THINGS THAT MAKE A WARGAME GREAT
by Markus Salo
I´ve been working on my wargame theses: I have been trying to
think what things make a wargame great. I came up with this
list.
1. simplicity of the rules
- easy to learn
2. complexity
- difficult to master
3. repeatibility
- you can play the game over and over again and it is always
someway different
4. imagination
- the game makes you use your brain and imagination to create
imaginary worlds.
5. multi-player
- it´s always better to play against another human than a
computer. A computer AI can never replace a human brain as
better opponent. And the more there are players, the better the
game gets.
6. campaign mode
- several scenarios form a campaign and the outcome of scenarios
affect the campaign
7. building resources
- winning scenarios allows you to build your force bigger/better
8. no blow-out victories or defeats
- the loser of the scenario still has a chance in the next one
9. characters/units
- the units, leaders, ships or plane types are created so that
they become dear to the player and the loss of these units
causes great grief
10. fog of war
- the player cannot see all enemy units on map
11. player modification of the rules and player created variants
- the games are created for players and the players can make the
games better
12. the game in campaign mode is loooooong.
- the longer it is, the better it feels
13. PBEM
- that's obvious nowadays
Some things that are not essential:
1. real-time action
- wargame that is won by a player who clicks his mouse fastest?
Not for me.
2. great pictures
- well, pictures are nice to look at, but most of the games are
concentrated on grafics alone
3. sound
- as above
One famous hockey coach in Finland that has a principle called
K.I.S.S, that means "Keep It Simple, Stupid". This aplies to
game creation, too.
Simplicity of the rules is essential is gaming. Good rules are
easy to learn but the game itself can still be complicated and
difficult to master. Such games are f.ex. checkers, chess, go,
Zulu spears. Bad examples are almost all Avalon Hill games, the
most terrible examples are Advanced Third Reich and Advanced
Squad Leader. I found it easier to study neurology than ASL
rules.
If we want warpgames to be warpgames, not Avalon Hill games, we
got to keep the rules simple and options clear. In a good game
one has to be able to se the next possible moves in a split
second and then use some minutes to hours to think which one to
use. The opponent can also figure out the possible moves the
player has, but doesn't know which one the player chooses. Even
if there was fog of war, the opponent can count the used cards in
his mind and know which cards are left in play.
There are a lot of things and modifiers that can be included in a
game but those does not necesserily make the game better. If one
is creating a game in stead of simulation, one has to offer some
realism and complexity to get playability. Realistic, simulation-
like (AH-type) games with no players are no mach to less
realistic but more playable warpgames, I hope.