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Sepinsky: Rigorous wargames vs effective wargaming

At War on the Rocks, Jeremy Sepinsky (CNA) addresses “Is it a wargame? It doesn’t matter: Rigorous wargames vs effective wargaming.

We need to stop telling ourselves that the key to a better wargame is to add more detail. Some of the most rigorous, well-researched wargames I’ve participated in have struggled to create any lasting impact on the sponsors. Yet many of my ad hoc, quickly assembled, and lightly adjudicated wargames have created exactly the lasting impacts that we are looking for: sponsors thinking hard about future plans, policies, or objectives. Why? Because a rigorous wargame is usually not the same thing as effective wargaming. Without sponsors who understand the role of wargaming within their organization’s priorities, even a great wargame will often become a simple exercise of telling the players what they already know. The wargaming community can and should be better, but the community and its sponsors need to address the critical element that allows a wargame, whether deeply rigorous or hastily assembled, to also be effective wargaming: the ecosystem — the personal networks, cycle of research, follow-on activities, and continued intellectual engagement with the insights that emerge from it.

Yuna Huh Wong and Garrett Heath raise questions about the quality of defense wargames in these pages, noting, “Much of what the Department of Defense calls wargaming is not actually wargaming.” They are quite right — but that’s not necessarily a problem. Wargamers will debate till they are blue in the face about what is and is not a wargame. It does not matter. For those of us who deliver wargames to sponsors in the Department of Defense or other government agencies in support of current priorities, these semantics have little value. If the players or sponsors are better equipped at the end of the wargame to do the things they need to do, then there is value in the activity. Nothing else matters.

You can read the rest of the article at the link above.

Wargaming from home

The following piece was contributed to PAXsims by Dr. Jeremy Sepinsky, Lead Wargame Designer at CNA. The views expressed are those of the author and do not represent the official policy or position of any agency, organization, employer or company.


Professional wargaming is a critical tool in support of the safety and security of our nation. The technique is used regularly and often to help senior leaders align priorities, test courses of action, educate civilians and warfighters, and refine decision making. Regardless of the side you fall on the recent debates, we all agree that wargaming is important to the nation, that it needs to be done, and that it needs to be done well. Most serious gaming is done in-person and there is evidence of substantial value in this approach. Title 10 games routinely gather hundreds of participants for a week-long event. The CDC would still consider this unwise. While the defense industrial base is typically exempt from restrictions on gathering, many organizations are simply practicing good stewardship and postponing or cancelling wargames and supporting events. Social distancing efforts also make it hard to engage even in informal face-to-face gaming on a much smaller scale. So what do wargamers and their players do when governments restrict travel and even public gatherings due to the spread of the novel coronavirus, while they wait until normal operations can resume? Other authors have discussed how COVID-19 is impacting military training and exercises, as well as some of the solutions in place to bridge the gap. Here, I’d like to discuss some of the commercial games and wargames that can offer all of us – wargamers, warfighters, and analysts – some professional development while we physically distance ourselves. And perhaps some online games can bridge the physical gap and allow some productive socialization.

Of course, there is no substitute for professional wargames. The commercial games discussed here won’t give you the detailed, immersive, and educational experience that a professional wargame would have. These are, after all, designed for enjoyment, not training or analysis. However, these games can help develop operational and strategic thinking skills, contribute to professional military education by supplementing rigorous study, training, and practice, and help generate ideas to use in designing professional games.

With that in mind, I reached out to many of my professional wargaming colleagues and asked for their suggestions on wargames and board games that can be played either solo or virtually (online or by email). Since planning real military operations from home is typically frowned upon, we focus on commercial wargames that have professional development value for war planners and tacticians.

Electronic Gaming

While playing wargames electronically loses some of the tactile and social parts of the game, playing wargames remotely is certainly not new. Several game engines exist (both free and paid) to help facilitate that play. Many of the games referenced below might be available on these platforms.

