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.
By "context-free" I mean "nothing more than what the game itself is". As in, we're not
starting from a pre-defined context and then evaluating whether a game fits that pre-defined thing or not. We are instead taking the game based on whatever it purports to do. I'm not really sure why this is confusing, since you seemed to be saying that "context" meant something pre-defined, by giving examples of games that you seemed to think are sim games (such as a "flight sim") as
not fitting some hypothetical given context.
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.
They have been offered as alternatives to D&D, yes, but several people have been extremely insistent that NO, we are ONLY talking about D&D, you
should not bring up these other games other than to draw a comparison. That the thread is not and cannot be "about" anything but D&D because of where it is (the D&D subforum) or what it's labelled ("D&D General").
My post is based on even bigger generality than this thread though.
Okay but if you're intentionally trying to move beyond the scope of...the discussion we're actually having...I'm not really sure what, if anything, I can or even could say.
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)
What does "primary focus" mean? That seems to me to be
enforcing some kind of new extra context that wasn't spelled out in advance. I don't think it's fair to assert that no no no, there's a
special extra context we didn't mention before but which is relevant. That needs to be spelled out in advance, and if you're going to assert that it matters, you're going to have to convince others (or at least convince me, if you wish to discuss it with me specifically) that that extra context, those extra requirements,
should be baked in.
Without that prior foundation, it frankly seems like you're summoning extra requirements out of the blue, which then make meaningful discussion impossible.
Yes, and no. I think you point to another dimension that make conversation difficult.
I personally don't think so. I think it just means that a significant number of people are, knowingly or not, trying to preserve the great thing they love about an argument they know is flawed, without recognizing that what they want is part and parcel of that flaw. Much as, for example, the logical positivists of the previous century tried in vain to solve the problems with the criterion of verification, though in that case, its defenders ultimately (after about 30-40 years!) admitted that it was a lost cause. (Not that this has meant either philosophers
or scientists have truly given it up! They just don't
formally use it, even as their work often draws heavily from it.)
I've already proposed my alternative, which I see as cleanly solving this problem without major issues: "Groundedness." This concept recognizes that it is sentiment, not any objective quality, which is of utmost importance (the
feeling of groundedness); that even highly fantastical contexts can be acceptable, even laudable, so long as they maintain certain functions (such as self-consistency and "showing their work", if you'll permit a colloquial phrase); and that the exact same context can appear grounded to one player/observer/user and un-grounded to another based on external factors (such as presence of absence of relevant background knowledge, how far/how much one can reason from input data to wider/distant consequences, how much one approves of a particular convention, etc.)
"Groundedness" fully cuts the connection to "realism" that terms like "verisimilitude" are trying to preserve. For that reason, it's not often all that acceptable to that those who
want to use "realism", but recognize the faults thereof. In most cases, they want to keep that link; that's very important to them. But the link, the assertion that there is a clear mapping from the world as we know it to the fantasy world we discuss or play in,
is the problem. We must instead accept that the link is not to any part of our world, but rather to human perceptions and preferences,
some of which are certainly rooted in actual truths about our world, and some of which come from bloody nowhere, or which arise out of ignorance or entirely false "common knowledge" or the like. I've already brought up in this thread both the issues with how people
think lockpicking works vs how it actually does, and the fact that Aristotelian physics--which is nearly 100% wrong, and even where it's right, it's usually for the wrong reasons--is a
widely-held belief-system by average people, even many who actually did take a physics course that directly contradicts it. These are things where, if they are contradicted, people will often dismiss a work that does so as "unrealistic" (or "unverisimilitudinous" or whatever),
even though it IS realistic and DOES resemble the truth of our world.
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
Have I? You haven't really demonstrated this. You've just reiterated your
assertion that the problem is there. I would need some actual, concrete demonstration that this IS "the thinking behind most of D&D sim".
Especially since I'm quite confident that multiple posters in this very thread--at the very least Pedantic and Micah Sweet--are 110% NOT into FKR anything. Pedantic in particular is perhaps the most purist simulationist I've ever known, and while I
disagree with them on a great, great many things, I have nothing but respect for the clarity of their vision and the passion with which they seek it.
The goal isn't to produce a experience through game design.
Then...how can it even be a
game that is
designed at all?
That's what game design IS. You are designing something to achieve some kind of experience. That's...that's ALL game design EVER is.
Reformulating what you quoted from me here: The goal is to produce a simulation that supports many experiences trough game design.
No, I fundamentally and completely disagree. That's like saying that, because tactical combat takes so many forms--archers and swordfighters and axe-wielders, and even within those you have longbowmen and crossbowmen and rapier-wielders and saber-fighters and greatsword-fighters etc. etc.--that it simply cannot be the case that a game can support "tactical combat" as an experience, and is instead trying to support "all the many
forms of tactical combat experiences".
The experience you are speaking of is quite simple. It is the desire for a game where a correct understanding of the world's contents, plus correct naturalistic reasoning, produces a high probability of correct conclusions. In this experience, the operative skills rewarded by the rules are seeking out information, discerning good information from bad, picking out relevant information from good, depth and breadth of rational (not just logical!) thought, creativity in applying rational thought to incomplete inputs, and evaluating consequences to correctly determine the causative (not merely correlational) relationships involved.
That is an experience. You are correct that it is not 1:1 correlated with any specific (real, virtual, or imagined)
sensory input, because it generalizes across many such inputs. But that doesn't mean it isn't an experience. It's just a primarily cognitive one, rather than a primarily tactile one.
As a result of this fundamental issue, I won't really respond to the rest, as the whole argument depends on this idea that the experience aimed for by sim-y game design is somehow not an experience. It is. It is just not an experience that is directly tactile. It is an experience which
supervenes upon tactile experiences. Its requirements say relatively little about what tactile inputs are acceptable; they say rather a lot about what
conceptual inputs are acceptable, and those conceptual limitations lead to context-specific tactile limitations. Just as "I want a material that can be polished to a mirror shine" inherently excludes something like pumice or styrofoam or untreated wood, even though nothing has been said about any speciifc material; "polishable" and "has a mirror shine", being properties of texture, necessarily arise out of the physical material used for an object (such as a countertop or a billiard ball), even though they do not specify any particular material (such as marble or resin.)
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)
Okay, but that pokes a huge hole in your argument from before. Your claim is--was?--that if two people come to the same conclusion for different reasons, they necessarily disagree with one another. (With an implication that these disagreements are far more important and fundamental than any other relevant fact.) That is not true; the sqrt(2) example shows so.
Now, as you say, if you start adding in
additional requirements, then of course you can trigger an argument. Particularly when those additional requirements are inherently a matter of taste, such as "fundamentality" in an abstract field like mathematics, or "elegance" which I think all of us can agree is a highly subjective judgment. But such additional requirements are not really what is being discussed here, and you would have a pretty high burden of proof to show that these additional requirements/expectations are what truly matters, with the foregoing stuff being mostly incidental or merely preamble to the
real argument.
(Total aside: Personally, I'm most fond of the proof which shows that by assuming there must be a ratio of coprime integers p/q=sqrt(2), then it is
necessarily the case that at least one of them is neither even nor odd. But as "even integer" and "odd integer" are mutually exclusive and jointly exhaustive, if assumption A results in the conclusion that some integer cannot be even
and cannot be odd, then assumption A must be false.)