I would say that the GNS criteria are still worth observing, if not a be-all, end-all.
One problem with the model has been a confusion over what "simulation" vs. "narrative" means. Are we simulating a story, or are we narrating a story?
For example, many OSR games had a morale mechanic -- when 25%, 50% or more of the bad guys get taken out, there's a random roll to see if the bad guys flee. Fair enough. But the question is, is this morale rule a SIMULATION (that people who take heavy losses would be inclined to run away) or a NARRATIVE (that it makes sense in the story that Bulk & Skull would run away once it's clear they're out-matched).
Many early games were obsessed over "realism." If you read D&D 2e, there's long screeds in it about what the Olympic weightlifters could lift, therefore we made our encumbrance rules this way ... or once somebody survived falling 17,000 feet, therefore our falling damage rules make sense, etc. Many game design decisions were justified about how they were supposed to simulate reality.
Reality-simulation didn't last very long. The World of Darkness games preferred narrative over everything, with players encouraged to make their own backstories, motivations, and histories, going above and beyond any numbers. D&D3 introduced "extra-ordinary" feats -- abilities blatantly labeled as not even remotely realistic. D&D4-5 don't even bother labeling them as such.
For what it's worth, video games also wandered from realism. Grand Theft Auto characters regularly take 20 bullets to the face, get hit by a car, and then wander off to a hot-dog cart to regenerate all their HP. Richard Hillman of EA used the term
authenticity instead of realism, to describe the simulation that he thought the users would be expecting, not the simulation that was realistic.* You see this often in video games: of
course you just shove another clip in there. Of course, these guns make these precise sounds, whether they're the correct ones or not. Of course rolling on the ground briefly makes you invincible to all harm, etc.
When it comes to authenticity, then are we talking about something that is authentic to a fun GAME, or something that's authentic to a fun SIMULATION? Or are we talking about something that's true to the kinds of stories we would tell... something authentic to the NARRATIVE? Yowsa.
So let's back up a bit. What if we use GNS to refer to
how do you resolve a situation in the game. Do you:
- Use a gamble, double-blind, or some other formal mechanic that has risks, reward, and strategy? If you are, then it's a Gamist solution
- Have a meta-solution that resolves everything, using fiat, editorial considerations, and anything else because you want it to go that way? That's a Narrative solution.
- Look at what's already been going on, and use a detailed analysis of the world's fiction to decide what happens next? That's a Simulationist solution
A discussion of GNS is better if there's some definitions of what GNS is not.
- If it doesn't have some kind of strategy, wager, or random element, then it's not a gaming solution. (For example, if you convince your MC that since it's foggy today, your opponent can't see you, that's a simulationist decision. If you spend a hold or story-point to suddenly say it's foggy when nothing in the fiction had said it foggy before, that's a strategic use of a resource, and now it's gamist.)
- If there's no story going on, it's not narrative. (For example, if you have a generic mob of NPCs show up because someone failed a roll to sneak around, that's a gaming thing. If you go through a precise set of calculations to determine how many gang members can show up based on shifts, transport, and other logistics, that simulation. If you have a mob of NPCs who are here because they've been tracking you and they're angry that you stole their last spark plug, and the MC thinks this is the right time to have them show, that's narrativist.)
Naturally, there's some wiggle room here. For example, using story points to change the environment or to produce new elements could be said to be "high-gamist, low-narrative.".
The GNS model is very much keeping in mind when writing PbtA games. PbtA games tend to be gamist first, narrative second, and simulationist last.
- Pbta games are high in gamist qualities. Moves can be described with barely any information, entitling players to actions because they rolled high. ("on 10+, you find an escape route"). Story factors are opened by high rolling. PbtA games are renowned for being "fail forward" -- that is, you're going to do it anyway, we're just rolling to see what price you have to pay to do it. Relationships between characters will be formally tracked, they will rise and fall based on strategic decisions and random die rolls, and (in many games) they're the major way to increase your character's power, moreso than life experience, better gear, etc.
- PbtA games are medium in narrative qualities. The players make all rolls -- the MC never rolls anything in secret. If the MC wants to have some bad event show up, everyone's aware that it's either the MC's fiat or the result of a bad (gamist) roll ... never the result of some wandering-encounter table or other (simulationist) random event. For a game about a horrid landscape of grim survival, Apocalypse World will let players declare some NPCs to be immune to any badness what-so-ever, no matter what -- a narrative immunity, beyond any dice, tactics, or simulation.
- PbtA games are low in simulation. In Apocalypse World, the actual disaster isn't specified -- players are encouraged to "barf forth" whatever apocalyptica they think is appropriate to the narrative, and not to worry about simulating nuclear strikes, viral plagues, or Hadron colliders. Hunger, thirst, and other resources are abstract game decisions, when they show up at all. (AW2 encourages players to ignore gasoline evaporation, because having gas is more fun.)
Vincent's post on design theory** follows this model. If a player has an ability, they should be allowed to use it, in this moment. What's going on right now, the decisions the player wants to make (the game) is considered top priority, moreso than a long, drawn-out discussion over whether it's better for how the history of events would permit this (the narrative) or how something might actually be possible given our logistics (the simulation).
When designing your own PbtA game, it's a good idea to remember this priority list of "game first, narrative second, simulation third". The purpose of GNS is to give vocabulary to these decisions, and to guide you in the right direction ... not as a precise taxonomy or a check-list. If we can keep in mind how GNS applies to design theory, then it's still very useful.
*
http://famousaspect.com/what-is-game-design-with-rich-hilleman-part-1/**
http://lumpley.com/index.php/anyway/thread/466