A computer wargame is a wargame played on a digital device . Descended from board wargaming , it simulates military conflict at the tactical , operational or strategic level. Computer wargames are both sold commercially for recreational use and, in some cases, used for military purposes .
57-541: Air Assault Task Force is a computer wargame developed by ProSIM Company and published by Shrapnel Games. The lead developer was ProSIM Company founder, Pat Proctor . Other developers included Gary Bezant and Curt Pangracs. Air Assault Task Force is a combat simulator and includes four campaigns, set at the Joint Readiness Training Center at Fort Polk , LA, at LZ X-Ray during the Vietnam War , in
114-409: A commercial hit. In 2001, he co-founded the studio 2 by 3 Games with SSI's Joel Billings and Keith Brors, where they continued to work together on wargames. SSI and Strategic Studies Group (SSG) were computer game companies that continued the genre by specializing in games that borrowed from board and miniature wargames. The companies enjoyed a certain popularity throughout much of the 1980s and into
171-540: A larger board position, providing an extremely abstract strategic model in which the determinant of victory is a generalisation of territorial control and influence projection. Contrarily, in wargames counters typically represent decidedly more concrete and internally quite complex entities (companies, battalions, etc.), with detailed interior state (stat blocks and tables of troop numbers, equipment, operational readiness, artillery charts, etc.), often with convoluted rules governing how they operate and interact, and furthermore
228-408: A lot of wargaming experience (it is usually considered a hardcore hobby), so learning a complicated new wargame is easy if it is similar enough to ones they've already played. By contrast, military officers typically have little or no wargaming experience. A second reason is that the technical data required to design an accurate and precise model, such as the performance characteristics of a fighter jet,
285-449: A modern JVM , while the other three are Microsoft Windows programs. Wargames were played remotely through the mail, with players sending lists of moves, or orders, to each other through the mail. In some early PBM systems, six sided dice rolling was simulated by designating a specific stock and a future date and once that date passed, the players would determine an action's outcome using the sales in hundreds value for specific stocks on
342-612: A player to find opponents with a computer game: a computer game can use artificial intelligence to provide a virtual opponent, or connect him to another human player over the Internet. For these reasons, computers are now the dominant medium for wargaming. In the recent years, programs have been developed for computer-assisted gaming as regards to wargaming. Two different categories can be distinguished: local computer assisted wargames and remote computer assisted wargames. Local computer assisted wargames are mostly not designed toward recreating
399-480: A real historical era of warfare. Among recreational wargamers, the most popular historical era is World War 2. Professional military wargamers prefer the modern era. A fantasy setting depicts a fictional world in which the combatants wield fictional or anachronistic armaments, but it should be similar enough to some historical era of warfare such that the combatants fight in a familiar and credible way. For instance, Warhammer Age of Sigmar has wizards and dragons, but
456-410: A scale model of the battlefield. At the operational level , the scenario is a military campaign, and the basic unit of command is a large group of soldiers. At this level, the outcomes of battles are usually determined by a simple computation. At the strategic level , the scenario is an entire war. The player addresses higher-level concerns such as economics, research, and diplomacy. The time span of
513-547: A specific date and then dividing the NYSE published sales in hundreds by six, using the remainder as the dice result. Nuclear Destruction , by the Flying Buffalo , was an early PBM game in 1970. Origins Award Hall-of-Fame member Middle-Earth Play-By-Mail is still active today. Reality Simulations, Inc. still runs a number of PBM games, such as Duel2 (formerly known as Duelmasters), Hyborian War , and Forgotten Realms: War of
570-451: A tool and a chore, and players are often bluntly obliged to use whatever is provided to them. Professional wargames that are arbitrated by an umpire or the players themselves (manual wargames) tend to have simple models and computations compared to recreational wargames. Umpires may even be allowed to make arbitrary decisions using their own expertise. One reason for this is to keep the learning curve small. Recreational wargamers tend to have
627-566: Is a strategy game in which two or more players command opposing armed forces in a simulation of an armed conflict. Wargaming may be played for recreation , to train military officers in the art of strategic thinking , or to study the nature of potential conflicts. Many wargames re-create specific historic battles, and can cover either whole wars, or any campaigns , battles, or lower-level engagements within them. Many simulate land combat, but there are wargames for naval , air combat , and cyber as well as many that combine various domains. There
