It's winter 2007. I am rudely awoken from a pleasant dream about enjoying a delicious PF Changs Chang's Crispy Chicken by the percussive clunk of my then-roommate playing Starcraft on an ancient Microsoft computer. Though the game is contained by his headphones, the loud clatter of his fingers typing out commands to squads of Space Marines, Goliath mechs, and Wraith space air fighters keeps me awake for the remainder of the night. This was unfortunately far from unique during those months, as he would either be playing Starcraft or watching YouTube videos of Korean grandmasters playing championship matches.
I'm reminded of that time by the release of Starcraft II: Wings of Liberty, the first update to the tactical strategy game since the Brood War expansion pack ten years ago. In the late 19th century, Hajo Halborn notes that the German General Staff created the kriegspiel (wargame). Through a combination of table-top exercises and staff rides to evaluate old campaigns and plot out new sources of tactical advantage, the Germans pioneered the use of wargames for sound military decision. Commercial wargames are the offspring of the krigspiel system developed by the 19th century German warfighting system.
Would Moltke or Schlieffen be impressed by my roommate's Starcraft tactics? Probably not. Why? The type of command and battle that it depicts was already outdated by Napoleon's 1806 campaign at Jena. As Claus Telp notes in his monograph on Napoleonic warfare, structural political-economic conditions meant that campaigning in the time of Frederick the Great required a heavy degree of troop control. Battlefield commanders found themselves micromanaging even the smallest of units. Subordinate officers were not trusted to exercise independent thought or action and probably wouldn't be able to perform effectively even if they wanted to.
Antoine Bousqet likens the army in the Frederician era to the political concept of the state in the 18th century--of a giant mechanical device that is animated by the spirit or will of the sovereign. This "ghost in the machine" animates the clockwork machine, which like a rigid antiquarian device springs into action with clockwork precision. Elaborate drills practiced obsessively governed Frederician tactics.
In the Starcraft that I played, you must literally control and command every single unit. Unless they are attacked (in which they either fight back or flee), there is no independent action without the player. Thus, it is difficult to focus on the genuinely strategic aspects of the game (i.e choice of a base area, technological development of forces) because the player-commander is forced to micromanage even the smallest and most mundane of tactical operations and administrative difficulties. Most tactical strategy games share the flaw of player-as-godhead. That being said, I haven't really played much since Starcraft ten years ago, so maybe non-player AI has advanced sufficiently to allow more delegation of responsibility.
By the era of Napoleon, the distributed corps system allowed Napoleon---though still a micromanager and centralizer--to delegate responsibility to corps commanders who could fight independently. In the time between the end of the Napoleonic years and World War I the size and complexity of warfare exploded, necessitating a more advanced system of control. it was physically impossible for a commander to exercise cognitive dominion by sheer force of will over massive armies distributed across large theaters of operation. Those who grew preoccupied with techno-tactical details (like French commanders in 1870) were soundly beaten.
The purpose of the krigspiel was to game out alternate possibilities within this reality, allowing participation by many different actors within the General Staff. Today, a wide range of wargames--some involving human participants, others completely simulated, are used to test weapons, invasion plans, and other crucial factors. But whenever I hear about a tactical strategy commercial game, I think of those nights in winter 2007 and the clunking of my roommate's keyboard.
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