I've been trying to wrap my head around Age of Sigmar's design philosophy, even as I continue to play and enjoy games of it - as often despite its design as because of it. This morning, a new perspective on the game really fell into place for me when the following old article from the Citadel Journal rolled across my tumblr dash:
http://bewareofthephil.tumblr.com/post/124141948385/interesting-old-article-from-the-citadel-journal
I have to say, one thing I used to like about white dwarf that seems to have gone missing over the years were articles from developers that went into depth over the where and the why of rules changes when new editions or army books were released. You got to see what they were thinking, stated clearly right from the horse's mouth. As with all communication from GW, that has dried up, and nowadays the design studio is a black box, leaving the community to only speculate and argue about the often inexplicable choices made in their products and the jarring and unexpected changes in design direction and philosophy.
Too often this speculation takes the form of conspiracy theories, or reductionist rants against 'corporate suits' dictating design to the actual designers, tying their hands in the interest of milking as much cash out of the game as possible, and unsurprisingly that has been the going story about Age of Sigmar from day one. "Fantasy wasn't making money, so the suits killed it to push 'Ao$' instead, it's just a blatant cash grab to try and make us buy new models/bases/whatever all over again / appeal to the kiddies at the expense of 'real' gamers / etc".
-Even though the rules were made available for free.
-Even though free rules were made available for all their previous models.
-Even though the rules go out of their way to let you use your old models and bases (albeit with the most clumsy execution imaginable on the base front.
-Even though The game makes the entry point for new players significantly lower, and seems oriented to smaller - and thus cheaper - games.
-Even though the models are more elaborately detailed than ever, making painting them as daunting as ever for younger audiences.
Obviously GW and its designers hope AoS will be more successful than the game it's replacing, but try as I might, I just can't see the cheap soulless cash grab that so many are rushing to brand this as.
Often times in corporately held properties, you see the most creativity, the most creative control, in the flagging product lines, or in lines not expected to be major hits regardless. The suits are wary of messing with the 'cash cows', but the failing lines, those they're willing to let the creatives experiment with, try crazy ideas. The risk is lower - after all, if the product line is already unsuccessful, shaking it up can't really make things worse.
If I were to speculate about what AoS is, and the rest of this post is nothing but such baseless speculation, that is what I would put my money on. It has the feel of the auteur to it, the single-minded, inwardly focused (or, less generously, 'masturabatory') vision of a creator speaking primarily to themselves, rather than to an audience.
In the article linked above, Jervis Johnson bemoans the ubiquity of competitive games - not just tournament games, mind, but 'tournament style' games, by which he means equal points battles with plain scenarios played with the intent to win rather than just to push the models around the table and role-play with your buddies. He describes how he feels the best games of warhammer are played without points values, without victory conditions, without particular adherence to the rules. He is, in short, describing Age of Sigmar as the ideal incarnation of Warhammer Fantasy years before it was even a thing.
Now, the rest of this post is founded on the, at the moment, baseless speculation that Age of Sigmar had a singular creative vision driving it, and that either Jervis or someone who shares this basic philosophy is that principle creative mind at jwork in Age of Sigmar. Specifically the basic philosophy that tournament / pick up style games are the most boring, 'least common denominator' way to play, and that they should be sidelined in favor of purely narative, casual games focused on role play rather than 'roll play'.
To Jervis (or rather to my reductionist caricature of Jervis), the casual gamers who don't care about the rules and are just there to have a good time are the 'real gamers', and it's the serious competitive players who are the upstart kids ruining his hobby, in an ironic reversal of the most common characterizations of Age of Sigmar. He's not designing to 12 year olds, he's designing to 40 year olds (which includes designing games they can play with their 12 year old kids).
In the article he says he has nothing against competitive play, but he wishes it weren't ubiquitous, and he thinks he can change that by simply putting fewer competitive games in WD battle reports, and instead writing about narrative casual games.
