May I suggest reading a dictionary then, as that might help. There is only one concrete definition of gameplay, and, succinctly, that is how the game plays (hence, "gameplay"). But to help you out, here's the verbose definition, right out of the Oxford English Dictionary, too: "
the plot of a computer or video game or the way that it is played, as distinct from the graphics and sound effects". Emphasis is mine, of course.
Now, to help solidify that definition and disprove your silly notion that animation detail is either part of, affects, or just plain
is gameplay (can't tell which you really believe, as you've danced between all three over your past 150 posts in this thread), here's an example: Super Mario Bros. (NES) vs New Super Mario Bros. (Wii).
The gameplay is the exact same in both versions: a 2-dimensional platformer in which the player (playing as either Mario, Luigi, or whomever) runs and jumps over (or on top of, in the case of koopas and goombas) obstacles with the aim of making it to the end of the stage as fast as possible and without dying, collecting various power-ups along the way to aid in that goal.
Graphics fidelity and smoothness of animation have absolutely
no bearing on gameplay, else the NES version (and, dare I say, every other game on the platform as well) would have been an absolute, total failure because of "crap gameplay", due to the almost complete lack of lifelike animation. Just because Mario now looks at the player, twirls, winks, smiles, and throws up the peace sign when you complete a level, does a mid-air twist every third jump, or has a propeller-hat that actually spins now, does not mean the gameplay is improved.
Sure, in New Super Mario Bros., the fluid, lifelike animations give you better feedback as to what's going on ("Oh, he really must be on the edge of that platform, because he's swaying on one foot like he's about to lose his balance!" ...Wait, no, that's Sonic.), but that still does not change the gameplay -- the developers' intent is still a race to the end via platforming, not dance around all day.
Apologies if someone already covered the common sense, dictionary, or example approaches within the 10-20 pages that followed Nemy's above comment, but... I had to edumacate.
BRILLIANT IDEA! Then we wouldn't have to listen to people whine about 10% less animation! I loved IV and VI... bring it on.
Bye /wave
Can I have your stuff?
~~~~~~~~~~~
In regards to the team's decision to (temporarily?) forgo overly detailed animations in favor of polished gameplay mechanics, I support their decision. It's one of the (many?) ideals the original plan got wrong/went astray on, and the critical reception, Tanaka-san's subsequent stepping down (anyone know if he's doing any better, btw?), and the fact that ARR even exists supports it.
Sure, it
looks amazing, and is probably an RPers wet-dream-come-true, but as many other games and MMOs can attest to, gameplay trumps visual fidelity...
Every time. Just ask Ultima Online, DAoC, Everquest, World of Warcraft, or, for non-MMOs, League of Legends, Minecraft, or
Words with Friends.
Three out of four of those MMOs still have not gone free2play and Everquest only very recently did, after almost a 15-year run, and all four of those games had nowhere near the insane amount of detail (even during their time) that Crystal Tools affords XIV.
League of Legends, while its graphics are quite "meh", boasts over 32 Million users.
Minecraft has over 40 Million users, almost 7.5 Million of which have bought the game.
Lastly, Words with Friends -- yes, f'ing
Scrabble -- has been downloaded over 60 Million times on mobile platforms alone.
Do I think they could do well by further developing their animations or blending techniques? Of course, but is it more important than gameplay? Not a chance. I'm perfectly satisfied with the Gamescom footage (horrible grass and all *eyeroll*), if it means better, more meaningful, more engaging gameplay.
-- Apologies for the long-ish post, everyone