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  The Origin Of Serious War-Gaming
by Stephen Dinehart on 05/27/09 07:36:00 am   Expert Blogs   Featured Blogs
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  Posted 05/27/09 07:36:00 am
 
Hobby War-games
I like simulating war, at least, as a hobby. As a child I marveled at Axis and Allies, and games like Risk.

Having started my computer strategy gaming on a Sega Genesis with Westwood's Dune 2, working on a realistic computer war-game, or a Real-Time Strategy Game (RTS), as it is more commonly called, became for me an item of particular interest.

In graduate school @ USC's Interactive Media Division I had the pleasure of working with the Westwood team at EALA on The Battle for Middle Earth II. Not long there after we even had a course under Professor Chris Swain which focused on RTS game design. It was a blast, and really provided a deeper insight into the process and history associated with the design and production of the genre. By the time I got to writing and doing narrative design with the award winning team working on Company of Heroes it was the fulfillment of a life long dream for me.

Working on the war-game franchise made me ask questions. Deeper questions than I asked in grad school, about where my fascination began, and when this form, RTS, came to be. The roots of RTS, are war-games. Even if the setting has fantasy influences, the core combat systems of all RTS is that of a war-game: Multiple Player Units, Resource Management, Building, and Command level strategy.

In investigating the roots of war-gaming in my family I found, to my surprise, that my family began war-gaming as a result of involvement with the military in WWII and the Korean War.  They played 'war' as students, soldiers, and officers, to study military strategy. Asking my retired Air-Force officer of an uncle, he mentioned it rising into a hobby status in the 1950s. Just about the time Charles Roberts was getting started designing what would prove to be a ground breaking  game system.

Tactics IIHis 1954 game Tactics, and the follow-up Tactics II are generally credited as the first board war-game. Tactics pioneered many game mechanics which became standard in the board wargame industry, including cardboard counters representing individual military units with separate values for movement and combat; the odds-ratio combat results table; and variable movement costs for entering squares (later hexes) containing different types of terrain.[1] Roberts knew the game had tremendous educational value. [2] It was serious, serious war-gaming. But I knew it had to go deeper, even those table-top games had to owe what they are to the ideas of their predecessors. Where did it come from? My uncle was wasn't sure.

TacticsWar-games are most certainly serious in the current age, some of the best strategy game makers alive work for Uncle Sam creating war simulations.  While at first the notion may seem odd, the reality is war-games have become tools for military training and strategists.  Serious war-games are teaching tools, practical for professionals in the field and students of military strategy. With the models created by war-game systems the military argues it saves lives.  Any training we can have in lessening the taxes of war is most certainly a worthy endeavor. Game makers have been driving for realism in war-games for a long time, even the original Tactics box claims "The Original Realistic Land Army Wargame". At some point hobby games became tools of learning for military strategists. Where did this fascination come from, and where is the line where hobby crosses into serious war-gaming? When did military individuals start expecting the playing of strategic game systems, specifically war-games, to create narratives which can be used in real life?  As a narrative designer and game maker I can't help but wonder.
 
So I set out to do research, and like most things in western culture, one need look east to find their roots.  I started with Chess and then dug a little deeper. It lead me to Chaturaga, a game whose rules are mostly lost, but the pieces remain. This, the first serious war-game, came before Europe was even a dream. The Sanskrit word "Chaturanga", means "four parts", or "Army", which for the ancient Indians was compromised by 4 parts.  It is a game of 6th century BCE Indian origins consisting of two small armies with unique units, on an 8 x 8 board.

Early Chaturanga peicesChaturanga predates Chess, but only in the little evidence had in artifact, not by popular record.  Most likely a Persian invention, Chaturanga beats Chess in record by only a number of years. Chess is an Arab invention first mentioned by the court poet Bana, in a poem he wrote between "625 and 640 CE"[3]. Thanks to the trade routes of the ancient world Chess along with Chaturanga were both brought west to the likes of Africa, Spain, Germany, and the Ottoman Empire. The game evolved into chess and hung around for until 2400 years later when things got interesting.
 
Christopher Weikhmann of Ulm, Germany, developed a warlike game called based on chess which had been growing in popularity in Germany thanks to the publishing of Das Schach- oder Königsspiel a book on chess in 1616. Weikhamann's The King's Game in 1664 expanded chess to create a game which reflected contemporary war-fare.  The King's Game "was not designed merely as a pastime... it would furnish anyone who studied it properly a compendium of the most useful military and political principles." [4]
 
While innovative in it's own right, for it's array of units, it was a century later The Duke of Brunswick, iterated on Weikhmann's Kings Game design and took war-gaming to a new level.  The game now incorporated artillery and armor class, two simple elements that increase the complexity of the war-game immensely and bring it closer to resembling modern war.
 
Game of the richWhile these games were growing in realism, they were still little more than the toys of the rich, despite Weikmann's assertion that they were much more. The players in those days were role-playing, imagining themselves to be great commanders making weighty decisions. The war-game consisted then of two parts, (1) the system of war, and (2) the role of commanders as taken on by each player. These parlor pastimes were still just games, a thing of boys and toys. Shortly though, games would be crossing from being as hobby to becoming a serious military training tool.

