A number of you will, by now, have
read the article to which I am referring, namely:
Yarwood, R., 'Miniaturisation and the
Representation of Military Geographies in Recreational Wargaming', Social
& Cultural Geography 16, no. 6 (2015), 654-674.
But I shall continue, partly for
anyone who does not have access to the article, and partly for my own
engagement with it. Yarwood notes three reasons for focussing on historical
miniature wargaming. Firstly, it permits an exploration of the concepts and effects
of miniaturisation. A scaled down world can block reality and immerse the
viewer in a miniature world. A miniature wargame, it is contended allows
greater opportunities for self-expression and creativity than a video game. Secondly,
as noted, miniature wargames have relatively little input from the military. A
miniature wargame is a co-production between commercial manufacturers,
individual wargamers, amateur historians and key figures in craft consumption.
The representation of warfare differs considerable from that produced by
MIME-net, the argument is; amateurs are more likely to admit the impossibility
of authenticity. Thirdly, Yarwood is interested in the representation of the
military. Scale models are widespread, and often represent the military, yet
military spaces (of a sort) are produced by playing with them.
Yarwood notes that a great deal of
effort goes into producing terrain, particularly for convention games, and
painting the models. He does not explore the effects of the various scales
available on miniaturisation. This is perhaps a shame (although, as a major
part of the research involved wargame conventions, perhaps the options were a
little limited). He does note that there is a sense of enchantment, delight or
wonder, a respect for the skill and effort put into creating a game. My experience
is that this can even (perhaps bizarrely) be true for solo efforts as well. Or
perhaps I am just a self-regarding narcissist.
Playing the game reveals imaginative
possibilities in the miniature world. Different versions of ‘what might have
been’ are available. A wargame enables an action to be run and re-run. Yarwood
notes that Deluze argues that a battle is not one “true” event. There is never
an overarching view such as the wargamer obtains.
The wargamer can, therefore order and
control the space and time of the wargame, as well as the participants in the
miniature world. Time and skill are devoted to collecting and painting the
models. Collecting armies is a never-ending process. History is classified,
moved from temporality to a fixed order. History is rearranged to suit the
needs for the wargamer and the rules, partly at least through the medium of
army lists. The world of miniature armies enables a creative self-expression. For
example, some wargamers prefer underdog armies. They allow exploration of less
known aspects of military history as well as an assertion of individuality. Often
these statements of individuality are co-produced, however – a wargamer
persuades another to collexct the opposition.
Yarwood then turns to playing the
game. Rules, obviously, are important, as is chance. However, wargaming is not
just about chance, and rule writers try to balance playability and
authenticity. Rules enable different sorts of imaginative possibilities.
Ahistorical match-ups are possible, as are tournaments or tests of particular
tactics. A wargame starts with various possibilities which resolve into a distinctive
narrative. A wargame presents its own ‘what-if’ reality. Wargames resemble not
only warfare but other games. Thus, Yarwood argues, wargamers can disengage
from uncomfortable aspects of war.
A game is a safe, sanitised simulation
of war. Death, mutilation, civilian casualties and so on are represented only
as the abstract removal of figures, of addition of counters. War is denatured.
Generally, casualty figures are not used – the dead and wounded are simply
removed. Death and dying are not widely represented in wargaming. Airfix boxes
have heroic scenes. Only Charles Grant’s Battle
has a casualty on the cover. Wargaming ‘others’ groups such as civilians, women
and children. It presents a male gaze of warfare and focusses on tactics rather
than social or political impacts.
That said, wargaming hardly promotes
militarisation, being largely sedentary and not the sort of hearty outdoor masculinity
that the forces seem to encourage. Playing wargames does not encourage aggression,
as video games have been accused of doing. The space of wargaming is removed
from reality. Imaginations are used to increase the gap between the game and
the reality represented. History happened – a wargame is not going to change
that. Some wargamers are uncomfortable with ‘ultra-modern’ games (including
me). Fantasy and science-fiction games increase the gap and are, often, much
more bloodthirsty than historical wargames.
In wargames we see the spectacle of
war. There is a contradiction running through argaming of the juxtaposition of
fun and death. In play, death is not final; the figures rise again, live to
fight another day. Yarwood quotes Sabin as arguing that, in fact, historical
wargaming creates well informed participants with a good understanding of the
horrors of war. Wargaming can even be viewed as a sort of remembrance of the
past and its futile deaths over causes we cannot recall or understand.
Wargames are, in a sense, political
acts. Realities are pushed aside (the models of war distort) and war is
presented as a banal cultural activity, rather than a political one. Wargames
are, superficially, apolitical; try suggesting that the Waffen SS should not be
presented on the table.
Miniaturisation is hybrid. It is a
social construct supporting certain political visions of the world, yet it
relies on a scalar narrative to live. The models represent the wargamer’s
interiority. They transform space and open up imaginative possibilities.
Miniature wargames may make geopolitics banal, focussing on only one aspect of
reality and ignoring or distorting the rest, but that does not make the meaning
of the wargame banal. Everyday experiences, perhaps possibly those of choice,
such as hobbies, might indicate how we negotiate broader political discourses,
or explore social and cultural boundaries.
As a cry for taking historical
miniature wargames a little more seriously than they often are, even by
wargamers, I think the paper is very useful and interesting. At least, it
relates, mostly, to my experience of wargaming. My current campaign, much
delayed as it is, is precisely a separate world, a ‘what if’, granted, but a
world where the armies are well fed, the civilians uninvolved and the battles
are bloodless. Not only that, but I can justify why this might be the case.
Still, I have run out of room, so my
own responses to the article will have to wait. In the meantime, if you have
read it and feel I have missed something important (or even apparently trivial)
out of my summary, please feel free to point it out. And if you have been
piqued by something and haven’t read it, don’t be shy…
Is. R. Yarwood a tabletop gamer himself/herself by any chance?
ReplyDeleteBest REgards,
Stokes
I don't know, but I suspect he is.
Delete