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slide #1Remote Control Conference 2014, Utrecht
Workshop: War Games
Dr. Stefan Werning (University of Utrecht)
Saturday 13th December, 2014 (10-12)
slide #2Remote Control Conference 2014, Utrecht
Military Games:
Americas Army (2002-)
 Basic military training as tutorial
 Focus on a specific form of simulated
realism
 Psychophysical effects such as having to control
breathing when shooting a weapon
 Recorded original sound effects of weapons/equipment
 Simulated degradation of weapons
 Extending to different platforms
 Mobile version in cooperation with Gameloft
 Arcade version incl. Lightgun peripheral
 Adapted to new iterations of the Unreal Engine
slide #3Remote Control Conference 2014, Utrecht
Counter-Games
 Special Force
 Counter game with regard to Americas Army
 Similarly conceived as recruitainment and
propaganda tool
 Special Force 2: Tale of the Truthful
Pledge
 Differentiates friendly/hostile environments by terrain:
forests  deserts
 Sold 100000 copies, then freely downloadable
 Unlicensed appropriation of the CryEngine
 Quraish
 Counter game with regard to Age of Empires
slide #4Remote Control Conference 2014, Utrecht
Anti-War Games
 September 12th
 Alls well that ends well
 This War of Mine (2014)
 Expose mechanisms of military
conflicts by mapping them onto
familiar gameplay tropes
slide #5Remote Control Conference 2014, Utrecht
Games in the discourse on war and military conflict
 Potential other discursive
functions of digital war games?
 Establishing military terminology and
abbreviations in mainstream discourse
 Strategy games and dual-use examples like Full
Spectrum Warrior
 Suggesting manageability by providing
opportunities for (simulated) interaction
 De-singularizing events through iterative play-
throughs
 EX: Allied landing in Normandy in Medal of
Honor
slide #6Remote Control Conference 2014, Utrecht
War games and public discourse:
The case of the German Bundeswehr
 Helicopter Mission (1994)
 Utilizes the isometric perspective popularized by
Desert Strike (1993)
 Only logistical missions
 Similarly tries to differentiate itself through added
realism such as wind
 Luna Mission (browser game, 2000)
 Controlling a reconnaissance drone
 Sports-related browser games on the
youth-oriented Bundeswehr website
 Games themselves as discourse object (irrespective
of the actual content)
slide #7Remote Control Conference 2014, Utrecht
Games and the playful appropriation
of (military) technologies
 Games foster systematic and
algorithmic thinking
 EXAMPLE: Military strategy games
 Assessing and prioritizing quantities
 Installing stable feedback loops (e.g. economic
systems)
 Planning and synchronizing several parallel
processes
 Playful interaction as a basic property
of algorithmic media
 Inherently playful forms of media use
 EX: Nukemap 3D and Nukemap
 Playful appropriation of (digital) technologies
 EX: GEWar
The same also applies to non-digital games!
slide #8Remote Control Conference 2014, Utrecht
Taking a step back
slide #9Remote Control Conference 2014, Utrecht
The interplay between (board) game design
and its military applications
 Johan Christian Ludwig
Hellwig, Versuch eines aufs
Schachspiel gebaueten
taktischen Spiels (1780)
 Addresses deficits of chess as a model
of warfare
 Projectile weapons and (information)
logistics
 Leopold Reiwitz, Kriegspiel
(1812)
 First modular board game
 Third party takes over the
computation
slide #10Remote Control Conference 2014, Utrecht
The interplay between (board) game design
and its military applications II
 Board-game apparatuses in
military strategy
 For an evocative example from the context
of the Ardennes offensive in 1944 cf. Von
Hilgers, Philipp. 2012. War games:
a history of war on paper. Cambridge, MA:
MIT Press, 36f.
 Subversion of familiar gameplay
topoi
 Juden Raus (1936)  Pachisi
 Jagd auf Kohlenklau (1944)
 Built on traditional parcours games like
Snakes & Ladders
 Addressing issues from daily news through
cheap, mass-produced games
slide #11Remote Control Conference 2014, Utrecht
Military Toys
 Clothespin dolls as storytelling
systems
 Celia Pearce, Game Theory of games
 Little Wars (H.G. Wells, 1913)
 Johnny Seven (1964-69)
 Among the first de-realising depictions of military
contexts in toy design
slide #12Remote Control Conference 2014, Utrecht
Military board and card games
 Mission Command (2003/04)
 Produced by the Army National Guard
 Distributed to children of distinguished soldiers of the US
army (Future Soldier Footlocker Kit)
 Daring Eagle (2004)
 Combination of a board and card game
 Differentiates between divisions and brigades as basic
units
 Units as tokens, weapons technologies as cards
slide #13Remote Control Conference 2014, Utrecht
Identifying gameplay bias:
Cold War logic
 Diplomacy (1954/59)
 Overview, Rulebook
 1914 map but played and created in a
Cold War context
 Missile Command (1980)
 Q: Differences between both
forms of rule bias?
slide #14Remote Control Conference 2014, Utrecht
Modifying military board games
 Risk (1957)
 Also encapsulates Cold War rationality and the
logic of world domination
 Original material referenced the Napoleonic Wars
(rules  themes)
 Risk Black Ops (2008)
 Risk  Revised Edition (2008)
 Resource system based on cities and capitals
 Differentiated, even partially dynamic and open
mission goals instead of controlling territory
 Incentivizes a more defensiv, strategic playing
style
 Risk Legacy (2011)
 Sequences of interrelated game sessions
 Permanent modifications to the game itself
slide #15Remote Control Conference 2014, Utrecht
Design Exercise
 A) Think about how to represent
aspects of contemporary military
conflict in a board/card game.
 Use Risk or Diplomacy as two potential frameworks or
design your own mechanism based on gameplay
patterns from other games.
 Also tangential solutions are possible:
 E.g. turning Monopoly into a game of financing warfare.
 B) Conceptualize or modify a board/card
game as a counter game.
 C) Conceptualize or modify a board/card
game as an anti war game.
slide #16Remote Control Conference 2014, Utrecht
Thanks a lot for
your interest and
participation!

