Editions Through the Ages
Gaming properties are frequently getting revised and reinvented. For those of us old enough to remember the 1st Edition of Dungeons and Dragons and its cludgy rules or the original Metal Gear and just how freakishly difficult that game was, we’ve seen versions of our favorite games, both tabletop, pen and paper, and electronic, come and go. There have been ups and downs, granted, and some old editions so weighted down with nostalgia we have difficulty escaping them (2nd Edition AD&D, anyone?), but no matter what we think of it, whatever version of a game we’re playing now will, eventually, be replaced.
Recently, one of my favorite games – Warhammer 40,000 – entered its 6th Edition. Games Workshop, the publisher, has taken to revising its core rule system every five years, give or take. I started in 2nd Edition, which was an incredibly detailed game, but so monstrously complex and poorly balanced that I really don’t miss it, despite the nostalgia of playing chaotic battles on my basement floor or in my friend Bruce’s garage. This edition change, likewise, I find to be a fun and interesting shift in the rules. It rebalances things a bit, changes the overall dynamic of the game, and makes a stale game suddenly new and full of excitement. In most cases new editions do this rather well, assuming the development team has been able to identify that central thing that makes the game what it is.
What I find regrettable (though sadly inevitable) is the sheer number of nerds on the internet that throw absolutely gigantic hissy-fits over the idea of their old game being ‘replaced’ with the new one. This doesn’t really happen (to my knowledge) with video games much, but with RPGs and strategy games it happens all the time. Case in point, take this post or others of its like regarding the 5th-6th ed changeover. Wander around Warseer if you want to see some massive bitching.
While on the one hand I understand the displeasure with change – everybody hates change – sometimes I have to wonder at the bitterness here. For one thing, these edition changes usually leave the essential parts of the game in-tact. In 6th Ed Warhammer 40K, you can still amass giant armies of superhuman space marines to crush aliens. In 4th Edition Dungeons and Dragons, you can still gather together with your friends to slog through dungeons and slay dragons for treasure. Where is the problem? Furthermore, there is absolutely nothing stopping you from going back and playing an older edition of the rules if you find the change less fun for some reason.
I think, on some level, the problem with these edition changes is that folks get caught up in the minutiae of a game – certain mechanics they are familiar with and certain rules exploits they rely on exploiting to succeed. The idea that now, suddenly, their comfortable little world is overturned and the have to re-learn what they’ve learned (like some reviled n00b!) is shocking and terrifying. In this sense, one can see an edition change for an RPG or strategy game as a tiny reflection of the real world, which also has a tendency, from time to time, to knock us out of our comfortable perch and force us, through hard work and creativity, to find a new one. I daresay, then, that edition changes and the upheaval they bring to the gaming community are good for the emotional development of your average introverted geek. They learn to adapt; they grow up a bit.
If only all of us had hobbies that do the same.