Napoleonic & ECW wargaming, with a load of old Hooptedoodle on this & that


Showing posts with label Computers. Show all posts
Showing posts with label Computers. Show all posts

Wednesday, 16 February 2011

Computers in Wargaming - 3 - What Makes a "Good" Game?


I received an email from Matriculus in response to the second part of this series of posts on computers. It was very affable in tone, and made a couple of very useful points, but it also asked a question which bothered me a little. It bothered me to the point where I wish to take a brief timeout to reconsider what it was we were trying to provide a solution for - just where is the swamp we came to drain?

Why, asked Matriculus, are you trying to sell the idea of using computers in wargames? Remember that many people have to use computers every day in their work, and many people do not enjoy their work, so the idea is bound to be unattractive to many.

Ah.

He is, of course, absolutely right, but I fear that my interest in the subject has been interpreted as evangelism, and that is bothering - I never meant to sell anything of the sort. My standpoint here is that a game (of any type) needs a certain number of characteristics to make it "good" for me. For a number of reasons, miniatures wargames can become so complex and require so much off-line information that it is hard to keep them "good" without some additional help or equipment. A computer is one of the things which might help - I'm sure there are others - but I fear that computers are, in general, viewed unfavourably or "not fancied", not least because inappropriately designed game-management programs have given them a bit of a bad press in the past. A number of people have mentioned to me that they have seen, or taken part in, a wargame with computer support, and thought it was distracting. At best it caused delay, at worst it spoiled the game.

So I think I should back right up at this point, and re-examine what it is that makes a game "good". As always, this is going to be very subjective. I like games which are simple enough to allow you to carry all the rules in your head (with, maybe, some minimal additional reference for special occasions). I like the game to be compact and self-contained, and to have nice, high quality equipment. Green baize is good, shiny crystallite components that feel right and make exotic clicking noises are good. The game should also offer a strategic challenge, and a bit of luck to spice things up and balance the form book is fine. Not least important, the game must be capable of being played to a conclusion within a sensible timeframe, and the conclusion must be understood by the players.

Chess is a good game - it looks and feels terrific, its rules are self-contained, though the player will require an encyclopaedic knowledge of moves and strategies to progress to a decent level. It is a bit heavy to be classed as pure fun, and (as discussed before) it contains no luck at all, which can be severe - humiliating - for weak players like me.

Draughts (checkers) is a less threatening relative of chess.


Backgammon is good, though I never really understood the use of the doubling cube(!), and our infrequent games always have to start with a rules refresher course. Backgammon is a game which really benefits from high quality, box-style equipment. Throwing the pieces effortlessly into the corner point makes you feel like Omar Sharif. Playing on the backside of the kids' folding draughts board is just not the same.


I'm very fond of dominoes. My son (he is 8) and I play a lot of dominoes, including its noble Sebastopol variant, and it always goes well. The rules are simple, and it is especially enjoyable played with our best Jaques domino set (look, feel, sound). If the game goes well and you win, then you are a genius. If it goes badly then you were unlucky with the draw of the dominoes. Perfect.

Scrabble is a pretty good game, but it has irritating interruptions when someone has to break off to consult the dictionary. It's OK, and it's necessary, but it spoils the flow of the game.

Monopoly doesn't do it for me. The equipment is fun, even pleasantly surreal, and the rules are OK. Personally, I find all the counting of money tedious, and the game invariably reaches a point where some of the players have no chance of winning, and really only keep playing at all out of decency, to allow the potential winners to check out. Losing a game of Monopoly is not necessarily a stimulating use of time.

Snakes & Ladders is a terrible game (fortunately my son has now grown out of it), simply because the games are interminable and it contains no skill at all.

My earliest, shambolic ACW wargames were excellent - the equipment, including the troops, was fun, and the rules were simple, though even at that stage there was a lot to remember. The main problem was dissatisfaction with the poor simulation of real warfare, and with elements of the rules which gave paradoxical results, or required improvisation to cover holes. You don't expect holes in the logic of a good game. But the spirit of the battles was spot-on - all the points of attention, everything you needed to look at, including the tape measures and the dice, was right under your nose. The social heart of the occasion was right on the table. When, as proved increasingly necessary, we had to break off for a moment to consult a wall chart (or, even worse, the rule book) the game dipped a little - momentum was lost, the collective vibe was lost, and the less involved players might start to discuss football or their holidays during the interruption. These things are fragile - as often as not, the excitement did not recover from this point.

