Showing posts with label technology. Show all posts
Showing posts with label technology. Show all posts

Sunday, 11 March 2018

Some of my recent reading: military innovation

So I'm on for a new adventure, starting in October. I'll be cooperating on a part of a larger series of handbooks about Dutch military history. Personally, it looks like I will mostly be writing on the 1813-1870 period.



Of course there'll be several themes discussed in this book, but I have taken a special interest in the development of technology and how it's integrated into military practice. It's become an interesting field in this century, since the military revolutions / revolutions in military affairs discussion blossomed up. Mostly this is a discussion about how you can foster innovation and draw the right lessons from the past to guide technological development towards succes while avoiding the pitfalls.



Part of that discussion focusses on where in the military organisation this innovation takes place? Is it top down (reforms of Prince Maurice or Gustavus Adolphus), is it bottom up (battlefield adaptation in WWI)? Or is it perhaps a complex interaction of military entrepreneurs in the military hierarchy that may or may not succeed in catching the ear of those with decision making power. And perhaps, I add as an historian, this changes based on social structures over time and space?



So I'm diving into some old and new literature...



Mostly on the 19th century, but if a valid theoretical point seems to be made, I'm happy to look beyond.


Let's say I'm pretty psyched about this project


Monday, 13 January 2014

Another step in 3D printing of miniatures

A month or two ago I wrote about the 3D revolution coming to wargames miniatures. It's moving on faster than I thought. See this Hero Forge Kickstarter with customisable 3D miniatures.

From the Hero Forge page on Kickstarter
From a marketing point of view it hits a good spot: getting exactly the miniature you want means you are willing to pay more per piece. It even gives an option for the quality of the miniatures. Not sure that it's going to be a huge success right now, because the sculpting is good but not great and the prices is still high, but it certainly shows the possibilities.

From the Hero Forge page on Kickstarter

But this also made me realise that it provides and instant marketing tool for the entertainment industry. How long before online video games make the link: 3D printing your avatar? EDIT: this is already happening in World of Warcraft.


And another step is of course to make it possible for people to print those customisable miniatures at home.

Wednesday, 21 August 2013

John Terraine goes myth busting WWI

The Smoke and the Fire is a well witten and entertaining read with a clear intent. Terraine has no time for studies critical of British commander in chief Douglas Haig and other WWI generals such as The Donkeys by Alan Clark and Haig’s Command by Denis Winter. In that sense the book feels a lot like Corrigan’s later Mud, Blood and Poppycock that also sets out to bust the myths of incompetence and mass slaughter.


This means Terraine also has little sympathy for Lidell Hart and Fuller, the earliest criticasters of WWI generalship. One chapter dismisses Lidell Hart as a man traumatised by his battlefield experience and suggests that Fuller later rescinded on his earlier views. Of course, to Lidell Hart and Fuller, their criticism was not just a matter of history but also a way to advance their ideas of the future of the British army in the Interbellum.

Terraine defends the military leadership by arguing that contrary to the 'donkeys' caricature they did see the potential of modern weapons and quickly adopted many innovations like machine guns and tanks, but that the delays were in development and production. So the civilians were to blame, really.

Likewise, the maintenance of a sizeable cavalry force was not the result of pigheaded cavalry generals clinging to an outdated arm, but to the fact that cavalry was the only means of operational exploitation of a breakthrough. The technical limits of tanks meant that even by 1918 deep and sustained penetration was impossible. In the spring of 1918 the Germans sorely felt the lack of cavalry to achieve the final breakthrough.

While he acknowledges the cock up that the first day on the Somme was, Terraine argues that this was due to inexperience and too much faith in the effect of artillery. He points out that losses quickly fell and success increased in the following months. And it was the German insistence on counterattack that lent the battle its gruesome human toll. But according to Terraine, that is why it achieved its objective of distracting the Germans from Verdun and wearing the German army out.

Sadly, my copy of The Donkeys seems to have gone AWOL

The best point that Terraine makes is that you have to see WWI in the perspective of the American Civil War and WWII. These are wars in which the challenge was not just military but more so in mobilising a complex whole of economy and society towards victory on many battlefields. That also means the war won’t be won in a single battle. Attrition is part and parcel.

As such the war was a huge challenge to the generals involved: training, organising, supplying and leading mass armies in an environment of solidified defensive lines and a mass of new, unproven technology. But those technological advantages are few and short-lived as the enemy catches up.

This applies to WWII as well. Although the Germans can win early on against opponents that haven’t acquired an answer to their operational innovations, this then turns for the worse. Even the string of unprecedented victories in Russia in 1941 cost them more casualties than the battle of Verdun.

Which ties in with Terraine’s firm stance that the object of war is the defeat of the enemy main army. As long as that is in the field, any diversion only means dispersal of force. On this point he criticises both politicians like Lloyd George and Churchill who pursued campaigns in minor theatres as well as theorists like Lidell Hart who advocated an indirect approach.

Dispersal of British Imperial forces according to Terraine p 57
For Terraine there is no way around it and evasion of the showdown on the Western Front was just a lack of moral courage to face up to the truth and its ugly consequences.  Modern warfare, with its mass armies, will result in mass casualties. The search for a bloodless solution only lengthened the war and caused more casualties.

