I mean I don't think that's necessary in the slightest unless we're specifically trying to make a new sim game. Then, yes, we would need to do that.
In a truly context-free case, we would simply be evaluating whether a game's mechanics serve the goals for which they were designed, or not. So a flight sim would be evaluated on how well it achieves the goals of a flight sim, which are (generally) accurate instrumentation, accurate aerodynamics for the plane you're flying, accurate communication between flight control and pilot, support for dead reckoning, reasonable complications arising in circumstances that warrant it (e.g. sudden horrific turbulence on a clear sunny day would be very strange and un-simmy, while butter-smooth flight during a storm would likewise be un-simmy).
How can you evaluate a spesific game in a truely context free case? The game under evaluation seem to be context? This thread have touched upon a lot more games than D&D.
However, since we're in a conversation about TTRPGs, and specifically ones with sufficient commonalities to D&D (given where we're having this discussion), that already gives us an enormous context base to draw on. That is, the game in question must be:
- Fantasy-based, rather than sci-fi, supers, noir, etc. (specific settings may bring these in, but the game itself is based in fantasy)
- Class- or archetype-based in some sense
- Cooperative (it is possible to run D&D competitively, but that's not what its rules are designed for)
- Overall combat-oriented, but not exclusively so
- Involving dice as the primary, but not exclusive, means for introducing unexpected events/results
I don't think even this level of context have been established for this thread. I am pretty sure runequest, rolemaster, apocalypse world and burning wheel has been some of the bigger ones making an entry.
My post is based on even bigger generality than this thread though. And even within the scope of D&D crawling a dungeon, there are a quite big width in possible primary focus for simulation based on group interest, each providing different answers to what is helpful vs hindering rules (simulate calustrophobic dread, simulating combat, simulating faction interactions, simulating dungeon ecology, simulating archeology, simulating resource logistics)
That already gives us an enormous number of points of comparison. It is, for example, why almost no one who advocates a "simulationistic" perspective directly uses the word "realism", because they have understood that that term is inherently vulnerable to a very obvious attack, one that is almost impossible to defend against: it's a fantasy, it has magic and dragons etc. (Of course, I find that many, many, many of the arguments that attempt to evade this are simply "realism with more steps", e.g. trying to use "verisimilitude", which lacks the "it has to be like Earth" element...only to then smuggle back in the "it has to be like Earth" element through ideas like naturalistic reasoning or "well the correct starting point is Earth unless told otherwise". In other words, they are literally just restating "realism", but trying to make it sound like it isn't just "realism" restated by splitting a problematic concept into two parts that seem milder in separate form.)
Yes, and no. I think you point to another dimension that make conversation difficult.
Well. You may or may not already know this, but I frankly don't have a lot of patience for the FKR crowd's absolute utter disdain for rules. So I'm...not really going to care what they think? They're already starting from a "death to rules!!!!" attitude, which means there's no point in trying to converse with them to begin with. They've excluded themselves from the discussion by having that "death to rules!!!!" attitude; it isn't productive for them to contribute because the only contributions they could make are some flavor of "you're all wrong, why are you even bothering to talk about this?!"
Trouble is, if you dismiss this thinking you have also dismissed the thinking behind most of D&D sim. You have planted yourself solidly in the kriegspiel lair what simulation is concerned, and from that view D&D is of course an abomination that is completely useless for sim purposes. There is nothing surprisingnor new hei, just an expression of a more than 100 year still unresolved fundamental disagreement. So you here neatly demonstrate the problem I pointed out
I don't see how that isn't the end goal though? Like that seems pretty specifically to BE the end goal. That's why, for example, when I talk about good game design as being games that testably produce the experience for which they were designed, I get a ton of pushback against it especially from the pro-simulationist crowd (regardless of whether they're FKR or non-FKR, to be clear). Their goal isn't to produce a particular experience through game design--it is instead to make rules which meet certain aesthetic and procedural requirements. (I'm especially not persuaded by those rules-aesthetic arguments, because I have seen FAR, FAR too many cases where rules primarily designed to appear aesthetically pleasing were actually actively antagonistic to producing an enjoyable experience, even to the people who WANTED those rules to have such an appearance.)
The goal isn't to produce
a experience through game design. Reformulating what you quoted from me here: The goal is to produce a simulation that supports
many experiences trough game design. This is a completely different design philosophy. One is not better than the other. I happen to prefer the games from the later design for campaign games as they tend to provide more variation. I find games from the first design school excelent for one shots as they provide for a better experience in the field they are designed for.
I've seen this frequently, specifically on here, and I could name (but would prefer not to name) at least one person whom I believe holds such an opinion.
Of course. Hadn't there been any, this wouldn't have been a phenomenom to speak out against
But...that's...that is LITERALLY saying this whole conversation is just impossible. Nobody can discuss "simulation". It's a private language. Each and every person has their own totally distinct idiosyncratic meaning which is completely incapable of interacting with anyone else's meaning. No two people can ever enjoy the same sim game, because no two people can ever agree on what "sim" means.
Given the frequent and broad agreement between posters just in this thread, let alone in the TTRPG discussion space overall, I simply cannot accept that this is true. Especially because the fact that different people come to the same conclusion from different directions doesn't mean they disagree! I can prove that the square root of two is irrational by at least two fundamentally different methods (one being purely algebraic e.g. proof by contradiction via prime factorization, the other being geometric e.g. Tennenbaum's proof.) Does that mean that I disagree with myself because I can reach the same conclusion via different paths? That sounds flatly ridiculous to my ear.
But that description is nothing more than "Discussion is impossible." I reject this; the fact that we have had discussions--and that sim fans in this very thread have frequently agreed on many, many more points than they disagree--strongly indicates that this assertion is simply wrong.
No. I do not claim conversation is
impossible. I just have observed that whenever this conversation arises it
tend to get derailed. I actually cannot think of a single time
I have seen this topic been discussed without devolving in at least of the manners described. I hope there has been such discussions, though. And my motivation for bringing this problem up is the hope that awareness of the challenges might help produce more fruitful discussions in the future.
(Side note - of course you can prove irrationality of square root of 2 in any number of ways. Start making claims about one of them being more "fundamental" or "elegant", and watch how the mathematicians erupt into a flame war. Yes, I have witnessed the equivalent of this)