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C3i's Game Designer's Notebook

My Philosophy Behind
Card Driven Game Design
by Mark Herman
Introduction where deception is the critical variable. The
Back in the late 20th century, I had the good fortune to publish We mainreasonIplay computer games ishidden
movement this is an area where they far
The People, the first of the Card Driven Games (CDG) genre. surpass board wargames.
Through my study of the American Revolution certain critical design
elements crystallized for me. I felt these elements must be in a game Many years ago I worked on a project that
tried to analyze the relative merits of two
on this subject if it was to be a faithful historical design. In particular
information age concepts:
there was the nature of guerrilla warfare, and its impact on conflict, that
Domnant Battlespace Awareness (DBA) and
challenged the way I approached this game design. Guerrilla warfare Dominant Battlespace Knowledge (DBK).
illustrates how to leverage political context through Dominant Battlespace Awareness can be
thought of as knowing the strength and
a superior application of military
whereabouts of the enemy in the area of
deception to confer strategic operations. Dominant Battlespace Knowledge is
initiative and victory. knowing what the enemy intends to do and how
It was upon reflection, they are going to do it within the area of
and years of real world operations. The basic conclusions that one draws
from understanding the merits of these two
experience, that I came
ideas is DBAis important and confers great tactical
to understand that these advantage, but DBK is what confers strategic
factors were dominant in advantage. DBA is a physical phenomena that is
all warfare, not just very amenable to resolution with modern sensor
systems, whereas DBKis a mentalphenomena that,
guerrilla conflict, and they when achieved, is very powerful, but is very hard to
were missing elements in most game designs. create with any regularity.

When one applies these two ideas to


With this as a backdrop I designed professional understanding of my craft I
wargames you quickly realize that they do a very
We the People and my subsequent have asked everyone of thema single question,
good job with DBA. The pieces are arrayed on
For the People and Empire of the Sun "what is the most important thing that they
the map and even if you factor in hidden
CDGs to bring these three key military focus on in warfare." Everyoneofthem
movement systems, for the most part players
concepts (military deception, strategic initiative, essentiallysaidthesamething, "how to
have high knowledge and confidence on where
and political context) more firmly into my manage risk in an environment of
his opponents forces are arrayed. Where
wargaming experience. I will use " this C3i uncertainty." If these senior military men
traditional wargame designs fail is in their poor
Magazine article, with examples from these are to be believed the element of warfare that
portrayal of DBK, which circles back to the
three titles, to layout how CDGs should weave they think is most important is fundamentally
senior commander conundrum, "how do I
these elements into their design. I will also try missing from most wargames.
manage risk in an environment of
to show how failing to understand and
This is not to say that wargame uncertainty." From a wargame design
integrate these elements into a CDG can lead
designers have not tried to bring this perspective, how does one build deception into
to a misuse of this design genre.
element into board wargaming, but there the design. Obviously my solution is the CDG
has always been a cost in playability. We design.
Military Deception:
"With Ruse One Makes War" havehad hiddenunits,dummyunits,
With this as preamble, the CDG, like most
Old Testament simultaneous movement, search, and
wargames, lets the player know the strength and
double-blind mechanics, but for the most part
location of enemy forces. Where the CDG
My day job as a Defense Consultant has thesehavebeenonlypartialsolutions.Some of
takes a new path is the player does not know
brought me into contact with many four star my fondest gaming experiences have been
what his opponent can do with those forces
generals and admirals. To further my double-blind refereed games
and where he intends to act.
Mark Herman's Game Design Philosophy
An example that always occurs in my For views and reflect the differing standards All of the classic wargames share several
the People game is the typical Confederate people apply to their desired entertainment characteristics, but the most interesting to
conundrum; can the Union move the Army of experiences. me is the unwritten way in which initiative
the Potomac under McClellan (or any other 3- occurs as a function of play, and not based
rated general)? Even if the Union can move on a written rule. Initiative is that intan-
the Army of the Potomac, how often can they "I have had players gible factor where ones opponent dances to
do it during the turn? All Confederate write me to say that they your tune. For the most part, wargames
decisions from this point onward are being confer the initiative based on who goes first
made in love For the People, each game turn. This is usually based on the
an environment of uncertainty. historical situation, and in most wargames
but they had to stop it is a constant during the course of play.
The Confederate player has to
manage risk when he makes his playing it for a while I have experimented in many of my designs
moves due to this uncertainty. because theycouldnot with different ways of determining who
goes first. In my Pacific War (VG, 1985)
When I am playing the Union and I
handlethe stress." game, I used a command point bidding
know that I can only move my big Army mechanic to determine who would have the
one time, the last thing I want to do is tip I think what needs to be added to initiative at a given point in time. One of
my hand to my opponent. How I do this this equation is what is gained in CDGs? the first games to explicitly deal with an
as a Union player brings the element of What a player needs to succeed in CDG initiative mechanic was Redmond
deception into my decision process. To see play is an entirely different set of skills, and Simonsen's Dixie (SPI, 1976). However,
the difference, play a turn of For the People a different style of play than before. Having in almost all cases, initiative is determined
with open hands and one with closed. An a bad hand is inevitable during a CDG. by a game mechanic.
