You can only ask so much of a Sherman tank. Tasking it and its crew to hold the last line of defense against a Russian-Czech force may have been a bridge too far. As my adversaries’ Mi-24 helicopters took turns pummeling my unfortunate tank with rockets and guided missiles, their motorized infantry advanced, winning the game handily.
For many, video games, like the one I had just lost, are an entry point into the world of military affairs and history. Video games are unique from traditional media, particularly when it comes to teaching strategy. Unlike (most) books or movies, the player maintains some level of agency over what’s occurring. The video games’ decision-making element makes them a tempting teaching tool. The level of data a computer can process allows players to engage with and visualize a more complex situation than board games or tabletop wargames.
The generations that grew up playing video games are now strategy professionals, so they have increasingly considered video games a viable tool to learn about strategy and history. The BBC intermittently runs a game show called Time Commanders in which contestants attempt to fight historical battles using games from the Total War franchise with the assistance of exasperated military historians. Max Brooks recommended a series of different strategy games in these pages. Some British Army units have used Wargame: Red Dragon, which models combined-arms operations in the 1980s and early 1990s to conduct command post exercises and vehicle recognition training.
As a media meant primarily to entertain, the creators of video games take shortcuts for the sake of practicality and fun, even if they are seeking to portray a historical era or military operation as accurately as possible. Even within the genre of strategy games, those that seek to model every possible detail are often far less popular than those that take shortcuts for the sake of playability. While the growing interest in using video games to teach strategy and history is laudable there are limits to their utility. Those looking to use video games as teaching tools would be wise to heed the following maxims before booting up.
Play Against Other People
Many strategy games, particularly those that attempt to model the entire world at some point in the past, are meant to be played by yourself. The game’s artificial intelligence (AI) controls the other nations or characters. Players attempting to gain some sort of strategic insight from games should seek out every opportunity to play with and against other humans. AI in games can vary in quality, running the gamut from brain-dead to omniscient. AI also tends to be predictable in its course of action. Real players are much more capable of the remarkable inventiveness and horrendous errors that characterize conflict than AI currently allows. Furthermore, the patterns of interaction you develop with your opponent adds another strategic layer that AI usually struggles to match.
Play Different Kinds of Games that Model the Same Thing
Playing a variety of games has the benefit of helping the player separate overall strategic lessons from tactics that work to exploit the foibles of one particular game. One of the more extreme examples is the game Victoria II, set in the nineteenth century, in which one of the resources required to create an artillery unit is liquor. The need for fire support, in turn, drives an enormous global demand for liquor to feed the war machine which consequently makes uninterrupted access to liquor more of a strategic imperative than access to traditional resources like steel, cattle, or coal. One only needs to take a sober view of similar games, which do not feature liquor as a resource, to realize that liquor is not quite so vital to the conduct of military affairs as Victoria II posits.
Use Historical Games as the Starting Point for Looking into the Past, Not as an Authority
Historical nuance is inevitably a casualty of simplification in strategy games. Many games take civilizations or nations such as the Zulu, Britons, and Aztecs and have them behave more or less the same but with aesthetic differences, a single unique feature (e.g., the Zulu can train Impi warriors), or a bonus very loosely based on history (e.g., British shepherds work 25 percent faster than everyone else’s). Sometimes, such as in the case of Rome: Total War’s portrayal of Ptolemaic Egyptians as charioteers, the developers were simply wrong. Historical games can also reinforce misconceptions. In many games featuring colonialism and imperialism, territory that can be colonized is incorrectly portrayed as empty or unsettled, just waiting to be utilized by the player. Sub-Saharan Africa is the most frequent victim of this unfortunate trope. Australia, too, is often a vacuum awaiting “civilization.” While this may model the contemporary rhetoric of colonial powers, it misrepresents colonialism as a phenomenon and callously erases its victims.
