Prediction and Hindsight in Game Design: The ARABIAN NIGHTMARE Experience by Keith R. Schlesinger (5 March 1991) History was made in the field of commercial game design during the past six months. Austin Bay's ARABIAN NIGHTMARE: THE KUWAIT WAR (Strategy & Tactics Magazine #139, November/December 1990) established several "famous firsts." * ANKW was the first manual military simulation featured on network television (Ted Koppel's NIGHTLINE program in October 1990), along with its designer and James F. Dunnigan, the game's editor and editor of Strategy & Tactics magazine at the time. * It shared the limelight with Mark Herman's "Desert Shield" expansion module for the venerable GULF STRIKE (Victory Games, Nov. 1990) as the first simulations prominently featured (complete with illustrations and photos) in the Wall Street Journal and other newspapers. * It remains the only commercial wargame explicitly designed to cover the second "Persian Gulf War." (Omega Games' tactical simulation DESERT VICTORY [Jan. 1991] and TSR's military/diplomatic game LINE IN THE SAND [Feb. 1991], along with Victory's DESERT SHIELD, are all derived from preexisting game systems.) * ANKW is also the first Middle East game (and one of the few games anywhere) seriously to attempt a balanced treatment of the military and political aspects of the conflict, at a level of detail far exceeding LINE IN THE SAND. * Perhaps most remarkably of all, from a production standpoint, ANKW was the first game designed and playtested by a group of people relying on a computer network for rapid communications and exchange of game materials. >From its inception around Labor Day until shipment just after Christmas, the process took less than three months on the General Electric News & Information Service (GEnie). * ANKW is also the first game to receive an immediate overhaul using a computer network. At this writing, the game (renamed ANKW: DESERT STORM) has been updated and expanded into a two-map, 600 counter, 93-page zip-loc package that will be ready for sale just slightly over two months after I began working with designer Austin Bay on GEnie the week after New Year's Day, toward what I at first imagined would be a simple errata and update column for magazine publication. This is a remarkable tribute to the creative talents involved, but beyond this collection of well-deserved honors lies even more important accomplishments stemming from the design itself which may well go unrecognized. From the standpoint of game playability, the Gulf War has at first glance turned out to be a bust. With only about 100 American casualties versus up to 100,000 Iraqi losses, one is reminded of the lopsided figures regularly recorded by British colonial forces against spear-throwing African tribesmen in the previous century. Of course, we all must remember that this is the best news that the young women and men of Operation Desert Storm could have hoped to receive! To the Hundred Years War and Napoleon's Hundred Days we must now add the "Hundred Hours War" of 24-28 February 1991; or, as Jim Dunnigan put it while providing commentary on NBC-TV, the "Mother of all Target Opportunities." As another friend of mine put it, "You win [the game] if you can read the rules, set up the game, and play one turn in less time than it took the Allies to overrun the Iraqis." All this suggests that ANKW and its follow-on update/expansion will be gathering dust on players' shelves (or worse, from the publisher's perspective, on store shelves) before spring cleaning time arrives this year. That would be a shame. Despite having an obvious personal stake in the game's success, as an editor/developer I believe I still retain enough distance from ANKW to offer some valid judgments about its content. I can certainly provide an "insider's view" of the decision making process, and to what extent the designer anticipated events or attempted to capture their effects after the fact. The results of such a survey suggest a great deal about the age-old problem of human perception changing radically once an uncertain flow of events finally resolves itself into a single concrete outcome. The powerful grip of hindsight in politico-military affairs is remarkable, and it should come as no surprise that the same force is at work in simulations seeking to capture the essentials of politics and military action. ANKW's greatest strengths as a predictive tool lie in the air power and reinforcement/logistics rules. The key variables in the game are how fast and in what size the coalition can build up its forces, and the nature of air to ground combat. In neither case do artificial rules tie the players' hands. The US/Allied coalition has enormous power at its disposal, but it must pay for it (politically as well as financially) and then move the forces by air and sea. In the early weeks, the coalition is not awash in logistics points (LPs) so the task can become quite delicate and difficult, especially if Iraq is hard at work politically or (still worse) militarily. Only from December onward (barring a major Iraqi military move) does the pressure ease as coalition LP stockpiles grow to their maximum allowable limit (450 LPs). Likewise, Iraq's army and SAM installations are rated rather highly, and not artificially weakened to insure any "historical outcome," real or imagined. Instead, it is Iraqi deployment and use of Dug-In troops, plus the care and planning involved in the coalition air campaign that determine the true strength of the Iraqi army when the ground war begins. Playtesting by the designer and others revealed an optimum air war segment lasting about 4 to 6 Military Action Segments (i.e. about 12 to 20 days) prior to ground assault. This is not far from the actual time of 28 days, and nothing in the design pointed toward a decline in air combat effectiveness until LPs began running low after about 8 to 10 MAS's of intense air mission activity. Less effective predictors were the Political Endeavors and the initial LP levels assigned in scenarios. With the endeavors, it became a matter of developing new political avenues to match those actually tried or contemplated. This was particularly true of the infamous Gulf Oil Slick, which no one had thought of before it actually happened. Logistics Point levels also proved to be a problem. The numbers always seemed much too low, considering what the air force (and, later, the army and Marines) were capable of performing day in and day out, for tens of thousands of missions and dozens of training exercises. This remains a point of some uncertainty, but the designer's own back-channel sources indicated that the coalition had the supplies and ordinance available in the theater to "do anything we want." So the numbers were raised dramatically, though somewhat arbitrarily, with further growth capped at 450 LPs. ANKW did not "miss the boat" completely very often, but on some occasions the gaps were significant, and in a couple of instances they have remained unfilled. Until