Gaming the Unpleasant

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At Conflicts of Interest Online, operated by Harold Buchanan and the gang behind SDHistcon, Volko Ruhnke held a  roundtable of seven designers responding to the question prompt:

Historical boardgames often tackle difficult, unpleasant, or unconventional topics like war, slavery, the economics and social structure of exploitive colonial economics, human rights abuses, terrorism, piracy, dirty politics, and medieval social systems, as a few examples.

As a game designer facing the paradoxical linkage between unpleasant issues and fun gameplay, what sorts of topics would you find most difficult? How do you decide whether to tackle a difficult topic? And when you do, what do you abstract out and what do you include in the game?

Some very deep and thoughtful replies from Sebastian Bae, Mark Herman, Amabel Holland, Jason Matthews, Akar Bharadvaj, Cole Wehrle.

And me, bringing up the rear….

Designer roundtable: Gaming the Unpleasant

News from GMT

Today saw the monthly GMT Games update newsletter, with tidings of developments on all game projects and – most keenly anticipated by all – announcements of new items up for P500.

https://mailchi.mp/de4993df6d3b/march-23-update-from-gmt-new-p500s-final-art-and-rules-production-update-gmtone-and-developer-updates-and-more?e=3e213be610

Two of these are notable:

1032

A new four-pack of games on Latin American insurgencies by Stephen Rangazas, using a slightly encomplexified iteration of the cut-to-its-core COIN system he used in the first four-pack, The British Way. This one has games on the Tupamaros (1968), El Salvador (1979), Nicaragua (1979) and Shining Path (1980). You can play the El Salvador and Nicaragua games simultaneously side-by-side in the “Resisting Reagan” scenario.

More here: https://www.gmtgames.com/p-1032-the-guerrilla-generation.aspx

1033

This one is a continental-scale game on the European revolutions of 1848, using a an area control system that was featured in 1989: Dawn of Freedom and Twilight Struggle, two perennial GMT best sellers. The designer is Jules Felisaz, whose name I do not recognize and does not show up on Boardgamegeek so this must be his first published design.

More here: https://www.gmtgames.com/p-1033-1848-the-springtime-of-nations.aspx

I designed a game on the Tupamaros in 1995, a game on the Shining Path in 1996, and a continental scale 1848-revolutions game in 1997. As far as I could tell these were the first designs on these conflicts.

So of course I am excited to see the second designs on all these conflicts coming out, over 25 years later!

Yes, I signed up for these, certainly….

We Are Coming Nineveh: make your pre-orders now!

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The time has come for all good people to make their pre-orders for the English-language version of We Are Coming, Nineveh! from Nuts! Publishing.

This is a grand-tactical/operational scale block wargame on the battle for Mosul in 2017, designed by two former students of Rex Brynen’s and further developed by Rex and I. This one is a challenge to balance speed and casualties and time as Iraqi government forces hem ISIS fighters into a smaller and smaller perimeter in the Old City. The game has many event and capability cards that vary play, by accident or on purpose respectively.

Price 52 Euros (about $56 USD), reduced from regular price of 65 Euros. Not sure of shipping cost of course, but for once the European customers will get a break on this part of buying a wargame.

Deliveries begin in March 2023, so no long waits! The link below is for pre-orders and has some very good images of the high quality graphics to help you make up your mind about that part… as for the play and replay value, I definitely will vouch for that.

https://www.nutspublishing.com/eshop/nineveh-en

Two Interviews: The British Way, La Jeu de la Guerre

ONE

https://elwargameronovato.blogspot.com/2022/05/the-british-way-interview-stephen.html

Daniel Iniesta interviewed Stephen Rangazas, whose 4-pack of cut-down GMT COIN system games is forthcoming from GMT.

The British Way picks up on four postwar British entanglements: Malaya, Palestine, Kenya and Cyprus. He says:

The main changes to the core COIN mechanics for The British Way was altering the way two player COIN works. I streamlined the two-player sequence of play designed by Brian Train in Colonial Twilight and changed victory to work off an overall Political Will Track to reflect that these were really head-to-head challenges between the British and insurgents. There are also significant variations to the core COIN mechanics with the two more clandestine cell-based insurgencies in Cyprus and Palestine. Finally, I think the multipack really benefited from the linked campaign scenario and designing a macro game that covers four smaller COIN games required innovating from what had been done before in the series.