VASSAL is a free, open-source application (for Mac OS, Windows, or Linux) that distant (or socially distant) players can use to play digital versions of board wargames against each other, either in real time over the internet or asynchronously by recording moves and exchanging them via email. There are downloadable VASSAL modules for more than a thousand published wargames and other strategy games available, including virtually all of the game releases of very recent years from many of the leading commercial wargame publishers such as MMP and GMT (but at least one of the players must own a copy of the physical game). VASSAL replicates the visual and intellectual experience of playing the boardgames, and even in normal times is a useful way to overcome not only an absence of face-to-face opponents but also the time-and-space challenges of setting up and playing games that are very large or very long. Playing VASSAL games by email can be particularly appealing for studious players who enjoy being able to wrestle with difficult tactical or strategic choices at length without trying the patience of an opponent across the table. (Karl P. Mueller, Political Scientist, RAND Corporation)

Tabletop Simulator (Berserk Games, 2015) – This does exactly what it advertises.  Available on gaming platforms like Steam, Tabletop Simulator (TTS) gives you the tools you need to recreate a multi-player physical game in a virtual environment. Standard game components such as playing cards, dice, chips, and other tokens are readily available to include into your game.  You can also upload your own graphics to create custom pieces, boards, and maps.  The Lua programming language can be used to create scripts to support game mechanics but is by no means necessary.  The built in physics engine lets you treat your game components like physical pieces so you do not have to create scripts to replicate game rules.  The best part of the physics engine though, is that it lets you flip the table when you rage quit. A large variety of boardgames are already programed and available in the game. The focus of this platform (and similarly Board Game Arena) is typically on commercial board games as opposed to wargame, but these can still have substantial value for strategists (Mr. Hyong Lee, Senior Policy Analyst, Center for Applied Strategic Learning, National Defense University)

Steam is an online digital game distribution platform, hosting thousands of online games of various genres. Unsurprisingly, wargames are a popular category, which includes titles like the Total War series, Command: Modern OperationsArmor Brigade, and Flashpoint Campaigns. Due to advanced computing, digital wargames can incorporate a wide-range of factors such as weather, terrain, and morale, while maintaining accessible gameplay. Furthermore, by leveraging robust AI programs, digital wargames present increasingly robust and rich challenges, even in solo play. Some staunch traditionalists may disparage digital wargames as graphically appealing, yet substantively lacking. This may be true for some, but it is an unfair characterization for the entire genre. Admittedly, commercial wargames are no substitute for serious, well-researched wargames. However, when used correctly and under the right circumstances, commercial digital wargames can provide utility. For instance, Ben Jensen, a professor at the Marine Corps University, has demonstrated the value of Flashpoint Campaigns in educational wargaming. Likewise, Command: Professional Edition can be found in professional military courses on planning, operations, and wargaming. The appeal of these digital wargames lies in their distributed capability, customizable scenarios, and ease of access. (Sebastian J. Bae, Defense Analyst, RAND Corporation)

Rule the Waves 2 (Naval Warfare Simulations, 2019) – At the other end of the computer gaming spectrum from Command: Modern operations (CMO), in a host of ways, is Rule the Waves 2. It covers the timeframes between 1900 and 1950, so ends where CMO starts and uses an interface and graphics style more out of Microsoft Access than a Maritime Operations Center. But the good news is, if you are a professional Naval analyst, you will probably feel right at home! While it allows you to fight tactical battles from throughout the period, it puts you in the role of not just the Admiral in command of a fleet in a MahanianDecisive Battle, but also that of Fleet Architect. Make technology investment decisions, set engagement doctrine, then test them in Fleet Exercises. Your Government may make demands to build certain ship classes, despite their obsolescence, and events can cause tensions between nations to rise and fall. If you do go to war, you will face the old adage “you fight with the fleet you have, not the one you want”, stretched thin by requirements to deploy forces to areas across the globe. It has a fair learning curve, and is graphically austere, but with some suspension of disbelief it is a terrific sandbox for would be naval technology innovators! (Paul Vebber (https://www.linkedin.com/in/paul-vebber-a16b6936)

Manual Gaming

A Distant Plain, 3rd Printing (GMT Games, 2018) – Designed by two prominent and prolific wargame designers, Volko Ruhnke and Brian Train, A Distant Plain is a card-driven game (CDG) counter-insurgency (COIN) wargame. Players must navigate the dangerous and shifting power structures of modern-day Afghanistan. Building on the game engine from Andean Abyss, players must leverage unique capabilities and stratagems to pursue their individual goals. Reflective of the wider COIN series, players must make difficult choices with limited resources in a dynamic strategic environment. Normally accommodating four players, A Distant Plain also provides a solitaire mode where a procedural artificial intelligence, in the form of logic flowcharts, simulates the non-player factions. To those new to the COIN series, the game may seem daunting to learn and master. However, A Distant Plain and the rest of the COIN series provides a vibrant and rich gaming experience, reflected by its widespread commercial following. It is also important to note that GMT Games offers several wargames with solitaire modes, such as Pericles: The Peloponnesian Wars and Empire of the Sun, 3rd Printing. Furthermore, Labyrinth: The War on Terror, a CDG about global Islamic jihad, has an early access version available on Steam(Sebastian J. Bae, Defense Analyst, RAND Corporation)

