Game Complexity, Good or Bad?

Complex or not?

That question has dominated my thoughts since I first began designing. At least when I first started designing my own games. For years, I designed add-ons, usually magazine add-ons, for other folks’ designs. Back then there was no question; the designer had already decided how complex his or her design would be.

But starting with the unpublished Ring of Hills and continuing into Lock ‘n Load and the slew of designs that followed, I struggled with complexity. I’ve always felt that simpler is better. I was under the misperception that if I make a simple wargame, that I could bring more people into the hobby. I was wrong.
Not my game collection.

Simpler often is better. Clever designs prune rules, they don’t add them. That’s always been my problem with Advanced Squad Leader. Yep, it covers everything, but it also has a rule for everything, even the everythings that only happen once in a blue moon. Unfortunately, what we as wargamers consider simple is not what the general gaming public considers simple.

Case in point, Lock ‘n Load. I designed the game to be simple, accessible. Looking back, I realize that I was naïve. Yes, LnL is somewhat less complex than your typical squad-based game, but is many times more complex than even the most complex Euro games. It will be the rare bird that stumbles onto Lock ‘n Load as a first game, and is immediately hooked on gaming, let alone wargaming. To be plain, I feel it is difficult, if not impossible, to design a historically authentic beginner-level wargame, but that’s okay. Games like ARS Victor and Memoir ’44, while not historically authentic, are fun and share many of the same concepts as their more complicated brethren.

So where is this going? I’m not sure. I’ve played a couple of complex wargames lately, more to work out my brain than to have fun. And you know what? I really enjoyed them. There is a certain richness to well-written, yet deep rules. So bottom line? Maybe wargames are just semi-complex by nature and folks that like the genre and the complexity will continue to play, even if that playing means pouring through 60 pages of rules. 

Bottom line, I guess there is hope for the Hills of Stanley after all.

Be sure to check out NIGHT OF MAN, a science-fiction, card-driven, board and counter, tactical battle game, designed by Mark H. Walker and published by Flying Pig Games. It is on Kickstarter until December 31st. You can view the Kickstarter page and place a pledge right here

Mark H. Walker served 23 years in the United States Navy, most of them as an Explosive Ordnance Disposal diver, he is the designer of the Lock 'n Load, World at War, and Nations at War series of games. He has quite a few new titles up his sleeve. Stay tuned. Sign up for his newsletter to get design insights, game updates, and stuff.



Comments

Unknown said…
Over the summer I found a mint copy of Avalon Hill's The Longest Day, I'm not sure why I didn't pick up a copy when it was first published (could have been because was at The Citadel at the time). Now after looking at the rules I'm thinking I will have to plan a whole vacation to play the game either that or wait until I retire. But the bottom line I do love the detail and did find the Regiment that my Great Uncle went ashore with June 9, 1944. Now if only I could find a game at the company or squad level with his company. I guess I love detailed, complex Wargames and none this this would help answer your question.
Gabriel said…
For myself, I always prefer streamlined and simpler to complex rules. I think the poster child for simple yet serious/realistic/historical (insert your favorite adjective here) wargames are the "Storm over" series. I enjoy games that let the rules go in the background and let you focus on the decisions.

I think the distain to games like M'44 is that there is a disconnect between the actual mecanics and the WWII setting, other then that the game ifself is quite enjoyable once you let go of that aspect.

With very few rules you can achieve the same general historical outcomes as more complex games, yeah sure you don't get the same level of detail... But it's a noble trade-off. For example: Hold Fast: Russia 1941-1942 (6 page of rules) vs. EastFront II (27 pages).

So, all in all, wargames will always be more complex or else they lose their simulational qualities and delve into the realm of pure "games". The job of the designer is to know how much is needed to have an effective simulation without bloating the system in exceptions and minute detail that is irrelevant. A good example I think is the whole vehicule rules from Lock 'N Load. On one side you have much more streamlined rules for Infantry fighting (that drew inspiration from Storm over Arnhem) and once you get tanks in the mix you have to refer to charts and to-hit numbers, then once you hit you have to roll for outcome, etc.The combat system was not even the same as infantry and it took way too long to resolve those portions. Then add rules for rubbling houses, infantry embarking, riding on top of tanks, etc. It's just a bit too much for me and it makes coming back to the game after a hiatus a chore. Now compare that to the abstracted tank rules in a game like Thunder at Cassino (not the same scale but still a tactical game): tanks cannot be targeted long-range, but can be targeted in close combat by infantry. Anti-tank weapons can fire individually at tanks. Infantry will offer protection to tanks. Tanks have a hard time moving in rubbled areas, streets needs to be cleared by engineers. Everything is abstracted but those simple rules offer strategies and tactics that respect their real-life attributes.

That's my two cents on the issue. :)
Mark H. Walker said…
Thanks, guys. BTW, LnL was inspired by a lot of things--Battle Hymn, Fallout, ASL, Platoon, VV Operation Apocalypse... but Storm Over Arnhem? Nope notta a bit.
Gabriel said…
Ha, well the game is at it's heart an area-impulse system with a hex grid...so I thought... meh, nevermind... ;)

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