benlehman: (Default)
benlehman ([personal profile] benlehman) wrote2005-03-04 09:06 pm

A proposal



There seems to be great confusion about the use of the term Simulationism. To paraphrase Vincent, a lot of people want the word to mean something that is cooler than it is. Further, most of these people seem to talk about it in terms of a set of techniques for enhancing the "reality" of the experience.

I'd like to propose that there exists a set set of techniques, compatible with any creative agenda which encompasses what these people are talking about when they say "simulationism."

I'd like to propose calling these techniques "plausibility techniques" as a whole, with the subsets of "fidelity techniques" and "immersion techniques." The essential idea is that the goal is to render a plausible gameworld, and that this is achieved via two means: One is rules which make the game adhere to certain requirements, the other is an immersion which brings players into a trance-state where they will accept the strangeness of the world as reasonable and true.

Those two subsets are not the entireity of plausibility techniques -- there are other types, I'm sure.

How does that sound to other people?

[identity profile] apollinax.livejournal.com 2005-03-06 05:32 am (UTC)(link)
One is rules which make the game adhere to certain requirements,

Too vague. The same could be said for G or N or, really, most any rule.

If you said "make the world adhere to certain requirements," then I think you might be closer to the mark. Sim rules are intended to model the environment within the shared blah blah etc.