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GNS - does one preclude another?
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<blockquote data-quote="howandwhy99" data-source="post: 5124345" data-attributes="member: 3192"><p>The three areas are somewhat contradictory, but they can be included in any one single activity called a game. The term game itself though is an umbrella term for multiple activities that do not necessarily bear resemblance to each other.</p><p></p><p><u>Narrativism</u> is about creating a script. Making up a story.</p><p><u>Gamism</u> is about following a script. Following the rules of the game, not making them up.</p><p><u>Simulationism</u> is about puzzle solving. It's about learning the script, or code in this case, through trial and error and good judgment abilities.</p><p></p><p>Roleplaying Simulation is about learning how to perform a social role by puzzling out another's understanding. Roleplaying as it was originally conceived was the opposite of this: not conforming, but creating our own patterns of behavior.</p><p></p><p>The act of game play is by it's very design, script following, an act of conformity. To make an RPG we often use rules as agreements about what not to do, rather then what to do. In other words, it isn't script following, but script avoidance. RPGs, basically storygames, have no objective. They objective is to participate like in a game of catch. This is a catch 22 as "to tell a story" is a goal met simply by taking action. Therefore, they fall under a different category of activity, which also happen to fall under the term game: like a social ice breaker exercise/game.</p><p></p><p>A traditional RPG, which are from military simulations, is puzzle solving. It is breaking the code of the hidden ruleset to learn how the situation operates. That is why the majority of the hobby's games can be made more functional by using them in a situational puzzle game. They are more about reasoning, than about creative thinking. But as they include the ability to unknowingly create more rules (with the "Irrelevant, so yes" rule), they are also unconfined activities. But instead of focusing on creating a story, they are about reaching the goal set up by the puzzle designer.</p><p></p><p>Most computer simulation games are actually puzzles. Whenever a computer game uses turn-based time rather than real time, it is likely a puzzle. The game element for most console and computer games comes in solely when manual dexterity is tested.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5124345, member: 3192"] The three areas are somewhat contradictory, but they can be included in any one single activity called a game. The term game itself though is an umbrella term for multiple activities that do not necessarily bear resemblance to each other. [U]Narrativism[/U] is about creating a script. Making up a story. [U]Gamism[/U] is about following a script. Following the rules of the game, not making them up. [U]Simulationism[/U] is about puzzle solving. It's about learning the script, or code in this case, through trial and error and good judgment abilities. Roleplaying Simulation is about learning how to perform a social role by puzzling out another's understanding. Roleplaying as it was originally conceived was the opposite of this: not conforming, but creating our own patterns of behavior. The act of game play is by it's very design, script following, an act of conformity. To make an RPG we often use rules as agreements about what not to do, rather then what to do. In other words, it isn't script following, but script avoidance. RPGs, basically storygames, have no objective. They objective is to participate like in a game of catch. This is a catch 22 as "to tell a story" is a goal met simply by taking action. Therefore, they fall under a different category of activity, which also happen to fall under the term game: like a social ice breaker exercise/game. A traditional RPG, which are from military simulations, is puzzle solving. It is breaking the code of the hidden ruleset to learn how the situation operates. That is why the majority of the hobby's games can be made more functional by using them in a situational puzzle game. They are more about reasoning, than about creative thinking. But as they include the ability to unknowingly create more rules (with the "Irrelevant, so yes" rule), they are also unconfined activities. But instead of focusing on creating a story, they are about reaching the goal set up by the puzzle designer. Most computer simulation games are actually puzzles. Whenever a computer game uses turn-based time rather than real time, it is likely a puzzle. The game element for most console and computer games comes in solely when manual dexterity is tested. [/QUOTE]
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