draft/elements11feb03.txt
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    11 
       
    12       Elements
       
    13 
       
    14 
       
    15     Elements of Strategy
       
    16 
       
    17 *by Brian Gleichman*
       
    18 Feb 11,2003
       
    19 
       
    20 	
       
    21 
       
    22 
       
    23   Elements of Strategy
       
    24 
       
    25 I discussed in a previous article
       
    26 <http://www.rpg.net/news+reviews/columns/elements01nov02.html> various
       
    27 core concepts of game design that resulted in tactical play. Now I'd
       
    28 like to cover the big sister of tactics, strategy.
       
    29 
       
    30 Since there are a number of possible definitions for both tactics and
       
    31 strategy it would be best to nail down the specifics of the discussion
       
    32 before things become more confused than they should be. I'm not using
       
    33 the common one found in military circles (tactical, operational,
       
    34 strategic) since in game terms those concepts are basically contained in
       
    35 the idea of scale. Instead I'll be using a definition that is much the
       
    36 same as the one used in chess and other similar games.
       
    37 
       
    38 Thus Tactical play is the immediate decisions made for material or
       
    39 immediate positional advantage, or in terms of another previous article
       
    40 <http://www.rpg.net/news+reviews/columns/elements11dec02.html>-
       
    41 decisions and play that exists purely at the Game level. At its most
       
    42 basic, tactics is playing the board for immediate effect.
       
    43 
       
    44 Strategic play however takes place at the Near Game or even the
       
    45 Meta-Game level (if not using the finer definitions from the Layers of
       
    46 Design article, I'd simply say it takes place in the Meta-Game). Here
       
    47 the focus isn't directly on immediate concrete concerns, but rather on
       
    48 long-range goals and estimates of how one's opponent is going to move
       
    49 and react. Strategy is not playing the board, but rather playing the
       
    50 man. As an example, in chess one may decide as a matter of strategy to
       
    51 launch your main attack on your opponent's kingside- either because
       
    52 you're more skilled in that line of attack than you are with other
       
    53 options, or because you know your opponent is weaker in that line of
       
    54 defense.
       
    55 
       
    56 Let's consider the primary elements of Strategy under this definition.
       
    57 Although they are greatly interrelated, almost like dance partners, they
       
    58 can be broken down as follows:
       
    59 
       
    60 
       
    61       Prediction:
       
    62 
       
    63     /"If you know the enemy and know yourself, you need not fear the
       
    64     result of a hundred battles."/ Sun Tzu, *The Art of War*.
       
    65 
       
    66 This element covers predicting the decisions of your opponent and your
       
    67 own performance. Some examples: Knowing that Joe tends to put his most
       
    68 powerful units in the center or realizing that Sara loses effectiveness
       
    69 in chess if her queen is exchanged. Knowing that your heavy fighters can
       
    70 hold the line long enough to complete the flanking maneuver you have
       
    71 planned. Etc.
       
    72 
       
    73 
       
    74       Deception:
       
    75 
       
    76     /"Hence, when able to attack, you must seem unable, when using your
       
    77     tools, you must seem inactive. When we are near, we must make the
       
    78     enemy believe we are far away, when far away, we must make him
       
    79     believe we are near."/ Sun Tzu, *The Art of War*.
       
    80 
       
    81 This element represents the flipside of Prediction, the ability to
       
    82 conceal your intentions and decisions from your opponent or even
       
    83 convince him that you are following a different course from your actual
       
    84 one. If he has positioned himself to protect from a strong center attack
       
    85 at the moment your Cavalry hits him on the right flank- your chances for
       
    86 victory is enhanced.
       
    87 
       
    88 
       
    89       Causality:
       
    90 
       
    91     /"In war everything is simple, but it's the simple things that are
       
    92     difficult."/ General Carl Von Clausewitz.
       
    93 
       
    94 This is the causal chain required to implement strategic decisions. If
       
    95 one decides to use your Calvary to flank your opponent on the left while
       
    96 tying down his main body with your infantry- the causal chain is all the
       
    97 steps (and time) needed to properly position your troops in order to
       
    98 reach that objective.
       
