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Computer wargame
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A computer wargame is a wargame played on a digital device. Descended from board wargaming, it simulates military conflict at the tactical, operational or strategic level. Computer wargames are both sold commercially for recreational use and, in some cases, used for military purposes.
History
[edit]Computer wargames derived from tabletop wargames, which range from military wargaming to recreational wargaming. Wargames appeared on computers as early as Empire in 1972. The wargaming community saw the possibilities of computer gaming early and made attempts to break into the market, notably Avalon Hill's Microcomputer Games line, which began in 1980 and covered a variety of topics, including adaptations of some of their wargames. In February 1980 Strategic Simulations, Inc. (SSI) was the first to sell a serious, professionally packaged computer wargame, Computer Bismarck, a turn-based game based on the last battle of the battleship Bismarck.[1][2]
Wargame designer Gary Grigsby joined the industry in 1982 with Guadalcanal Campaign, published by SSI.[3] It is cited as the first monster wargame developed for computers.[4][5][6] Grigsby became one of the most respected designers of computer wargames.[3] In 1997, he was described as "one of the founding fathers of strategy war games for the PC."[7] Computer Games Magazine later dubbed him "as much of an institution in his niche of computer gaming as Sid Meier, Will Wright, or John Carmack are in theirs."[8] By 1996 he had released 23 wargames with SSI,[9] including Steel Panthers, a commercial hit. In 2001, he co-founded the studio 2 by 3 Games with SSI's Joel Billings and Keith Brors, where they continued to work together on wargames.[10]
SSI and Strategic Studies Group (SSG) were computer game companies that continued the genre by specializing in games that borrowed from board and miniature wargames. The companies enjoyed a certain popularity throughout much of the 1980s and into the 1990s. TalonSoft started in 1995 with a similar focus, until purchased and later closed down by Take-Two Interactive in 2002. 021702102
Game design
[edit]Computer wargames primarily focus on simulated battles. Because it is difficult to provide an intelligent way to delegate tasks to a subordinate, war games typically keep the number of units down to hundreds rather than hundreds of thousands.[11] The amount of realism varies between games as game designers balance an accurate simulation with playability.
Units are usually scaled to be disproportionately large compared to the landscape, in order to promote effective gameplay. These games usually use a much faster time line than reality, and thus wargames often do not model night time or sleep periods, though some games apply them, they can be time-consuming.[11]
Comparison with board wargames
[edit]Tabletop wargames are usually categorized according to the scale of the confrontation (e.g., grand strategy wargame, strategic wargame, operational wargame, tactical wargame or man-to-man wargame). The qualifiers "real-time" and "turn-based" are not taken into account as all tabletop wargames are, by necessity, turn-based.
Notable computer wargames
[edit]This article needs additional citations for verification. (December 2018) |
- Computer Bismarck - (Strategic Simulations, 1980) - generally credited as the first "serious" computer war-game.
- Eastern Front (1941) - (Atari Program Exchange, 1981) - Called "the first war game that competed with pencil-and-paper games"[citation needed] and one of the best selling programs for the Atari 8-bit computers.[citation needed] Introduced scrolling maps, pondering AI, morale, supply considerations and many other advanced features that were common in later games. Chris Crawford's first major success.
- Gary Grigsby's Pacific War (1993)
- Panzer General - (Strategic Simulations, 1994) - recognizably a traditional wargame next to Close Combat. It spawned several sequels, some of which explored different subject matter.
- Battleground series (TalonSoft, 1995–1999)
- Steel Panthers - (Strategic Simulations, 1995) - a tactical wargame on the same scale as Squad Leader, which led to two sequels, and then a series of titles by Camo Workshop/Shrapnel Games and Matrix Games, for free release.
- Close Combat - (Microsoft, 1996) - not the first wargame to break out from hexes[further explanation needed], and still presented in a 2-dimensional format, Close Combat addressed factors such as individual morale and reluctance to carry out orders. The original title led to five successful sequels for the general public, as well as being developed into a training tool for military use only. Close Combat stemmed from an early attempt to translate the Squad Leader boardgame to the computer.
