Woah, those are some pretty extreme statements! Why must a game make either the ultimate goal that exceeds nearly all other considerations? I see no reason a game can’t pursue both an intuitive, naturalistic world and gameplay difficulty. In fact, I think a good game ought to do so, to the extent neither interferes significantly with the other.
You are conflating
having more than one focus with
trying to focus on two completely different things simultaneously.
One goal or the other is more important in any given particular instance of play. That was the key point.
If one does end up interfering with the other, the game designer has a choice: prioritize one or the other, or avoid the conflict.
Why ever commit wholly to one or the other? A game can have multiple priorities.
But one of them has to be the first. Literally, it must
come before ("prior.") Again, this is the key point. For any given gameplay situation, there may be multiple things that
matter, but ultimately (hence my use of the word "ultimate")
one among them must matter most. It will predominate, and act to the exclusion of the other goals
in that expression of the goal. You can totally have one goal (like "face an interesting and difficult obstacle defined by the rules, where your strategy and resourcefulness, combined with the complexities arising from luck, will determine the outcome") for one particular phase, and then transition to a different goal for a different phase (like "make naturalistic, rational deductions in order to explore the imagined world and discover its history, contents, characteristics, and rules"), but it is
extremely difficult or even
impossible to have a situation which is
primarily committed to "face an interesting/difficult rules obstacle" while being
simultaneously and equally committed to "make naturalistic, rational deductions to discover stuff."
Hang on, I thought the character focus was about finding out what the character would do in difficult situations, not promoting a sense of main-character-ness.
I was trying to avoid the use of the jargon term "protagonist." (This, incidentally, is one of the other costs of avoiding jargon--the awkward phrasing that results from constant circumlocution is just as prone to inducing confusion as jargon terms are.) "Story Now" or what I call "Values-and-Issues" play centers on the fundamental nature of protagonism: being the person "put on the spot." Main-character-ness
is that thing, having your values tested by situations and resolving any conflicts that result.
Regardless, sure, balance is an important part of what most 4e fans like about 4e, and a sense of a naturalistic world isn’t. Does that mean those things can’t both be priorities for a different game, or heck, even for a group playing 4e? I don’t think so, but the GNS categories, intentionally or not, promote a perception that they can’t.
And yet I, a huge 4e fan, get told my play priorities sound like “pure simulationism.” Clearly there’s a significant flaw in the framework.
I'm not really intending to defend GNS, I don't fully understand it and have had my own issues with people telling me I'm misrepresenting it or the like. This is why I stepped out of the other thread. But no, I don't think this reflects a flaw in the framework. I think it reflects
your insistence that "well I can want more than one thing" is the most relevant aspect, not "you cannot
prioritize two different things equally." You can have
contextual priorities, or
serial priorities, or
re-evaluate the priorities, or other such things which allow a changing or rearrangement of priorities. But a list of priorities is....well,
a list. There must be some first element, and that first element necessarily holds more value than the elements which come after. Otherwise it's not a
priority. It's just a goal.