Wargames are strategy games in which two or more players, by taking on the roles of opposing sides, make decisions that shape the course of historical or imaginary military events. Striking a balance between realism and playability, through the implementation of engaging and familiar game mechanics, is a critical aspect of designing successful wargames and conveying to the players their objectives. However, a lack of evaluation and critique of serious wargames, targeted primarily for training and analysis purposes, limits their progress compared to their hobby counterparts, mainly designed for entertainment. Hybridization, integrating traditional board game elements with digital technology, is also emphasized for its role in generating innovative experiences. Therefore, this study serves as an initial survey into the current trends of hobby Wargaming, focusing on prevalent game mechanics, their design, the distinctions between them, and their potential exploration in a hybrid context. We analyzed 30 wargames using BoardGameGeek database as the primary source and identified 56 different game mechanics, with notable heterogeneity among the games. Findings revealed common design patterns, such as competitive gameplay, fixed turn order, utilization of cards and dice, and the inclusion of area majority mechanisms. With this study we strive to provide valuable insights into traditional wargame design and propose opportunities in its digitalization, such as time and information flow modelling or the use of inhuman opponents, with the aim to enhance the overall understanding of this genre.
Hobby wargames: a preliminary survey
Catalano C.
;
2024-01-01
Abstract
Wargames are strategy games in which two or more players, by taking on the roles of opposing sides, make decisions that shape the course of historical or imaginary military events. Striking a balance between realism and playability, through the implementation of engaging and familiar game mechanics, is a critical aspect of designing successful wargames and conveying to the players their objectives. However, a lack of evaluation and critique of serious wargames, targeted primarily for training and analysis purposes, limits their progress compared to their hobby counterparts, mainly designed for entertainment. Hybridization, integrating traditional board game elements with digital technology, is also emphasized for its role in generating innovative experiences. Therefore, this study serves as an initial survey into the current trends of hobby Wargaming, focusing on prevalent game mechanics, their design, the distinctions between them, and their potential exploration in a hybrid context. We analyzed 30 wargames using BoardGameGeek database as the primary source and identified 56 different game mechanics, with notable heterogeneity among the games. Findings revealed common design patterns, such as competitive gameplay, fixed turn order, utilization of cards and dice, and the inclusion of area majority mechanisms. With this study we strive to provide valuable insights into traditional wargame design and propose opportunities in its digitalization, such as time and information flow modelling or the use of inhuman opponents, with the aim to enhance the overall understanding of this genre.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.