- The Operational Art of War Vol. 1: 1939–1955 - (TalonSoft, 1998)
- Combat Mission: Beyond Overlord - (Big Time Software, 2000)
- Decisive Battles of WWII: Korsun Pocket - (Strategic Studies Group, 2003)
- TacOps – (Major I.L. Holdridge, 2003 for v4) – commercial version of “TacOpsCav 4”, an officially issued standard training device of the US Army. It is a simulation of contemporary and near-future tactical, ground, combat between the modern armed forces of the world.
- Wargame: Red Dragon – (Eugen Systems, 2014) – a 3D regiment or brigade scale simulation set as a "Cold War Gone Hot" themed game in both multiplayer and singleplayer environments. Players construct customized armies through use of a deck system comprising land vehicles, infantry, and helicopters from several NATO and Warsaw Pact nations and manage logistics such as fuel and ammunition while on the battlefield. There is no cohesive campaign, the game instead taking place in several hypothetical conflicts.
- Hegemony - (Longbow Games) - a series of historical wargames set in antiquity, with real-time strategy and real time battles on one seamless map, notable for its elegant supply system.
- Ultimate General - a series of strategy wargames based on the American Civil War
- Total War – a wargame set in different time periods, with a turn based map, and a real time battle component, featured on the television series Time Commanders
- Hearts of Iron – (Paradox Interactive) − a grand strategy wargame series that is focused on World War 2. Player may act as any reasonably sized nation at the time, influencing international politics, economic and military development, and can control battlefields on both strategic and operational levels using combined arms. Frequently used to entertain and simulate alternative history scenarios as well as recreate historical events.
- DEFCON (video game) - (Introversion Software)
See also
[edit]References
[edit]- ^ Proctor, Bob (March 1988). "Titans of the Computer Gaming World / SSI". Computer Gaming World. p. 36.
- ^ "This is why we play war games". Plarium. Retrieved 2018-03-29.
- ^ a b Ritchie, Craig (October 2007). "Developer Lookback; Strategic Simulations Inc (Part 1 of 2)". Retro Gamer (42): 34–39.
- ^ Staff (May–June 1982). "Hobby and Industry News". Computer Gaming World. Vol. 3, no. 3. p. 4.
- ^ Staff (February 1983). "The Player's Guide to Computer Games; The World Marches to War!". Electronic Games. 1 (12): 47–49.
- ^ DeMaria, Rusel (December 2018). "Opportunity Knocks: The Story of SSI". High Score! Expanded: The Illustrated History of Electronic Games (3rd ed.). CRC Press. pp. 166–171. ISBN 978-0-429-77139-2.
- ^ Dunne, Alex (19 June 1997). "Interview with Gary Grigsby, Developer of SSI's Steel Panthers".
- ^ Mayer, Robert (January 10, 2001). "Uncommon Valor: Campaign for the South Pacific First Look". Computer Games Magazine. Archived from the original on April 19, 2005.
- ^ Dunne, Alex (1996). "Interview with Gary Grigsby, Developer of SSI's Steel Panthers". Game Developer Magazine. Archived from the original on January 21, 1998.
- ^ Ritchie, Craig (November 2007). "Developer Lookback; Strategic Simulations Inc (Part 2 of 2)". Retro Gamer (43): 82–87.
- ^ a b Rollings, Andrew; Ernest Adams (2006). Fundamentals of Game Design. Prentice Hall.
