Genre emulation vs world simulation vs character immersion
I’d like to shed some light on an old and popular confusion regarding Simulationism. Namely, people find it very useful to be reductionist about the nature of the Simulationist creative process, which leads to ideas such as these:
- Simulationism is about genre emulation, like Call of Cthulhu or Star Trek or MERP or the superhero game of your choice: the Simmiest game is the one where the rules emulate a genre faithfully.
- Simulationism is about world simulation, like Runequest or MERP or GURPS: the Simmiest game is the one where the rules are consistent and comprehensive about simulating how the world “really” works.
- Simulationism is about character immersion, like a Nordic larp or a Whitewolf game: the Simmiest game is the one where the rules don’t get in the way of experiencing your character.
Keeping my understanding of the nature of Simulationist creativity in mind, this becomes a simple thing: all of the above can be Simulationism
if the game is about it, but none of them describe the full scope of Simulationism particularly well, as they’re all descriptions not of the core activity, but rather of important content processing techniques that are unique to roleplaying, and characteristic of Simulationist play in particular.