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Ethics in Strategy Gaming, Part 2: Colonization

Just what do you do next after you’ve created an epic, career-defining masterpiece? That was the question facing Sid Meier after the release of Civilization in the waning days of 1991, after the gushing reviews and the impressive sales figures had begun pouring in to his employer MicroProse. How could he go back to making games that were merely about something when he had already made the game of everything? “Civilization was such a big game that it’s hard to find a topic that doesn’t feel as if you were going backwards,” he admitted in an interview in the summer of 1992. Anything he did next seemed destined to be an anticlimax.

Meier’s first decision about his future was an eminently sensible one: he would take a break. Asked what he was currently working on during that same interview, his reply was blunt: “Absolutely nothing! I’m going to take it easy for a while.” And truly, if anyone in the games industry deserved a timeout, it was him. Meier had maintained an insane pace for the last decade, acting as both lead designer and lead programmer on no less than 21 commercially released games, three of them — Pirates!Railroad Tycoon, and of course Civilization — universally lauded icons whose influence has remained pervasive to this day. Indeed, those three games alone, released within five years of one another, constitute as extraordinary a creative outpouring as the field of gaming has ever known. But now, Meier was finally feeling burnt out, even as his marriage was ending — at least partially the result, no doubt, of all those years spent burning the candle at both ends. He desperately needed to catch his breath.

The Sid Meier who returned to the job months later had a new attitude toward his work. He wouldn’t try to somehow top Civilization in terms of scale and scope, but would rather use the fame and money it had brought him to work on whatever most interested him personally at any given time, whilst maintaining a much more sustainable work-life balance. Sometimes these projects would strike others — not least among them MicroProse’s management team — as almost perversely esoteric.

Never was this more the case than with his very first post-Civilization endeavor, as dramatic a departure from the expected as any game designer has ever dared to make. In fact, C.P.U. Bach wasn’t actually a game at all.


The music of Johann Sebastian Bach had long been enormously important to Meier, as he wrote in his recent memoir:

The sense I get when I listen to his work is that he’s not telling me his story, but humanity’s story. He’s sharing the joys and sorrows of his life in a more universal sense, a language that doesn’t require me to understand the specifics of his situation. I can read a book from eighteenth-century Germany, and find some amount of empathy with the historical figures inside, but there will always be a forced translation of culture, society, and a thousand other details that I can never truly understand. Bach isn’t bogged down in those things — he’s cutting straight to the heart of what we already have in common. He can reach across those three hundred years and make me, a man who manipulates electromagnetic circuits with my fingertips on a keyboard, feel just as profoundly as he made an impoverished farmer feel during a traditional rural celebration. He includes me in his story, just as I wanted to include my players in my games; we make the story together. Bach’s music is a perfect illustration of the idea that it’s not the artist that matters, but the connection between us.

Often described as the greatest single musical genius in the history of the world, Bach is as close to a universally beloved composer as one can find, as respected by jazz and rock musicians as he is in the classical concert halls. And mathematicians tend to find him almost equally alluring: the intricate patterns of his fugues illustrate the mathematical concepts that underlie all music, even as they take on a fragile beauty in their own right, outside the sound that they produce. The interior of Bach’s music is a virtual reality as compelling as any videogame, coming complete with an odd interactive quality. Meier:

He routinely used something called invertible counterpoint, in which the notes are designed to be reversible for an entirely new, but still enjoyable, sound. He also had a fondness for puzzle canons, in which he would write alternating lines of music and leave the others blank for his students — often his own children — to figure out what most logically belonged in between.

Bach even went so far as to hide codes in many of his works. Substituting place values for letters creates a numeric total of 14 for his last name, and this number is repeatedly embedded in the patterns of his pieces, as is its reverse 41, which happens to be the value of his last name plus his first two initials. His magnum opus, The Art of the Fugue, plays the letters of his name in the notes themselves (in German notation, the letter B refers to the note we call B-flat, and H is used for B-natural). At the top of one famous piece, The Well-Tempered Clavier, he drew a strange, looping flourish that scholars now believe is a coded set of instructions for how to tune the piano to play in every possible key, opening up new possibilities for variation and modulation.

With C.P.U. Bach, Meier attempted to make a computer write and play “new” Bach compositions, working off of the known techniques of the master, taking advantage of the way that his musical patterns were, as Meier puts it, “both predictable and stunning.” Meier insists that he created the program with no intent to diminish his favorite composer, only to celebrate him. “Creating a computer [program] that creates art counts as a form of artistic expression itself,” he says.

To aid him in the endeavor, he enlisted one Jeff Briggs, a soundtrack composer at MicroProse. Together the two labored away for more than a year on the most defiantly artsy, uncommercial product of MicroProse or Sid Meier’s history. They decided to publish it exclusively on the new 3DO multimedia console, another first for the company and the designer, because they couldn’t bear to hear their creation through the often low-fidelity computer sound cards of the time; by targeting the 3DO, they guaranteed that their program’s compositions would be heard by everyone in CD-quality fidelity.

Still, the end result is a bit underwhelming, managing only to provide an ironic proof of the uniquely human genius of Johann Sebastian Bach. C.P.U. Bach generates music that is pleasantly Bach-like, but it cannot recreate the ineffable transcendence of the master’s great works.

Pick a Baroque musical form, and C.P.U. Bach will compose a brand new example of same for you.

An esoteric product for a console that would itself prove a failure, C.P.U. Bach sold horribly upon its release in 1994. But Meier doesn’t apologize for having made this least likely of all possible follow-ups to Civilization: “My only regret is that [it] is essentially unplayable today, now that the physical console has become a lost relic.” Sometimes you just have to follow your muse, in game design as in music — or, in this case, in a bit of both.



