Actually, it even seems odd to use the word traditional when discussing a hobby that's a little over a half-century old, but most people will understand what I mean --
traditional being the hex-and-counter
wargames inaugurated by Charles Roberts/Avalon Hill and made ubiquitous by James
Dunnigan/
SPI in the 1960s/70s/80s.
For many people hex-and-counter
wargames are wargames and they pay little mind to other design choices or even disdain them.
On the other hand, there have always been other ways to skin that particular design cat. Many
wargames from the hex-and-counter designers didn't use hexes at all, of course. Area movement and point-to-point maps
have a long history in the hobby. And there have always been some games that were outside the main
wargame design tradition, such as Kingmaker, Diplomacy, block
wargames like Quebec 1759, Axis & Allies and the whole traditional miniatures line.
But for a long time hex-and-counter
wargames were definitely where the action was design-wise. This provided many benefits, because the sharing of mechanics and design techniques within a limited universe of choices made it possible for
wargamers to digest
literally hundreds of
wargames in a short period of time. A big draw for series games such as The Great Battles of the American Civil War, the various
SPI quad games, The Gamers'
various series (
SCS,
OCS,
TCS,NBS etc.) etc. was that it allowed players to concentrate on the battle at hand instead of having to learn brand new game systems all the time.
On the
other hand, this self-policing limitation on design tools did have some drawbacks. One of them is that not all
situations lent themselves equally well to hex-and-counter
wargames. Hexes have
geometric limitations that made them problematic for linear
warfare and tactical
warfare at sea. Counters, being two-sided, imposed limits on fog of war or step reduction
unless you added more counters to the pile. Zones of control, combat results tables and well-defined scales often brought
anomalies or awkward compromises when applied to specific situations. And as time went on it seems as though hex-and-counter
wargames had trouble recruiting new players, while the euro-style games attracted more interest.
Now, like any generalities, these kinds of statements obscure a host of counter examples. Hex-and-
counter
game manufacturers have gotten pretty adept at marketing their wares to the sort of p,layers who will
find them
interesting and the Internet has been a great aid. Players can find each other and game makers easily. Many hex-and-counter
wargames have turned out to be well-suited for online play, so it's not all doom and gloom.
But at the same time, I am sensing a renewed interest in other design approaches. One very popular line of attack has been what are commonly called card-driven games, which use the detail and flexibility that cards can provide to bypass the chart-heavy
approach of traditional
wargame designs. Still, most of these designs are coming from h&c game companies and designers and still share many of their
attributes, such as cardboard counters and even hexes.
There's a lot more
interest in alternative design
approaches. While both Axis & Allies and block
wargames have been around for decades, both are showing new life these days.
And some designers have explored some completely different approaches to
wargame design. Some notable recent examples include Friedrich, Bonaparte at
Marengo and Napoleon's Triumph. And I put Martin Wallace's Waterloo in that category. Despite having little in common with a traditional hex-and-counter treatment of Waterloo, the game does good job of capturing the essential features of
Napoleonic era combat and I think it's an instructive, as well as entertaining exercise, which is what a good
wargame ought to be.
What will be interesting is seeing how Wallace and Bowen Simmons (designer of Bonaparte at
Marengo and Napoleon's Triumph) come up with next. Both designers are reportedly working on a Gettysburg game, and both games are
likely to appear in 2010. Back in the heyday of AH and
SPI it wasn't uncommon to see both companies releasing competing visions of the same topic, so it's nice to see that sort of choice being offered again. The more the merrier.