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#1732858716749684-488: Is a look at the constant design and development of new types of tanks during World War II. The most successful card wargame (as a card game and as a wargame) would almost certainly be Up Front , a card game about tactical combat in World War II published by Avalon Hill in 1983. The abstractness is harnessed in the game by having the deck produce random terrain, and chances to fire, and the like, simulating uncertainty as to
741-522: Is ambiguity as to whether or not activities where participants physically perform mock combat actions (e.g. friendly warships firing dummy rounds at each other) are considered wargames. It is common terminology for a military's field training exercises to be referred to as "live wargames", but certain institutions such as the US Navy do not accept this. Likewise, activities like paintball and airsoft are often classified as combat sports . In contrast however
798-403: Is longer than a sub-machine gun, due to the differing ammunitions) and thus preserve some verisimilitude, all the while compressing the battle to fit the confines of the table. Additionally, the ranges are multiples of 6, which makes them easier to remember. In real warfare, commanders have incomplete information about their enemy and the battlespace. A wargame that conceals some information from
855-454: Is longer than most game tables. If model soldiers could shoot each other from opposite ends of the table, without the need to maneuver, the game would be very monotonous. For example, the miniature wargame Bolt Action solves this problem by reducing a rifle's range to 24 inches, a sub-machine gun's range to 12 inches, and a pistol's range to 6 inches. Even if these ranges are not realistic, their proportions make intuitive sense (a rifle's range
912-470: Is often classified. The exact definition of "wargame" varies from one writer to the next and one organization to the next. To prevent confusion, this section will establish the general definition employed by this article. A wargame must have a setting that is based on some historical era of warfare so as to establish what armaments, unit types, and doctrines the combatants may wield and the environment they fight in. A historical setting accurately depicts
969-460: Is sometimes tricky as they are typically used to simulate hypothetical future scenarios. Whereas the rules of chess are relatively simple, and those of Go even simpler, with the complexity of these games an emergent property of the evolving strategic state of the board, wargames contrarily tend to have very sophisticated rules as a matter of their commitment to representing the concrete realities of (various kinds of) warfare. Generally speaking,
1026-502: Is that the referee must be very knowledgeable in warfare and impartial, else they may issue unrealistic or unfair rulings. Another way to address complexity is to use a computer to automate some or all of the routine procedures. Video games can be both sophisticated and easy to learn, which is why computer wargames are more popular than tabletop wargames. Every wargame must have a sense of scale , so that it may realistically simulate how topography, distance, and time affect warfare. Scale
1083-414: Is usually expressed as a ratio, e.g. a scale of 1:1000 indicates that 1 cm on the game map represents 10 m (1,000 cm). In miniature wargaming, scale is more often expressed as the height of a model of a human measured from the base of its feet up to the eyes or top of the head (e.g. 28mm). Military wargames typically aim to model time and space as realistically as is feasible, so everything in
1140-454: The tactical level , the scenario is a single battle. The basic unit of command is an individual soldier or small group of soldiers. The time span of the scenario is in the order of minutes. At this level, the specific capabilities of the soldiers and their armaments are described in detail. An example of a tactical-level games is Flames of War , in which players use miniature figurines to represent individual soldiers, and move them around on
1197-638: The Fog of War is built into the game by representing units with upright wooden blocks that are marked on only one face, which is oriented towards the player who owns the block. The opponent cannot see the markings from his position. The first such block wargame was Quebec 1759 by Columbia Games (previously named Gamma Two Games), depicting the campaign surrounding the Battle of the Plains of Abraham. Because of their nature, cards are well suited for abstract games, as opposed to
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#17328587167491254-714: The War Olympics also calls itself “the international army games” and often is referred to as wargaming colloquially. Modern wargaming was invented in Prussia in the early 19th-century, and eventually the Prussian military adopted wargaming as a tool for training their officers and developing doctrine. After Prussia defeated France in the Franco-Prussian War , wargaming was widely adopted by military officers in other countries. Civilian enthusiasts also played wargames for fun, but this