Agricola (Z-man Games, Inc, 2007) – Not every professional development game needs to be about war. Agricola is a worker placement and resource management Eurogame. The rules are fairly simple, but the strategy is complex. Players are working a medieval family farm, balancing the need to crops, livestock, and other resources. The game has a set number of turns, and, to be competitive, players need to begin optimizing their strategy from the very start. As the game progresses, players are forced to choose between a lot of bad options (including the ability to make other player’s options even worse). This is best for people looking to practice long-term strategic thinking as well as how to balance in-the-moment decisions that may derail their plan. It can be played solo as well as online. (Jeremy Sepinsky, Lead Wargame Designer, CNA Corporation)

Algeria: The War of Independence 1954-1962 (Fiery Dragon Productions, 2006) – This is a grand operational – strategic game of the insurgency-counter insurgency war prosecuted by France against the National Liberation Front (FLN) forces in its colony of Algeria.  Highly abstracted, it focuses on most of the military, economic, intelligence, and information aspects found in this type of conflict.  While the hearts and minds of the Algerian population play a role, of more importance is the sustainment of French popular support as the FLN attempts to manipulate the French willingness to prosecute the war.  The mechanics are sufficiently detailed to permit the examination of several different strategic approaches to both insurgency and counter-insurgency (see Bard O’Neill ‘Insurgency and Terrorism: From Revolution to Apocalypse’).  Algeria is available as a VASSALmodule for remote play. (Mike Ottenberg, Military Operations Research Society Wargame Community of Practice)

Close Action (Clash of Arms Games, Mark Campbell, designer, 1997) – Close Action is a game of tactical naval combat in the Age of Sail (1740-1815).  Each ship in a battle is represented by an individual counter (or ship model if you prefer) and a hex grid is used to regulate movement and combat between ships.  Rules cover ship sailing performance, gunnery combat, boarding actions, and the influence of skill and morale upon combat outcomes. Each player commands one or more ships and secretly plots their moves before each game turn, which represents 200 seconds of real time.  Moves are revealed simultaneously, ships are moved, and then the players direct them where to fire.  The hex grid and the plotted moves make Close Action an ideal game to play by email—players simply send in their moves before each game turn, to a referee or to each other, then resolve moves and direct and conduct gunfire according to the rules.  Ship moves can be tracked and presented to players with photo images or using purpose-designed software (like VASSAL).  Play by email allows players from literally anywhere to play in a game.  Where Close Action really shines, however, is in its command, control, and communication rules, which simulate the signaling limitations of ships from its era.  The rules limit communication between players on a side to messages of a few words each game turn.  Players must write messages before a turn and then deliver them only at the end of the turn, thus causing their information to decay and potentially creating confusion in the minds of their recipients.  If a game is played with one player per ship, which is facilitated by email play, players can experience the confusion (and frustration!) that occurred in historical battles.  In this respect, Close Action can be a valuable tool—even while we’re sheltering in place—for teaching players about the impact of command, control, and communication limitations on tactical combat. (Sean Barnett, Senior Engineer, RAND Corporation)

Conflict of Heroes: Awakening the Bear! (Academy Games, 2012, 2nd Edition) –  Conflict of Heroes is a historical WWII Eastern European Theater wargame taking place at the squad level.  Its scenarios start out very simple and gradually add complexity to include vehicles, hidden movement, and artillery.  The player must make use of limited command resources to coordinate the movements and actions of the ground units.  While initially designed for two players, single player experiences abound.  As a means of learning basic rules, combat tactics, and game mechanics, a single player can develop and try out strategies on their own for many of the game’s missions.  More importantly, the 2nd Edition is supplemented by a Solo Expansion as well as a random Firefight Generator which allows continual single player experiences against an AI adversary.  The games AI system is based on core principles of agent based modelling and provides a good tactical challenge. A more recent 3rd edition reimplements and simplifies the ruleset, but is thus not directly compatible with the solo expansions.  (Johnathan Proctor, Analyst, Joint Staff)