But if he did that, it wasn't successful, was it? Tournament / pick up style games continued to be the way Warhammer was played. Later we saw the GW official tournament scene removed altogether, but that didn't change anything either, 'competitive' style 'play equal points games by the rules as written' game play continued to dominate the warhammer scene, even as fantasy declined in popularity, and it's easy to imagine (since, again, we have no actual insight into the black box) how old Jervis and his friends might have flailed about, looking for anything to blame that design on other than a quadrupling of the cost of playing the game in the middle of the worst global recession we've seen in the better part of a century.
How easy then for Jervis to blame it on players 'playing the game wrong'. How easy for him, once the ok was handed down from the suits to try something dramatic with fantasy, to decide to remove the competitive, rules and points obsessed scene from Fantasy altogether by releasing a version of the game that removes points values altogether, with rules so minimalist that the players are practically required to make up portions as they go?
So yeah, that's my theory of the thinking behind Age of Sigmar - not the product of a soulless corporate board of hucksters trying to weasel money out of rubes any way they could, but the brain child of a self centered (not in the sense of being selfish, but in the sense of caring about the "integrity" of their personal artistic vision rather than the interests or desires of their audience) games auteur, frustrated with people playing with their toys 'the wrong way', designing a rule set to try to force people to play the game 'the right way'.
Not that that's necessarily a much better a motivation for games design than soulless cash grabbing. I mean, it's a little better, but not much, since it still doesn't treat the eventual audience of the game as actual people worthy of respect, it merely disregards them rather than outright disrespecting them. And that's not to say the motivation behind the creation and design of a product is the most important aspect of judging its worth. I happen to like Age of Sigmar just fine as a thing in and of itself, even if I'm not exactly a fan of any of the artistic motivations that I could see leading to its creation.
As I said in the female models thread (now sadly, if understandably closed), when it branched into an 'intro to art theory' discussion,
And mock them we do, though that doesn't necessarily mean we don't still go to their movies, and enjoy them in whatever way we please, subversively or otherwise, and I'm still going to play and enjoy Age of Sigmar. That enjoyment is just going to be tinged with a slight dose of irony.
http://bewareofthephil.tumblr.com/post/124141948385/interesting-old-article-from-the-citadel-journal
I have to say, one thing I used to like about white dwarf that seems to have gone missing over the years were articles from developers that went into depth over the where and the why of rules changes when new editions or army books were released. You got to see what they were thinking, stated clearly right from the horse's mouth. As with all communication from GW, that has dried up, and nowadays the design studio is a black box, leaving the community to only speculate and argue about the often inexplicable choices made in their products and the jarring and unexpected changes in design direction and philosophy.
Too often this speculation takes the form of conspiracy theories, or reductionist rants against 'corporate suits' dictating design to the actual designers, tying their hands in the interest of milking as much cash out of the game as possible, and unsurprisingly that has been the going story about Age of Sigmar from day one. "Fantasy wasn't making money, so the suits killed it to push 'Ao$' instead, it's just a blatant cash grab to try and make us buy new models/bases/whatever all over again / appeal to the kiddies at the expense of 'real' gamers / etc".
-Even though the rules were made available for free.
-Even though free rules were made available for all their previous models.
-Even though the rules go out of their way to let you use your old models and bases (albeit with the most clumsy execution imaginable on the base front.
-Even though The game makes the entry point for new players significantly lower, and seems oriented to smaller - and thus cheaper - games.
-Even though the models are more elaborately detailed than ever, making painting them as daunting as ever for younger audiences.
Obviously GW and its designers hope AoS will be more successful than the game it's replacing, but try as I might, I just can't see the cheap soulless cash grab that so many are rushing to brand this as.
Often times in corporately held properties, you see the most creativity, the most creative control, in the flagging product lines, or in lines not expected to be major hits regardless. The suits are wary of messing with the 'cash cows', but the failing lines, those they're willing to let the creatives experiment with, try crazy ideas. The risk is lower - after all, if the product line is already unsuccessful, shaking it up can't really make things worse.
