Is the game getting too complex?

Discussion in 'Access Guide to the Human Sphere' started by Space Ranger, Oct 30, 2018.

  1. Titus

    Titus Varuna Beach Commando

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    Yep. I mostly agree with what you say. I like the tactical complexity of the game and I'm happy with it for the most part.

    But what's the point if it's difficult to get people started and even people who've been playing it for years quit because they can't keep up with it?

    I really think there is a lot of margin for improving the rules making them easier and keeping the tactical complexity. I'd say we should avoid thinking that difficult rules equals game complexity and depth.

    Game complexity and depth is desirable, hard to understand and remember rules simply are not.
     
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  2. Barrogh

    Barrogh Well-Known Member

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    Well, same happens everywhere. At some point people become comfortable with the feeling that they know the game through and through, and whether you add new rules or just significantly tweak simplistic unit stats, they will eventually say "Nah, can't be bothered to re-learn anymore". It has relatively little to do with straight complexity, I feel.

    As for beginners, like I said above, it boils down to preference in many cases. Sure, some would "compare some dice and never play again", but don't forget that a lot of people you play with these days are here because drop troops can actually drop, sneaky bastards can actually hide and thoroughly trained troopers actually possess a useful kind of initiative in combat.

    I agree with this, but I don't think we're at a point where it's changing what rules do is required. What needs to go is stuff like having to skim through 4-5 wiki articles to not only figure out what Symbiont Armor does, but more importantly, what it does not. Consistency would be welcome. Just look at NCO which works "as if you use your Lt Order", except it doesn't.
    Stuff like that.

    And for the love of God, we need a glossary of universal terms and writers getting punched in the face every time they don't follow it. It's getting ridiculous at times. Did you know that there isn't such thing as "Regular / Irregular Order" in Infinity? Yet apparently even CB themselves have forgotten it.
     
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  3. Solar

    Solar Well-Known Member

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    I think CB has made major effort to getting new people into the game.

    Like, there's three Starter boxes. Apart from CA and Tohaa you can start any faction from a two player battle box which gives you dice, scenery, teaches you how to play etc. I think we may actually see a two player box for those two as well, which could be cool (some say those factions don't sell well; I say if you make it the people will buy it). And there's the 300pt boxes for just "hey you want to play and find making an army daunting? Buy this!" which don't even overlap with the actual starters so you've got a clear 300pt box plus starter equals full force with options.

    I'm not saying the efforts are perfect but for a small company making a relatively complex tactical game for players who are mostly going to be veterans of other games systems, they do quite a lot in terms of making the game accessible and a lot of this SKU business comes from making the game more easily stockable, which is a big part of making it accessible too.

    I personally wonder whether CB internally is geared towards marketing their game to veteran gamers from 40K or whatever, or brand new gamers? Probably the former as it's a really good way to take advantage of GW pulling kids in to get them into the hobby (something that, regardless of your opinion on GW games, everyone in this hobby and industry should be thankful for. GW is doing really well right now and thank God for that).
     
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  4. Titus

    Titus Varuna Beach Commando

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    Absolutely agree. I'm a sucker for rules and I will read them all several times anyway. But not everyone is, and also my memory is not exactly perfect. So it gets tiring going over a bunch of connected rules over and over.

    All and all, CB does and absolutely great job. I'm proud to say it is the best wargame I know, and it's made in Spain (I'm also Spanish). And certainly does much better than the big sellers GW. But exactly because I love what they do I want them to see them getting better and better, and I really thing there is some room for improvement on this matter.
     
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  5. Section9

    Section9 Well-Known Member

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    Oh, sweet baby jeebus, this is so true!!!
     
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  6. meikyoushisui

    meikyoushisui Competitor for Most Ignored User

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    I'm really curious about this.
     
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  7. ijw

    ijw Ian Wood aka the Wargaming Trader. Rules & Wiki
    Infinity Rules Staff Warcor

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    Me too...
     
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  8. A Mão Esquerda

    A Mão Esquerda Deputy Hexahedron Officer

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    Save for the rules themselves specifically calling them Regular and Irregular Orders when the order count portion of the tactical phase is introduced...
     
  9. Zewrath

    Zewrath Elitist Jerk

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  10. Barrogh

    Barrogh Well-Known Member

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    Fair enough, that was my mistake.
    Not sure what I was headbutting against during some Isolation discussion a while back.
     
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  11. SmaggTheSmug

    SmaggTheSmug Well-Known Member

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    There are a few rules that we identified as "need to go/be split up", but I don't think anyone has mentioned Veteran Lv2 in this thread.
    Veteran Lv2 has nothing to do with Lv1 (one is about keeping Regular status, the other is just two completely unrelated skills, one of which also has Lv2 and the other Lv3, just to make things more confusing). And it's only on exactly one unit. Not only that, the statblock for that unit even lists SS Lv2 and Valor: NWI in the Army.
    It looks like's there's no point to keeping Veteran as a skill with levels. Just give Vet Kazak Veteran, NWI and SS Lv2 as separate skills.

    Also WarmaHordes is best used as an example of "what community not to foster and how not to release a new edition of your game", not "what other games should be ran like".
     
  12. Barrogh

    Barrogh Well-Known Member

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    But does that have anything to do with rule writing?
     
  13. meikyoushisui

    meikyoushisui Competitor for Most Ignored User

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    It turns out new editions are usually when rules are written or rewritten.
     
  14. Barrogh

    Barrogh Well-Known Member

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    I'm just not familiar with what exactly the problem with changes is about. Interactions in actual game, clarity, production?
     
  15. Space Ranger

    Space Ranger Well-Known Member

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    Well, I just had something come up on the weekend. After a long time of doing it wrong, I did turn to face wrong. I didn't realize it's an actual Dodge! For a long time now it's jut been just turning around and not dodge at all. Now I've been playing this for years, and i'm still looking up rules. This is where there should be clean up. why is there a turn to face in the first place? Just say you get to dodge and if he's stupid enough no to turn around then it's their fault. Dodge in ARO comes with a move anyway so why does it need to be another rule? There's also a rule for being attacked from out of line of sight.
     
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  16. ijw

    ijw Ian Wood aka the Wargaming Trader. Rules & Wiki
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    Because Change Facing doesn't allow any movement other than turning on the spot.
     
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  17. Space Ranger

    Space Ranger Well-Known Member

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    That's what I thought. That it would be two normal rolls. but it's not it's still a face to face. If the Change Face wins over the shooting, at -3, then there is no hit from the shooter. It does the exact same thing as a dodge by using the PH and negates any shots it beats. Why have this if it does the same thing as dodge?
     
  18. ijw

    ijw Ian Wood aka the Wargaming Trader. Rules & Wiki
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    It doesn't do the exact same thing as Dodge, it doesn't let you move 2" on a success.

    EDIT - obviously it's personal opinion whether that's a distinction that's worth having two ARO Skills for, but it's qualitatively not doing the same thing in the game.
     
  19. Space Ranger

    Space Ranger Well-Known Member

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    That's what I'm trying to say. This is something that can be changed to clean up a bit. Why have two rules when the difference is so small?
     
  20. ijw

    ijw Ian Wood aka the Wargaming Trader. Rules & Wiki
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    I don't think it's a small difference. Change Facing is far less 'powerful', so being able to force an enemy trooper to declare Change Facing instead of Dodge gives you an advantage.
     
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