While Sid Meier was first taking a breather and then pursuing his passion project, the public image of MicroProse was being transformed by Civilization. Having made their name in the 1980s as a publisher of vehicular military simulations, they suddenly became the premiere publisher of strategy games in the eyes of many, taking over that crown from SSI, who had largely abandoned those roots to plunge deep into licensed Dungeons & Dragons CRPGs. MicroProse was soon inundated with submissions from outsiders who had played Civilization and wanted their strategy game to go out with the same label on the box as that one, thank you very much. By no means were all of the strategy games MicroProse came to publish as a result equally worthy, but the cream of the crop — titles like Master of Orion, Master of Magic, X-COM, and Transport Tycoon — were as creatively and commercially successful as the genre got during the first half of the 1990s.

The great irony about the MicroProse of this period is that these kinds of games, the ones with which the company was now most identified in the minds of gamers, were almost all sourced from outsiders while the company’s internal developers marched in a multitude of other directions. Much effort was still poured into making yet more hardcore flight simulators like the ones of old, a case of diminishing returns as the tension of the Cold War and the euphoria of the First Gulf War faded into the past. Other internal teams plunged into standup-arcade machines, casual “office games,” complicated CRPGs, and a line of multimedia-heavy adventure games that were meant to go toe-to-toe with the likes of Sierra and LucasArts.

These ventures ranged from modest successes to utter disasters in the marketplace, trending more toward the latter as time went on. The income from the outside-developed strategy games wasn’t enough to offset the losses; by 1993, the company was facing serious financial problems. In June of that year, Spectrum Holobyte, a company with a smaller product catalog but a large amount of venture capital, acquired MicroProse.

Many projects were cancelled in the wake of the acquisition, leaving many employees in limbo, waiting to find out whether their future held a new work assignment or a pink slip. One of this group was Brian Reynolds, a programmer and dedicated tabletop wargamer who had come to MicroProse to escape from his Berkeley graduate program in philosophy and been assigned to the now-cancelled adventure line. With nothing else to do, he started to tinker with a strategy game dealing with what he found to be one of the most fascinating subjects in all of human history: the colonization of the New World. Having never designed a grand-strategy game before, he used Civilization, his favorite example of the genre, as something of a crutch: he adapted most of its core systems to function within his more focused, time-limited scenario. (Although said scenario brings to mind immediately Dani Bunten Berry’s Seven Cities of Gold — a game which was ironically a huge influence on Meier’s Pirates!, Railroad Tycoon, and Civilization — Reynolds claims not to have had it much in mind when he started working on his own game. “I didn’t personally like it as a game,” he says. “It all felt like empty forests.”) Reynolds had little expectation that his efforts would amount to much of anything in the end. “I was just doing this until they laid me off,” he says. Although he was working in the same building as Meier, it never even occurred to him to ask for the Civilization source code. Instead he reverse-engineered it in the same way that any other hacker would have been forced to do.

Nevertheless, word of the prototype slowly spread around the office, finally reaching Meier. “Can you come talk to Sid about this?” Reynold’s manager asked him one day. From that day forward, Colonization was an official MicroProse project.

The powers that were at the company would undoubtedly have preferred to give the reins of the project to Meier, placing Reynolds in some sort of junior design and/or programming role. But Meier was, as we’ve already seen, up to his eyebrows in Johann Sebastian Bach at the time, and was notoriously hard to corral under any circumstances. Further, his sense of fair play was finely developed. “This is your idea,” he said to Reynolds. “You deserve to have ownership of it.” He negotiated an arrangement with MicroProse’s management whereby he would serve as a design advisor, but the project as a whole would very much remain Brian Reynold’s.


Having secured our charter…

… we set off for the New World.

The early game of exploration and settlement is in some ways the most satisfying, being free from the micromanagement that crops up later.

The map can get crowded indeed as time goes on.

Like so much in the game, the city-management screen draws heavily from Civilization, but the row of trade goods along the bottom of the screen reflects the more complex economic model.

We declare independence! Hopefully our armies are up for the war that will follow.


The finished Colonization lets you play as the British, the Spanish, the Dutch, or the French. You begin the game in that pivotal year of 1492, ready to explore and found your first colony in the Americas. In keeping with the historical theme, trade is extremely important — much more so than in the highly abstracted economic model employed by Civilization. Sugar, cotton, and tobacco — grown, processed, and shipped back to the Old World — are the key to your colonies’ prosperity. (Brian Reynolds has said only semi-facetiously that his intention with Colonization was to “combine together all the best things from Civilization and Railroad Tycoon — because that would make the game even better!”) Naturally, you have to deal with the Native Americans who already inhabit the lands into which you want to expand, as you do the other European powers who are jockeying for dominance. Your ultimate goal is to build a federation of colonies self-sufficient enough to declare independence from its mother country, an event which is always followed by a war. If you win said war, you’ve won the game. If, on the other hand, you lose the war, or fail to force an outcome to it by 1850, or fail to trigger it at all by 1800, you lose the game.

Even if we set aside for the moment some of the uncomfortable questions raised by its historical theme and the aspects thereof which it chooses to include and exclude, Colonization reveals itself to be a competent game but far from a great one. Sid Meier himself has confessed to some serious misgivings about the rigid path — independence by an arbitrary date or bust — down which Brian Reynolds elected to force its player:

It was a grandiose, win-or-lose proposition with the potential to invalidate hours of successful gameplay. Generally speaking, I would never risk alienating the player to that degree. It was historically accurate, however, and Brian saw it as a satisfying boss battle rather than a last-minute bait and switch, so I deferred to him. Good games don’t get made by committee.

Not only is the choice problematic from a purely gameplay perspective, but it carries unfortunate overtones of all-too-typically-American historical chauvinism in forcing the Spanish, Dutch, and French colonies to clone the experience of the British colonies that turned into the United States in order to win the game — the implication being that those colonies’ very different real histories mark them as having somehow done things wrong in contrast to the can-do Yankees.

