First of all,
Personally, my point was not really that gameplay, as a concept, doesn't exist, it was just that, while it may be very easy to draw a line between story and gameplay from the designer's end, the two concepts tend to be very closely intertwined from the perspective of a player.
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That stuff all sounds pretty reasonable to me and is not something I'm arguing against. Just in case and that.
Regarding the above post, saving and loading would be considered by most as more of a metagame action. Most players wouldn't consider saving as part of the game itself, which is why it seems incongruous when something is shoehorned in such as the infamous "talk to me to record your story" dialogue in old RPGs.
Well, yeah. My take on it is that it's still a game mechanic. Unless it's the savegame system of a roguelike, it is part of how you play the game. And then the savegame system is a sort of major design decision (and if you don't make it as a design decision, odds are you're encouraging meta-gaming).
And, I wouldn't consider it a metagame action in that game that limits the number of savegames allowed based on your chosen difficulty. Whichever game that was. Could've been a Hitman one. Not really in checkpoint/savepoint systems either (at least not in certain ones).
And also also, I think the clear line between meta-game and the game should be that the game mechanics are part of the game and not the meta-game. If you have a bunch of stuff that isn't
really part of the game around, it seems a pretty sound idea to not put it in the game