Alright! From the (lengthy!) discussion on the last post comes this question, which I wanted to bring out as a separate post. It’s an inspired-by-a-guest post, which is a bit like a guest post, except I get to abuse the fact that it’s my blog to get my argument in first. Hurrah!
It’s a terminology discussion. If you aren’t interested in terminology, that’s understandable (!), and you should probably look away now. The “official” definitions for the terms come from The Forge Provisional Glossary, and my interpretation of them may be wrong.
The question comes from Rabalias. Our discussion went on for a while, and (I think) clarified what I see as the difference between Gamist play (tactical decisions), Narrativist play (thematic decisions) and Simulationist play (neither, or bits in between those two).
Then Rabalias said:
I think we probably do need another name here. I’m not sure why we’d call the non-narrativist stuff “simulationist” any more. It’s more like the distinction between Battlestar Galactica (constant moral judgements and decisions about what goals one should pursue with limited reources) vs, say, Stargate SG1 (most of the baddies are obviously bad, most of the time the characters seem to have adequate resources for the task at hand and the questions are more tactical in nature). (Try not to get hung up on the choice of shows there, I’m just trying to use them as an example.) Anyway, I’m not sure what the right term is right now, but simulationist just doesn’t seem to cut it for these purposes.
Cool! Here’s my opinion.
Thematic decisions, answering questions like “which is more important, X or Y?” (friendship or family, for a single example) / “how far would you go to get Z?”, that’s Narrativism. BSG, in your TV series example.
Tactical decisions, answering questions like “can you overcome X challenge?” / “does your plan work?”, that’s Gamism. SG1 in your example, I think? If so, there’s slight confusion when compared to the previous sentence; this is non-Narrativist but I wouldn’t call it Simulationist. It’s Gamist :-)
Both require real, meaningful questions to be asked of players/characters. Real= “having more than one valid answer, and not forced in a particular direction by another player, such as the GM”. Meaningful = “having a significant effect on the direction of the game”. What *type* of question it is determines whether it’s Gamism or Narrativism, as above.
So what about play where you have neither?
Well, it depends. What are you doing instead? I’d argue that in most cases you’re exploring the world / story / characters / whatever that the GM has created for you, or that you’ve created yourself. (I’m focussing on traditional GM / player models here.) That exploration, to my mind, is Simulationism.
However, there’s also the term “Illusionism”, which refers to play where a GM gives the illusion of real meaningful choice (tactical or thematic), but in fact the choices are not meaningful – they don’t change the direction of the story, which proceeds according to the GM’s plan. (There’s also “Participationism”, which is the same thing but where the players know that’s going on, and are ok with it.)
To my mind, those are a subset of Simulationism – the players are exploring the GM’s story. But perhaps it’s a separate thing altogether.
So, two-or-sort-of-three questions for you, Rabalias:
- Do you agree that play without real meaningful decisions necessarily relies on exploration to provide its primary focus of interest? If so, doesn’t that make it Simulationism?
- If it’s not Simulationism, do “Illusionism” and “Participationism” cut it for you? Are they the other term(s) you’re looking for?
Clarification: A game can be broadly Simulationist and still provide real, meaningful choices. It just doesn’t do so very often, because it doesn’t see that as the primary goal of play. I certainly don’t want to imply Simulationism = no choice = bad gaming. Neither of those equalities is true – please ask if you’re not sure why.