Friday, October 24, 2025

Paradox of Modern Wargaming

The paradox?  Speed vs. Journey in the Digital Age.  

As the Palouse Wargaming Journal passes its thirteenth anniversary, these anniversaries often bring up a time of reflection on the past.  Reflections this year saw a return to one particular post I wrote more than two years ago on how battle reports are read (see Reporting from the Front: How are Battle Reports Read).  Besides a perceived change in writing and reading battle reports, has the underlying wargaming landscape, likewise, undergone change in how we participate?  For these reflections, I refer to these perceived changes as "modern" wargaming.

The modern wargaming landscape presents an interesting paradox that hits at the core of wargaming's identity.  We dedicate months, sometimes years, to painting armies, researching historical uniforms, and crafting detailed terrain.  All of these time-consuming preparatory activities result in bringing the efforts to the gaming table in a game that frequently can be completed in under an hour.  This contradiction raises fundamental questions about whether we've lost sight of the journey in favor of quick results, and whether the very tools meant to enhance our hobby experience have inadvertently diminished it.

Rise of the Quick-Play Culture
The trend toward quick-play wargames and rules has become undeniably to the fore in recent years.  This reflects a broader shift in gaming preferences, with players increasingly gravitating toward games that can be completed in two to three hours or less.  The Great Wargaming Survey supports this notion with only 17% of respondents saying that a game longer than three hours is preferred. 
The market has responded accordingly.  Wargames designated as "small footprint" and games designed to be "quick play" have proliferated.  Systems like One-Hour Wargames or the many One-Page rules promise battles that only take about one hour to fight to conclusion. This compression is not only limited to casual, pick-up games.  Even complex historical scenarios are being redesigned for rapid consumption.

The Commands & Colors Revolution

Perhaps no single system better exemplifies this shift than Richard Borg's Commands & Colors series.  I have introduced a number of gamers to historical miniatures gaming through Commands & Colors.  The appeal is clear.  These games provide the feeling of playing a mass battle game while allowing players to refight the entire historical battle in relatively short time.  Often, we can complete four or five games in a single three-hour gaming session.

The genius of Commands & Colors lies in its ability to deliver satisfying tactical decision-making within a streamlined framework.  Players experience interesting tactical decisions despite rules' simplicity.  This combination creates a perfect melding of boardgame and wargame.  Rarely are two games played the same.  With the success of this system, countless other designs have followed a similar path.  Adding miniatures into the mix makes a solid system even better.

The Attention Span Crisis

This shift toward game length brevity may reflect broader changes in human attention patterns.  Research suggests a significant decrease in focused attention.  Decreased attention span is not confined to gaming but surfaces across all digital platforms.  The digital age creates environments where stimuli constantly compete for our attention.  This competition leads to frequent task-switching and cognitive overload.

The push toward shorter duration games leads game designers to create experiences that captivate players without overwhelming them.  Designers must create a balance between engaging gameplay and the brain's need for managing cognitive loads.  This reality suggests that the trend toward shorter games isn't merely preference but an adaptation to fundamental changes in how our brains process extended engagement.

The Painting Paradox
The most striking contradiction in modern wargaming lies in the seeming disconnect between our dedication to army preparation and actual gameplay.  While game size has decreased with an increased tendency toward skirmish games, wargamers continue to invest enormous amounts of time to painting.  Some paint hundreds or even thousands of figures per year.  As supported by the Great Wargaming Survey, for many, painting is the hobby and represents their primary source of satisfaction.
Yet this same community increasingly seeks games that can be completed in a fraction of the time spent preparing armies for battle.  Have the visual and creative aspects of painting and building armies become more important than the gaming experience itself?

The Tournament Mindset
With a move to decreased game length and simplified rules, have we all become tournament players without realizing it?  The emphasis on quick resolution, standardized rules, and efficient gameplay mirrors competitive tournament formats.  Traditional narrative gaming, with its emphasis on story development and immersive experience, requires time and patience.  These attributes seem increasingly scarce.