even more interesting example is make the Having the ability to survive and even
experienced player play open hand, and the prosper with a bad hand requires new skills
weaker player play closed hand. It will beyond the ability to count hexes and One of the interesting benefits of the
immediately become evident how different calculate combat ratios. The ability to CDG system is initiative just happens as a
the game plays and why I believe that CDGs deceive your opponent by making an function of play without rules. It is hard to
have become popular for both face-to-face unusual play that brings fear and consterna- define, but when I am playing a CDG, I
and internet play. tion to your opponent brings the com- know when I have the initiative and I devise
manders skills of bluff and deception to the my strategy around how to keep it. I also
forefront. CDGs bring uncertainty to the know when I do not have the initiative and
It is the CDG's ability to bring uncertainty equation in such a manner that the ability I then devise counterstrategies on how to
and deception into the gaming experience that to gain advantage by confusing your get it. In a nutshell, having the initiative in
also brings stress and tension into the gaming opponent becomes the game, just as it is in a CDG occurs outside the game design, as
experience. I have had players write me to real warfare. The reason that Sun Tzu's, it does in some of the classical strategy
say that they love For the People, but they Art of War is still relevant today is its main games like Chess and Go.
had to stop playing it for a while because they focus is upon the psychological nature of
could not handle the stress. These could be warfare, which still remains true long after
some of the first recorded examples of the chariots have left the battlefield.
wargame combat fatigue. What's next, CDG
warning labels? All kidding aside, this is the
kind of wargaming experience I want to It should come as no surprise that I
supply to gamers, one where they feel the think that CDGs are a realistic portrayal
weight of command, where every decision of warfare, because they explicitly deal
carries significant ramifications. with what professional soldiers deal with;
managing risk in an environment of
uncertainty. Where CDGs are inferior to In my Empire of the Sun game the
An interesting criticism of CDGs that traditional wargames is they remove a Japanese player begins the campaign with
I see on various internet boards is how player's ability to know the best move and the initiative. In many ways, the Japanese
unrealistic this genre of games is as totally control their strategy. CDGs are performance in the game is determined by
fundamentally different than traditional how long the Japanese can retain the
compared to traditional wargames. Players initiative. The focus of early Allied strategy
continuously tell apocryphal stories of getting wargames and consequently offer a different should be based on how to use their forces
poor card draws, while their opponent gets gaming experience, not better or worse, just and cards to seize the initiative as early as
great cards. In a word, they never had a different. possible, and then begin their counter-
chance. Many players prefer the high level offensive. It is usually the Allies inability
of control that non-CDGs give them over
Strategic Initiative: to seize the initiative in late 1942/early '43
their forces. There is a belief that the
traditional style of wargame is a better "Whether in attacking, counter- that is the cause of Japanese victory.
reflection of skill and historical accuracy. I attacking, or defensive tactics, the idea
think that these are all valid of attacking should remain central, to As I continue to do more CDG designs,
always keep the initiative." I continue to work on new game mechanics
that allow players to impact initiative in
Nguyen Giap
Mark Herman's Game Design Philosophy
waysnotachievableinthe classicstrategygames. command bandwidth that can be distributed of Union and Southern strategic will that is the
This has been the genesis of the reaction card across a war. The historical reality is operations in measure of the conflicts progress. The ability to
mechanics thathave become partandparceltomy one theater often come at the expense of operations weave on a game map activities and outcomes
ForthePeopleand Empire of the Sun in another. President Lincoln's situational with card events opens up a huge number of new
designs. In For the People it is the uncertainty awareness during the American Civil War was political-military combinations. It is this
around the opponent holding the Three Cigars formulated sitting on a couch in the military interaction of the card opportunities and player
or Forward to Richmond cards that can swing the telegraph office near the White House. It is the strategy that lets every CDG play-through write its
initiative around at a critical moment in the historical rarity of coordinated maneuvers that own unique historical script.
game. In Empire of the Sun it is the impact make them a unique (e.g., Campaign card) not an
that the timely play of the Rocheforte or Interservice ordinary event. To my mind it is the ability of Where I think a CDG can go wrong is
Rivalry cards CDGs to naturally create the inability to easily when it tries too slavishly to follow the actual
can have on which side keeps or gains the coordinate disparate armies, while reflecting the historical script. This is not to say that the historical
strategic initiative. This ability to foil an asymmetric movement of opposing forces that script in the macro should not be built into the
opponents plan and then follow it up with a makes CDGs a better historical maneuver model fabric of the game design, but binding a CDG
counter move not only brings additional than the traditional Tactics II paradigm. design too tightly to the historical script tends to
uncertainty to game play, but also allows a reduce strategic options, one of the key strengths
player to employ historical events to shift, if of this design genre.