Dunn-Kempf (John Curry, lulu.com, 2008) – Dunn-Kempf is a professional miniatures wargame that was used to train and educate US Army military officers from the mid-1970s until the early 1990s.  Each alternating turn represents 30 seconds of combat.  Players maneuver single vehicles or stands of infantry representing fire teams on a terrain table where one inch equals 50 meters.  Direct fires, indirect fires, and other systems such as mines are adjudicated using pre-determined combat results tables using dice to represent the random effects of combat.  All elements of the game system are based in the weapons, tactics, techniques, and procedures used during that era.  Although there is no computer assisted version of this game, a play by e-mail MAPEX using PowerPoint and standard military tactical symbols is readily available for our current environment.  (Mike Ottenberg, Military Operations Research Society Wargame Community of Practice)

Enduring Freedom: US Operations in Afghanistan  (Ambush Alley Games, 2011) – Published as Issue #30 of Modern War (July-August 2017) this is a solitaire wargame of the invasion of Afghanistan following the 9/11 terrorist attacks. Components include a sheet of 176 cardboard counters, a 22” x 34” map sheet and a 16-page rulebook. The player controls Coalition forces including brigades, battalions, FOBs, and air strikes (US, NATO, and the Northern Alliance). The game system controls opposing Islamist units and leaders  (Al Qaeda, Taliban, and Pakistani volunteers). The map is divided into regions that contain desert or mountain terrain, major cities, “Strongholds,” “Jihadi Centers” and airbases. The game objective is for the Coalition to destroy Al Qaeda and establish a stable Afghan government. The game covers October 2001 (initial US invasion) to March 2002 (conclusion of Operation Anaconda).  The complex sequence of play is organized according to doctrinal staff functions:  J-1 (Mobilization and Refit), J-2 (Information operations and intelligence), J-3 (Operations), J-4 (Sustainment), and J-5 (Civil-Military). This is a good example of solitaire wargame design for a contemporary joint Operational-level conflict at a fairly abstract level. (Michael Markowitz, Senior Research Specialist, CNA)

Foreign Legion Paratrooper (Decision Game, 2020) – This solitaire wargame is published as Issue #46 of Modern War (March – April 2020). Components include a sheet of 176 cardboard counters, a 22” x 34” map sheet and a 16-page rulebook. The player faces randomly generated crisis contemporary and near-future interventions in Africa and the Middle East, deploying platoon-sized ground and air units from a strategic display to mission maps (variously scaled at 500 meters to 5 km per hex) in desert, jungle, urban, mountain or oilfield terrain. A turn represents anything from 12 hours to a week.  A series of missions can be linked into an extended campaign game.  Possible missions include hostage rescue, counter terrorist operations, capture of high-value targets, and WMD interdiction, against randomly generated opposing forces.  The game system emphasizes planning and logistics, (factors often neglected in hobby wargames) using expenditure of “operations points” for various game functions. The game provides useful insight into the combat capabilities and limitations of modern French forces.  (Michael Markowitz, Senior Research Specialist, CNA)

Hornet Leader: Carrier Air Operations (Dan Verssen Games (DVG), 2010) – The entire library of DVG single player wargames provides isolated tabletop tacticians and strategists alike with a series of options spanning history.  Hornet Leader focuses on modern carrier air combat spanning from the first Gulf War in 1992 to modern day Syria. Players commit to an air campaign at both the squadron and flight tactical levels.  At the squadron level, players must select and manage a roster of aircrew and assets across multiple missions while selecting and prosecuting targets.  Since no plan survives contact, each mission includes random events that can change the adversary order of battle, impact available tactics and resources, or (rarely) provide an advantage to the player.  The ruleset is simple enough for beginners, but different campaign settings and associated resource limitations will provide difficult decision challenges for experts as well.  Additional titles that focus on Army and Air Force aviation include Thunderbolt Apache Leader and Phantom Leader respectively, which use similar setups and rulesets. (Johnathan Proctor, Analyst, Joint Staff)

