I have a question to ask you guys.
Given how game design requires a lot of designing, thinking, and fine-tuning through playtesting, I wanted to get some thoughts from you who have browsed the Game Design subforum.
Just how popular is a game subtype to a specific audience? A game subtype that I specifically mention would have to be: campaign, skirmish, team battle, FFA battle, adversarial battle. I'll list them.
Campaign: a string of multiple battles to make up an overall story arc, determining the victorious faction as the victor or alternating a storyline that may veer from canon sources.
Skirmish: a small-scale skirmish of a number of models on the battlefield are deployed and played through to the finish.
Team Battle: a battle of teams versus teams, where teams group together with their models and attack others.
FFA Battle: a battle where every player attacks everyone else in order to become the last man standing.
Adversarial battle: a battle where two players attack each other and vie for the top coveted position of "whatever this must be".
Personally, I have written up my rulebook with the concept of a campaign in mind, but have allowed adversarial battles, FFA battles to be included. Not only that,
RPG elements of upgrading your pilots, granting them newer vehicles (which may require expansions of newer minis), and eventually granting them more ranks in order to lead lesser ones into battle. I wanted to figure out just what makes a wargame interesting, depending on the game subtype it picks.
Is there really a fine-line to adding too much, or too little?