War in Games

biosynth8

Well-known member
War is probably the main topic of video games in general. I'd like to see statistics on that, but I'm sure it surpasses any other topic by far. Yet, war is usually portrayed very badly, from the practical to the political aspects. Of course there are exceptions, mainly specialist games like Hearts of Iron. But how many games really show the fuitility of war? I recenlty played two of those and I think they show why it's not done more often.




The first one is The Great War: Western Front. It's not a well recieved game and I'm pretty sure that trying to depict the futility of war is one of the reasons. But being badly made in many areas doesn't help either.

In the game, you have classical wargame hex map of the western front where you can't do much more than move units around and spend ressources. The actual battles are fought in real time, with one of the main gimmicks being that trenches built once remain in the game for later use in another battle on the same map. So the more the war goes one, the more elaborate the network of defenses gets.

And that is the main point: You do fight over the same hex fields over and over again. Because the front doesn't move. Conquering a single tile of the map needs several decisive victories stringed together. That means you have to pile up a huge amount of ressouces and pray the enemy does not a) use that moment to counter-attack one of your weak points or b) pull just enough forces together that you don't win by a large enough margin.

So you don't conquer. The front doesn't move. Both you and the AI dig their heels in, build their defense infrastructure, research new weapons and sometimes attack.

Attack? What for when you can't gain any ground? Well, you have a big counter on top of the hex map showing the fighting spirit of your and your enemy's nation. Defeats always lower it - but only decent victories raise it. Lose too much men and it goes down anyway, just less than your enemy's.

And this is the core gameplay. You fight the same battles on the same maps over and over again. It’s tedious and boring. The gameplay of the real-time battles that seem to have overthrown everything we have learned about RTS gaming since the late 90s make you feel this even more: it’s prosaic. The mechanics make sure you can’t win without sacrificing hundreds of men, just to gain no visible advantage. Human wave saturation attacks are the most viable tactic, just like it was back then – and still seems to be. Until nobody wants to be sacrificed anymore.

I can’t think of a better depiction of WWI. It’s almost perfect and almost unplayable.




The other game is Hell is Us. It’s an third person action/puzzle game set in an isolated European country torn by civil war between two denominations of the same religion.

As tasteless as it sounds, one of the major selling points of the game is not to gloss over the atrocities commited in a war. And boy do they deliver. You not only hear about mass executions, weaponized rape and ethnic cleansing, the developers make absolutely sure that you see enough mass graves, lynced families and burned schools.

Often, the atrocites are stringed together so the player can no longer say who started it at all. Everyone is equally victim and guilty, from the civilians, to the soldiers and finally the politicians responsible for everything.

But here lies the first problem: Everyone is guilty of the same crimes. It would be hard to depict it in any other way. Saying one faction is more guilty than the other would make a political statement beyond „people make their own hell“. Since the two sides are compared to catholics and protestants even by characters in the game, that would make it even more difficult.

And this results in the second problem: In a game like this, who are you fighting for? You cannot take sides, if the hero is supposed to stay somewhat sympathetic. So you have to play an outsider and the developers were bound to add a third element, a supernatural force that you can oppose. They went even further by making the protagonist a sociopath who really takes no interest in the war.

The further you get to the end, the more the message seems get watered down. Major spoiler: In the end you even discover that there was a grand conspiracy and no side is actually responsible for starting the war. The war was just an a method to call the supernatural forces as it had been done for centuries before. At least you don’t get to save the world in the end.

In the end, I think the game kind of succeeds in showing how horrible war can be and how everyone becomes guilty at some point, but it does not really commit to it. You, yourself don’t become guilty. This couldn’t be done, since they would have had to tone down the severity of the atrocities otherwise. The developers had to compromise and it kind of worked, but it still feels a bit empty.


So all in all it comes down to a simple fact: Video games aren’t a very good way to depict war in a realistic way. You can try to show aspects of it, but you will always fail for gameplay reasons - otherwise, your game will fail.
 
But how many games really show the fuitility of war? I recenlty played two of those and I think they show why it's not done more often.
Not very many show the futility of war because showing it as futile is a lie. The only futile wars are those that are woefully mismanaged. The vast majority of wars are not futile.

Additionally, futility is antithetical to satisfying, and we play games to feel satisfied, not frustrated. (at least most people do)
 
The only futile wars are those that are woefully mismanaged. The vast majority of wars are not futile.

That's a very, very controversial opinion. Few wars result in what they were started for and most make the situation worse for everyone involved. Not to mention that almost every war is the result of gross mismanagement of a situation at some point. There never was a "need" for war, only the failure to prevent it.

Don't get me wrong, that's not supposed to be pacifism. Sometimes you have no choice, sometimes you have to defend yourself. But in those cases it's usually not you or your country who decided that there's going to be war. The war's still futile, there was no need for it.

I can only imagine that you come to your conclusion by only looking at big historical conflicts. First, those are not the majority of wars. Second, world history is often formalized in a way that makes it seem like there is a point to it. Which is utterly wrong. If you follow discussions among historians a bit, you'll see that this is a well known problem.

This is also why you can't always attribute futility to mismanagment. This is hindsight and again, historians trying to find a point. People can't predict the future and often what seemed sensible at the moment will later be called a great error.

Additionally, futility is antithetical to satisfying, and we play games to feel satisfied, not frustrated. (at least most people do)

I don't agree here also. Games and playing in general always has an element of futility. This is present in traditional games and even amplified in computer games. You build cities that will be gone in an instant. You work hard to aquire a skill you only need for a single game. In the past there were many video games you couldn't win, your only goal was the high score. The fighting in the game was utterly futile.

Some games even celebrate this element. Dwarf Fortress, for example: You build your fortress for hundreds of hours, well knowing that there will be a point where it all goes down the drain. The only way to keep your progress is to stop playing alltogether. And players love it for that. I think it's a wonderful allegory on the transience of all things.

Furthermore a game doesn't need to be completely futile itself to show that war is usually futile, but that's a challenge.
 
That's a very, very controversial opinion. Few wars result in what they were started for and most make the situation worse for everyone involved.
None of that makes a war futile.
There never was a "need" for war, only the failure to prevent it.
I can think of two times where it was needed. One was to stop a massive genocide about 85 years ago, the other was very recent to prevent a massive genocide. Neither was preventable without foreknowledge of unforeseeable events.
The war's still futile, there was no need for it.
That's not what futile means. Futile means that no matter what you do, nothing will change. Almost no wars are futile, as war almost always massively changes things. (even if it's not what is stated as the goal of the war by any of the parties involved)
In the past there were many video games you couldn't win, your only goal was the high score. The fighting in the game was utterly futile.
You just stated mutually exclusive statements. The goal was to get a high score, and that makes getting any score at all turn the game into not futile.
Some games even celebrate this element. Dwarf Fortress, for example: You build your fortress for hundreds of hours, well knowing that there will be a point where it all goes down the drain. The only way to keep your progress is to stop playing alltogether. And players love it for that. I think it's a wonderful allegory on the transience of all things.
Last I checked, the games' point was to have fun building, and by that metric, it is not futile, since you can build things and have fun. It also isn't war. (it is combat, but those are two different things)
 
In the past there were many video games you couldn't win, your only goal was the high score. The fighting in the game was utterly futile.
golden example: missile command. A game entirely about the futility of nuclear war, in which the player cannot survive, merely hold out long enough to get a high score.
 
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