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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:
America‘s 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 America‘s 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
• All‘s 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 Reißwitz, 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!

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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: America‘s 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 America‘s 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 • All‘s 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 Reißwitz, 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!

Hinweis der Redaktion

  1. 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 möglich Fordert den Spieler auf, unvermeidbare Verluste ‚abzuwägen‘