"Here is the pre-meditation, the thrill, the strain of
accumulating victory or disaster--and no smashed nor sanguinary
bodies, no shattered fine buildings nor devastated country sides,
no petty cruelties, none of that awful universal boredom and
embitterment, that tiresome delay or stoppage or embarrassment of
every gracious, bold, sweet, and charming thing, that we who are
old enough to remember a real modern war know to be the reality of
belligerence."
H.G.
Wells, Little Wars 97 (1913)
The first step in any qualitative analysis is to
determine a criterion for evaluation. Evaluative criteria
are usually based on assumptions about the goal of an
activity. (Sprinters attempt to run fast, businesses attempt
to make money.) The goals of wargaming are less clear, and
thus harder to evaluate. Given the broad scope of professional and
hobby wargames, the various genres of wargaming, and the multiple
needs and preferences of their constituencies, it is obvious that
there can be no single criterion for judging the quality of a
wargame. However, most wargames generally seem to share a
common set of goals. While not all wargames may be designed
to meet the following goals, they might be seen as a
representative list of goals, some of which guide the design and
play of most all wargames.
Goal #1: Prediction
Though most all wargamers are against the use of wargames as
predictive tool, wargames are often used for this purpose. The
dangers of using wargames for prediction are obvious: in the event
that models do not perfectly represent reality (and no model
does), the interaction of these models in a game produces an
unrealistic result. The problems of effective modeling are
myriad, but even if one party were to have perfect models based on
perfect information about opposing forces, there is still the
danger of misjudging the strategy of an opponent. Since
wargame simulations are interactive not just with models, but also
with the actions of an opposing force, strategic plans can never
be determinate, since the opponent's actions always constitute an
unknown factor.
Yet given these caveats, wargames can still be
used to predict events in ways that are not possible in other forms of
predictive analysis. Because strategy and tactics play a
significant role in military conflict, there are limitations on
the information that can be provided by
"straightforward" analysis. Military strategy,
while often driven by doctrine, is also driven by creative
thinking, deceptive ploys, and the innovative use of untested
technologies. By mirroring the strategic considerations that drive
the flow of war, wargames can account for these factors where
other less competitive models cannot. Even in cases where
the post-conflict resolution is of dubious predictive value, a
wargame may reveal that certain technologies, time periods, or
terrain will play a decisive role in the potential conflict.
Goal #2: Model Exploration
A second and related goal of wargaming is exploration of the model
created. At the very least, playing a wargame gives participants a
better understanding of the model on which the game is
played. To the degree that the model corresponds to the
thing represented in significant ways, the players also gain an
understanding of reality. Some model aspects (e.g. spatial
arrangements) are generally accurate, but may be imperfectly
understood without some form of active engagement. For
example, seeing a mountain range represented on a map does not
reveal the strategic role that the range could play in a military
conflict, or how it might affect (precisely) the movement of
troops and supplies. Wargames are one means by which
information that is technically "known" and presented in
model form can be learned more deeply and integrated into
constructive knowledge. Extensive gaming of military
conflict in the European theater, for instance, will likely give
gamers an intuitive grasp of the region--at least insofar as the
models used are accurate.
Historical games are often played as a way of
exploring the strategic concerns and doctrines of a different time
period with different technological constraints. Much like
other historical simulations, historical wargames allow players to
achieve a fuller understanding of warfare during a given
historical period through simulating the environment of that
period. Through re-creating and re-playing historical
battles, participants appreciate the wisdom or folly of the
strategic decisions made by past generals.
Models can also be critically explored, though
this is undoubtedly less common in wargames. For instance,
playing a wargame and gaining a closer knowledge of a model can
lead gamers to question the assumptions of the model, based on the
results of the simulation. This, in turn, may result in the
revision of models to produce more accurate results.[1]
Similarly, military-political wargames might reveal that players
lack understanding of the effects and strategic implications of
some key technology and that more research and analysis in that
area is required.
Goal #3: Developing Competitive Strategic
Skills
A third goal of wargames, perhaps the main goal proposed by
most advocates of wargames, is to use games to foster strategic
education and innovation. Wargames serve as possibly the only
theatre, outside of actual warfare, where military officers can be
trained in decision-making and can be allowed to experiment with
new ideas and tactics. Wargames allow rank novices to use
games to explore novel and unorthodox strategies without running the risk of catastrophes
involving loss of lives. Though "game-smarts" do not
always translate directly into better abilities in actual war,
good performance in war games probably demonstrates strategic
aptitude more
convincingly than paper-and-pencil testing.
