I personally find victory points unfulfilling in games- it's an abstract metric that doesn't always "feel" like it matches up with better play. Especially in a lite-wargame, 3.5X genre game.
My design, which I've asked various questions around on here, tries to get around this by having a king of the hill victory condition, the purpose of which is explained in the theme and lore of the game so it's a tight interlocking of theme and mechanic. The issue is, I'm not convinced it incentives the amount of combat I'm envisioning the game to have. As in the majority of battles only happen in one place vs a strategic plan across the whole board.
It's so easy just to say "if you win a combat you win a victory point." to incentivize. Which most games do in some form. But this encourages more tactical play and less strategic play.
A pure exterminate game is the most thematic- but also knocks players out, which isn't favored in today's games as it leaves people sitting there doing nothing.
Has anyone thought about this? I'm probably more bothered by victory points than most people.
Instead of a third system to judge a winner, is exterminating worth revisiting? Are victory points really the way to go after all?
To resurrect this thread...
Gabe just sent this out in his Monday BGDL email, which tackled this from a helpful angle
http://keithburgun.net/against-score-systems-and-for-success-and-failure...
If I were to summarize the relevant point:
Any system that uses points in any form tends to encourage tactical play over strategic play. Your decision arcs are shorter and focused on the next point vs longer decision arcs focused on the beginning/middle/endgame.
Interesting stuff. I don't find that to be completely true (and the author admits this as well, citing GO)- take Small World for instance- the player with the most Gold wins. And, at face value, the game seems very tactical. But the addition of rotating races/powers AND going in decline, gaining a new combination 2, 3, or even 4 times adds an interesting and satisfying strategic depth. Additionally the ability to pull up your race, completely or partially, every turn makes the game MORE strategic than tactical, in my opinion.
This works because every round you are faced with 3 decisions- two are strategic and one is tactical. You can 1: attack with troops and spread out, gaining coins (tactical) 2: pull up some or all your troops- with this choice you will gain fewer coins in most cases, but you are playing for a better position or other rewards that you plan on paying off later (strategic) or 3: go in decline, most definitely scoring fewer points, but again planning on a new race paying off and scorning a greater amount of points later (strategic).
But, even so, the perpetual "going into decline" lends itself to shorter decision arcs over all compared to other games.
I definitely prefer strategic play over tactical play, which perhaps is a reason why victory points are a little unsatisfying for me.