But Colonization has plenty of other, more practical flaws. Micromanagement, that ever-present bane of so many grand-strategy games, is a serious issue here, thanks not least to the nitty-gritty complexities of the economic model; by the time you’re getting close to the point of considering independence, you’ll be so bogged down with the busywork of handing out granular work assignments to your colonists and overseeing every freight shipment back home that you’ll be in danger of losing all sense of any bigger picture. In contrast to the seamless wholeness of Civilization, Colonization remains always a game of disparate parts that don’t quite mesh. For example, the military units you can raise always seem bizarrely expensive in proportion to their potency. It takes an eternity of micro-managing tedium to build even a halfway decent military, and even when you finally get to send it out into the field you still have to spend the vast majority of your time worrying about more, shall we say, down-to-earth matters than fighting battles — like, say, whether you’ve trained enough carpenters in your cities and whether their tools are in good repair. The funnest parts of Colonization are the parts you spend the least amount of time doing.

In the end, then, Colonization never manages to answer the question of just why you ought to be playing this game instead of the more generous, open-ended, historically expansive Civilization. Computer Gaming World magazine, the industry’s journal of record at the time of the game’s release in late 1994, published a sharply negative review, saying that there was “more tedium and less care” in Colonization than in Civilization.

One might expect such a review from such an influential publication to be a game’s death knell. Surprisingly, though, Colonization did quite well for itself in the marketplace. Brian Reynolds estimates today that it sold around 300,000 copies. Although that figure strikes me as perhaps a little on the high side, there’s no question that the game was a solid success. For proof, one need only look to what Reynolds got to do next: he was given the coveted role of lead designer on Civilization II after Sid Meier, ever the iconoclast, refused it.

But here’s the odd thing: Meier’s name would appear in bold letters on the box of Civilization II, as it had on the box of Colonization before it, while that of Brian Reynolds was nowhere to be found on either. MicroProse’s marketing department had first hit upon the idea of using Meier’s name prominently back in 1987, when they’d pondered how to sell Pirates!, a game that was not only radically different from anything MicroProse had released before but was impossible to comfortably classify into any existing gaming genre. It seemed to work; Sid Meier’s Pirates! became a big hit. Since then, the official titles of most of Meier’s games had come with the same prefix. Sid Meier’s Colonization, however, was something new, marking the first time that MicroProse’s marketers assigned Meier ownership of a game he hadn’t truly designed at all. “Yes, I made suggestions along the way,” he says today, “but it had been up to Brian whether to accept them. Colonization was not Sid Meier’s game.”

And yet the name emblazoned at the top of the box stated just the opposite. Meier rationalizes this fact by claiming that “‘Sid Meier’s’ now meant ‘Sid Meier mentored and approved’ instead of ‘Sid Meier personally coded.'” But even this statement is hard to reconcile with the text on the back of the box, which speaks of “Colonization, the newest strategy game from Sid Meier [that] continues the great tradition of Civilization.” Clearly MicroProse’s marketing department, if not Meier himself, was completely eager to make the public believe that Sid Meier had designed Colonization, full stop — and, indeed, the game was received on exactly these terms by the press and public. Brian Reynolds, for his part, was happy to give his mentor all of the public credit for his work, as long as it helped the game to sell better and gave him a chance to design more games in the future. The soft-spoken, thoughtful Sid Meier, already the most unlikely of celebrities, had now achieved the ultimate in celebrity status: he had become a brand unto himself. I trust that I don’t need to dwell on the irony of this in light of his statement that “it’s not the artist that matters.”



But MicroProse’s decision to publicly credit Colonization to someone other than the person who had actually designed it is hardly the most fraught of the ethical dilemmas raised by the game. As I’ve already noted, the narrative about the colonization of the New World which it forces its player to enact is in fact the semi-mythical origin story of the United States. It’s a story that’s deeply rooted in the minds of white Americans like myself, having been planted there by the grade-school history lessons we all remember: Pilgrims eating their Thanksgiving dinner with the Indians, Bostonians dumping British tea into the ocean to protest taxation without representation, Paul Revere making his midnight ride, George Washington leading the new country to victory in war and then showing it how it ought to conduct itself in peace.

In presenting all this grade-school history as, if not quite inevitable, at least the one satisfactory course of events — it is, after all, a matter of recreating the American founding myth or losing the game — Colonization happily jettisons any and all moral complexity. One obvious example is its handling of the Native American peoples who were already living in the New World when Europeans decided to claim those lands for themselves. In the game, the Native Americans you encounter early on are an amiable if primitive and slightly dim bunch who are happy enough to acknowledge your hegemony and work for you as long as you give them cigars to smoke and stylish winter coats to wear. Later on, when they start to get uppity, they’re easy enough to put back in line using the stick instead of the carrot.

And then there’s the game’s handling of slavery — or rather its lack of same. It’s no exaggeration to say that all of the modern-day countries of North and South America were built by the sweat of slaves’ brows. Certainly the extent to which the United States in particular was shaped by what John C. Calhoun dubbed The Peculiar Institution can hardly be overstated; the country’s original sin still remains with us today in the form of an Electoral College and Senate that embody the peculiarly undemocratic practice of valuing the votes of some citizens more than those of others, not to mention the fault lines of racial animus that still fracture American politics and society. Yet the game of Colonization neatly sidesteps all of this; in its world, slavery simply doesn’t exist. Is this okay, or is it dangerous to so blithely dismiss the sins and suffering of our ancestors in a game that otherwise purports to faithfully recreate history?



Johnny L. Wilson, the editor-in-chief of Computer Gaming World, stood virtually alone among his peers in expressing concern about the thin slice of life’s rich pageant that games of the 1990s were willing and able to encompass. He alone spoke of “the preponderance of violent solutions as opposed to creative exploration and experimentation, the increasingly narrow scope of subject matter perceived as marketable, the limited nature of non-player characters and our assumptions about game players.” Unsurprisingly, then, he was the first and as it turned out the only gaming journalist of his era to address Colonization not just as a good, bad, or indifferent game in the abstract, but as a rhetorical statement about the era which it attempted to recreate, whether it wished to be such a thing or not. (As the school of Deconstructionism constantly reminds us, it’s often the works that aren’t actually trying to say anything at all about a subject which end up having the most to tell us about their makers’ attitudes toward it…) Wilson raised his concerns before Colonization was even released, when it existed only in a beta version sent to magazines like his.

