Showing posts with label Life. Show all posts
Showing posts with label Life. Show all posts

Thursday, January 2, 2014

Where Have All The Wargames Gone?

From Strategy Page:

by James Dunnigan
December 14, 2003
Commercial wargames began in the late 1950s as much simplified versions of systems used by professional soldiers for over a century. Unlike the professional games, those first commercial designs from Avalon Hill were actually historical simulations. The professional wargames concentrated on fighting tomorrow's battles, not yesterdays. Moreover, the professional games concentrated a lot of effort on tactical and operational level operations, while the first commercial wargames were largely strategic level.

There was a reason for this, and the reason was simplicity and accessibility. The professional wargames were complex beasts, requiring many hours of work to master, and equally long hours to play through. The commercial games had to be much more accessible. Even though these games were being bought by an upscale market of well educated men and teenagers, no one would have bought a game done to professional military standards. It was quickly discovered that commercial success meant a game that could be learned in less than half an hour, and played in two or three.

The early game designers were not concerned so much about complexity as they were in making the game historically realistic. This was not as easy as it looked, but most of the development effort went into creating a simulation that could, with reasonable (or at least convincing) accuracy reproduce the historical event it represented.

But then something unexpected happened. As gamers played more of the early games, they became adept at easily handling game procedures that scared off most of the population. Gamers trained themselves, by simply playing a lot, to a level where they could easily handle more complex procedures. Designers, being experienced gamers themselves, also became adept enough to create more complex games that did not collapse under mountains of procedures. The more complex games could thus cover more detail in the historical situation, but too often the more complex games were, well, simply more complex.

Then something less unexpected happened. The more complex a game was, the fewer copies were sold. Many experienced gamers who were capable of dealing with the more complex games decided that, for them, life was too short and they would just stick with the simpler games. Thus, after the first wave of complex games appeared in the mid-1970s, there was something of a backlash as gamers snapped simpler games in large quantities.

I always preferred to add as little complexity as possible to a design, in order to achieve additional (or necessary) realism or play value. I've designed a few complex games, and don't remember the process, or the results, fondly. It always seemed much ado about not much. But I was in the minority among game designers, and after I left the business in 1980, the designers of more complex games predominated. Many went on to design rules for miniatures games, an area that concentrated on detailed simulation of tactical operations.

The point of a historical simulation is to replicate the decision making process of the two commanders. This has more to do with things like decision cycles (which vary from army to army and period to period) and customs and habits among commanders (ditto.) One reason people preferred games that featured outstanding military leaders was that these guys had, in effect, "special powers." They didn't play by the rules historically, so you had to invent new game procedures to replicate the additional capabilities these Great Captains brought to the battlefield. Wellington simplified this effect somewhat when he said "Napoleon was worth 40,000 men." Napoleon was more than that, but it's true that his skills often had the same effect as giving a less able general an extra army corps or two. But a good designer would want to capture those specific skills of Napoleon (insight, speedy decision making, inspiration to troops and commanders alike, and so on) in his design. Other Great Captains would bring a different mix of magic to the battle, although I have found that there is a limited menu of skills for Great Captains to choose from. Still, players enjoyed seeing that kind of specialization.

Through the 1980s and 90s, designers concentrated on items that had previously been hidden from view. But this was often at the expense of simplicity. The details, real or imagined, of mechanized operations, intelligence play and psychological warfare became popular items for designers to spotlight. A game that paid a lot of attention to things logistics was a hard sell, even to the most experienced grognard.

The collapse of the wargame market in the 1980s gave designers an incentive to be even more creative, and they were. There was a lot more innovation in game design, and close attention paid to the shrinking pool of customers. Complex procedures were simplified and new game mechanics were used to keep players involved, without losing them in a morass of procedures. Card based games often dispensed with the map altogether. Random events became more common, and realistic. As the 80s went into the 90s, designers became, quite naturally, more skilled and resourceful.

With the appearance of the Internet, it became a lot easier for designers and publishers to be in regular contact with their customers. BBS systems and email, which proliferated in the 1980s, were limited by the relatively small number of people who were online. This changed in the 1990s and wargamers quickly became a vibrant online community. Wargames, including the manual ones, went online as well. Programs like Aide de Camp and Cyberboard allowed gamers to play their favorite manual games on a PC, and with opponents anywhere on the net. It was no longer a major chore to find live opponents.

When I started StrategyPage in 1999, part of the impetus was the proposition; what would a 21st century "Strategy & Tactics" look like? There are no games on StrategyPage, because wargames are a mature industry. This was not the case in 1999, thus there was no opportunity to do the same thing we did in 1969. Actually, we do have a unique type of wargame planned for StrategyPage, but we like to stay in the black. It's much more time consuming and expensive to create and publish a computer wargame than it is for a manual one. So it will be a while before we get the game element online.