Legend of the Five Rings: The Card Game (Fantasy Flight Games, 2017) – Legend of the Five Rings (L5R) combines the decision-making in the face of uncertainty inherent in card games with a wargame set in a magical version of the Sengoku Period of Japanese  history. Players build and pilot decks from one of seven clans, each with a different theme. Some clans seek to quickly overrun opponents and break provinces militarily while others focus on controlling the political arena and slowly wearing down the honor of the opponent. Most games take roughly an hour to play. During gameplay, players must balance their resources across multiple phases; these decisions include playing more characters or playing specific actions. As in many card games, some of the information is revealed on the board to all players while other information is secretly held in each player’s hand. This game can be played online and is recommend for players who enjoy games with partial information and tradeoffs that effect future turns. (Justin Peachey, Research Scientist, CNA Corporation)

Napoleon, the Waterloo Campaign (4th edition Columbia Games, 2013) – This is a relatively uncomplicated wargame but one that employs wooden blocks rather than cardboard counters to represent the military units involved in the campaign. This physical system design easily introduces uncertainty and deception into play because the opposing players cannot see the real identity of opposing units until they engage in combat. Furthermore, the blocks allow easy implementation of a step-reduction system, allowing units to become attrited in combat while preventing the opponent from knowing which units have been damaged the most. The third major element of the game system is the use of point-to-point movement. Forces move between locations connected by roads and the capacity of the roads constrains how many units you can move from one town to another during a turn. This game is one of a handful of truly revolutionary designs, created in 1972 and spawning and entirely new genre of block games. It has much to teach professional wargamers. The mechanisms and components of the game are the most obvious innovations but there is far more to learn here. Perhaps most important lesson is the fundamental change in player perspective that the reduced information creates. Although not a complete “fog of war,” it is at least misty out there. But the game is also an object lesson in revolutionary innovation. It took the old paradigm of cardboard counters openly displayed on a hex grid and completely changed the model. The block-game model is of great interest, even today, for those trying to find a balance between the perceived (though often overstated) unreality of open, Igo-Hugo (i.e., “I go, then you go”) game systems and the perceived (though often questionable) realism of “double-blind” and simultaneous games. Not to mention the fundamental synthetic experience it creates by challenging players to devise a winning strategic approach and translate it into an effective operational plan. Napoleon can be played easily in person with or without a referee to create even more fog of war, or by using email- or text-based play using a referee to manage things. Unfortunately, there appear to be no dedicated resources for automated online play. (Peter Perla, Principal Research Scientist, CNA Corporation)

Pandemic (Z-man Games, Inc, 2008) – Pandemic is a family-friendly cooperative game where players together try to cure four different diseases while simultaneously controlling outbreaks around the world. It can serve as a very basic introduction to cooperative game mechanics and the types of conversations (and arguments) that a cooperative game may generate. While the topic is particularly timely in the age of COVID-19, the decisions have little bearing on how countries and international actors would deal with a real-life pandemic. Rigid rule-based games such as this have explicit connections between player actions and game effects, whereas serious games often serve as a mechanism to prompt real-world actors to figure out who needs to coordinate and when. That said, it is fun to play, and can certainly be considered part of your research into pandemic gaming. Pandemic may be also be played solo or on the iPhone/iPad. (Yuna Huh Wong, Policy Research, RAND Corporation)

Single Player Games – The ranks of purely or primarily solitaire board wargames that merit the attention of serious students of military affairs have grown remarkably in the past 15 years—John H. Butterfield alone has produced more than half a dozen during that time. Among the least conventional recent solitaire wargames, Brien J. Miller’s Silent War is an innovative and attractively-rendered simulation of the Allied submarine campaign against Japan. It captures WWII’s evolving and attritional nature in a level of detail that some players find highly immersive and others tedious, as the solo Allied player tries to sink millions of tons of shipping tracked in thousand-ton increments. (The sequel, Steel Wolves, does the same for the even larger WWII U-boat war against Britain.) The Fields of Fire games, by game designer and career U.S. Marine officer Ben Hull, simulate infantry combat at the company level from 1944 to Vietnam.  Fields of Fire uses a unique card-based system that illuminates things about small-unit combat that no other tactical boardgame has done, and has made some players fall out of love with better-known games that treat the topic more cinematically. Both series reward spending substantial time exploring them—one takes a long time to play and the other has rules that are challenging to master—so they might be just right for a period of prolonged social isolation. (Karl P. Mueller, Political Scientist, RAND Corporation)

