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Introduction
Games are formalized expressions of play which allow people to go beyond immediate imagination and direct physical
activity. Games also allow forms of play to be packaged and communicated to other people in a social group or
geographically far away.
Games capture the ideas and behaviors of people at one period of time and carry that through time to their ancestors.
Games like Liubo, Xiangqi, and Shogi illustrate the thinking of the military leaders who employed them centuries ago.
Board War-games
● 3000 BC Wei Hai● 2300 BC Go● 1500 BC Liubo● 500 BC Chaturanga● 200 BC Xiangqi● 500 AD Chess● 570 AD Shogi
● 1600 Pachisi● 1920 Stratego● 1954 Diplomacy● 1959 Risk● 1973 Dungeons &
Dragons● 1993 Magic: The
Gathering
3000 BC Wei Hai● Name means “encirclement”● Abstract board on which players
placed colored stones ● Details of game have not survived● Believed to be similar to Japanese
game of Go
1500 BC Liubo● Chinese game of battle that morphed
into a racing game between 1500BC and 1200AD● Generals and Pawns ● Become Fish, Owls, and Stones
● As with many others the exact rules have disappeared
200 BC Xiangqi ● Influences of Go and Chaturanga
● Encirclement● Unique identity to pieces● Strategic movement of pieces
● Used for military strategy● Korean variant “Janggi”
● No central river
500 AD Chess● European evolution of Indian Chaturanga● “Checkmate” is English form of Persian “Shah Mat”,
which means “dead king”
570 AD Shogi
● Moves very similar to Chess● Gold & Silver Generals are unique● More aggressive promotion of pieces
1600 Pachisi● The Indian Emperor Akbar I of the 16th century Mogul
Empire, apparently played Pachisi (aka Chaupar) on great courts constructed of inlaid marble.
● He would sit on a Dias four feet high in the centre of the court and throw the cowry shells. On the red and white squares around him, 16 women from his harem, appropriately colored, would move around according to his directions.
1954 Diplomacy● War-gaming quick
and fun● Diplomacy was
originally a play-by-mail game● Format often
used for strategy games like chess and war-games
1973 Dungeons & Dragons● Created by Gary Gygax and David
Arneson● A new genre of fantasy/imagination
games.● Dungeon Masters guide players on
a quest● “Advanced D&D” was created to
allow Gygax to carry on without Arneson
1993 Magic: The Gathering● Richard Garfield, Ph.D. Combinatorial Mathematics
● Mathematics Professor at Whitman College, WA ● 20 minute war-game in card form for conventions ● Less record keeping required● Cross between War-games and D&D
Military Games
● 1664 Koenigspiel
● 1780 War Chess
● 1797 Military School War-game
● 1811 Kriegsspiels
● 1879 The American Kriegsspiels
● 1886 Naval War College
● 1903 Miniature Games
● 1920 German Schlactenspeil
● 1929 Political-Military Gaming
● 1933 Soviet Kriegsspiel
● 1941 Japanese War-gaming
● 1948 First Computer War-games
● 1952 Charles Roberts
Military Games
● 1978 Janus
● 1985 Naval Warfare Gaming System
● 1990 ModSAF
● 1990 Battle Tech Arcade
● 1994 FPS
● 1995 Real Time Strategy
● 1996 Panzer General
● 1997 MMORPG
● 1999 Team Fortress● 1999 Fleet Command
1664 Koenigspiel● Invented by Christopher Weikhmann ● 1664 Ulam, Germany● Checkered Board with 30 Pieces● King, Marshall, Colonel, ... Private
1780 War Chess
● Invented by Dr. C.L. Helwig ● 1780 Germany● 1666 squares, 120 pieces● Squares colored for terrain feature● Aggregate units - Infantry, Cavalry,
Artillery
1797 Military School Wargame
● “Rules for a New War-game for the Use of Military Schools”
● Invented by Georg Venturini in 1797● 3600 squares● French-Belgian Border
