jonesy
A Wicked Kendragon
I do not think that word means what you.. oh. Memeception.I find this inconceivable..."Gamist" does not mean what you likely think it means..
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I do not think that word means what you.. oh. Memeception.I find this inconceivable..."Gamist" does not mean what you likely think it means..
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I assure you I wouldn't have started this thread if it wasn't something I noticed beforeI have never seen "gamist" used to mean "like a video game" until the OP just now.
He's not talking about encounter powers as a challenge for characters to overcome in game, but as an abstract metagame resource. Other posters in that thread are using the term in the same way.Encounter/Daily restrictions and "gamist" supposition ("once you use it, its gone"); general abstraction that removes players from their characters and discourages improvised, imaginative play (outside of the power structure).
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Of course the problem with this idea is that it still retains the "gamist" approach that separates players from their characters.
Fair enough, but it also requires that the characters confront a challenge in the game world. To requote Edwards from my OP:The whole point of the term is to describe the point of games: the players are supposed to step-on-up and try to win. To defeat the challenge.
No in-game characters, no gamism; therefore, board games like Risk are not gamist.The in-game characters, armed with their skills, priorities, and so on, have to face a Challenge, which is to say, a specific Situation in the imaginary game-world. Challenge is about the strategizing, guts, and performance of the characters in this imaginary game-world.
Don't wargames also have a strong simulationist element, in contrast with more abstract games such as chess? Indeed, I thought wargames usually emphasised sim above all, with game coming in second place.... except that wargames ("strategically moving miniatures") and WoW are both emphatically focused on addressing and overcoming challenges. To the exclusion of all other factors.
Don't wargames also have a strong simulationist element, in contrast with more abstract games such as chess? Indeed, I thought wargames usually emphasised sim above all, with game coming in second place.
Fair enough, but it also requires that the characters confront a challenge in the game world. To requote Edwards from my OP:
No in-game characters, no gamism; therefore, board games like Risk are not gamist.
Part 1: The Pedantry
"Gamist" does not mean what you likely think it means; that is, it does not mean "like a boardgame," or "reminiscent of a video game." "Gamist" is a term from Ron Edwards' infamous GNS theory and refers to playing a game with the intention of addressing and overcome challenges:
"The players, armed with their understanding of the game and their strategic acumen, have to Step On Up. Step On Up requires strategizing, guts, and performance from the real people in the real world. This is the inherent "meaning" or agenda of Gamist play...
The in-game characters, armed with their skills, priorities, and so on, have to face a Challenge, which is to say, a specific Situation in the imaginary game-world. Challenge is about the strategizing, guts, and performance of the characters in this imaginary game-world."
I know GNS isn't everyone's cup of tea, but the point is that "gamist" has nothing to do with strategically moving miniatures, or how much your least favorite RPG is like World of Warcraft.
Part 2: The Soapbox
Yes language evolves, but the reason to resist shifts in meaning is when the word in question has a unique meaning that is at risk of being lost. "Gamist" is a useful word that describes a particular playstyle and design goal, and if it becomes another synonym for "gamelike" or "gamey," then our ability to express that meaning is severely compromised.
See also "literally" coming to mean "figuratively."
I have never seen "gamist" used to mean "like a video game" until the OP just now.
I assure you I wouldn't have started this thread if it wasn't something I noticed before. Check out the OP of this thread for starters.
He's not talking about encounter powers as a challenge for characters to overcome in game, but as an abstract metagame resource. Other posters in that thread are using the term in the same way...
This would extend to video games, board games (Risk and Chess alike), RPGs, etc. It's player-oriented, and not reliant upon characters, to my knowledge. It values placing the playability of the game over the "D" or "S" in GDS theory.en.wikipedia.org/wiki/Threefold_Model said:Game is concerned with the amount and kind of challenge that the players face in the course of the game. Ideas such as 'balance' and 'fairness' and 'victory' belong here.
Part 1: The Pedantry
"Gamist" does not mean what you likely think it means; that is, it does not mean "like a boardgame," or "reminiscent of a video game." "Gamist" is a term from Ron Edwards' infamous GNS theory and refers to playing a game with the intention of addressing and overcome challenges:
I know GNS isn't everyone's cup of tea, but the point is that "gamist" has nothing to do with strategically moving miniatures, or how much your least favorite RPG is like World of Warcraft.
Part 2: The Soapbox
Yes language evolves, but the reason to resist shifts in meaning is when the word in question has a unique meaning that is at risk of being lost. "Gamist" is a useful word that describes a particular playstyle and design goal, and if it becomes another synonym for "gamelike" or "gamey," then our ability to express that meaning is severely compromised.
See also "literally" coming to mean "figuratively."
It's not a real word, as far as I know. So I guess it means whatever someone wants it to mean.
To me, it clearly means something different to what it means to you. I don't think Mr. Edwards coined the term, because I'm pretty sure I remember hearing and using it long before I discovered teh intrawebs. And the above description isn't how we used the word.