Wargames

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Wargames Page 52

by Martin van Creveld


  A much more radical departure was presented by games of the second type, broadly known as simulators or shooters. Simulators replaced the hardware of war – troops, vehicles, and so on – with blips on a screen. Early versions tended to be somewhat primitive. Later the combined efforts of wargame manufacturers, the movie industry, and the military enabled much greater verisimilitude to be achieved. Quite often this was done at a price even individual hobbyists could afford. Above all, the need for taking turns, so characteristic of almost all wargames, many forms of the duel included, from the demise of the tournament on, was finally eliminated. With the computer doing the necessary calculations at lightning speed, so was the need for umpires.

  In the military, trainees could “fight” either the computer or each other, in pairs or in groups, even if they were located geographically far apart. Outside the military countless people did the same, enjoying themselves as they “fought” all kinds of opponents from the most “real” to the most “imaginary.” The more electronics went into both real-life weapons systems and the machines that simulated them and their opponents and the environments in which they operated, the more they converged, until in some cases they became all but indistinguishable. Generally the further down we go from strategy towards tactics, and the more important the role of machines as opposed to flesh and blood humans, the more true this is. To speak with the French cultural critic Jean Baudrillard, the simulation is taking over from the simulacra. Being completely man-designed and manufactured, the latter is better controlled, less mixed up with other things, and in this sense more “authentic,” than the original.4 Whether this is a good thing, as those who use the games to prepare for wars to come claim, or a bad thing, as those worried about the Dr. Strangeloves of this world fear, is moot.

  Like their cousin, war, wargames have always been driven by technological, social, and military forces. Technology helped to govern which factors should be simulated and how, as well as the weapons that were and were not used. Especially after 1800, no sooner was some new technology invented than attempts started being made to introduce it into wargames as well. Social factors dictated the purpose of the games as well as who would and would not engage in them, whereas military ones usually resulted in efforts to make the games as much like war as possible. Quite often these factors pulled in opposite directions. For example, the deadly power of firearms prevented them from being used in maneuvers, which meant that, until the advent of paintball and the National Training Center, the latter always carried a strong element of make-believe. Miniatures may in some respects give a better impression of war than cardboard counters, but only if the scale of the simulated engagements is small.

  Some games are too structured by their rules to give a good approximation of war. Others are so unstructured as to appear completely arbitrary and even senseless. A game that successfully navigates between these extremes and incorporates all aspects of war has yet to be devised. This gap between the two is precisely why, in military games, postmortem analysis is critically important. But for this, a game may do more harm than good, imparting the wrong lessons and convincing players that they know more than they do. Such analysis can and should make use of the entire toolbox available to military historians. Even so, there are always limits. First, it is important to remember that games and real warfare are not the same and that, for better or for worse, a person may perform very differently in the dangerous environment created by the latter than in the benign one presented by the former. At a more fundamental level still, the quest for realism is limited by the fact that war is essentially a zero-sum activity. That is not true of many wargames. They can take place only if the two parties agree to hold them at a certain time and place − and then only if the rules are observed.

  In respect to wargames, even more than war itself, men and women seem to come from different planets. That fact sheds a fascinating and occasionally lurid light both on the games’ nature and on the character of those who do or do not play, do or do not watch. First, starting with great fights/nonsense fights all the way to the most advanced computer games, far fewer women play at war than men. As the case of chess seems to show, those who do so are on the average less motivated. The great majority seem to prefer socializing to fighting. Indeed it has been suggested that for women Facebook-based games such as Bejeweled and Insaniquarium are what wargames are for men.5 Some feminists attribute the difference to society, claiming that it “steers” woman away from the games in question. However, the fact that the situation among primates is similar strongly suggests that different factors are at work. Part of the explanation may be men’s greater physical strength. Unless there is some redeeming factor, such as aesthetics, playing games where one is forever doomed to be second-best is foolish. Many men who play wargames, especially the more violent ones or those that involve shooting, find them highly erotic. Few women do so.

