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EN Common Vocabulary vs. Forge Terms
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<blockquote data-quote="Libramarian" data-source="post: 6213427" data-attributes="member: 6688858"><p>I don't think that anybody used gamist to mean what we would rather people call gamey prior to the Forge. Gamism was a term used in the GDS theory predating the Forge's GNS, but it means the same thing there as it does in GNS.</p><p></p><p>Reviewing the Forge glossary, I think they actually have a term for what we're calling gamey: "pervy". Their term emphasizes that a game with any sort of creative agenda (story-focused, challenge-focused, sim-focused) can have intrusive mechanics that don't "fade into the background". All the same, I prefer the word gamey.</p><p></p><p></p><p>Here's my issue: the suffix "ist" implies that the thing in question has a theoretical background, or at least should be respected as a thing that has been thought through and considered valid by other people. When gamist is used to describe gamey mechanics, I am concerned that it implies that gamey mechanics are valuable in themselves. They aren't. They're only valuable to the extent that their beneficial effect on play outweighs their inherent distractiveness. They're a tool, not an agenda.</p><p></p><p></p><p>Well what word do you use to describe game mechanics that feel intrusive, abstract, unthematic, naked, distractive, unimmersive, etc.?</p></blockquote><p></p>
[QUOTE="Libramarian, post: 6213427, member: 6688858"] I don't think that anybody used gamist to mean what we would rather people call gamey prior to the Forge. Gamism was a term used in the GDS theory predating the Forge's GNS, but it means the same thing there as it does in GNS. Reviewing the Forge glossary, I think they actually have a term for what we're calling gamey: "pervy". Their term emphasizes that a game with any sort of creative agenda (story-focused, challenge-focused, sim-focused) can have intrusive mechanics that don't "fade into the background". All the same, I prefer the word gamey. Here's my issue: the suffix "ist" implies that the thing in question has a theoretical background, or at least should be respected as a thing that has been thought through and considered valid by other people. When gamist is used to describe gamey mechanics, I am concerned that it implies that gamey mechanics are valuable in themselves. They aren't. They're only valuable to the extent that their beneficial effect on play outweighs their inherent distractiveness. They're a tool, not an agenda. Well what word do you use to describe game mechanics that feel intrusive, abstract, unthematic, naked, distractive, unimmersive, etc.? [/QUOTE]
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