I was just trying to understand how the distinctions you were pointing out were indicative of any kind of car spectrum at all. Your response about SUVs, trucks, and cars and again absent of a spectrum isn't helping me understand what you were talking about.A car, traditionally has been primarily designed for transportation. That's it. Utility vehicles (pickups, SUVs) had a different niche as vehicles you bought for work. The majority of people who bought pickups or SUVs generally bought them because they needed to go into fields or haul things. It was a clear distinction. That's gone now.
Don't care if you agree with me or not, as with virtually all categories (i.e. people's race) it's pretty arbitrary and subjective.
Cars are in the middle of a spectrum of sorts, which starts with the Terex Titan at one end and moves through road trains, semi-trailers, garbage trucks, 2-tons, 1-tons, vans/pickups, SUVs, large cars, mid-size cars, small cars, mini-cars, closed-cabin 3-wheelers, open-air ATVs, open-air three-wheelers, large motorcycles, small motorcycles, motor scooters, mopeds, electric bicycles, pedal bicycles, one-wheelers, and which probably ends at roller skates.I just don't think there is a spectrum. When we say a game is "less sandboxy" do we mean that (i) the players have less authority over situation or (ii) the players have more authority over backstory or (iii) something else?
It's like saying that cars are on a spectrum of more-or-less car-like: if we say a vehicle is moving away from the car end of the spectrum are we saying that it is more like a truck (ie not really a passenger vehicle), or more like a pedal car (ie not fully reliant on an engine for its motive power), or more like a motorcycle (ie fewer wheels, frame rather than a chassis - I hope that's the right terminology - etc).], or something else.
The rest of your post aside, this is nicely done. (I'm otherwise going to leave you and pemerton to have it out.)Cars are in the middle of a spectrum of sorts, which starts with the Terex Titan at one end and moves through road trains, semi-trailers, garbage trucks, 2-tons, 1-tons, vans/pickups, SUVs, large cars, mid-size cars, small cars, mini-cars, closed-cabin 3-wheelers, open-air ATVs, open-air three-wheelers, large motorcycles, small motorcycles, motor scooters, mopeds, electric bicycles, pedal bicycles, one-wheelers, and which probably ends at roller skates.
Only if you mangle how game theory defines infinite vs finite games.It's also worth noting that 'football' can be used as an abstract, and as such it is not possible to 'win at football' because football is also infinite, a never-ending cycle of matches and seasons with no final and ultimate winner.
But to use that construct to then claim that football, in any actual instance of play, has no win condition is ridiculous. It clearly does, even a kick-around in the park. Sport relies on 'winning' as its inherent currency.
D&D is the same - it's only the hokum of conflating an abstract usage (D&D) with a concrete one (this session / game / campaign of D&D) which creates the illusion of no win conditions.
It's pretty easy to just say up front that nothing's guaranteed; and that even if your chance of doing something shows as 100% strange things can still happen if you (or I, in secret) roll 00. This is noted in my player-side "blue book" pretty much anywhere it might occur, some thieving skills being the quickest example to come to mind.Is that expectation shared with and accepted by the players before play? Invalidating parts of their character features because you never have any intention of letting them work as written (e.g. "perfect") seems like something they should know before choosing those classes or features.
I cannot look up the win conditions for D&D, for example. Despite everyone who's claiming D&D has win conditions protestations, none of them can actually point to anything in the books that defines what it means to "win" at D&D.
Are you sure about that? I suspect that if we crack open a DMG we might see both text about D&D having no set defined end and about winning by having fun and/or by achieving character-defined or campaign-established goals. I'm not remembering a specific passage, but I have a sneaking suspicion.I cannot look up the win conditions for D&D, for example. Despite everyone who's claiming D&D has win conditions protestations, none of them can actually point to anything in the books that defines what it means to "win" at D&D. But, conversely, we can point to text in every edition of D&D that specifically says there's no way to win D&D and that the point is simply to play the game.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.