by John Astell
Ray Kanarr in last issue's "EXchange" poses the question "What is Europa?" and speculates:
Well, I'm going to tell you what I think Europa is (bet you saw that one coming!), but in truth Europa can be whatever you make it to be-you get out of it what you put into it. The game aspect is obvious: plunk down the maps, set up the counters, and play to win. The simulation is there, too: the rules, maps, and counters are designed so that they show the historical resources and options available to the combatants. The replay of history requires you to dig up good operational accounts and move the counters as best you can per the histories. (This requires a lot of work and judgment, but it can be done. I stepped through the decisive actions in May 1940 using Fall of France, and it was a great illustration of what went on.) Now for my opinion. Europa is a game that simulates various important aspects of World War II in Europe and nearby areas. It's a game, first and foremost. Like all games, the most important thing is that you have fun playing it. Part of the fun is that Europa tries to be historically accurate-- within reasonable compromises--with what it portrays, but enjoyment comes first. If it ever stops being fun to play, then almost everyone will stop playing it! Don't get me wrong. I'm not saying Europa is an abstract game, without any check for historical accuracy. Instead, recreating (simulating) the historical conditions is a very large element of the game. Fortunately, making a fun game and designing an accurate simulation aren't mutually exclusive. For example, rating the units so that they model the strengths and capabilities of the historical forces certainly doesn't render the game any less fun to play. When conflicts between game and simulation arise, it's usually over the extent of the simulation. A simulation is a model of certain aspects of reality, and not a recreation of every imaginable condition of the historical event. For the Europa games, the model concentrates mainly on ground and air operations. When the rules on something I'm trying to cover get too complex, then it's time to take a reality check. Is the item I'm working on actually important to the model? If it is, then is there a better way to show it, so that it doesn't bog down the game? A lot of things don't survive the first check--they often turn out to be interesting but immaterial historical footnotes of the campaign. The second check is KISS (Keep It Simple, Stupid). It's very easy to design a game with many complex rules in it, and it's much harder to cover the same topic simply but effectively. For example, Western Desert and "War in the Desert" both have those near worthless Italian 0-8 light tank battalions running around together with a special rule reigning them in. Years passed before I figured out that we could show them at a higher level and drop the special rules. (See "Inside Europa" in issue #8.) Game, replay, amusement, simulation--in the end, Europa is whatever you make it to be. Have fun! More Inside Europa
On the Soap Box: What is Europa? Those Saucy Aussies: 2nd Australian Imperial Force Meanwhile, Back in the East: Soviet Victory Panzers East: Options for 1941 Back to Europa Number 12 Table of Contents Back to Europa List of Issues Back to MagWeb Master Magazine List © Copyright 1990 by GR/D 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 |