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"The point of all this talk about computer role-playing games is not to claim that this project of ours is or isn't an RPG. The point is that great games don't happen by shoe-horning your design into a rigid category made up by some magazine."
Lesson well learnt, Fallen Asses. https://web.archive.org/web/19980224020118/www.lglass.com/p_info/dark/manifesto.html
Honestly, to me, what sets the imsim apart isn't the systems, it's the open design. It doesn't matter how you do X, it's that you do X. Pick a lock, break a door, trick a guard, build a ladder out of grenades, whatever. Admittedly the "how you do it" is those systems but you get what I mean.