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Thread: "I don't play to win, I play for fun"

  1. #1

    "I don't play to win, I play for fun"

    "Well... scr*w you too then." was my first reaction to reading that comment.


    Now, I get what he was actually trying to say: that he likes the experience of playing, while the goal is not as important. For some there is more fun in the story of gaming then the competition, what is often defined as a preference for casual gameplay over competitive.


    Only, something in the casual vs. competitive argument that has always bugged me, besides that the argument even exists, is the idea that there is a correct way to have fun.


    For some of us the tention and challenge in trying to achieve the goal of victory is a heck of a thrill, while just moving plastic miniatures around in pretend story-lines; without interest in a victory, becomes little more than a complicated version of plastic green army men.


    I notice that a lot of people argue that games like Apocalypse are meant to be played "not to win but have fun." Again, scre-I mean, fun for some, but not fun for those who don't like the lack of structure.




    Here's the thing though, it's much easier to make chess into a drinking game, than it is to make a drinking game into chess.


    Anyone at any time can strip or add rules to an existing template (every time you lose a hand you also lose an article of clothing for example.) So those looking for fun through wackiness lose nothing by having the game of 40k or Apocalypse start out structured.


    Meanwhile those who are looking for structure are up a creek, forced to basically build the game themselves in order to play it. A feat easy to do when the outcome doesn't matter. Yet for those looking for a level playing field, where as many factors as humanly possible are balanced, leaving only the humans themselves as the variable; it's nearly impossible without weeks or months of labor.


    You can't make the argument of "go play a different game" because 40k has no right to pretend that it was never about competition, and that structured play doesn't matter.


    This is a game of measuring sticks, where fractions of an inch can decide your success, where even an army of 2000 points is unable to add a single point more once it's reached its allotted limit. Objective points, victory points, night fight rules, again and again factors meant to mathematically quantify the chaotic nature of warfare; turning it into a "table top strategy game".


    When I came into 40k, I was sold on it being a "table top strategy game," not a L.A.R.P game, which even then tend to have rule sets; and it especially wasn't packaged as the dungeons and dragons' version of Calvinball.


    Now, there are often secondary concerns that follow when the topic of competitive play or structure comes about:


    Most common is the complaint of those who inflict their min-maxed armies on players just looking for a pick up game.


    Only, that has nothing to do with the structure of 40k; it has everything to do with some jerk trying to compensate for a desperate life of impotence by deluding himself into equating bullying someone over a game of 40k, as an actual accomplishment in virility.


    There's also the topic of armies looking the same after a while, but again this is a matter of who you chose to play with.


    The thought is that the tendency to min-max armies means that you are only left with hand full of people who chose varied, fluffy, or diverse rosters; but no convolution of 40k into a casual game would ever have grown the ranks of varied armies.
    Those people who chose a min-maxed competitive army only play games where that choice is possible, and if you make the game into something where competitive players like myself feel unwelcome, then we'll leave to play another game (warmahords); leaving you with the same handful of casual focused players you would of had to begin with.


    As for the spirit of the game, the nagging feeling that hardcore nerd-sanity will reek havoc on what was once a lush and friendly community? Well I'll be honest, I think that has much more to do with GW as a company, than 40k as a game.
    When I see rushed incompetence in what is suppose to be a thousand-times-poured over venture like a codex, that for me damages the spirit of the game much more than a complicated cover system.


    When I hear of wave after wave of expensive air bubble racked miniatures, in what is suppose to be a redefinition of miniature design, that harms my loyalty to a franchise more than having do do an extra 2 minutes of math to ensure that my Hive Tyrant has all his upgrade choices.


    When I see Xenos armies get passed over for entire editions, while imperial armies are re-packaged like clock work, that much more ruins my feeling of camaraderie amongst fellow players than whether or not Necrons have an equally lengthy backstory to other armies.


    I see a more structured approach to 40k as a benefit, not a liability. This will NEVER be a game as casually played as poker or checkers, and anyone in GW's marketing department who thinks otherwise is a fool.
    We are a niche, a specific and very well defined one.


    Sure there's always room for some growth, I think this game need to learn to embrace female players more. I think we need to see a return to the more campy self deprecating style of story telling of the older editions, as the new fluff is wretchedly fan fiction-esque (I see no point in trying to add "grit", realism and depth, to a universe run by robot nazi super soldiers.)


    If anything structure will add a aesthetic freedom to the game. If unit size is dependent on base width, and terrain based on a point system, then you can build your Flyrant to be a soaring monster of screaming death without making it into lascannon bait.