The first real advancement beyond Chess, documented in western cultures, occurred in the 1800's by the father and son team Reisswitz.  Lt von Reisswitz Jr. altered his fathers invention to be played on topographic table-top maps and in 1824 Chief of the Prussian General Staff, General von Muffling muttered, "This is not a game!  This is training for war!".[5]  *Boom* that moment was a turning point in thought; the beginning of a new strategics training paradigm; the serious war-game. What was most impressive about this new development was not the game itself, but the attitude displayed in the subtext of General von Muffling's words.  "This is not a game!  This is training for war!" His belief in the representation of the warfare through a closed abstracted game system inherently demands that games are capable of representing, or simulating, systems in real life. In playing them the player builds a narrative to represent potential conflicts, and thier resolition, in real life. Muffling continued, "I must recommend it to the whole army."  Here too we see the beginning of the attitude that the abstract systems created by war-game designs could serve as learning tools.  The good General was playing the Reisswitz's invention, Kriegspiel, literally 'war-game'.

Within a matter of decades war-game studies became part of regular curriculum at military academies worldwide. Displayed by this serious play is an unspoken core belief that human beings can create working models of life in games, and through their playing, learn how to properly navigate the very real game of life. As U.S. Lieutenant Colonel Anthony Sab said playing a war-game put it just prior to being sent off to Iraq in 2002 "It's never away from our minds that the things we are doing here [in the war-game] are going to happen to us in real life."[6]

[This is a modified repost from The Narrative Design Exploratorium http://www.narrativedesign.org/]
2. Peter Perla, The Art of Wargaming, Naval Institute Studies, 1990
3. Shapour Suren-Pahlav, Chess: Iranian or Indian invention , Circle of Ancient Iranian Studies, 200?
4. Ed Halter, From Sun Tzu to Xbox, Thumder's Mouth Press, 2006
5. Author Unknown, Playing War: the Applicability of Commercial Conflict Simulations to Military Intelligence Training and Education, DIA Joint Military Intelligence College, 1995
6.
Julian Borger, Research for Iraq in Woodland War-game, http://www.commondreams.org, 2002
 
 
Comments

Andreas Persson
28 May 2009 at 5:46 am PST
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Hi nice article. I love board strategy/wargames unfortunatly the "strategy" games for PC and consoles have very little to do with strategy (most of them anyway). The Total War series for instance do strategy well but most RTS aren´t for the strategic player but for people with good memory and fast mouse skills.

Stephen Dinehart
28 May 2009 at 10:09 am PST
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Thank you Andreas.

Interesting assertion, it is a most apt criticism of 2nd and early 3rd generation RTS. Especially when it comes to multiplayer modes. I think if you play the COH series, and other late 3rd Gen (arugably 4th gen) RTS you will have a very different experience. I can take no credit for that, the designers on the original COH followed through on a vision to make RTS more tactical, strategic, and visceral. That said multiplayer COH can still seem like a click fest, but you can seriously lower your clicks-per-minute! :)

How do you see memory playing into it?

Tim Carter
28 May 2009 at 1:10 pm PST
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Nah, current generation RTS games are a freak genre. Kind of like "We like Civilization [building stuff], only let's make it faster and more exciting." Doing minor incremental changes to the RTS genre will never produce a satisfying realistic wargame experience. (And realistic is not automatically unfun - it depends on how you execute it.)

Dave Bryant
28 May 2009 at 2:54 pm PST
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A friend directed me to this article, knowing that I was reared on board wargames by my father back in the 1960s and 1970s. I already knew most of this history, although Chaturanga and the finer details of the nineteenth-century German influence were new to me, so it added to my knowledge of the background. To me the most fascinating thing about the article was the implication that the history of wargaming is so lost to people, especially electronic gamers, that you had to do the research from scratch and felt it necessary to publish.

I remember Avalon Hill and SPI in their heyday. I remember when TSR bought SPI and, as Greg Costikyan said in his history and eulogy (http://www.costik.com/spisins.html), “shot wargaming in the head”. I remember the lapel buttons saying “SPI Died for Your Sins”.

I remember the rise of personal computers; I worked as art director at Computer Gaming World back in the early 1990s. I remember the excitement among wargamers in the early days over the potential of computers to remove the drudgery of slogging through rules, to simulate the fog of war, and to handle all the die-rolling and movement of units.

I also remember how nobody could seem to get it right, how that potential was squandered in lukewarm, slapdash designs that were unsatisfying to the old-timers both as simulations and as games. I remember the lasting bitter divide that developed—and lasts to this day—between the old grognards, who wanted meaty, engrossing historical wargames and weren’t getting them, and the new generation of “this is slow and dull” computer gamers, who wanted flash and dash and were getting them. I confess to being in the former camp, and even now do not play any significant computer or console games.