Space Alert (Czech Games Edition, 2008)  – Decision-making under conditions of time constraint and uncertainty, while fostering teamwork, quick communication, and mental agility have become stock phrases associated with professional wargaming. Investment in professional wargaming centers that can put large groups through their paces in realistic scenarios developing these skills are in great demand and offer our warfighters crucial opportunities to hone those skills. But if you are a small group, sequestered from such facilities, or not lucky enough to get invites at all, fear not! You can get a taste of what those events are like in microcosm with this little gem of a game. Using Sci Fi tropes similar to computer games like Starship Artemis, players form a team in the roles of starship crewmen. They must face challenges from attacking aliens to defend the ship, and inevitably, repair it when damaged. The hook that draws you into the game is a set of 10 min audio files. These can be played on a CD or downloaded for your phone – the scripts are available to be read aloud if you need to save your tech for the real-world calamity! Between these encounters, you “jump to hyperspace” and can reset some aspects of the game to prepare for the next time you drop out into a new situation. It takes a few playings to get the mechanics down, but when players get in the flow of the game, its easy to picture yourself in a much higher stakes situation than a board game on your conference or dining room table. (Paul Vebber (https://www.linkedin.com/in/paul-vebber-a16b6936)

Star Wars Rebellion (Fantasy Flight Games, 2016) – Rebellion is an epic game of hide-and-seek set in the Star Wars universe while fully incorporating the DIME (Diplomatic, Informational, Military, and Economic).  Diplomatic: Both Rebels and Imperials must convince unaligned systems to join their cause.  Informational: The Rebels have a hidden base, which the Empire is trying to find.  Military: Like most games with Star Wars, there is an emphasis on the war: the game includes both land- and ship-based combat.  Economic: To continue fighting (i.e., building more units, possibly replacing lost ones) both sides have to increase their production capabilities weighed against their ability to produce those units in a useful, timely fashion.  Additionally, the Empire has its own set on monstrous projects (e.g., the Death Star) which it must separately balance.  All of this is within a move-economy determined by the number of leaders each side has (and how effectively the player uses them).  Rebellion pits two players (or two teams) against in each other in asymmetric play ranging from the Strategic to Tactical, while fully incorporating DIME. (Nolan Noble, Research Data Scientist, CNA Corporation)

The Waterloo Campaign, 1815 (C3i Magazine, 2019) – This is a recent edition to the canon (or is that cannon?) of Waterloo games. While its mechanisms are relatively uncomplicated, so too are those of chess. Indeed, in many ways the game plays in a very chesslike way. As with chess, this is a two-sided, open-information contest in which the players alternate moving one of their small number of pieces—around 20 for each side—until one or both players choose to stop. One of the unique aspects of play is that pieces are not limited to a single movement or attack each half-day game turn, but rather can be pushed as far as the player may wish until coming into close contact with the enemy. It is a system based on the same design-production team’s earlier Gettysburg game. The biggest differences from that earlier game have to do with implementing the different realities of Napoleonic warfare when compared to the U.S. Civil War. Primary among these are the operational and battlefield roles of cavalry and the effects of elite units such as Napoleon’s Imperial Guard, as well as the Emperor’s penchant for massing a Grand Battery of Artillery to pound his opponent’s line. Unlike the Columbia version of the campaign, the players of The Waterloo Campaign, 1815 can see all the opposing forces on a standard hexagon map but maneuvering those forces is tricky because units must slow down as they approach the enemy and become fixed in place if they intend to attack them. It is a different view of strategy and an unusual form of game play. Its new ideas—and new implementation of old ideas—offer the professional wargamer both new tools and fresh inspiration. The small number of playing pieces belies the depth of game play. Although a short playing time of 60 to 90 minutes is claimed by the designer, my experience is that careful players, using chess-like care, can extend the duration to twice that. As of this writing there appear to be no electronic versions of the game available. However, the small number of pieces and alternating action make it an easy game to play using email or text chat. (Peter Perla, Principal Research Scientist, CNA Corporation)