1811 Kriegsspiels● Invented by Baron von Reisswitz in 1811● Contoured terrain, porcelain soldiers● Introduced the “General Idea”
● Unique Scenario with Victory Conditions
1879 The American Kriegsspiels● William Livermore and
Hugh Brown in 1879● Variable unit icons with
strength, type, fatigue, ammunition, and task time indicators
● Topographic Maps● Pegs-and-Holes firing
board
1886 Naval War College● Opened in 1884
● Develop operational war fighting concepts through research and war-gaming
● War-gaming introduced in 1886 by William McCarthy-Little● Cardboard Ships and Gridded Paper● 1895 Studied British Naval Attacks on
New York Harbor● 1897 Teddy Roosevelt presented
new problem● Japanese/American fight for Hawaii
1903 Miniature Games● “The Naval Wargame”, Scientific American, 1903
by Fred T. Jane● Rules and tools for naval games of war● Later author of Jane’s Fighting Ships
● Little Wars, 1913 by H.G. Wells● Miniature soldiers and cannon● Terrain board & rules of operation● Championed firing toy cannons rather than
calculations for determining outcome of war
1920 German Schlactenspeil
● Mechanism of Chinese Checkers● Terrain & buildings occupy
specific holes● Movement restricted by board
characteristics● Researched battle narrative
1929 Political-Military Gaming● Invented by Eric von Manstein● Explored German invasion of Poland● Included players at many levels of
leadership:President of the League of NationsCabinet Members of Germany and
PolandDiplomats from both countries Military Generals
1933 Soviet Kriegsspiel
● Chess board with 2 rows added to each edge, 128 squares
● 24 pieces on each side● Explicit representation of military
forces of the early 20th century
1941 Japanese Wargaming● Fall 1941 Japanese gamed Pearl Harbor Attack
● Japanese War College in Tokyo● Partial success of attack is credited to wargames
● May 1943 gamed Battle of Midway● Aboard the Yamato, Flagship of the Combined Fleet
● Tokyo Naval War College● Host for regular “Table-top
maneuvers”
1948 First Computer War-game
● “Air Defense Simulation”● Hosted on the Univac computer● North American air defense ● Naval anti-aircraft guided
missiles● CARMONETTE
● 1953 Computerized Monte Carlo Simulation
● Tank/Anti-Tank (v.I), Infantry (v.II), Helicopters (v.III), Communications (v.IV)
● Operational 1956-1970
Army Operations Research Office at Johns Hopkins University
1952 Charles Roberts● Roberts invents board game to “practice war” while
awaiting his commission● Introduces primary pieces
● Grid System● Terrain Types● Military Units with Ratings● Combat Results Table● Die Role
● Published as “Tactics” in 1954● Sold 2,000 copies from 1954-58
● Started Avalon Hill in 1958
1978 Janus● Derived from
McClintic Theater Model from the Army War College
● Combat via CRT and random numbers
● Great flexibility to visual representation and combat via look-up table
1990 ModSAF● Semi-Automated
Forces systems are constructive simulations designed to stimulate virtual systems
● Operated like a war-game
● Data stream like a simulator
● Human orders augmented by AI
1990 Battle Tech Arcade
● Jordan Weisman, Chicago, IL
● Military-style simulator pods
● Computer networking for multi-player
● Derived from a role-playing game
1994 FPS
● 1991 Hovertank● 1994 Wolfenstein 3D● 1993-1995 Doom, Doom II, III● 1996-1997 Quake, Quake II, III, IV
1995 Real Time Strategy
● “2 ½ Dimension” map
● Control of large number of assets
● Strategic play within the constraints of rapid order entry
● Like speed chess
1996 Panzer General● Board game
moved to the computer
● Add animation, sound, smoke, and fire – which do not effect the outcome, just the excitement
1999 Team Fortress
● Military mod of Half-Life
● Unique Soldier role behaviors
