I must have deleted a line when I was editing, but the entire point of the article talking about how "players optimise fun out of games" is within the context of exploits. Think something like the micro corkscrew coaster in Roller Coaster Tycoon; it's a ride that you can spam out, doesn't take up a lot of space, have great stats, and make beating challenges a breeze. But putting down a dozen of the same tiny half-built coaster isn't as fun as building a single, large and winding coaster. That is the point of "players will optimise the fun out of games", which is that players will basically sacrifice their enjoyment if it means minimising failure. However, I constantly see the phrase being used to refer, not to exploits, but to largely competitive games where enough time has passed that the playerbase has developed enough of a game sense and mechanical understanding that they know what is good and what is bad.