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This blog contains some musings on philosophy, games, and the philosophy of games. Feel free to comment; I'd like to provoke thoughtful discussion.
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On definitions and wargames

Sam Carroll
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One question that’s been beaten to death in the wargaming forum is “What is a wargame?” Since I enjoy the repetition, I thought I’d write a little bit on the topic of definitions, using examples from music and gaming.

“That’s not music; that’s just noise!” I’ve heard that comment about various types of music from various people, but for the moment, let’s pick on heavy metal, though I could use avant-garde jazz or twelve-tone art music just as easily. The metal fans reading this will probably remember an incident when they tried to introduce their favorite band to someone new to the genre and heard a similar comment. (For the record, I have nothing against metal. While it’s not a genre I love, I’ll listen occasionally and I appreciate the skill of many metal musicians.)

The statement, “That’s not music,” is generally hard to defend. If someone else thinks it’s music, it probably is, unless the other person just doesn’t understand the word “music”. (For example: “Is that music?” “No, dear, that’s actually a poached egg.”) You’ll have a hard time making a workable, useful definition of music that includes all the music you like to listen to while excluding metal. I mean, what are you going to say? “Music is . . . [blah blah blah] . . . as long as it doesn’t include overdriven electric guitars and blast-beats”? It’s “everything sharing these characteristics except for heavy metal”? You’d do much better to say, “I don’t enjoy that music,” (unquestionable, since it’s a matter of personal taste) or maybe “That’s not good music,” (eminently debatable).

The statement taken literally is not a value judgement, but it is frequently used as such. “That’s not music,” as used by most people, means “That is artistically worthless.” The funny thing is you’ll hear genre enthusiasts say the same thing. “I listen to metal.” “Yeah, me too, I like [insert band].” “Oh, they’re not really metal.” Usually, the band in question is at least somewhere close to being a metal band, but the first speaker doesn’t like that band, so instead of saying, “They’re no good,” or “I don’t like them,” he dismisses them by saying, “They’re not metal.” In this way he is also asserting his superior fanhood, because TRUE fans don’t like those johnny-come-lately bands that outsiders have actually heard of.

Now, such a statement is somewhat more likely to be true of a specific genre, partly because the genre might not be broadly known. “I like to listen to mathcore.” “So is that like Taylor Swift?” “No, not at all. That’s not mathcore.” Here, it’s not a value judgement, but a statement of fact; Taylor Swift has nothing to do with mathcore. Notice, though, that it’s far more common to find music that crosses genre lines than it is something that may or may not be music, though John Cage’s silent piece is an example.

It’s my belief that the best broad definitions focus on the final cause, in Aristotle’s terminology. So, for example, a seat can be defined as something meant for sitting on. Within that, you could differentiate between chairs, stools, couches, etc. according to their formal cause (a stool has no back; a chair does, etc.) Similarly, a definition of music would include the idea that it’s intended to be listened to, with genre descriptions being according to their characteristics: commonly used instruments (if it includes an accordion, it’s probably not combo jazz); harmonic, melodic, and rhythmic characteristics; and so on.

A wargame, by my definition, is a game that simulates a military conflict or conflicts. Said conflicts may be historical (the most common), hypothetical (Nato: The Next War in Europe), or fictional (Starship Troopers).

Thus there are three qualifications a candidate must meet to be considered a wargame. 1) Game, 2) simulation, 3) of specific military conflict(s). Note also that each of these qualifications can be considered a sliding scale, where some candidates fulfill it unquestionably, some candidates are clearly excluded, but some are in between. Following are some examples of “in-betweeners.”
1) Game: this is the least common failing. However, if we say that part of the definition is “intended to be played,” we might say that Campaign for North Africa falls short in this aspect. It probably could be played; in fact, I’ve heard rumors of groups that have played it, but it’s exceedingly rare.
2) Simulation: this one is the hardest to agree on, with the largest gray area. Axis&Allies is clearly World-War-II-themed, but not much of a simulation. Memoir ’44 might score a little higher, Tide of Iron better yet, and so on. One should consider the designer’s attitude and approach as well as the game’s success as simulation.
3) Of Specific Military Conflict(s): Risk falls down here, since it simulates a generic military conflict, not a specific one. Here I Stand is a borderline case, since it does simulate military conflicts, but also political, diplomatic, and religious conflicts. The Napoleonic Wars, which is a close relative of Here I Stand, is more military in focus.

A particularly interesting case to me is Twilight Struggle, which is a frequently debated topic. It is clearly a game, and generally considered a good one (going by BGG rating). Is it a simulation? Well, the designer’s notes indicate that it’s not intended to be a perfect simulation, but I’d say it’s at least at minimal simulation-level; YMMV. Qualification #3, I think, is where it fails. The game includes military conflicts (very much abstracted), but the overall conflict being simulated is more of a political conflict than a military one.

Note that this is not a judgement of TS as a game; it’s actually one of my favorites. I just don’t think it’s quite a wargame, even though it shares a mechanism commonly associated with wargames (the card-driven-game technique.)

You could also take a different approach and try to evaluate the quality of a wargame based on its quality in each of the three areas: is it a fun game to play, does it produce believable results, and is it on an interesting topic?

