I
like simulating war, at least, as a hobby. As a child I marveled at
Axis and Allies, and games like Risk.
Having started my computer strategy gaming on a Sega Genesis with Westwood's Dune 2, working on a realistic computer war-game, or a Real-Time Strategy Game (RTS), as it is more commonly called, became for me an item of particular interest.
In graduate school @ USC's Interactive Media Division I had the pleasure of working with the Westwood team at EALA on The Battle for Middle Earth II. Not long there after we even had a course under Professor Chris Swain which focused on RTS game design. It was a blast, and really provided a deeper insight into the process and history associated with the design and production of the genre. By the time I got to writing and doing narrative design with the award winning team working on Company of Heroes it was the fulfillment of a life long dream for me.
Working on the war-game franchise made me ask questions. Deeper questions than I asked in grad school, about where my fascination began, and when this form, RTS, came to be. The roots of RTS, are 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.
In investigating the roots of war-gaming in my family I found, to my surprise, that my family began war-gaming as a result of involvement with the military in WWII and the Korean War. They played 'war' as students, soldiers, and officers, to study military strategy. Asking my retired Air-Force officer of an uncle, he mentioned it rising into a hobby status in the 1950s. Just about the time Charles Roberts was getting started designing what would prove to be a ground breaking game system.
His 1954 game Tactics, and the follow-up Tactics II are generally credited as the first board war-game. Tactics pioneered many game mechanics which became standard in
the board wargame industry, including cardboard counters representing
individual military units with separate values for movement and combat;
the odds-ratio combat results table; and variable movement costs for entering squares (later hexes) containing different types of terrain.[1] Roberts knew the game had tremendous educational value. [2] It was serious, serious war-gaming. But I knew it had to go deeper, even those table-top games had to owe what
they are to the ideas of their predecessors. Where did it come from? My uncle was wasn't sure.
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
strategists. 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. Game
makers have been driving for realism in war-games for a long time, even the original Tactics box claims "The Original Realistic Land Army Wargame". 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? When did military individuals start expecting the
playing of strategic game systems, specifically war-games, to create
narratives which can be used in real life? As
a narrative designer and game maker I can't help but wonder.





