THIS EXPLANATION
THE ROOM
MIL·51 Military, Conflict & Strategic Studies 6 MIN · 8 STATIONS

Wargaming

A Socratic walk-through of wargaming — reasoned out one step at a time, not lectured.

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a

The question we started with

THE QUESTION #

How can a war fought on a map teach real lessons while quietly hiding others?

Between the wars, the US Naval War College at Newport played the Pacific war over and over on a linoleum floor, with wooden counters and rulebooks. Afterwards Admiral Nimitz said that nothing which happened in that ocean had come as a surprise — absolutely nothing, he added, except the kamikaze.

Read that sentence twice, because it contains both halves of the puzzle. A game played on a floor genuinely anticipated a war fought across a third of the planet. And the same game was completely silent about one of the campaign's defining tactics. What kind of instrument is accurate and blind in that particular combination?

b

Reasoning it through

REASONING #

Begin with the obvious observation and then push on it. A wargame is a model, and a model is a set of choices about what to represent. Someone decided that fuel matters, so fuel is in the rules. Someone decided that a scout aircraft has a search radius, so search radius is in the rules. The game can then teach you things about fuel and search that you did not know before you sat down — real things, because the relationships between the represented quantities are worked out honestly by play rather than assumed by the designer.

So far so good. Now ask the question the other way round. What happens to something the designer did not represent?

It does not appear as a gap. It does not appear at all. That is the whole difficulty. An omitted factor produces no error message, no anomaly, no awkward result — the game simply runs smoothly, as though the factor did not exist, and the players' confidence rises exactly as it would if the model were complete. Absence is invisible in a way that a wrong number is not: a bad fuel-consumption figure eventually produces a strange outcome someone argues about, but nothing at all argues on behalf of a rule that was never written.

Sit with what that implies about the Newport games. They represented sortie rates, fuel, steaming distances, gunnery, the tyranny of the Pacific's dimensions — and by playing those honestly for two decades, the fleet learned things about carrier operations and underway replenishment that survived contact with reality. They did not represent a pilot deliberately not coming back, because in 1935 nobody had put that in a rulebook. The silence was not a mistake in the model. It was the boundary of the model, and boundaries do not announce themselves from inside.

There is a second effect worth noticing, and it is about people rather than rules. What do players optimise for? Whatever the game scores. If the rules reward concentrated fleet action and say nothing about commerce raiding, then over hundreds of games the officer corps gets very good at fleet action and never develops an instinct for the other thing. The game shapes the players, so a representation choice made once by a designer becomes, twenty years later, a professional habit that nobody remembers choosing.

And what happens when a game does start to break its own assumptions? Here the honest case is Millennium Challenge 2002, the large US joint exercise in which the retired general commanding the opposing force used low-technology methods — motorcycle couriers, small boats, a pre-emptive salvo — and inflicted heavy notional losses on the blue fleet in the opening move. The exercise was then reset and constrained, which its critics called scripting and its defenders called protecting the training objectives that the rest of the schedule existed to test. Both readings can be true at once, and the episode is disputed to this day. What it illustrates cleanly is the tension: a game exists to test something, and a result that destroys the test also destroys the schedule.

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The analogy

THE ANALOGY #
THE FIGURE

A wargame is a map. A map of a city can be entirely accurate about every street and still fail to tell you that the neighbourhood floods, because elevation was not one of the things this map represents. You can navigate faithfully by it for years and be right every time, and the flood is not a flaw in the drawing — it lives in a dimension the sheet never had.

WHERE IT BREAKS DOWN

a map is honest about being a flat picture, whereas a wargame is played by people making decisions, so it teaches its blind spots as habits rather than merely leaving them out.

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Clarifying the model

THE MODEL #

The correct conclusion is not that wargames mislead. It is that they are trustworthy about their own contents and silent everywhere else, and the practical skill is knowing which is which. That is why serious game designers keep the assumption list as a document in its own right, and why the most useful question after a game is not who won but which rule decided it.

Two further refinements. First, a game's value often lies less in its outcome than in what it forces its players to specify — writing a rule for something means arguing about how it works, and the argument frequently teaches more than the play. Second, one adjudicated game is a single sample, not evidence: run it once and you have learned what happened that afternoon, which is why analytically serious use involves repetition, varied assumptions, and deliberately hostile red teams.

The misconception worth naming directly is the idea that a more detailed game is a more truthful one. Detail deepens fidelity inside the represented space without widening it at all. A game with a thousand rules about gunnery and none about morale is more precise and no less blind, and the precision makes the blindness harder to see.

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A picture of it

THE PICTURE #
Wargaming
Wargaming the horizontal axis is whether a factor is represented in the rules, the vertical is whether it decides real campaigns. Only the top-right quadrant is where a game earns its keep. The top-left is what makes wargaming dangerous rather than merely limited -- factors that decide wars and cannot appear in play, and which the game's smooth running gives you no reason to look for. {"generator":"[email protected]","source":"../Socrates/.diagram-cache/_src/wargaming.md","sourceIndex":1,"sourceLine":4,"sourceHash":"4b3f54d65984d6e28f9c80085ca43fb05bbc1a972a5e9f8c6d96ee28da693ca4","diagramType":"quadrantChart","layoutVariant":"source","repairedDuplicateIds":[],"motion":"entrance-with-reduced-motion-fallback","presentation":"editorial","attempt":1,"viewBox":{"x":0,"y":0,"width":720,"height":621},"qa":{"passed":true,"findings":[]}} Genuine lessons Q1 Silent gaps Q2 Harmless omissions Q3 Wasted detail Q4 Weather in port Uniform regulations Kamikaze tactics Carrier logistics Absent from rules Written into rules Minor in war Decisive in war What a wargame can teach

How to readthe horizontal axis is whether a factor is represented in the rules, the vertical is whether it decides real campaigns. Only the top-right quadrant is where a game earns its keep. The top-left is what makes wargaming dangerous rather than merely limited — factors that decide wars and cannot appear in play, and which the game's smooth running gives you no reason to look for.

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What became clearer

WHAT CLEARED #
WHAT CLEARED

A wargame is an honest instrument with an edge, and the edge is unmarked. It teaches real things about everything it represents, and teaches nothing at all — not even doubt — about everything it does not. The useful discipline is therefore not to make the game bigger but to keep asking, out loud and in writing, what it was decided this game would leave out.

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Where to go next

ONWARD #
  • Red teaming, and the structural problem of paying someone to break the exercise everyone else needs to finish.
  • How the same blindness appears in economic and epidemic models, where the unrepresented factor is behaviour.
  • Whether a game's real product is its result or the assumption list its designers were forced to write.
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Key terms

TERMS #
TermWhat it means
Adjudicationthe process, by rules or by an umpire, that decides what happens when players act; where the model's assumptions actually bite.
Red teama group tasked with playing the adversary as capably and unhelpfully as possible, including outside expected methods.
Model assumptionsthe explicit and implicit choices about what a game represents, and at what fidelity; the boundary of everything it can teach.

Every term the collection defines is gathered in the glossary.

Nearby on the shelf

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