Vinicius Lessa
Explorer
Yes, but "Sid Meier Alpha Centauri" is better. If you disagree, Sister Miriam will have a conversation with you.For the record, Civilization is my favorite video game of all time. I prefer Civ V.

Yes, but "Sid Meier Alpha Centauri" is better. If you disagree, Sister Miriam will have a conversation with you.For the record, Civilization is my favorite video game of all time. I prefer Civ V.
IMHO, it's less of an "all-or-nothing" approach when it comes to "realism." As I said before, it's fine when if you know the points you are willing to subordinate realism to other game or setting needs. However, what a person thinks a realistic game/setting/system looks like can almost feel like a Rorschach test into what "realism" matters as well as what their sense of "realistic" entails.
This sentiment here is one reason why I think that "imaginary naturalism" works as a term for what's being described, at least in part. The world will outlast the PCs and is outside of their control. The world is unmoved by and uncaring about the PCs and their dramatic needs. And in some regards the mechanics somehow are revealing of the "nature" of the world and represent a certain truth about it.
ETA: that music argument that started as mostly innocuous hypothetical went down a weirdly hostile rabbit hole.![]()
I have a story I could relate about such, but it is late. Perhaps Ill get to it tomorrow.
This is just an argument that game design is hard, and the designers of this LARP failed to do it well, given their goal was not to incentivize a hard choice between several unacceptable outcomes. I think it's fair to say that simulation focused designs are certainly more difficult and offer more failure points, if for no other reason they necessarily must be more complicated to achieve their goals than narrative ones.So, here's a game I played in recently, in which simulation of realistic world history got seriously in the way of having a successful RPG.
Now, normally you'd just call this railroad - the the GMs wanted the end result. In conversation with them afterwards, though, they didn't realize that's what they'd built. They just didn't think through the simulation steps and realize that their simulation had only one result that'd be acceptable to the characters (not allowing the universe to end, not dropping a nuke on Berlin, and such). It was railroad by simulation.
This is just an argument that game design is hard
...given their goal was not to incentivize a hard choice between several unacceptable outcomes.
This is the whole thing, you're conflating a process and a goal here. The process is neutral with regard to the goal, but could complicate achieving it.Well, yes. And there was failure here. Too much adherence to a single goal (simulation, in this case) can make it harder to make an enjoyable game, by stomping on any other goals the players might have. That's the point.
I don't think we're disagreeing here. You seemed to propose that the designers did not intend the players have to pick between the world ending, the division of Berlin and nuclear war, but that was the outcome of their mechanics?The person who wasn't there, and didn't speak to the writers, maybe shouldn't tell me what they were or weren't incentivized to do. I've played a bunch of games by these people, and this is the first failure I've experienced. And hard choices are in their usual toolbox.
And, maybe YOU find the division of Berlin, and the start of the Cold War as we knew it, "acceptable", but maybe don't expect that of players.
My understanding of the primary difference of the S in the GDS model vs the S in the GNS model is the following:
GDS: Simulation here is primarily interested in facilitating a functional Gamist layer from moment to moment. Its about building out a working model, nailing down causal relationships, preoccupied with internal consistency so that players decision-trees are sufficiently informed to explore and resolve challenges in an imagined space.
If an “experiential quality of being there” is achieved…well sure, but that’s somewhere in the 2nd/3rd order effect of by-proxy and incidental.
Isn't the thing that I've bolded basically the whole of @Manbearcat's point?the initial Simulationists were pretty irritated if Gamist concerns got in the way (once the setting was already chosen, which might well be chosen to make sure those two were in some alignment, but once that was done GAmism could just wait in the back of the car).