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Matt Thrower: “Mummy! I’ve Been Fighting Again!”

Some people are outraged by violence. “Violence never solved anything,” they say, wilfully disregarding the fact that it saw off the Nazis good and proper. But me, I like a good fight – providing, that is, that it’s conducted around the semi-civilized confines of my gaming table, providing that you can accept that the idea of a table surrounded by gamers drunkenly bellowing at each other at three in the morning sits comfortably within your definition of “civilized”.

See, I’ve been playing games for a very long time. I started back in the days when we said “hobby game” instead of “designer game” and nothing that could call itself a hobby game worthy of the name came without a combat system. I cut my teeth on D&D and, like every other British gamer of a certain age, Warhammer and it was these that were my gateway into board games.

Looking back I can understand why this all looked pretty unsavoury from the perspective of wives, families and the general public, and I’m glad board gaming has developed into a hobby that has much wider appeal than it did of yore. There are, rather obviously, an awful lot of very good games around nowadays that don’t involve bashing your neighbour over the head with a spiked club. But in spite of all the games I’ve seen and played and enjoyed, there’s still nothing which can quite touch that visceral thrill that comes from picking up the dice and letting them spill out onto the table as you attempt to betray your foolish allies, crush your hated foes or make an outright bid for world domination.

So I find it a bit sad that these sorts of games are not only now considered passé by many board game players but actively maligned by a small but vocal subsection of the gaming community. I find it not only sad, but puzzling, because to me an awful lot of the well-reasoned arguments put forward for their inferiority don’t make a whole lot of sense. It seemed like a pretty natural thing to use my first piece on BGN to extol the virtues of these games that I love and to refute the arguments of the naysayers, to do, if you like, a fine job of betraying my foolish allies, crushing my hated foes and making an outright bid for world domination – but with rhetoric instead of dice.

Having said the word, dice seems like as good a place as any to start. A common argument you’ll hear against these sorts of games is that they’re too random to be meaningfully strategic. To me, this suggests that the person putting forward this argument has never been exposed to a conquest game any more demanding than Risk – not, having said that, that there isn’t some merit in the latest edition. This attitude seems to presuppose that designers in this field have learned nothing from the leaps and bounds in board game design over the last twenty years and, indeed, that some designers working in more gentrified circles haven’t been exposed to the limb-tearing, skull-crushing delights of conquest games and loved every minute of it. Both these things are in fact true, and modern gaming now swarms with conflict games which can satisfy almost any requirement for speed, complexity and randomness from quick and simple yet non-random and deep games such as Imperial to old-fashioned, buckets o’ dice slaughterfests like the re-working of Conquest of the Empire. And yes, I do mean the original rules, not the Martin Wallace-inspired version, good as it is.

Whenever discussions of these games come up, certain terms always seem to put in an appearance. “Kingmaking” is one. “Kill-the-leader” is another. These are always presaged as bad things, woefully inadequate artefacts of play generated by a substandard design. The reason given is that these sorts of things prolong the play time to unacceptable levels with the game going round in circles as a leader emerges and is pegged back by his competitors until one other player agrees to “let” the leader win by making a suboptimal move. This one complaint I can fathom – it has to be said that an awful lot of forgettable older games suffered very badly from this particular set of faults. Unfortunately these games often get dragged up from history by fans of conflict games as examples of a bygone golden age in gaming, gathering a thick patina of nostalgia on the way which helps obscure just how godawful they actually were. I’ve had the misfortune to actually pull some of these out and wipe away the literal dust from the box and put them on the table, so I can attest from recent experience that time has not been kind to these titles and that the golden age of gaming is now.

But just because kingmaking and kill-the-leader can definitely be faults doesn’t mean that they have to be. Whether or not these issues are issues for you with any given game depends on one key factor which seems to often be forgotten in the drive for ever more “optimal” game design (as if there is such a thing): Does the supposed problem push the game into a realm of play time where it becomes boring for you? I have a lot of patience with these sorts of games – I’ll happily play one for three or four hours – but after that the diplomatic flip-flopping can become tiresome. If your penchant is for shorter games, there are still conquest games that can fit in to your schedule. I defy anyone to say that Nexus Ops at 60-90 minutes has kingmaking or kill-the-leader problems even though both scenarios can arise in the game.

