. . .Aaaannndd you lost me. Our paradigms and definitions are too far apart meaningful discourse, I fear. If by culture you mean anything close to "a collective group of peoples who might be wronged or offended", then I have to admit that I cannot conceive of a "culture" that doesn't have a story or stories. To my understanding culture is defined by its story/stories.
I have enjoyed our conversation.
When ideas are conflated, like attempting to make games into stories and vice versa, I find it's important to deny attempts to make life more uniform. The consequences are almost always a world where we annihilate other ways of thinking for what's being called one true way philosophies, in this case literary theory philosophies. Literature and theories on making stories are fine. I would never want those practices to stop, but I feel you may need to free yourself from narrative as an absolutism or you're only going to end up provoking others when they disagree with you about this. By denying absolutism I'm not denying you or your right to believe as you do. I'm merely suggesting holding story creation to be a kind of fundamental certainty of existence isolates you from all the world where this absolutism doesn't exist. For many, this includes our real world, which I hope you don't take to be a story you made up.
You seem to be attempting to give "game" a more certain definition than I have seen support for elsewhere, and to ascribe less story and more math to "RPGs for a good 20-30 years" than my 33 years of experience meshes with. (I'm open to arguments about "a good 4-7 years" of D&D's life since I only have 2nd hand evidence about that time period and no original sources in my collection.)
Cherrypicking quotes from early texts of D&D isn't going to help you relegate D&D to the Forge model of gaming or any attempt to define gaming or roleplaying as storytelling. Those are ideas invented less than 20 years ago. D&D is 40 years old. That D&D is a simulation game like most stories in books are simulation stories isn't in dispute. That playing D&D, most any older RPG, or a computer RPG is similar to what simulation stories try and do is also true and a lot of early gamers and game designers saw that. But let's not confuse the pattern recognition of playing a game and the creating of patterns by game designers with the construction of a story. Stories are patterns too so players can read them, but they are sequential patterns and lack most of the core characteristics games have. However repeatedly and blindly one model attempting to describe games confines games solely to literary concepts, we would do a disservice to all games by removing from them and the very thoughts of their players what games can do and stories never can.
The term "Gameplay" seems to have arisen in conjunction with video games, where all of the possibilities are fairly well prescribed. It apparently has no tightly defined universally accepted definition.
Great. If you have some reason to use the term, feel free to describe your definition for clarity purposes.
"Game mechanics" are not the entirety of a "game".
The rules on their own are the game like a story printed in a book is the story. Game is a multi-definitional word that refers to all sorts of things like playing a game, gambling, deciphering a situation to achieve objective usually against other people, and even treating another person like a game piece (gaslighting perhaps?).
That playing a game by following a game's rules is also called a game, like we might go watch a sports game, doesn't make the rules any less the game.
I am unaware of any version of D&D where all of the outcomes are defined by clear mathematical parameters.
3e and 4e leave out huge chunks of needed mechanics IMO, but the logic patterns the character optimizers are sussing out are hardly unknown and make me doubt your assertion.
This doesn't mean all pattern recognition of course is covered by mathematics, but much of math is the study of patterns, so let's not be unnecessarily pedantic of what that current study contains.
Several definitions of game don't involve math and some don't involve strategy at all. They certainly don't require that those be dominant.
And I don't want their definitions to be removed from the pool of attempts trying to comprehend games and playing in games. But perhaps we might not limit our game play and game designs to the conclusions of a few others who are engaging in pattern recognition about game and game play? I'm not suggesting anyone anywhere has completely solved what goes on in the games. The descriptions you offer can lead to different schools of games too.
But let's not confine games to storygames. That would be like denying all games, which aren't sports. Or worse, demanding all games be treated exclusively as sports and "good game design" as what makes sports successful. That pretty much sums up my experience with the storygame community.
BTW, can we actually discuss all those ideas I brought up in my previous post? Simply repeatedly denying any and all ideas which conflict with the Big Model is halting the exploration of interesting ideas in this thread.