As my miniatures games got bigger and more ambitious, the interruptions to the spirit of the game became lengthier and more unsettling - especially as we got more frequently into the classic Death Position of arguing over what the rules meant.

I've already expressed my dislike of sheets of paper on the table. On the face of it, the presence of a computer seems like an extremely bad case of rule book. If we have to stop looking at the soldiers, and break off to look at, or do something to, that machine over there, the flow is spoiled. Not only that but it is often hard, when you go back, to find the piece of action on the table which you were considering before you broke off. Dice are fine - if you can avoid wrecking too many bayonets, you can resolve the action right where the combat is taking place. This preserves continuity, makes the outcome seem more natural and more immediately relevant, and - for anyone with short-term memory problems - makes it easier to remember where you were up to! Also, as has been pointed out elsewhere, dice are tactile, fun things to use.

In an ideal world, my miniatures wargames would be simple and compact enough not to need computers or any other sort of support devices or paperwork. I believe that my interest in the new Commands & Colors game is exactly attributable to the hope that it may get me closer to what I enjoyed in my earliest wargaming, with those exotic Battle Dice, and without a sheet of paper or a damned computer anywhere in sight. That is the key point here - if I have got into the habit of using computers over the years in my wargames, it is not because I was looking for another excuse to use the computer, nor because I am especially deranged. It is because they have helped to simplify the games I used them with.

Since this has been something of a stock-take rather than development of my main themes, I'll go on to consider design and (a little) technology, and what I describe as "fitness for purpose" in the concluding fourth part of this trilogy of postings. If Matriculus emails me again, the trilogy may go up to five parts - we'll see.

Wednesday, 9 February 2011

Computers in Wargaming - 2 - From Basic Principles


You've almost certainly seen this poster before. It has a nostalgic charm for me, since a version of this used to hang on the wall in the software engineers' office at our local IBM office, around 1978. The point, I think, is that it is easy to get so absorbed in the tactical requirements of a solution that you lose sight of what it was you were trying to solve. When I used to work with a bunch of systems analysts, we had a house rule that you had to start every piece of work by writing, on half a sheet of A4, what your objective was, and then keep the paper safely in your drawer. After that, you were supposed to take out the document once a week and check that that was still what you were doing. If it wasn't, you had to call a project meeting straight away.

I've been using microcomputers (as we used to call them) in wargames for so long now that I thought it would be a useful sanity check to try to reconstruct how I got where I am, and why. As anyone who has read my stuff before will expect, this is likely to require a lengthy ramble through my personal history, but - be fair, chaps - who else's experience was I ever likely to learn from?

In the beginning, the first wargames I actually organised and played (rather than watching from a distance at my local wargames club) were very simple ACW-based games, with relatively few troops and (almost certainly) the rules from Featherstone's Battles with Model Soldiers. They were fantastic - hilarious fun. In the company of some equally daft friends, I staged some of the least realistic wargames ever seen. Units of badly-painted Airfix soldiers whizzed around the table at motor-cycle speed, armfuls of dice rolled about the place, and the evenings passed amid a lot of laughter and a great deal of genuine (if rather childish) excitement. Every time, no-one would be able to believe that it was 1am already. There would - even at this early stage - be many occasions when we would forget to do something - usually, but not invariably, something fairly obscure, but sometimes something which completely derailed the flow of the game. One fairly common error was that, in the general excitement, one side would start fighting back or moving before the opponent had finished his turn. The resulting confusion could normally be rescued if spotted early enough, but it was sufficient of a problem to result in the drawing-up of some wall-charts to keep the play sequence organised.

