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Showing posts with label Perspectives. Show all posts
Showing posts with label Perspectives. Show all posts

Friday, 20 July 2012

Perspectives: Realism in Wargaming

Hi all,

following on from last weeks post about game balance, I've dug up an old favourite of mine about realism in wargaming. Although this is quite an old article, it still holds true, and is one of the articles which really got me thinking about how wargames work. Enjoy.


Wargame Realism And the Psychology of Defeat by Paddy Griffith


When wargamers call for greater "historical realism" in their rules, they may mean one of two things. If they are strong and upright citizens, then they will, in fact, be seeking for greater historical realism; and all will be well. In many other cases, however, they may simply be looking for a scapegoat.

In his book "The psychology of military incompetence", Norman Dixon has explained that defeated generals often look for scapegoats, to cover their own mistakes. Napoleon at Waterloo is a fine example of this, as he was able to say that Grouchy, D'Erlon, Jerome, Ney, and Soult were each, in their way, responsible for the disaster. To believe the Bonapartists one almost has to put down Waterloo as a personal triumph for the Emperor.

In wargames, a defeated "general" often has no subordinates to blame; so he tends to turn against the rules or the umpire. If he can point to some aspect of the game which he thinks was "unrealistic" then he can take the sting out of his defeat.

This means that a lot of the call for greater realism in wargames is motivated by a rather suspect emotion. It is not really a call for greater realism at all, but a call for less painful defeats. This in turn means that when wargame rules are changed "to make them more realistic", they are usually changed in one particular direction -- that of greater control by the player over the game.

Defeat is more painful to a player who has little control over his pieces than to one who has a high degree of control. At first sight this may seem odd, since players with high control have themselves to blame for what happens -- they are directly responsible for their own defeat. In fact, however, it is easier to accept defeat when you are fully responsible for it. It is much harder to accept defeat when some of the game has unrolled outside your control. A car driver who backs into a brick wall by accident will accept the damage philosophically, and be more careful next time. A driver who has another driver crash into him will tend to be outraged and vindictive. That is the difference between high control and low control.

In wargames terms, defeated players always want more control -- which is often the opposite to most historical realism. In real battles, generals often have relatively little control over what goes on: they cannot always make their subordinates move in the right direction (e.g. the Charge of the Light Brigade), at the right time (e.g. Ney's delayed flank attack at Bautzen), or in the right formation (e.g. at Waterloo Wellington's orders to form square were contradicted by the Prince of Orange). They do not always know as much about the terrain as they think they do (e.g. the French in 1940 must have thought the "umpire had changed the rules" when the German armour came through the Ardennes), and are often quite astonished by enemies appearing at unexpected places.

Imagine a Chess game in which the player could not guarantee that his pieces would move where he wanted them to, or on the move he wanted them to. Imagine a Chess game where the kings castled diagonally, and the knights hopped eight squares at a time -- according to a dice throw outside the player's control. Imagine a Chess game where the colour of the squares was variable, and unknown to the player. All this is unacceptable to Chess players. They insist on 100% control of their games, and do not look for scapegoats when they are defeated.

I think that when they call for "greater realism", many wargamers really mean that they want a game which is nearer to Chess, and further from the uncertainties and low level of control of the battlefield. They want to avoid the mental discomfort of relying upon the arbitrary whim of an umpire or the random chances thrown up by a dice ("Average Dice", for example, have been specifically developed to limit the role of chance in wargames. For greater realism, actually, someone should develop a "Maximum Unpredictability" dice!). Especially important, wargamers want to avoid defeats which are painful -- even though in real life defeated generals have found defeat very painful indeed (e.g. The dazed Von Thomas wandering into captivity across the wreckage of his Panzers at Alamein; Ludendorff foaming at the mouth, in his fit after the battle of Amiens, 1918; or the Russian commander at Tannenberg, who felt so badly about his defeat that he shot himself). It may, perhaps, be less fun for wargamers to have low control over their games -- but it would at least be more realistic.