If I were to speculate about what AoS is, and the rest of this post is nothing but such baseless speculation, that is what I would put my money on. It has the feel of the auteur to it, the single-minded, inwardly focused (or, less generously, 'masturabatory') vision of a creator speaking primarily to themselves, rather than to an audience.
In the article linked above, Jervis Johnson bemoans the ubiquity of competitive games - not just tournament games, mind, but 'tournament style' games, by which he means equal points battles with plain scenarios played with the intent to win rather than just to push the models around the table and role-play with your buddies. He describes how he feels the best games of warhammer are played without points values, without victory conditions, without particular adherence to the rules. He is, in short, describing Age of Sigmar as the ideal incarnation of Warhammer Fantasy years before it was even a thing.
Now, the rest of this post is founded on the, at the moment, baseless speculation that Age of Sigmar had a singular creative vision driving it, and that either Jervis or someone who shares this basic philosophy is that principle creative mind at jwork in Age of Sigmar. Specifically the basic philosophy that tournament / pick up style games are the most boring, 'least common denominator' way to play, and that they should be sidelined in favor of purely narative, casual games focused on role play rather than 'roll play'.
To Jervis (or rather to my reductionist caricature of Jervis), the casual gamers who don't care about the rules and are just there to have a good time are the 'real gamers', and it's the serious competitive players who are the upstart kids ruining his hobby, in an ironic reversal of the most common characterizations of Age of Sigmar. He's not designing to 12 year olds, he's designing to 40 year olds (which includes designing games they can play with their 12 year old kids).
In the article he says he has nothing against competitive play, but he wishes it weren't ubiquitous, and he thinks he can change that by simply putting fewer competitive games in WD battle reports, and instead writing about narrative casual games.
But if he did that, it wasn't successful, was it? Tournament / pick up style games continued to be the way Warhammer was played. Later we saw the GW official tournament scene removed altogether, but that didn't change anything either, 'competitive' style 'play equal points games by the rules as written' game play continued to dominate the warhammer scene, even as fantasy declined in popularity, and it's easy to imagine (since, again, we have no actual insight into the black box) how old Jervis and his friends might have flailed about, looking for anything to blame that design on other than a quadrupling of the cost of playing the game in the middle of the worst global recession we've seen in the better part of a century.
How easy then for Jervis to blame it on players 'playing the game wrong'. How easy for him, once the ok was handed down from the suits to try something dramatic with fantasy, to decide to remove the competitive, rules and points obsessed scene from Fantasy altogether by releasing a version of the game that removes points values altogether, with rules so minimalist that the players are practically required to make up portions as they go?
So yeah, that's my theory of the thinking behind Age of Sigmar - not the product of a soulless corporate board of hucksters trying to weasel money out of rubes any way they could, but the brain child of a self centered (not in the sense of being selfish, but in the sense of caring about the "integrity" of their personal artistic vision rather than the interests or desires of their audience) games auteur, frustrated with people playing with their toys 'the wrong way', designing a rule set to try to force people to play the game 'the right way'.
Not that that's necessarily a much better a motivation for games design than soulless cash grabbing. I mean, it's a little better, but not much, since it still doesn't treat the eventual audience of the game as actual people worthy of respect, it merely disregards them rather than outright disrespecting them. And that's not to say the motivation behind the creation and design of a product is the most important aspect of judging its worth. I happen to like Age of Sigmar just fine as a thing in and of itself, even if I'm not exactly a fan of any of the artistic motivations that I could see leading to its creation.
As I said in the female models thread (now sadly, if understandably closed), when it branched into an 'intro to art theory' discussion,
when directors can't handle audiences reacting in unexpected ways, when they throw little public tantrums because audiences didn't 'get it', we rightfully mock them.
And mock them we do, though that doesn't necessarily mean we don't still go to their movies, and enjoy them in whatever way we please, subversively or otherwise, and I'm still going to play and enjoy Age of Sigmar. That enjoyment is just going to be tinged with a slight dose of irony.
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