A last thought: Wargames at the strategic or grand-strategic level are almost always going to include some political, economic, or diplomatic considerations. (They wouldn't be good simulations if they didn't.) I think it's worth considering which elements are there to support which. Is the main focus of the game military, with the diplomatic rules there to help keep the game within the realm of possibility? Or is it a political game with some military aspects?
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Subscribe sub options Tue Nov 22, 2011 5:44 pm
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Darrell Hanning
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It's interesting that you include the "simulation" criteria. It was the distinction between "simulations" and any, old wargame that Jim Dunnigan was trying to capture, when he called his company Simulations Publications, Inc. Arguably, Campaign for North Africa is a simulation, but a poor game.

Now, some might argue the merit of CNA as a simulation, but then I can argue the merit of any number of wargames as being "games", or being about "war". (Your own example of Twilight Struggle is one I agree about - it isn't covering a "war" - but also disagree about, because IMO it's clearly a "conflict simulation". There was most certainly a conflict going on - just not a war.)

And that's about where you realize you're just trying to nail Jello to a tree, for all of the dissenting opinion you're going to get. But I suppose it's your turn in the barrel - none of us should have a monopoly on that joy ride.
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  • Posted Tue Nov 22, 2011 6:37 pm
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John Lopez
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Like many human endeavors, game designers pick and choose elements from a wide pallet of options and in the end they often have created something not even of their own intent, but instead what testing, rework and compromises result in.

I have been told (variously) that it isn't a wargame if:
* It doesn't have hexes.
* It doesn't have a CRT
* It doesn't simulate an actual historic conflict
* It isn't ASL
* It is science fiction themed
* It is fantasy themed
* It uses cards
* It fails to use dice

It isn't particularly challenging to find an example of a game strongly held by some to be a wargame that fails one or more of these criteria. Thus, the "nailing jello to a tree" comment is dead on.

"The great thing about standards is that there are so many to choose from." (I wish I could attribute that properly...)
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  • Posted Tue Nov 22, 2011 8:03 pm
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Tim Koppang
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Classification systems are inherently limited because they are almost always designed to categorize things that already exist. Of course as game designers continue to invent new games that challenge existing genre boundaries (and great games always do), old classification systems break down. As gamers, we spend so much time fretting over which genre a particular game belong in when, in reality, we should really be worrying about whether our classification system is still relevant given the current state of the art.
 
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  • Posted Tue Nov 22, 2011 8:55 pm
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Sam Carroll
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Godeke wrote:
I have been told (variously) that it isn't a wargame if:
* It doesn't have hexes.
* It doesn't have a CRT
* It doesn't simulate an actual historic conflict
* It isn't ASL
* It is science fiction themed
* It is fantasy themed
* It uses cards
* It fails to use dice


The theme-complaints (#3, #5, and #6) make more sense to me, because they're dealing with the essence of the game, not the implementation. Now, I disagree with those complaints, because I think hypothetical or fictional conflicts are perfectly good topics for a wargame, but I can still understand them.

The insistence on a certain mechanism seems silly to me. Just because wargames traditionally use dice to determine the result of an attack doesn't mean that's the only, or even the best, way to do that.
 
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  • Posted Tue Nov 22, 2011 9:17 pm
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Steve Bauer
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Very interesting post.

You wrote:

Quote:
Said conflicts may be historical (the most common), hypothetical (Nato: The Next War in Europe), or fictional (Starship Troopers).


Quote:
Risk falls down here, since it simulates a generic military conflict, not a specific one.


How could you ever find the line between a generic military conflict and a specific fictional or hypothetical one?

When I played a lot of Squad Leader we would some times make up a scenario on the spot with no real thought of what it simulated, did it cease to be a war game as it was not really simulating anything?

I was 16 at the time a could not have told you what most of the pre-printed scenarios were suppose to simulate other than their names. If you play a simulation with no idea of what it simulates is it still a simulation?

It does seem like a hard thing to nail down.


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  • Posted Thu Nov 24, 2011 12:13 am
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Sam Carroll
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That's a good question. I would say that what you were doing was simulating a hypothetical conflict, set either in World War II or in a very similar period (Spanish Civil War, for example). I'm not that familiar with Squad Leader (I prefer higher-level games), but I think you'd have a hard time pretending that any game of SL you were playing wasn't set between the 1920s and the 1960s.

On a broader level, you seem to be asserting that if we can't find a clear dividing line between two categories (specific hypothetical conflict and generic conflict, for example) then a definition based on those categories is invalid. I disagree, largely because the world doesn't work that way. Many things don't naturally fall into discrete categories, but that doesn't make our categorizations useless. It's OK to say, "This item falls in between these two categories, partaking somewhat of both their natures."

As I said above, my qualifications each take place on a continuum. Your example of making up scenarios for SL might be just slightly less of a "specific military conflict" than the premade scenarios. But even so, I imagine it was a fairly specific hypothetical situation: Side A has a machine gun nest on such-and-such hill, which side B is trying to storm with their five squads supported by a halftrack . . . or whatever. I also imagine you were both clear on what each counter represented. (This counter represents a second-line squad of x men armed with bolt-action rifles, etc.)

Risk is much less specific. It's not simulating any conflict that ever happened, nor any that's likely to happen; and what does each piece represent? An army, according to the rulebook. But that's all the information we get, and "an army" is about the most generic thing possible for a military game. It doesn't make me envision anything.

Quote:
I was 16 at the time a could not have told you what most of the pre-printed scenarios were suppose to simulate other than their names. If you play a simulation with no idea of what it simulates is it still a simulation?
Sure, why not? I'm sure you understood the situation in each scenario, whether or not you were aware of the broader context. This scenario simulates a situation in which the Germans were trying to advance their tanks quickly to surround a Soviet outpost . . .
 
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  • Posted Thu Nov 24, 2011 4:46 pm
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