Two upcoming games on the colonial era will excise slavery from the reality they are simulating: Sid Meier’s Colonization from MicroProse and Impressions’ High Seas Trader. Both design teams find the idea of slavery, much less the institution of slavery, to be repugnant, and both teams resist the idea of “rewarding” the gamer for behavior which is and was abominable.

This reminds me of the film at Mount Vernon where the narration explains that Washington abhorred slavery, so he left wording in his will so that, upon his and Martha’s deaths, his slaves would be freed. To me, that’s tantamount to saying, “I’ll correct this immoral practice as soon as it doesn’t cost me anything anymore!”

It is obvious that George didn’t find it economically viable to be moral in that circumstance. So, if slavery was such an important facet of the colonial economy that even the “father of our country” couldn’t figure out how to build a successful business without it, how do we expect to understand the period in which he lived without having the same simulated tools at our disposal? Maybe we would have some belated appreciation for those early slaves if we didn’t try to ignore the fact of their existence.

Of course, we know what the answer is going to be. The game designers will say that they “only put in the cool parts” of history. We hear that. Yet, while there is nothing wrong with emphasizing the most entertaining parts of a historical situation, there is a danger in misrepresenting that historical situation. Maybe it doesn’t add credibility to the revisionist argument that Auschwitz never happened when we remove the Waffen SS from a computer game, but what happens when someone removes Auschwitz from the map? What happens when it is removed from the history books?

Removing the horrors of history from computer games may not be a grand conspiracy to whitewash history, but it may well be a dangerous first step.

Wilson’s editorial prompted an exchange in the reader-letters section of a subsequent issue. I’d like to reprint it in an only slightly edited form here because the points raised still pop up regularly today in similar discussions. We begin with a letter from one Ken Fishkin, who takes exception with Wilson’s position.

Johnny Wilson seems to have forgotten that the primary purpose of a game is to entertain. Computer games routinely engage in drastic alterations, simplifications, and omissions of history. Railroad Tycoon omitted Chinese labor and union strife. In SimCity, the mayor is an absolute dictator who can blithely bulldoze residential neighborhoods and churches with a mere click of the mouse, and build the Golden Gate Bridge in weeks instead of decades. In Sid Meier’s Civilization, Abraham Lincoln is immortal, phalanxes can sink battleships, and religious strife, arguably the single most important factor in the history of international relations, is totally omitted. And yet Computer Gaming World gave these games its highest praise, placing all of them in its Hall of Fame!

It is hypocritical of Computer Gaming World to criticize Sid Meier’s Colonization in the same issue in which it effusively praises Sid Meier’s Civilization. Computer Gaming World used to know that computer games shouldn’t be held to the same standards of historical accuracy as a textbook.

The magazine’s editorial staff — or really, one has to suspect, Wilson himself — replied thusly:

Is it hypocritical? The same Johnny Wilson that wrote the column had an entire chapter in The SimCity Planning Commission Handbook which talked about the realities that were not simulated (along with some elaborate workarounds that would enable gamers to see how much had been abstracted) and he also questioned certain historical abstractions in [his Civilization strategy guide] Rome on 640K a Day. Do these citations seem hypocritical? Different games have different levels of perspective and different levels of abstraction. Their success or failure will always depend on the merit of their gameplay, but that doesn’t mean we shouldn’t consider their historical/factual underpinning as well.

Even if certain historical/real aspects have to be abstracted for the sake of gameplay, the designers have a responsibility to acknowledge, tip their hat to, or clarify those conditions which they have abstracted. When it comes to orders of battle and dominant practices, they should be addressed in some way and not ignored because they are inconvenient. We agree that a game should be balanced enough to play well, but the lessons of history should not be totally glossed over. We fear that there is a tendency of late to do just that.

Finally, we have a letter from Gilbert L. Brahms, writing in support of Wilson’s position.

Your theses are very well-taken. Computer games become nothing [more] than schlock entertainment if they strip realism from historical recreations. There is no point in presenting any [game] referring to World War II Germany without presenting Nazism in all its symbology, nay, without including the imagery which ensorcelled those desperate and gullible Germans of the time into surrendering themselves “mit ganzen Willen” to Hitler’s blandishments.

The sins of the past are not eradicated by repression; in fact, they become all the more fascinating for having become forbidden fruit. Only critical confrontation can clarify such atrocities as occurred in the 1940s and can tutor us to resist such temptations again, in ourselves as well as in others.

If, therefore, a computer game should truly aspire to become a work of art, it must fulfill both the recreative and the didactive functions inherent in all serious aesthetic productions: it must present horrible conflicts with all of their nasty details.

I’ll return to the arguments presented above in due course. Before I do that, though, I’d like to take a brief leap forward in time.

In 2008, Firaxis Games — a company founded by Sid Meier, Brian Reynolds, and Jeff Briggs — announced a new version of Colonization, which once again chose to present Native Americans as dim-witted primitives and to completely ignore the historical reality of slavery. Even before its release, Ben Fritz, a gaming blogger for Variety, loudly attacked it for having committed the vaguely defined, all-purpose crime of being “offensive.” Fritz’s blog post is neither well-argued nor well-written — “I literally exclaimed ‘holy sh*t’ out loud when I was reading an email this morning,” goes its unpromising beginning — so I won’t bother to quote more from it here. But it was a harbinger of the controversy to come, which came to dominate the critical discussion around the new Colonization to the point that its qualities as a mere game were all but ignored. Firaxis published the following terse missive in a fruitless attempt to defuse the situation:

For seventeen years the Civilization series has given people the opportunity to create their own history of the world. Colonization deals with a specific time in global history, and treats the events of that time with respect and care. As with all previous versions of Civilization, the game does not endorse any particular position or strategy – players can and should make their own moral judgments. Firaxis keeps the player at the center of the game by providing them with interesting choices and decisions to make, which has proven to be a fun experience for millions of people around the world.

