The paper discusses functions and aesthetics of military-themed and military-endorsed/commissioned games from Johann Christian Ludwig Hellwig to America's Army. It contains examples and a design exercise to identify and contextualize bias in the procedural rhetoric of the games.
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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!
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)
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