accidentally unleashed a demon infestation on the town of Cripont, and the ramifications of those deeds will be felt by Character #5432, than the idea of resetting the game completely each time. That works, particularly for more ludo focused works, sure, but... It's hardly new, even ignoring now that games can be saved as the rule rather than the exception - Roguelikes have been working with permadeath long after saving was possible, to name the obvious example.
I don't know if this needs a new thread or not so I'll put it here.
I just had a thought on how to improve the extrinsic parts of your game: remove the intrinsic parts and the reasons for doing the extrinsic part. Let's say you are crafting in a MMO. The rewards for crafting are the items you'll be able to make someday. The chore and grind is trying to get enough materials so you can make enough items to progress to the next level. This kind of design for crafting is bad for other reasons I don't want to touch on here.
Poor Allison, I'm going to miss her. It's ironic, the reason why the show moved to PATV was because of needing money to pay for surgery and therapy for her arm, in addition to a falling-out with The Escapist. Really, she helped shaped the show today, and plenty of other aspects about the show, so it's really sad to see her go.