@clearstream
So, from my perspective the play loops are the game. The game is not contained in the text, but the system (procedures, principles, agendas) actually utilized at the table. Changing the play loops changes the game. Games are cultural phenomena, a set of norms reinforced through the overall culture of play. We can set our own unique culture of play at our table, but that is fundamentally an act of design. Basically, I find your focus on the text rather than the norms and structure of play decidedly unhelpful in the actual discussion of games.
Ah, so this might be causing a lot of misunderstanding between us. To play a TTRPG, a group of players must interpret a text, right? They must grasp a meaning from that text, and uphold that at their table. This process is as you aptly say "not contained in the text, but the system (procedures, principles, agendas) actually utilized." It is indeed as you say "fundamentally an act of design" to set our culture of play at our table. The one additional step that I take is to posit that we do that whether we mean to or not, and whether our culture is in any way exceptional or not.
I hope you can see then that I am not focused on the text, but on the structures of play relative to commonly norms, but also local and possibly exceptional choices. Your approach is very pragmatic - really useful for getting at the play that might
normally be predicted to emerge. My approach is far more theoretical - ludological, specifically. I am interested in the
possibilities of play, so for me, working from received norms is not a constraint (and can be an obstacle.)
Interest in the possible play does not to any extent deny the normal play. It absolutely rests in the procedures, principles, agendas actually utilized. It is just rather more flexible as to what those can be. If you recall my note about tools, I claim that Aarseth is right - games are mechanisms - but that the way that rules instantiate those mechanisms is when they are wielded as tools (in the various ways I describe) by players. We can easily agree I think that the rules are inert without players!
The two diagrams I outlined are not the only possible arrangements, but each possible arrangement will result in different sets of tradeoffs. That's how design and engineering works. The disciplines are different and will result in different experiences. There is no best of all possible worlds.
Agreed. My personal view is that Harper's top diagram is fragmentary and suggests greater incoherence than I observe in play, but I think his bottom diagram is just right.
Besides none of this is in anyway helpful to the analysis of play. We have to have some set of standards to start from. I mean your particular commentary fully engages in this except when it seeks to conflate styles of play when the particular strengths of conflict resolution are brought up. You seem more than happy enough to embrace the strong points of task resolution.
I should probably write something about resolution methods at some point. I have quite copious notes I made on vacation in Sardinia. My sense is that what I have said so far miscommunicates my actual views.
I personally view this as a rejection of the set of disciplines I have learned and practiced for more than 15 years. Both when it comes to the play model espoused by Apocalypse World and also my own experiences running games like Vampire, Legend of the Five Rings, et al.
I can readily empathise with how that would feel bad. It isn't my intention and I don't know the remedy. Maybe it lies in suggesting that you have purposefully - and with discipline - worked to grasp and uphold the rules according to an authoritative (and thus normative) position on principles (
inter alia, that of the game designers.) That is a
very justified approach to take. Perhaps also historically the knowledge of how to take the approach you do was understood by even fewer folk than today. I feel like those principles are more and more influencing game designers.