RECIVS wrote:*The biggest influence on the notion of dungeon crawler the creator of AHQ had in mind when he came up with the concept of the game was based on Gary Gygax’s AD&D 1st Edition, not WFRP. The implications of this fact are clear.
I keep meditating on the subject of this thread. Call me deranged, but the more I think about it, the more AHQ, at the most basic level, seems to be nothing more than a fantasy skirmish wargame (with its minis and all) in a dungeon crawler setting.
We could say that, both thematically and mechanically, AHQ is between HQ and AD&D 1st Edition—but in the WH universe, of course. It's about making HQ more “advanced” or tactical (
à la AD&D)—as a wargamer influenced by D&D in 1989 naturally would—but without straying from its boardgame format. It’s all about
condensing pure old-school combat-oriented dungeon crawling into a boardgame, which is also solo-friendly, a novel concept back then.
As we now know, AHQ was designed by a wargamer for an already wargaming company at the time, with the intention of capitalizing on the success of HQ and D&D, two titles not published by GW, which is perfectly fine and acceptable in that business. According to Mr. Jervis Johnson himself in the interview posted above, the purpose of AHQ was
that GW had a game of its own that was linked to HeroQuest, to act as a bridge for players who bought games in toy stores and introduced them to the GW hobby.
It's obvious to me what "the GW hobby" meant back in 1989 and what it still means today: fantasy miniature wargaming. It’s also obvious to me that the death-zone mechanics implemented in AHQ alone indicate the type of DC it was meant to be. As in a cave, we see only shadows of the reality of AHQ projected onto the end product that we now—mistakenly, in my opinion—identify as such. By
reality, I mean what was in the designer’s mind when he came up with the concept of the game—
the spirit, not the rushed-to-market product that ended up being released.
The above may sound contradictory and trollish even, I know; maybe it’s just metaphysical-inspired nonsense after all. In the end, it's only an approach (certainly up for debate) that may help us see through “the veils” of the physical reality of any boardgame. I believe it’s clear by now that such an approach has helped me plenty in the past in my search for the
true essence of AHQ, and here we are now. For example, the interview with Mr. Jervis Johnson I refer to above seems to have stemmed from what I posit in this thread and not the other way around.
On the other hand, from what I’ve seen online over the last 13+ years, fantasy boardgamers—who by far play more DCs than wargamers (otherwise DCs would play more like wargames)—mostly favor “adventure”, exploration, and roleplaying in their games.
To them, combat is only an incidental element of dungeon crawling that shouldn’t be too prevalent or detailed.
Under their view, then, AHQ may be perceived as “incomplete” for not having a more elaborate overland travel system or more story-driven quests, for example, but at the same time, they don’t seem to have issues with repetitive and dull combat dynamics. According to this view, doorway fighting is not problem in AHQ (as long as the dungeon generation keeps going), as combat in general is seen as secondary—even though it is what players do most in the game!
Now that I think about it, maybe that’s why AHQ did so
perfectly well back in the day, according to the interview mentioned above? I have to admit that this whole situation has seemed weird to me from day one. I mean, as we've seen above, AHQ was supposed to be a tactical DC, intended to introduce people to the wargaming hobby, but (because it had to be rushed to market for some reason) it ended up falling short of the mark, so to speak, as discussed in this thread.
The end product is such a “tacticsless” DC, that for decades it was confused for a fantasy boardgame. Weird indeed!I know that tastes and preferences exist, especially in boardgaming, but my point is that, if we can agree on the type of dungeon crawler AHQ was meant to be (or actually is), then some degree of objectivity is attainable—
we couldn’t categorize boardgames at all otherwise!It’s also my point that AHQ was never meant to be the type of DC fantasy boardgamers crave nowadays. Why would any of those gamers play AHQ if they want detailed overland travel, roleplaying between expeditions, story-driven quests, and reduced focus on combat in their DCs to begin with? As I’ve said in other threads, there are other titles out there that were actually designed for that type of gameplay experience, not AHQ.
Actually, the fact that HQ and WHQ are more popular than AHQ among fantasy boardgamers only helps my case here: AHQ was intended to be a different type of DC—one that may appeal to old-school dungeon delvers and skirmish wargamers more than to fantasy boardgamers.
As noted above, the latter play boardgame DCs much more than the former, however, which is why their opinion seems to be more prevalent everywhere.AHQ may be considered a dungeon sandbox, granted, but (as with every boardgame) it still has its own nature, scope, and focus, as we’ve seen in this thread. One wouldn’t implement dice rolls in chess, for example, at least not if we are to preserve its original spirit.
Given all the above, why should we strip AHQ of its unique identity rather than acknowledge it? Why should we turn it into something it was never meant to be rather than playing a more suitable game? It still beats me after all these years. My other conclusion is that nostalgia is a hell of a drug that doesn’t do AHQ any favor, quite the contrary, actually. In my personal opinion, some players don’t really like AHQ nor they want to see it change either; they just seem to be emotionally attached to the feelings and experiences they remember from playing the game as kids, which—as we’ve seen over the years—is fine but doesn’t contribute to turn AHQ into the type of DC it was actually intended to be, beyond our personal preferences, emotions, and biases, which, by the way, can change on a whim.
As we can see, I’m trying to be as “conceptual” and “practical” as possible at the same time. I hope to have bridged the gap effectively in this thread.