When writing on GNS, Edwards claimed that a gamer held one of three mutually exclusive aims.
This claim is made about aims in a given episode of play. And the notion of "episode" is deliberately (and perhaps unhelpfully) left vague and open-ended.
But edwards says explicitly Umbran's citation that an RPG can't do all three at once.
The essay Umbran cited is an earlier one. His view develops over time. This is a reasonable, indeed typical, thing for any thinker.
Here is another passage from his essay on gamism:
Step On Up is actually quite similar, in social and interactive terms, to Story Now. Gamist and Narrativist play often share the following things:
*Common use of player Author Stance (Pawn or non-Pawn) to set up the arena for conflict. This isn't an issue of whether Author (or any) Stance is employed at all, but rather when and for what.
*Fortune-in-the-middle during resolution, to whatever degree - the point is that Exploration as such can be deferred, rather than established at every point during play in a linear fashion.
*More generally, Exploration overall is negotiated in a casual fashion through ongoing dialogue, using system for input (which may be constraining), rather than explicitly delivered by system per se.
*Reward systems that reflect player choices (strategy, aesthetics, whatever) rather than on in-game character logic or on conformity to a pre-stated plan of play.
Which is a really long-winded way of saying that one or the other of the two modes has to be "the point," and they don't share well - but unlike either's relationship with Simulationist play (i.e., a potentially hostile one), Gamist and Narrativist play don't tug-of-war over "doing it right" - they simply avoid one another, like the same-end poles of two magnets. Note, I'm saying play, not players. The activity of play doesn't hybridize well between Gamism and Narrativism, but it does shift, sometimes quite easily.
He gives Tunnels and Trolls, and Marvel Super Heroes (the 80s version) as two examples of games which support both gamism and narrativism with minimal drift. I personally would add D&D 4e to that list.
The list of four dot points is quite important here. It identifies those features of a mechanical system that both (i) signal its departure from simulationist priorities, and (ii) enable metagame input - whether gamist/strategy or narrativist/aesthetics - in the course of play. So he is not, here, departing from the claim that System Matters. He's elaborating on it, in the light of reflection on gaming texts, the play experiences they claim to deliver, and the play experiences that actual play shows them to have delivered.
The passage I've quoted also reinforces the point that the GNS division is about episodes of play, not players. In my own experience, the observation that with the right system in place, and the right group, play can shift quite easily from narrativism to gamism, or vice versa, is true.
Needless to say, I think Edwards was incorrect. I think WotC's market research in 1999 rather blows that part of GNS out of the water.
I personally think that this is an open question, but incline to the opposite view from yours.
Edwards' sociology follows a roughly Weberian approach - posit ideal types, and use them as interpretive aids in trying to understand a range of closely described social situations. (Hence Edwards' emphasis on rich accounts of actual play.)
The WotC approach is (fairly obviously) more in keeping with contemporary methods of market research.
For a range of reasons, most of which probably can't be stated without violating the "no politics" rule, I think the current state of political discourse in English-speaking countries, and the degree of sociological (mis-)understanding that lies behind it, gives us at least some reason to think that the contemporary method is not all that it is cracked up to be, and that Weber might have been on to something.
(Or, for a different treatment of what I nevertheless see as a similar point - about aesthetic and literary understanding - see Hely's "How I Became a Famous Novelist".)
I don't expect any of the above to persuade you. I'm just trying to give a brief explanation of how reasonably intelligent people might prefer Edwards' analysis to a market research style of analysis.
I'll finish with a further hypothesis of my own: I think the biggest reason for hostility to Edwards' analysis is that he treats White Wolf and 2nd ed AD&D-style play - "storytelling" play - as a version of simulationism that misdescribes itself.
High concept simulationism is the "official" term for this sort of play, in which theme and plot are pregiven (generally by the GM or the module author), and the players then taking their PCs through that plot, contributing a bit of characterisation and other colour but not fundamentally shaping the story. It should be noted that Edwards is not per se hostile to this sort of play (and nor am I): as he says, Call of Cthulhu is the poster child for this sort of game, and (at least in my experience) a well-GMed CoC game is hard to beat.
Now for some players, there is already trouble at this point - because, for them, high concept play is seen as radically different from mechanics-heavy play of the RQ/RM variety - and so they balk at it being put in the same category as purist-for-system simulationism.
But that is an issue mostly just of terminology. Where the
real trouble starts, I think, is with the "storytelling" idea - what Edwards' diagnoses as the self-misdescription of certain essentially high concept simulationist games. A misdescription, because in fact it is crucial to these games (as presented, at least) that the GM have control of the story, and that the players' contributions be colour only. (Of D&D modules, I would put a number of Planescape modules in this category - especially Dead Gods and Expedition to the Demonweb Pits - and also a number of 2nd ed Ravenloft modules.) These games therefore tend to produce illusionism (ie the GM controls things from behind the screen, while creating the illusion of player choice mattering to the story).
Now, for many players it seems that this sort of play is highly enjoyable. It is very common for illusionism of various sorts to be defended on these boards, for example, or even put forward as an inevitable feature of all RPGing. But, although Edwards' states that his essays are meant to be neutral as to playstyles, and although there is nothing in his definitions of high concept simulationism and illusionism that is inherently pejorative, it is obvious (I think) that he regards illusionist play as tending very strongly towards dysfunctionality (and Edwards elaborated his views on this in the notorious "brain damage" episode.)
I personally share Edwards' view that illusionism, or the railroading that it can tend to collapse into, is one of the least enjoyable ways of playing an RPG. And I think part of my liking for his analysis is that it interprets for me, in a way that the WotC market research utterly fails to do,
why I dislike that 2nd-ed style of play so much, and has also helped me become much more self-conscious about my approach to GMing, and the sorts of techniques (mechanical and otherwise) that will and won't help my game.
But for those players who like illusionist, "storytelling", "adventure path" type play, then an analysis and interpretation founded on the rejection of such playstyles is probably always going to fail to move them. Just as, presumably, those who would deny that modernity is in any interesting and important way different from premodernity, or that those differences are just a sign of moral failure, would find little of value in Weber.
My own view is that value-free sociology is not possible, and hence that these sorts of disagreements over interpretation, and the viability and suitability of interpretive frameworks, are inevitable. Obviously others may have, and probably do have, different views.
EDITED TO ADD:
It is no surprise that the model was flawed - it was a theoretical construction, without empirical underpinnings or support.
This is not true - or, at least, not true for certain values of "empirical".
The construction is based on extensive actual play experience, plus extensive close engagement with others' episodes of actual play, plus extensive close reading of RPG game texts.
This is not the method of natural science. It is the method of a certain part of the social "sciences" and the literary disciplines. While issues of methodology in the humanities are, of course, vexed, for quantity and quality of insight I will put Weber up against contemporary market researchers any day of the week!