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The
Wargame
The Origins of World War II is a board game published by Avalon
Hill. The
action of the game takes place in the years leading up to World
War II. Players take the roles of the United States, Great
Britain, France, Germany, and Russia. The action of the
game is highly abstract. Players place political factor
markers on their countries, their opponents' countries, and the
non-player countries. Placing five factors in any country
can create an understanding or a control power in
that country, if a country is allowed by the rules to have that
power. (The United States, in the standard game, is not
allowed to have either understanding or control of any other
country, reflecting isolationist sentiments and a relative lack
of influence in European politics). The amount of
political factors allotted to the country varies according to
the country (in the standard game, the US has the least and
Germany the most) and the phase of the game (in the later year,
all players receive more political factors, reflecting
heightening tensions). Players win or lose based on an
individualized scoring system that gives the various countries points
for either having a control or understanding in a specific
country, or preventing other countries from having controls or
understandings. Role
Players seem to assume the roles of the collective leadership of
a country. Little role-simulation or information
limitation is involved. This points to a game model better
attuned to facilitating educational and historical engagement than
providing simulation training. Subjective Evaluation by
Purposes
(on a to   
scale)
| Prediction: |
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| Model
Exploration: |
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| Strategic
Skill Development: |
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| Simulation
Immersion: |
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| Policy
Formation: |
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Analysis
The highly abstract nature of Origins of World War II is its
greatest asset as well as its most serious design flaw.
Understanding the dynamics of how we get into wars is a
complicated task. Creating a model of those dynamics that
is easily learned and played as a game is even more
challenging. In order to simplify game play, the game uses
political factors that seem to aggregate military invasion,
treaties, and informal alliances. To direct the flow of
the game play, Origins of World War II creates game objectives that force
players into conflict. While these models succeed, to a
certain extent, in re-creating the unfolding of history, they
seem to do so only by hard-wiring historical outcomes into the
model of play itself. Ultimately, the game does a nice job
of walking a player through the tangle of politics that preceded
World War II, but a poor job of explaining why World War II was
structurally inevitable. Still, for a beginning student of
interwar history, the game does provide an enjoyable way of
exploring the Origins of World War II, and in offering a novel
and provocative abstract model of political dynamics.


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