If you spend time reading miniature wargaming blogs or forums in the past year or two, you may have come across arguments that look like this one:
#1 – This Game Is Too Random!
I remember when the world’s most popular wargame – Warhammer 40K – hit just this controversy with the recent Chaos Daemons Codex, and especially with the widely loathed Warp Storm Table that many accuse of making the game (or at least 40K Chaos Daemons) far too random.
Likewise, “surprise” terrain in both Warhammer Fantasy and Warhammer 40K is mostly ignored by gamers for similar reasons. Most recently – and the reason I write this – Mantic’s DreadBall roused the ire of fans with a (much needed) revisions to the rules for launching the ball.
A Brief Summary of the DreadBall Snag
The shortest summary of the DreadBall “launch-issue”: DreadBall is a fast-paced game, not least because (unlike Blood Bowl) the ball – after a score – simply launches back into to the ongoing game. The teams and player do not “reset”. The game doesn’t stop!
The rules for launching the ball, however, created the possibility of “loops” where players could continue to loose turns (negative loop) or continue to catch-and-score (positive loop) until a game ends, almost sidestepping “the real game” entirely.
The new rules for launching the ball, as previewed by Jake Thornton, put an end to these loops, but they also added a (to many people’s surprise) a ball-scatter on every launch.
The latter makes game-play far less predictable and … well … more random.
#2 – Good Randomness and Bad Randomness?
As with the Warhammer examples above, many dislike this “added randomness” in DreadBall.
Unlike Warhammer (of either variety) – where basically no first-hand thoughts from the game designers about their rules ever reach the public – Jake Thornton showed some puzzlement over the widespread dislike of (certain kinds of) “randomness” on his blog.
I’d also say that there is a strange double-think among many gamers that goes on about chance. Some kinds of random are seen as acceptable, and others are an issue. If I fail a dice roll on a 1 in 9 chance then that’s acceptable. I’m not happy, but hey, them’s dice. If the ball scatters onto me from a launch (another dice-driven process) then it’s somehow worse.
All said and done, this particular DreadBall debate reminded me a lot of some similar discussions surrounding (too much?) randomness in Warhammer 40K and other game.
For a lot of people, it seems there truly are “two types” of randomness in games. For the purposes of this blog post, let’s call them “chance” (the good kind of “random”) and “randomness” (the bad kind of “random”), though this clearly isn’t the definition you’d find for those terms in a dictionary.
Chance – The Good Kind of Random?
The randomness wargamers embrace appears to be the kind following from player actions (either yourself or your opponent in a 2-player game). Most games use dice for this.
If I fire a weapon in Warhammer or throw a pass/strike in DreadBall the outcome is uncertain. Subject to a roll of the dice, you get your way or you don’t. In certain situations, a whole game can ride on as little as a single roll of dice. If you get shot at in Warhammer, or slammed in DreadBall, the outcome is likewise uncertain (if triggered by the opponent).
This is the good kind of random, both because players accept this as part of the game and try to maximize their chances. Also, they are the good kind of random because the most memorable moments for every gamer are those when you “beat the odds”.
The lone Imperial Guardsman that holds an objective against a flood of Genestealers. The battered Jack that caught the long pass to score a final-rush strike. These things are the stuff of gaming-club legend. They wouldn’t be possible without randomness.
Randomness – The Bad Kind of Random?
The “bad kind” of random then are the uncertainties that come straight from the rules, without a conscious “trigger” or “opt-in” from a player in the game.
In Warhammer these are the things like “surprise terrain” that either explodes in your face or turn your troops invulnerable, pre-game tables that can cripple or enhance your army on the whim of some die-roll (e.g. Warlord Traits, Warpstorm Table).
In DreadBall – as possible new addition – this may be random ball-launch scatters that could serve you a strike (and, on rare occasions, a victory) on a silver platter or cost you a turn (and, on rare occasions, the game) if things go awry.
Most “randomness” of this kind in games is designed to be “symmetrical”, like the Chaos Daemons Warp Storm Table. That is, they should help you and hinder you in equal amounts in the long run. It’s swings and roundabouts over .. dunno .. a hundred games (possibly less).
These rules mainly serve to shake things up and keep things fresh and exciting, though that may be no comfort, understandably, when these type of rules cost you a game.
#3 – What Kind Of Randomness Do We Need?
Now, despite having made this distinction into two types of randomness, I don’t think the “second kind” is truly all that bad. As long as it evens out in the long term, of course.
The previous DreadBall rules for launching the ball (in my opinion) needed a fix, because they benefited some teams far more than others. The new rules may too (I haven’t play-tested them to be honest), but I suspect the new rules – while making the game more random – will boost and thwart all players and all teams in equal measure. There is simply more “chaos” in a given game.
The same can easily be said for the Warp Storm Table in Warhammer 40K.
With my personal bias out of the way however, what do you think?
Is there such a thing as “good” and “bad” randomness in games? Or is the distinction stupid?
Does too much randomness, or do certain types of randomness devalue player skill? Or does it instead take skill to think on your feet and overcome whatever Lady Fate may throw at you?
I realize this article is somewhat all over the place – Chaos Daemons and DreadBall and all. Nevertheless, if you’re still with me at this point, you surely must have an opinion on the matter!
So leave a comment and share your thought!
Z.