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Wednesday, 29 April 2009

The philosophy, practice, and practicality of wargames design

One thing that I have never understood is why the creators of wargames rules do not – as a rule – write designer’s notes to go with their rules. Some do (e.g. Frank Chadwick) but others do not, and I find that it is the latter group whose rules I find more difficult to understand. Often you need to ‘get inside the designer’s head’ to understand what they are trying to achieve with a particular game mechanism, and if there are no explanatory notes, this is more guesswork than anything else.

Perhaps it is because I moved from teaching History to teaching Information Communication Technology that I learned to always try to put down on paper some sort of ‘specification’ before beginning the ‘design’ process. It becomes the skeleton onto which I ‘build’ my rules. I also try to make my rule mechanisms self-contained (e.g. a card driven activation system that is suitable for both solo and face-to-face games) so that if it does not work after ‘testing’, I can pull it out and replace it with something that does work.

Finally I always apply what was once termed ‘Cordery’s Rule’ by another member of Wargame Developments; this states that ‘if, after a few game turns, a player does not remember to use a particular rule or game mechanism during a game, and the game has functioned without that rule or game mechanism, then think seriously about removing it’.

I think that wargame design should be a process of reduction NOT expansion; the latter does not lead to better design or more realism … it just leads to confusion!

5 comments:

  1. Hear, hear

    I don't generally "spec" a rule set by writing anything down, but do go through the process mentally. I take a reverse-engineered process by starting with what I want the game to look like and what level I want to command at and then I find mechanisms that lead to this. I tend to have a modular approach (as I think you describe) that allows particular mechanisms to be lifted out and an alternative dropped in.

    I like your thoughts about reduction and have been through similar processes myself. I often forget the bits of "chrome" when playing, only to realise that they actually would have had a minimal outcome on the game anyway - and dropped them.

    Rules are there to support the gameplay and not the other way round. it sounds obvious, but it seems to get missed sometimes!

    Kind regards

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  2. I was once told: "The Designer knows he has achieved perfection not when he has run out of things to add, but when there is nothing more he can take away." I thought it was good advice, but it turns out it's a quote from the French writer who wrote the children's book The Little Prince.

    Pretty damn close to Cordery's Rule, so great minds think alike!

    CWT

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  3. Steve and CWT,

    Thanks for your comments.

    It is nice to know that people are reading my blog and are interested enough to make constructive and instructive comments.

    I think there is often far too much 'chrome' added to rules; as Steve says, the rules are there to support not to dominate the game.

    I had never heard of the comment that CWT mentions before, but would love to find the actual quote so that I can include it in my design notes section, along with what I always say is the Primary Rule of Wargaming, ‘Nothing can be done contrary or what could or would be done in actual war’ (F T Jane).

    All the best

    Bob

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  4. Hi Bob,

    I had a check and dug out the quote source. It's by Antoine de Saint Exupery, in a book called 'Wind, Sand and Stars'. Wikiquote gives it as "Perfection is attained, not when no more can be added, but when no more can be removed."

    Hope that helps,
    C

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  5. CWT,

    Wow! Many thanks for both the full quote and the name of the writer.

    Antoine de Saint Exupery! Now there was a man with an interesting life!

    All the best,

    Bob

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