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Computer + Video Games - Commodore Is Awesome

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STATE Of WAH although it has yet to be<br />

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British software houses have a poor reputation when it<br />

comes to producing war games, according to Dr<br />

Stephen Badsey, C VG's own expert. Americans and<br />

Australians do it better. So stiffen your upper lip before<br />

reading Dr Badsey's challenging views on the state of<br />

computerised kriegspiel —that's war play. He also<br />

reviews the latest war games available.<br />

War isn't a game,<br />

p you know!" I<br />

suppose l that everyone who<br />

says that a really believes he<br />

thought yof<br />

it himself.<br />

Certainly, i the brilliant<br />

German n officer who invented<br />

the kriegspiel g (war-play or wargame)<br />

wtraining<br />

system over a<br />

hundred a and Wily years ago<br />

had to put up with such<br />

comments.<br />

r<br />

He often wished that<br />

g<br />

he had called the kriegspiel<br />

something<br />

a<br />

else.<br />

But it mis<br />

quite true that war is<br />

not a game. e Neither is war a<br />

book, or s a film or a television<br />

programme. ? All these are ways<br />

of understanding war, and short<br />

of taking part in the same war<br />

(courtesy of a time machine)<br />

they are the only ways we have.<br />

The justification for calling a<br />

computer program a wargame,<br />

rather than a fantasy or<br />

adventure game, is that it tries<br />

to simulate the problems and<br />

perspectives of war in one<br />

place and time. What is<br />

worrying is that, at the moment,<br />

British commercial games<br />

houses have a poor reputation<br />

for doing this. Certainly, most<br />

serious wargamers that I know<br />

who use computers usually buy<br />

imports (often American) in<br />

b 1<br />

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preference to British material. I<br />

hope this article might inspire<br />

someone to try to change this.<br />

The big advantage of a<br />

wargame over other methods of<br />

understanding war is that it<br />

makes possible the "what Ill",<br />

exploring the chances of what<br />

might happen. The challenge of<br />

a wargame, to its designer, is to<br />

take an existing event and<br />

separate the constants from the<br />

variables, showing what might<br />

have been different. Few<br />

people really believe that<br />

everything in history had to<br />

happen exactly as it did, but<br />

the current of history is a<br />

powerful force, and to divert it<br />

can take considerable effort<br />

What would the history of<br />

Europe have been without<br />

Napoleon? Excellent wargames<br />

have been fought exploring<br />

such ideas as the Germans<br />

attacking Moscow, not<br />

Stalingrad, in 1942, or the<br />

Warsaw Pact invading western<br />

Europe in 1985. As long as it is<br />

consistent the data for such<br />

bathes can even be entirely<br />

fictional. The Starship Enterprise<br />

may confront three Klingon<br />

warships in battle with great<br />

• -<br />

realism so long as it does not<br />

change its power plant and<br />

armory hall-way through the<br />

game.<br />

What this means is that a<br />

good wargame must be "many<br />

branched", offering the player<br />

the chance to explore his own<br />

ideas about a historical event.<br />

For a computer wargame this<br />

means haying more than one<br />

scenario, and allowing as many<br />

changes in composition of force<br />

and circumstances as possible,<br />

An ideal wargames program<br />

would be one which allowed<br />

the player to design his own<br />

game, in the same way that a<br />

graphics package enables a<br />

non•specialist to draw.<br />

Something like this idea is<br />

already aballable to a limited<br />

extent in such games as<br />

Bottlefrort (reviewed in this<br />

issue) but a complete package<br />

would cover, say, land<br />

operations from divisional to<br />

army group level in any theatre<br />

of World War Two. This would<br />

surely be a best-seller among<br />

wargames. Any offers?<br />

The completely fictitious<br />

wargame is in tact quite well<br />

known to board-garners,<br />

touched by computer games<br />

firms. About ten years ago SPI<br />

produced a boardgame called<br />

Dixie. This was based on the<br />

idea of the South winning the<br />

American Civil War, and<br />

featured a re-match between<br />

the Union and Confederacy<br />

with light tanks and aircraft in<br />

the early 1930s. All the<br />

background information came<br />

from real studies of tank warfare<br />

at the time.<br />

<strong>Computer</strong> wargamers are<br />

familiar with 'World War Three"<br />

games based on a similar<br />

mixture of extrapolation and<br />

opinions — hopes? — as to<br />

what is likely to happen. lithe<br />

World War Three that never<br />

happened can be put onto<br />

computer why not other wars<br />

that never happened as well?<br />

In every battle there ore<br />

different viewpoints, from the<br />

commander-in-chief to the men<br />

at the sharp end, and some of<br />

these viewpoints are a lot easier<br />

to translate into computer terms<br />

than others. It is most easy it the<br />

simulation depends upon<br />

machines, the performances of<br />

which can readily be reduced<br />

to numbers.<br />

Probably for this reason, the<br />

most successful form of<br />

computer wargame at the<br />

moment is the aerial combat<br />

flight simulator. Flying an<br />

aircraft requires constant<br />

attention — you just can't stop<br />

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