While I agree in a sense, I think that Gamification still has some merit beyond the traditional system, though only when done well. If done correctly, Gamification acts as a distillation of multiple solid teaching methods offering students agency in how they learn, and creates a system in which more authentic projects can be attempted. Switching out grades and points for XP and badges won't do the trick alone, there has to be a shift in what type of work is done, and who is in control of the assignments. Indeed, the biggest successes I've had in the past two years really haven't been the XP, they're been the quality of projects, especially when students had some degree of control on which projects to choose.
Alfie Kohn offers a valid and interesting perspective, and perhaps a warning to those of us trying new methods. It's important to make sure Gamification, Flipped Learning, and all the other buzzword-movements actually lead to changes in the educational paradigm and not just repackaging it. If not, it could be that the more things change, the more they stay the same.