Making gaming fun

There has been a lot of talk on the Interweb about the upcoming Apocalypse rule release from Games Workshop. If you’re not familiar with it, the ruleset is for larger (3000+ point) games with no army list restrictions and a pile of special effects for units and weapons. It also marks the return of the Vortex Grenade to 40K.
I made a comment in a discussion here this week that this seemed to be a return to the wild days of 40K Second Edition with its seeming lack of army list balance, crazy effects (who didn’t think that the Grot Gun wasn’t cool?) and mad rules. It appears that is a deliberate choice on the part of the 40K design team as, was pointed out to me, Jervis Johnson makes this very point in the latest Standard Bearer article in White Dwarf. Apocalypse is aimed to be a wild and fun game that people can play to simply have fun. The game also seems to borrow a concept from Warmachine in that it is easy to balance a game when everyone has some outlandishly powerful effect they can bring into play.
Now as you can see from looking at the datasheets that have been posted for Apocalypse it appears that every army is going to have at least one formation or unit that has special powers, giant weapons, weird special effects or all three. It seems as if it will be utterly unbalanced and a heck of a lot of fun. Or at least it has the potential to be fun. Without seeing the rules all we have to go on is rumour and the odd comment from GW.
The critical issue to notice in all of this is that GW is tossing out their army lists and encouraging people to use whatever minis they have to put together giant armies to have fun with. Is this a tacit admission that the army lists is 40K and Warhammer lead to overly competitive games that aren’t fun? I think we all know how I feel about point systems but the question that lingers in my mind after reading about Apocalypse is why restrict this type of gaming to large 40K games? Why not just toss out the army lists, build some interesting armies and just have fun with the game instead of getting caught up with the point value of individual units?
Point costs will inevitably lead to someone getting a competitive advantage from the system by exploiting flaws in it. And this sort of powergaming is only ever fun for the person making the exploitive army lists. And there are always flaws to exploit. I haven’t seen a point system yet, with perhaps the exception of DBA, that hasn’t been used by some gamer to create an army list whose sole purpose was to min-max the units in it to make as powerful an army as possible.
Now this sort of thing si useful when playtesting a system but it immediately loses it cachet when it comes down to actually playing a game. No-one likes to game against someone who has used an army list to miximse the number of powerful weapons or units in an army for the sole purpose of utterly crushing their oppoennt.
One of the reasons that I am so interested in the AE-WWII game that Darkson Designs is coming out with is that it does away with points entirely. And yet they still want to support competitive tournament gaming. They are hoping to do this by coming up with a rather unique army building system that allows gamers to build a force from a set numbers of units that you then customise to create an army as well as focusing on story driven scenarios for tournament and casual play.
In other words, trying to make the game involving and fun without trying to tie the game down to a point system that people can find holes in. Matt Hope, the game’s primary developer, seems to share my opinion that point systems simply exist to be exploited and that this leads to games that aren’t as fun. So while AE-WWII’s template army design system can indeed lead to army lists that are overly powerful the flip side to this is that your opponent can do the same thing. And do so without recourse to using Excel. The same “balance by being unbalanced” concept that drives Warmachine and Hordes works in this instance as well.
One of my favourite games when I was younger was BattleTech and we constantly created gaming situations either by adding up the tonnage of mechs on each side or using the background books to determine what a lance of Light mechs was for each side and then playing. Certainly we often ended up having situations where one side was more powerful than the other but we also were almost always aware of this. And we still managed to have fun.
I think the core decision in any game design should be to determine if a mechanic or system increases or decreases the fun that a gamer will have. And debating the point costs of units isn’t fun. But many game developers seem to think that they need to address competitive gaming with point systems. Competitive gaming has really appeared to sink its teeth into the tabletop gaming industry and I don’t view this as being positive.
One of the local gaming clubs has members that play a lot of Warhammer tournaments and a constant topic on the group’s message board is how to assign composition (or “comp”) score to players in tournaments. The idea being that Warhammer army lists can be finessed to much that it is easy to design armies that simply roll over their opponents and provide a play experience that isn’t any fun. The solution to this, at least in North America, is to provide comp scores for players so that people who try to finesse their army list will be penalised with a lower comp score that will mean, theoretically, that it is less likely for them to win the tournament’s overall award.
This, to me, seems like “no fun” piled on top of “no fun” and a rather harsh condemnation of the entire point system in games like Warhammer and 40K. And every time I see one of these debates start on a message board I wonder why people would continue to play games like Warhammer and 40K in this fashion since it seems far more distressing than enjoyable. The system is obviously broken. GW appears to be acknowledging this with Apocalypse and so why continue to try to work within a system that seems to frustrate everyone involved? If you need to penalise people that create army lists that are entirely legal but no fun to play against then why continue to use the point system? Why indeed, continue to competitively game in a system that you need to correct in order to provide enough balance to make the event fun. And that appears to be the reason behind comp scores. Providing enough of a carrot to gamers to stop them from making the event no fun for other gamers.
I will admit that I am not a very competitive gamer. It is the prime reason why I don’t play Flames of War any more and also the reason that I am far more interested in games like Star Mogul from Alpha Forge Games than I am in a system that has rigorous army lists with point costs. So take my thoughts on this with a pinch of salt since I don’t really understand the appeal of tournament play. That said, how enjoyable is it to lose a game to someone who spent the week running their army list through Excel while you were painting?
Stories are more fun than discussions about how much a Lascannon really ought to cost. Memorable, or unlikely, turn of events in a game are more fun than trying to squeeze out the most from the last ten points you have left to spend in an army list. And I hope that in the future more game developers spend more time trying to make their games fun and less time trying to make it so their army lists system works well in tournament play.
