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Simulationism drift to Gamism

4/10/2017

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Edwards observes that games that strive for Simulationist play are easily drifted into Gamist play: "It also takes over easily mechanically in many instances of game design, especially in Simulationist-facilitating games, in two ways. The first way is to perceive system-based opportunities for advantage: breakpoints in point-allocation design, stacking of options into unique effects, and similar. Such things are often offered as neat add-ons in otherwise-Simulationist designs, but they take over fast when character niche-protection switches into literal character-defense. The second way, unsurprisingly, is through reward systems: a traditional character-improvement system can switch to a fully-social Step On Up reward system any time anyone wants, especially since it's self-perpetuating. . . .

The common reaction to this easy transition, for non-Gamist-inclined players, is pure terror - it's the Monsters from the Id! In-group conflicts over the issue have been repeated from group to group, game to game, throughout the entire history of the hobby.

One such thing is a tug-of-war regarding following rules vs. not-following rules. What the rules actually say becomes yet another variable even as people argue about whether they should be followed, and when both of these issues are firing at once, nothing can possibly be resolved. The result is always to consider either following or ignoring rules to be 'right' when it goes your way.

Another tack is for some groups and game designers to treat Gamism's easy 'in' as a necessary evil and to take an appeasement approach. The 'Id can be controlled, they say, as long as the Superego (the GM) stays firmly in charge and gives it occasional fights and a reward system based on improving effectiveness. This approach may rank among the most-commonly attempted yet least-successful tactic in all of game design. It will never actually work: the Lumpley Principle correctly places the rules and procedures of play at the mercy of the Social Contract, not the other way around. Therefore, even if such a game continues, it has this limping-along, gotta-put-up-with-Bob feel to it."

GM as Superego to the Gamist Id is a pretty brilliant reading of that phenomenon.
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    Jason D'Angelo

    RPG enthusiast interested in theory and indie publications.

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