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By Mark Baldwin
Gamasutra
CGDC Roundtable Report, May 1998

Features
CGDC '98 Roundtable Reports

Whither (or Wither) War Games

The purpose of this roundtable was to discuss the direction of computer war games in the changing world of computer games. Are they dying or evolving?

One of the first issues of discussion in every roundtable was the nature and influence of real-time games as opposed to turn-based games. It was noted that the market seems obsessed with the idea that real-time is inherently better than turn-based, and therefore will not support turn-based games. An example of this seemed to be Star Wars' Rebellion, which seems to have been forced into being a real-time game due to marketing pressures, to the detriment of game play.

The problem with this market pressure is many wargames are much better suited to provide entertainment value as a turn-based game. The real-time pressure is thus either preventing good turn-based wargames from being created, or having them made into so-so real time games. The quality of the product and the entertainment value to the consumer is thus reduced, and we find a drop in wargames.

Yet the turn-based game still seems to be a major force. Examples like XCOM, Warlords, Heroes of Might and Magic, Axis and Allies, Panzer General II and the all time hit wargame Civilization where presented. Sid Meier's Gettysburg was shown though as an example of a rich wargame that can be done in real-time.

It was pointed out that wargames have always been a niche market. As such, with the higher cost of creating games, the current market size cannot support wargames. The cost is just too high for the market. However, success stories like Talonsoft seem to refute this argument to some extent. At least, given the proper management, the wargame market can still be viable financially.

A preview from Computer Gaming World on the upcoming game Axis and Allies was examined. The initial statement in the article was "Potentially, it's the biggest wargame breakthrough since Panzer General." This was examined, noting that it is interesting that such praise is being placed on a turn-based wargame, considering the current real-time marketing pressures. But what was noted is that this game shared a simplicity of play that is common in the real time games, and that this may be the real source of the current wargame popularity, i.e. simplicity and ease of play.

Simplicity and ease of play seem to be highly important if one desires reasonable sales in wargames. These features seem to be even more important than in the normal game market due to the inherent complexity of most wargames. Successfully achieving these characteristics have proven to be a financial necessity.

In conclusion, I observed that current customer expectations have resulted in high development cost. This has in turn made it necessary to design games suitable for a large market segment to pay for the cost. The wargame has a small market base, and as such is not that financially viable currently. However, the ratio of cost to market size constantly shifts. It will again, and the wargame will again become a very marketable product.

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