More Related Content

War Games (Remote Control 2014, Utrecht)

  • 1. slide #1Remote Control Conference 2014, Utrecht Workshop: War Games Dr. Stefan Werning (University of Utrecht) Saturday 13th December, 2014 (10-12)
  • 2. slide #2Remote Control Conference 2014, Utrecht Military Games: Americas Army (2002-) Basic military training as tutorial Focus on a specific form of simulated realism Psychophysical effects such as having to control breathing when shooting a weapon Recorded original sound effects of weapons/equipment Simulated degradation of weapons Extending to different platforms Mobile version in cooperation with Gameloft Arcade version incl. Lightgun peripheral Adapted to new iterations of the Unreal Engine
  • 3. slide #3Remote Control Conference 2014, Utrecht Counter-Games Special Force Counter game with regard to Americas Army Similarly conceived as recruitainment and propaganda tool Special Force 2: Tale of the Truthful Pledge Differentiates friendly/hostile environments by terrain: forests deserts Sold 100000 copies, then freely downloadable Unlicensed appropriation of the CryEngine Quraish Counter game with regard to Age of Empires
  • 4. slide #4Remote Control Conference 2014, Utrecht Anti-War Games September 12th Alls well that ends well This War of Mine (2014) Expose mechanisms of military conflicts by mapping them onto familiar gameplay tropes
  • 5. slide #5Remote Control Conference 2014, Utrecht Games in the discourse on war and military conflict Potential other discursive functions of digital war games? Establishing military terminology and abbreviations in mainstream discourse Strategy games and dual-use examples like Full Spectrum Warrior Suggesting manageability by providing opportunities for (simulated) interaction De-singularizing events through iterative play- throughs EX: Allied landing in Normandy in Medal of Honor
  • 6. slide #6Remote Control Conference 2014, Utrecht War games and public discourse: The case of the German Bundeswehr Helicopter Mission (1994) Utilizes the isometric perspective popularized by Desert Strike (1993) Only logistical missions Similarly tries to differentiate itself through added realism such as wind Luna Mission (browser game, 2000) Controlling a reconnaissance drone Sports-related browser games on the youth-oriented Bundeswehr website Games themselves as discourse object (irrespective of the actual content)
  • 7. slide #7Remote Control Conference 2014, Utrecht Games and the playful appropriation of (military) technologies Games foster systematic and algorithmic thinking EXAMPLE: Military strategy games Assessing and prioritizing quantities Installing stable feedback loops (e.g. economic systems) Planning and synchronizing several parallel processes Playful interaction as a basic property of algorithmic media Inherently playful forms of media use EX: Nukemap 3D and Nukemap Playful appropriation of (digital) technologies EX: GEWar The same also applies to non-digital games!
  • 8. slide #8Remote Control Conference 2014, Utrecht Taking a step back
  • 9. slide #9Remote Control Conference 2014, Utrecht The interplay between (board) game design and its military applications Johan Christian Ludwig Hellwig, Versuch eines aufs Schachspiel gebaueten taktischen Spiels (1780) Addresses deficits of chess as a model of warfare Projectile weapons and (information) logistics Leopold Reiwitz, Kriegspiel (1812) First modular board game Third party takes over the computation
