Granularity in Wargames

Lately I’ve been thinking about wargames. Particularly the design of wargames, not so much layout, but how we actually receive the information from the game. I’ve realized that a great deal of what we deal with today is simply an effort to use the hex-and-counter of the 1970’s and 1960’s. Is this ideal or is it just a relic from when the granularity of the information was relegated to cardboard?


IMG_0245First it’s a matter of scale. At the top end we have a game like Risk that models scale on an almost continental level. Russia for example is one space. The United States is two spaces. Maneuvering of any sort is out of the question, you’re shifting assets on a global scale. Who cares if you can envelop that flank, it’s abstracted in the scale.

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