Then, of course, my primitive ACW armies were replaced, first by Ancients, later by Napoleonics, and further reading and new rule sets (especially the preachings of the WRG) resulted in much thickening of the rules, more detail, and bigger and more impressive armies. The spectacle, of course, was improved, but the snags and minor irritations increased roughly as the square of the number of "improvements" we added. We tried to fix things, we placed more and more small print in the Commandments on the wallcharts, and, though we were still committed and positive, the games were never quite the same amount of fun again. We tried using a commercial rule set (WRG) exactly as published - soup to nuts - in the belief that it would hang together nicely, that 20 million flies could not all be wrong in their choice of diet. It helped a bit, but there was still a disappointing number of elements in the games which were - to put it bluntly - clunky, and it was far too easy to make mistakes which escaped immediate detection, spoilt the game and (for the first time) generated some resentment. That is probably an identifiable landmark - much of my devotion to the hobby ever since has had a lot to do with searching for the magic tweaks which might restore the joy of my earliest efforts.

The first serious realisation that something needed fixing came when, one evening, I found I was doing a headcount of the same unit for the 7th time in an hour, that I had once again forgotten to give someone the bonus points for their elite status, that the 28 of a possible 51 melee factor adjustments which I had just identified as relevant for an attack by the chariots on the left flank were exactly the same as they had been in the two previous attacks, and so on. And then came the creeping sophistication of victory condition testing each turn, weather, fatigue levels, progressive morale adjustments (as opposed to random morale throws when necessary), ammunition supply, national characteristics (oh God) - it became obvious that we were going to have to keep written records, so we moved bravely into a new era, in the belief that the hassle of the bookkeeping effort would be justified by a smoother, happier game.

And it didn't work very well. Now I know that many people use rosters to good effect, and swear by them, so this is entirely my view here, but - for me and my friends - it didn't work at all. For a start, the overhead of pre-printing record sheets and filling them in made it more like being at work than playing a game. Next, try as we might, we could not prevent the sheets of paper from cluttering up the battlefield and completely destroying the spectacle (and the spectacle, in hindsight, was one of a decreasing number of things we had left to enjoy) - from that point on, I have always loathed the sight of paper on the battlefield. Most irritating of all, the quality of record-keeping was so bad that it completely defeated the objective of making the game work better; worse, there was even a moral hazard here - if you forgot (or otherwise didn't bother) to update your roster for some loss or other, your unit strengths would be artificially high. Thus the sloppiest record-updaters would actually gain an advantage. Without employing independent auditors (and where has your game gone now, Johnny?), it just didn't work.

At this point some of my collaborators gave up and returned to their former life of visiting the pub, playing darts, even - it is said - spending time with their wives. The proper Old School doctrine would have been to go back to the original ACW games, make a feature of their primitive nature, and enjoy them for what they were. Somehow, life isn't like that. There is a faint echo of apples in Eden somewhere, but there is no going back. You can reconstruct the game and the circumstances, but not the innocence.

I had worked a lot with computers, and the very first affordable home computers were appearing. I commissioned a friend who had a Commodore to program some wargames routines for me, to see how it would work, and it looked promising. We did the game sequence (so that the computer announced each stage of the turn, and told you how many turns had elapsed), and we automated a simplified melee routine (for Ancients). Interesting.


I bought a Sinclair Spectrum, mainly because it was cheap and mainstream, and I started work to write a program which ran the move sequence skeleton, and which was gradually populated with more and more functionality, so that, over a period of time, a greater amount of the game was automated. It was a valuable experience to see it develop like that - you could judge whether each change was an improvement. A lot of it wasn't, and it was surprising how this worked out - something which looked like a sure-fire enhancement would prove to be just a nuisance, while some obscure, minor tweak might accidentally turn out to be a big step forward. We must remember here that these machines were agonisingly slow - I had to develop a good working knowledge of machine code to get some of the routines to work fast enough to be useful. One thing that never seemed a good candidate for automation was the movement phase of the games. To this day, in my computer managed games, the program does not know or care where the units are on the table, though it may know which ones have not arrived yet, or are not yet visible.

Around 1984, my wargaming involvement went on indefinite hold as a result of the pressures of the dreaded Real Life. One of the last things I did before storing everything away was to print out listings of all my Spectrum wargame programs - one of the smarter things I have done over the years. About 15 years later (Real Life having given up on me), I came out of the closet, and recreated the software, this time to run on an IBM PC. Apart from a lot more of the same, that is really where I am up to now.

It's maybe useful at this point to recap on what computers are good at, on what might be relevant and useful to a miniatures game, and on a few criteria and odds-and-ends by which we might judge whether the automation is beneficial. This is off the top of my head, so if you have a better list, please substitute your own.

