By David Kopel
How
should wargame designers respond to the new military environment of the war
between the United States and Islamofascism?
Rule number
one: Don?t make the game into a mere vehicle for whatever didactic lesson you
are trying to teach. In particular, don?t force the game to lead to particular
results. Nobody knows how history will turn out, including you.
As a
cautionary tale, consider two games which violated Kopel?s First Rule of Wargame
Design.
In late
2002, Californian Dermot O?Connor released a web-based wargame called Gulf War 2.5 about the impending
invasion of Iraq. According to the Feb. 20, 2003 ElectricNews.net, the game was
made available at O?Connor?s website, www.idleworm.com. Today,
though, it?s no longer listed among the available games at the site. And no
wonder.
According
to ENN, the game had ?only one possible outcome.? Although the invasion of Iraq
was ?quick and easy,? Gulf War 2 then
mandated the following events: ?Iraqi anthrax attacks on Israel and a nuclear
strike on Baghdad in response. From there, warring Middle East nations all vie
to carve up the remains of Iraq, with Iran invading in the South and a Kurdish
revolt in the North. Soon, militants in Pakistan, Afghanistan, Egypt, Jordan,
Lebanon, Syria and Saudi Arabia rise up and nuclear weapons are spread
throughout the region. War between India and Pakistan ensues, while Iran and
Saudi Arabia contemplate war with the US.?
Not
one of Gulf War 2?s mandates came
true. Saddam may not have even had any anthrax. And the problems that did ensue
in Iraq (terrorist warfare by Ba?athist remnants and al Qaeda foreigners, with
logistical support from Iran and Syria) were not among Gulf War 2?s range of outcomes.
Now
Gulf War 2.5 never pretended to be a
sophisticated simulation; it worked through Flash animations. And in response
to an irate player, O?Connor posted a disclaimer on his website, ?Technically,
Gulf War 2.5 is NOT a game.? Instead, ?It?s a satirical cartoon.?
Even
so, Gulf War 2.5 got respectful
treatment as a realistic game from Reuters, Yahoo, and Excite, garnering
newspaper coverage from Dubai to the U.S. to New Zealand.
Now
it?s easy to dismiss O?Connor as an angry nut, because he is. His website is
filled with the hatred and vicious language which characterize the
anti-American fringe of today?s so-called ?peace movement.? He says that Bush
is a Nazi, the U.S. is ?the Fourth Reich,? and warns his readers about the Zionists.
But if Gulf
War 2.5 is a deservedly-forgotten effort which attracted more attention
from credulous journalists than from serious wargamers, consider one of the
best-selling wargames from the mid-1980s: Balance
of Power. Designed by Chris Crawford for the Mac, it was ported to the PC,
and grossed over ten million dollars.
Crawford?s book,
Chris Crawford on Game Design,
contains many valuable insights on what makes a good game, and how to design
for playability and long-term player interest.
Nevertheless,
his best-selling Balance of Power,
which was in its time the most sophisticated commercial computer wargame yet
designed, was a failure?an abject lesson in how a talented designer allowed his
ideology to ruin a game.
In a book
excerpt on GameDev.net, Crawford explains how he came to design Balance of Power, a Cold War simulation:
?I embraced
the core values of the 60's counterculture, the most prominent of which was
pacifism. War, in that view, was the greates