Gaming Wars In The 21st Century

I was pleasantly surprised to open the back page of this past weekend’s New York Times Sunday Book Review section to an article on the 100th anniversary of H.G. Wells’ “Little Wars.” The book’s Edwardian-era style, classism and occasional not-so-thinly-veiled sexism is mixed with the mechanics of a gaming system which makes it a relevant read even today.  Before “Little Wars,” wargaming had largely resided in Europe’s war colleges and in the parlors of the ruling elite. Even with its English intellectual, upper-crust trappings, “Little Wars” sought to expand the popularity of wargaming. As the article points out, “Little Wars” is an important foundational document and should be required reading for those who are interested in how we’ve arrived at the business of gaming on the tabletops and screens of the world today.

“Little Wars” is widely available for free online and for e-readers today, and “ownership” of gaming is largely the subject of a post today on BoingBoing about Dungeons & Dragons retro-gamers. Whether driven by nostalgia or as a reaction to corporate ownership of a beloved game of their youth, “old school” D&D gamers stress what they believe to be a truer game style more focused on role-playing and less-so on action-driven play. To stay relevant to a new generation brought up on CGI special effects, so the argument goes, the now-owners of D&D Wizards of the Coast have increasingly made the game more combat-heavy (read: more like video games). In reaction to this, retro D&D gamers have created an increasingly-active community of story-driven gamers who look to old rules for inspiration. The ability to share thoughts, opinions and out-of-print rulesets online has only fuelled the movement.

Old school gamers are just the latest combatants  in the war over gaming. The history of wargaming rules development winds its way from military schools and H.G. Wells to postal games and strategy boardgames in the mid-20th century. Games and rules were more fluid in the 1940s-60s where there was little profit to be had in wargaming, and a big part of the gaming community was in the debates over what rules were the most realistic or playable. With a few exceptions, ownership in those days was based more on pride and ego than copyrights and profit. This timeline is well-documented in Jon Peterson’s “Playing At The World” which finally arrives at the early days of D&D.  Even before D&D made the great leap into a world-wide phenomemon there were arguments and accustaions over copyright and ownership. Peterson’s recent analysis of a transitional draft of D&D (the Dalluhn Manuscript) not only adds greater nuanace to the development of the rules themselves but I think also provides another chapter on the concepts of evolutionary, intellectual and legal ownership of games.

Much of the digital conversation today — whether about games, photos, movies or music — hinges on the topics of openness, control and copyright. Along with the free and independent gaming forums and sites, we’ve now been given a new frontier of games on Kickstarter. What used to take years (or even decades) of slow development and debate by word-of-mouth fanzines and postal newsletters, Kickstarter achieves in weeks or days. Players vote with their wallets in support of games which can now easily garner six and seven-figure funding levels, all but guaranteeing a fanbase that literally buys-in at the ground floor. Sites like BoardGameGeek can help make or break the success of a new game and then go on to serve as R&D for game expansions, rule variations and subsequent editions.

A hundred years after “Little Wars” pulled the ownership of wargaming out of the fists of Europe’s elite, we’re still warring over our games. Copyright laws, digital distribution and individual financial investment will continue to shape the next hundred years of the ownership conversation, but gaming is certain to remain a very personal investment for some time to come, too.

Downloading: Zulus On The Ramparts

Living in Brooklyn and commuting back and forth to Manhattan on the subway for work each day, I wind up with a fair amount of time on my hands. I read a lot and the New York Times crossword puzzle is a daily necessity, but sometimes I like to just unwind with a game on my iPhone. I’m not a big electronic player in general, so I was glad to happen across Zulus On The Ramparts! by Victory Point games in the iTunes Store.

Over the past six years or so, Victory Point Games has cranked out dozens of board and card games covering all kinds of scenarios, eras and genres. More recently, they’ve begun releasing a few apps, and Zulus On The Ramparts! just debuted a couple months ago. The game is based on their popular boardgame of the same name from their historical “States of Siege” solitaire games line, and it is available now for iPhone, iPad and Android devices.

As with the boardgame, the app inserts the player into the Battle of Rorke’s Drift. In the January of 1879 battle, a small group of maybe 150 British soldiers from the 24th Regiment of Foot successfully defended a small outpost against a massive army of thousands of Zulus. The battle was popularly dramatized in the 1964 movie “Zulu,” and I was first introduced to it in John Keegan’s “A History of Warfare.” My interest in the battle and the Anglo-Zulu War period has only grown over time, and I’m currently working toward getting a large 28mm scale wargame up and running.

The game progresses through a series of turn phases. First, a random action is chosen for a Zulu impi to move, attack, retreat, stand their ground or perform some other specific action. Each Zulu force appears on the field and then moves over the course of the game through a series of predefined oval spaces which progressively close in on the walls and barricades of the British hospital outpost. Some Zulu actions may cause extra moves or the entire Zulu force to move en masse. Since close range combat is key to a Zulu victory, the first portion of the game is spent quickly organizing and supplying the British before the inevitable attack.

A lot of information is crammed into the game map screen. The position of the Zulus is shown at their various ranges from the fortifications. At the top, the game phase is indicated. On the left side of the screen, various historic officers or more generic soldier characters stand at the ready to use their various bonuses in combat and other special actions. On the right side a running status of supplies such as water and ammo, along with other factors which will effect the outcome. The bottom of the screen displays a clock as the turns click by toward darkness as well as a link that takes you to the “barracks” screen.

On the barracks screen you manage your officers and troops, viewing their heroic abilities on virtual “cards.” Abilities range from calling up reserves, ordering the construction of barricades or distributing supplies to the troops. The barracks also contain combat actions allowing you to fire volleys from your Martini-Henry rifles with various effectiveness of range

Once actions are selected, combat is resolved through a nifty slot machine-like spinning wheel. Depending on range, the type of weapons being fired and any modifiers from heroic actions on activated officer and troop “cards,” combat outcomes are determined. After combat, new cards are randomly placed in your barracks and the next round begins with additional Zulu actions.

Like the historic battle at Rorke’s Drift, time is of the essence in Zulus At The Ramparts! and hours run by quickly on the game clock as the Zulus swarm in on the British and supplies run low. This is a really tough game in a small digital package with lots of variables to manage from turn to turn. Playing on the tiny iPhone screen makes things even harder, and there is probably significant playability to be gained in playing the game on an iPad or Android tablet.

With a few games (and losses) behind me, the game can seem frustrating at times. With that said, the difficulty of Zulus At The Ramparts! does a pretty decent job in simulating the bloody tough spot the British found themselves in on the plains of Africa on that famous 1879 day where retreat simply wasn’t an option.