Whatever its merits or lack thereof, this argument was largely ignored. The cat was now well and truly out of the bag, and many academics in particular rushed to criticize the “gamefication of imperialism” that was supposedly at the core of even the original game of Civilization. In his recent memoir, Sid Meier describes their critiques with bemusement and more than a touch of condescension.

This philosophical analysis quickly spread to my older titles — or as one paper described them, my “Althusserian unconscious manifestations of cultural claims” with “hidden pedagogical aspirations.” Pirates! wasn’t about swashbuckling, it turned out, but rather “asymmetrical and illegal activities [that] seem to undermine the hierarchical status quo while ultimately underlining it.” Even C.P.U. Bach was accused of revealing “a darker side to the ideological sources at work behind ludic techniques.”

All I can say is that our motives were sincere, and maybe these guys have a little too much time on their hands.

For all that I’m usually happy to make fun of the impenetrable writing which too many academics use to disguise banal ideas, I won’t waste space shooting those fish in a barrel here. It’s more interesting to consider the differing cultural moments exemplified by the wildly divergent receptions of the two versions of Colonization — from a nearly complete silence on the subject of the potentially problematic aspects of its theme and implementation thereof to red-faced shouting matches all over the Internet on the same subjects. Through this lens, we can see how much more seriously people came to take games over a span of fourteen years, as well as how much more diverse the people playing and writing about them became. And we can also see, of course, how the broader dialog around history changed.

Those changes have only continued and, if anything, accelerated in the time since 2008; I write these words at the close of a year in which the debates surrounding our various historical legacies have become more charged than ever. One side accuses the other of ignoring all of the positive aspects of the past and trying to “cancel” any historical figure who doesn’t live up to its fashionable modern ideals of “wokeness.” Meanwhile the opposing side accuses its antagonists of being far too eager to all too literally whitewash the past and make excuses for the reprehensible conduct of its would-be heroes. Mostly, though, the two sides prefer just to call one another nasty names.



So, rather than wading further into that morass, let’s return to the arguments I reprinted without much commentary above, applying them now not only to Colonization but also to Panzer General, the subject of my first article in this two-part series. It strikes me that the best way to unpack a subtle and difficult subject might be to consider in turn each line of argument supporting the claim that Colonization — and by implication Panzer General — are fine just as they are. We’ll begin with the last of them: Firaxis’s corporate response to the controversy surrounding the second Colonization.

Said response can be summed up as the “it’s not the game, it’s the player!” argument. It’s long been trotted out in defense of a huge swath of games with objectionable or potentially objectionable content; Peter Molyneux was using it to defend the ultra-violence in Syndicate already in 1993, and there are doubtless examples that predate even that one. The core assertion here is that the game doesn’t force the player’s hand at all — that in a game like, say, Grand Theft Auto it’s the player who chooses to indulge in vehicular mayhem instead of driving politely from place to place like a law-abiding citizen.

Of course, this argument can’t be used as an equally efficacious escape hatch for all games. While Panzer General will allow you to command the Allied forces if you play a single scenario, the grand campaign which is the heart of that game’s appeal only allows you to play a Nazi general, and certainly gives you no option to turn against the Nazi cause at some point, as Erwin Rommel may or may not have done, beyond the obvious remedy of shutting off the computer. But Colonization does appear to do a little better on this front, at least at first glance. As many defenders of the game are at pains to point out, you can choose to treat the Native Americans you encounter relatively gently in comparison to the European colonizers of recorded history (admittedly, not really a high bar to clear). Still, the fact does remain that you will be forced to subjugate them to one degree or another in order to win the game, simply because you need the land and resources which they control if you hope to win the final war for independence.

Here, then, we come to the fatal flaw that undermines almost all applications of this argument. Its proponents would seemingly have you believe that the games of which they speak are rhetorically neutral sandboxes, exact mirror images of some tangible objective reality. But this they are not. Even if they purport to “simulate” real events to one degree or another, they can hope to capture only a tiny sliver of their lived experience, shot through with the conscious and subconscious interests and biases of the people who make them. These last are often most clearly revealed through a game’s victory conditions, as they are in the case of Colonization. To play Colonization the “right” way — to play it as the designers intended it to be played — requires you to exploit and subjugate the people who were already in the New World millennia before your country arrived to claim it. Again, then, we’re forced to confront the fact that every example of a creative expression is a statement about its creators’ worldview, whether those creators consciously wish it to be such a thing or not. Labeling it a simulation does nothing to change this.

The handling — or rather non-handling — of slavery by Colonization is an even more telling case in point. By excising slavery entirely, Colonization loses all claim to being a simulation of real history to any recognizable degree whatsoever, given how deeply intertwined the Peculiar Institution was with everything the game does deign to depict. Just as importantly, the absence of slavery invalidates at a stroke the claim that the game is merely a neutral sandbox of a bygone historical reality for the player’s id, ego, and superego to prance through. For this yawning absence is something over which the player has no control. She isn’t given the chance to take the moral high road by refusing to participate in the slave trade; the designers have made that choice for her, as they have so many others.

I require less space to dispense with Ken Fishkin’s equating of Railroad Tycoon‘s decision not to include exploited Chinese laborers and SimCity‘s casting you in the role of an autocratic mayor with the ethical perils represented by Colonization‘s decision not to include slavery and Panzer General‘s casting you in the role of a Nazi invader. Although Fishkin expresses the position about as well as can reasonably be expected, these sorts of pedantic, context-less gotcha arguments are seldom very convincing to anyone other than the overly rigid thinkers who trot them out. I freely acknowledge that all games which purport to depict the real world do indeed simplify it enormously and choose a very specific domain to focus upon. So, yes, Railroad Tycoon as well does whitewash the history it presents to some extent. Yet the exploitation of Chinese labor in the Old West, appalling though it was, cannot compare to the pervasive legacy of American slavery and the European Holocaust in today’s world. Debaters who claim otherwise quickly start to sound disingenuous. In any discussion of this nature, space has to be allowed for degree as well as kind.