Computer wargame
View on GrokipediaDefinition and Scope
Core Definition
A computer wargame is a genre of digital strategy simulation that models military conflict, strategy, and operations through computational rules, data, and procedures, without involving actual forces.[7] These games typically depict armed conflict at tactical, operational, or strategic levels, utilizing digital mechanisms to adjudicate outcomes between opposing forces.[2] Unlike broader strategy games that may emphasize abstract resource allocation or empire-building, computer wargames prioritize the realistic representation of warfare dynamics, including unit interactions and battlefield decision-making.[8] Central to computer wargames are scenarios drawn from historical events, hypothetical situations, or fictional settings, where players engage in resource management, unit control, and choices under conditions of uncertainty and incomplete information.[2] This involves simulating elements such as troop movements, logistics, and combat resolutions via algorithms that mimic real-world military complexities.[7] The foundational purpose of computer wargames serves educational, recreational, or analytical ends, enabling exploration of warfare tactics and grand strategy in a controlled environment.[2] They facilitate learning about historical battles, testing strategic concepts, or providing entertainment through immersive conflict simulation.[8] The term "wargame" originates from the early 19th-century Prussian "Kriegsspiel," a board-based training exercise developed to teach officers battlefield tactics, which has since evolved into digital adaptations in computer formats.[9]Key Characteristics
Computer wargames emphasize realism by employing procedural generation of outcomes through probabilistic models, which digitize traditional dice-roll simulations to replicate the uncertainties of combat. These models use random-number generators or dice equivalents to resolve engagements based on historical loss data and force ratios, such as favoring attackers at 3:1 odds while adjusting for variables like terrain.[10] This approach achieves higher fidelity, often nearing one percent accuracy in simulations compared to five percent in manual counterparts, by incorporating validated field tests and psychological factors.[10][11] A defining trait is their capacity to manage complexity at large scales, utilizing algorithms to process vast numbers of units, terrain effects, and supply lines that would overwhelm analog systems. Terrain is modeled with movement costs and combat modifiers—such as doubled points for rough areas or defensive bonuses in mountains—while supply logistics are abstracted through command points that limit activation and reconstitution of forces.[12] Algorithms enable aggregation of units from squads to army groups across maps scaled from meters to hundreds of kilometers, balancing detailed mechanics like stacking limits and line-of-sight calculations without excessive player micromanagement.[10][12] Computational advantages stem from automation, particularly in implementing fog of war, where AI obscures enemy positions to simulate asymmetric information and uncertainty, using line-of-sight algorithms that account for distance, height, and obstructions like hills.[13] AI opponents enhance solo play by managing multiple units with doctrine-driven routines, including random selection for unpredictability and reinforcement learning for adaptive behaviors that mimic human decision-making across millions of simulated iterations.[10][14] Dynamic campaigns leverage these features for evolving scenarios, allowing real-time adjustments, continuous action, and multi-player coordination via networked systems.[10] Players assume command roles across echelons, from grand strategy—overseeing national policies and theater-wide operations—to tactical levels involving squad maneuvers and immediate objectives like terrain capture.[15] At operational scales, roles focus on coordinating battalions to divisions for regional campaigns, with asymmetric information enforced by fog of war to reflect real command hierarchies and incomplete intelligence.[15][13] This spectrum allows simulation of diverse leadership perspectives, supported by hypertext interfaces for accessing detailed data without disrupting strategic flow.[10]Historical Development
Origins and Early Examples
