Describing Typical Megagames (2)

In addition to the inter-communication problems and the hierarchical nature of the player team structure, in many games there is a representation of the situation using what is known as the closed ‘double blind’ system. Players only have the information that would realistically be known to them about the location of their enemies (or even of their own troops). The Control team (of which much more later) keeps a master map updated, and this master map is hidden from the players. Team Control report back each turn of how their orders have turned out and collect orders for the next turn. This method is very common in both operational megagames and political/military megagames.


Here we see a simple example of a military operational megagame which shows how the simplest of hierarchies are represented in a megagame format. And this doesn’t have to be historical – one could just as easily use command hierarchies to represent Steampunk armies, or fantasy armies or space fleets and star empires.

Hierarchies can be represented in other ways, for example there might be a political game in which the teams represent different parts of a government – with a Cabinet Team and teams representing government departments. Or you might have teams representing samurai clans who owe allegiance to their overlord. There are many ways this playing into game structures.


Some megagames have political as well as operational elements – some are wholly political, some have very key elements of role playing. In the more political and role playing games, hierarchies might not be so important. A game like Washington Conference by Dave Boundy has no hierarchies of teams, each team being a national delegation in an arms control conference. However in these cases the key element is team intra- and inter-communication. A megagame like this, one of pure negotiation, has the important elements of requiring complex player to player communication. The dynamic created by a megagame with virtually a 1 to 1 representation of key historical roles is where megagames are at their most LARP-like.

It is the combination of all of these elements that make each megagame slightly different to every other megagame.
Each megagame is unique in its own way – depending on the size, structure and theme – there is no ‘official’ set of ‘Rules of Megagame’ as a whole because each game must be designed to suit the theme and the interactions required (though some games might share some elements with other games – simple things like combat resolution methods are often re-used or adapted). In fact the creation of a set of standard rules would be antithetical to the whole megagame approach.


Intercommunication, interaction, teams and hierarchies – with the additional challenge of `player management’ makes the megagame unique as a gaming experience. It is this aspect that regular mega gamers tell me, time and time again, is the element that brings them back to play again.

I have often remarked that all that is really necessary is to put 40 regular megagamers into a hall with some paper, pens, tables and chairs and maybe a die or two, and a game would emerge of its own accord. Well, perhaps I exaggerate to make a point – but it is true that megagamers carry away anecdotal stories of their activities and interaction in a way that does not happen nearly so frequently in other areas of gaming.

On the subject of game size – there is a distinction between the megagame and merely a game with a lot of players. Big open miniature games, whilst providing an impressive visual spectacle are rarely structured into a hierarchy of teams, but more often as a two rows of players facing each other in a ‘multiple two player game’. Such a game would not, in our terms, be a megagame because it would lack, teams, sufficient hierarchy and meaningful interaction.  There is a big difference between a “100 player game” and 50 x 2-player games.

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