The most-oft quoted objection to these titles though is that because they have a diplomatic metagame which has the potential to trump actual game strategy they are, in essence, all the same game. Even if this were true this seems patently absurd to me. I could argue that because Caylus, Agricola and Puerto Rico are low interaction exercises in efficiency and optimisation they are all, in essence, the same game, but I wouldn’t because it’s clearly nonsense. Each has a set of game mechanics which demands a different approach to the exercise on offer. Similarly every game which has a diplomatic metagame has different mechanics and a different setup which demands a different approach. What people making this argument actually mean is that “all these games demand negotiation skill, and I don’t like games which demand that skill” but because they don’t want to be seen as not being any good at some aspect of game play and because they want to bash horrid old, nasty, unreconstructed games about violence, they try to dress it up in fancy language. And in any case, this complaint simply isn’t true, especially when it comes to more modern games. A number of cunning approaches have been deployed in recent conquest games to ensure that player negotiation takes its proper place amongst the skills required to play a game without being able to trump it. One can have an objective deck that doesn’t reward players for forming alliances, as in Twilight Imperium 3rd Edition. One can place an economic engine which is free of negotiation underneath the game, making the production of units dependent on a skill-based mechanism, as in Mare Nostrum. One can construct a board on which movement is regulated in such a way as to make concerted attacks by allies difficult, as in the soon to be re-released gem Titan. Take your pick. I’ve pointed it out before and I’ll point it out again: Modern conquest games do not suffer from the same flaws as many of their older brethren.

I seem to have spent a lot of time trying to deconstruct arguments that are deployed against these games without spending many column inches telling you why I like to play them. A big part of it is simply that I agree with Conan about “what is best in life”. The other big factor is that although I like games which test my skills in the cut and thrust of a competitive environment, my primary motivation for playing is simply as a social framework for spending time with my friends. I’m a bloke. Blokes, unless they’re either diplomats or employed in the marketing or sales sectors, don’t do smalltalk. So what better way to spend an evening with your friends, whiling away the time until there’s enough alcohol flowing to tackle some big-talk issues like politics, religion and who’s going to win the Premier League this year by playing a game? If it’s a diplomatic game I can enjoy all the follies and foibles of my friends’ personalities into the bargain, all the things about them that makes them, well, my friends. This is why I don’t play in tournaments. It’s why I don’t have much interest in going to conventions except to meet face-to-face those friends I’ve made over the Internet. It’s why I don’t play games that involve ninety-minute spells of enforced silence while everyone ponders the wisdom of whether to invest two gold or two-and-a-half gold in a crop of potatoes.

Indeed I’d go so far as to wonder whether, in the modern age, people don’t just critique these games out of sheer panic at the thought of having to play a game that involves them talking to their fellow gamers. I’ve bought up some of the common arguments I’ve seen used but there’s plenty more and almost all of them have been neatly and precisely knocked on the head by one or more modern games which combine Euro sensibilities with the good old-fashioned adrenaline rush of annexing small countries. I’ve already named some names – let’s name some more. Want to avoid player elimination? Play Shogun. Want proper heavyweight strategy? Play Struggle of Empires. Want to play a short, simple game? Play Heroscape. Want some solid history? Play Friedrich. There really is something for everyone.

In reality of course most of us like a varied diet of games. But I think it unfortunate that for people who are hooked on German games, the primary source of their gaming pleasure is a country which has learned to abhor violence and violent games with it. For the last ten years or so, a big section of hobby gaming society has been bowled over by games which have been deliberately designed to be as non-threatening as possible and it’s messed with everyone’s perception of suitable themes for a game. You remember the sheer, unadulterated glee of laying the smackdown on someone who’d stretched you over the barrel earlier in the game, I know you do, and lucky for you there’s a conquest game out there somewhere which will suit your preferred play time, complexity, theme and strategic depth. So please, find it out and try it! You never know – you might just like it.

© 2008 Matt Thrower


Posted by Matt Thrower on Sep 8, 2008 at 01:00 AM in ColumnistsMatt Thrower / 1317

Comments:

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Welcome aboard, Matt! Like you, I’m puzzled by arguments that anyone makes about a style of games in which they question their right to exist or lay down a blanket assertion that they’re all bad due to some quality that inevitably is a matter of taste.

And I’ll flat out admit that I stink at negotiation. I’ve played A Game of Thrones four times, I think, and I’m baffled as to how one makes alliances when it’s clear that they can’t last more than a few turns, if that. Some social skill that I’m missing, I suppose. I also let someone win on (I think) the third turn in a six player game because I left behind minimal defense while playing Greyjoy(?) and Mr. Astute spotted my weakness immediately and sailed in to walk all over me. Sorry for the short game, guys!