And so we arrive at Fishkin’s other argument from principle, the very place where these sorts of discussions always tend to wind up sooner or later. “The primary purpose of a game is to entertain,” he tells us. Compare that statement with these assertions of Gilbert L. Brahms: “Computer games become nothing [more] than schlock entertainment if they strip realism from historical recreations. If a computer game should truly aspire to become a work of art, it must fulfill both the recreative and the didactive functions inherent in all serious aesthetic productions: it must present horrible conflicts with all of their nasty details.” Oh, my. It seems that we’ve landed smack dab in the middle of the “are games art?” debate. What on earth do we do with this?

Many of us have been conditioned since childhood to believe that games are supposed to be fun — no more, no less. Therefore when a game crosses our path that aspires to be more than just fun — or, even more strangely, doesn’t aspire to be “fun” in the typical sense of the word at all — we can find it deeply confusing. And, people being people, our first reaction is often outrage. Three years before the second version of Colonization was released, one Danny Ledonne made Super Columbine Massacre RPG!, an earnest if rather gawkily adolescent attempt to explore the backgrounds and motivations of the perpetrators of the high-school massacre in question. A book on the same theme would have been accepted and reviewed on its merits, but the game received widespread condemnation simply for existing. Since games by definition can aspire only to being fun, Ledonne must consider it fun to reenact the Columbine massacre, right? The “games as art” and “serious games” crews tried to explain that this edifice of reasoning was built upon a faulty set of assumptions, but the two sides mostly just talked past one another.

Although the “just a game” defense may seem a tempting get-out-of-jail-free card in the context of a Panzer General or a Colonization, one should think long and hard before one plays it. For to do so is to infantilize the entire medium — to place it into some other, fundamentally different category from books and movies and other forms of media that are allowed a place at the table where serious cultural dialog takes place.

The second version of Colonization found itself impaled on the horns of these two very different sets of assumptions about games. Its excision of slavery drew howls of protest calling it out for its shameful whitewashing of history. But just imagine the alternative! As Rebecca Mir and Trevor Owens pointed out in a journal article after the hubbub had died down, the controversy we got was nothing compared to the one we would have had if Colonization had given the naysayers what many of them claimed to want: had better captured historical reality by actually letting you own and trade slaves. The arguments against the one approach are predicated on the supposition that at least some types of games are more than idle entertainments, that a game which bills itself as a reasonably accurate reenactment of colonial history and yet excises slavery from its narrative deserves to be condemned in the same terms as a book or movie which does the same; the arguments against the other are rooted in the supposition that games are just fun, and how dare you propose that it’s fun to join the slave trade. Damned if you do, damned if you don’t. Perhaps the only practical solution to the dilemma is that of simply not making any more versions of Colonization. No, it’s not a terribly satisfying solution, placing limits as it does on what games are allowed to do and be. Nevertheless, it’s the one that Firaxis will almost certainly choose to employ in the future.

I do want to emphasize one more time here at the end of this pair of articles that neither Panzer General nor Colonization was created with any conscious bad intent. They stem from a time when computer gaming was much more culturally homogeneous than it has become, when computer gamers were to an almost overwhelming degree affluent, stereotypically “nerdy” white males between the ages of 10 and 35. People of privilege that they were, usually immersed in the hard sciences rather than the irritatingly amorphous but more empathetic humanities, they struggled to identify with those crosscurrents of society and history outside their own. Although the wargaming subculture that spawned Panzer General and Colonization still exists, and would still receive those exact games today in the same unquestioning way, it’s vastly smaller than it used to be in proportion to the overall mass of gamers. And, again, its blind spots then and now remain venal sins at worst in the grand scale of things.

That said, I for one am happy that the trajectory of gaming since 1994 has been ever outward, both in terms of the types of people who play games and the kinds of themes and experiences those games present. Indeed, it sometimes seems to me that their very scope of possibility is half the reason we can so easily confuse one another when we try to talk about games. Certainly one person’s idea of a satisfying game can be markedly different from another’s, such that even as brilliant a mind as that of Sid Meier can have trouble containing it all. His famous categorical claim that a good game is a “series of interesting decisions” is true enough in the case of the games he prefers to play and make, but fails to reckon with the more experiential aspects of interactivity which many players find at least equally appealing. It’s thus no surprise that he offhandedly dismisses adventures games and other interactive experiences that are more tightly plotted and less zero-sum.

I’ve often wondered whether this label of “game” is really all that useful at all, whether there’s really any more taxonomical kinship between a Colonization and a Super Columbine RPG! than there is between, say, books and movies. Digital games are the ultimate form of bastard media, appropriating elements from all of the others and then slathering on top of it all the special sauce of interactivity. Perhaps someday we’ll figure out how to talk about this amorphous stew of possibility that just keeps bubbling up out of the pot we want to use to contain it; perhaps someday we’ll divide it up into a collection of separate categories of media, using those things we call “gaming genres” now as their basis. In the meantime, we’ll just have to hang on for the ride, and try not to rush to judgment too quickly when our expectations of the medium don’t align with those of others.

(Sources: the books Sid Meier’s Memoir!: A Life in Computer Games by Sid Meier with Jennifer Lee Noonan and the article “Modeling Indigenous Peoples: Unpacking Ideology in Sid Meier’s Colonization” by Rebecca Mir and Trevor Owens, from the book Playing with the Past: Digital Games and the Simulation of History; PC Review of August 1992; Computer Gaming World of April 1994, September 1994, November 1994, and December 1994; online sources include “How Historical Games Integrate or Ignore Slavery” by Amanda Kerry on Rock Paper Shotgun; “Colonialism is Fun? Sid Meier’s Civilization and the Gamefication of Imperialism” by CIGH Exeter on the Imperial and Global Forum; Soren Johnson’s interview with Brian Reynolds; IGN‘s interview with Brian Reynolds; Ben Fritz’s blog on Variety.

