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[forked thread] What constitutes an edition war?
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<blockquote data-quote="Umbran" data-source="post: 5593433" data-attributes="member: 177"><p>Revealing what I think of GNS theory here, so take what follows only as personal opinion: Gamism (or simulationism, or narrativism) is a thing we can see in a game if we hold up a grid of G/N/S axes to the game after it is designed. They are qualities we can reveal by analysis, not things we can directly add to a game.</p><p></p><p>If you hold up the grid of "<a href="http://www.seankreynolds.com/rpgfiles/gaming/BreakdownOfRPGPlayers.html" target="_blank">The Breakdown of RPG Players</a>" to a game, you will see no gamism at all, because "gamism" doesn't exist in that breakdown. You'll instead see focus on Strategy vs tactics, and combat vs story. If you hold up another grid, you'll see other qualities revealed. </p><p></p><p>G/N/S are not "ingredients", like flour and milk and eggs. A designer cannot add "gamism" to his design - he can add mechanics that are fun from a game-player's point of view, and the result might be gamism. Much like we cannot add "fluffiness" to cookies - we can put butter and sugar to a bowl, beat them, and thus have some fluffiness in our cookies.</p><p></p><p>IMHO, anyway.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5593433, member: 177"] Revealing what I think of GNS theory here, so take what follows only as personal opinion: Gamism (or simulationism, or narrativism) is a thing we can see in a game if we hold up a grid of G/N/S axes to the game after it is designed. They are qualities we can reveal by analysis, not things we can directly add to a game. If you hold up the grid of "[url=http://www.seankreynolds.com/rpgfiles/gaming/BreakdownOfRPGPlayers.html]The Breakdown of RPG Players[/url]" to a game, you will see no gamism at all, because "gamism" doesn't exist in that breakdown. You'll instead see focus on Strategy vs tactics, and combat vs story. If you hold up another grid, you'll see other qualities revealed. G/N/S are not "ingredients", like flour and milk and eggs. A designer cannot add "gamism" to his design - he can add mechanics that are fun from a game-player's point of view, and the result might be gamism. Much like we cannot add "fluffiness" to cookies - we can put butter and sugar to a bowl, beat them, and thus have some fluffiness in our cookies. IMHO, anyway. [/QUOTE]
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