1311-692: The last battle of the battleship Bismarck . Wargame designer Gary Grigsby joined the industry in 1982 with Guadalcanal Campaign , published by SSI. It is cited as the first monster wargame developed for computers. Grigsby became one of the most respected designers of computer wargames. In 1997, he was described as "one of the founding fathers of strategy war games for the PC." Computer Games Magazine later dubbed him "as much of an institution in his niche of computer gaming as Sid Meier , Will Wright , or John Carmack are in theirs." By 1996 he had released 23 wargames with SSI, including Steel Panthers ,
1368-569: The 1990s. TalonSoft started in 1995 with a similar focus, until purchased and later closed down by Take-Two Interactive in 2002. 021702102 Computer wargames primarily focus on simulated battles. Because it is difficult to provide an intelligent way to delegate tasks to a subordinate, war games typically keep the number of units down to hundreds rather than hundreds of thousands. The amount of realism varies between games as game designers balance an accurate simulation with playability. Units are usually scaled to be disproportionately large compared to
1425-617: The battlefield are represented by miniature models, as opposed to abstract pieces such as wooden blocks or plastic counters. Likewise, the battlefield itself is represented by model terrain, as opposed to a flat board or map; naval wargames are often played on a floor because they tend to require more space than a tabletop. Most miniature wargaming is recreational because issues of scale get in the way of realism. Miniature wargaming can be more expensive and time-consuming than other forms of wargaming. Furthermore, most manufacturers do not sell ready-to-play models, they sell boxes of model parts, which
1482-413: The battlefield inside computer memory, but employing the computer to play the role of game master by storing game rules and unit characteristics, tracking unit status and positions or distances, animating the game with sounds and voice and resolving combat. Flow of play is simple: each turn, the units come up in a random order. Therefore, the more units an opponent has, the more chance he will be selected for
1539-407: The combat is mostly based on medieval warfare (spearmen, archers, knights, etc.). Some are also set in a hypothetical future or counterfactual past, to simulate, for example, a "World War Three" or rebellion of colonists on Mars. A wargame's scenario describes the circumstances of the specific conflict being simulated, from the layout of the terrain to the exact composition of the fighting forces to
1596-530: The complexity also makes wargames difficult to enjoy, but some players enjoy high realism, so finding a balance between realism and simplicity is tricky when it comes to recreational wargames. One way to solve the problem of complexity is to use a referee who has the discretion to arbitrate events, using whatever tools and knowledge they deem fit. This solution is popular with military instructors because it allows them to apply their own expertise when they use wargames to instruct students. The drawback of this approach
1653-498: The concept of play-by-email gaming, however the presentation and actual capabilities are completely different. They have been designed to replicate the look and feel of existing board or miniatures wargames on the computer. The map and counters are presented to the user who can then manipulate these, more-or-less as if he were playing the physical game, and send a saved file off to his opponent, who can review what has been done without having to duplicate everything on his physical set-up of
1710-472: The deck is merely one of the most important elements of the game. The term "wargame" is rarely used in the video gaming hobby; the term "strategy game" is preferred. "Computer wargame" distinguishes a game from a "tabletop wargame". Computer wargames have many advantages over traditional wargames. In a computer game, all the routine procedures and calculations are automated. The player needs only to make strategic and tactical decisions. The learning curve for
1767-425: The designer will have to juggle their competing demands. This can lead to great complexity, high development costs, and a compromised product that satisfies nobody. Commercial wargames are under more pressure to deliver an enjoyable experience for the players, who expect a user-friendly interface, a reasonable learning curve, exciting gameplay, and so forth. By contrast, military organizations tend to see wargaming as
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1824-437: The designers to acquire feedback. Consequently, errors in professional wargame models tend to persist. Although commercial wargame designers study consumer trends and listen to player feedback, their products are usually designed and sold with a take-it-or-leave-it approach. Professional wargames, by contrast, are typically commissioned by the military that plans to use them. If a wargame is commissioned by several clients, then
1881-450: The emphasis is on verisimilitude, i.e. the satisfactory appearance of realism. In any case, no wargame can be perfectly realistic. A wargame's design must make trade-offs between realism, playability, and fun, and function within the constraints of its medium. Fantasy wargames arguably stretch the definition of wargaming by representing fictional or anachronistic armaments, but they may still be called wargames if they resemble real warfare to
1938-400: The game is in the order of months or years. A wargame must simulate warfare to a reasonable degree of realism, though what counts as sufficient realism depends on the players. Military wargames need to be highly realistic because their purpose is to prepare officers for real warfare. Recreational wargames only need to be as realistic as it pleases the players, so in most recreational wargames