The tournament approach prioritizes clear winners, efficient mechanics, and reproducible results.  While these aren't inherently negative qualities, they represent a significant departure from the storytelling and narrative-building traditions that historically defined miniature wargaming.  The question becomes whether we're losing something essential in this transition.

Historical Perspective and the Path Forward
Looking at this trend historically, it's worth questioning whether our time constraints are genuinely different from those of previous generations. Wargamers of the 1970s and 1980s faced similar challenges of limited time and competing priorities, yet they typically maintained longer, more involved games. The difference may lie not in available time, but in our expectations and attention patterns.

The solution isn't necessarily to reject quick-play systems.  Many of these innovations represent genuine improvements in accessibility and enjoyment. Rather, we need to consciously preserve space for deeper, more involved gaming experiences that justify the enormous investment we make in army preparation.

Perhaps the answer lies in recognizing that different types of games serve different purposes.  As mentioned about Commands & Colors earlier, quick-play systems excel at introducing new players, providing weeknight entertainment, and exploring new periods or rules.  Quick-play systems, however, should not completely replace the longer, more involved games that allow armies to truly shine and narratives to develop naturally.

The wargaming hobby is broad enough to accommodate both approaches.  What we must guard against is the unconscious drift toward speed and simplicity at the expense of depth and immersion.  The months we spend painting and preparing should lead to gaming experiences worthy of that investment.  We should foster experiences that prioritize the journey as much as the destination, and that create lasting memories rather than merely efficient outcomes.

In the end, the choice between quick results and meaningful journeys isn't binary. Diverse gaming communities will likely embrace both, often in harmony.  
I enjoy both types of games and each has its place.  The purpose of the game and available resources should determine the choice of gaming system.  Our beautifully painted armies deserve nothing less than this thoughtful balance.

40 comments:

  1. An interesting ramble round the subject. I guess I am an outlier still in many ways. I do like painting figures, but I only do it to play games, so the idea of wargaming as an adjunct to painting tendency, identified by GWS, is alien to me. I'd rather spend time with people than a paint brush. I've also never got why C&C is so popular. I've played it, and it passes the time, but it's definitely primarily a board game not a war game for me (I don't get Memoir '44 either) As to length of game, I'm good with long or short games, but if I'm playing for more than a couple of hours I don't want that to be because the rules are so damn complex it takes forever to work out the firing or whatever. The rise of skirmish wargaming with small numbers of figures is being discussed on another group I'm in. It looks to me that people do it because they don't need to paint too many figures, but whether it is telling us anything about combat in the chosen period is very unlikely.

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    1. Yeah, this is a ramble, alright. Glad you found it interesting. You do tend to march to the beat of a different drummer in a number of facets of the hobby. Nothing wrong with that! While I never played Memoir '44, I have played many of the other C&C series with Ancients being my favorite and most played. I find the games interesting, dynamic, and good fun. Do they model history or combat? That depends. Many times, the historical result is reinforced on the table. In almost all of the games the ebb and flow provides great drama. I agree with your last sentence on today's skirmish gaming and rules. Thanks for your perspective!

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  2. An enjoyable read,some interesting points, can't comment on the C&C as I have never played either the board or wargamed with it but it seems popular. I quite enjoy painting but it's not the be all for me, I have purchased painted figure and also used painting services to hurry along certain projects. Game lengths are whatever I fancy as a solo gamer sometimes a quick fix to get a game in but other times if time permits a game that can stretch over a few days.

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    1. Thank you, Donnie! As primarily a solo gamer, you may do exactly what you wish. When I played solo, I often kept the same battle on the table for many weeks (or months) at a time and slowly worked through the game savoring each minute.

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  3. Do "efficient mechanics" use more than one spanner? 🤔😉

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    1. Perhaps! "Mechanics" here refers to physics' attributes of forces and motion. "Mechanisms" would refer to structure or process. I could have used either term interchangeably.