Twilight Imperium (Fantasy Flight Games, 2017) – Twilight Imperium is a complex wargame. The rules are very involved and a game can take 8 or more hours with the maximum number of players. Each player controls one of seventeen different unique factions. While all factions use the same set of units, each faction may use them differently. The game board varies each playthrough as players build the galaxy they are conquering during the first phase of play. During the main portion of the game, all factions compete to achieve ten victory points. The first player to do so wins the game. Gameplay often involves tradeoffs between attacking other players to gain more territory, building more units to attack and defend territory already owned, and taking actions to gain victory points. This game is recommended for people who want to experience the role of setting and implementing a grand strategy and altering said strategy in the event of contact with an enemy. It can be played online, but not solo. (Justin Peachey, Research Scientist, CNA Corporation)

Sepinsky: Wargaming as an analytic tool

William Owen recently offered some thoughts at PAXsims on “what is wrong with professional wargaming.” Jeremy Sepinsky (Lead Wargame Designer at CNA) then replied with some comments—which I have reposted below for greater visibility. The views expressed are those of the author and do not represent the official policy or position of any agency, organization, employer or company.


 

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I think the challenge here comes with equating “wargaming” with an analytic discipline rather than an analytic tool. Wargaming looks completely different in various context, but criticizing the rigor of the discipline is like criticizing the p-test, the Fourier transform, an MRI, or anonymous surveys: there very valuable if done well, and damaging if done poorly. The trick is in educating sponsors and potential sponsors as to what “bad” looks like. Even peer-reviewed journals have gone for years without identifying the “p-hacking” that has been taking place in quantitative analysis. And wargaming is a lot more diverse a toolset with a smaller number of skilled practitioners (and no peer-reviewed journals, as you point out) than quantitative methods, which makes it even harder to call out the bad actors.

To respond to Owen’s question of “so what, is it obvious?”: When a person running a professional wargame cannot effectively translate real-world decision making into relevant impacts in the conduct of the game, then either a) the person needs to be able to fully articulate why decisions at that level are beyond the scope of the mechanics, or b) it is a poorly run wargame. But many of the situations he discusses are “game-time” decisions. And it would be impossible/impractical (though probably beneficial) to include Matt Caffrey’s “Grey team” concept in all games. In that concept, there is an entire cell whose job it is to evaluate the wargame itself. Not the outcomes, or the research, but instead to critique whether the wargame was an appropriate model of reality for the purpose defined. Though, to support the other points in Owen’s article, I have not been able to find any published article discussing the concept.

But this leads into another point: wargames are more than combat modeling. Many of Owen’s examples and statements about the model seem to imply that the wargames he discuses are those that are interested in modelling and evaluating force-on-force conflict—and that the side that understands the underlying wargame mechanics of the conflict will succeed. To that end, those games do not seem to be played manually for just the very reason that you’re discussing. However, they are instead reproduced as “campaign analysis“. Models like STORM and JICM are trusted, I would argue, overly much. It takes away the requirement for the player knowing the rules, because it pits computer v. computer where both sides know all the rules.

When a given conflict can be reduced to pure combat, campaign analytics are a good tool for calculation. But when conflict is more than combat, the human element comes to the fore and wargames have an opportunity to expose new insights. In these cases, the specifics of the combat models should play less of a role in the outcomes. They are more highly abstracted to allow time and attention of the more humanistic elements of war: the move-counter-move in the cognitive domain of the players. Wargames structured properly to emphasize that cognitive domain should overcome the requirement of memorizing volumes of highly detailed rules by simply not having that many rules. Players only have so much mental currency to spend during the play of a single game, and where that currency is placed should be chosen (by the designer) wisely.

Finally, I’ll concluded with a response to Owen’s final statement: “The right wargame applied in the right way clearly does have immense value. It merely suggests we need to get better at understanding what has value and what doesn’t.” Who is it that defines the value of the wargame? Is it the sponsor? The designer? The players? I guarantee you that each come out with some value, and that they all may not agree on what that value was. Most US Department of Defense wargames that I am familiar with are one-off events. Understanding the implications of each wargame rule on every wargame action or decision is beyond the scope of most wargames and beyond the interest of wargame sponsors. Instead, we wargamers can do a better job explaining the limits of our knowledge. When we design a game, there is a delicate balance between fidelity and abstraction. Some aspect of the game are highly faithful to reality, while others are highly abstract. Where you place the fidelity and what you abstract has a tremendous outcome on the conclusions that you can make at the end of a wargame. Wargame designers, facilitators, and analysts owe it to their sponsors to make it clear what insights and conclusions are backed by a high degree of fidelity and which are not. Complex wargame models always run the risk of inputs being identified as insights, and our due diligence is important here. But that diligence extends beyond the numerical combat modelling into the facilitation, scenario, and non-kinetic aspects of the wargame as well.

