10 hours ago, Archduke said:
You're arguing two things here: that having the same core mechanism (in the Burgunian sense) means having the same game, and that having the same systems means having the same game.
To the first, chess and checkers are both "physically moving tokens to capture enemy tokens and avoid losing your own", but they're different games.
To the second, we would be missing information if we distinguished games only by the systems that facilitate them. Speedruns take place within the same systems as standard play, but the rules and win condition are changed, making them different games.
No, I'm arguing about specific examples. You are arguing about different examples of different situations.
In the case of chess and checkers, you neglect that the "same core mechanism" is the same only if its important aspects are the same, not if two games fit in the same branch of an arbitrary classification. In pinball, there is only a game mechanic that matters, using flippers to keep the ball in play and hit stuff, and any rules layered on top of that merely provide superficial differences in how to score. Consider that if a pinball machine is damaged (e.g. a bumper becomes inert) the player can adjust to the new rules during the same game, whereas if a piece is moved arbitrarily in chess or checkers the game in progress loses all meaning.
Is every sport in which a ball is used to score points and the team without the ball defends against the scoring attempts of the team with the ball the same? No, they need at least the same ball, the same team size and a very similar playfield to have a chance of being compatible and comparable. Did anyone successfully combine chess and checkers in nontrivial ways? No, because games about "moving tokens to capture enemy tokens and avoid losing your own" are so strongly dependent on piece movement and placement rules that any change disrupts their "chore mechanism" producing an essentially different game, with different strategies and techniques, and chess and checkers are particularly different instances of the genre. There are cases in which less different games share some skills, for example familiarity with traditional Shogi pieces that are featured in many variants and in similar starting configuration, or similar positions in different sizes of checkers, but it is an exception to the general need to reason about each game position piece by piece and move by move.
In the case of speedruns (I'll limit the discussion to glitch exploitation and skillful play, excluding tool-assisted speedruns), you forget that the discussion in this thread is about the game designer, not about formally different or formally similar games.
The possibility of players attempting a speedrun is only relevant as a group among many of requirements involved in evaluating the opportunity to write a more or less composite game. For example:
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Are speedrun-rewarding and speedrun-enabling features (e.g. bosses with hard to hit weak spots) a good idea for all players? In all parts of the game?
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Are there parts that do not allow speedrunning (e.g. strategic orders between action battles)? Would they be harmless, or even a welcome lull, or disruptive and annoying for the speedrunning player?
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Do the different parts of the game share similar control schemes and general glitch types? Unlike a typical player with plenty of time to adjust, a speedrunner might find the game too diverse.