The origins of computer wargames trace back to the 1950s, when U.S. military research institutions began integrating computers into strategic simulations to model complex warfare scenarios. The RAND Corporation pioneered political-military wargames during this period, developing the "Cold War Games" series to explore nuclear deterrence and escalation dynamics. These simulations employed mathematical models for logistics, such as quantifying population and capital losses from hypothetical H-bomb attacks (e.g., 30% population reduction in initial strikes), often processed via early computer systems like IBM mainframes to handle numerical inputs for resource allocation and combat outcomes.[16][17] Concurrently, the Army's Operations Research Office (ORO) created Hutspiel in 1955, one of the earliest computer-based wargames, running on the analog Goodyear Electronic Differential Analyzer (GEDA). This theater-level simulation adapted principles from traditional wargames like Kriegsspiel, allowing human players to input commands for conventional and atomic forces while the computer resolved battles and logistical movements in real-time, marking a shift from manual to automated adjudication. Such efforts began in the 1950s with models like CARMONETTE (1953), which simulated ground combat involving infantry, armor, and air support, leveraging computers to reduce calculation times dramatically—from hours to seconds—thus enabling more intricate tactical explorations.[18][19] In the 1970s, hobbyist programmers on university mainframes advanced these concepts into accessible games, fostering tactical simulations amid limited hardware. A landmark was Empire on the PLATO system, released in 1973 by John Daleske, which supported up to 30 players in real-time multiplayer space combat, blending strategy, resource management, and team alliances in a networked environment.[20] Key pioneers emerged toward the decade's end, including Chris Crawford, who developed Tanktics in 1978—a turn-based armored warfare game for the Apple II that computerized board wargame mechanics like unit movement and terrain effects. That same year, Joel Billings founded Strategic Simulations, Inc. (SSI) in 1979, debuting with Computer Bismarck, which digitized naval pursuit simulations using algorithmic combat resolution. These efforts were shaped by technological constraints, including mainframe access via terminals, text-based interfaces for output, and minimal memory (e.g., 16K RAM), which prioritized abstract, rule-driven mechanics over graphics to fit within processing limits.[21][22][23]Expansion in the Personal Computing Era
The advent of affordable personal computers in the 1980s, such as the Apple II and Commodore 64, significantly expanded access to computer wargames, shifting them from mainframe exclusivity to home use. Strategic Simulations, Inc. (SSI), founded in 1979, capitalized on this by releasing its debut title, Computer Bismarck, in 1980 exclusively for the Apple II, simulating naval combat during World War II and establishing SSI as a pioneer in the genre. Designer Gary Grigsby contributed to the surge with Guadalcanal Campaign in 1982, an SSI release for the Apple II that introduced complex operational simulations of Pacific theater battles, appealing to enthusiasts seeking depth beyond simple arcade titles. Meanwhile, board game publisher Avalon Hill entered the digital space in 1980, developing computer adaptations of its analog wargames for platforms like the Apple II and TRS-80, which broadened the audience through familiar mechanics on accessible hardware. By the 1990s, the proliferation of CD-ROM technology enabled greater diversification in computer wargames, incorporating multimedia elements like enhanced graphics, sound effects, and video cutscenes to immerse players in historical contexts. This era saw a blend of traditional turn-based strategy with innovative features, exemplified by Atomic Games' Close Combat series, which debuted in 1996 for Windows and Macintosh, focusing on real-time tactics at the squad level during Normandy campaign battles and emphasizing realistic morale and fog-of-war mechanics. Publishers like SSI continued to innovate, releasing titles that leveraged CD-ROM capacity for larger maps and more detailed unit animations, attracting both longtime wargamers and newcomers drawn to the richer sensory experience. Despite these advancements, computer wargames maintained a niche appeal amid the rise of mainstream genres like first-person shooters and role-playing games, sustaining a dedicated but limited audience through specialized publishers. SSI's Panzer General (1994) exemplified this market dynamic, selling over 250,000 copies by blending accessible hex-based strategy with World War II themes, though such figures paled against blockbuster hits and highlighted the genre's steady rather than explosive growth. The overall market for computer wargames remained modest, with sales driven by hobbyist communities rather than broad commercial appeal, ensuring longevity for titles that prioritized simulation fidelity over mass entertainment. Community involvement further extended the lifespan of these games through early modding and fan-created scenarios, particularly in the late 1980s and 1990s, as players modified code and designed custom battles to explore alternate histories or new theaters. SSI's Steel Panthers (1995), a tactical wargame spanning multiple eras, became a hub for this activity, with fans producing thousands of additional scenarios via simple editing tools, fostering ongoing engagement and influencing subsequent design trends in the genre. This grassroots creativity not only preserved older titles but also built a collaborative culture that compensated for the niche market's constraints.Contemporary Evolution
