Separator

Military games: Army of one or a cog on a wheel?

Bitmob
Saturday, April 16, 2011
EDITOR'S NOTEfrom Jay Henningsen

Gavin makes a good point. Sure, we can have more realistic characters and sound effects, accurate portrayals of weapons and vehicles, and real-world settings, but are military games missing the big picture?

To accurately represent warfare, games must engender a sense of collaboration toward an overarching strategic aim, not focus on the tactical weeds of individual effort.

Despite occupying a significant proportion of video-game content, military titles of all genres fail to depict warfare accurately. First-person shooters are fun and exciting but ridiculous. The game pace, number of incidents and body counts familiar to FPS fans are to modern conflicts as Rambo movies are to guerrilla warfare: a cartoon depiction. According to The Evolution of Weapons and Warfare by T.N. Dupuy, the average number of daily battle casualties per 100 troops in conflicts worldwide in 2011 is three. How does that compare to the attrition rate of 2010’s Medal of Honor? Players are divorced from the actions on-screen and are prone to taking extraordinary risk to achieve objectives. Without the fear that normally comes with danger, games simply can’t recreate the true feeling of being under fire. Even if players could somehow achieve empathy with their on-screen character, the way FPS single-player campaigns are designed results in players being constantly harried and channelled to follow pre-scripted actions to progress the story.

 

Real-time strategy military titles are engaging, but outside of a despotic society, no one person has so much control over the macro and the micro as is permitted by the genre. Even games like Civilization, Age of Empires or Command & Conquer, which incorporate the economic and societal elements of war, cannot give any player a faithful experience of commanding forces at any level. Although RTS games allow players to make the mental leap from the tactical to the strategic, the sheer scope of the faculty entrusted to them is unlike anything that would be experienced by any individual within any military or governmental organization. To return to the emotional level, players simply don’t, and shouldn’t, care about the hundreds or thousands of units sent to their digital graves in pursuit of the overlord’s aims.

These are examples of the "army of one" mentality of video games. Even in multiplayer-focused military games, the individual is king and players are out to clock up kills and demonstrate their prowess. The number of stakeholders in any military operation, not to mention a full-blown war, is mindblowing. From troops of all spheres of warfare to logisticians, planners and propagandists, politicians and media outlets, the list is endless and all have an input towards the effort. I’m not suggesting here that any game could simulate the complex nature of a conflict so accurately; I'm just highlighting the stark difference between the reality of such operations and how they are represented for our entertainment.

Video-game warfare is largely land-centric, and it is for this reason, coupled with the individual nature of console ownership, that games don’t make the paradigm shift necessary to depict armed conflict as the collaborative effort that it actually is. One branch of warfare that is under-represented in games, but which by its very nature requires a collaborative approach, is naval warfare. Sea power is by far the most influential of military might. Navies can legally position aircraft carriers 12 miles off any coast on the planet and influence the area for hundreds of miles around the hull. Submarines can deny access to logistically vital sea-lanes by the mere suggestion of their presence, and marines can be landed on any beach by amphibious units with little or no notice. The nature of naval operations means that fighting units -- ships, submarines, and aircraft -- cannot be operated individually and require cohesive teamwork to effect such formidable and versatile weapons. However, the largely individual nature of gaming precludes this vast and intriguing sphere of warfare from being fully explored.

Indeed, the most notable recent example of naval warfare in video games is that of Eidos’s Battlestations: Midway.  The battle of Midway is a master class in the employment of naval air power and escort warfare. The world shaping exchange between the US and Japanese carrier fleets influenced the tide of the second World War and gave the US the foothold it needed to press its advance across the Pacific.  The game representing these events was woefully below par; it laughably reduced the encounters to single-player, ultimate-control farces with one person effecting the navigation, gunnery, and command of naval units all at once.

The mantra of naval warfare -- and indeed that of land and air warfare -- is that each individual is a cog on a wheel: a small but vital component in the machine. Everyone knows their job, and together they combine to fight the war as directed by those in command, who are in turn guided by the strategic aims laid out by an appropriate authority. Perhaps the only video-game genre that could even attempt to replicate the intricate and complex essence of military operations is massively-multiplayer online games. If players can make the mental shift away from the weeds of individual effort, and appreciate how fulfilling their role correctly -- not for personal glory, but for the collective aim -- can have a huge impact on the outcome of a conflict, then they would be much closer to understanding the reality of military effort than they would by running and gunning their way through a restricted shooter map.

As intriguing an idea as this is though, I doubt it would be a viable project. It can be argued that an accurate representation of the human mechanics of warfare is not the aim of these games and that escapist entertainment is the main goal. If players want to test their hand-eye co-ordination while enjoying an exaggerated -- albeit entertaining -- storyline and revel in impressive graphics and sound, then the current crop of military titles meets this. However, if players want to experience war in accurately reproduced combat situations but without the physical dangers inherent in military service, then the selection of war games available fails to provide. The dichotomy is that any game that could accurately simulate warfare would be exactly that: a simulation. It would most likely be used to train military personnel and not to entertain the gaming public. After all, is a more accurate understanding of the mechanics of war actually what gamers want? Probably not.


