I'm an avid gamer, having played both table top games and role-playing games over the decades.
Back in the late 1970s the science fiction RPG "Traveller" appeared, and for a decade or two it was really popular. It soon expanded into ship design, and then fleet design. The book "High Guard" provided rules for designing warships, and like some of my friends I wasted many weekends designing all sorts of ships in the (likely illusory) search for the ideal design.
The book's writers had clearly put a lot of thought into the rules (remembering this was before PCs and spreadsheets would simplify the design job). One of the early decisions you needed to make when designing a ship was what sort of hull shape you wanted. That decision affected (a) what percentage of the ships weapons could fire at a single target, (b) the cost of the hull, and (c) whether it could enter an atmosphere (i) always, (ii) never or (iii) sometimes, depending on the atmosphere.
Hull types included:
1. Needle (like a Saturn V);
2. Cone (sort of like the N1);
3. Wedge (like a Star Wars Star Destroyer - the similarity between them and early Traveller artwork is intriguing);
4. Flattened sphere (like a traditional UFO);
5. Sphere (like the SW Death Star);
6. Irregular structure (like the Battlestar Galactica);
7. Dispersed structure (like the ISS);
8. Planetoid (that is, built into an asteroid); and
9. Buffered planetoid (again, built into an asteroid, but leaving more of the asteroid).
When combined with the game's lore on how you travelled ('jumped') between star systems, the game often pushed you into very specific and interesting design choices. For example, if you wanted to maximise your ship's jump range you needed to allocate massive amounts of volume in the ship to fuel, which in turn encouraged the idea of massive jump ships which carried several more modestly sized warships with no jump capability as "battle riders".
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Then, in the 1990s came the tabletop miniatures game "Full Thrust". Again, in FT you can design your own ships, with a variety of weapons, armour levels and speeds. However, the game also provides preset designs for different fleets, along with the miniatures for those fleets.
The designs of these miniatures are visually distinct, so you can tell at a glance which fleet a ship belongs to. However the appearance of all the ships doesn't bother to take into account the weapons mounted on them; identically-armed ships from different fleets will look different from each other, while differently-armed ships from the same fleet will look similar.
In this case, the purpose is to give the players visually interesting objects (the ship models) to expend their painting skills on, on order to add an aesthetic angle to the game.