  Second, when women do participate in wargames of all sorts their performances, real or virtual, regularly have more to do with sexual display than with combat. Perhaps, too, it is their ability to use sex in order to get ahead that accounts for their lack of motivation. Whether in games such as mud wrestling or naked wrestling or lingerie football (said to be broadcast in eighty-five countries, no less), and the like it is men who “exploit” women or the other way around is moot. Most likely people of both sexes use them each for their own purposes. Men, it appears, can never have enough of half-naked female flesh displayed in various exciting positions and movements, whereas women seek money and perhaps a certain kind of fame.

  Third, whether acting on the initiative of men or acting on their own, women have often helped to spice up wargames of every sort. They have instigated them, encouraged the male players, rewarded the victors, and served or offered themselves as prizes – again, acting either on the initiative of men or on their own. Nor is the relationship between the sexes on the one hand and wargames on the other one-sided. If men find women’s wrestling sexually arousing, many women enjoy watching men as they fight and even kill each other. To speak with Plato, men and women are alike in some ways but differ in others.6 Precisely because participation is largely voluntary, perhaps nowhere can the truth of this proposition be better observed than in wargames.

  War is by far the most horrendous of all activities we humans engage in. So why is it, as Josephus noted two millennia ago, that the business of war so often turns into the pleasure of peace?7 And how come grown men – much less often grown women – so often abandon their families, forget their worldly obligations, and put their all into playing and watching the games? To be sure, the role of the intellect in the conduct of both war and wargames cannot be overestimated. It is also true that this aspect of the matter finds an echo in the minds of those who design the games, play them, watch them, and try to understand them. In particular, the challenge involved in coping with an equal opponent fully capable of countering one’s own moves has great appeal. It demands sharp observation, deep understanding, creativity, and a certain kind of craftiness: hence the attraction of countless games of strategy from chess up, or down.

  Nevertheless, when Marcel Duchamp, who devoted the second half of his life almost exclusively to chess, said it was a sport whose inherent violence detracted from its appeal he could not have been more wrong.8 To the contrary: if chess is not exactly the most popular sport in the world, then that is precisely because it is not violent enough. It is the open, extroverted, often unrestrained, display of passion made possible by the creation of an artificial world, the temporary escape from one kind of reality into another, which turns the most violent wargames, independently of any other value they may or not have, into what they are. If violence can be mixed with sex, as it invariably is when women play or display or are involved in any other way, then so much the better. Mirror, mirror on the wall, why were the deadliest games in history also the most popular of all?

  1 Barker, The Tournament in England, pp. 36, 132.

  2 T. Hobbes, Levi
athan, Oxford: Blackwell, 1946 [1652], p. 82.

  3 Wells, Little Wars, p. 26.

  4 J. Baudrillard, Simulacra and Simulation, Ann Arbor: University of Michigan Press, 2004, pp. 2, 11, 35.

  5 M. Ingram, “Average Social Gamer Is a 43-Year-Old Woman,” Gigaom, February 17, 2010 , at: http://gigaom.com/2010/02/17/average-social-gamer-is-a-43-year-old-woman/.

