"Today, there seems to be a definite split in the hobby,
particularly among computer-game designers and players, between
those who prefer 'games' and those who prefer 'role simulators.'"
Dr. Jay C. Selover,
"Firing Line," Fire
& Movement, 8
reprinted in Peter
P. Perla, The Art of Wargaming 309 (1990)
How closely should a wargame simulate the role of
a particular actor? The question of role-simulation is
essentially a specialized type of wargame modeling question, but
it is so central to the format of wargames that it deserves
independent analysis. Some genres of wargames are better
equipped to present players with either a "role" or
"non-role" experience. Conventional board and
miniature games are generally biased toward "non-role"
presentation. Players generally have perfect information
about the positioning of both friendly and hostile troops, and
have the ability to micromanage the actions of each of their
units. Physical wargames are generally biased toward role
experience, for obvious reasons. Computer wargames at
present have no inherent bias, since they are equally capable of
creating role and non-role simulations.
From an evaluative standpoint, the question of
role-simulation must depend on the goal of the wargame. The
five general goals of wargames as listed on the previous page
were: 1) prediction, 2) model exploration, 3) strategic training,
4) simulation immersion, and 5) policy formation.
Role-simulation generally supports four of these goals.
Wargames that incorporate the information limitations inherent in
actual combat roles should generally be more successful
predictors, better strategic training devices, provide more
realistic immersion experiences, and promote sounder policy
formation.[1] However, non-role wargames also serve some of
these goals. Model exploration should be generally more
effective if participants have perfect information about
games. Additionally, it is possible that an
"unrealistic" surplus of information and ability to
micro-manage events may (at least sometimes) provide additional
value in strategic training. Finally, more
"mythological" versions of simulation immersion, which
choose not to simulate the effects of fatigue, confusion, and poor
information inherent in true role-simulation, may produce a more
enjoyable game experience. Generally speaking, then, in
wargames designed for purposes of training and prediction,
role-simulation should be given more weight. In wargames
primarily designed for educational and entertainment, realistic
role-simulation should be generally less important.
The Fog of War
Role-simulation generally entails placing restrictions on
information. The fog
of war refers to the incapacity of actors in a conflict to
attain reliable information about their own forces, their enemy's
forces, and their environment. Board games generally have
difficulty in recreating this effect, since the board serves as
both the information source for players and the information
authority for rules purposes. Nonetheless, some board games
have attempted to achieve the fog of war effect. The popular
wargame Stratego
prevents players from knowing the identity of opposing forces by
limiting each player's field of vision to allow them to view only
one side of a game counter, much in the way a hand of cards is
concealed. In wargames at the Naval War College, moving
screens were used to simulate the horizon and prevent opponents
from ascertaining enemy fleet formations. In a chess variant
called, appropriately, Kriegspiel,
the fog of war is applied to enemy troops: three boards are
employed, one for each player, and one board which is maintained
by a referee. Players see their own pieces, but are not made
aware of the moves of their opponents, unless a move of theirs
would capture or be impeded by an opponent's piece. As is
apparent from these innovations, however, adding fog of war
effects to board games usually requires specialized and sometimes
cumbersome equipment.
Computer games and simulations can create (and remove)
information limitations much more easily. This is due to the
fact that computer simulations always possess an extensive
"second board" in the form of the computer's
memory. How much of the information is shared with players
is entirely in the hands of game designers. This can create
the possibility for some interesting technologies that combine
board game features with simulation information limits. For
example, Microsoft's Age
of Empires (and most current real-time strategy games) has a
fog of war feature that leaves unexplored territory in darkness
and only reveals enemy troop locations and movements when a
player's units are within a certain viewing range. When
multiple players participate in a game, each player's "game
board" sees only as much information as he or she has
acquired. The acquisition of information and elimination of
the fog of war therefore becomes an important factor in game
dynamics.
Organizational Roles
In addition to information concerns, effective role-simulation
should also capture the effects of organizational dynamics.
This entails relationships to superiors, peers, and
subordinates. Relationships to superiors may entail balancing
conflicting mission objectives and orders with a player's own
understanding of situational realities. Relationships with
peers might entail simulating cooperation and competition among
branches and units. Relationships with subordinates might
entail concerns about morale, delegation of responsibilities, and
training and recruiting coherent teams. In the vast majority
of board and computer wargames these concerns are completely
ignored. Professional wargames generally deal with the issue more
effectively, since participants are well aware of these concerns.
Role and Time
As H.G. Wells observed, war often involves boredom, the simulation
of which would serve no conceivable goal. Yet proper role
simulation should provide players with realistic time
models. In fact, this is rarely the case. With the
exception of real-time machine simulations (tanks, jet fighters,
etc.), wargames almost always dramatically reduce the time scale
of a conflict. Even the most monstrous wargame can often be
completed within 100 hours, and many games attempt to represent
multiple-year conflicts with a few hours of game time.
Rule-heavy tactical board games occasionally err in the opposite
direction, creating situations where actions that would take only
a few seconds in life must be carefully plotted and calculated to
achieve greater "realism." Professional and
physical wargames again seem to be superior in this regard.
One technique commonly employed in military-political games is the
"telescoping" of time: players are provided with a set
piece crisis scenario upon which they must act, but following a
resolution on a course of action, the time frame jumps to the next
crisis, with a brief summary of the inter-crisis events.
Model Opacity
"Model opacity" is a concept somewhat related to
role-simulation. Model opacity describes the degree to which
the inner workings of a model are visible to wargame
participants. Generally speaking, computer games provide
more opaque models and board games provide less opaque
models. For example, in a board game, the rules often
specify the maximum range of a weapon and the relative amount
damage that weapon can inflict on targets. Since these
models are non-opaque, players can (and often do) modify the
models if they find them inaccurate. In computer games,
these factors need not be explicitly described, and often can not
be modified by players. In physical wargames, models (to the
extent that they exist) are generally non-opaque. In
military-political wargames, models generally are opaque, since
the results of player actions are decided by the analysts and
designers in the control group.
Some wargame analysts have criticized computer games for their
opaque models, suggesting that the non-opaque nature of board
games made them superior. This contention seems to closely parallel
the debate over role-simulation, in that the value of model
opacity seems to depend upon the goals of the wargame. If
role-simulation is valued, opaque models might be more realistic,
since they do not offer players perfect information about the
"physics" models of their resources and
environment. In real life, such information is reliably
learned only experientially, if it is learned at all. On the
other hand, if the goal of a wargame is to fully explore and
analyze a model, a non-opaque model is clearly superior.
As the above discussion makes clear, the nature of a player's
role must be a key issue in evaluating wargames. Yet neither
role-simulations nor non-role simulations are inherently
superior. The value of either approach depends on the design
goals of the game. The most that can be argued is that a
consistent approach to designing the player role must be superior
to an inconsistent approach.


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1(back).
It should be noted that information constraints are inevitable,
though some are perhaps imposed intentionally. There are
indications that the United States is attempting to currently
attempting to remove role-based information constraints where this
is possible. See Craig
Bicknell, The Net-Saavy Navy, Wired News, December 1, 1999.
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