It’s kind of interesting to me that my “4-box” family of games that partly inspired Volko Ruhnke’s design for the COIN system (Algeria particularly) also depended heavily on an overall Political Will or Support Track that reflected each side’s cohesion and popular support (I suppose more accurately government support for the British, since these were decolonization campaigns) in a non-zero-sum way. So kind of a return to base, in its way.

The games are limited in size and component count – not more than 18 cards played in a game, so it’s done in 1-2 hours.

I’m looking forward to this package very much!

TWO

The very clever Fred Serval has an interview with Alex Galloway about Guy Debord’s La Jeu de la Guerra for his podcast Homo Ludens. History about Debord and his game, and talk about Galloway’s work on a digital version of the game (still in process). Also, a neat clip from the Situationist detourned film, “Can Dialectics Break Bricks?”

And some time later (July 2022), Fred posts part 2, where he plays through a game with Alex Galloway and they discuss the design and adaptation of the game, among other things.

Counterinsurgency RTS game

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I don’t often read Duffel Blog, so it was only today this piece from 2017 came to my attention:

https://www.duffelblog.com/p/realistic-new-counterinsurgency-video-game-lets-watch-troops-fuck-youre-fired

Realistic new ‘Counterinsurgency’ video game lets you watch troops fuck up until you’re fired
Dec 5, 2017

SEATTLE, Wash. — An upcoming real-time strategy game is designed to let you watch your troops fuck up until you’re fired, sources confirmed today.

Titled Counterinsurgency, the debut video game from Seattle-based Green Wood Studios breaks new ground by pulling players into a protracted campaign mode with virtually no way to win. During this time, you — playing as the Theater Commander — get to witness gross mismanagement and malfeasance on the part of your subordinates until you are replaced.

“Most RTS games are about achieving measurable objectives, such as destroying the enemy team or acquiring key resources,” said Jerry Cevalos, the lead game designer, during an interview at GWS. “We went the opposite direction by instating a nebulous end-game of installing and sustaining a democracy.”

Counterinsurgency takes place in a fictional country, Angelovya, after World War III. The playable faction (U.S. military) occupies the nation in an effort to uphold an American-backed government, rebuild infrastructure, and protect the populace from the insurgent “Red Phoenix Army.” To this end, you have the option of using a plethora of military, civil, and diplomatic options — from Special Forces raids and airstrikes to training local security forces and bribing village officials.

Players have a finite number of Confidence Points, which are gained or lost depending on in-game successes and failures. Reaching zero points results in being relieved of command and the game self-destructing inside the console.

According to a preview of the game, despite having superior forces and materiel on the player’s side, things quickly go haywire after the campaign begins. Faulty intelligence gained from tortured prisoners leads to a missile obliterating a wedding, killing 23 unarmed civilians and a CIA asset. A shadowy, Russian-backed cartel quickly gains recruits from the angry populace, and the Red Phoenix Army is born.

Numerous pre-scripted and dynamic real-time events wreak further havoc on your command, from vehicle-borne IEDs blowing up civilians and gate guards, to special ops raids killing the wrong people, to soldiers disobeying orders or going on murder-sprees.

“You could be in the middle of stability operations in a nearby province, and a disillusioned soldier will desert his post or leak classified documents,” Cevalos explained, referring to unscripted incidents that can happen during gameplay. “And don’t be surprised if your best troops with fleshed-out skill trees quit the military and get replaced with inept morons.”

Making things worse, the insurgents are often indistinguishable from neutral non-playable characters, making accidental civilian deaths practically unavoidable. This problem is compounded by vindictive locals falsely accusing their rivals of being guerrillas, while others have no interest in ratting out their insurgent friends and family. All of these contribute to the loss of Confidence Points and bring your command tenure to its inevitable demise.

“Whether it’s sending Special Forces to train people who will later try to kill them or arresting a dozen Marines in a drug and prostitution sting, we intend to make this the most realistic RTS to date,” Cevalos added.

He concluded, “We hope this will best reflect the state of America’s current wars.”

At press time, a leaked memo has revealed that the only way to win the game is by carpet-bombing the entire country. This results in the Theater Commander being sent to the Hague for war crimes and your computer frying itself anyway.

Counterinsurgency is scheduled to be released after the War in Afghanistan ends, sometime in 2031.