Computers are good at

Storing and processing information, and reporting on it when you ask. Here is your roster, my Lord - and you don't even need to remove casualties.

Repeating a procedure, faultlessly, forever.

Doing calculations - of almost unlimited complexity - accurately, without forgetting anything and without making mistakes, and (sometimes regrettably) without coming back to tell you if this is a really stupid thing to be doing.

Generating random numbers - in more ways than you would believe.

Doing thankless background tasks - such as regularly testing for something that hardly ever happens - reliably and without complaining, and only telling you when the outcome is significant

They can also usefully do things without telling you about it - examples might be keeping track of the weather, or of concealed units (Blinds) or the arrival of delayed troops, or building a variance into scheduled events to provide an element of Fog of War - in an extended form, they can also go some way to providing support for a solo gamer - not by supplying a fully-functioning opponent, but by randomising things that you thought you knew, or by choosing one of a range of strategies, for example.

They can free you from some of the constraints of a manual game - for example, if your manual game uses a 6-sided dice to decide on some result or other, one obvious way to proceed is to automate it as it stands. In the manual game, a 6-sided dice is simple and readily available. On the other hand, a computer is just as happy with a 27-sided dice as with a normal one, so, if you know the game is to be implemented on a computer, you do not have to restrict yourself to the kind of dice which are convenient in the physical world. [In a business context, one of the most common inefficiencies in computerisation in the 1980s was the over-faithful automation of a clerical process, complete with all the double-checking, paper communication loops and other constraints which were inherent in the original clerical version. Sorry - that was boring.]

They can provide you with a Black Box game, which is especially sexy for a wargame - let's have a look at this:

Wargames, especially as they become more complicated, are hard to learn - there is a lot of stuff about how the troops behave, weapon capabilities, move distances - what we might term the historic aspects of the game, and then there is a whole lot of detail about how many dice to throw in various circumstances, exactly how many morale points to deduct if outflanked, all that kind of thing - the mechanics of the game. I get the horrors when I see a new set of published wargame rules which extends to (real example) 104 pages. Even if we ignore all the irrelevant photos of 54mm soldiers which have been used to brighten it up, there is still far too much in there. The author might understand it all, or at least he will know where to find the tables, but for anyone else this is a huge problem - especially for someone who, like me, regards a wargame as a social exercise rather than a plan to conquer the universe.

I am a big fan of the approach which does not require a newbie to know all the details of the mechanics, or what happens in the dark corners. In an ideal world, a wargamer with some experience and a good working knowledge of how (e.g.) Napoleonic warfare worked should be capable of learning the extra bits he needs to know to play a game in a very short time. The implication, of course, is that someone else - an umpire or a black box - knows the rest of it and makes the game work. Howard Whitehouse's Science versus Pluck rules for Colonial warfare follow this model - there is a very full, detailed manual for the umpire, and the other players only know what they need to know. The umpire obviously has a lot to learn and a lot of responsibility, but the situation for the players is what I would regard as correct. If they work, black boxes are easier to field (and drink less) than umpires.

One characteristic of a black box is that the contents have to be very carefully documented somewhere, and kept up to date as the logic is maintained. The program code contains a lot of wargaming nuts and bolts and expertise, and detailed knowledge of what is in there can dissipate very quickly. There are few less interesting tasks than reverse engineering the code to see what the game does (been there, done it...).

What sort of benefits are we looking for from the use of automation with a wargame? Well, as in every aspect of wargaming, what you are looking for depends on what you happen to like, but there are a few givens which I think few people would argue with:

The computer should not be a distraction, and should not impede, or detract from, the game it is supporting. The important bit of a wargame, after all, is the soldiers-on-the-table bit - the computer should be a help, but is otherwise not interesting in its own right.

The game should be easier with the automation, not harder, nor more irritating.


The means of input should not require a full time operator - even if someone wants the job (and would you invite someone like that to your home?), the constant passing of spoken information backwards and forwards is going to be an irritant, and, almost certainly, a source of fatal misunderstandings.