Jeremy Sepinsky 

 

Myth: You cannot patent wargames

The following piece was written for PAXsims by Dr. Jeremy Sepinsky, Lead Wargame Designer at CNA. The views expressed are those of the author and do not represent the official policy or position of any agency, organization, employer or company.

For other coverage of this issue, see the analysis posted by (lawyer and gamer) Matthew Yuen on the Yuen Law blog


 

860x394.jpgContrary to what seems like the prevailing opinion, games (to include board games and computer games) can be patented in the US. There are some very specific requirements to meet – the game (more specifically, the game idea) must be both novel and non-obvious (less legalese here) – but they are patentable. A quick google search confirms that there are plenty of companies willing to take your money to try to patent your game idea.

So why the prevailing opinion? The myth of game patents largely stems from copyright law. Recent cases, particularly Bilski v. Kappos (the Texas Bang! Case; but see also Alice v. CLS BI), seem to argue against legal protections for the underlying mechanics of a game. This had led some to wonder whether patents on games like Monopoly and Magic: The Gathering, which were awarded before Alice v. CLS BI, would be granted today. But it seems that a recently awarded patent might demonstrate otherwise.

Regular PAXSIMS readers might remember a post that started a flurry of comments about this issue.  Buried near the bottom of the post was the notice of a patent for an Unconventional Warfare Wargame that unabashedly copies the classic (notably unpatented) boardgame Catan. An article in TechLink specifically mentions that the creators (Jeremy Arias and Chad Klay, U.S. Army officers attending the Naval Postgraduate School in Monterey, California) are patenting the game so that they can license it to other game manufacturers as an educational game. I expect most of us that saw the application expected that the patent would never be granted. Most of us were wrong[1].

It is not clear how this game passed the “novel and non-obvious” requirements for a patent, but its awarding sets a precedent that is concerning. I reached out to the Catan legal team who informed me that they are “weighing [their] legal options” and that the negative precedent this would set for game innovation, design, and development “is something that cannot be taken lightly.” For gamers and wargamers in both the public and private sector, this has the potential to drive up costs of production and create barrier to entry for the board game world – which is experiencing a substantial boom thanks to crowdfunding sites bringing the games straight to consumers and which looks to continue to grow in the future.

But many of these new games are not patented. Why? Because patents are expensive. Cost estimates for things legal services aren’t always obvious, but this site suggests it could cost from $5,000 to $15,000 to patent an idea. The cost to patent a board game? I don’t know. But my the bigger fear is the opportunity it opens for patent trolls to enter the marketplace, driving up the potential legal costs for any new game coming to the market. Companies, like NewEgg, have been fighting patent trolls, and continue to do so, but it is an expensive legal battle. And for the boardgame industry, the expected reward, typically the profits plus optional penalties, probably isn’t worth the cost. Additionally, just because a patent is granted, doesn’t mean the situation ends there. Patents can be challenged, even invalidated, after they are granted. But, in reality, there are a lot more lucrative targets out there, and threatening to patent trolls any boardgame simply seems pale by comparison.

Let me be clear: I am not trying to suggest that the Unconventional Warfare Wargame team is out to be a patent troll. Instead, I wanted to spend some time understanding the potential implications of a large-scale application of this process to the game industry. Does this patent set a precedent that can open the door for malign actors to enter the marketplace?

From a small sampling of data points that I’ve taken with industry professionals: they aren’t worried. In their opinions, the cost to patent a game idea, as well as the cost of litigating an infringement, is likely to far outweigh any expected value to the settlement. Patents are easily granted, but expensive to enforce. No one seems to expect that this one patent will change the tides, but it is at least a curiosity. Where we go from here is anyone’s guess. I only hope that the gaming community writ large will band together against any patent trolls that threaten the future of our hobby and profession.

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[1] Sadly, I can’t link you directly to the status of the project. However, if you sign up for a uspto.gov account, search for patent application number “16274096” and navigate to “Transaction History”, you’ll notice that it says “Issue Notification Mailed”, which means that the patent was, in fact, granted.

Jeremy Sepinsky