I guess I could be a little clearer about what I mean by theory. I think a distinction should be made between theory like good colour selection, how to proportion the human figure, how to program in C++, etc. and theory like what you'd I guess call Ludology, where you're asking questions like "What makes a game artistic?" or "What makes a game good?"
I think the former is great -- we already have a lot of it around and I think we can always use more -- but the latter is really pretty much worthless. A lot of very smart people have put their entire professional lives into asking these questions and we pretty much have nothing, and I think the reasons I've mentioned are pretty much the reason why. The play experience just isn't quantifiable in any meaningful way.
I'll just say that that's all nicely put and I agree with that, and I never really meant to say something contradictory to that.
It's just that:
They say "I have an idea for making a game that looks like this and a game that feels like that," and because they understand the actual finished program on the basis of play, on the basis of being absorbed the game and perceiving its world as a world rather than as a collection of interacting algorithms, they do a much better job.
My point is that when someone says "I have an idea for making a game that looks and feels like Metal Gear Solid but without all the controlling Snake parts," they're making a movie, not a game. By extension, I also think that a good movie that somehow qualifies as a game is not necessarily a good game.
I should note that in this passage you're still separating a game into different parts ("game", "story", whatever) when our whole point was that you can't really do that except analytically. When someone plays a game, they aren't thinking about its story or its gameplay, they aren't categorizing it like that, they're just playing it as a whole. Even if they theoretically recognize the distinction between story and gameplay, they don't actively apply that distinction while playing the game, and don't usually use those concepts until afterwards, when they're thinking about the game in retrospect. So it still feels wrongheaded to me to say that a game even has gameplay, or that a game even has a story. It only has such things when broken apart, not when it's working as a system. For instance, when, in FFIV, Cecil has to "not fight" his shadow self in order to become a Paladin, was that a part of the story or a part of the gameplay? It makes no sense to think of it in those terms, it was just Cecil becoming a Paladin by the player not fighting his dark knight self.
Yes. And what I'm saying is that when that separation makes sense, i.e. when they're not working together as a system, then we're dealing with one game and one movie (or whatever). And
then if the game part is not the important one, I don't see why we should call it a game rather than a movie. Given some of the more recent posts here, I don't think that is totally opposite of what you mean, it's just that bringing "gameplay" and "game part" etc. into it mostly just confuses things.
When it comes to using words like rules, graphics, story etc., whether that is while playing the game, reviewing the game, creating the game, or whatever, I don't think it should be about separation, just about picking the right words to best describe and explain what is going on in a game.
(Likewise, if you want to be that anal-ytical about it, you could say that the dialogue that happens during cutscenes is a part of the gameplay, because, after all, there are *rules* -- on the computer level -- which determine how the text boxes appear and how you progress through the text boxes and how the font is displayed on the screen, those are all rules, and would hence be part of the gameplay exactly as much as Mario's jumping on a goomba is a part of the gameplay.)
I don't see why anything that is part of the game should not be part of the "gameplay". It's not a very useful word and people aren't really using it to mean the same thing. Like, if you can remove some thing, and that changes how the game plays, then why would that thing you removed not be part of the gameplay? By that logic, separating gameplay from graphics makes no sense, and a distinction between game and gameplay is pretty useless. So that's not how most people use the word, and they go for something vague instead
As for rules. Sure. You can say that. And then you'll probably be interested in a distinction between ones that deal with the complexity of the game (ones that alter the realm of possibilities, if you will) and other ones. And then chances are it's more useful to use other words for talking about the other ones anyway, such as graphics, sound, story, cut scenes or something (and really for lots of the ones in the first category too, like mechanics, goals and so on).