No, but in an RPG context, "You set up camp near the river. Shortly before dusk you see a large brown bear head to the middle of the river. After about 10 minutes it catches a large fish and carries it off to eat."
That's plenty enough to be a simulation of what a bear might do in the woods. There is another thing that bears do in the woods, but this site doesn't allow us to say such things.
In an RPG context you don't need to create a scientific model that takes all kinds of things into account in order to be a simulation.
I've posted the above because this is the example I was asking about. The GM narrates that there's a bear near the camp and that it heads into a the river, and after 10 minutes it catches a fish, and then leaves.
This was sited as sufficient to meet the threshold for a simulation for RPG purposes. As far as we can tell from this example, the GM decided the bear was there because it was plausible for the bear to be there. Nothing more is shared about how this was determined.
So the only qualification for something to be a simulation, as far as we can tell from this example, is that the GM has decided it's sensible based on the information within the game. Plausibility.
Those where the DM isn't trying to simulate anything. Dungeons with layouts and inhabitants that make no sense. Cities located in areas where no city would ever rise. And so on.
Plus, you're now trying to equate simulating one thing(such as the bears) with the entire game being run like a simulation, which just isn't true. You can have instances of simulation and/or entire games run like simulations.
I'm trying to understand what makes the above a simulation, and if it is a simulation, what game doesn't qualify.
What game wouldn't allow a GM to narrate a bear catching a fish in a river?
Ones where the GM's or designer's agenda is entirely focused on Drama or Game.
For example, I don't think any aspect of Diablo 2 is intended as a simulation. It's all just a platform for a hack and slash loot game. I don't think there's a single aspect of the game that arose from the designers asking themselves, "what would logically happen here?" Town portals, loot popping out of dying monsters, zero to hero in 8 hours... It's all done to be a fun game, not a coherent world.
As far as TTRPGs go, Hillfolk/DramaSystem has such rudimentary procedural scene resolution mechanics that it practically screams "use another system for these bits if you care at all about simulation!"
I am only fleetingly familiar with Hillfolk, but I'm reasonably sure the GM could decide that there's a bear catching fish in a river.
As for Diablo... I think there's a distinction to be made with computer games and tabletop games. Certainly tabletop games involve some amount of translation that's typically not present in video games. When we play a game like D&D, there's what happens at the table (we roll a d20 and add a number and compare it to a target, etc) and then there's what happens in the fictional game world (the fighter swings his sword and hits the ogre, etc.). That translation is skipped in video games, so the comparison isn't really apt. We could imagine that picking up the loot takes time, or any other veneer of sensibility over the mechanics... but we don't.
Immersionism or simulationism is a mode of play. We're not looking simply for facts about the game text that explain it's simulationist aspects, but also for facts about the players through or in which those aspects will manifest as immersion or simulation.
As
@FormerlyHemlock implied, it's brought about by an agenda.
I don't follow the first paragraph above. As for the second, I think it touches on the question... how is it brought about? Is it just plausibility, as Max has suggested? Is there something more?
I'm not saying I disagree but I do want to note that I don't understand the sentence in bold. It's Greek to me!
I think of simulation as a GM activity, an attempt at dispassionate extrapolation, not involving the players except through their characters, who act within the world and need to see realistic effects. Immersion on the other hand is an experience the players have, which for some players is tied to the quality of the simulation they're "in". Too many plot holes disrupts the Matrix.
Realistic in what sense?
If it's only plausibility, than I'm struggling to imagine a game that doesn't allow it.