1995-511: The game's graphics better. In 2007, defense contractor Boeing commissioned ProSIM to create a custom version of the game for use as a ground combat simulator, to be paired with an intelligent tutor and after-action review agent application developed by Boeing. Wargame (video games) Computer wargames derived from tabletop wargames , which range from military wargaming to recreational wargaming . Wargames appeared on computers as early as Empire in 1972. The wargaming community saw
2052-429: The game, and respond. Some allow for both players to get on-line and see each other's moves in real-time. These systems are generally set up so that while one can play the game, the program has no knowledge of the rules, and cannot enforce them. The human players must have a knowledge of the rules themselves. The idea is to promote the playing of the games (by making play against a remote opponent easier), while supporting
2109-447: The global state of the game is often governed by extensive non-local rules representing exigencies like seasonal weather or supply lines. This makes wargames difficult to learn, as it can be difficult to simply begin playing without already understanding a great deal about how to do so. Even experienced wargamers usually play with their rulebook on hand, because the rules for most wargames are too complex to fully memorize. For many people,
2166-581: The ill-fated Ranger raid in Mogadishu , Somalia (the famous " Black Hawk Down " incident), and Operation Anaconda during Operation Enduring Freedom in Afghanistan . The game built on the pausable real-time gameplay of ProSIM's BCT Commander and the AI and hierarchy system of Armored Task Force . In addition to a major upgrade to these earlier game systems, it also includes a graphical and GUI overhaul that makes
2223-517: The industry (and reducing copyright issues) by ensuring that the players have access to the actual physical game. The four main programs that can be used to play a number of games each are Aide de Camp , Cyberboard , Vassal and ZunTzu . Aide de Camp is available for purchase, while the other three are offered free. Vassal is in turn an outgrowth of the VASL (Virtual ASL ) project, and uses Java , making it accessible to any computer that can run
2280-485: The information he judges the players should know. Some recreational wargames use a referee too, often referring to them as "the GameMaster" (e.g. Warhammer 40,000: Rogue Trader ). The fog of war is easy to simulate in a computer wargame, as a virtual environment is free of the physical constraints of a tabletop game. The computer itself can serve as the referee. Miniature wargaming is a form of wargaming where units on
2337-608: The landscape, in order to promote effective gameplay. These games usually use a much faster time line than reality, and thus wargames often do not model night time or sleep periods, though some games apply them, they can be time-consuming. Tabletop wargames are usually categorized according to the scale of the confrontation (e.g., grand strategy wargame , strategic wargame, operational wargame, tactical wargame or man-to-man wargame ). The qualifiers "real-time" and "turn-based" are not taken into account as all tabletop wargames are, by necessity, turn-based. Wargaming A wargame
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2394-429: The local conditions (nature of the terrain, etc.). Dan Verssen Games is a specialist designer and publisher of card games for several genres, including air combat and World War II and modern land combat. Also, card driven games (CDGs), first introduced in 1993, use a deck of (custom) cards to drive most elements of the game, such as unit movement (activation) and random events. These are, however, distinctly board games,
2451-422: The military, though wargames covering famous historical battles can interest military historians . As professional wargames are used to prepare officers for actual warfare, there is naturally a strong emphasis on realism and current events. Military organizations are typically secretive about their current wargames, and this makes designing a professional wargame a challenge. The data the designers require, such as
2508-540: The more realistic a wargame seeks to be, the more complicated its rules are. For example, chess pieces only have a few rules determining their behaviour, such as how and when they are allowed to move or capture based on their type and board location, providing a highly abstracted model of warfare which represents troop positioning and composition. Stones in Go have no properties, behaviours, or state on their own, and only potentially represent, relative to other stones, elements of
2565-448: The next turn. When a unit comes up, the commander specifies an order and if offensive action is being taken, a target, along with details about distance. The results of the order, base move distance and effect to target, are reported, and the unit is moved on the tabletop. All distance relationships are tracked on the tabletop. All record-keeping is tracked by the computer. Remote computer assisted wargames can be considered as extensions to