    With Apocalypse rules made up to date, you can still have the absurd consequences of mass battle, but each unit can retain its sense of power and scale, instead of getting to the point where anything under the massive blast templates might as well be the same unit, whether it be Magnus or a scout.


    Imagine being at a tournament, and destroying a building that the opponent stands in is just as pivotal to your strategy as harming the unit. Yet for the unit in the building, it's still worth the risk as there is a guaranteed befit to your unit that isn't lost just because you wanted to have one of your models posing with his battle axe held hight.


    Structure is especially not the death of creativity, as with a template you can defy the template and know the value in doing so.


    Suddenly you can have units assault after deepstrike, only to have their massive point cost force you into risking your victory on a single gimmick.


    In the end, I ask that the expression "I play to have fun instead of play to-..." be put to bed. We all play to have fun, it's just how we have fun changes from person to person.


    See, when we competitive players give advice on an army list in a forum, we can only give advice on what objectively will make the army stronger. We don't mention what'll be more fun or interesting because that will always be different from person to person.


    Yet, for those with the Calvinball approach to gaming you'll always have your freedom of choice, no matter how confined the game becomes. So please stop preaching your style of play onto us competitive players, simply because we want to put structure into 40k.
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  2. #2
    Librarian Disposable Hero's Avatar
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    Re: "I don't play to win, I play for fun"

    Like...wtf?
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  3. #3
    You make some valid points and pretty well structured at that - to my late, drink addled self.
    My only rebuttal is that while your argument hinges around "fun" gamers putting more value on their games than "winners". I believe that these labels are the same as any other in that the beliefs and standpoints of the vocal view are applied to the many and that is wrong.
    Fun gamers don't like people stating that unit choice A is rubbish due to vacuum mathhammer and those "sunnier" gamers who play WAAC and abuse the rules and codeces to get a petty victory.
    Winning gamers (speaking from observations only) don't like fun gamers who use the fun over victory argument to explain away a defeat.

    I agree and respect that everyone finds their fun in different aspects of the game, but as a fun player myself I cannot build "broken lists" and lose far more games than I win. I loathe gamers who "play to win" at the level of min-maxing and abusing loopholes/ poor rules wording as well as RAI/ RAW and know that they are the exception rather than the rule.

    I think that while there are posters that try to force units down our throats or ridicule us for picking unit a over unit B then there wills lays be a rift between the factions.

    I hope this is as clear to you as it was to be, but it's late & I've had a bottle of wine...


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  4. #4
    Chapter Master Latro_'s Avatar
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    Re: "I don't play to win, I play for fun"

    So hard to read that i, didn't.

  5. #5

    Re: "I don't play to win, I play for fun"

    Waaay too long, didn't read lol

    Based off the first couple sentences that I did read, I agree. I like winning and smacks of elitism to go "ohhh, you like to win? you're a jerk"
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  6. #6
    Chapter Master Spell_of_Destruction's Avatar
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    Re: "I don't play to win, I play for fun"

    I don't have an issue with guys who enjoy playing competitively. I enjoy it too.

    What I have an issue with is gamers who act like complete a$$hats (as though the fate of the universe hangs on them winning every game and who will use every means necessary to do so) and who then turn around and claim that everyone is prejudiced against them just because they enjoy the game in a different way.

    I'm not lumping you into this category but I thought I should point out that you are probably misgauging what it is that actually irks people about competitive gamers.
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  7. #7
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    Re: "I don't play to win, I play for fun"

    I play mainly to have fun, but that doesn't necessarily mean that I won't try to win. OF COURSE winning is the objective in a game, but that doesn't have to be the ONLY reason for playing the game. I have a problem with those elitist jerks who ridicule some unit I take because it isn't the most powerful or effective. I also have a problem with those elitist jerks who complain about some unit I take because it is "overpowered" or some such nonsense. When I build my army, I pick units and models based on a combination of how cool they look and the fluff/storyline behind them. Then I try to use those units and models the best way I can to win a game. I simply won't have units or models in my army that I think are bad looking. Yes, I play to have fun, but that doesn't mean that I DON'T play to win, and that doesn't mean that I use "playing to have fun" as a way to excuse the fact that I lost a game. Another thing I have a problem with is those who use every dirty trick they can come up with to win the game (creatively interpreting a clear typo in the rules, pulling out some just-released errata/FAQ that no one knows about yet in the middle of the game when it would be most disadvantageous to you, excessively rules-lawyering, and even outright cheating).

    I play for fun first and foremost, but of course I'm going to try to win.
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  8. #8

    Re: "I don't play to win, I play for fun"

    What you're forgetting is that games are enjoyable when you play them with people you like and not when you play them with people you dislike; just like every other activity.

