Nick,
the flag(S) are essential to the 'offense only' aspect of the game.
Let me try this explanation for all:
in any standard version of paintball (xball included), whether they are scored or not, the players are your assets (no puns necessary on that word, we all know about players) without which you can accomplish nothing. Yes, you must risk them to reduce the other team's assets, but you do so from a cost-benefit point of view that emphasises preservation of those assets; the key being, you need to have at least one more left than the other guy.
That's the key, btw, in understanding what I've said about the game being inherently defensive in nature. You can risk and be offensive, so long as you end up with more than the other guy.
In the G-D Format (nice, huh?) flag advance is your asset and you don't need bodies left on the field to negatively affect the other team. Players are a throwaway, so long as the flag advances. (Yes, you need players to do it, but they are actually represented by the ground you took with the flag - you don't need them on the field in order for you to 'preserve' them.)
In fact, you pay a tactical penalty (and a point penalty) if you do not aggress and/or try to protect player assets.
If for example, you lose all of your players advancing the flag down field, the most the other team will gain is a single point. Sitting back allows them to gain many more points - but without having some kind of silly 'you must move within a set period of time' kind of rule.
I've simplified the scoring and introduced the element that both teams can potentially score something during each 'play' - but the flag isn't there for 'focus' or to make it look more other sport like. Its there as a marker to represent tactical progress by the teams and is used to base scoring on.
We tried looking at a very simplified version - no flags - scoring based on number of live players crossing the opposing goal line (a blow out would be 7 or 5 to 0 per play), but it puts so much emphasis back on denying the opponent a score that it once again turns into a shootfest. (I'm worth one point, I better stay alive.)
We'll give that version a try once again tho, with some changes thrown in.
And Nick, you're right. All of my game designs start out 'overly' complicated - but its only through actual play that it can be learned which elements can be subsumed into others, how deep a level of 'simulation' is required (do I need to show ten levels of terrain, or is 3 more than enough to give the tactical feel we're looking for?).
I can look at a game design history, stretching back to the early 80's (edutainment for museums, board games for some of the big publishers, simulations for the military, a nomination for most humorous game of 1984 and an IICS Golden Disc Award for interactive training simulation) that tells me that my particular method works for me.
With board games and computer simulations, I can sit behind the desk all day and work out how to decomplicate the design and create broader levels of representation (one board game went from 10,000+ game counters in the original to 50-60 per player in the final version). With live people, there are lots of elements that can't be adequately covered by a rule to 'do thus and such this way', which necessitates playing it in order to write proper rules that will surround those kinds of things and take them into account.
Chicago - there's no reason why there can't be a single period G-D format lite version played at the lower levels. Thus, when advancing in the ranks, you simply play more rounds, with no changes to game approach necessary.
Some of this commentary kills me. I like this element, I like that element, change this, do away with that. Did anyone here play at PaintFest?
What's so difficult about saying 'let's give the guy a chance to show it to us and we'll evaluate it while watching it'.
I'm not hell bent on preserving it in any one particular version. I know there will be changes - there are about ten or 15 already planned as a result of paintfest. The only things I'm wedded to are the basic concepts. And I'm not wedded to them because of lofty ivory tower ideals, I've seen them work and in some cases had to stick to my guns against heavy opposition in order to prove that they did. The jury came back and said 'you were right, leave it that way'.
Regardless, we're all going to be sorry when the powers that be ultimately decide that the only way to get this game on tv is with a top gun format.
If anyone is interested in looking at the original rule set (which includes suggested changes, league format, alternative versions and etc) and making suggestions or commentary based on the actual item in question, please feel free to ask for a copy. If anyone is sufficiently interested to try it at home, let me know - all I want is some video...