Colonization is available for digital purchase on GOG.com. C.P.U. Bach, having been made only for a long-since-orphaned console, is sadly not.)

 
 

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Ethics in Strategy Gaming, Part 1: Panzer General

I apologize for liking German generals. I suppose I ought not to.

— Desmond Young

When I attempted to play the SSI computer game Panzer General as part of this ongoing journey through gaming history, I could recognize objectively that it was a fine game, perfectly in my wheelhouse in many ways, with its interesting but not overly fiddly mechanics, its clean and attractive aesthetic presentation, and the sense of unfolding narrative and personal identification that comes with embodying the role of a German general leading an army through the campaigns of World War II. But for all that, I just couldn’t enjoy it. When I conquered Poland, I didn’t feel any sense of martial pride; all I could see in my mind’s eye were the Warsaw ghettos and Auschwitz. I found I could take no pleasure in invading countries that had done nothing to my own — invasions that were preludes, as I knew all too well, to committing concerted genocide on a substantial portion of their populations. Simply put, I could take no pleasure from playing a Nazi.

So, Panzer General prompted me to ask a host of questions about the way that we process the events of history, as well as the boundaries — inevitably different for each of us — between acceptable and unacceptable content in games. At the core of this inquiry lies a pair of bizarrely contradictory factoids. The Nazi regime of 1933 to 1945 is widely considered to be the ultimate exemplar of Evil on a national scale, its Führer such a profoundly malevolent figure as to defy comparison with literally anyone else, such that to evoke him in an argument on any other subject is, so Godwin’s Law tells us, so histrionic as to represent an immediate forfeiture of one’s right to be taken seriously. And yet in Panzer General we have a mass-market American computer game in which you play a willing tool of Adolf Hitler’s evil, complete with all the flag-waving enthusiasm we might expect to see bestowed upon an American general in the same conflict. If the paradoxical attitudes toward World War II which these factoids epitomize weren’t so deeply embedded in our culture, we would be left utterly baffled. For my part, I felt that I needed to understand better where those selfsame attitudes had come from.

I should note here that my intention isn’t to condemn those people whose tolerance for moral ambiguity allows them to enjoy Panzer General in the spirit which SSI no doubt intended. Still less do I want this article to come across as anti-German rather than anti-Nazi. The present-day population of Germany is still reckoning with those twelve terrible years in their country’s long and oft-inspiring history, and for the most part they’re doing a decent job of it. As an American, I’m certainly in no position to cast aspersions; if a different game had crossed my radar, this article might have been about the legacy of the American Civil War and the ongoing adulation in many American cultural corners of Confederate generals who fought for the privilege of continuing to enslave their fellow humans. As always here, my objective is to offer some food for thought and perchance to enlighten just a bit. It’s definitely not to hector anyone.


Prisoners at the Dachau concentration camp greet their liberators, April 1945.

The occasional reports which reached the Allied countries of the horrors of the Holocaust during the early and middle years of World War II were widely dismissed, unfortunately but perhaps understandably, as gross exaggerations. But when American and British armies finally began to liberate the first of the concentration camps in late 1944, those reports’ veracity could no longer be denied. General Dwight D. Eisenhower, the supreme commander of the Allied forces attacking Germany from the west, made it a point to bear witness to what had taken place in the camps. He ordered that all of his men should pass through one or more of them: “We are told the American soldier does not know what he is fighting for. Now, at least, we know what he is fighting against.” Eisenhower also made special provisions for bringing journalists to the camps to record the “evidence of atrocity” for readers back home and for posterity.

After the war, the hastily convened Nuremberg trials brought much more evidence of the Holocaust to light, not just for the assembled panel of judges but for ordinary people all over the world; the proceedings were covered in great detail by journalists. But after the trials concluded in late 1946, with eleven defendants having been sentenced to death and a further seven sentenced to prison terms of various lengths, the Western political establishment seemed to believe the matter was settled, evincing a devout wish just to move on that was out of all keeping with the crimes against humanity which had been uncovered. To understand why, we need look no further than the looming Cold War, that next titanic ideological struggle, which had started taking shape well before the previous war had ended. Now that the Cold War was becoming an undeniable reality,  the United States and its allies needed the new West Germany to join their cause wholeheartedly. There was no time for retribution.

A pernicious myth took hold at this juncture, one which has yet to be entirely vanquished in some circles. It lived then, as it still does to some extent today, because it served the purposes of the people who chose to believe in it. The historian Harold Marcuse names “ignorance, resistance, and victimization” as the myth’s core components. It claims that the crimes of the Holocaust were entirely the work of an evil inner cabal that was close to Hitler personally, that the vast majority of Germans — the so-called “good Germans” — never even realized any of it was happening, and that most of those who did stumble across the truth were appropriately horrified and outraged. But in the end, as the reasoning goes, they were Hitler’s victims as well, unable to do much of anything about it if they didn’t want to suffer the same fate as the people already in the concentration camps.

There were grains of truth to the argument; certainly the Gestapo was a much-feared presence in daily German life. But the fact remains that German resistance to Hitler was never as widespread as the apologists would like it to have been; every metric we have at our disposal would seem to indicate that the Nazi regime enjoyed broad popular support at least until the final disastrous year or two of the war.

The claim of widespread public ignorance of Hitler’s crimes, meanwhile, was patently absurd on the face of it. The Holocaust wasn’t a plot hatched in secret by shadowy conspirators; it was a massive bureaucratic effort which marshaled the resources of the entire state, from the secretaries who requisitioned the stocks of Zyklon B poison gas to the thousands of guards who tortured and killed the prisoners in the camps. Could the “good Germans” really not have seen the trains lumbering through their villages with their emaciated human cargoes? Could they really not have smelled the stench of death which rose over the concentration camps day after day? In order not to know, one would have had to willfully closed one’s eyes, nose, and ears if not one’s heart — which may very well have been the case for some, but is hardly a compelling defense.