    Sure, you have the right to play the way you want. But your opponents have the right to not have to play you if they don't want to. Selfishly insisting on playing the game your way has never helped a friendship form over what is meant to be an enjoyable past time. If you can't find the kind of person you like to hang out with playing the game you like, that's unfortuate, but it's not the fault of the game or those who are playing the game they way their friends like.

    As with every social activity, you have to find the balance of doing things your way and not doing things in a way that annoys others. Sometimes that comes naturally, sometimes it takes a bit of effort. Sometimes it doesn't work because the other side is not putting in an effort or you're just too incompatible. What game is being played is fairly immaterial.
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  9. #9
    Commander S_A_T_S's Avatar
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    Re: "I don't play to win, I play for fun"

    TLR (except bits and bobs as I scrolled doooown...)

    Quote Originally Posted by Spell_of_Destruction View Post
    What I have an issue with is gamers who act like complete a$$hats.
    This...

    Quote Originally Posted by Eldartank View Post
    OF COURSE winning is the objective in a game, but that doesn't have to be the ONLY reason for playing the game. I have a problem with those elitist jerks who ridicule some unit I take because it isn't the most powerful or effective. I also have a problem with those elitist jerks who complain about some unit I take because it is "overpowered" or some such nonsense. When I build my army, I pick units and models based on a combination of how cool they look and the fluff/storyline behind them. Then I try to use those units and models the best way I can to win a game. I play for fun first and foremost, but of course I'm going to try to win.
    and this.

    I tend to think of myself as always playing for fun (never entered a tournie) and generally only play against 1 person, maybe once a month or so. He barely keeps up with the rules, so I'm sometimes playing against books that were replaced more than 5 years ago, and he just has no idea there is a 'new' version out, so they've gotta be fun games. But everytime, I find myself saying "That's a rather long 6" move..." at least once a game, as if it really matters who wins between friends. But then that's the point isn't it? We're playing a competitive game, the point is to win. If you aren't interested in winning, how can you be that interested in 40k or fantasy? Why not go and play an RPG? There's no real 'winning'/competitiveness there, just good old fashioned co-op fun.

    This reminds me of when a friend I was playing LotR: Battle for Middle Earth II - War Of The Ring mode with (yes, it IS in the Guinness book of records for the longest game name in history - at least the expansion is...) suggested we play against each other rather than ganging up on AI. We got to our first game and called it off after 2 hours, as he couldn't breach my walls and I couldn't spare the resources to attack due to defending my walls. No one was going to win, and without winning, it was dull. Mind-numbingly, eye-rollingly dull.
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  10. #10

    Re: "I don't play to win, I play for fun"

    Quote Originally Posted by Space is pretty big View Post
    When I came into 40k, I was sold on it being a "table top strategy game," not a L.A.R.P game, which even then tend to have rule sets; and it especially wasn't packaged as the dungeons and dragons' version of Calvinball.
    Not sure what this is trying to say.
    There's nothing contradictory between tabletop strategy game and narrative. Neither is there anything about narrative that demands an absence of rules.
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  11. #11

    Re: "I don't play to win, I play for fun"


    Fun gamers don't like people stating that unit choice A is rubbish due to vacuum mathhammer and those "sunnier" gamers who play WAAC and abuse the rules and codeces to get a petty victory.
    Well sometimes choice "A" may be rubbish for winning though. In the end it's impossible to rate units on a fun factor because fun is subjective, but it is possible to rate them on a usefulness factor.
    That being said if your point is more that people often approach the quality of units from an inherent theoretical perspective without actual practice, then that is very much a worth while complaint, one I've made many times myself.

    What I have an issue with is gamers who act like complete a$$hats (as though the fate of the universe hangs on them winning every game and who will use every means necessary to do so) and who then turn around and claim that everyone is prejudiced against them just because they enjoy the game in a different way.


    More than valid point; though one I think that strikes both ways as, there are those anti win players guilty of the same behavior.

    I have a problem with those elitist jerks who ridicule some unit I take because it isn't the most powerful or effective. I also have a problem with those elitist jerks who complain about some unit I take because it is "overpowered" or some such nonsense.
    Yep, ridicule is definitely at the heart of the divide. My point though is that's more the fault of bad people, not whether or not you share the philosophy of victory as a priority.

    Sure, you have the right to play the way you want. But your opponents have the right to not have to play you if they don't want to. Selfishly insisting on playing the game your way has never helped a friendship form over what is meant to be an enjoyable past time. If you can't find the kind of person you like to hang out with playing the game you like, that's unfortuate, but it's not the fault of the game or those who are playing the game they way their friends like.