Manual games were turned into a niche market by PCs and role playing games. That is not likely to change. Even computer versions of manual games do not have a large market because of the much greater popularity of fantasy and Science Fiction type games. This has created a situation where many of the best designers develop new game concepts for a very small segment of the game market. Stranger still, few of these ideas make it over to the more popular market segments. In the 1980s and 90s, many of the computer game developers had a background in manual wargames. But this changed as more young designers came into the business who had cut their teeth on video and PC games. Gamers who have been playing manual and computer games since the 1970s have noted that many of the earlier computer games had more meat on them (in terms of game value) than current efforts. A lot of this has to do with the appeal of eye candy (snazzy graphics), which is where a lot of the budget goes. Most current games provide more work for novelists (scenario writers) than for game designers.

Which reminds me of what I used to tell the folks at SPI during the 1970s, "these are the good old days, enjoy them while you can."

     This article is ten years old, but still rings true. I'm a small time wargamer myself, I have about a  dozen war-games of varying complexities and scenarios. In the 80s war-games really did get massively complicated. Compare Sixth Fleet to 3rd Fleet. Same series, ten years later and the game is massively more complicated. The emphasis on the minutiae of war can at times be a plus or massive negative. Now, with the advent of the Internet we have wargames like World of Tanks (which is a lot of fun, if you have a good computer), or War Thunder which allow platoon level combat on the ground or in the sky. There is no multi-hour set-up for games like 7th Fleet or SPI's Third World War, nor do online games take upwards of 24 hours to play to the end. 
      Unfortunately, there will probably never be a return of wargaming with the massive community, large number of publishers, and large selection of games that there was back in the 80s. Part of this has to do with the collapse of the USSR which removed a great deal of fodder for war-games back then. So many games were based on a U.S. vs. USSR war, with variants for all theaters. From Western Europe to the Balkans, and the Indian Ocean to the Western Pacific. Perhaps someday there might be return of wargaming with a potential U.S. vs. China war or China v.s. Russia war, but I doubt it. There simply isn't the high demand for physical war-games any more.  
     And that's a shame, because there is a unique feeling after you set up a big war-game, play it out and finish it. It's hard to explain, but it's something along the lines of that you know the time spent wargaming was time well spent.


Saturday, December 21, 2013

Opinion: EDC Kit Basics

     I don't usually talk about myself or my life, they simply don't fit with the purpose of GQ! most of the time. However, today I'd like to talk about what I view as the key essentials for every man and woman to have on their person at all (or almost all) times. 
1. The first and most important of all is a wallet. Your wallet contains ID, a CHL  (if you have one), and money. All three of which are key to daily life, or identification if forced to deal with law enforcement. This should be the foundation of a person's EDC kit. I use an old leather Columbia tri-fold and it serves quite well.
2. Phone. A phone is ranked for the sole purpose of communication. If cut off from home for whatever reason a phone allows you to contact family or friends to secure aid or see how they are doing. It also allows you to contact law enforcement if something is going on that shouldn't be going on. Make sure whatever phone you have is durable, has good battery life, and you have a carrier with good coverage. 
3. Knife. A sturdy pocket knife can be invaluable. Good steel, good edge retention, and quick deployment. Make sure any knife you carry is legal in your area. My personal choice for a pocket knife currently is a Kershaw Brawler, with an SOG Trident as backup. I carried a Kershaw RJI for years before I messed up the Speedsafe mechanism when I opened the knife up. I really like Kershaw's combination of their Speedsafe system in tandem with a liner lock. The combination allows one handed use (if you know what your doing, it takes some practice not to cut yourself) and speed in deployment. But, it really is a matter of personal preference. Do your research and find what fits your budget.
4. Flashlight. A flashlight can be used in working on a car, crawling around in the attic, or anything in a low light environment. I like Four Sevens lights a lot, but they can be a bit pricey. Find a light with a good output, varying brightnesses, durable, and batteries that be easily found. 

These four items are the basics of my personal kit which I carry daily. Here are a couple more items which I have found are excellent additions, but are not essential.

