Manbearcat
Legend
Defining "game" is a whole separate 80 page thread, and looks different depending on the base kind of game forum you're on, but I'd personally point to "quality of decision making" as the most important factor. Competition is usually a means to that end, by creating a metric to weigh decisions against easily in the form of the other player's decisions and a shared goal, but I certainly wouldn't say it's definitional.
Regardless, for the purposes of this audience, it's ridiculous not to call anything in the TTRPG umbrella a game, though I might say what you're talking about doesn't actually prioritize "gameplay" specifically.
So I've said a lot recently (verbally to others at least...not sure if I've posted it) that "I want my players to perform their decision tree work as if they were playing Speed Chess (rather than Chess)." Hopefully its obvious, but what I'm saying here is a few things:
* Performing a decision-tree under significant duress of time is different than without such duress.
* "Quality of decision making" (to borrow your expression above) is evaluated differently in the two situations. For instance, lets put a number out of 10 to prospective lines of play resolved by the decision-tree work; 7 and 9. A 7 resolved within 34 seconds is very different than a 9 resolved in 3 minutes and 34 seconds. Under one lens of evaluation that 7 is lower quality. However, under the particular lens that I prefer, (a) that 7 is higher quality and (b) I would say, on the whole, a 7 under significant duress is easily the match of a 9 without such duress, particulary when you consider (c) the visceral component it adds to play and (d) the pacing amplifier it adds to play.
Whether you agree that (c) or (d) are important or that (a) or (b) might be true, hopefully we can both agree that "quality of decision making" might (and in certain environments, perhaps "should") entail a complex methodological evaluation and some of the components might pit other components against each other (or at least bring about tension such as "shot clock" or "time pressure on decision tree work").
To bring basketball into play, the game has at one point had an iteration whereby:
* There was no shot clock.
* There was no three point line.
Just those two inputs on the ruleset (on/off for either/both), significantly impact "quality of decision making (possession or defense of opposition possession). In one iteration of the rules, you have a team's possession (and the defense) ungoverned by the stressor of time. In one iteration of the rules, you have an assessment of "quality of decision making" governed by the effort to reduce the prospect of turnovers and missed shots via minimizing movement, flow and disregarding spacing while optimizing Field Goal Attempts in the paint (which means leveraging big men). Change the rules, and "quality of decision making" changes dramatically.
You can evaluate TTRPGs in just such a way by a engineering a ruleset to create incentive structures that sometimes misalign such that prospective lines of play don't just index one thing (defeat obstacle without real world time duress = profit), but rather, criteria for the quality of prospective lines of play fold in several things; an easy one is advancement, either PC advancement or prospects for success of Adventure advancement requiring micro-failures of tests (or at least setting up the looming odds of failure) in order to achieve xp or attain currency necessary to make possible the conditions of some kind of "refresh/recovery" move that will be pivotal downstream of current events.
I know you don't love the kind of decision-tree work where incentive structures aren't all pointing in the same direction, but hopefully we can use basketball and/or Speed Chess vs Chess as examples of divergent schemes for evaluating quality of decision making based on rules changing the assessment criteria of "quality."