This is a question we could probably ask about any particular aspect of games, but I'm curious what everyone has to say about this in relation to combat specifically.
So... Combat. What do we use to "pretend" we're having a battle, skirmish, or fight? Cards, dice, tokens, maps, miniatures... feel free to add anything I missed!
Now, if I went to Afghanistan with a deck of combat cards and a pocket full of combat dice, and a rulebook, how long do you think I'd last? The point I want to make here is that game pieces have nothing to do with real combat - you don't shoot someone with a card or inflict damage with a die in real life, right?
Now, I've never been in real combat, but this is just common sense. Why bother to point it out then? Well, there are games that simulate combat as realistically as possible, but they don't use game pieces. I'm talking about things like Paintball and Airsoft - games where you aim (non-lethal) weapons, pull triggers, get physically exhausted, and feel pain when you're shot!
Having played a lot of those games in the past, I'll venture to say that those "felt" a lot more like combat than any board or card game I've ever played!
I'm making this point because in table top games, the feeling of combat is just a psychological perception of rules/mechanics. Isn't it? I don't claim to be an expert on anything here, these are just my observations from playing and designing games, so I welcome any similar or contrary observations you might want to post!
So another way to say this is that game mechanics "trick" us into feeling like we're in a combat situation - some do that better than others. I'm intrigued by the way Scythe uses a bid system to simulate combat. I bid this much, you bid that much - where did "combat" happen? What makes it "combat" instead of a bid to occupy a space on the board? Is it the presence of units? What if the units were just wooden cubes instead of "mechs"? Is it only the shape of the units that makes it "feel" like combat? Or is it mainly the brief attempt to out-guess your opponent?
How about the Cities and Knights expansion of Settlers of Catan? When the Barbarian ship reaches the end of it's track, you count all the cities and compare that to the number of active knights, to see if there are enough knights to protect all the cities on the map. If not, one or more cities get downgraded to settlements. Either way, you flip the knights to reset them, then reset the barbarians on their track. Where did "combat" happen?
I think there are a bunch of things that can contribute to the feeling of combat in any particular game, and I don't think it's necessary to include all of them in a combat mechanic to create that feeling.
So what does it for you? What are some good and bad examples? Use any type of combat you want as you think about this - small scale or large, soldiers & tanks, or just one character fighting another.
These responses are great, touching on many aspects of the "feel" of combat in games - some of which I had recognized before, and some I hadn't yet defined in my own mind.
For example, feeling attached to your units/troops/assests, and the "trepidation" (let's call it) when you consider if you're ready to risk those assets in battle. I hadn't considered that effect, but as I look at various examples of games I've played, I can see how much that has been part of the feeling of combat. Thanks X3M and Let-off studios!
Odd Fox, I love the thoughts about our adult abilities to create connections in our minds to associate game elements with the concepts that basically redefine the pieces on the table and turn them into a thematic experience (paraphrasing).
Every game is of course going to rely on different mechanics to fit the theme, hopefully in the right way. Some games are flat out war games, but others - mine included - have combat as a way for players to interact and interfere with each other, but is not the focus of the game. In such cases, you've got to keep the combat mechanics appropriate, and not force a "pet" mechanic to fit in where it doesn't really belong.
FrankM, you explained a lot of what I had in mind when I started the thread. For me, having quick back and forth plays gives players opportunities to respond to each other, and depending on the mechanics, there can be room for tactical decisions there. In Risk, there's a little of both elements - at least the defender gets to respond to the attack, and the only tactic they have is to decide if they want to roll 2 dice for hopefully higher numbers, or only one die at a time, to limit their losses (you can only lose 1 unit per die rolled, right?)
That's fine, but I also likr to have a bit more depth to feel like my decisions have a strong role in determining the outcome. In a game like Risk, most of those decisions are made before combat, as you position your forces.
It's important to me that there are unknown elements to create that tension - whether it's dice, cards that the enemy might have, or both, or just making moves that you didn't see coming (like in Chess).
For shorter skirmishes and encounters, there needs to be a good balance between quick gameplay (simplicity) and player choices (strategy and tactics). As mentioned, full tactical and strategic immersion can become quite lengthy and tedious, unless that really is the core of the game. But simplifying too much just eliminates meaningful choices for players, which to me begins to feel less and less like combat.