PAXsims asked Dr. James Sterrett, Deputy Chief of the Digital Leader Development Center’s Simulations Division at the U.S. Army Command & General Staff College, to review the recent digital game This War of Mine. The review reflects his personal views only, not those of CGSC, the Army, or the United States government.
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Hungry, tired, and depressed, Pavle reloads the rat traps in the hopes of catching a meal.
Perhaps we should have expected this game from 11 Bit Studios, a Polish game company previously best known for inverting the conventions of the tower defense genre in Anomaly: Warzone Earth. In This War of Mine, 11 Bit again turns convention on its head. Instead of controlling combatants, This War of Mine puts you in control of a small group of civilians trying to survive in the besieged city of Pogoren. In place of pretty explosions and adrenaline, This War of Mine delivers a bleak, somber that game may not be fun in the traditional sense, nor is it perfect; but it is an outstanding effort at using a game to make players experience and reflect on a (hopefully) unfamiliar situation.
Your task is to survive the siege, assigning each person in your group various tasks – generally maintenance and preparation by day, and sleeping, guarding your shelter, or scavenging by night. Survival demands maintaining a teetering balance between the need to eat, the need to stay warm, the need to stay safe, the need to stay sane – and the need to gather more materials to enable the other tasks. Whomever is scavenging or guarding at night will be tired the next day, but if you don’t scavenge you won’t be able to get food. Hungry, tired, cold people get sick more easily. Sick, tired, hungry, cold, and/or depressed people are less effective at their tasks – and if left too long, the sickness, hunger, cold, or depression will lead to death. Food, medicine, fuel, and comfort items such as books or cigarettes, are difficult to come by. In This War of Mine, gaining the ability to trap rats for food can mean the difference between survival and death, and you may come to deeply resent your caffeine and nicotine addicts as they consume valuable trade items to slake their chemical dependencies.
No one is feeling very well, but someone has to go out and scavenge for more supplies tonight…
The daylight hours spent in the shelter are generally slow and contemplative, interspersed by occasional events as people come to your door. Some seek to trade, some want to join your group, some want help with their problems – asking for you to give some of your tiny store of food or medicine to help them survive. At night, you control the one scavenger, in the place you chose to go. Depending on the location and its inhabitants, you may be able to scavenge freely, trade, or you may wind up in a fight. Combat is simple, fast-paced, and unforgiving, yet understated enough that even victories feel like survival, not empowerment. You may choose to initiate combat, trying to beat or murder your way through the other civilians or even the soldiers, bandits, and militiamen. However, not only is death sudden and final, it also costs you whatever stuff that person was carrying, including their extraordinarily scarce weaponry. In addition, while successful violence will get you access to more stuff and thus enable your survival, most characters become depressed by murder, especially of other civilians. Depressed, they are less effective, and may eventually commit suicide. Moreover, the game appears to react to your actions. Your violence seems to make the nighttime raids on your shelter (played offscreen) more violent, and can render vital peaceful people, such as the traders in the Central Square, hostile. Likewise, those dilemmas during the daytime can come back to you as well; people whom you helped with food or medicine are likely to return the favor, randomly, when they have a surplus. In This War of Mine, violence is an answer, but it has its costs.
The house has been raided by looters!
I am not an expert on societies in cities under siege (including the game’s clear inspirations, Sarajevo and Warsaw), but This War of Mine seems initially to imply a complete societal breakdown, with bandits everywhere and the player potentially joining their ranks as people comb the city for resources. However, in a long game, scavenging meets its limits, when all the sites have either been picked over or are too heavily defended to attack. At that point, continued survival depends on a social network, fragile though it may be. Neighbors you helped may still help you. People whom you have established trading relations with will still be there, and the time I succeeded in surviving the game, it was trading that got me through. In this subtle way, This War of Mine reinforces the importance of cooperation with groups outside your own, and mingles a slight note of hope into its overall tone of desperation.
Kids at the door, asking for help. Would you spare some precious medical supplies for them?
Even its apparent flaws seem deliberate and work to its advantage. The daytime ticks by too slowly, yet that reinforces the boredom of being cooped up, hiding from snipers. The game has no tutorial, yet the player’s initial confusion reflects the confusion most of us would feel if we were suddenly plunged into such a situation.
Overall, This War of Mine is remarkably successful at being an engrossing game that involves violence yet avoids making the situation seem remotely appealing.
This War of Mine is my current pick for the best game of 2014.
I doubt I will be able to forget the games I’ve played in it.
I don’t know if I will ever want to play it again after finishing this review.
That paradoxical combination is 11 Bit Studios’ triumph.
Trading moonshine and jewelry for much-needed supplies.
Turning away from playing the game as a game, could it be useful in a classroom? Leaving specific questions of its fidelity to real sieges to others more versed in the topic….
Yes: This War of Mine could certainly serve as a spark for political science or history discussions on the experience of civilians in wartime; it has done so with both my wife and my son. Having students compare their decisions could also help drive discussions in ethics, leadership, and the laws of war. Students are unlikely to forget the game or the subsequent discussion.
Maybe: While it would be a powerful concrete experience, This War of Mine is not a fast game to play. Surviving a 42-day siege took me around 6 hours. Some of the subtleties in the interactions between player’s choices and the game won’t necessarily come out in a single playthrough, not least because I suspect most people’s first playthrough ends in disaster before those interactions can fully come to light. As a result, This War of Mine is not a game that could be used during class time. Whether the time spent in homework creates sufficient overall benefit, through driving discussion, will depend on the specific learning objectives of the program of instruction.