Play for fun. Play to learn. Either way, you leave knowing something you didn't before.
No craft knowledge required. Pure play — recognition, instinct, memory, and the books you already love. Easiest on the left, trickier toward the right.
Deliberately skill-building. Each game teaches something a writer actually needs — vocabulary, genre instinct, publishing knowledge, grammar precision. Easiest on the left, most demanding on the right.
"The more that you read, the more things you will know.
The more that you learn, the more places you'll go."
Every game here exists because the vocabulary of writing matters. A writer who knows what verisimilitude means uses it. A writer who knows Dune was rejected 23 times keeps going after rejection 3. Play. Learn. Write.