It is a common
misunderstanding of science that it all works out really neatly. A hypothesis
is generated. An experiment is built. It is switched on. Lights blink. Things
hum. All the white coated scientists stand around, white knuckles gripping their
clipboards. Lights flash. Suddenly something goes ‘bing’, there is much
applause, mutual back slapping and the chisel chinned hero scientist embraces
the pretty female one as the frontiers of human ignorance are rolled back a
notch or two.
Actually, as I
am sure you know, or at least could guess, science is not like that at all. By definition,
more or less, research experiments are at the outer edge of what is actually
possible. Bits of kit that go ‘bing’ when the correct answer is obtained are
not purchasable off the shelf from any reputable manufacturer. And, in all my
years at the sharp end of science, I only ever wore a white coat once (it didn’t
help; I still burnt acid holes in my trousers) and never used a clipboard.
Science, like
any other human activity, is driven by a number of things, such as
technological possibility, fashion, opportunities for funding (see previous
item) and, from time to time, the burning desire to get the answer first. Richard
Feynman (the Nobel prize winning theorist) waxed eloquent about being the only
person in the world to know something that he had just worked out. Science is
not all about cold eyed and cold hearted rationality.
Feynman also has
an interesting description about two laboratories he considered working at. The
first one was pristine, with white coated technicians moving quietly about
their work, directed by besuited scientists in the control room. The second,
and smaller laboratory (I forget where they were), had technicians and
scientists all in the same room, scratching their heads over leaks and
electronics. It had wires strung from the ceiling, drops of vacuum grease on
the floor and was, frankly, a mess. Nevertheless, this was the laboratory that
was producing the interesting results.
Feynman, of
course, opted to work at the latter laboratory. The people worked as a team,
solving the problems together as they went along. If the cyclotron sprang a
leak, they all worked to fix it, pooling knowledge of the device (which they
had built) to fix the thing and get back to producing science as soon as
possible. The fact that the laboratory was a mess was actually a sign that
things were going rather well. A tidy laboratory is often the sign of either an
imminent health and safety inspection or a lack of creativity.
Now, what, you
might be asking by now, has this got to do with wargaming. The point I want to
make is that the environment made no difference to the science. Modern science,
to be modern science, actually ignores a whole lot of stuff, as it could not cope
otherwise. Science abstracts away and
ignores issues such as the time of the experiment, the place the experiment was
conducted, and the people who conducted it, and so on. These are of no interest
to the science or scientist and are usually left in what can be called the ‘empirical
residue’.
Modern science,
of course, developed when the existence of the empirical residue was recognized.
Some things are important, and some are not. Some things (like the number of Volts
generated per Amp) are significant. Some things (like the colour of the
experimenter’s underwear) are not. The latter are ignored as not being
interesting or useful. The former are not.
Wargames, like
it or not, are an attempt to produce a model of a battle, and hence, with our
language of shooting and morale, close combat and rout, we are trying to reduce
a complex system to one that is tractable and intelligible. We create, one way
or another, ways of classifying what is allowed and what is not, what is within
an acceptable manifold of outcomes and what is not.
The thing is
about a battle, of course, that we cannot separate out an empirical residue
very easily. We might argue, for example, that the colour of the soldier’s
coats is part of that residue, but then some bright spark is likely to come
along and point out some of the occasions upon which a unit’s coat colour has
led to misidentification of the unit, often with serious consequences to one
side or the other.
The separation
out of the empirical residue is one of the triumphs of modern science; as I
have mentioned, science would not really get going without the ability to
separate out the important and the trivial. But in battles we cannot achieve
that. What might be important in one battle is not important in another.
In terms of
writing wargame rules, therefore, the author is left with an almost impossible
task. We have a whole bunch of battles in which different things appear to be
important. How do we tell which is which? How can we unscramble whether or not
we need rules to cover mistakes revolving around coat colours?
Despite the
attempts to cover most wargame rules with fig leaves of respectable models and
understood dynamics, there is this rather unpalatable truth: we cannot identify
the empirical residue of a given battle.
What we can and
do do is to extract the things that we think are important. For example, we
know that troops advanced, and so we can create a rule for that. But do we know
at what speed they advanced? Is it important? Should they have different
speeds, or is one quite sufficient? One decision, such as ‘the troops will
advance’ has thrown up three more questions. On the face of it, this is not
going to end well.
Of course, we do
escape from the trap, because the human mind is very adept at dealing with this
sort of thing, and just inserts a ‘good enough’ cut off. But the cost is, of
course, having to accept that we cannot define a ‘scientific core’ to the
rules, except what we have decided is core. Everything else is a residue, but
not a well defined one.