  • 10. slide #10Remote Control Conference 2014, Utrecht The interplay between (board) game design and its military applications II Board-game apparatuses in military strategy For an evocative example from the context of the Ardennes offensive in 1944 cf. Von Hilgers, Philipp. 2012. War games: a history of war on paper. Cambridge, MA: MIT Press, 36f. Subversion of familiar gameplay topoi Juden Raus (1936) Pachisi Jagd auf Kohlenklau (1944) Built on traditional parcours games like Snakes & Ladders Addressing issues from daily news through cheap, mass-produced games
  • 11. slide #11Remote Control Conference 2014, Utrecht Military Toys Clothespin dolls as storytelling systems Celia Pearce, Game Theory of games Little Wars (H.G. Wells, 1913) Johnny Seven (1964-69) Among the first de-realising depictions of military contexts in toy design
  • 12. slide #12Remote Control Conference 2014, Utrecht Military board and card games Mission Command (2003/04) Produced by the Army National Guard Distributed to children of distinguished soldiers of the US army (Future Soldier Footlocker Kit) Daring Eagle (2004) Combination of a board and card game Differentiates between divisions and brigades as basic units Units as tokens, weapons technologies as cards
  • 13. slide #13Remote Control Conference 2014, Utrecht Identifying gameplay bias: Cold War logic Diplomacy (1954/59) Overview, Rulebook 1914 map but played and created in a Cold War context Missile Command (1980) Q: Differences between both forms of rule bias?
  • 14. slide #14Remote Control Conference 2014, Utrecht Modifying military board games Risk (1957) Also encapsulates Cold War rationality and the logic of world domination Original material referenced the Napoleonic Wars (rules themes) Risk Black Ops (2008) Risk Revised Edition (2008) Resource system based on cities and capitals Differentiated, even partially dynamic and open mission goals instead of controlling territory Incentivizes a more defensiv, strategic playing style Risk Legacy (2011) Sequences of interrelated game sessions Permanent modifications to the game itself
  • 15. slide #15Remote Control Conference 2014, Utrecht Design Exercise A) Think about how to represent aspects of contemporary military conflict in a board/card game. Use Risk or Diplomacy as two potential frameworks or design your own mechanism based on gameplay patterns from other games. Also tangential solutions are possible: E.g. turning Monopoly into a game of financing warfare. B) Conceptualize or modify a board/card game as a counter game. C) Conceptualize or modify a board/card game as an anti war game.
  • 16. slide #16Remote Control Conference 2014, Utrecht Thanks a lot for your interest and participation!

Editor's Notes

  • #14: Diplomacy spring/fall seasons Negotiation phase (public and private, no game-enforced obligations) -> raises magic circle questions Movement phase Simultaneous execution (real-time), Move, support (attack,defend), defend abstract macro-level conflict No randomness Same-strengths units Fleet convoys to transport units Only one unit in each region Support determines who moves into a region, standoff, attack support Unit disbanding in winter Control more than half the SCs to win Missile Command (Atari, 1980) Unbewusste Aussage: Keine Gewinnbedingung, kein Sieg m旦glich Fordert den Spieler auf, unvermeidbare Verluste abzuw辰gen