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Wargames for the Rest of the Troops Wargames have had a
hard time finding a home in the American armed forces. The ones that
are actually used the most are commercial products, created for
entertainment, but with enough realism to be useful to people in the
military. But most Department of Defense wargames are not for
individuals, but groups (combat units or staffs). This is a
multi-billion dollar a year business. The Department of Defense
wargames are quite the opposite of their commercial counterparts.
The "professional" wargames require days or weeks (and many people)
to set up, and even more people to run. These wargames do serve a
useful function, as they allow staffs (especially brigade, division,
corps and larger) to exercise a large operation without breaking the
bank. Sending a brigade out to play for a few days costs millions of
dollars (fuel, ammunition, wear and tear). Larger organizations use
more aircraft and ships, and this sends the cost of week long
exercises have costs running into nine figures (over $100 million.)
Using one of the large Department of Defense wargames allows the
largest exercise to be done for one or two percent of that cost.
This is all very well for the commanders and their staffs. But what
about the other 99 percent of the troops? Pilots have flight
simulators, but the 95 percent of the air force that are not pilots
or staffs hardly ever see a wargame. The navy has, for the last two
decades, created wargames that can plug into the ships radios,
radars and other sensors and allow the ship commander and his
immediate staff practice fighting battles. But the other 90 percent
of the crew is pretty much left out.
There have been efforts to provide wargames for all the troops.
The army has built armored vehicle simulators. But these are
expensive and not readily available to all that need them. All the
services have made a few moves at creating games and simulations for
"the rest of us," but there's not much to show for it. This is
slowly changing as computer and console wargames become increasingly
"photorealistic" (they look like movies.) All the services are
working on using spiffed up (more realistic, by military standards)
commercial games.
But just because a game is cheap and easily available, doesn't
mean it will be used. The big, expensive, mainstream games come with
large (and lucrative) contracts to provide training and support. Not
so with the commercial, and commercial like, wargames. Several of
these have actually been created by enterprising officers. But they
have found that it's easier to sell the game to the military than it
is to build a user base within the military. The troops are pretty
much on their own when it comes to learning how to use the
commercial type wargames. There is never enough training time, which
means that the troops and their instructors often use most of their
allocated wargaming time just learning how to use it. It was thought
that this would be overcome by troops using these games on their own
time. Some do, but not enough to make up for the need to train
everyone.
What it comes down to is that the cheaper, easier to use wargames
(either commercial products, or stuff created by enterprising
officers) suffer from the lack of a distribution and training
system. Commercial games solve that problem by spending lots of
money (often over half the list price) for distribution. Training
takes care of itself because these games are only meant for those
eager to buy, learn and play them. In other words, a self selected
niche market. Naturally, the commercial games are designed to be
(relatively) easy to learn and "intuitive" (to account for the fact
that no one wants to read a users manual.) Actually, the ease of use
problem is easier to deal with because the commercial game
developers draw on a huge array of techniques and practical
experience in making games quick to get into. Distribution is a more
difficult problem. Most wargames, especially inexpensive one, have
not reached the point where the military expects the troops to
master them and then prove it by passing some kind of skills test.
The less expensive games are made available, free, to everyone and
nature is expected to take its course. But it doesn't work that way
in reality.
As usual, a New Age is said to be just around the corner, where
"you are there", photorealistic games based on ease of use found in
console games will solve the training problem. This next generation
of games (like Full Spectrum Warrior) will, it is hoped, be
realistic enough to train, and test, the troops with. But for the
moment, it is hoped that easy to use products like Full Spectrum
Warrior will just be widely adopted (voluntarily) by the troops. But
what do you do when you want all the troops to train on computer
software (a wargame)? There has to be a shift in thinking to go
along with the cheaper and easier-to-use games becoming available
for the troops. The military has to accept the fact that all
software requires training and support. Even software with "game" in
its name. Until then, it's going to remain hit and miss in the
military wargames department.
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