By Paul Szoldra

Duffel Blog is the first and only online parody news organization focused on the U.S. military and veterans — helping advance critical thinking in national security through satire and smart humor.

Livestream: discussion on Civilian Victimization (Wargame Ethics #1)

At 2000 GMT Sunday November 7, Fred Serval will host a discussion between him, myself, Javier Romero, John Poniske and Tomislav Cipcic (sorry, I don’t know how to get the characters to show up!) on the topic of civilian victimization in wargames, and how it shows up or more often is merely elided. Habitues of this blog probably recognize all these names and the very good games they have designed that include this aspect of warfare.

Loose list of topics we will discuss:

– Introduction: presenting participants, why the topic is important, what is the panel’s objective
– Part 1: why should wargames represent civilian victimization? Forms of victimization, the risk of whitewashing history, limits of the ludic medium etc.
– Part 2 : how to depict those effects? The role of the player, the effect on the game’s dynamics, choices beyond pure strategy & player experience etc.
– Conclusion : final thoughts and opinion on future topics.

Hope you can join us, or have a listen after the fact!

Foucault in the Woodland, by Daniel Thurot

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Over at the insanely clever (or cleverly insane) Space-Biff! blog of Daniel Thurot, he writes ably on Foucault’s take on power and biopolitics as it is expressed in Cole Wehrle’s game Root. Cole Wehrle wrote about Foucault’s ideas in this regard in his Root designer diaries as well, this is a good expansion on that.

It’s just… oh, go and read it!

https://spacebiff.com/2021/11/04/foucault-in-the-woodland-1

This is part 1 of a series of 3. What he has written so far in summarizing Foucault resonates with the underpinning ideas in some of my games on irregular conflict… this is unconscious on my part since my Poli Sci education did not involve reading him, but still, DINGGGG, and I present my current favourite Fouquote where he flips Clausewitz’s dictum about war being a continuation of politics by other means:

“It may be that war as strategy is a continuation of politics. But it must not be forgotten that ‘politics’ has been conceived as a continuation, if not exactly and directly of war, at least of the military model as a fundamental means of preventing civil disorder. Politics, as a technique of internal peace and order, sought to implement the mechanism of the perfect army …. It is strategy that makes it possible to understand warfare as a way of conducting politics between states; it is tactics that makes it possible to understand the army as a principle for maintaining the absence of warfare in civil society.”

(Michel Foucault, Discipline and Punish (1986): 168)

And here is Part 2:

https://spacebiff.com/2021/12/02/foucault-in-the-woodland-2/

And here is Part 3, when it pops up:

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Podcast: Beyond Solitaire #58 – A Distant Plain

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https://beyondsolitaire.buzzsprout.com/1091807/9218856-episode-58-volko-ruhnke-and-brian-train-on-a-distant-plain

A great podcast by Liz Davidson, talking with Volko Ruhnke and me about A Distant Plain’s origin, structure and intent – and touching on the sensitivities of designing games on contemporary conflicts.

Review: Zones of Control

ZOC book cover

It’s been a while since it came out, but here is a new review of the Zones of Control anthology:

https://thetidesofhistory.com/2021/08/22/book-review-zones-of-control-edited-by-pat-harrigan-matthew-kirschenbaum

Nice review – the writer liked the collection generally, including the chapter on gaming insurgencies that Volko Ruhnke and I wrote.

He did note:

Examining the short blurbs at the end of each essay, I noticed that the vast majority of the authors had Master’s and/or Doctorate levels of education. Only one or two authors had anything lower and they were Bachelor’s degrees at the very minimum.

Guilty!!

It appears that I and co-editor Pat Harrigan are the two bringing up the academic rear….

Okay, one more post-mortem

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This is a good one, and to make it more blog- and game-relevant I will try and relate it to A Distant Plain’s mechanics and event cards, where appropriate.

Remember, this game was researched in 2012/13, but it looks as if we hit the high spots. 

From The Intercept, by James Riser, 26 August 2021. https://theintercept.com/2021/08/26/afghanistan-america-failures

It contains a link to a very important document, the last report of the Special Inspector General for Afghanistan Reconstruction (SIGAR): https://www.sigar.mil/pdf/lessonslearned/SIGAR-21-46-LL.pdf

A WAR’S EPITAPH
For Two Decades, Americans Told One Lie After Another About What They Were Doing in Afghanistan
James Risen
August 26 2021, 9:35 a.m.

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