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Asymmetry in AT games
- Ancient_of_MuMu
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Off the top of my head the only title that is classic ameritrash that doesn't have some defining characteristic to make players unique in some way is Risk, though that was improved when it was made asymmetric with the introduction of different victory conditions for each player. On the other hand most euro players (and mainstream board gamers too) seem to love starting on a level playing field with every player starting from an identical position.
Are there any classic AT games that are symmetric (I haven't played Titan so that could be one) and seem to break this theory? Has this been discussed to death before and I missed it.
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But then there's meaningful vs. nonmeaningful symmetry. E.g. you start with an indigo plantation, I start with a corn one! TOTALLY DIFFERENT! Except not really. Or, in chess, White moves first.
So what's meaningful and what's not? I dunno. Maybe one consideration is radically different strategies, to the point where one side's strategy is impossible or at least suicidal for the other side. Despite the differences in starting position in chess and Puerto Rico, you can go for builder/trader or complications/grind as either side.
Space Hulk I think is meaningful. It's impossible to play the Genestealers as long-distance suppression fire types, and laughably suicidal to play Marines as hand-to-hand specialists. Plus there's the missions that add completely different victory conditions -- you could say this about many wargames actually.
Twilight Struggle, yes, but not as much as Space Hulk. Identical victory conditions and ways to spend Ops Points take away some of the awesomeness of completely different cards.
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- Ancient_of_MuMu
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Titan is about as close to perfectly symmetrical as you can get, and I'd defintely call it a classic. Other than that, I don't know, ToTAN maybe?
I don't even know if "asymmetry" really describes what Barnes is talking about in his review. He's talking specifically about asymmetry beyond the usual I-have-a-different-special-ability, or I-get-more-dudes-than-you; games where each player is pretty much playing a different game than the other one even though there is some mechanical overlap.
There's not a whole hell of a lot of those, I can only imagine that's because it's very hard to do unless the game is limited to two sides.
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- Ancient_of_MuMu
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A) Where players are really playing different games that happen to intermesh (Netrunner, MEQ)
Where players have something unique to them in the game (Cosmic Encounter, Talisman, Axis and Allies)
C) Where players can customize their play experience to suit their tastes (miniature games, Magic)
Some games are hard to categorize, like Space Hulk which I think fits best into category B, but really has elements of all 3. The bulk of all the classic AT titles tend to be in B, and the minute you hit C you tend to move outside the realm of AT and into the world of lifestyle games.
As far as I can tell Titan is the only classic AT title that doesn't have some form of asymmetry between players that people have not been clamoring for some to be introduced.
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For example, Risk has only setup asymmetry. Once the armies are placed, the game plays in exactly the same way for everyone. (classic risk, not new edition, or Mission Risk, etc.) Nexus Ops is the same sort of thing. You get money for setup, with later turns getting slightly more. What you buy with that money is up to you, though. Again, once the game gets rolling, a rockstrider is a rockstrider.
Cosmic Encounter has a truly symmetrical setup (barring Worm/Symbiote/Miser/etc), but obviously has lots of asymmetry once the game gets rolling.
I think AT favors asymmetry in gameplay, but it's possible there's a preference for both in the same game.
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I actually don't Chess-like symmetry if the game is going to be a straight-up strategy game. Dungeon Twister is the best example for that. A lot of people around here seem to really hate it because it's abstract and the theme is pretty thin, and they're right about that. I don't really give a shit, though, because as a pure strategy game, it kicks ass. Sometimes it's nice to just sit down with another player and try to out-play them rather than seeing who's best at wrestling with a bunch of random elements.
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http://www.boardgamenews.com/index.php/boardgamenews/comments/ken_bradford_23_answers_to_questions_about_ken_bradford_asymmetry_value/
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- san il defanso
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Another AT classic with pretty much symmetrical game play (except for setup): WARRIOR KNIGHTS.
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Not so good examples are something like Devil's Horsemen from GMT's GBoH series. The command system basically allows you to activate all the best Mongol horsemen, who then ride circles around their weaker opponents. It may be historically appropriate, but there's just not a lot of fun to playing the non-Horde side as they just get slaughtered. The system just doesn't seem to work that well for this topic.
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