Top Banner
Military Science for Game Developers
68

Military Science for Game Designers

Apr 16, 2017

Download

Design

david baron
Welcome message from author
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
Page 1: Military Science for Game Designers

Military Sciencefor Game Developers

Page 2: Military Science for Game Designers

MiiDavid Baron

Page 3: Military Science for Game Designers

I’ve worked as a ...

Programmer Artist Designer

Page 4: Military Science for Game Designers

Studios

Page 5: Military Science for Game Designers

Discussion Overview

The key points of military science and principals.

My personal journey in researching this topic.

How it can help you as a designer and player.

Page 6: Military Science for Game Designers

Warning

I’m not a soldier and I have never served.

A lot may disagree with my opinions on the matter.

I’m simplifying and deconstructing a very complex subject.

Page 7: Military Science for Game Designers

How did I get started?

Page 8: Military Science for Game Designers
Page 9: Military Science for Game Designers

Flanking?Patrol Path?

Cover?

Ambushing?

Page 10: Military Science for Game Designers

My initial reading material ...

Page 11: Military Science for Game Designers

I became a better player ...

Page 12: Military Science for Game Designers

… and a better designer.

Page 13: Military Science for Game Designers

So what is war?

Page 14: Military Science for Game Designers
Page 15: Military Science for Game Designers

Violence & Death?

Page 16: Military Science for Game Designers

No, that’s incidental!

David Baron
Even if violence and death are the most visible consequences of war, they not it's core nature.If you're thinking about war stops at the violence then you will be blinded at it's true nature and reasons for being.
Page 17: Military Science for Game Designers

It’s all about power?

Page 18: Military Science for Game Designers

But how do you gain true power?

Page 19: Military Science for Game Designers

By conquering!

Page 20: Military Science for Game Designers

But what are you trying to conquer, gain and control?

Page 21: Military Science for Game Designers

Oil …

Page 22: Military Science for Game Designers

… and people!

Page 23: Military Science for Game Designers

No these are just pawns!

Page 24: Military Science for Game Designers

My answer?

Page 25: Military Science for Game Designers

Territory!

David Baron
Generals understand terrain, look for it’s tactical and strategical values.
Page 26: Military Science for Game Designers

At its most basic?

Page 27: Military Science for Game Designers

It’s about marking your territory.

Page 28: Military Science for Game Designers

Borders

Page 29: Military Science for Game Designers

Chess

Page 30: Military Science for Game Designers

How do you win in chess?

Page 31: Military Science for Game Designers

By defeating all your opponent’s pieces?

Page 32: Military Science for Game Designers

Or by taking control of the board?

Page 33: Military Science for Game Designers

You defeat your opponent by immobility not destruction.

Page 34: Military Science for Game Designers

We fight and play to dominate territory.

Page 35: Military Science for Game Designers
Page 36: Military Science for Game Designers

Beat the level!

Page 37: Military Science for Game Designers

Nature

Page 38: Military Science for Game Designers
Page 39: Military Science for Game Designers
Page 40: Military Science for Game Designers

Do you we play to learn the skills to resolve conflict?

Page 41: Military Science for Game Designers

War is the highest expression of human

conflict.

Page 42: Military Science for Game Designers

History

Page 43: Military Science for Game Designers

The birth of a hobby ...

Kriegsspeil Little Wars by H.G. WellsSimulation Gamification

David Baron
Militarism and gaming have always been connected.
David Baron
But the concept of a "wargame" meant to simulate battlefield conditions has more modern roots. A Prussian staff officer named Georg Leopold von Reisswitz is often credited as the first to author a set of rules designed for this purpose. His son called it Instructions for the Representation of Tactical Maneuvers Under the Guise of Wargame, which later became known simply as Kriegsspeil (the German word for war game). The game was considered quite revolutionary at the time and included rules for gridded map movement, terrain, fog of war, limited communication between players, and an umpire to maintain the pace of play. Eventually, it became adopted by the Prussian General Staff as an educational training tool. Prussian officers would later claim that their brilliant victory in the 1870 Franco-Prussian War had been thoroughly "play-tested" and developed with the use Kriegsspiel.
Page 44: Military Science for Game Designers

The line of influence ...