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  4. Excellent ruminations. I think the attention span issue is a big one as far as the general trend in the hobby overall. However, the quick game syndrome is an adjacent issue: in practical terms, this has the same effect on "grognards" who may still have the attention spans for prolonged games but who don't seem to be able to invest the same amount of time to gaming (at a session). I will add, at the risk of making a comment into a post, that I am seeing among my club a growing hunger among a few to return to the "old" style of long form gaming with a bit more meat on the bones to the rules: something we talk about getting together and doing.

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    1. Much appreciated, Ed!
      Interesting that you are seeing a tendency in your own group to a return to the big, long-form type of game. I do note that you are still in the "talking about it" phase. Outside of solo play, I have neither hosted nor participated any of these long-form, multi-day games in a very long time.

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  5. I have found, that over the years, painting has become more and the means to getting games. I just tolerate the time it takes. I want to be a warGAMER.
    I have also found that I am writing rules to inhabit different contexts. I prefer long, big battles, but now I am finding that my primary location for games is more and more via Zoom. Just because it means that I can play more. So, shorter and faster playing rules for remote gaming. More involved and challenging ones for the shed. An example being the two sets of rules for my Great Italian Wars project.

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    1. PS. I do wonder if we as a society have lost the art of being bored, and understanding the need for it to stimulate imagination and attention. The attention span issue is a mighty big subject area.

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    2. You are not alone in seeing painting as a means to an end. I know many gamers who are gamers first and painters a far distant second or not at all.

      As you note, different styles of games flourish with different styles of rules. I agree that a remote game, by nature, requires a different style of game than a full day big battle on a 12-foot table. Rules must cater to each, individual circumstance. I have more than one set of rules for the same period to be used based upon the setting. I hope you find our Zoom games just as involved and challenging from the aspect of a tactical puzzle as you do your F2F games in the shed.

      I agree with you on the inability to be bored in much of today's instant digital feedback society. Some of my best ideas pop into my head while either out on the bike, in the gym, out for a long walk, or out in the yard working. For me, mowing the lawn is still a therapeutic exercise.

      Thanks for your comment!

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  6. Another interesting reflective post Jon! My reply is in two parts because when I went to publish it, I got a message saying my comment was too long!! :)
    I have only played CnC a few times and always using figures on a traditional gaming table. The board game version with blocks etc has little appeal to me, because I think the aesthetics of "playing with toy soldiers" is about 90% of my enjoyment of our wonderful hobby. CnC has some clever mechanics as you say but I do find the reliance on having the right cards at the right time inhibits the players ability to make and execute a plan - you are really just adjusting the plan on the fly, based on what cards you pick up next. It's not a bad game and I quite like the combat resolution dice, but it hasn't "grabbed" me, either - although I can see how you might use it as an entry level to tempt otherwise sane adults into a lifetime of wargaming!
    Is the perceived attention span crises a real thing or just an old person's perception of the inadequacies of younger people - I am not sure. We constantly hear about all the negatives of Gen X or Millennials in the workplace etc - but the world hasn't disintegrated yet, and people of those age groups are now the majority of the world's population.
    Unlike many, I do see painting the figures as an end in itself, particularly with the advent of my blog and the ability to "show and tell" a wider audience via PBJ posts!
    I have several file boxes of "Pulp" figures I bought and painted 2-4 years ago and most of them have never been on the table - and even those who have actually made it into a game have only done so a handful of times - but that doesn't really bother me. I have not painted anything for a while now - but I have been building a significant collection of 28mm terrain - much of which will only be used very occasionally, I suspect - but even knowing that while I am spending hours doing it, I am not concerned about "wasting time".
    I don't think my mindset is that of a "tournament" gamer - I hate the idea of collecting set armies based on points and spending hours trying to work out what the most advantageous combination of troop and weapon types is, but I do find myself drawn to a simple and easy to remember set of rules where you can just intuitively play the game after a few runs through, rather than having to consult pages of tables to compare different troop or weapon types. "If its a 37mm gun and the angle of fire is 48 degrees at medium range, against the side turret armour of a Panzer IV, what do I need to hit? - Is it a IV F or a IV G, it makes a difference" is the kind of experience I want to avoid at all costs!
    End of Part 1

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    1. Keith, I never realized there was a limit to comment length! Good job pushing the boundaries and finding out where they lie.

