With the opening of the Kickstarter for Sea Kings (https://www.kickstarter.com/projects/1456271622/sea-kings), and the prospect of publication of two other crossover games I’ve designed, Seas of Gold and Germania, I’ve been trying to define what these alternatives (or escapes) from wargames are about.
In connection with the “Future of (Tabletop) Wargaming” that I wrote about some time ago (http://pulsiphergamedesign.blogspot.com/2014/03/the-future-o...), we have three broad categories of games:
1) the “wargames ghetto”
two player “simulation” games that are often hex board and cardboard
counters with numbers/statistics on them. There are wargames that
aren’t actually in the ghetto, such as Britannia, usually because
they don’t use counters with numbers on them or hex boards, but also
because some of them are for more than two players (Brit is all three).
They’re still wargames, and many people for many reasons don’t or won’t
play wargames. Insofar as they're not hex-and-counter I might have divided wargames into two categories.
2) the “crossover” games designed
to attract both a significant segment of the wargame crowd and a large
segment of the non-wargame crowd. These usually have both a board and
cards. This is divided further into two parts:
A) the semi-wargames
or “peace games” where players will do best if they are not involved in
warfare/violence but warfare often occurs; usually the board and the
maneuver component is more important than the card component.
B) the
games that may involve habitual violence, and certainly a lot of player
interaction, but are not wargames, such as Sea Kings and some race
games; the card component is usually more important than the
maneuvering-on-the-board component.
In all of these, maneuver or
placement, and geospatial relationships, are vital parts of the game,
just as they are in wargames. But the primary objective has to be
something other than conquest.
3) the games that may or may not
include violence (such as a zombie game), do not involve much maneuver
or geospatial relationships, and frequently are primarily cardgames.
Many of these are “screwage” games (where you mess with your
friends). Munchkin, Bang!, Nuclear War are some of the most well-known
screwage games, though all of them with large flaws for contemporary
players.
There can be exceptions, but most of the above games
involve considerable player-to-player interaction. And almost all of
them are models of some reality, rather than purely abstract games.
Remember,
these categories are related to moving out of the wargames ghetto.
There are lots of other categories of games not included here. For
example, there’s a vast body of games that do not involve
maneuver/geospatial relationships, a vast body that are abstract (that
is, not models of some reality), a vast body where most of the player
interaction is with the game, not with other players. Some games are
all three.
I’ve focused recently on the crossover category,
with Sea Kings now on Kickstarter and several race games in early
development (such as a chariot racing game).
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