Lostsoul, I think I undeerstand what you're getting at with this question and if so I believe it is definitely an interesting conundrum to explore, so let me try to answer from my own experiences in 4e...
Thanks Imaro! I appreciate the response. (I need to spread more XP around, etc.)
Finally the gamist approach, and what I see in majority of D&D 4e games is to select the skill you have the highest score in and then try and justify it's use... not because it is appropriate narratively or because it interacts with the world in a way that it believably simulates a coherent reality... but because mechanically it is the optimal choice.
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I think both D&D 4e's abstraction and it's decidely gamist bent encourage and even reward this behavior as opposeed to the other two (and of course you can consciously choose to play it in a different style, but I am talking about what the default suggests), and thus your players, when making decisions, will either embrace "choose a superior mechanic first, and everything else later" attitude... or will eventually come around to this way of thinking as the game progresses and this way of play is enforced and rewarded more and more.
Let me start off by saying that I want the players to make gamist choices - to try and "win" because they are
good players. "Winning" means different things based on the PC's goals, and I want it to be firmly grounded in the game world. That's not too hard from my DM's point of view; I set up the threats, especially long-term ones the PCs can't deal with now, and they try and knock them down.
Good players will achieve their PC's goals, and poor players will be struggling to keep their heads above water.
So, skill challenges/skill checks. What you're saying is that the situation in the game world becomes less important than a high number on the character sheet because of this abstraction. If I can't know what "Arcana" means (is it just knowledge about arcane lore or the ability to manipulate it?), then how does one decide when it can be used and when it can't?
What's the point of a player making
smart choices in order to use his best abilities when any ability can be used at any time, and all the smart choices can be found on the WotC Char-Op boards?
What do you think about this solution: the DM, as a referee and lorekeeper of the world, has a tight rein over what the skills mean in the gameworld. He uses the in-game situation to decide what skills can be used, which ones can't, and which ones give a bonus/penalty or auto-success/failure. By adding elements to the gameworld - that can be discovered by the players through experience - smart players can translate their knowledge of the game world into situations where their best skills come into play.
That's a lot of babble, but I can't think of an example right now to ground it in actual play. Hmm...