Introduction
by J.E. Pournelle, Ph.D.
There are two major schools of thought in modern war games design. The oldest can be called the "Gamesmen," and is characterized by the desire to produce playable games first, and realistic simulations only after that has been achieved. Their games are generally abstract and these designers are willing to change historical orders of battle in the interest of play balance. They often concentrate on strategy and doctrines rather than military technology. The. chief opponents of the "Gamesmen" are the "Simulators," whose best known representatives are the Strategy and Tactics group. In the "Designer's Notes" to FRANCE, 1940, Mr. James Dunnigan says:
He also says"Most of the games (or any game of this sort) are played not with two players, but with one." Now this is a fairly interesting statement. After all, Chess is not usually played by one person. Risk almost never is. Monopoly usually has several players. Miniaturists collect figures as an end in itself, but they generally fight battles with an opponent. Yet, according to the best-known of the "Simulators," war games -- or at any rate the kind of war games put out by S&T -- are played by only one person. Thus we have the all too familiar phenomenon of the war games addicts who stand around in a circle and admire the latest complex simulation game, then go play Bulge or Stalingrad. In a recent Panzerfaust several readers complain that they can no longer buy each Avalon Hill game as it is published; they now want to play them first. The complaint is shared by Panzerfaust editor Don Lowry, who says:
Lowry has stated the heart of the controversy; but perhaps he retreats too fast. He implies that too much simulation of detail will produce a poor game, and we can all agree. He implies that we cannot, on some level, have both simulation and playable games; and this, I think, is open to question. To examine the dilemma of simulation vs. playability we will have to range far afield into the study of the art of war. We will have to examine battle, strategy, operations, and tactics, and we may find that these change in different eras. It may be that some periods simulate better than others; some can be gamed and simulated; and some must be abandoned as hopeless. More Simulation and Psychology
What Are We Trying to Simulate? Strategy What Can We Simulate? A History of Operations Panzerblitz and Jutland Back to Conflict Number 3 Table of Contents Back to Conflict List of Issues Back to MagWeb Master Magazine List © Copyright 1998 by Dana Lombardy This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com E-mail MagWeb if you find broken links, missing graphics, or other problems. |