only for a short time, the all elusive initiative. "A CDG should not be
defined as the use of Just to be clear, CDGs are not the best game
Now many players have criticized this feature cards in a design. A CDG design solution for every historical situation or
of CDGs as further proof that they are level of play. Many historical situations are more
should be defined as a restrictive in their historical possibilities and
ahistorical. Comments like, why is it that
making a move in Arkansas impacts what I can
game that uses cards to consequently would be poor candidates for a
or cannot do in the East when playing For the create strategy and CDG. It also seems that any game that uses cards
People? I think that history once again is the maneuver from hidden these days is considered a CDG. I think that
guide. The real world ability to regularly combinatorial options. this is inaccurate and misses the point. A CDG
coordinate the maneuver of military forces across should not be defined as the use of cards in a
vast distances has not existed until recent times. design. A CDG should be defined as a game that
Even in the 21" century there are only a handful uses cards to create strategy and maneuver from
Political Context: hidden combinatorial options. It has been this
of nations that can regularly coordinate military
forces in this manner. "It is clear that war is not a mere perspective that drives my CDG design
act of policy but a true political philosophy.
So, why is it that the Tactics H (AH, 1958) instrument, a continuation of political
movement rules, where a player can move all, activity by other means" To my way of thinking bringing the context
some, or none of his pieces are considered to be Karl Von Clausewitz of the war directly into the design gives greater
historically accurate? purpose and depth to player decisions. It is this
As I have gotten older, I have found myself ability to explore strategic options in the place of
I should note that this simple idea was
favoring strategic level games over tactical ones. pure battle maneuver skills that sets the CDG
one of the major breakthroughs in strategy games,
Don't get me wrong, I still like to pull La genre apart from its traditional roots. The first
as it broke the traditional one move per side
Bataille de la Moskova (Marshal, 1975) out time that I explored this idea was in a little
Chess paradigm, allowing for the intricate
and immerse myself in Napoleonic tactical remembered rule in my Terrible Swift Sword
maneuvers that are the delight of our hobby.
formations. However, my fascination with (SPI, 1976, designed by Richard Berg) battle
However, since that time we have gone to great
strategic policy and its interaction with warfare module Stonewall (SPI, 1978), where the
lengths to reduce this level of ahistorical
has become a major focus for my designs. The outcome of the Battle of Kernstown had an impact
coordination ala command and logistic rules to
hobby has always had strategicand politicalrandom on McClellan's Peninsula campaign.
bring greater realism into games. Evolving
event tables. What is different with CDGs is that
command rules and how they effect initiative is
the CDG hand of cards mechanic enables political Using the CDG design to bring political
something that I have actively participated in
events to be intimately interweaved with a context into a game allows players to explore
during my entire design career and is one of the
player's military strategy. the important events that shape a conflict, such as
core mechanics to Richard Berg's and my Great
the Emancipation Proclamation. One of my
Battles of History series (GMT Games, from 1991 to
One of my favorite game systems is favorite cards in For the People is the Cotton is
today). to utilize a political index as a means for King card. Historically the South self imposed a
CDGs create asymmetric movement of determining the progress of a war. In For the cotton embargo on themselves through the
forces and how those maneuvers are affected by People it is the use of the relative levels mistaken notion that it would drive the
strategic initiative through their core card Europeans to intervene in the war to regain
playing mechanic. The historical reality is a
senior leader has only so much
Mark Herman's Game Design Philosophy
access to this critical commodity. In actuality but these factors for me are necessary but interactions. A player's objective in a CDG is to
this was a missed opportunity by the South to insufficient to capture the nature of an historical deal with all of these factors and play better than
create large overseas accounts while the Union conflict. What is necessary for me is to not only your opponent to achieve victory.
blockade was weak. This event, if played by the push cardboard around a map, but to be
Union, mirrors the historical record, whereby the challenged by the options faced by the historical As a game designer I try to establish my vision
South makes a mistake. If played by the South they personages, while managing political and military for a particular historical situation and then
communicate that vision through the game's
get a chance to rectify this blunder. In either case, risk.
systems. CDGs were created to explore my vision
the impact of an interesting policy on the
President Lincoln knew what he wanted his of the impact of military deception, strategic
context of the war is captured and remains one of
generals to do. Getting them to do it was the initiative, and political context on warfare. It is
my favorite features of CDGs.
challenge he faced until his death. In For the my view that these are some of the most
People this is the challenge that I want the important aspects of historical conflict. CDGs
Conclusion:
players to face. CDGs offer a player some of the are by no means the last word on game design
"If men make war in frustration that their historicalcounterparts faced. and are not applicable to all situations. However,
slavish obedience to rules, they when applied to the right situations they bring
Players should feel that they are only partially in
will fail." Ulysses S. Grant new dimensions to the gaming experience.
control of the situation,and that to prevail they must
I do not think that U.S. Grant ever designed master the game environment better than their Hopefully, understanding the philosophical
opponent. Realwars are full of missed opportunities underpinnings of Card Driven Games will raise
any wargames, but I think he makes a strong
and mistakes experienced by both sides,but in the the quality of our ongoing debate on game design.
game design point. There is no right way to
design a wargame to make it more historical or end oneside prevails. CDGs, like history, measure
accurate. It is important to ensure that movement relative success, since it is almost impossible to ever
rates, combat results, and other physical factors play perfectly due to the extraordinary number of
be reasonably represented in any wargame, possible card, unit, and rule

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