    99 
       
   100 A very important characteristic of the causal chain is its length- how
       
   101 many actions are needed over how much time. If the chain is too short,
       
   102 strategic decision itself will become trivial as the other elements
       
   103 become irrelevant. On the other hand, as the chain lengthens the
       
   104 difficulty and importance of the strategic decision increases.
       
   105 Prediction must look further ahead into increasingly fuzzy ground while
       
   106 deception must be prolonged. Failure on either point can result in
       
   107 catastrophe.
       
   108 
       
   109 As a result, the length of the causal chain is perhaps the most
       
   110 important of the Elements of Strategy as it determines the impact of the
       
   111 others. Many game designs seek to employ both Prediction and Deception,
       
   112 but by resolving the end result immediately in a single roll or two they
       
   113 reduce the Strategic nature of their design to something no more
       
   114 interesting than rock-scissors-paper; an immediate guess followed by
       
   115 immediate and final outcome. It is still a strategic game design, if a
       
   116 very simple one suited only for those seeking the simplest of challenges.
       
   117 
       
   118 Given these definitions and moving from theory to more practical (if
       
   119 still abstract) concerns- what design concepts are important to consider
       
   120 in creating or evaluating a game's strategic environment?
       
   121 
       
   122 
       
   123       Tactical Elements:
       
   124 
       
   125 A strong tactical game will by nature normally produce a strong
       
   126 strategic one.
       
   127 
       
   128 Chess is again an excellent example of this case, as it needs nothing
       
   129 but its tactical design to present strategic challenges worthy of
       
   130 centuries of play. Between players of near equal tactical skill the
       
   131 causal chain is long and complex enough that essentially limitless
       
   132 Strategies become available and defeating your foe's perception of the
       
   133 game is nearly as (if not more) important than mastering its reality (as
       
   134 Deep Blue's defeat of World Champion Gary Kasparov showed).
       
   135 
       
   136 So for strategic groundwork first look to the tactical elements:
       
   137 Resource Management, Dissimilar Assets, Maneuver and Pace of Decision.
       
   138 It will be these elements that define the causal chain and it will be
       
   139 these elements that frame the strategic environment.
       
   140 
       
   141 A game design however can increase its strategic depth beyond that
       
   142 provide by its tactical environment in a number of ways. This can be
       
   143 used to make a moderately tactical game into something considerably more
       
   144 challenging- or turn an already demanding environment into any
       
   145 commander's nightmare.
       
   146 
       
   147 
       
   148       Hidden Decisions:
       
   149 
       
   150 By hiding decisions made by a player from his opponent(s), the need to
       
   151 judge the intent of your foe and predict his actions is greatly
       
   152 increased. Resources that are to be used against you are not in sight.
       
   153 Where could they be? Where would your opponent likely place them?
       
   154 
       
   155 Hidden Movement is perhaps the most common example of this method in
       
   156 wargames and even in rpgs although the latter seldom emphasizes the
       
   157 subject in the rules directly. D20 for example includes rules for sight
       
   158 range under specific lightning conditions without much comment. My own
       
   159 /Age of Heroes/ takes line of sight limits for granted- a matter for GM
       
   160 judgment based upon the map. Adding this to any system is easily done to
       
   161 great effect.
       
   162 
       
   163 Beyond the simple fact of hidden movement are active measures taken to
       
   164 hide (invisibility spells, smoke, etc.) or deceive (decoy troops
       
   165 carrying the banners of important units, riders trailing branches to
       
   166 raise dust, etc). All can be given to a player as a toolset to expand
       
   167 his strategic options.
       
   168 
       
   169 
       
   170       Reconnaissance:
       
   171 
       
   172 If some attempt to hide things, others will always develop methods of
       
   173 investigation to reveal them.
       
