A game is strongly experient if its frame delivers predictable emotional engagement. The game is planned, measured and assessed for impact. It pulls players along in well understood patterns, and is unconcerned with player innovation.
The objective of developing an experient frame is a system that manipulates players and leads to set piece outcomes that they find compelling. Experience is therefore a key trait of narrativist and behaviourist games, although each approaches it differently. In a narrativist game, experience is intended to deliver a sense of story and characterisation, whereas in a behaviourist game it is intended to deliver a sense of achievement.
The opposite of experience is emergence.