Narrative Analysis: September 2008 Archives

Hobby War-gamesI like simulating war, at least, as a hobby. As a child I marveled at Axis and Allies, and games like Risk. Writing and designing the war-game Company of Heroes Opposing Fronts was the fulfillment of a boyhood dream for me, working on a realistic computer war-game, or a Real-Time Strategy Game (RTS) as it is more commonly called. In talking about any RTS, we are talking about war-games. Even if the setting has fantasy influences, the core combat systems of all RTS is that of a war-game: Multiple Player Units, Resource Management, Building, and Command level strategy. No origin story would be complete without the mention of breakthrough game maker and publisher Avalon Hill, and their 1960 game Tactics. Even those table-top games owe what they are to the ideas of their predecessors in antiquity.

Tactics IIGame makers have been driving for realism in war-games for thousands of years, and at some point hobby games became tools of learning for military strategists.  Where did this fascination come from, and where is the line where hobby crosses into serious war-gaming?  War-games are most certainly serious in the current age, some of the best strategy game makers alive work for Uncle Sam creating war simulations.   While at first the notion may seem odd, the reality is war-games have become tools for military training and strategics.  Serious war-games are teaching tools, practical for professionals in the field and students of military strategy.  With the models created by war-game systems the military argues it saves lives.  Any training we can have in lessening the taxes of war is most certainly a worthy endeavor.
 Putin, Bush, and Cheney play a War-game in the parlorAccording to The Department of Defense a war game is "a simulation, by whatever means, of a military operation involving two or more opposing forces, using rules, data, and procedures designed to depict an actual or assumed real life situation."[1]  It seems that Russia, the European Union and the United States of America, are in a very real war-game about the future of new Europe.  Grabbing "living-space" for Russia in Georgia must be a move made with a greater strategy.  Certainly it must be part of a larger campaign, but what is the goal? 

Not long ago, 'total annihilation' had the United States and the former USSR both engaged in war-games to determine the outcome of such a scenario should it escalate to "World War III".  Thanks to war-game strategic studies by the likes of Supreme Headquarters Allied Powers Europe (SHAPE), only three outcomes where determined to be possible in the confrontation between the two powers: "1. Loss of Command and Control 2. Unleashing Tactical Nuclear Weapons 3. Gas or Biological Attack". [2]

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This page is a archive of articles in the Narrative Analysis category from September 2008.

Narrative Analysis: August 2008 is the previous archive.

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Author Stephen E. Dinehart is a producer, designer, writer, and artist. You can find out more about him on his self-titled website.

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