   174 
       
   175 Adding resources and methods to allow for such in a game adds yet
       
   176 another layer to the strategic environment, especially if by their use
       
   177 other resources are limited or spent. A classic example here are the
       
   178 divination spells from D&D. Information about one's opponent can be had-
       
   179 at the price of losing a spell slot that could have been used for combat
       
   180 magic. Outside of magic, even the use of scouts in almost any system
       
   181 means that resources (which could have been of use in a main force) are
       
   182 diverted to a recon and/or harassment role.
       
   183 
       
   184 Like the three elements of strategy above, Hidden Decisions and
       
   185 Reconnaissance are each part of a dance- play benefiting from both
       
   186 having their impact. When balanced to a fine degree, one may well
       
   187 discover part of a foe's casual chain and thus act to interrupt it- but
       
   188 interpreting scattered clues to determine the correct causal chain can
       
   189 be left in large part to the Prediction skills of the player instead of
       
   190 being given as simply stated fact.
       
   191 
       
   192 I'd like to emphasize two factors touched on above due to their
       
   193 potentially vast impact on strategy.
       
   194 
       
   195     /"So in war, the way is to avoid what is strong and to strike at
       
   196     what is weak. Water shapes its course according to the nature of the
       
   197     ground over which it flows; the soldier works out his victory in
       
   198     relation to the foe whom he is facing."/ Sun Tzu, *The Art of War*.
       
   199 
       
   200 I've already covered Dissimilar Assets in the Elements of Tactics
       
   201 article and noted it's impact on Strategy above. One should take effort
       
   202 however to extend this concept. Not only can the assets within ones own
       
   203 force be dissimilar- the type and nature of assets each force can draw
       
   204 from may differ. Wargames such as /Warhammer/ use this to great effect
       
   205 to increase the range of its tactical and strategic environment while
       
   206 D&D gains the same effect from its vast range of creatures and races.
       
   207 
       
   208 Terrain like ground-to-water shapes the very fundamental nature of a
       
   209 conflict. Woods and hills to conceal one's movement. High ground to
       
   210 provide a combat bonus or a good spotting location. Swamp to reduce and
       
   211 channel movement. All impact the tactical and strategic environment as
       
   212 the hammer impacts a nail. Leaving it out is like leaving chocolate out
       
   213 your devil's food cake- sure you'll have a cake; just don't complain
       
   214 when someone describes it as bland.
       
   215 
       
   216 One of the easiest tests for good Strategic game design is to see if the
       
   217 classic wisdoms of war apply to the end results. The quotes from Sun Tzu
       
   218 and Clausewitz above for example. If characters in your game can make
       
   219 use of such concepts, you've at least got a good start. If they can't
       
   220 gain victory without using such concepts constantly, you've managed it.
       
   221 
       
   222 Lastly a challenge to the readers. I've left out at least one important
       
   223 concept in increasing a game's strategic complexity (due to the fact
       
   224 that I wanted this article to be a reasonable length). Can you name it?
       
   225 I'll give you a hint; the quote I would use for it is from Napoleon.
       
   226 
       
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   281 
       
   282 ------------------------------------------------------------------------
       
   283 
       
   284 
       
   285       Previous columns
       
   286 
       
   287     * Elements of Strategy </news+reviews/columns/elements11feb03.html>
       
   288       by Brian Gleichman, 11feb03
       
   289     * Rationales for Mechanics (or the Case for Designer's Notes)
       
   290       </news+reviews/columns/elements14jan03.html> by Brian Gleichman,
       
   291       14jan03
       
   292     * Layers of Design </news+reviews/columns/elements11dec02.html> by
       
   293       Brian Gleichman, 11dec02
       
   294     * Elements of Tactics </news+reviews/columns/elements01nov02.html>
       
   295       by Brian Gleichman, 01nov02
       
   296     * Elements of Complexity
       
   297       </news+reviews/columns/elements20sep02.html> by Brian Gleichman,
       
   298       20sep02
       
   299 
       
   300 
       
   301       Other columns </news+reviews/columns.html> at RPGnet
       
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