I think that whoever reads Terraine, like Corrigan, has to readjust their visor from the Lions Led By Donkeys school. But not all the way. Although Terraine often uses statistics and source material to support his point, he rarely goes into great depth, weighing both sides of the argument. It´s hard to find a point where Haig doesn´t come out clean and his detractors come out looking like fools.

Because of that, on a different level this book gave me the indefinable feeling that the lines on these issues in the first post war decades were linked to what faction of British history writers you belonged to. And that was probably related to which school you´d been to, the party you voted for and who published your books. This social dimension gave these discussions a shrill tone that also for example also pervades the post war discussion of generals like Montgomery. I can´t lay my finger on what the factions were though.

Thanks to Nick for giving me this books as a birthday present. The other was Tilt by Nicolas Shrady on the history of Pisa and its tower.

Saturday, 24 November 2012

A Golden Age of Boardgaming? Maybe, maybe not

Quinns, of the Shut Up & Sit Down boardgaming blog and video reviews recently gave an entertaining if longish talk at the GameCity video gaming conference on the development of boardgames in the last 15 years. He contended that boardgames are now experiencing a Golden Age and argues this mostly on the basis of a marriage of 'German' style mechanisms with 'American' storytelling. This is a story often told in many different ways at Fortress Ameritrash?.



The presentation includes many of the most interesting boardgame designs of the period under review (although War of the Ring is incredibly left out, while City of Horror is included for no good reason). If your not familiar with boardgaming design developments, the whole video is well worth watching, otherwise some of it will feel familiar.

The thesis of a Golden Age of boardgaming only partly convinces. There are many signs of crisis in the boardgaming industry and it is doubtful whether more people are boardgaming these days than 15 years ago. So we should at least differentiate between boardgame design, the boardgaming industry and the hobby.  While I can mostly agree with Quinns on boardgame design going through a strong patch, I have strong doubts about the industry and the hobby.

What I will do today is go is explore Quinns argument on board game design, and then discuss the industry and the hobby on Sunday. Part of that discussion has already filtered into my discussion of brick & mortar game shops in the last couple of days.


Design

Quinn uses the first part of the presentation to show the influence of German style boardgame designs from the 1990s. I’m fully agreed that these designs were more accessible than many older boardgames, and the design built on keeping the race tight until the end. But Quinn adds the dimension of the higher quality of components. On the other hand, theme in most of these games is thin.

By the start of the 21st century these design concepts started to be copied by ‘western’ designers, who mixed them with ‘American’ storytelling. Examples mentioned are Twilight Imperium, Game of Thrones and more recently X-Wing.

Dominion, the start of something beautiful?

To illustrate how quickly innovation is now taking place in design he went over the recent deckbuilding revolution, starting with Dominion in 2008. Thunderstone in 2009 added theme. Puzzle Strike then allowed playing the oppononent’s deck in 2010. And in 2011 A Few Acres of Snow integrated the deckbuilder into a boardgame, modelling the logistics of war.


Quinns actually leaves the two most exciting developments in game design to the end of the presentatio. The Boardgame Remix Kit allows you to combine elements from Monopoly, Scrabble, Cluedo and Trivial Pursuit to ´build the most dangerous things´. Risk Legacy lets players name continents, add new rules and extra information to the board as the result of events during the game. In this way each copy of the game becomes unique, with it´s own history. 

If it weren't for the Halifax Hammer...

While I agree with the general line of his argument I have two questions. On the one hand, we can also see how innovative designs like Dominion are copied and milked by less innovative designers and publishers.  While further developing the deckbuilding engine, are Thunderstone and other deckbuilder derivates actually good games who themselves will stand the test the time?  

You could also argue that most of this innovation is incremental but that these are not game changers. How many people outside, or even inside the hobby niche, will actually notice?  


Boardgames vs videogames


Later Quinns´ presentation becomes an attempt convert video gamers to board games. He argues that the boardgames revival happened because video games lately haven't reached into areas of social interaction, which leaves room for boardgames.

Videogames are versatile, he continues, but they cannot do everything, like talking, bluffing, joking and auctioning. It’s difficult to imagine a paranoid treason game like Battlestar Galactica or The Resistance working in a video environment.

One of the best games of the past decade. It made me watch the series
Boardgames also do stuff that videogames haven’t done yet: like the dungeoneering mega campaigns of Descent. That kind of 'maximalist' game design is not commercially viable in videogames but in some cases in boardgaming.

Most importantly, Quinns sees no real difference between board and videogames. To him they are two sides of the gaming hobby. Board game design principles can provide a solid foundation for video games with the example of  the recent X-Com being designed as a boardgame. The design tools of bardgames are much more accessible, require less investment and are easier to test. 

Paths of Glory, itself a legendary design, is one of the card driven games that can be enjoyed online using ACTS
But as far as I´m concerned the line between boardgames and videogames is already disappearing. Look at the online engines to play boardgames that have become available: ACTS for card driven games, Vassal for wargames, BrettSpielWelt for eurogames and there´s a host of online/browser games from Travian and Die2Nite to iPad versions of many popular boardgames. 

How will this affect boardgames in the future? Will this mean that physical boardgames will disappear and people will play them online with their friends? Not necessarily. The technology to digitalise boards in player mats is already available, which will allow you to play and easily store long playing games for later use.



It will also make it possible to hardwire the rules into the game components, preventing mistakes or cheating, and allowing limited information, hidden movement and administrative chores to be automated, while still retaining the feel of a boardgame