Gavin Lowe is a staff writer for the UK based web publication Game Kudos, and keeps his blog at The Gaming Gentleman. He also tweets now and then from @GamingGentleman.

 
Problem? Report this post
BITMOB'S SPONSOR
Adsense-placeholder
Comments (7)
Default_picture
April 11, 2011

Good piece, Gavin. I've often bemoaned these same aspects of FPS's. Your average FPS hero kills 1,000+ enemies. Real life is decidedly less lethal. FPS's reward reckless, aggressive action, whereas acting like Rambo IRL gets you killed. IRL combat is more about cover and concealment--it boggles my mind that few games have mastered this basic principle. Why does Mass Effect portray combat more accurately than Black Ops?

2011_03_05_22_18_48_462
April 16, 2011

Couldn't agree with you more, especially when it comes to whether or not gamers actually want a realistic war experience. I think the main problem here is the 'army of one' mentality, just look at the failure of M.A.G. While that game tried to give players a better understanding of 'real' military engagements through sheer scale, the overall lack of discipline and comradery on the part of the players made that game mostly unplayable. Everybody wants to be Rambo because it's fun and easy, few people in general have the interest or aptitude for the more esoteric roles in warfare.

Default_picture
April 16, 2011

I fully agree with the article. I've posted on another site that if gamers got the truly realistic modern warfare experience, odds are good they would be bored out of their skull as there's very little combat as opposed to what you see in games and I'm sure in any war game a trained soldier would look at someone trying to emulate the game experience as an easy target.

Dcswirlonly_bigger
April 16, 2011
The one game I kept thinking of as I read this article is ARMA II for the PC. It's sort of an open-world combat sim that came out in 2009 (I think) where nearly every single part of each battle is determined dynamically by the AI. The game gives you a real since that you are just one guy in a massive battle where nearly anything can happen, no matter what role you play. You can choose to play a grunt who receives orders from a squad commander, but those objectives he gives you are based on his AI responding to what the enemy is doing, not the script of the game. He may tell you to take out one enemy, or cover that ally, or heal a guy who's been hit. If enough guys in your squad die, YOU might get put in command on the spot. While that's going on, the squad leader is himself taking orders from the commander overseeing the whole battle. In that role your objectives become more broad like "secure this building" while you order the men under you to take care of the smaller tasks. Different things happening in the battle can cause your commander to respond by giving you new orders too. If a helicopter is called in for support but is shot down, you may have to go rescue the pilot, or another squad might be ordered to do it if they happen to be closer. If you take the role of the commander, your objectives become very simple, yet complex: "take over this town," or "take this airfield" and ARMA II basically becomes a real time strategy game. You still control an avatar on the field, but he doesn't really do anything other than look through binoculars and give orders to the squad leaders who then give orders to their men. It's like playing as one unit in a Command & Conquer game while the rest of the battle carries on as it may. In some situations (like randomly generated or user-generated battles), the AI commander above you can even screw up and lose the battle - probably getting you killed! In user-generated battles you can set it up to play as literally anyone involved - a civilian caught in the crossfire or even an animal! It'll probably be at least next gen before anything like ARMA II is even attempted on consoles, and it is one of the buggiest games ever made, but it pretty much exactly pulls off what you seem to be looking for in this Article.
Itsame_
April 16, 2011

Good article Gavin. For having never played it, I kept thinking about that game IL-2 Sturmovik: Birds of Prey, while reading this. Supposedly, it is one of the best flight-combat sims around. So when you were talking about "mechanics of warfare" I wondered if IL-2 in particular focused solely on the combat scenarios or if there was an overarching campaign that provided more "human" motivation for your action. I have to imagine it is difficult for companies to consider showing the true face of war, because it probably would not be very fun for your average COD player, but as this industry continues to grow, I have faith someone will make that leap eventually. 

Me
April 17, 2011

You make a valid point regarding the portrayal of war in video games but unfortunately making it realistic can come in conflict with the need for an experience and consumer demand. Video games don't have the luxury of focusing on the dramatic aspects or character development seen in movies like "The Hurt Locker". instead they have to borrow quality content from films like Rambo III and some how add in the dramatic aspects just to brush away the cheesy elements. At best, when developers talk about realism in a video game one could just hope for AI's that perform like real life Special Forces or insurgency just to give gamers a challenge.

Default_picture
April 17, 2011

@Stan

I believe David Cage had mentioned wanting to do a realistic, dramatic war game, so maybe we'll see the "Hurt Locker" of video games. War is a bit of a challenge for game developers, because there's no experience on earth like combat, and it's doubtful that any simulation (short of Star Trek's holodeck) could recreate the inherent chaos, terror, and stress.

You must log in to post a comment. Please register if you do not have an account yet.