Here, as they say, he goes again.
I have been saying for quite some time that wargames rules, and associated
figures and terrain, are models or, strictly speaking, sets of models. To that
end (among others) I have been reading this weighty academic tome:
Weisberg, M., Simulation and
Similarity (Oxford: OUP, 2015).
Now, Weisberg’s book is a
discussion of the role of models in science, mostly, and, as such, turns on a
number of distinctions which might not apply to a wargame. However, I think the
overall description of models that Weisberg comes up with does apply, and I
also think that there is some assistance in the book with regard to some of the
things about models and wargames which have puzzled me recently.
Overall, Weisberg describes a
model as being one end of a system, the other end being the target, the real
world object being modelled. Thus, in the Bohr model of the atom, the model is
the mathematics and concepts associated with it. The target is the real world
hydrogen atom and its spectrum. Similarly, in the predator-prey system, the
model is the linked differential equations and the real world target is the
number of foxes and rabbits (or whatever). Finally, of course, a model of the
battle of Waterloo has the historical event as its target.
Weisberg proposes that there is a
similarity function between a model and its target. That is, the modeller tries
to maximise the overlap between the phenomena the target possesses and those
which are part of the model. The modeller also tries to reduce the number of
structures in the model which have no real-world equivalent. They may also, in
due course, make the model more complex to represent more features of the
target, of course.
I have noted before how this
tends to happen in physics, specifically atomic structure calculations. The
model is created and results calculated. Broad agreement, say with the energy
levels of carbon, are found, but then
fine structure is incorporated by considering electron spin-orbit coupling,
and then hyperfine structure and so on. A broad brush model is refined to
something that really quite closely resembles the target through a process of
refinement.
In wargaming, of course, things
are not quite so simple or predictable. There is only one historical incident
which we can call the Battle of Waterloo. We can, and do develop many sets of
models for this target, but each model will (or may) emphasise different
elements of the known elements of the target. Thus a model developed by someone
with an interest in artillery may well differ from someone who believes that
cavalry were the decisive arm. If we add to this the variety of background
assumptions that have to come with any model (for example, most sets of wargame
rules rely on arithmetic, geometry and the fact that cannon-balls move in a
straight line) then we can land up with a complex set of complex models, all of
which purportedly target the same historical event.
The practical upshot of this
seems to me to be that there is never going to be a perfect set of wargame
rules. This, to most wargamers, is hardly likely to be a startling revelation,
but hopefully it might give some of the evangelists for one rule set or another
pause for thought. The point here is that different models (even in the
sciences) pick out different phenomena as the important ones to simulate. Some others,
which other people might think are important, fall by the wayside. Thus the
grounds for many a dispute over rules and interpretations are laid.
It is possible to have a model
system which has no specific real-world target. Thus, for example, Richard
Feynman famously modelled a perpetual motion machine. Naturally, everyone knows
that such machines are impossible; there is no target real-world system in this
case. What is interesting for this is why the machine is impossible. The model,
however, still has no target.
I wonder if this might be the
answer to my question of a few posts ago about ‘historical’ wargames without
historical armies or events. For that matter, it could also be the answer to
what fantasy and science-fiction wargames are about. These are certainly
models or sets of models. They satisfy the criteria for being a wargame –
figures, terrain, rules and so on. However, there is no real-world target for
them. In this sense, then, they are exactly target less models.
A target less model is not
necessarily a bad thing, as the Feynman example tells us. It provides some
insight into how the world works, even if the upshot is that the world does not
work like that. A wargame of a generalised Napoleonic battle may still generate
insights into how Napoleonic warfare proceeded, and why some things happened as
they did. Of course, it is a little more difficult to see this in fantasy and
science fiction wargames, although some things (like basic physics) remain the
same. I was once helping out creating a set of science fiction rules and got
into an argument about why laser weapons were not subject to the inverse square
law of diminishing effectiveness. Sadly for those why tried telling me I was
wrong, I do actually know what I am talking about here.
Still, most fantasy and science
fiction wargames are based on some aspects of real life. The best fiction in
the genres is actually related to the world as it is (or was when the work was
written). That, of course, raises the rather ghastly concept of the Warhammer
universe being a comment on the ways politics have been developing in the later
twentieth and early twenty-first centuries. This may be hard to imagine,
perhaps, but also alarmingly possible.
Anyway, I think that the answer
to my question of a few posts ago is this: my wargame was a model, but had no
real-world target. That does not invalidate the model, of course, but in my
case, as a historical wargamer, I probably need to use real-world targets to
check that validity.
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