I have taken that to be a premise of the exercise that you and
@clearstream are engaged in, of discussing what makes RPG play "simulationist".
I cannot talk for
@clearstream . I think I am engaged in several layers of this.
- On the level of
game I have expressed strong sceptisism with regard to whe value of having a "simukationist" classification at all.
- On the level of
play I have tried to amplify
@clearstream 's
recent musings about self reported experiences, as I think this is indeed a promising way to assess
level of simulative experience in actual play. However I am sceptical to if this can be used as a
clasification as "simulationist. I believe all RPG play likely contains some extent of these experiences, but that it could provide a basis for an
ordering
- On instances of play I have been quite alone in strongly advocating the concept of
supporting or
hindering a
given simulation. I think there are aspects of play that can be identified as doing one or the other; and that as such this
could be used as a basis for classificating the given aspect
in that instance of play "simulationistic".
This is a bird's eye perspective, that my remaining reply fit into.
Experiences occur during moments of play. If some extended period of play is supposed to be simulationist, in virtue of the experiences that it contains, then presumably we can point to candidate experiences.
I've pointed to a rules framework - namely, Marvel Heroic RP and a fantasy hack of it- that supports simulative experiences: immersive and noetically satisfying ones. But there seems to be a widespread consensus, of which you are a member, that the moment of play, the play overall, the rules, etc were not simulationist. I'm trying to work out what that consensus is based on.
I think I am not part of that "consensus". I have been speaking up regarding the single play instance, as I find it very interesting to analyse (more of that below). However as you can see above I hold different stances on the play and game level.
My (ii) is taken straight from
@clearstream. See, as just one of probably a dozen or more examples, this post, which you "liked":
D&D General - [rant]The conservatism of D&D fans is exhausting.
Yes, but that phrasing is from my understanding taken more or less directly from Eero Tuovinen, and i guess was used when replying you as an assumed common language ground. I read
@clearstream 's post regarding experience as an attempt to introduce a new language and methodology to approach talking about simulation. I find this promising, and hence I didn't like seeing this mixing of what I consider "new" and "old" language.
When you say that (i) and (ii) are not applicable, are you saying that I am wrong in saying that various examples of play I've described fostered immersion and fostered understanding and appreciation of the subject matter of the shared fiction? Because I was there and I know that they did!
I say it is far from obvious that they are applicable. The issue is that in my quick reading they
appear to not be applicable at all, but I have not done the work of deep diving into the terminology to see if there might be some understanding of the terms involved that would indeed make it applicable. I don't like to be associated with a claim I do not
understand how can be true myself, even if it
might be true.
However a bit further down I will try to dive a bit deeper into the situation.
I think that comparing the play of MHRP to (say) a side-game of noughts and crosses is pretty ridiculous. I am not suggesting that the moment of play I described is simulationist despite what happened during it. I am suggesting that it ticks the boxes for immersive and noetic satisfaction because of the game play that occurred during it.
I already addressed this concern in the post you quoted. Indeed the entire next paragraph was meant to clarify this, but in particular
However as apart from tick tack toe, there are merits to this situation that possibly could open it to be usefully labeled "simulationistic" via some other labeling scheme I cannot recognise right now.
Was intended to clearly call out that the tick tack toe example was only relevant for
this particular possible scheme of classification.
However, now comes the announced analysis. You here make a claim that there was a
causation between the action, and the immersive and noetic experience. This is a different way of trying to extend the concept of simulative experiences into a classification scheme for instants of play than the one I proposed, that merely required
correlation. The big problem with this is suggestion is that causation is insanely hard to establish - in particular in terms of human experiences.
Imagine ripping this incident completely out of context, and say that your first session of play
stared with you asking "what do you want to do with the runes?" The player now utterly confused utters "read them I guess? Is this some sort of map?" You procede to roll some dice and declare "Yes it is indeed a map". Would that player when asked indicate they had an immersive experience, and that they got a sound dose of noetic satisfaction? I would expect a heavy no on both, and very empathichaly on the second, as this session in no way started as they would have expected.
But this is likely true for any isolated incident no matter how simulativistic whatever is going on in that moment is supposed to be. Hence I do not think we can find a way to clearly establish a causation between a single incident - the experience is a product of many things that lead up to that moment. You could point out that the play didn't ruin the experience, but neither did the tick tack toe game.
This is why I think that for single incidents it is more useful to look at
what we want to simulate rather than the similative experiences, as I think it then
is possible to point to causation. For instance if we want to simulate that there tend to be rain in the tropic, and we have a table with weather that is rolled every day - it is actually possible to say something about if this table supports the desired simulation by looking at distribution of outcome.
So in this perspective:
What did you want to simulate when the runes were resolved?
So if it nevertheless does not count as a simulationist experience, or a constituent element of a simulationist experience, why not?
A resolution isn't an experience in this context. The experience is something personal to the player. If it can be said to be a constituent part depends on what is the threshold for considering something constituent. If it is a thing that happened as a
integrated part of the activity that provided the experience, then yes - this was a constituent element of a simulationistic experience in my understandings of those words.
("Integrated" is my attempt to exclude tick tack toe, while quite clearly including the runes resolution. However I think the
edges of this concept is to fuzzy to make it immediately useful for wider application as basis for a "simulationistic" term based on correlation. I am also sceptical to the usefulness of such a term with this basis, even if we manage to make it well defined)
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Finished up the part addressed to me. Will se if I have more to add from the rest of the post later.