So simulation is whatever we declare it to be. The principle of explosion destroys all conclusions by making literally everything true.
But what actually makes that thing that thing? Authoring new fiction IS ALWAYS "changing the world". That's what authoring new stuff
is. So by your very definition, all one need do is have the GM exercise their unlimited authority in order to author whatever fiction they desire. Thus, every game is necessarily a simulation; the world has primacy, and the world is simply whatever the GM has declared it is today.
It's Humpty Dumpty's dictionary, just in worldbuilding form. " ‘When I use a word,’ Humpty Dumpty said in rather a scornful tone, ‘it means just what I choose it to mean — neither more nor less.’ " When a GM declares their game is simulationist, it is. After all, they have absolute power to author whatever they want, whenever they want, and by definition that's simply what the world is!
It's not in the superpowers. It's in the world conventions. Things like villains and heroes alike respecting secret identities. Physics that contorts on command, so super strength can lift skyscrapers in whole chunks, not crumbling the concrete beneath the hero's hands. Humans that magically don't have their spine shatter when a flying hero zips past in a blur too fast to see, saving them from a grisly end on the pavement below. Grappling hooks (or webshooters, or whatever else) that
always have a convenient grapple-point, wherever the superhero might be, to zip away. Gross and near-constant violations of the conservation of matter and energy. Etc., etc., etc.
Well, it was pretty high before participating in this thread.
I had expected simulationism to involve things like:
- There is a world, and it operates exclusively by consistent, physics-like rules
- Those rules are never mere reified genre conventions nor thematic/dramatic considerations
- Even where magic is involved, it is (as TVTropes would put it) "Magic A is Magic A", meaning, the magic is just bonus physics
- Extrapolation is done in, to at least some extent, a procedural and iterative way whenever possible
- To paraphrase from that manifesto linked like 40 pages back but which got a lot of positive attention from "sim" fans, all game mechanics are always wrong, but we build them so most of the time, they are usefully wrong
- Concessions made simply for a better experience of play (e.g., to balance contrasting options so that nearly all choices are almost purely qualitative, functionally not quantitative) do not occur, period
- Other than creating what content is in the world to be revealed, the GM simply must not consider thematic or dramatic concerns (e.g. pacing, rising/falling action, the intrusion of complication, etc.)
- Other than creating their characters and having (very limited) control over their backstory, the players generally should not (note, not "must not" as with the GM) think in terms of story, unless one or more characters are trying to tell a story through their deeds
- The world has what one might call "inertia" for its contents: things don't change unless acted upon by forces in the world
- While the GM has an overwhelmingly powerful degree of control over what such forces there are, how strong they are, and where/when they apply, there is (apparently) something of a "gentleman's agreement" situation that such power should only be used in ways that are as close to perfectly realistic and consistent as possible
I could list out contrasting points for all three of my other "game-(design-)purposes", albeit perhaps with slightly less granularity.