      You make a lot of good comments. Much appreciated!

      I never singled out any particular generation for having diminished attention span in today's digital age. From my experience, this malady is cross-generational, and no one is particularly immune.

      On your painting as a primary goal, itself, would you paint as frequently if you were not sharing these PBJ posts on a blog? I am not tournament gamer but I do enjoy regular, round robin gaming sessions with Commands & Colors Ancients.

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    2. I think I would still paint as frequently Jon, with or without my blog to "skite" (show off) about what I had been doing - most of my collection was painted before I started blogging, I think. My reference to "the younger generation" is maybe my subconscious reflection on other people's biases, rather than anything you said! I have enjoyed CnC and the maps etc are useful for setting up small games - but its the figures I like best, that is why boardgames have never really attracted me.

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    3. The CCA maps are very useful for setting up figure games. As you know, I play CCA with figures all of the time. We play in both 6mm and 28mm. For me, it IS a miniatures game!

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  7. Part 2
    I do think certain periods lend themselves better to smaller scale, "skirmish" level gaming - Western Gunfights, Pulp and Sci-Fi, and the 20/21st century being the main ones - I think you can have a perfectly reasonable and realistic gaming experience recreating a small-scale fire fight in WW2, Vietnam or the Helmand Province - but I think Sharpes Practice is pushing the boundaries a bit (even though I have played and enjoyed it) and Pikemans Lament seems to almost into the area of "fantasy" - did small bands of 8-12 pikemen REALLY ever march around local villages, fighting tiny actions involving 30-50 men per side - I doubt it! (Earlier periods like the Barons War or WoTR a la Lion Rampant are more believable, historically) The size of the game that satisfies the players is more about what they are trying to get out of the experience, I think - my main drivers are that it looks good, the figures and terrain are well painted, the rules are not over complicated and the duration is 2-4 hours. If I have all day, like our Sunday games or when we went down to Tarawera for a week, I also enjoy those, but I don't long to always play an all-day game - an evening game from 5/6pm till 10/11pm with a break for dinner is fine for me.
    Personally, I am not overly concerned about "the future of wargaming" I think I have said it on another blog at some point and we actually discussed it briefly at our last Sunday game. IF the future is, in 30 years time, no one is playing historical wargames at all - so what? As long as my friends and I (and you, and everyone reading this) can carry on enjoying our very niche hobby, it won't matter if the whole thing has been a historical blip that lasted from the 1950's-2050's and then died out again - we will all have had the pleasure of participating in our hobby - if no one is interested in carrying it on after us, it doesn't really affect anything or anyone, does it?

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    1. Part 2, whew! Why to stick with it, Keith!

      Some periods lend themselves particularly well to skirmish gaming. Your examples of Western Gunfights, Pulp, and Sc-Fi are three good examples. Small scale unit tactical situations work well too.

      Good to see that we are in similar camps with respect to different gaming styles and rules for different situations. We are a diverse bunch! Similarly, I am with you on the future of wargaming. I am no evangelist for wargaming although I hold strong feelings for the hobby. Never been my role or intention to recruit new gamers into the hobby. I reckon that I came with a wargaming gene. Not everyone does. To each their own.

      Great feedback!

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    2. Re part two, Jon, all I had to do was guess where the whole post got "too long" then cut the second portion, post the first one, then open a second comment and paste in part two - if I had been obliged to start the second part from scratch - I might not have bothered!
      I was thinking about the "wargaming gene" when walking the dog (I have also cut our grass today, but I don't really think about anything when I am doing that, it feels like!) I reckon I have an even more generic gene - I like any kind of miniature representation of the world - I do have a bias towards the military in history, but a great model railway layout or a scale model town like Madurodam in Holland, or even Legoland in Denmark is also something I could spend a lot of time looking at - even nicely done dolls houses etc I can appreciate!

