One of the things that makes
wargaming a bit tricky to think about is that fact that, so far as I can see,
it is fairly well unlike any other occupation or hobby. For example, football
(soccer) is a game of skill (and absurdly high pay) and the element of luck,
while present, is not really part of the discourse of the game. While there is
an unfolding narrative, and certain points might be determined as crucial in
hindsight, the result is the important thing; few people remember that
particular goal at the end of the season.
The thing about most other
hobbies is that they are focussed on some sort of output. Sewing, for example,
is aimed at the output of a garment or decoration. Picture painting is aimed at
the output of a picture (no, really?), fishing the catching of fish. I know
there are noble examples to this, where, in fact, the point of fishing is the
process of fishing, not the end result, but without the possibility of catching
fish, fishing is not fishing, but sitting by the river (or whatever; I’m trying
not to get hung up on the details).
The point is that wargaming,
while narrative driven, is dynamic, and involves a significant degree of
acknowledged chance. The situation in a wargame a few minutes ago is not the
same as the one now. The game moves forward, develops, and the prospects for
each side vary as it does. Therefore, an analogy of a wargame, something to aid
thinking about it, needs to be dynamic as well, and the outcome needs to be, in
the main, not foreseen.
The closest I can think of at the
moment as an analogy for a wargame is a film. If you consider the audience, the
file is a dynamic medium, full of tensions and conflicts, without a known
outcome. The plot twists and turns; random events, chance meetings and so on
can influence the outcome, and on the whole it resolves nicely. A film, in
general, has a beginning, a middle, and an end, and proceeds, fairly logically
in general, from one to the next.
Along the way,
the film presents its heroes with challenges, inversions of fortune, puzzles
and problems to resolve and so on. There is also, as I mentioned, conflict
either between the heroes themselves, or between the heroes and the others (the
bad guys, the apparent bad guys, fortune in general, etc). There is tension –
will Harrison Ford get the amulet before the bad guys do – and so on.
Not only this,
but there is the possibility of catharsis, the emotional cleansing we feel
having suspended our disbelief and engaged in the fictional world of the film.
The film (if it is a decent one) can mirror, in some way, our this-worldly
stresses and strains, concerns and fears, and in doing so can help us in
understanding our concerns, in contextualising them and reducing our fear of
them, even if only temporarily. Aristotle thought this was the function of
Greek tragedy, at least.
So a film and
a wargame have, at least, some parallels. As audience, a film watcher does not
know the outcome and can get concerned about the fictional characters (a friend
of mine once bit through her T-shirt while watching Aliens, do deep was her
tension over the action). This is, obviously, similar to the position of the
wargamer. The film proceeds by scenes as the story develops and a wargame does
so by turns (or similar mechanisms). Hopefully, both come to a satisfactory, or
at least intelligible, conclusion.
Of course,
films and wargames are different. A film, if watched again, will have exactly
the same outcome. Wargames will not, because of the increased use of chance. In
this sense, therefore, wargames are more flexible. Additionally, the authors of
the film will know the outcome of the story; it is usually pre-defined and the
scriptwriters have to work out how to get from the beginning to the end. In a
wargame that aspect unfolds as the wargame proceeds, much as it does to the
audience of the first showing of the film.
However, I think
the analogy of the film to a wargame can help us think a little more about the meanings
that might be associated with wargaming. There is the unfolding of an unknown
narrative in both, in wargaming because it is unknowable in advance, the film
because it is not known. Both can have tension and emotional swings to and fro,
and both have plots which have to be (saving some avant guarde film) in some
way, at least in principle, intelligible. A bad film is one where the outcome,
or rather how it is achieved, is disappointing. A bad wargame might be one where
one side deploys a superweapon and simply blows everyone else away.
Another way of
looking at film is that a film represents to us some aspect of our culture, and
therefore is material for reflection on that culture. I think I mentioned before
the making of a film about The Eagle of the Ninth where the legionaries in
Scotland were portrayed in a similar fashion to US troops in Afghanistan. Similarly,
the wartime film of Shakespeare’s Henry V carefully excluded the Southampton plot,
because talking and showing treason was not a good idea in the culture and
society of the day.
How about
wargames as cultural items? Do our games reflect something of the surrounding
society?
In a sense,
given that rules are written and games played by members of the society, it
would be a surprise if they were not reflections of that society. I think we can see, for example, creeping
scientism (science is the only true knowledge) in some of the models of
wargaming we have, mostly in some of the earlier ‘plus one if English sea=dog’
type of rule. But that does not absolve ‘modern’ wargaming of such influences,
they might just be harder to spot. But Old School wargaming is, I think, an
expression of nostalgia for a lost age of innocence, and some of the simpler
rule sets written in the last twenty years or so could also be a craving for
simplicity. Alternatively, they could just be a turn away from our increasingly
complex real lives to a world where the decisions are easier. Catharsis again,
perhaps.