Bedrockgames
I post in the voice of Christopher Walken
Edit: that should read "a game system" not agamemnon.
Fair enough, but then that is not a problem with GNS theory as originally presented, but with how it is often erroneously interpreted.
As I indicated in my previous post, that's an incomplete understanding of Edwards' thinking. From another Forge essay (emphasis added):
That may well have happened. At least, it's impossible to contradict. But if he did backpedal, I find his "backpedaled" thesis more interesting that his original idea. That is, I find GNS theory more interesting and insightful when applied to individual gaming decisions, rather than entire games.All due respect, I think Edwards had a major problem. His fundamental thesis, that players really focus on a single primary aspect, was wrong, at least for a large chunk of players. The "torment" arose not from people misunderstanding his theory, but from his simply not understanding players as well as he thought. As time progressed, he backpedaled from the clear initial statement I presented, to the softer statement you referenced.
That may well have happened. At least, it's impossible to contradict.
But if he did backpedal, I find his "backpedaled" thesis more interesting that his original idea. That is, I find GNS theory more interesting and insightful when applied to individual gaming decisions, rather than entire games.
Whether Edwards always had it in mind to apply GNS to such micro-decisions, or he originally applied it to macro-games and started blowing smoke while refining the original theory; in either case, GNS theory as it currently stands applies to smaller gaming decisions, not full games.
If you are attached to an absolute measurement scale and used to an economic analysis then I guess you're probably right. But if you just view a differential performance on a relative scale then the the concept is the same and clear.
I guess that an evolutionary biologist might assert that a successful species drives down the the adversary's performance having won, say, a competition for food. I think as gamers we should be able to take a rather generic interpretation of the idea of competition.
Because it doesn't stop there. Once you've identified how a game handles discrete sorts of task, you can build a picture of what the entire game is like, "the sum of the experience created by the rules constraints," as you put it.What's the point of applying the criteria of GNS to individual objects, and not the whole? We don't play "Role Playing Mechanics Decontextualized and Piece Meal," we play "Role Playing Games." A game is the sum of the experience created by its rules constraints, not the rules themselves.