  6 Plato Republic, LCL, 1959 , 5.454.D.

  7 Josephus, Jewish Antiquities, 19.335–7.

  8 Quoted in D. Hooper and K. Whyld, The Oxford Companion to Chess, Oxford University Press, 1992, p. 116.

  Index

  Abner 42

  Achilles 216

  Aegod’s American Civil War 251

  Aemilius Paulus, Lucius 57, 71, 80

  Aeneas 46, 47

  Africanus, Scipio Cornelius 75, 80, 98

  Agamemnon 44

  Agobard, Archbishop of Lyon 107

  Agon 16

  Agrippa, Marcus Vipsanius 56

  Agrippina 298

  Airland Battle 186

  airsoft 205, 206

  Ajax 309

  in single combat 44, 45, 55

  Al Qaeda 38

  Alaric 91

  Alberonis, Archbishop of Trier 117

  Alexander, son of Amyntas 25

  Alexander I, of Russia

  and dueling 132

  Alexander III, Pope 107

  Alexander the Great 17, 56, 216, 247

  Algonquian tribe 26, 34

  Amazons 286

  America’s Army 265

  Anderson, Pamela 296

  animals 1, 7, 11, 12, 14

  and hunting 9

  Anne of France 279

  Antiochus III, of Syria 60

  Antiochus IV Epiphanes 70, 88

  Antoninus Pius 72, 300

  Apollonius 85

  Ares 16, 45

  Aristophanes 16

  Aristotle 21

  Army Battlezone 265

  Arthur, King 108, 301

  artificial intelligence 232, 240, 248, 250, 318

  Ashford, Mary 109

  Athena 45

  Aubigny, Julie d’ 272

  Augustine, Saint 90, 274

  Augustus, Gaius Octavianus 47, 54, 57, 58, 59, 83, 86, 87, 298

  and female gladiators 273, 275

  and gladiatorial games 54, 56, 58, 72, 81

  Aumann, Robert and game theory 179, 233

  Aurelius, Marcus Antoninus 54, 65, 67, 73, 75, 80, 84, 86, 300, 310

  Austen, Jane 280

  Avalon Hill 155

  Avatip tribe 10

  Babbage, Charles 230

  Basil of Cappadocia 90

  Battlezone 264

  Baudrillard, Jean 319

  Bayard, Émile 289

  Beer, Rachel 306

  behourd 111, 190

  ben Ezra, Abraham 142

  bin Laden, Osama 38

  Blackfoot tribe 34

  Blood Rayne 295

  BOGSAT 177, 179, 248, 256, 260, 266, 306, 315

  Boiskos 17

  Bolsheviks 133

  Bonaparte, Louis Napoleon 20, 143, 217

  Bonet, Honoré 304

  Bowie, James 131

  boxing 15

  and women 288, 289, 290

  Bruning, Max 289

  Brutus, Decimus 67

  Buckley, William 34

  Bueil, Jean de 122

  Buelow, Heinrich von 174, 313

  Bundy, McGeorge 182

  Bundy, William 182

  Burr, Aaron 127

  Caesar, Gaius Julius 57, 59, 66, 72

  and gladiatorial games 57, 70, 72, 81

  Caligula, Gaius Julius

  and gladiatorial games 58, 67, 73, 76, 78, 81, 84

  Call of Duty 262, 264

  Canning, George

  and dueling 130

  Capitolinus, Julius 72

  Carrouges, Jean de 105

  Cassander 56

  Cassius Dio 56, 73, 78, 81, 85, 300

  Castro, Fidel 180

  Catherine I, of Russia

  and dueling 132

  Catilina, Lucius Servius 67

  Chagnon, Napoleon 31

  Charlemagne 101

  Charles V, Emperor 74, 120, 247

  and single combat 50

  and wargames 147

  Charles VI, of France 105

  and single combat 50

  Charles VII, of France 279

  Chastellain, Georges 106

  chess 6, 149, 189, 212, 240, 248, 312

  and women 278, 280, 282, 285, 292, 293

  changing rules of 280

  computerized 232

  development of 142

  parallels with war 143

  strategy of 144

  variants of 141

  Chiapas tribe 26

  Chosroes 51

  and single combat 51

  Christianity

  and gladiatorial games 88

  Chumash tribe 26

  Churchill, Sir Winston 234, 235

  and wargames 148

  Cicero, Marcus Tulius 18, 56, 72, 74, 85

  in praise of gladiators 77

  Clark, Mark 199

  Claudius, Tiberius Caesar 83, 298, 299

  and gladiatorial games 58, 60, 76, 78

  Clausewitz, Carl von 2, 26, 31, 61, 141, 145, 147, 150, 171, 174, 189, 191, 235, 268