Playing these types of games requires definite skills, skills that can be developed with time, and I agree that anyone who can’t see that is daft, willfully obtuse or just looking for an argument.

Eric

Posted by W. Eric Martin on Sep 8, 2008 at 06:36 AM | #

I too stink at negotiation.  I am incapable of lying convincingly.  Despite that, I did actually win a couple PBM (e intentionally not there) Diplomacy games.  I don’t think I ever solo won a ftf game.

My biggest problem with conflict games is the amount of time they take.  Both to play a single game and the fact that they are fragile, so games with first timers can be less than wonderful.

I used to love Brittania, but you need exactly four players that know what they are doing to play a fun game.  History of the World is another game where several hours the winner ultimately can hinge on one player “giving the game away,” with a bad decision.  My one game of Friedrich was ok, I might play again.

Puerto Rico (which I don’t play much anymore) does have some of the same fragility, but it only takes an hour or so to play.  Other “traditional” Euros are similar.

So I guess my aversion is from spending four or more hours and watching someone hand (or hand myself) the game to another player.  When I spend an hour, it’s not a big deal and we may even dissect the “goof” and play another game right away.  That is the type of kingmaking that I don’t like.

Through the Ages is a game that doesn’t seem to suffer from this issue.  You can’t easily directly target or assist another player, so intentional kingmaking is tough.  But more importantly, accidental kingmaking is not possible or at least much more difficult.

All that being said, my BGG badge lists me as an omnigamer and I think of myself that way.  I may not introduce a conflict game, but I’ll probably play.  And I certainly won’t discourage others from playing whatever they like (unless you consider mild ribbing to be discouragement).

Posted by Scott Russell on Sep 8, 2008 at 09:19 AM | #

"A big part of it is simply that I agree with Conan about “what is best in life”.”

You win big points for this!

Posted by Lee Fisher on Sep 8, 2008 at 11:22 AM | #

Yay… I like how you’re thinking.  I lean heavily towards the Eurogame setting when I can, but also enjoy a good smack-fest.  I’m very much an omi-gamer with only a litle bias against pure abstracts.

Nexus Ops and Heroscape are two of the best games to come along in the past couple decades.  They are best for a type of timeframe and gaming situation, but they have a lot of things going for them.

-------------
Negotiation:
I am pretty good at negotiation games, but do struggle any time I play them with newer players as I like to be helpful when I can so its more difficult to try to walk a fine line of negotiating as strongly as possible and not taking advantage of a new player.  That said, I am not a fan of Diplomacy since I’m not as good at backstabbing, just the negotiating side of things… (ie. I’m really good at games that enforce agreements, but not others… I’m too trusting/trustworthy...)

--------
Titan:
You refer to the rerelease, but it seems like a fairly old-school game to me.  Players are often strongly discouraged from attacking each other (no large personal gain from an attack) they just weaken yourself relative to everyone else.  And the attack phases can last quite awhile while everyone sits and waits for those two players to resolve the battle.  The result is a lot of posturing mid-game with very little hurrying of things to an ending… Of course, I haven’t played it in some time, and may not remember the better games.

Posted by Matt J. Carlson on Sep 8, 2008 at 01:20 PM | #

When reputation precedes negotiation skills, negotiation skills no longer matter. To each their own. Outside of a 2 player or cooperative game, these games hold zero interest for me… because if I want to know if two people can tackle one, I already know that answer and I don’t need a 6 hour arbitrary game with bells and whistles to tell me that.

I would play Diplomacy over Game of Thrones any day of the week because they are essentially the same game.... one just uses bells and whistles.

Posted by William Baldwin on Sep 8, 2008 at 01:35 PM | #

Heh. I never claimed to be any good at these sorts of games. I just happen to like them. It’s mine (and everyone else’s) misfortune that my group contains that rarest of combinations - a silver-tongued maths whiz. He wins everything :)

I’d actually argue that negotiation games are better for new gamers than some of the more standard Euro fare. Everyone knows how to negotiate. Not everyone knows or has an easy time figuring out the strategy in a game like RAILROAD TYCOON.

Titan is fairly old school, and I don’t think any of your recollections are wrong, but that doesn’t stop it being brilliant or way ahead of it’s time. The “posturing” and attack-discouragement problems you refer to are usually signs of inexperienced play but, in fairness, it’s still a long game. I’ve never found the downtime an issue because I like to watch the fights, and it gives me an opportunity to talk to my friends, go for beer or the bathroom or whatever but I can appreciate YMMV.