The 2000s and 2010s saw computer wargames evolve with advancements in graphics, AI, and online multiplayer, blending military simulations with broader strategy gaming. Real-time strategy titles like Command & Conquer series and Total War franchise expanded tactical depth with large-scale battles and historical accuracy, while turn-based grand strategy games from Paradox Interactive, such as Europa Universalis (2000) and Hearts of Iron (2004), emphasized geopolitical and logistical complexity. Military training tools advanced with virtual reality integrations, exemplified by DARWARS Ambush (2004), which used commercial game engines for immersive counter-insurgency scenarios.[3] By the 2020s, the genre faced challenges including declining sales due to high complexity deterring casual players, yet independent developers sustained innovation through crowdfunding and digital distribution. Examples include Scourge of War: Gettysburg (2017) by Norb Development, supported by Matrix Games, offering detailed Civil War simulations, and emerging VR titles like Zero Caliber VR (2019) for tactical shooters. Paradox Interactive expanded via acquisitions, such as Triumph Studios (2017) for Age of Wonders series and Haemimont Games (2020) for Surviving Mars, enhancing hybrid strategy-wargame offerings. As of 2025, the industry balances accessibility improvements with deep simulations, incorporating AI for dynamic scenarios amid ongoing military and esports applications.[24][25][26][27]Design Principles
Simulation Mechanics
Computer wargames employ core algorithms to model unit movement across maps, often using hexagonal (hex) grids or point-based systems to approximate real-world terrain and distances. Hex grids divide the battlefield into equilateral hexagonal cells, allowing for more uniform movement in six directions compared to square grids, which can distort diagonal paths. Each hex typically represents a fixed scale, such as 1-5 kilometers in operational games, with movement points (MP) allocated to units based on type and terrain; for instance, infantry might expend 1 MP in clear terrain but 4 MP in forests, while roads reduce costs to 0.5 MP per hex.[10] Point-based systems, alternatively, use vector calculations for free movement without grids, though hex grids remain prevalent in turn-based titles for simplifying pathfinding and collision detection.[10] Line-of-sight (LOS) calculations determine visibility and firing ranges by tracing unobstructed paths between units, accounting for terrain elevation, obstacles, and weather. In hex-based systems, LOS is computed by checking intervening hexes for blocking features like hills or forests, often using ray-casting algorithms that sample points along the line at regular intervals (e.g., every 10 meters) to compare heights against unit eye levels. Probabilistic adjustments may apply for partial obstructions, such as a 50% visibility reduction in light woods. These computations enable realistic fog-of-war mechanics, where units beyond LOS remain hidden until scouted.[28][10] Combat resolution relies on detailed probabilistic models to simulate outcomes, incorporating factors like unit strength, range, and terrain modifiers. A common approach uses combat results tables (CRTs) modified by pseudo-random rolls to determine hits, where probabilities are adjusted by attacker and defender strengths, modifiers (e.g., for flanking), and distance. If the roll succeeds, damage is assessed via lookup tables for single-shot kill probabilities (SSPK), often drawn from empirical data like 0.3 probability of kill upon hit in small-arms fire, with additional wounding outcomes. Advanced models, such as those in high-resolution simulations, employ bivariate normal distributions for accuracy: , where is target area and is weapon dispersion at range.[28][10] Resource and logistics simulations track supply chains to influence unit effectiveness, modeling decay rates for fuel, ammunition, and morale over time and distance. Supply lines connect depots to fronts, with consumption rates (e.g., 1 ton per day per division) leading to attrition if disrupted; out-of-supply units suffer reduced combat factors (e.g., -2 MP and halved attack strength). Decay mechanics apply exponential degradation, compounded by operational tempo. Morale factors integrate as multipliers on performance, dropping unit initiative below adequate supply levels, forcing conservative tactics.[29][10] Randomness is integrated via pseudo-random number generators (PRNGs) to mimic dice rolls, ensuring replayability and uncertainty in outcomes like combat hits or event triggers. Linear congruential generators, common in early systems, produce sequences via , seeded by system time for variability; modern implementations use Mersenne Twister for better distribution in large-scale battles. This replaces physical dice in CRT resolutions, where a generated value (0-1) compared against determines success, preserving historical fog-of-war without predictability.[10][28]Strategic and Tactical Elements
