Sure, heist as a genre focuses on a large scale robbery or a string of robberies. Blades doesn't do this in any consistent way. Play doesn't have to be about robberies at all. My last game was with a crew of smugglers. We did a few heists, but we also did smuggling, a lot of occult stuff at the end, politics, and flat out beatdowns. So, if Blades was meant to emulate a heist genre, it seems to not do so with surprising regularity. I can do heists, for sure, but it's not a heist emulator.
A flashback that shows how the the things were arranged beforehand is a heist staple. Blades' flashback mechanic is intended to emulate precisely that. And of course genre emulation is part of high-concept sim under GNS.
It's also a staple of other genres. It's not at all unique to heists. This was my point -- heist as a genre is fairly specific, but flashbacks are not specific to heists. You can have heist genre without flashbacks. Flashbacks are neither necessary nor sufficient to achieve heist genres. A great example of flashbacks in a non-heist is Westworld, which makes extensive use of flashback layering.
So, this entire argument is a poor construing of what Blades offers in an attempt to lump it into an easy bin and claim that it's simulationist -- I mean, you've ignored the repeated statements that just having genre isn't sufficient for that agendas, but that genre has to be the point of playing, but that aside this fails.
BTW, I hgave hard time seeing how this sort of flashback could ever work in a game runnin on pure process sim. It is exactly the narrative engine which makes this sort of genre emulation even viable. (More about this later.)
It's good that you're finally acknowledging that simulationism has more than one bucket, and that there are differences in techniques.
No. It is only because your obsession about GNS purity that you'd think this. You think the game does A. I say, sure, it does A, but it also does B. You see this as "it does B instead of A," as your framework cannot conceive A and B existing side by side and supporting each other. I am not at any point have been denying that A is happening.
And, again you show you haven't paid attention. Of course games can do multiple things. 5e is a good example. YOUR claim about AW is incorrect. Some games do multiple things, others do different multiple things, some don't do things. AW doesn't do any simulationism. This isn't purity, it's actually applying what the model says to what the rules actually say and not your loose argument that any genre is genre emulation and that this is the same thing as simulationism. I've pointed out where those steps are wrong individually and together.
I've already said a few times how games manage different agendas -- they toggle. You've made claims about harmonizing, I've disagreed. The agendas are mostly exclusive of each other, so you cannot meet more than one at the same time, but you can toggle between them. My example of The Between earlier showed how that works with Sim and Narrativism. It also showed what kinds of structure actually have to be in place for Sim to function, and those are lacking in AW.
You are the one who is denying what's happening in games. You are the one who has ended up in a blatantly absurd position of having to argue that a flashback mechanic in a heist game is not genre emulation.
It's not. I don't know what to tell you. You seem to have a very low bar for sufficiency. I think it's tied to how much you want to show that the GNS model has no useful things to say -- like how you try to discredit it for not having the same number of things in each bin, how you try to say that the Narrativism bin is the same as Dramatism from the GDS model, how you claim any genre is emulation and therefore simulationism (when that's not remotely close to sufficient). You've yet to try to apply the model in a constructive way but instead have only posted how it doesn't work, and you've made errors every time you've done so.
There are legit criticisms of GNS. The ones you're putting out, so far, aren't. You've touched closely on a few, but chose to run in a different direction.
I feel it would be far more fruitful to discuss how different agendas can support each other and which work well together. Because yeah, this is a 'system matters' thing and I really don't think you can genre emulate any genre with a narrativist engine, nor can you emulate any genre with a pure process sim. Some thins simply go better together than others.
Yes, because that discards the model. However, the utility of the model is that it's identifying agendas that conflict. It's pie-in-the-sky to assume that no agendas actually conflict; that they all can work together if we just hold hands hard enough. But that's not true. I showed this with the hitpoint example. I've linked examples from the first 20 posts on the main page of ENW that show conflicts in agendas. Conflicts exist, and GNS actually is useful in identifying why they exist and what the conflict is actually over. The model isn't there to tell you how to fix it, but how to identify and understand the source of conflict. If you want to talk about how to work through conflict, I'm 100% game. I love that stuff. But that's not what you're doing. You're saying that agendas do naturally work together and this model, the GNS model, is wrong because it suggests that they do not.
Your fixation on genre is weird, especially since the model doesn't really care much about genre -- it would only care in the sense of a high-concept sim whose goal is to specifically emulate a genre. Other than that, genre isn't even a consideration for the model. It is in some of Edwards other essays, where he talks about the role of setting in various agendas (it's a good read, but long and even denser than the GNS essays). The fixation you have that genre is the important detail just doesn't follow. Of course not every game can use every genre. That's, well, obvious. And totally beside the point. We aren't talking GNS to evaluation what genres a game can support because it doesn't care about that.