The point about playing Diplomacy rather than GoT has some validity, but that’s because they’re both games in which negotiation is the biggest part of the game. It falls down because the negotiation is different in each game because the setup and strategies are different. It also fails when you extend it to other conquest games, such as many of the ones mentioned in my article, in which negotiation becomes *a skill* which sits alongside other consideration rather than *the skill* that rules the game. And reputations cut two ways - you get yourself a reputation for winning negotiation games and just watch how fast everyone else cuts you down to size.

Posted by Matt Thrower on Sep 8, 2008 at 01:49 PM | #

I agree with much of what you’re saying, Matt.  I’ve written my own “Leaders Are Made to be Bashed” column, I enjoy games of conflict (although not straight wargames), and have no problem with games where the players use their diplomatic skills to further their aims (as long as it doesn’t devolve into pure whining).  I may not get the same visceral thrill you get from disemboweling an opponent, but I can still enjoy these designs for the good gameplay they provide.

I do have to question a few of your positions.  You defend the use of dice in games by saying they’re being used in more enlightened ways, but you give no real examples.  I don’t mind dice per se (in fact, I love dice games).  But dice are often used to resolve combat and other interactions between players, and resolution luck (where the players cannot react to the randomizing event) is my least favorite form of luck in games.  I was just talking about this with a fellow gamer and we agreed that while the use of dice for combat resolution isn’t necessarily bad, it can feel like a lazy design decision.  We were thinking specifically of some of the Martin Wallace games of conflict (and we both adore Wallace).  Maybe something a little more refined could be employed after all these years.  I KNOW there’s randomness in real life combat, but these aren’t simulations I’m talking about, so utilize the things that make the game play better and maybe give the players a little more control.

I have a bigger issue with your defense of kingmaking.  Kingmaking isn’t necessarily the kiss of death when it appears, but I’d still say it’s always a bug and never a feature.  Being the player who has to determine which opponent wins when I have no chance myself is always a rotten decision and diminishes the overall gaming experience just a bit.  It can be a difficult thing to exterminate entirely and some kinds of games are more prone to it than others.  But my problems with it have nothing to do with game duration; it’s simply an unfortunate thing to have in a game.  If I win, I want it to be because I played better than the other folks, not because Fred over there flipped a mental coin and decided to let me prevail over the second place player.

Anyway, I liked the column and look forward to future efforts.  A very nice start.

Posted by Larry Levy on Sep 8, 2008 at 02:11 PM | #

Glad you enjoyed the column.

My point in the paragraph about dice was to point out that there are conquest games for you *however* you feel about luck, not to defend luck itself (I could, and might well, write a whole column about that itself). So asking for specific examples is a very good question.

Half the answer has nothing to do with dice. Much as I love them they’re a pretty blunt instrument when it comes to representing randomness-with-control as you describe. Cards work better - see FRIEDRICH for an example of how to do it.

However I’ll stand by my position that there are better and worse ways of using dice. An old but effective favourite is to throw a lot of them and let the probability curve take care of itself, as in TITAN. A more innovative and recent solution is to use some specialist dice, like CONQUEST OF THE EMPIRE. Yet another is to make the effectiveness of the dice roll hinge on some tactical decision as NEXUS OPS does. I’m not enough of a mathematician to be able to explain why the system in MARE NOSTRUM - roll a fistful of dice, total and the enemy looses a unit for every multiple of five - is effective at giving a satisfying balance between riding probability and the occasional thrilling surprise, but it does.

Bottom line though is that any good game which makes an effective use of dice will place more emphasis on non-dice parts of the game than the bits with dice. That way you can have your cake and eat it - a solid strategic game that still has the adrenaline rush of rolling the bones.

The whole kingmaking thing ties into diplomacy. Persuading someone to be your kingmaker is part and parcel of the game. And if it’s a relatively short game (and you’ve got a sensible enough group of people who’ll remember it’s just a game) it works for me as another exciting twist on the whole negotiation thing.

Posted by Matt Thrower on Sep 8, 2008 at 04:09 PM | #

First, congrats on the column! Very interesting first column here.

As another Omni-Gamer, I think you’re slightly off when you say “Indeed I’d go so far as to wonder whether, in the modern age, people don’t just critique these games out of sheer panic at the thought of having to play a game that involves them talking to their fellow gamers.” Two relatively interactive games where players must talk to their fellow gamers in negotiations and very recent are Lifeboats and Santiago.

