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What Does "Simulation" Mean To You? [+]
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<blockquote data-quote="AlexofBarbaria" data-source="post: 9813168" data-attributes="member: 7035226"><p>My favorite part of GNS theory is the separation of creative agenda from the particular techniques that we've come up with so far to support it. Most posts here are about <em>techniques</em>, not simulationism itself as a reason to play.</p><p></p><p>Ron Edwards' <a href="http://www.indie-rpgs.com/articles/15/" target="_blank">Simulationism: The Right to Dream</a> defines Simulationism as play where the group's highest priority is sincere exploration of the shared imaginary world for its own sake.</p><p></p><p>I think the essay is insightful and mostly even-handed, until the end -- the part I really disagree with (and seems to come out of nowhere) is when he says: "It's a hard realization: devoted Simulationist play is a fringe interest." Huh?</p><p></p><p>It depends how much work "devoted" is doing here I guess, but I think Simulationism is hardly fringe! I think it's actually the most mainstream mode of RPG enjoyment.</p><p></p><p>Couple observations to support that:</p><ul> <li data-xf-list-type="ul">TTRPGs from 1974 to 2000-ish steadily became more simulationist (until they collapsed under their own weight and spent years being dissed by influential game theorists). Edwards doesn't explain <em>why</em> they evolved in this direction for so long.</li> <li data-xf-list-type="ul">Computer games have become steadily more simulationist, at least until 2020ish. Enhancing graphical and physical fidelity is a simulationist technique! At the same time, games became simpler, shallower, and easier to play*. The market clearly prioritizes the "VR" experience over gamist qualities like difficulty and tactical depth, at least up to the point of a 2020ish+ AAA game (VR headset gaming hasn't been hugely successful).</li> </ul><p></p><p>* It's crucial to understand that Simulationism and ease-of-play are totally orthogonal. It's not <em>inherently</em> clunky, crunchy or slow to prioritize exploration of the imaginary space. Simulationists don't necessarily enjoy crunching the numbers or following complicated procedures themselves. "Easy" sim games (like, you know, <em>The Sims</em>) are massive!</p><p></p><p>Putting it together, I think the best explanation is that people love Simulationism, it's just hard to do with traditional TTRPG tech.</p><p></p><p>VTT-first TTRPGs are potentially a very interesting tech upgrade to support Simulationist play.</p></blockquote><p></p>
[QUOTE="AlexofBarbaria, post: 9813168, member: 7035226"] My favorite part of GNS theory is the separation of creative agenda from the particular techniques that we've come up with so far to support it. Most posts here are about [I]techniques[/I], not simulationism itself as a reason to play. Ron Edwards' [URL='http://www.indie-rpgs.com/articles/15/']Simulationism: The Right to Dream[/URL] defines Simulationism as play where the group's highest priority is sincere exploration of the shared imaginary world for its own sake. I think the essay is insightful and mostly even-handed, until the end -- the part I really disagree with (and seems to come out of nowhere) is when he says: "It's a hard realization: devoted Simulationist play is a fringe interest." Huh? It depends how much work "devoted" is doing here I guess, but I think Simulationism is hardly fringe! I think it's actually the most mainstream mode of RPG enjoyment. Couple observations to support that: [LIST] [*]TTRPGs from 1974 to 2000-ish steadily became more simulationist (until they collapsed under their own weight and spent years being dissed by influential game theorists). Edwards doesn't explain [I]why[/I] they evolved in this direction for so long. [*]Computer games have become steadily more simulationist, at least until 2020ish. Enhancing graphical and physical fidelity is a simulationist technique! At the same time, games became simpler, shallower, and easier to play*. The market clearly prioritizes the "VR" experience over gamist qualities like difficulty and tactical depth, at least up to the point of a 2020ish+ AAA game (VR headset gaming hasn't been hugely successful). [/LIST] * It's crucial to understand that Simulationism and ease-of-play are totally orthogonal. It's not [I]inherently[/I] clunky, crunchy or slow to prioritize exploration of the imaginary space. Simulationists don't necessarily enjoy crunching the numbers or following complicated procedures themselves. "Easy" sim games (like, you know, [I]The Sims[/I]) are massive! Putting it together, I think the best explanation is that people love Simulationism, it's just hard to do with traditional TTRPG tech. VTT-first TTRPGs are potentially a very interesting tech upgrade to support Simulationist play. [/QUOTE]
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