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Return to PWP Why Professional and Commercial Wargames are so
Different
Professional wargames are quite different than commercial cousins, and not
for the reasons you might think. Professional wargames are more complex and
difficult to use. The data in professional wargames is more frequently defective
and professional games cost far more to create. This sad state of affairs is not
the result of some nefarious conspiracy, but simply what happens when large
military organizations build wargames. Consider some of the details;
-Most professional wargames have to satisfy a lot of users or, rather,
user organizations. There are a lot of people the game developers cannot say
no to. This is because the expense of professional wargames, you cannot built
one for each specialty. Rather than just build a wargame that helps the infantry
do their work, you also have to cover what the signal, logistics, electronic
warfare, transportation and, well, you get the idea, need. Building in what
everyone needs makes the games more complex and often causes compromises which,
well, compromise the integrity of the game.
-The databases used for most games contain a lot of classified, and
incorrect, information. Warriors need ammunition to do their job, wargamers
need data. The military recognizes this and much time, money and effort is
lavished on building wargame databases. But most of this work is classified
secret, which typically means it's not easy to get a lot of people to double
check the data. Few people with good knowledge of the data have the necessary
security clearance. So errors that get into the database, tend to stay there.
Moreover, the programmers and other people who put the database together
initially, soon depart for other projects. After than, no one is eager to open
up the database to change anything, lest they screw things up. There's also a
tendency to accord a database more respect than is deserved. The feeling is that
if something is in the database, it must be right. Don't you ever believe this.
I've put together a lot of wargame databases and, believe me, people can, and
will, put all sorts of odd stuff in a database. Bad data, or stuff that isn't
updated regularly, eventually kills a game. In many cases, the users don't even
notice what the bad data is doing to their results. The larger and more complex
games are a mystery to the users because documentation of how the software works
internally is often lacking, as is anyone sufficiently familiar with the source
code to go looking for suspected problems.
-Black Box Syndrome. With a few exceptions, most wargames today, and
in the past, are run on computers. The users have no easy way to check how the
software is running the war. If the wargame comes up with reasonable (although
possibly still erroneous) results, no one makes a stink. The exception to this
attitude is in vehicle simulation simulators, especially flight simulators. In
the case of these systems, vehicle operators, especially pilots, will conduct a
spirited protest if they feel the flight simulator is misrepresenting reality.
Operational and strategic level simulators have too wide a range of possible
outcomes for a user to be certain that the wargame is in error. Lacking
definitive proof, users will eventually come to mistrust the wargame without
being able to prove what's wrong and fix it. This is the fate of most
professional wargames. Some, like Janus, overcome the problem by being easily
configurable (by professional wargame standards). There are many variants of
Jamus in use, each configured to a different users requirements. There is even a
commercial version of Janus, Brigade
Combat Team.
-User Interface: What the user saw, and ease of use, were never high
priorities for professional wargames. This is odd, as much military equipment is
designed for ease of use. However, the far superior interfaces of commercial
wargames have had an impact. Unfortunately, the developers of professional
wargames cannot easily hire experienced interface designers, especially those
with commercial wargame experience. In fact, current procurement regulations
make it very difficult to bring in people from the commercial side, and
commercial wargame developers are reluctant to work for the government. All
those audits and the abundant red tape scare them off. And the few who have
tried it tell tales of woe that do not encourage others to follow.
-Validation. Software engineers have long understood the need for
validating their products. Without this double checking, new software might not
do what was intended. Professional wargames are different. Many are predictive,
or attempting to simulate unpredictable combat situations. However, in
peacetime, there is no real war to keep the wargames honest, but there are
numerous politicians, generals and policy makers who want a specific outcome
from wargames. Put bluntly, the results are often decided on before the wargames
come into play. Many professional wargames are quite accurate, as occasionally
the users will do some validation work to demonstrate this (using a recent
battle). But, in general, validation is not a high priority and is avoided as
much as possible. Within the professional wargames community, there have been
quiet debates over this issue for decades. So far, validation has not caught on.
So be careful if you bring it up.
-Methodology. Professional and current commercial wargames shared the
same techniques until the end of World War II. At that point, most professional
wargames began to use a more technical approach, attempting to quantify
everything and deal with the resulting avalanche of algorithms and calculations
by using computers. It took several decades before computers were powerful
enough to provide reasonable coverage of the enormous number of things taking
place on the battlefield. At that point, the 1970s, several high ranking
officials in the Pentagon wondered if these simulations of modern combat could,
say, replicate well documented battles from World War II. The dismal results of
these tests had two effects. One was to remind everyone how dangerous validation
could be. But it was also realized that somewhere along the line history had
been purged from professional wargames and maybe it would be a good idea to
refer to the past when trying to predict the future. Commercial wargames were
doing this with embarrassing regularity. The operations research/quantify
everything approach still holds sway, but there is more readiness to learn from
historical models as well. But you will find that there is still a sharp divide
between the quantify and historical schools. This has the effect of further
slowing down the design of current professional wargames to accommodate these
debates.
-Lack of professionals. Despite all the work done on professional
wargames in the past fifty years, there were few professional wargame designers.
The reason was manifold. There were few wargames produced for the military, so
those putting them together didn't get a lot of practice. Moreover, many of the
games were classified, so only a small number of users became familiar with the
inner workings of the games. Before World War II, wargames were all manual.
Anyone using them could not avoid becoming familiar with the inner workings of
the games. More people in the know about the game mechanics provided a large
pool of knowledgeable critics. This disappeared once the games were
computerized. Each wargame development project had military people in charge, or
at least somewhere in the large teams that brought these games to life. But
there was no military specialty for wargames and the officers involved spent a
few years at it and then moved on to something else that had nothing with
wargames. At the end of the century, the US Army created a job category for
wargames, but found that there was no existing professional training courses for
wargamers. Some were invented, and other related courses (computer and
operations research) were tweaked and renamed. There is still a shortage of
military people in professional wargame development projects, and that situation
will remain for the foreseeable future.
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