Computer wargames incorporate a strategic layer focused on long-term planning, where players manage campaign objectives, build alliances, and oversee economic resources to shape overarching conflict outcomes. Campaign objectives typically involve achieving broad military or political goals, such as securing key territories or disrupting enemy supply lines, often modeled through multi-phase scenarios that simulate extended operations.[30] Alliance building emphasizes coalition dynamics, requiring players to negotiate with simulated or human-controlled factions to coordinate joint forces and share intelligence, as seen in games like the Navy Global Games series, which test interagency and international cooperation in crisis scenarios.[30] Economic management entails allocating limited resources—such as budgets for unit production or logistics chains—to sustain forces over time, influencing decisions like procurement trade-offs in simulations like the Office of Naval Intelligence's SimBAT, where players balance air and sea asset investments against fiscal constraints.[10] These elements encourage players to weigh opportunity costs and adapt to evolving threats, fostering a conceptual understanding of how macroeconomic factors underpin military success.[30] The tactical layer complements this by emphasizing short-term maneuvers, including flanking attacks, ambushes, and precise unit positioning during engagements. Flanking involves positioning units to attack from vulnerable sides, often rewarded through combat modifiers that increase hit probabilities, as in Drive on Metz, where American forces exploit terrain to encircle German regiments.[10] Ambushes simulate surprise assaults by hiding units in obscured terrain until optimal moments, altering battle dynamics through initiative bonuses or disruption effects on enemy morale. Unit positioning draws on grid-based systems, such as hexagonal maps, where terrain effects charts adjust movement and defense values—for instance, forests providing cover that shifts combat odds favorably for defenders.[10] These mechanics demand real-time or turn-based assessment of local conditions, promoting tactical innovation like combined arms coordination between infantry and armor to breach defensive lines.[30] Fog of war and intelligence mechanics introduce uncertainty to both layers, compelling players to rely on reconnaissance and navigate potential misinformation. Fog of war obscures enemy positions and intentions, typically implemented by revealing only areas within a unit's line of sight or sensor range, which forces strategic guesses about opponent campaigns and tactical adjustments based on incomplete data.[31] Reconnaissance units or actions, such as patrols in the Advanced Framework for Simulation, Integration, and Modeling (AFSIM), gather partial intel through probabilistic sensors that account for errors like range deviations up to 20 meters, enabling players to pierce the fog incrementally.[31] Misinformation arises from simulated communication delays or sensor noise, such as azimuth errors reducing engagement success rates by 2.5-3%, which can mislead players into erroneous flanking attempts or alliance commitments.[31] This layer heightens decision-making tension, as partial knowledge influences choices like committing reserves prematurely in tactical battles or reallocating economic resources amid uncertain threats.[10] Victory conditions in computer wargames are multifaceted, often combining territorial control, mission completion, and narrative branching to evaluate player performance across scales. Territorial control might award points for holding objectives like cities or supply nodes, as in Drive on Metz, where capturing Metz yields 20 points while exiting units off-map provides defensive bonuses.[10] Mission completion focuses on discrete goals, such as destroying 50% of enemy forces in scenarios like TACWAR, tying tactical maneuvers directly to strategic success.[10] Branching narratives emerge from cumulative decisions, where unmet economic thresholds or failed alliances trigger alternate paths, such as stalemates in Athena simulations that assess counterterrorism equilibria based on public mood and resource equilibrium.[30] These conditions, calculated dynamically via algorithms, ensure victories reflect balanced strategic foresight and tactical execution, with levels ranging from marginal to decisive based on point thresholds.[10]| Element | Description | Example Impact on Play |
|---|---|---|
| Strategic Layer | Long-term resource and alliance decisions | Players in SimBAT trade off naval assets for budget efficiency, altering campaign trajectories.[30] |
| Tactical Layer | Immediate positioning and attacks | Flanking in Desert War uses terrain to double attack factors against exposed units.[10] |
| Fog of War | Limited visibility and intel errors | AFSIM's sensor noise causes 125km positioning errors, forcing reconnaissance prioritization.[31] |
| Victory Conditions | Multi-objective scoring | Battle for Germany awards control points across competing factions, enabling draws or upsets.[10] |
