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Pulsipher Game Design

This blog contains comments by Dr. Lewis Pulsipher about tabletop games he is designing or has designed in the past, as well as comments on game design (tabletop and video) in general. It repeats his blog at http://pulsiphergamedesign.blogspot.com/
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Some distinctions between types of war-related games

Lewis Pulsipher
United States
Linden
North Carolina
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One of the disadvantages of writing articles for magazines, such as “Against the Odds,” is that it can be literally years from the time it is submitted to the time it is published. I recently sent ATO an article about different kinds of war related games, and I’m going to briefly categorize its 4,000 words in 400.

I will not respond to any comments here, sooner or later the full article will be published.

Joe Angiolillo’s taxonomy of war related games:
● Games about war
● Wargames
● Simulations

Games about war
● no connection with reality
● symmetric
● no variation in terrain and units
● no representation of actual or even fictional events
● no attempt to tell a story
Games such as Conflict, Risk and Chess fall into this category.

Wargames
● asymmetric
● variation in terrain and units
● real or fictional event is depicted
● there is an explicit story involved (remember "story" is part of hisSTORY)

Simulations
● wargames taken to an extreme
● term papers with board and pieces and no concern for play balance
● more or less forces particular outcomes in order to match history


Now a different distinction, between war game (two words) and battle game:

War game
● the heart is economy
● ultimate objective is to improve your economic capacity and destroy the enemy's
● for two players, occasionally for more than two
● cover years or even centuries
● territory usually equates to additional forces, following the age-old principle that land equals wealth
● more likely to use areas (like a normal map)
● generally large-scale and strategic

Battle game
● no economy, instead an order of appearance
● ultimate objective is to destroy opposing units because they cannot get more
● intermediate objective (e.g. territorial, or even “capture the king”) as a victory avoids much of the tedium of destroying units
● almost always for two players
● usually cover a few days to a year or so
● territory is only useful for the terrain and geopolitical implications
● usually maneuver-focused, and often use a hex or square grid
● generally smaller scale and tactical/grand tactical

Finally another category:
Conquest games (Risk, History of the World, Vinci/Smallworld)
● can be either war or battle game, usually war
● are usually in Joe’s “Games about war” category
● very few "realistic" or real world restrictions on what you can do--"freedom to do whatever you want"
● attacker can always get the upper hand (odds favor those who attack-attack-attack), so it’s not strategically wise to play defensively
● usually symmetrical
● typically large scale
● combat typically very simple
● particularly attractive type of game related to war for those who aren’t hobby gamers

Take it as it is, please, I am not at liberty to discuss it further.
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4 Comments
Subscribe sub options Fri Feb 3, 2012 12:38 am
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Cole Wehrle
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So where would we put Twilight Struggle?
 
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  • Posted Fri Feb 3, 2012 1:33 am
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Kelsey Rinella
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"I remember my own childhood vividly…I knew terrible things…
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but I knew I mustn't let adults KNOW I knew…it would scare them." -Maurice Sendak
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Cole Wehrle wrote:
So where would we put Twilight Struggle?


On the table. We'd be about to play.
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  • Posted Fri Feb 3, 2012 2:12 am
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Cole Wehrle
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On a slightly less glib note, I'm not sure whether or not Joe Angiolillo’s taxonomy is particularly useful. A game is a game is a game; the rest is window dressing.

Now, I'm not against discrete categories wholesale, in fact, the OPs are useful in creating broad categories but it seems there's a kind of slippage or perhaps overlap with issues of scale (operational, brigade, grand strategic) and, given that prior distinction, I'm curious why an additional taxonomy is needed.
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  • Posted Fri Feb 3, 2012 3:36 am
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Lewis Pulsipher
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To players, a game is a game is a game. To designers, the distinctions are more important, especially to inexperienced ones.

The article includes a lengthy discussion of scale (and a table) which I did not try to summarize.

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  • Posted Fri Feb 3, 2012 12:35 pm
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