Azrael, I'd like to point out, being myself a fan of the 'simpler' mafias like this one, that you are a fan of the power-role-based mafias. When there is a majority 'normal townie' in the game, with no power but to dodge maybe, there is significantly less material for behavioral analysis. Compare this to the availability of analytic material in a game where every single townie has a power role. In these simpler games, essentially all we can see is the votes and personal out-of-forum discussions.
Clues provide the analysis material that is lacking when every townie does not have a power like the games you favor. The reality isn't that clues are bad, you just favor a different style of mafia play, which is perfectly fine.
If the host is incompetent, he can ruin the game using too obvious clues, or clues that are nearly impossible to solve, but there is still a wide margin of acceptability because all clues are subject to the interpretations of the players, and an argument that is in truth correct can still be argued down by a mafia taking a different perspective. In this sense the clues are very contributive to the game; they provide a reasonable basis for action, but a basis which is not immutable. Clue analysis adds an element of skill to playing a normal townie; if you can successfully filter and analyze the context and content of a clue you can be a valuable member of the mafia game, instead of just having a night hit or other power role.
Players have plenty to say without clues, things that are actually relevant to the game. They vote for who they think is guilty, voice their suspicions, point out behavioral inconsistencies, etc.
There are no behavioral inconsistencies if no one has any powers that they can be inconsistent with. If you can't find inconsistencies, on what do you base your suspicions, and who you vote for?
"Clues" have no logic involved, and they cannot be argued against. You can't refute clues, you can't argue against them, you can't disprove them,
I invite you to examine some of the older mafia games that you may have missed out on. If all you mean is that there is no absolute determination regarding clues until the game is over, well yeah, but it would be pretty stupid if there were. If the clues could absolutely say "X PERSON IS 100% MAFIA" then it would definitely be a detrimental game mechanic. However, the interpretations are left to the player, as long as the host doesn't validate an interpretation its solely a matter of which players believe which interpretation, which provides another avenue for behavioral analysis.
You employed some powerful rhetoric in making your points, but I think if you consider the differences in style of play between power-role-based mafia and normal-townie majority mafia, you will see that much of it does not apply. Just as you consider it asinine that for the past many mafia games I have opted to not play because "I don't like fun", its because I prefer this style of mafia play, majority-normal-townie, and the games were all power-role based (among other reasons like time considerations and stuff).
Besides, finding clues is fun
P.S. I will also play even if there aren't clues, but go clues!
Post has been edited 1 time(s), last time on Oct 21 2012, 6:34 am by Vrael.
None.