I don't see gameplay elements as an obstruction to playing the game, even if those elements do obstruct me being able to interact with parts of the game world. I play the game because gameplay elements (such as needing scouts for intel, etc) are a part of the game I want to play.
Still, the good thing about AI War is that the player is not railroaded into playing in a very narrow way. As you say, if you don't want to use scouts for intel, there are other ways.
There are lots of ways to win, and lots of ways to play.
The whole game is an interface in a very literal sense, it is an interface for the process of playing the game.
The attraction of a game like AI War, is that it is a creative process for the player, creating a journey from the start of the game to the end, lose or win. Not just a challenge. Without tools for that creative process, such as using scouts, and all the other things, I don't know what the game would be.
Interesting stuff, topics in this forum rarely seem to stay superficial for long....
You both seem to be taking the view that which elements are interface and which are gameplay is objective. It isn't. It is entirely subjective to the player. (or is whether it is subjective or not subjective...? Bwahahahaaaaaa)
I am not at all clear what 'idealized player' means, nor can I infer it from the context.
As far as I am concerned when I read a book I try to appreciate the intention of the author, when I watch a film I try to experience the effect intended, without getting distracted by the room temperature or the size of the screen, or even to a degree, say, the quality of the sets - if I can tell what was intended then it has succeeded.
On the other hand, when I play a game I enjoy 'going along' with the game, or 'joining in' the game the developer has made. It is part of the fun.
The developer puts in fighters, or wormholes, or golems, or whatever, and I go, 'oh goody'. I'll have some fun with those. Similarly there are knowledge cost to control nodes that are so negligible as to be insignificant, and in fact give me a hook to invent some reason for them, and I go 'I'll play with those then....new toys...'
On the other hand, if the position of a ship is misrepresented because of an interface error, or an energy number does not represent the effect of the value, without an in-game reason - either discoverable or explicit, then I cry "Interface problem..."
Does that mean I am not an 'idealized player?'
Anyway, I can't resist a good debate.