Recognize the Game’s Strategic Limitations
By necessity, video games are reductionist in their portrayal of the world. Complicated issues in social and political interactions are made abstract enough for most people to engage with them. The assumptions underlying those abstractions lead to misinterpretation. For instance, in the Civilization franchise, wars between players only end when they sign a peace treaty or one side is completely destroyed. In contrast, players of the medieval-era strategy series Crusader Kings can unilaterally force an end to a conflict if, for example, their predetermined objective has been achieved. Neither is a terrible way to portray conflict, but comparing different approaches allows for a slightly fuller perspective on war as a phenomenon than the rigid framework presented by each game.
Thinking back to my Sherman, the strategic errors that led me to rely on an antiquated tank to stave off the Warsaw Pact would have been the same regardless of whether I needed to go through the acquisition process and subsequent fielding, maintenance, and training on the Sherman beforehand. If players engage with strategy and history video games critically, ensure that their understanding of a historical period is not defined by a few lines of code, and focus on characteristics across games that can lead to insight, video games represent a viable way to teach strategic concepts. As more complicated strategy games are developed and global appetite for military wargaming and simulation grows, we can look forward to newer ways to apply strategic concepts and explore interpretations of the past.
Marcel Plichta is an independent analyst based in Washington, DC. He has previously written on security topics for Defense One, World Politics Review, and Small Wars Journal.
The views expressed are those of the author and do not reflect the official position of the United States Military Academy, Department of the Army, or Department of Defense.
Image credit: Top Ten Alternatives
Quite an interesting read. Would love a follow-up article on specific games that can be elaborately emphasized upon based on current conflicts around the world in relation to certain theories–say offensive or defensive realism.
Fascinating, and Marcel does seem to cite the black box limitations of video/computer gaming.
Problems:
1. Unlike in manual games where the rules – algorithms in the broader, general sense relating the variables like, at the operational level, weather, supply, specific and diverse combat capabilities – must be seen/read, learned, and understood, video/computer games are ultimately just the black box, which determines all this for you and instructs you what to do to win. And … as we saw in the earliest Avalon Hill Game Company computer games … sometimes cheats! 🙂
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2. A transparent manual game can be thus more educational, with players able to see how variables are handled and related. A black box can lead players to false conclusions about what may – will – happen.
In 1981 – after his seminal simulation articles on both professional crisis simulations and the professional usefulness of hobby wargames – which I have posted as pdfs on my CoatneyHistory webpage, since the May 1981 Defense magazine was/is a government publication, ergo in the public domain – I met former SAGA director Dr. Francis Kapper deep in the bowels of the Pentagon. After we had shared our projects with each other – he was using boardgames to teach foreign officers – I mentioned (to his startlement) that I was on my way to the Soviet military mission on Belmont Road to continue trying to get their cooperation on providing necessary (order of battle, strengths, etc.) info for game designers like myself (and judging by the small but fact-filled books about the 4th and 5th Armies on 22Jun41 and immediately thereafter, I seemed to have an effect.)
I asked him if he might have a personal message for me to carry to them, and … also considering some of our conversation … we agreed that his message should be to caution them about the assumptions underlying their own professional gaming which, if false, could lead to false outcomes and conclusions and then to false miscalculations leading to catastrophe for both our nations.
The assumptions underlying any game or simulation cannot be mechanically assessed in buried source code.
3. By contrast, a manual game's live opponent can help you catch mistakes and/or identify absurdities.
Advantages:
1. A clear advantage of computer/video games is of course their ability to limit intelligence and replicate fog of war – whether for a solitaire player or between live players.
2. Then there is their speed. John Hill – about whom along with Dana Lombardy I have a great story in Bruce Geryk's interview of me – did the impossible simulating however simplistically individual soldier combat in Squad Leader. However, the minutes of each turn played in no way replicated the instant reflexes and responses of the actual event, and the Advanced Squad Leader rules became encyclopedic, making the time ration even more absurd.