The program should be as failsafe as possible - for example, confirmation yes/no questions should be inserted as a double check at critical points, to guard against disastrous mis-keying, and (very usefully) a succession of security copies of the entire battle should be automatically saved at the end of each turn, so that the game can be rewound a bit if something goes horribly wrong.

That's probably more than enough for now. Next time I'll say something a bit controversial about user interfaces, and the way commercial games are designed, and I'll say a bit about games (including my own) of which I have some experience. There may be a little technical stuff in there. too, but only a bit, and only in passing. If you are still with me, then thanks, and well done!

If you are generally hostile to the entire subject of computers, there is some relief for you here.

Sunday, 6 February 2011

Computers in Wargaming - 1 - Preamble

The other week, one of the less supportive comments I received accused me of "ridiculous intemperance" (isn't that wonderful? - I'm really very proud of that) and, naturally, I value this feedback, as they used to say in the upwardly-mobile 1980s. Unfortunately, it was a good way wide of the mark - the truth is that behind my flatulent presentation and verbosity beats the sad, dry little heart of an actuary.


As a kid I designed all sorts of solitary games for my own amusement – cricket matches played with dice, a jousting game using Timpo knights and playing cards – all sorts. When my cousin and I were both about 11 we built up a model bus fleet to serve a large mythical island in the Irish Sea (alarmingly similar in concept to the Thomas the Tank Engine idea), but, instead of sensibly crawling round the place with toy buses, uttering gear-changing noises, we got hopelessly sidetracked into drawing maps and producing detailed timetables. Later, my education and professional training were heavily mathematical, and included a lot of statistics and probability, stochastic modelling and so on, so I guess I have always had an interest in playing around with mathematical simulation.

Which gently leads me into a topic which I have been intending to cover for a few months. Computers. If you feel a cold twinge at the mention of the word, do not be alarmed. I have no drums to beat here, but I do have a lot of experience of the subject, both in a wargaming context and from the wider viewpoint of process automation in general. I promise not to tell you what is right, or what you should all be doing, and I hope that some of this may be of interest. A blog, after all, is useful not least because of the opportunity it gives to take a peek through someone else’s windows.

Digression: mention of what is useful about blogs reminds me that one of the big benefits I have gained from writing this stuff over the past five months is the sorting out of ideas. To write something down in an intelligible manner, it is necessary for me to tease out the knotted string which normally fills my head into a more linear, structured form, and a great many light bulbs turn on while I am about it. So, even if you find my blog tedious and/or pointless, you will now have the comfort of knowing that I, at least, am getting something out of it!

End of digression.


The subject of computers is a big one, almost certainly far too big to cover in a single post. This is a bit of a shame, in a way, since dividing the topic up into a series of threads will inevitably risk someone coming back to me and pointing out that I have overlooked such-and-such, when I have not forgotten it, but haven’t got to it yet. That’s all OK – I’m quite happy with that. I’ll try to keep the subject matter focused and relevant – if you are prepared to give it a go then maybe we can help each other out if need be.

Areas I intend to discuss will include some general points on the practicalities and pitfalls of automation, what computers are good at, their use in miniatures wargames (and some of the things which really don’t work very well), some examples of commercial or shareware software of which I have some experience, how I have developed my own game-management systems, and my theories on why the majority of wargames programs are handicapped by some fundamental conceptual and design flaws. I am very much aware that some of this sounds a bit dry – I hope I’ll be able to enhance it with occasional touches of intemperance to brighten things up a bit.


One subject area I wish to swerve is that of self-contained computer games of a wargaming nature. This is – I admit it – a little like my former avoidance of the subject of board wargames, in that there is an element of fear of the unknown in there. I have seen Total War and Cossacks, though not for a couple of years, and some aspects of them look wonderful. I am nervously aware that if one day someone does this right, and we can switch on the PC and find ourselves in a customisable game which looks like a Sergei Bondarchuk movie, we may wonder what on earth we were doing all those years messing about with painted toy soldiers. Having said which, I think we are some years short of that, and I recall that Cossacks II once corrupted the operating system on one of my computers (it rendered the CD writer useless), so there is still some room for scepticism.

If, at any point during the next few postings, anyone spots that we are entering a non-trivial debate about run-time environments, or if someone mentions Unix, please blow a whistle and we’ll stop immediately.