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    3. I appreciate your perseverance! Really! I would hate to read that you gave up, and we all missed Part 2. The guys I know have always been interested in miliary history and wargaming since a very young age. I reckon wargaming is embedded into our DNA. The lucky few are born as wargamers.

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  8. We used to play Napoleonic games that ran for up to six months with two to three hours game play per week. The rules are very detailed and probably emphasised simulation over game play. They were enjoyable at the time, but I'm not sure that I would want to return to them. The current set we use is General de Armee and we find we can conclude a game in ten or so hours over four evenings, which feels about right. Our Ancient games typically last just over three hours, which again feels right for them. I don't really enjoy anything much shorter than that as I find the experience to be a lot less immersive.

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    1. That is LONG game, Lawrence! Seems like you have found a comfortable niche for you and your gaming group. Say, why do we never see any battle reports?

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    2. Lawrence, I am not in the least surprised you gave up on games that last 3-6 months - even ten hours over four sessions would be beyond me, I think! Maybe thats why I have never been a campaign (bar once) - I do like the idea of the in theory, but committing to basically the same "thing" for weeks on end....mmmmm.... not so sure really - it's almost like committing to one single scale and period and only collecting and painting figures for that one collection.....

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    3. I have had little luck with drawn-out campaign games too. Have managed to get through several PBeM Diplomacy games and spent many a year fighting hex-an-counter wargames by PBM and then PBeM in the 70's and 80's. Picking one period in one scale and sticking to that only? Never!

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  9. Jonathan -
    I do believe time and space are major considerations leading to the 'small large battle'. You don't need all that much space to paint models or assemble kits. Storage requires more; but game play on a table top can be pretty roomy in two dimensions.
    I used to think - still do really - think that 8ftx6ft was the ideal war games table size. I've never owned one - nor my 'second choice' table tennis table. Just haven't the room in this house. So my 'big table' is 6ft x 4ft.... and my consequent development of 'Big Battles for Small Tables' rule set.
    Even my big table I can't leave set up more than a day or two. And that brought me to my small 4'4"x 4' hex grd and
    40"x40" square-grid tables. The discovery of Portable Wargames was a boon, there, as I found them easy to adapt to far larger action than Bob Cordery had in mind for them!
    I am a 'big battle' man - even on the occasions I don't have huge numbers of figures on the table (such as my 'Map Games' with miniatures). I found with Portable/C&C style of rules, one can fight large battles on a smallish surface and even fight a small campaign.
    I like C&C (Memoir '44) for its convenience. This has led to my creation (and/or adaptation) of armies for that style of action, and the development of ordinary D6s for combat in a similar manner to the special C&C dice. My Sengoku armies may be played on a Memoir '44 board, or on a piece of cardboard with dimensions similar to Richard Borg's 'Samurai' board.
    Everything I do with this hobby - collecting (pretty near at its end), building, assembling, painting, organising - is geared strictly for the war game. I don't display my stuff. The War Game is its end - and the after-battle reporting, its savour.
    Cheers,
    Ion

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    1. Excellent stuff, Ion! You seem to have it all figured out while some of us still muddle about trying to find the Holy Grail. I would like to think that my collecting is near an end too, but that realization never materializes. There is still a large Lead Pile and I meet few new periods that do not capture my interest and attention.

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  10. Jonathan,
    Interesting ruminations.
    I think the painting side of the hobby much depends on whether you enjoy it for its own purpose, or simply as a means to game. Either way it can be a chore, but certainly determines how much effort you put into it.
    C&C games. It's worth pointing out to those that dismiss it as a boardgame that Richard Borg designs all his games using figures. It's a commercial reason why it's wooden blocks or whatever.
    Fast play games. It's easy to dismiss this as down to shorter attention spans, and certainly some games are designed to be quick entry and quick play. However, I also think it's part of the evolution of wargames.
    I'm old enough to have been indoctrinated into accepting that "proper" gaming was as many figures as possible on as big a table as could be found, using rules which relied on counting figures. The reality was that games never finished. There was always a post battle discussion about who would have won. I suspect competition gaming became popular because it set arbitrary limits on army size and provided means by which a win or loss could be determined (points).
    There was an idea that greater realism was the goal and a shared delusion that 12 figures with an accurate groundscale or micro armour closer to that same groundscale was "realistic" .
    Some people still subscribe.
    I've come to realise the footprint (often better as a single base) and simple abstracted mechanisms give as "realistic" a game in terms of historical results, play faster, finish with a definite end and much quicker and are more fun than those games of old.
    By all means play games with several hundred singly based figures and negotiate an outcome after 6-8 hours play, but I know which I prefer.
    What amuses me are game reports where people report problems which they think can be fixed by "a few amendments". Several months later they are trying the same with the next or latest set....
    Good rules are hard to write; there are few really good rule sets. The first and hardest part is knowing what you and your opponents want, then finding that in a game. Part of that equation is not what, but who you play.
    Neil