    Actually that was my very point, just targeted back at those who complain about competitive players. I make sure to avoid casual players when I'm carrying my min-maxed armies, not as a slight against them but because I know we don't share the same interests. My issue is many casual players seem to complain that I don't want to play their version of the game. Thing is though I could complain about them not wanting to play my version, but I know not to enforce my way of play on them.

    Not sure what this is trying to say.
    There's nothing contradictory between tabletop strategy game and narrative. Neither is there anything about narrative that demands an absence of rules.
    Very much agree on that, but there are those who insits that narrative must trump rules, or they thow some version of "if you don't love it, leave it". What they're not realizing it's my love for the game that's making me wish to improve it.
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  12. #12
    Chapter Master Stonerhino's Avatar
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    Re: "I don't play to win, I play for fun"

    Think about what your most memorable game is. That will tell what type of player you are.

    Personally I would much rather a hard fought loss then an easy win. It does not matter if it's a "Fun/narrative" or ultra-competative game. As long as I know what I'm getting into before hand.

  13. #13

    Re: "I don't play to win, I play for fun"

    Fun players play to win. I played to win with all 5 of my armies. But after going to 4 tournies and fighting 17 out of 20 games being grey knights, I'd had enough. before that long fang spam and before that Ig Leaf blower. 90% of ally 5th edition games were against those 3 armies. Everybody would be happy if the armies were balanced enough to all use.yu can blame Xenos players for being bitter. Or for people to get Power armor sick. I hope they fix 40k like they are fixing fantasy ( Making most armies viable)

  14. #14
    Librarian DietDolphin's Avatar
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    Re: "I don't play to win, I play for fun"

    Me and my mates had the exact same problem with Halo. One of my mates played in Halo Tourneys and insisted it was all about competition and skill, so would only ever play MGL settings on levels deemed "acceptable". The rest were just casual gamers and liked playing game types that were crazy like random weapons or everyone has rockets. I like both and was able to help make compromises by having a game of each.

    The thing is, unless you and your opponent are willing to make compromises, you a both as bad as each other. You can't just play your own style and expect a good game, otherwise the competitive player just rolls the other person with not challenge and the casual game gets a bad "story" as it's just "my dudes turned up and died, the end.".

    The key is to talk to each other. Decide before the game what you both want and either:
    a) Have a competitive game, both bring A lists
    b) Both bring "casual" lists (whether this is fluffy or just silly "bad" units/options) and possibly play a weird mission
    c) Compromise and both bring competitive yet fluffy lists
    d) Play someone else and leave it at that, they may have been playing casual games all day and want to get a competitive game in and if you don't feel like that then just both find someone else. There doesn't need to be bad blood.

    By going into a game with a predecided goal of what you both want, you will both come out having a hell of a lot more fun.

  15. #15

    Re: "I don't play to win, I play for fun"

    Quote Originally Posted by DietDolphin View Post
    Me and my mates had the exact same problem with Halo. One of my mates played in Halo Tourneys and insisted it was all about competition and skill, so would only ever play MGL settings on levels deemed "acceptable". The rest were just casual gamers and liked playing game types that were crazy like random weapons or everyone has rockets. I like both and was able to help make compromises by having a game of each.

    The thing is, unless you and your opponent are willing to make compromises, you a both as bad as each other. You can't just play your own style and expect a good game, otherwise the competitive player just rolls the other person with not challenge and the casual game gets a bad "story" as it's just "my dudes turned up and died, the end.".

    The key is to talk to each other. Decide before the game what you both want and either:
    a) Have a competitive game, both bring A lists
    b) Both bring "casual" lists (whether this is fluffy or just silly "bad" units/options) and possibly play a weird mission
    c) Compromise and both bring competitive yet fluffy lists
    d) Play someone else and leave it at that, they may have been playing casual games all day and want to get a competitive game in and if you don't feel like that then just both find someone else. There doesn't need to be bad blood.

    By going into a game with a predecided goal of what you both want, you will both come out having a hell of a lot more fun.

    Very much agree. The rift between the two seems to be this lack of pre understanding. I come from it from the view of the competitive player, but it's up to both parties to agree what they're getting into, not just hate each other for not always wanting to play like them. Min-Max players shouldn't inflict their lists against casual players looking for a pickup game, casual players shouldn't go against min maxed lists an expect a casual game.
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  16. #16
    Veteran Sergeant red_zebra_ve's Avatar
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    Re: "I don't play to win, I play for fun"

    100% with DietDolphin!!

    There is this I see, playing casual games is less taxing in time before playing than making competitive list for competitive play. Making a casual list you just open your excel list (or armybuilder) and do a quick army. Making a competitive list has you really doing mathhammer, checking other list on the net, etc. all things that take more time and dedication.