Gary Gyax

Wargamer

Romero & Carmack

Page 45: Military Science for Game Designers

Fundamentals

Page 46: Military Science for Game Designers

Strategy & Tactics

Strategist Tactician Soldier

Long Term Short Term Instant

TIME

RESOURCES

David Baron
Originally strategy was understood to govern the prelude to a battle while tactics controlled its execution.
David Baron
Putin is thinking years ahead. While Patton is day to day but a solider is moment to moment.
David Baron
Cannot be distracted by the consequences of your actions but only execution.
David Baron
Putin cares about how he will position Russia in 5-10 years.
David Baron
Patton was a bad strategist because he couldn't think beyond the next battle.Putin would probably be a bad soldier because he sees the entire chessboard and would be distracted.
Page 47: Military Science for Game Designers

Player Types

Planner Stealther RamboLikes to execute according to a

plan.Likes to take decisions while in

the being on the battlefield.Likes to provoke situations and then react accordingly.

PATIENCE?

TIME TO ACTION

David Baron
How they games?
David Baron
Does the qualities that make you a good strategist, tactician or solider expresses themselves when you play games?
David Baron
Does it express yourself when you play games?
Page 48: Military Science for Game Designers

Playtest Observation

Page 50: Military Science for Game Designers

The Principals

Page 51: Military Science for Game Designers
Page 52: Military Science for Game Designers

Principals, strategies, concepts ...

Concentration of effort

Economy of force

Maintenance of reserves

Unity of command

Defense in depth

Page 53: Military Science for Game Designers

Defense in depth

David Baron
Dragon Teeth
David Baron
There’s a lot that we can learn from those military designers who refined their castles over the centuries through the dark ages. They lived in an environment much like the internet of today — chaotic, with their constructions under constant attack. Today’s attackers are crackers operating with digital swords, but the principle and effectiveness of a Defence in Depth approach is much the same.
David Baron
https://www.linkedin.com/pulse/defence-depth-medieval-castle-approach-internet-simon-woodside
David Baron
Defence 1: Contemplating the attack of a castle, the invader was first faced with natural features that worked in favour of the castle. The castle was typically situated at the top of a hill, which made it easy to spot invaders, hence slowing down any attacking army, and made it difficult for attackers to move themselves and any armaments into position.
David Baron
https://www.linkedin.com/pulse/defence-depth-medieval-castle-approach-internet-simon-woodside
Page 54: Military Science for Game Designers

Tactical Value

Page 55: Military Science for Game Designers
Page 56: Military Science for Game Designers

Interesting or tactically valuable?

Page 57: Military Science for Game Designers

The Kill Zone

Page 58: Military Science for Game Designers

GTA5 - The Third Way

David Baron
The idea was to slow down and channel tanks into killing zones where they could easily be disposed of by anti-tank weapons.
Page 59: Military Science for Game Designers

Triangulation

Page 60: Military Science for Game Designers

Observations

Would the player choose the same tactical points?

Curving difficulty by breaking the player’s tactical advantage.

Page 61: Military Science for Game Designers

Suggestions

Page 62: Military Science for Game Designers

A.I. Tactical Depth

Smart (enemies)Stupid (enemies)Cheating (enemies)Scripted (enemies)

Page 63: Military Science for Game Designers

Multiplayer Tutorials

Teach tactics not just mechanics.

Players are becoming more sophisticated.

Trust your players with tactically smart enemies.

Teach formations, how to maintain squad structure.

Page 64: Military Science for Game Designers

e-Sport

Communication, squad consistency …

Enhance team performances by training them in military tactics.

Players are re-discovering military science to enhance their performances.

Page 65: Military Science for Game Designers

Training

Page 66: Military Science for Game Designers

Dslyecxi - Arma 3

Page 67: Military Science for Game Designers

References

Page 68: Military Science for Game Designers

The End