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    1. Sorry to butt in, I obviously have too much time on my hands today (and it's an interesting subject!) but I think I agree with most of what you say here Neil.
      As a group, I think at least half of my regular gaming opponents subscribe to the "proper" gaming theory above - and it provides spectacular looking tables - but I do feel the "less is more" approach mostly provides a better gaming experience and yes, getting an actual conclusion IS quite important, as far as I am concerned!
      I also agree with the implications of "realism" in inverted commas and the idea of abstraction, along with a preference for possibly rather over simplified rules that allow quick and easy play and give some semblance of a historical recreation of warfare, whilst also coming to a conclusion!

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    2. Equally interesting response, Neil! We play CCA and Samurai Battles with figures so they are still miniatures games for me.

      Good rules may be hard to design and develop well but wargame design has made measurable progress over the last 40 or 50 years. There was a time when complex rules (and wargames) were de rigueur since complexity must equate to a good simulation and accuracy. I really don't miss those days. Now, I think, designers have discovered that everything and the kitchen sink does not need to be explicitly modeled to make a good simulation and/or game. Abstraction is OK. Games of today are often quicker to play than those games of old. That is progress.

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    3. Keith, butting-in is allowed and encouraged! Besides, I enjoyed reading your response to Neil before I could bias your response with my own. Keep at it!

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  11. Best part of wargaming is painting? Who completes this bloomin' survey?! 😳😂
    There is always a bit of a problem when the question corners you to give your 'preferred'. The nuances come through even in the few, but well considered, comments above.
    I am struck, increasingly, by the spoilt for choice aspect. We agree it is a niche hobby but you have to wonder how niche given the number of scales of figures, range of periods represented, number of sets of rules 'churned' out each week, month, year. Perhaps it's a niche in which most of us are compulsive collectors and always drawn to the next, 'shiny' thing? Of course I, like everyone else, is saying "not me"!
    Best wishes, James

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    1. Well, many respondents pick painting as their primary activity. I know lots of wargamers who game very little but paint up a storm.

      We are, indeed, spoiled by abundance. For a little, niched hobby, we have a seemingly huge supply of vendors and items from which to choose. Compulsive collectors? Moi? Hmm. Guilty as charged.

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  12. A very thought provoking post Jonathan.

    I wonder if the "proper" wargamers who want to fight a "realistic" wargame/simulation have gone off to play computer games which are so much better at doing that compared to tabletop games. Maybe this has impacted the number of people playing the larger and longer games by removing those players who had no interest, time, or space in collecting and painting a large army. Reinforcing this, even a computer game costing $200 would still be much cheaper than the figures required to play on a tabletop.

    Playing solo I can please myself and I enjoy having lots of passably painted toy soldiers on the table so I play 10mm mostly. I have no interest in any of my games having anything other than a passing resemblance to real warfare so quick and simple rules are fine for me. But this is my personal preference and I am more than happy for everyone to do their own thing, painting and moving their toy soldiers around their table, rolling dice, pulling cards and using their QRS as they like.

    The great thing now compared to the good old days, is that we are spoilt for choice in the number of games available. Perhaps this is why the hobby is splintering? Once the ice cream shop only sold 5 flavors and we had tried them all, but now it sells hundreds and we look at some of the flavors and shake our heads! 😂

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    1. Glad you found this post of interest, Ben!

