Originally Posted by endgame
I don't believe there's any intention, nor should there be, of abandoning the historical element of the game. The root of RonCo's comment can be misleading or misread. The fundamental concept of the career progression, i.e. player development, along with the individual skill sets and stat collections that compose it, is identical - and should follow true and correct (read that realistically expected results within acceptable ranges - all outliers excepted) - regardless of whether the league is purely fictional from creation or whether it's modern day 'real' players who, after the course of time, in essence develop fictional careers. If it works, and works well, in the design model, it will work equally well in historical settings, with the exception of the replay-orientation of deeper history.
So it's not really a question of one over the other. It appears - at least to me - as an admonition to re-focus the focus on to the central force that drives all of these playing types: career progression, or history that builds into fictional (unknown) performance in a more consistent and improved, reliable model.
Syd, you possess an almost peerless understanding of the game and while your focus is largely historical, you maintain the ability to offer a large range of assessments that can encompass broad strokes across all of the game's arenas, often - very often - without sacrificing any credibility or integrity in your arguments. In part, that's the core of the skin-deep concept, IMHO, it's a relative comment. Of course nothing in the game is only what it appears on the surface, especially when you have the skills to see all of the real connections that function has upon all of the others. That is the essence of a critical mind searching for synthesis; foregoing consensus.
But skin-deep is, IMHO, terminology akin to the game's talent or potential. It measures its depth 'in comparison' to its possiblities, and while every element of the game might, each year, trudge along toward that potential, the overall development is slowed, with areas left wanting, because finesses and tweaks are the tools of adjustment, rather than a single focus that drives the design of improvement across the game's components you peceive much easier than others.
To borrow a poor metaphor, continuing to paint, add features, and to change the wheels, rims, and pinstripes of our vehicle isn't valueless, but if a sound in the engine keeps it parked in the garage while we all keep tearing it apart, it doesn't get much mileage. In addition, a six-passenger sedan won't well serve the dozen minds improving it. Of course, we want to preserve the quality and 'potential' of all facets and leave no one behind.
|