While this goal may seem oriented toward
training, it also forms the basis of the entertainment value of
wargames. Those who play wargames often enjoy finding and
exploiting the strategic weaknesses of their opponents, while
"discovering" the most important ways to achieve victory
in a game. Wargames can be appreciated as free-form puzzles;
the means to achieving victory are not readily apparent, but
through continued play, certain strategies prove generally
superior. Yet wargames are superior to puzzles, since they
can provide an entirely different set of problems based on the
character of an opponent. For example, in chess, a more
skilled opponent can change the nature of a game and require the
development of new defenses and strategies. Most wargames
designers aspire to provide games with the strategic
depth of chess. Wargames that succeed in this goal
provide the flexibility required for innovation, while maintaining
the order required to reward planning instead of luck.
Goal #4: Simulation Immersion
In addition to predicting the future, fostering the
exploration of models, and training participants in strategy,
wargames also seem to provide participants with the vicarious
experience of simulated participation in war. At one level,
this may be entirely about having fun. Like Walter
Mitty, wargamers can experience the thrill of escaping from
tedium to stand in the shoes of Patton or Napoleon and shape the
course of history. Adults may enjoy "playing" at
being their heroes as much as children do, though wargames may
allow them to be somewhat less obvious about the endeavor.
The desire to reenact history and play a
central role is evidenced by the care with which many wargame
designers craft their "chrome"[2]
and market their products. The detailed shield of a
miniature crusader, the cannon-shaped game pieces used in the
Diplomacy board game, and the authentic appearance of the
dashboard of a Foker DR.I in a flight simulator all demonstrate
that wargames seek to achieve more than the creation of an
abstract exercise.
The value of this goal is dependent on the
related goals of the wargame design. If the goal of a
wargame is to train better soldiers and officers, these
"flavor" elements may serve an important purpose.
Those who will some day be expected to operate military equipment
and undergo combat conditions can gain the "feel" of
these experiences in a simulated environment. Wargames
simulations can be a form of "dress rehearsal" for the
actions that may be required in a combat situation. However,
many simulations fail to offer anything approaching
"realism" in this regard [3]--and
instead tend to make a fetish out of some elements of combat while
ignoring others. "Chrome" in some commercial
wargames seems to be biased toward encouraging the mythology of
war, instead of the portraying the less interesting or exciting
details. (E.g., Sierra's Red
Baron provides lavish detail in planes, medals, and
atmosphere, but does not provide much information about the lives
of WWI pilots or the major events of the war.) H.G. Wells
seemed to believe this kind of sanitization of warfare inured to
the benefit of wargames. Though it may be considerable fun
and succeed in selling games, the sugar-coating of warfare should
be carefully scrutinized, since the distance between professional
gaming and hobby gaming is often not too far. Making war
seem glorious and fun may encourage popular and institutional
fondness for what is often a less than enjoyable experience in
actuality.
This is not to suggest that all wargames are
exercises in self-deluding fantasy. Not all game designers and
players are interested in dressing up the past. Some
historical wargamers and military aficionados have a more
scholarly interest in getting the "chrome" right, and
appreciate games that sacrifice drama and glamour for period
detail and historical accuracy. War is a historic and
contemporary reality, and ignoring the actual flavor of war can be
just as dangerous as getting it wrong.
Goal #5: Policy Formation and Exploration
Some games, especially the military-political role-playing
wargames played at the Pentagon and elsewhere, seem designed to
foster serious thinking about the priority of policies and their
implementation. Most wargames do not allow for this kind of
activity, since the goals of a game are often pre-ordained and not
subject to revision. However, this goal may be the best
explanation for group role-plays that foster discussion of
hypothetical near-future situations. This kind of wargame
can become a special type of "discussion" where the
leaders in various executive departments can hash out military
policy in a forum where potential conflicts can be identified and
addressed prior to their appearance in an actual crisis.
Goal #6: Fun
A final goal of commercial wargames is to provide pleasure.
While it is likely that many wargamers pursue the more academic
goals of wargaming, the popularity of computer and board wargames
suggests that a large number of wargamers simply prefer playing
wargames to watching television or engaging in some other leisure
activity. Since wargames compete with games like Monopoly
and Myst in these arenas, it would be foolish of commercial
wargame designers to ignore the paramount need to make their games
enjoyable to play. Professional wargames are perhaps less
attuned toward this goal--but still, if players enjoy the
experience of playing, professional wargames are more likely to be
successful.


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1(back).
See, e.g, the quote from Sid Sackson, supra,
suggesting a game where Finland could conquer Europe must have
contained flawed modeling. 2(back).
"Chrome" is the wargamer's term for those elements of
the game which are not essential or overly important to the game,
yet are added to fill out a game's detail. 3(back).
Physical wargames would be a notable exception, since the
participants in these games often get some exposure to their
actual combat duties. Still, even in physical games, it is debatable
whether any military exercise or paintball game bears a relation
to the psychological realities that will confront those
participating in a real war. |