clearstream
(He, Him)
Notwithstanding the definition I proposedWhich is why you aren't having the same conversation as the rest of us. For us, when the fiction is established is the core of the issue. If you cannot establish the fiction as it occurs, then it's not a simulation. If the fiction can be rewritten after the fact, then it's not a simulation.
Following the recent thread of debate, for myself I want to drop pre-existing. I don't see it as robust. That is because I believe that the first articulation of a reference a game designer has in mind can be in the form of the game model and rules. Alternatively, we could concede some sort of superior validity to film and writing as forms of imaginative expression; so that what we mean by reference is pre-existing as a film or story. I find that odious as well as indefensible. It's offensive to game designers as creators.A simulationist design is one whose models and rules preponderantly take inputs and produce results including fiction, corelated with pre-existing references; so that we know when we say what follows that our fiction accords with the reference, and the imagined inhabitants of the world can know its rules.
@Thomas Shey who has been in many respects a strong proponent of pre-existing wrote that
How should we take this in cases where we don't have access to a designer's conscious and subconscious motives at time of our grasping and enacting their game design; or where said motives might be complex or vague, and coming into focus as they go? I feel that the more robust definition is to assert that the product must include references. The timing of their inclusion isn't at issue. ThereforeSometimes someone has a system they want to create and just layer a setting to one degree or another around it; sometimes someone wants to represent the setting they have in mind (though there's no assurance the system design to go with it will be ideal for that setting; its not like its unknown for setting and system to be out of sync with each other such that the system seems unlikely or impossible to create some of the fiction you get with the setting).
A simulationist design is one whose models and rules preponderantly take inputs and produce results including fiction, corelated withpre-existingreferences; so that we know when we say what follows that our fiction accords with the reference, and the imagined inhabitants of the world can know its rules.
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