There is a small, dedicated core of diehards who, through open-source techniques, are developing computer versions of both old mainstays like Advanced Squad Leader and newer publications. VASSAL is perhaps the best-known of these, although a handful of other projects are in the works. Traditional physical games also continue to be published by a scattering of tiny companies, mostly run by small dedicated bands of loyalists in their spare time. Multi-Man Publishing tries to keep the flame of classic Avalon Hill titles alive, despite the indifference of owner Hasbro toward the latent gold mine in their possession.

The hobby is crippled, a mere shadow of its glory days in the 1970s—but it is not dead. Some hope to see a genuine renaissance, a flowering into a mainstream hobby. Others claim it is doomed, that the shiny chrome of electronic games forever will shadow it until it withers away entirely.

Andreas Persson
29 May 2009 at 1:59 am PST
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By memory I am thinking of memorising the correct build order, what units to get when. I have seen Starcraft games end after 5 minutes where one of the guys had forgot to build one thing and gave up.

Stephen Dinehart
29 May 2009 at 9:42 am PST
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@ Dave:
Glad you could find it and that it perked your interest. I've met a few similar to yourself. It is really compelling that the computer game war-game style never did attract many of the core board war-gamers. I'm of the school that th game type is not doomed, people have been war-gaming for a good 2000+ years; it's not something that just disappears. A resurgence would be fantastic, and finding that sweet spot which might allow the computerized war-game to cross over into the traditional war-gamer market segment is a fantastic challenge!

@ Andreas:
Yep understanding and executing strategy based on the game system can be challenging. I would wonder though, someone that quits after 5 minutes... is that a bad game, or a bad player? There are plenty of bad players [bad games too] out there, when a player enters the magic circle, he needs to stay there until the game ends, it's part of the collective bargain players make when they play... especially with online multiplayer!

Raymond Grier
31 May 2009 at 6:02 am PST
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Andreas is indirectly pointing out that the less randomness there is in an RTS game, the easier it becomes to win just by remembering what to do and when. I've experienced this with the Homeworld games. I perfected my methodology of clearing each level of the first Homeworld to a point where I had a fleet so big in the last level that they couldn't all be displayed on the map at the same time and surely numbered many more times the size of the enemy fleet in that last level.
This behaviour is similar to the one where people try to collect every item and defeat every challenge in a game, even if it starts to detract from their fun. The best way for designers to fix this is to insure a significant amount of randomness each time the game is played so that the player can develope techniques as they replay again and again but can't simply search for and memorize a particular pattern of actions that insure a guaranteed victory.

James Sterrett
31 May 2009 at 3:25 pm PST
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You may be interested to know that Reisswitz's Kriegsspiel is still (well, back) on the market and still played:

http://www.kriegsspiel.org.uk/index.php?option=com_content&task=view&id=192&Item
id=94


Stephen Dinehart
3 Jun 2009 at 1:23 pm PST
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James; thanks, Kriegspiel.org.uk is a great resource. I look forward to eating up all the info.

Pedro A. Santos
18 Aug 2009 at 10:55 am PST
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I have been playing board wargames and computer wargames for around thirty years. And I have been on and off designing games for almost the same time, albeit not professionally until recently. I think in this interesting discussion we are missing an important point.

"Serious" Strategy games fall into three broad categories, in terms of scale:

Tactical Games, where "units" range from one soldier to a company/battalion, where there are usually only two sides (and we have a zero-sum game in theoretical terms), and the time scale goes from minutes up to hours. Tactical boardgames do not have "production". You are given some resources (men, weapons) and you have to get the job done, be it conquer that house, or that hilltop, or kill the enemy.

Operational Games, where units range from battalion to division/corps, with usually still only two sides and time scales going from hours/day up to weeks. These simulations also usually do not have "production", or have it only in a limited way. For instance if in a WW2 game the Germans conquer the oilfields, they might get extra supply or reinforcements. The player cannot choose to get instead a new aircraft unit type.

And finally, there are the strategic games. In these games the player usually commands a whole country, and so is able to set unit production strategy. On the other hand, as in reality, he will not micromanage his forces. Time scales are usually months or even years, and unit scales corps and armies, with 100k men or more.

The first computer strategy games adhered to these categories. The games were usually turn-based, as the boardgames usually are. Ever since 1981 Chris Crawford's Eastern Front, up to to the 90s, nobody would consider making an operational ou strategic situation into real-time. Real-time is well adapted only to tactical representation of conflict. So the natural games are not RTS, but RTT games. One of the best games I ever played was Atomic's Close Combat series, specially "A bridge too far", released in 1997. Here, while there is a operational resource allocation between the interconnected scenarios, in the tactical battlefield, the player just commands the given men and material to fulfill his objectives.

A special type of of real-time strategy game are the games of the Europa Universalis series, where the real-time is more like an accelerated time, the map and decision are all strategic in nature. We have also the Total War series, which has the right concept (Turn-based operational decision, and Real-time battle resolution). Unfortunately the strategic component of the game (at least until and including Medieval 2) was very poorly designed.

Classical RTS games, with strategic AND tactical decision at the same time, are in fact an anachronism, mixing in a unnatural way elements from two different world situations. I can enjoy a fantasy/SF RTS (like Starcraft), but I have great difficulty to consider "serious strategy" to produce GI-Joes from resources I get in the battlefield...



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