The following are areas in which lower levels of control could be introduced into wargaming:

a) Wider variations of results, due to dice throws: i.e. fewer "average dice".

b) More active umpires, "interpreting" (or even inventing) the rules as they go along, so that players cannot claim infringements of a stated set of rules. Only the umpire should know the rules.

c) More concealment of enemy units, and of terrain, when it is in "dead ground".

d) More possibilities for units under a player's command to "disobey orders", or at least to move late.

e) Fewer possibilities for players to make low-level decisions for each and every one of their sub-units. The Army commander should not be responsible for the tactical formation of each battalion; when each skirmish company opens fire, etc., etc. Decisions of that sort usually originate no higher than the Brigade commander.

f) Longer reaction times and command delays. It is amazing to see the effect on a wargame if there is just one turn's delay imposed between the player making a decision, and the action being taken e.g. in Second World War games, try adding a rule that vehicles must take one "slowing down" turn, between moving at speed and halting to fire.

g) More possibilities for morale panics to spread, out of control. Also longer rallying times.

All these things would deprive the wargamer of some of his "Chess-Player" control over the game. They would add to the historical realism of the model battle.

©

Paddy Griffith set out to create games that were both playable and realistic. The philosophy of games that animates his design, or designs, is that game rules must never be dogmatic, and the author expresses his mistrust of lawyers who play a game by hunting for loopholes in the rules (like W.C. Fields in the Bible).

Comments, as always, are welcome.

Saturday, 14 July 2012

Perspectives: "Balance" in Wargames

Hi all,

I've been thinking recently about "balance" in wargames. It's becoming more common on comments and forums, for people to cry out for balance in wargames- I'd just like to explore, for a little while, what they seem to mean.

Balance in wargaming is a funny beast. At its extreme is Chess, where the armies are set and are perfectly equal. This is not what most wargamers mean by balance though- there seems to be some ephemeral golden mean out there that everyone is striving for, and never reaching. After trawling through comments, forums, blogs and my own memory, I've come to one conclusion- that balance, in most cases, means the chance for both players to win at a game. That's it.

Saturday, 4 June 2011

Perspectives on Wargaming: The Rule of "Why?"

Courtesy nirya.be
Hi all,

This week, back to basics. A quick explanation- the 'Rule of "Why?"' is a Management tool to help people plan, and deal with upsets. It boils down to this: I have problem "A". Why? Because of "B." Why B? Because of "C". So let's fix "C". Many people fix "A" without ever bothering with why it happened- meaning they get to tackle the same problem again and again.

What's this got to do with wargaming? Well, I believe that this is a useful rule for battlefields, and it has also proven useful for- well, just about everything (especially when choosing what to write on All Areas!) Some examples- well, why does your battlefield look as it does? Why, for example, is there one building in the middle of the table. What is the building?- A Refinery- so where are the roads? The storage tanks? Oh, it's more like an illegal 'Still'- so why is it in the open?

Wednesday, 18 May 2011

Perspectives on Wargaming: Movement





Hi all,


I tend to think quite a lot about what makes a wargame. No idea why, it's just the way my mind works! So this article, and the ones that follow it, are going to try to encompass my thoughts on the basic elements of a wargame- not a specific game, but the elements which are common throughout all of them. They started with one of my first posts, the General's View, but for the next few Perspectives posts I'm going to dig into a few more of the specifics. In this post, I'll be focusing on movement.

Friday, 6 May 2011

Perspectives on Gaming: Is Size Important?

...they say yes


Hi all,

Yet another question from my late-night, coffee-fuelled ponderings- what size gaming table should you use?

A few posts by Luis Ed recently got me reminiscing about the hobby over the last few decades, and something struck me- when did the playing area shrink?

For those of you reading this that remember the 1990's, the standard size of gaming table was always 8'*4'. Bear in mind that armies were smaller, rules were more complicated, not all games used d6's and "scenarios" were actually missions. Also- there weren't many tanks or fast moving units.

At some point, we all came to accept 6'*4' as the standard, and at the same time became comfortable with massive armies. So- less space and more models. Have games suffered?

Thursday, 28 April 2011

Perspectives on Gaming: the General's View



All war games are different. However, most of them use familiar systems to provide the player with control over their forces- rules for movement, ranged combat, close quarters, the mental state of the warriors they command and so on. Although the specific rules, and even the assumptions, within these systems differ, it provides a framework so that games can reflect the strategy and tactics of warfare (at whatever scale.)

As players in these games, we are lucky. We usually have full awareness and complete control (within set restrictions) with only the vagaries of luck to throw a spanner in the works. Also, our soldiers are significantly more effective than was historically the case. How many of your games have ended with a casualty count above 15%? If warfare was actually that lethal to the men of a nation, then it would be a universal crime. And mankind would be extinct.