2622-496: The performance characteristics of weapons or the locations of military bases, are often classified, which makes it difficult for the designers to verify that their models are accurate. Secrecy also makes it harder to disseminate corrections if the wargame has already been delivered to the clients. Then there is the small player base. Whereas a commercial wargame might have thousands or even millions of players, professional wargames tend to have small player bases, which makes it harder for
2679-423: The player is called a closed game. An open wargame has no secret information. Most recreational wargames are open wargames. A closed wargame can simulate the espionage and reconnaissance aspects of war. Military wargames often use referees to manage secret information. The players may be forced to sit in separate rooms, and communicate their orders with the referee in the game room, who in turn reports back only
2736-434: The player is smaller, as the game can be played without mastering all its mechanics. The gameplay is faster, as a computer can process calculations much faster than a human. Computer wargames often have more sophisticated mechanics than traditional wargames thanks to automation. Computer games tend to be cheaper than traditional wargames because, being software, they can be copied and distributed very efficiently. It's easier for
2793-503: The players are expected to assemble and paint themselves. This requires skill, time, and money, but many players like the opportunity to show off their artistic skills. Miniature wargaming is often as much about artistry as it is about play. A board wargame is played on a board that has a more-or-less fixed layout and is supplied by the game's manufacturer. This is in contrast to customizable playing fields made with modular components, such as in miniature wargaming . In block wargaming ,
2850-418: The possibilities of computer gaming early and made attempts to break into the market, notably Avalon Hill 's Microcomputer Games line, which began in 1980 and covered a variety of topics, including adaptations of some of their wargames. In February 1980 Strategic Simulations, Inc. (SSI) was the first to sell a serious, professionally packaged computer wargame, Computer Bismarck , a turn-based game based on
2907-416: The satisfaction of the players. For example, Warhammer Fantasy Battle has wizards and dragons, but the bulk of the armaments are taken from medieval warfare (spearmen, knights, archers, etc.). Validation is the process by which a given wargame is proven to be realistic. For historical wargames, this usually means being able to accurately recreate a certain historical battle. Validating military wargames
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#17328587167492964-427: The scenario is imbalanced and urge players to switch sides and play again to compare their performance. It is easier to design a balanced scenario where all players have a fair chance of winning if it is fictionalized. Board wargames usually have a fixed scenario. A wargame's level of war determines to the scope of the scenario, the basic unit of command, and the degree to which lower level processes are abstracted. At
3021-451: The simulation aspects of wargames. Traditional card games are not considered wargames even when nominally about the same subject (such as the game War ). An early card wargame was Nuclear War , a 'tongue-in-cheek game of the end of the world', first published in 1966 and still published today by Flying Buffalo . It does not simulate how any actual nuclear exchange would happen, but it is still structured unlike most card games because of
3078-463: The simulation conforms to a single scale. Recreational wargame designers, by contrast, tend to use abstract scaling techniques to make their wargames easier to learn and play. Tabletop miniature wargames , for instance, cannot realistically model the range of modern firearms, because miniature wargaming models are typically built to a scale between 1:64 and 1:120. At those scales, riflemen should be able to shoot each other from several meters away, which
3135-502: The victory conditions of the players. Historical wargames often re-enact historical battles. Alternatively, the game may provide fictional "what-if" scenarios. One challenge in the design of historical wargames is that the scenarios may be inherently unbalanced and present one side with an unwinnable situation. In such cases, the victory conditions may be adjusted for the disadvantaged side so that they can win simply by doing better than what happened historically. Some games simply concede that
3192-414: The way it deals with its subject. In the late 1970s Battleline Publications (a board wargame company) produced two card games, Naval War and Armor Supremacy . The first was fairly popular in wargaming circles, and is a light system of naval combat, though again not depicting any 'real' situation (players may operate ships from opposing navies side-by-side). Armor Supremacy was not as successful, but
3249-482: Was a niche hobby until the development of consumer electronic wargames in the 1990s. A professional wargame is a wargame that is used by a military as a serious tool for training or research. A recreational wargame is one played for fun, often in a competitive context. Recreational wargames can cover a wide variety of subjects, from pre-historic to modern – even fantasy or sci-fi combat. Games which do not include modern armaments and tactics are of limited interest to
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