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<blockquote data-quote="Manbearcat" data-source="post: 6797901" data-attributes="member: 6696971"><p>These conversations inevitably always break down on the fault line of having differing needs for granularity and simulation of process within a system's resolution mechanics. The questions then become:</p><p></p><p>1) How burdensome (descriptive, not pejorative) on table handling time and overall pacing does the micro-resolution of tasks become. </p><p></p><p>2) Is the burden brought about by that granularity a net gain to the play (eg in player agency or immersion of the character's OODA Loop or emotional quality) or a net loss (the compound probability math damaging the model's output so genre emulation becomes an impossibility)?</p><p></p><p>3) Are we accurately simulating discrete processes (inputs and outputs) in the first place?</p><p></p><p>4) Are our litmus tests for various levels of granularity within a system's own conflict resolution mechanics arbitrary or reasoned, coherent, and sensible?</p><p></p><p>For my money, the answers to these are never in favor of granular process simulation.</p><p></p><p>- The people systemitizing these discrete processes don't do so accurately and coherently, thus damaging the OODA Loop experience/agency of the people they're supposed to be catering to in the first place (their point for existing in the first place).</p><p></p><p>- There is a continuum of granularity within varying conflict resolution mechanics which, upon evaluation, is often arbitrary and odd when you consider the goals (immersion, OODA Loop/emotion habitation) of systemitizing it in the first place.</p><p></p><p>- The discrete processes overburden play with pace/momentum-jarring tedium and don't routinely (or anything near it) lead to interesting outcomes as an outgrowth of merely playing the game correctly.</p><p></p><p>- Compound probability math wonkifies expectant outcomes thus rendering archetype emulation and overall genre emulation a losing affair (leading to the inevitable "well it is its own genre!" - now - proclamations...because the model that it spits out is so wobbly and ineffectual at producing the tropes it was designed to).</p><p></p><p>Hence, my advocacy for the systems and techniques that I advocate for (after running a ridiculous amount of process sim with multiple systems over the span of 32 years).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6797901, member: 6696971"] These conversations inevitably always break down on the fault line of having differing needs for granularity and simulation of process within a system's resolution mechanics. The questions then become: 1) How burdensome (descriptive, not pejorative) on table handling time and overall pacing does the micro-resolution of tasks become. 2) Is the burden brought about by that granularity a net gain to the play (eg in player agency or immersion of the character's OODA Loop or emotional quality) or a net loss (the compound probability math damaging the model's output so genre emulation becomes an impossibility)? 3) Are we accurately simulating discrete processes (inputs and outputs) in the first place? 4) Are our litmus tests for various levels of granularity within a system's own conflict resolution mechanics arbitrary or reasoned, coherent, and sensible? For my money, the answers to these are never in favor of granular process simulation. - The people systemitizing these discrete processes don't do so accurately and coherently, thus damaging the OODA Loop experience/agency of the people they're supposed to be catering to in the first place (their point for existing in the first place). - There is a continuum of granularity within varying conflict resolution mechanics which, upon evaluation, is often arbitrary and odd when you consider the goals (immersion, OODA Loop/emotion habitation) of systemitizing it in the first place. - The discrete processes overburden play with pace/momentum-jarring tedium and don't routinely (or anything near it) lead to interesting outcomes as an outgrowth of merely playing the game correctly. - Compound probability math wonkifies expectant outcomes thus rendering archetype emulation and overall genre emulation a losing affair (leading to the inevitable "well it is its own genre!" - now - proclamations...because the model that it spits out is so wobbly and ineffectual at producing the tropes it was designed to). Hence, my advocacy for the systems and techniques that I advocate for (after running a ridiculous amount of process sim with multiple systems over the span of 32 years). [/QUOTE]
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