  17. #17
    Chapter Master Yodhrin's Avatar
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    Re: "I don't play to win, I play for fun"

    I think the problem in this case is more that people are lumping a broad spectrum of characteristics into two opposing camps, when in reality there's a huge amount of crossover and the issue is more to do with attitude than anything else. I'm a fluff gamer, unabashedly so; I don't tailor my lists, I choose my armies and units based on the background and the conversion opportunities which occur to me, and I love playing narrative scenarios even ones where my loss is a foregone conclusion; but if I'm not playing a defined narrative scenario I'm still going to do my level best to beat the stuffing out of the enemy. I just see the enemy as the opposing army, not the player behind it.

    Where I personally take issue is with the mentality that leads to people building those minutely-mathhammered lists full of uninspired repetition, simply because I don't find playing against those lists enjoyable, but that's as much down to my choices as my opponent's. The one thing that will actually prevent me from playing against someone, and this characteristic is not necessarily tied to my previous objection but certainly seems more common among that segment of the community, is people who see the enemy as the other person playing the game. The sort of person who reads those sad little guides online about how to "psych out" your opponent and thinks it's a great idea. There is no scenario where I can reconcile my style of play with someone like that.

  18. #18
    Chapter Master agurus1's Avatar
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    Re: "I don't play to win, I play for fun"

    Quote Originally Posted by Sexiest_hero View Post
    Fun players play to win. I played to win with all 5 of my armies. But after going to 4 tournies and fighting 17 out of 20 games being grey knights, I'd had enough. before that long fang spam and before that Ig Leaf blower. 90% of ally 5th edition games were against those 3 armies. Everybody would be happy if the armies were balanced enough to all use.yu can blame Xenos players for being bitter. Or for people to get Power armor sick. I hope they fix 40k like they are fixing fantasy ( Making most armies viable)
    Funny thing about this. Just played in a tournament this weekend. Not a single space marine player made it to the top 6 team game ( was 2 ig, an ork, a necron, a nid, and a dark eldar).

    Personally I always try and bring my A game unless I am playing a newer player who is trying to get more of a learning experience. However I will always be cordial, and never attempt to pound my opponent into the ground (just his army). I want to win, but I want both sides to have a fun time no matter the outcome. Personally I don't know of my list is incredibly competitive as far as the internet goes, I try to build my IG to find an equilibrium between how I thing an IG army would look and how I want to to perform on the tabletop. In the end we wouldn't be playing the game if we weren't trying to have fun, and while people have fun in their own way, it's important to make sure that your opponent is enjoying the experience too!
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  19. #19

    Re: "I don't play to win, I play for fun"

    Soo... Everyone else took out of that post that the OP was upset about casual gamers not trying to win and being angry that the op was a competitive gamer? I took out that the OP was upset about the lack of structure in the game and thought the rules should be more in depth... Now i really have no idea what this is about.

  20. #20
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    Re: "I don't play to win, I play for fun"

    I started playing 40K with 3rd edition, coming in with years of experience with RPGs and other games and I still recall that my initial reaction upon reading through the rules was "Wow, these aren't very good rules...there's a multitude of ill-/un-defined areas that will have to be covered before one can play." At the time I chose to give GW the benefit of the doubt and assume that the "looseness" of the rules was good because then things aren't "set in stone", so they can be tweaked by a gaming group to give them the kind of game they want, much like many RPGs.

    And when I first started the people I played against were friends with whom I played regularly. I played the occasional pick-up game at the FLGS and recall having rules disagreements because we didn't all read the rules the same way (of course my interpretation was the correct one ). Then I moved and when I picked up playing again it was almost uniquely pick-up games at the FLGS. At which point it became very clear that having a consistent set of rules was very important because you didn't want to spend half the game arguing over what the rules mean (and I recall some doozies).

    And my opinion of GW's rules to this day is that they aren't particularly good. Add to that the fact that Codexes come out so infrequently and they often change their design philosophy partway through an edition (although saying "infrequently" and "often" in the same sentence does seem like an oxymoron ). The points values don't appear to be based on anything concrete and seem to be more guesstimates at what a unit "should" be "sort of" worth (again we can point to fluctuating prices of particular types of units and weapons to show that they weren't very good guesses to begin with).

    My fundamental point would be that while it is a "competitive" game in that it is played against an opponent, the shaky framework and dodgy pricing of units makes me not put any faith in the game being "balanced", which is something that I would expect if I were looking for a fair competitive game. And that's not even mentioning the randomness because dice are involved...

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