Similarly, the Fletcher Pratt naval miniatures/models rules had players spending minutes on range-finding which the real participants only had seconds to perform. From the Nov76 Journal of the Australian Institute's Wargaming article by a Lt. Lemon,
"Wargames may be played manually, on machines or computers, or a combination of the three. Almost all pre-wargames were manual; i.e., all ships' movements and engagements were done by hand, and results of engagements were decided by consulting tables. This had the advantage of being cheap, but was very time-consuming and
required a large number of personnel to move models and act as umpires. Analysis of 3 minutes of real action time often took 30 minutes when several ships were involved in combat." … a 10:1 game:real time ratio and I think he was referring to Pratt.
My own Naval Action (WW2) rules simulate 5 minutes of real time in usually 10-15 minutes of play which is marginally better. On the other hand, I once played a computer/video destroyer commander game … field of vision like looking through a tank slit … and with all ships going 24-36 knots and me unable to key/respond at all fast … I was almost instantly a bewildered swimmer!
(I have a comparison at the beginning of my Tripod page for my now-classic little 1st Alamein boardgame at https://lcoat.tripod.com/1alampag.htm It is part of my Battles for Alamein game I've posted as a free print-and-play game at http://www.coatneyhistory.com/BattlesForAlamein.htm )
And there is a very disturbing aspect of 1:1 combat killing games. I like many believe it creates a thrill-to-kill and young mass shooters'/killers' backgrounds should be examined for a fascination therewith. For military training, they can be highly useful, especially for killer drone training, but we have already seen tragedies resulting from de-personalization and drones.
I might also here mention the October 16th U.S. Army sponsored online – Vassal and Discord sites – tournament of Frank Chadwick's classic, more cerebral little chess-like Battle for Moscow (1986). I've posted the link details in my comments under the PaxSim article at https://paxsims.wordpress.com/2021/10/01/us-army-fight-club-battle-for-moscow-showdown
Frank is a longtime (1971) friend from Augustana College (Rock Island IL), I am an incorrigible revisionist (which turned me into a designer as well), and my suggestions for "improving" BfM are at https://www.boardgamegeek.com/thread/2560575/coatney-revisions-course-classic-battle-moscow-i
(I have long chided Frank and his Game Designers Workshop buddies about Voronezh being 100 miles out of place in Drang nach Osten, after I had … with the Univ. of Illinois map library at hand … offered to proof the DnO map. By contrast, its successor Fire in the East is quite accurate, although still lacking roads – per se – at that scale! (16 miles per hex) … and roads were the rollbahnen supply routes before the rails could be converted in 1941.
For my Death Struggle, I have roads at 24 miles per hex – http://www.coatneyhistory.com/DeathStruggleMapMasterJPG.jpg – and I even have a 20 miles per hex map (of course having them.
But I do (as always) digress. 🙂
Lou Coatney, very much enjoyed your comments and digressions. Will check out the battle for moscow link. Had the great pleasure to chat with Frank back in the 90s at RedCon (the no-longer-run Royal Military College of Canada wargame convention).
Nice article.thanks
Great grounds for a discussion about video games impact in someone's analytic , strategic and a little bit of intrapersonal skills. For me, I look at video games as a modern platform tool that not only enhances the given skills above but also enhancing detail -oriented skills if that make sense.
I completely agree that video games can be a great tool for enhancing analytic, strategic, intrapersonal, and detail-oriented skills.
I am sure that game can be really helpfull on many levels. There is so many skills that you learn, but also need to understand that there is some negatives. Balancing those two things there would be lots of advantages.
Yes, games can be incredibly beneficial in a variety of ways. They offer a wealth of learning opportunities, but it's crucial to acknowledge potential drawbacks as well. Striking a balance between these two aspects can yield numerous advantages.
It's refreshing to see an article highlighting the positives of video games in strategic education. Im a firm believer that it has several benefits, but as you pointed out it sure does come with some drawbacks.
Great article, I'm glad to see this kindof content. Even tho some negatives video games should be also considered as productive as games can teach you many skills, refine your thinking & more