A multitool. A solid multitool can be a major asset in doing anything from making minor car repairs to fixing a door hinge. There are a lot of good multi-tool makers out there, Gerber, Leatherman, Victorinox, and others. I carry a Leatherman Wave, which I like a lot. It's a bit on the pricey side though. 60 on Amazon. The thing that sealed the deal for me on Leatherman was the ability to use a bit kit and an extender with it. A bit kit is a set of 20 double sided 1/4in bits ranging from a 1/4in hex bit to a Torx #25 bit. It allows you to carry a miniaturized set of screwdrivers with you.  Regardless of what model or maker a multi-tool is a great addition to an EDC kit.
Fixed blade knives. I don't always carry a fixed blade simply because I am unable to conceal it satisfactorily with what I'm wearing. I generally carry them more to use as a box cutter or something innocuous like that. I carry a CS Kobun and a S&W HRT7T in my boots, and occasionally a SOG Seal Pup on my belt under a jacket. These tend to be the least used items on my person, but they are good to have just in case. 
A pistol. If you have a CHL I highly recommend you use it. If you have jumped through the hoops to get a CHL you probably know the legal implications and rules governing your actions using a pistol. So, I won't bother going there. I don't have a CHL at the moment. I intend to get one when I have the funds to so. I won't give my opinions on what make a good carry piece, because I don't have any experience conceal carrying (if someone does have experience, recommendations on a carry piece would be greatly appreciated in the comments). Regardless, if you have a CHL, use it. A pistol is a game changer in self-defense and allows you to go on the offense against most assailants. 
     I write this post to give my opinion on what I think an EDC kit should look like, and my opinions on certain tools. These are my opinions and mine alone. Take what you see here and do your research. If you buy a knife, multitool, flashlight, hell even a wallet, research the item. Find out about problems this or that item may have had, find a solution, see what people are saying about that piece of kit. Learn from what others put out there and make your decisions wisely. 
     Finally, with whatever you carry, be sane, be normal, don't attract attention, and don't do any thing stupid. Keep your mouth shut about what your carrying unless asked by a police officer, don't flip out a knife in public unless you really have to, and keep you kit concealed. Thanks for reading this, and be safe out there.






Monday, December 16, 2013

I Am Still Here

     This picture has been GQ! for the last four months. Run aground, spilling oil, and not doing much in general. For that, I apologize. Work and family commitments have kept me away from Blogger. However, I will begin posting this week, expect the first Flashback Friday in a very long while with some other odds and ends. For the long term posting will not be daily, but will be something like every other day. 

Sunday, June 23, 2013

Mossberg MVP: Bolt Action With An AR Magazine

     In 2011 Mossberg came out with a new line of bolt-action rifles referred to as the MVP series. Basically a scout rifle, but with a twist. The MVP series is built to use an AR-15 magazine.
 I first found out about these rifles at this year's NRA convention here in Houston. The MVP Varmint runs $599.99 at Academy, if you can find one. All four MVPs come in .223/5.56 with .308 versions due out this summer. Pics below.

The strength of that angled sliver on the bottom on the bolt could be a concern, as it is what pushes the round out of the magazine.
     This is rather interesting because it dramatically increases the amount of ammunition immediately available to someone carrying a bolt-action rifle. I'm going to have to get my hands on an MVP.


Monday, December 31, 2012

Happy New Year & Thanks

Since everyone likes to celebrate the incoming New Year with explosions, I thought it might be appropriate to recognize the largest nuclear event in human history. The Tsar Bomba, at 57 megatons, a real city buster.


Have a good 2013, be safe, and God bless.

Update: I held off on this till today to make sure everything was counted. In all of 2012 General Quarters! got 17105 pageviews from all over the world, 8 comments , and was posted on 139 times. I'd thank all those who read General Quarters! for a great year. Here's to a better 2013! Thanks again!

Tuesday, December 25, 2012

Sunday, July 15, 2012

Computer Troubles


I've been having problems with my computer for the last week and a half, so the blog has languished. But now the computer problem has been fixed, so posting will resume this week.

USSHelm

Saturday, June 23, 2012

Aw Rats: TS Debbie Might Hit Texas

     Well, looks like we got ourselves a situation, AccuWeather reports that Tropical Storm Debby has finally  formed, and in record time. The question is now who will it clobber?


Debby will continue to crawl northward this weekend, but should get steered to the west-southwest toward Texas or northern Mexico as the ridge of high pressure expands. Given this solution, landfall would likely be delayed until the middle or latter part of next week.

This track should eventually put Debby in an environment conducive for further strengthening, giving the tropical storm the opportunity to become a hurricane.
Even though Debby is expected to track away from Florida, additional tropical moisture and downpours could still be directed across the state through early next week.

     It might not hit Houston, but then again it might. We'll be keeping on eye on it down here. Posting will be light through the end of next week, and maybe longer. I'll keep ya'll posted on how it goes.


Photo Credit: NOAA, AccuWeather