The turn sequence and activation process known as IGOUGO
is maligned across the internet as an antiquated and poor mechanic. For the uninitiated an IGOUGO system is a
turn sequence where one side actives, moves, fights, shoots, and does morale
for all of their units at once. Then,
play turns over to the other player to do the same. I am here to argue in defense of the IGOUGO
system, despite what all the cool kids are saying.
Now, IGOUGO has many flaws:
1. The
“First Turn Advantage”- The player who goes first can set-up an overwhelming
Alpha Strike OR gets the ability to eliminate enemy units before the opponent
can react/counter-it.
2. Stand
around and get killed syndrome- One player essentially stands around while his
troops get mangled with nothing much to do but roll saves.
3. Wait
Times- One player essentially stands around and watches the other player play
the game until there turn comes around.
I am sure there are other flaws, but these are the ones I
read/hear the most. They are valid
complaints especially while playing some very popular game systems. Now, on the flip side the IGOUGO turn system
has some key advantages as well:
1.
Easy to Understand- The turn sequence is
intuitive and easy to understand. No
complicated rules, no turn charts, or additional mechanics are needed.
2.
Forces can work synergistically- The player can
play a turn so units can mutually support each other on the battlefield in a
simple manner.
3.
Allows for easy application of tactics- The
player can easily apply tactical principles in a linear manner all in the same
turn. For example, applying overlapping
firepower, support movement, chaining your attacks, etc.
Like all things in Game Design the IGOUGO activation method
is simply a tool that the designer can use to create the game play they want to
build. In addition, some games will not
have or be impacted by the inherent limitations of IGOUGO. It is up to the designer to choose the
correct tool for the job and in some situations IGOUGO would be appropriate to
use over other types of activation methods.
Let’s do a thought experiment and think about what type of
wargame would need such a mechanic or would work well with IGOUGO as its
activation method.
·
Games where simplicity is key to game play
·
Games with limited rules space
·
Games with a small number of units
·
Games that start with enough distance to reduce
the impact of Alpha Striking
·
Games where chain tactics are critical
·
Games with small unit redundancy
So, how would this work in practice. If we continue our thought experiment, let’s
pretend we are creating an over-the-top wrestling game in the style of the
World Wrestling Federation. This game
could work well with IGUGO because:
- Moves are relatively short ranged- No Alpha Strike
- Wrestlers all have similar statlines/abilities- Unit redundancy
- Generally, only one wrestler in play at a time- Few Units
- Intro to gaming- Simplicity of play
Here the game we are postulating will work well with an
IGOUGO mechanic.
Final Thoughts
There is no such thing as in inherently bad mechanics
there are only poor mechanics in relation to what the game is trying to
do. As designers we all have our
preferences. It is our job to choose the
best tool to do the job, and sometimes that tool is IGOUGO. Sometimes the best tool is not IGOUGO. If you use the right tool for the job you
will get better results. Therefore,
IGOUGO does not inherently suck as there are some cases where it is the right
tool.
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