late in the update/expansion, the game lacked any rules for Arab morale and mobile overruns. These were both crucial factors in making the ground war so short. Fortunately, it proved easy to build both into the basic fabric of the game. The optional rules are still spotty on field fortification, and the possibility of step-reduction of fortified units (instead of "all or nothing" elimination of the entire unit common throughout the rest of the game) is provided only as a special rule in the new "Desert Sword" scenario. Countermix problems retarded development of a fully satisfactory step-loss approach in this instance. (I would recommend the fortification rule be mandatory, and any "kill" result against a full-strength fortified unit be treated as on-half reduction in attack and defense, dropping fractions. Half-strength units hit again would be destroyed, regardless of their location.) There is also no real way to gauge the military and political effects of a long-term coalition embargo (a/k/a "give sanctions a chance") lasting several months to a year, despite the fact that the Political Game can be played out effectively within that time frame. This would require something like a Sanctions Table for players to determine probable results. The political impact of military casualties (especially on the coalition side) a so needed further development, possibly with an optional rule allowing players to keep rough track of casualty figures that would trigger die rolling or automatic results on a new Casualty Table. These new rules and procedures require more development, and will be dealt with on another occasion. Having made this quick evaluation of what ANKW predicts and what it only tries to capture in hindsight, the question of playability remains. This same question, couched in the sophisticated language of policy analysis, will have a decisive role to play in the post-Gulf War world. If policy makers, like veteran players, see the war as INEVITABLY a one-sided walk-over, they will tend to gloss over the potential dangers to and weaknesses of America's politico-military posture during the crisis. All that gamers and analysts will see is a big, easy win for the "good guys." Historians and gamers need not search long for examples of pride in accomplishment going before a great fall. The Germans at Koniggratz in 1866 and Metz in 1871 conveniently forgot about how much their victories depended on happenstance and one-time imbalances that the defeated enemy was bound to correct over time. The result was the Marne and years of horror in the trenches. The kriegspielers of the era had spotted several problems in the German war machine, but were shunted aside in favor of results more in keeping with the positive spirit of the times. Like those German military wargamers, ANKW could readily be used to explore likely outcomes other than an easy, decisive coalition victory. Prior to the beginning of the war on 16 January, the consensus among playtesters and regular players was for a quick assault without long air preparation that would telegraph intentions to the enemy. They all won the war in less than a month, but at the cost of anywhere from 10,000 to 30,000 casualties. If this seems too obviously wrong-headed to be seriously considered (at least in hindsight!), then there is the Iraqi deployment that jammed a whole army into the tiny, easily surrounded, virtually indefensible country of Kuwait. An Iraqi Player allowed free deployment could experiment with defense in depth, hedgehogs, and roadblocks designed to retard mobility and create opportunities for counterattack. A third and even more obvious "what-if" (an by far the most troubling) would be Iraq rolling into Saudi Arabia after overrunning Kuwait, long before the coalition built up massive offensive firepower. Even a quick Iraqi withdrawal from Kuwait was possible, setting the stage for a later crisis when Iraq would have a serious nuclear weapons capability. All of these possibilities are built into the scenarios, or into the political endeavors available to both players. Finally, do not forget the "Armageddon" scenario -- Iraq vs. Israel for control of Palestine. This is at least an interesting conjecture (based on Saddam never having blundered over Kuwait), and could be made into a future-history scenario by estimating the remaining strength of the Iraqi army, plus any additional material obtained from the international arms market, renewed Soviet support, etc. Even a "Give Sanctions A Chance" scenario could be developed to check out the road to the New World Order that was not taken. The list of unexplored but quite real alternatives provided here suggests that ANKW should not gather dust. There are lessons to be learned about the limits of American logistical capabilities (the operation had a blank check when it came to using Saudi gasoline and jet fuel). There are also subtle warnings in the special circumstances of an enemy armed with an inferior air force and navy which fled or was destroyed, and a rocket force filled with improved versions of the V-2 rocket that must have resembled drunken pigs when acquired by the on-board censors of the Patriot II missiles that regularly destroyed them. Iraq also failed to produce an effective guerrilla or terrorist campaign. Finally, the coalition was blessed with almost perfect tank terrain (smooth, flat, not too sandy) that also suited ground attack aircraft, which had no trouble selecting targets in the barren expanses. What happens when the next enemy learns the value of advanced missile weapons and focusses on them to the exclusion of most else? It is unlikely that even "Star Wars" Ballistic Missile Defense (BMD) will really be able to keep up with the state-of-the-art advances in guided munitions, at least for the next few years. Even the "smartest" and "stealthiest" planes will search in vain for most of the launchers (which may be silos), and fail to destroy them when they do locate them. Such an enemy will not need an effective air force or even much of an army, so long as it can deliver a few stunning political blows with missiles. Iraq came uncomfortably close to doing this in the early going, and again later with the coincidental strike on an American barracks in Dhahran, Saudi Arabia. (Ominously, American losses there accounted for about a HALF of all combat losses in the war.) Substituting IRBMs for SSMs in the game will provide players a peek into the future, perhaps. It is provided in the Update/Expansion rules. With ANKW around, there is no excuse for interested hobbyists to avoid exploring the real dimensions of the Gulf War, and catch a glimpse of what the real analysts are just beginning to examine. If the experts do not do this, then it is they who should look over the shoulders of gamers as they play out a crisis that had many possible outcomes, not just one. The tool of choice from the current simulations "tool box" is Austin Bay's Arabian Nightmare. copyright 1991, by Keith R. Schlesinger