Monday, June 29, 2026

Wargame Design: Play it Again, Sam- Replayability

 

As I was taking a look back at my blog content, I noticed that I frequently talk about "Replayability" in my reviews and design posts.  One small issue, is that I never talk about what Replayability even is.  First off, I am pretty sure it is not even a real word!  However, that's part of being an "expert" on stuff.  You get to just make words up.  I have some fancy certificates and book-learnin' that say I can in the corporate world, so why not wargame design too?  

Well, I guess we better start with what this made-up word means.  I don't think it will be hard to figure out, I mean it is in the word itself.  Replayability is simply the ability to replay the game and still have fun with it.  Like, it's in the made-up name!  Simple.  

The definition is the easy part.  Now comes the hard part.  How do you give a game replayability? 

Deployment

An easy way to make a game Replayable is to change up how forces Deploy for a game.  You see, deployment is often an overlooked choice made early in a game, that sets up the flow of the rest of the game.  Therefore, to change the game experience you create options for the players to deploy differently.  This can be done via scenario, or even a "randomization" of the deployment zone.  

Scenarios and Objectives

Changing the scenario and objectives also change the focus of the game play.  You could have the exact same board and deployment, but changing the Objectives of the game will change the game.  If in the first go-around you are trying to cross the river in the center, that will lead to different tactics than having to capture as many terrain points as possible.  You can also add on primary and secondary objectives to allow for more variety in what is happening.  

Force Selection

Offering players a wide variety of units to choose from creates replayability.  These options allow players a chance to put different combinations of units into action, and see what works best in different combinations.  Perhaps cavalry is great for moving ahead and scouting, but infantry is better at holding objectives.  Players will want to find the right "mix" of units to achieve their goals and adhere to their preferred playstyle.  Changing unit options give reasons to play again.  Plus, players love an excuse to buy and sometimes even paint new miniatures!  

Complications

Many games offer a random selection of "complications" that can impact a game.  A complication is something that makes achieving the objectives harder.  They are a form of "Friction" that a player will need to deal with.  Sometimes, these complications are specific to a scenario, but many games allow for a random Complication mechanic via a chart, cards, etc. 

Terrain Placement

Nothing changes the flow of a game like terrain and its placement.  A game without terrain is probably not a game, so therefore it is a great tool for replayability.  A river or wood in the center changes the dynamic and tactics open for a player.  Therefore, the mechanisms for populating the board with terrain are critical tools for replayability.  

Randomization Tools

The rules themselves may have tools to create a randomization of outcomes.  With a variety of outcomes, there is a reason for players to play more than one game.  Often, randomization is created via Dice.  However, there are other methods such as charts, cards, spinners, death clocks, etc.  The more options that can occur, the more reason there is to "Play to find out".    

Game Length

Adding rules or methods to change the length of the game can be a great way to add replayability.  A variable length of game changes the player's calculations for what victory means.  Changing these calculations will make a game Replayable as each game could be fought or played differently.  A game that is short requires a focus on moving to engage, while a longer game allows for more bait-and-counter game play. 

Campaigns

The ability to chain games together in a campaign is a major driver of people replaying a game as more than just a one-off experience.  Campaign mechanics give structure and reason for players to keep going.  These are essential tools for replayability.   


Why Use These Tools

The whole point of all these tricks and tools to generate Replayability is to keep people playing your game.  These tools force players to re-think their tactics on the table as the conditions of the game are changed.  A game won or lost by attrition, changes how a commander engages versus one that is won or lost by holding an objective.  Both situations require a different way to play.  If there is only ever one "win condition" and one set- of game realities than your game will quickly be solved.  A player will soon realize how to win every time.    

The changes (or even the potential for certain changes to be in place) also force players to re-think their strategic, or off-table decision making as well.  If you have to consider that a game may change what it takes to win, you need to make off-table decisions to allow you to manage the risks.  For example, if you have missions that range from moving across the board to holding the line, a player will need to select units that could play a role in both scenarios.  The strategic choices are implemented.  

How to Use These Tools

The easiest way to use these tools is to create a "Pre-game" section of the rules.  This section basically instructs you on how to set-up a game.  Often, this takes place AFTER players have chosen their units to play the game, but not always.  This section usually has these elements: 

  1. Randomly determine scenario
  2. Randomly determine deployment zones
  3. Randomly place terrain
  4. Randomly determine complications
  5. Randomize Game Length
Depending on genre, each of these options could have between 3-18 options per randomization.  That means you will have a minimum of 15 different game states right out of the gate, and the more options in each category the more Replayability you have.  This is before you even add in a Campaign. 

Final Thoughts

Replayability is a key component for game designers to think about when designing their games.  Many games are great as a "one-and-done" experience.  However, you want players to want to play your game more than once.  This becomes a selling feature if the game allows for a lifetime of games.  For example, if your game has at least 15 different game states in it, the average wargamer plays a game a month, then your base game has 1 years worth of game play!  That is good value for money! 



You can follow Blood and Spectacles Facebook page for more fun: https://m.facebook.com/pg/BloodandSpectacles/posts/?ref=bookmarks&mt_nav=0

Or our website:

Or our Messageboard:

Or our Wargames Vault Page:

https://www.wargamevault.com/browse.php?keywords=blood+and+spectacles&x=0&y=0&author=&artist=&pfrom=&pto=    

    


No comments:

Post a Comment