      I played a number of computer and board wargames games in the 80s before returning to miniatures wargames. Really have not played one since and have no interest in returning to computer gaming. For me, computer games don't do much. I do still occasionally play a hex-and-counter wargame via VASSAL. Does that count as computer game? I think not.

      Everyone should be allowed to do their own thing. This is especially applicable for solo gamers who may do what the wish.

      Thanks for the comment!

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  13. Well, the big tables for some people are the small side tables for others. Makes me smile. Used to be two sheets of plywood, cut off at the six foot mark created enough 'playable' space. Then came the acquaintance with a twelve foot by 6 foot table. Circle round to two foot by two foot game boards, . The painting started out with enamel paints, morphed into color shading, multiple shades of grey, blue,green and other.
    And they say nothing is new. Wait 15 minutes, something will be along.
    As for game length, they are finding out by lowing cows.

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    1. Please ignore the last bit, I hit send before proofing this time. As for short games, two to three hours is the normal here. Lots of rules labelled big skirmish are unsatisfying adventures. The recent Baron';s War, Plunder, are vying with Bolt Action for smaller games. We missed he Never Mind the Pilgrim Club

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    2. Thanks, Joe! At least you did not run up against the character limit that hit our friend, Keith!

      My miniatures gaming and evolution are much like yours. We must be about the same age with similar resources! I prefer refighting whole battles rather than fighting a small skirmish but sometimes a game with a handful of figures can be quite fun. This is especially true for Western Gunfights and games of similar ilk.

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  14. A very interesting post, thanks very much for writing it. I was quite young as a gamer in the 1980s but I did see enough to perhaps comment. Many of the games, particularly the big battles just did not get finished. This still happens of course, but it really was prevalent then. This was less true with the competition-focused rules (and there was more competition then) but in club nights, where the forces weren't limited by points in the same way necessarily, then the design could break down. I did notice that 'juniors' games actually tended to finish more often (simply down to using figure counts more in line with a game's 'real' design', and generally simpler rules).
    Where I am going with the above is that I think much of the change in game design over the years was to correct design issues that had arisen, with too many computationally complex (for humans!) calculations required too often in a game; rather than as a response to declining attention span. After all, it doesn't seem like people are spending less time painting, which is at least as attention-demanding. I expect that the declining attention span shows up more in the number of gamers - those gamers are lost to computer games.

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  15. I'm not sure where exactly I fall, but I like most my games right around 3 to 4 hours not including pre game and after battle wargames talk. As far as painting goes my mojo goes up and down, but I do find the more I games I play the more I like to paint. By this I mean I wouldn't say I paint to game as I like painting, but yeah having games does add fuel.

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  16. Another fascinating post including all the comments.
    I spend more time painting than anything else and often choose it over a game [solo in my case].
    The highlights of my hobby are:
    1. Completing a unit.
    2. Planning what new figures to buy or choosing which to paint next from the lead pile. Planning/day dreaming is an essential component.
    I game chiefly but not exclusively to view and use what I've painted. I do wonder how often I really look again at a figure wants it's painted - nevertheless I have scrutinised it closely while painting.
    I prefer simpler rules because I like to play multiple periods and so most games are refreshing my knowledge of the rules to some degree. When I primarily played the same ruleset multiple times, complexity was not an issue.
    I don't find the complexity or simplicity of a ruleset reduces the narrative element or the plausibility of the outcome.
    I do recall an eighteenth century game which ended when the first volley in the first move established the clear winners. We'd enjoyed setting up and the armies looked splendid so we were quite happy with the outcome.
    Today I'm looking at a ruleset I've never played using figures that have been used with several other rulesets.
    I do find games an inspiration to what I might paint next and often they are an excuse to get newly completed units onto the battlefield.
    Stephen

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  17. Off topic, I was intrigued by Ross' use of the word "skite" meaning to show off. Can it have any link to the Manx use of the word "skeet" meaning the news, the gossip, being a nosey parker etc.
    Stephen

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