● Team cooperation to win
● Begin to demonstrate capability compatible with military units
Serious Games
● 1983 SGI Flight
● 1989 Harpoon
● 1996 Marine DOOM
● 1998 Spearhead
● 2002 America's Army
● 2003 DARWARS Ambush
● 2003 DARWARS Tactical Iraqi
● 2004 Full Spectrum Warrior
● 2009 VBS2/Game After Ambush
● 2600 Star Trek Holodeck
1983 SGI Flight● 1983 Silicon Graphics demo
program ● Written by Gary Tarolli● Inspired by Blue Angles air show
at Moffett Field● Sales tool for SGI computers
● Networking added in 1984● Two machines on a serial cable● No interactions● 7 frames-per-second● Demonstrated at SIGGRAPH
1984● 1985 Modification of Flight
program● Added shooting interactions● Message packets transmitted at
frame rates● 10 player max because of
bandwidth limitations● Dead reckoning added later to
reduce network flooding
1989 Harpoon
● Based on miniature game by Larry Bond
● Two-sided naval combat during Cold War
● Entertainment and Military versions
1996 Marine DOOM
● Marine Doom is a 1996 modification of the first-person shooter Doom II for US Marines, which was later made available for download to the public.
1998 Spearhead● MaK teamed with Interactive
Magic● Game version of SIMNET and
DIS● “DIS-lite” to support network
multiplayer● Allows all 4 tank station play● Infrared visuals● Typical military training levels
2002 America's Army● AKA: Army Game Project● Army recruiting tool created
through partnership between ● Army Accessions Command, ● West Point, and ● Naval Postgraduate School
● Potential recruits experience virtual Army training before entering death match combat levels
● Built on Unreal Engine 1.5, 2.0, 3.0
● Parents: COL Casey Wardynski and Dr. Mike Zyda, now divorced and no longer speaking to each other
● Multiple Spin-off products. Title is valuable Intellectual Property
2003 DARWARS Ambush
● DARWARS was a DARPA sponsored project (with JFCOM and USMC PM TRASYS) to create training systems that incorporate games and related learning technologies
● AMBUSH! was the game component built on the Operation Flashpoint game
● Transferred to PEO-STRI in 2006 for deployment to Army Units
● Now deployed to 400 sites
2003 DARWARS Tactical Iraqi● Language training game
developed within the DARWARS program
● Conceived and created at USC ICT
● Spun-off as a commercial company and product
2004 Full Spectrum Warrior● Joint Army/Entertainment title for
the Xbox● Create a game with entertainment-
level quality, but with an embedded Army mission
● Dual-use Applications● Microsoft agreed to support the
title if it could be sold commercially as well
● USC ICT and Pandemic Studios● Famous for having an Army-mode
secret key which was immediately released on the Internet
2009 VBS2/Game After Ambush● VBS2 from Bohemia Interactive
via LaserShot● $17.7M contract to replace
AMBUSH● Acquired with out-of-the-box
capabilities, no new development to meet requirements
● Scheduled to deliver 70 suites to 53 locations in 2009
● Active, Guard, Reserve and Projection units
● 3640 computers total
References
● http://en.wikipedia.org/wiki/History_of_games
● http://www.modelbenders.com/papers/game_history.html
● Lenoir, T. (2003). Programming theatres of war: Gamemakers as soldiers. In Latham, R. (Ed.) Bombs and Bandwidth: The emerging relationship between information technology and security. New York: The New Press.
● Smith, R. (March-April 2007). The Disruptive Potential of Game Technologies: Lessons Learned from its Impact on the Military Simulation Industry. Research Technology Management, 50(2), 57–64.
● Herz, J. and Macedonia, M. (April 2002). Computer games and the military: Two views. Defense Horizons, 11. Online at http://www.ndu.edu/inss/DefHor/DH11/DH11.htm