  Clement of Alexandria 88

  Cline, Ray 182

  Close Combat Tactical Simulation system 266

  cockfights 95

  Colosseum 59, 62, 76, 93, 139

  combat of champions 7, 37, 38, 50, 51, 97, 104, 274, 310

  and women 305

  in Byzantine times 48, 51

  in early Greece 46

  in early Islam 52

  in early Middle Ages 48

  in Japan 52

  combat sports 7, 14, 15, 19, 23, 37, 310

  and women 306

  in Sparta 20

  Commodus, Marcus Aurelius

  and gladiatorial games 73, 76, 78, 79, 82, 96

  computers 7, 149, 230, 245, 250

  Constantinus, Flavius Valerius 89

  contact sports 7, 20, 21, 23

  and women 306

  declining violence in 20

  conventional warfare

  and games 245, 246

  Copeland, William 101

  Cossus, Aulus Cornelius 47

  Crassus, Marcus Licinius 47

  Crawford, Chris 248, 250, 283, 285

  Cronjé, Pieter 218

  crupellarii 63

  Curiatii 47

  Curio, Gaius Scribonius 72

  Dagobert, King of Austrasia 51

  Damasius, Pope 67

  Darwin, Charles 11, 290

  David 51, 298, 309

  and combat at Gibeon 42

  and Goliath 41, 42

  Davis, Dwight 198

  Dayan, Moshe 203, 314

  deep play 95

  Delacroix, Eugène 289

  DeMille, Cecil B. 219

  Demonax 86

  Dietrich, Joseph 222

  Dio Chrysostom 85

  Diomedes

  in single combat 44, 55

  Dionysius Halicarnassus 77

  Diylos 56

  Domitianus, Titus Flavius

  and gladiatorial games 60, 65, 72, 273

  Doom 262

  Dostoyevsky, Fyodor 133

  Duchamp, Marcel 294, 321

  dueling 83, 242, 310

  and preparation for war 137

  and women 305, 306

  in Germany 134

  in Russia 133

  in the nineteenth century 131

  in the seventeenth century 125

  in the US 130

  manuals of 127

  origins of 124

  weapons in 128, 137, 312

  Dungeons and Dragons 283

  Dunnigan, James 153, 156, 253, 254

  Eastern Front 248, 251, 252, 253

  Edward, the Black Prince 50

  Edward I, of En
gland 5, 103, 144

  and tournaments 112

  Edward II, of England 112

  and tournaments 118

  Edward III, of England 303

  and single combat 50

  and tournaments 115, 118, 122

  Eglinton Tournament 217

  Eisenstein, Sergey 219

  Elizabeth I, of England 121, 279

  Elo, Arpad 281

  Elyot, Thomas 22

  Embick, Stanley 199, 200

  Ems, Rudolf of 118

  Ender’s Game 269

  Engels, Friedrich 173, 305

  Enguerrand IV 108

  Enuma Elish 39

  Epaminondas 22

  and combat sports 17

  Epheios 16

  Epictetus 85

  equites 63

  Eskimo 26, 34

  essedarii 63

  Etruscans, inventors of gladiatorial games 55

  Euler, Leonhard 4

  Euripides 16, 46

  Evelyn, John 123

  Excalibur 283

  Exercise Certain Encounter 201

  Exercise Desert Strike 201

  Fascism, Italian

  and dueling 136

  Faustina and gladiators 300

  Felix, Minucius 85

  Festus 299

  feuding 38

  fight leaders 39

  in Mae Enga warfare 28, 29

  Fischer, Bobby 248

  Flamininus, Titus 57

  Flavius, Josephus 71, 88, 190, 321

  flight simulators 256, 257, 264

  Foch, Ferdinand 173

  Follow-On Forces Attack (FOFA) 186

  football, American 21, 23

  Forge of Freedom 251, 252

  Francis I, of France 279

  and single combat 50

  Fredegar 51

  Frederick II, of Prussia 145, 191, 222

  and dueling 126

  and wargames 147

  Frederick William I, of Prussia 147

  Frederick William III, of Prussia 147

  and wargames 150

 

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