Lifeboats requires that players discuss who to throw out of a boat each round, and Santiago requires that players try to bribe the canal overseer (often together to make it more expensive to choose another option). While I didn’t enjoy Lifeboats that much, I love Santiago and both games do get praise from those who try them.

I think more accurately, having open ended negotiations, as opposed to the more limited and direct negotiations of the two games I mentioned, is the true argument.

I also think I’m lucky as I try to liven up the demos I run, and admittedly games with a “take that” kind of action gets a stronger response than one that doesn’t, but games with enforced silence seems to be a boring way to play any game, no matter what the theme/game style. I’ve seen my share of silent Puerto Rico games, but also just as many silent wargames from absolute die hards. I’ve also seen my share of raucus laughter from a game of Power Grid and reactions from extreme die rolls in Clix games.

Most of all, I play to have fun, and don’t enjoy playing a game again if it wasn’t fun at all, even if it was a good game.

Posted by Matt Lee on Sep 8, 2008 at 04:09 PM | #

Santiago is an interesting game, no doubt about it, and one I own and have enjoyed playing. However, another thing I don’t doubt about Santiago is that you can play it as a straight-up analysis game, heads bowed, never saying a word to anyone. Why anyone would want to play it like that is another matter - but you certainly could.

I haven’t played lifeboats, so I can’t comment on that.

***Most of all, I play to have fun, and don’t enjoy playing a game again if it wasn’t fun at all, even if it was a good game.***

Couldn’t want a better summation of the real reason we should be picking and playing games.

Posted by Matt Thrower on Sep 8, 2008 at 04:15 PM | #

Fair enough, Matt.  I’m not picking on dice; like you, I believe there are better and worse ways of using them in games.  For example, in a Risk-like resolution system, I’d be much happier if both sides always lost *something* with each roll (for example, if the results were Attacker/Defender losses of 1/2, 1/1, and 2/1 instead of the current 0/2, 1/1, and 2/0).  With the former method, you have a worst case you can plan from; with the current one, there’s no such thing as a guaranteed win, which makes planning almost impossible.  My problem isn’t the dice, but the way they’re used.

“The whole kingmaking thing ties into diplomacy. Persuading someone to be your kingmaker is part and parcel of the game.”

Ah, in that case we’re talking about a difference of playing styles.  We like to complain about being picked on and insist another player is winning.  But when it comes down to a naked “make this move and Player A wins, make this other one and Player B wins”, I don’t think I’ve ever heard anyone in our group try to influence the result.  We make a determined effort to keep metagaming out of our games and I don’t see how it could be affected by anything else but that.  Just the way we play.

Posted by Larry Levy on Sep 8, 2008 at 05:04 PM | #

Dice are just another method of using probability to effect “outcome” in a game.  I have no problem with dice.  “Managed risk” is all that is and it promotes adaptability and flexibility into an ever changing strategic dynamic.

This whole “kingmaking” thing is overblown too.  The runaway leader problem injects another level of complexity that also needs to be managed… and introduces additional variety and complexity into a game.  Certainly not good in some games designs… but certainly a necessity in others. 

It’s too broad a brush to automatically paint “lazy design” with.

To close:  It all comes down to what you like in a game. 

---------
Excellent article.  Nice to see a distinct opinion expressed.  Well done, Matt.

And I love Conquest of the Empire...(the Eagle Games basic way of playing it.)

Posted by Ryan B. on Sep 8, 2008 at 11:53 PM | #

I think Larry nails it when he talks about the difference in playing styles playing a role in enjoyment of direct conflict games.  Very rarely (read nonexistent nowadays) do game rules clue players in on how to negotiate and form alliances.  More often the non-conflict game style of playing is one of “make the best move for the best return assuming all other players will always be doing the same (and not hold grudges)”

A classic example is TI3.  Played one way every player defends every border and each turn attacks where they can gain the most and hinder the leader.  Played another way (with full alliances and diplomacy) two players can ally and leave their borders with one another undefended—which not only allows them to double their forces on their active border, but allows them to play a faster game as they aren’t wasting time on planning a fight on that allied border. and again none of these dipolmacy heavy play style ideas are in the rules.

For a session report example with lots of alliance strategy ideas check out silverbeard’s “Shogun is a dish best served cold” at http://www.boardgamegeek.com/thread/167265

Posted by Ray Petersen on Sep 9, 2008 at 10:44 AM | #

Matt --
welcome to the roster!

A great column.
I look forward to reading more in weeks to come

dale

Posted by Dale Yu on Sep 9, 2008 at 02:06 PM | #

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