Nevertheless, the myth of the ignorant, resistant, and victimized “good” Germans was widely accepted by the beginning of the 1950s. The Germans who had actually lived through the war had every motivation to minimize their complicity in the abominations of Nazism, while the political establishment of the West had no desire to rock the boat by asking difficult questions of their new allies against communism. The Holocaust was treated as vaguely gauche — a disreputable topic, inappropriate for discussion in polite company. To confront people with it was regarded as an act of irresponsible political agitation. In 1956, for example, when the French director Alain Resnais announced Night and Fog, a chilling 32-minute film which juxtaposed images of the concentration camps as they looked in that year with archival footage from the war years, the West German government lodged an immediate complaint with the French government, which in turned pressured the Cannes Film Festival into rejecting the movie as anti-German agitprop. The attitudes inculcated during this period begin to explain the existence of Panzer General so many years later, casting you cheerfully and with no expressed reservations whatsoever in the role of a German general of the Second World War.


The ugly truth behind Panzer General‘s glorification of Nazi aggression: a group of Polish prisoners are lined up against a wall and shot in the fall of 1939. Images like this one run through my mind constantly whenever I attempt to play the game.

But they aren’t a complete explanation, given that it would seem to be even harder to believe in the guiltlessness of German soldiers than civilians. The former were, after all, the ones who actually pointed the guns and pulled the trigger; their crimes would seem to be active ones, as opposed to the passive acquiescence of the latter. Even if they wished to claim that they personally had only pointed their rifles at enemy combatants, they couldn’t possibly plead ignorance of the horrifying crimes against noncombatants that were committed right under their noses by those all around them, right from the first weeks of the war. But, remarkably, a defense was mounted on their behalf, one that was similar in the broad strokes at least to that of the “good” German civilians.

The myth of the “clean Wehrmacht” held that the vast majority of German officers and soldiers were in fact no more guilty than the soldiers of the Allied armies. Most or all of the German war crimes, so the reasoning went, were the work of the dreaded SS Einsatzgruppen who traveled just behind the regular army units, maiming, torturing, raping, and massacring civilians in staggering numbers. Anecdotes abounded — some of them probably even true — telling how the ordinary German soldiers and their “professional” leadership had regarded their SS comrades with disgust, had considered them no better than butchers — cowards who preferred enemies that couldn’t fight back — and had shunned their company completely.

To be sure, the Einsatzgruppen were real, and did fill precisely the grisly role ascribed to them. But they were hardly the only German soldiers who murdered in cold blood. And, even if they had been, the fact that the ordinary soldiers found them unappealing doesn’t absolve them of blame for facilitating their activities. Note that the “ignorance” part of the “ignorance, resistance, victimization” defense has fallen away uncontested in the case of the German soldiers — as has, for that matter, the claim of resistance. All that’s left to shield them from blame is the claim of victimhood. Their country ordered them to carry out ethnic cleansing, we are told, and so they had no choice but to do so.

For all its patent weaknesses as an argument, the clean Wehrmacht would become a bedrock of a new strand of historical writing as well as a culture of wargaming that would be tightly coupled to it — the same culture that would eventually yield Panzer General. We can perhaps best understand the myth and its ramifications through the career of its archetypal exemplar, not coincidentally a wargaming perennial: Field Marshall Erwin Rommel.


Erwin Rommel in 1942, during his heyday as the “Desert Fox.”

Like Hitler, Rommel fought in the trenches during World War I, albeit as a junior officer rather than an enlisted man. He remained in the army between the wars, although his progress through the ranks wasn’t meteoric by any means; by 1937, when he published an influential book on infantry tactics, he had risen no higher than colonel. Having expressed no strong political beliefs prior to the ascension of Hitler, he became by all indications a great admirer of the dictator and his ideology thereafter. Although he never formally joined the Nazi party, he became close friends with Joseph Goebbels, its propaganda minister. “Yesterday the Führer spoke,” he wrote in a letter to his wife in 1938. “Today’s soldier must be political because he must always be ready to take action for the new politics. The German military is the sword of the new German worldview.”

That year Rommel was assigned personal responsibility for Hitler’s security. The Fūhrer, who had read his book and felt the kinship of their front-line service in the previous war, took as much of a shine to Rommel as Rommel did to him. On March 15, 1939, in the final act of German aggression prior to the one which would spark a world war, Rommel entered what was left of an independent Czechoslovakia at Hitler’s side; he would later take proud credit for having urged Hitler to push aggressively forward and occupy Prague Castle with a minimum of delay. He was promoted to major general shortly thereafter.

Rommel played a part in the invasions of Poland and then France and the Low Countries in the early years of World War II, winning the Knight’s Cross for his bold leadership of an armored division in the latter campaign. Then, on February 12, 1941, the newly promoted lieutenant general was sent to command the German forces in North Africa. It was here that his legend would be made.

Over the course of the next twenty months, Rommel led his outnumbered army through a series of improbably successful actions, punctuated by only occasional, generally more modest setbacks. Hitler promoted him to field marshal after one of his more dramatic victories, his capture of Tobruk, Libya, in June of 1942.

The North African front was a clean one by the standards of almost any other theater of World War II; it was largely a war of army against army, with civilians pushed to the sidelines. Thus it would go down in legend as “the war without hate,” a term coined by Rommel himself. This was war as wargamers would later wish it could always be: mobile armies duking it out in unobstructed desert terrain, a situation with room for all kinds of tactical give-and-take and noble derring-do, far removed from all that messiness of the Holocaust and the savagery of the Eastern Front. North Africa was never more than a secondary theater, the merest sideshow in comparison to the existential struggle going on in the Soviet Union — but it was precisely this fact that gave it its unique qualities.

Rommel’s men came to love him. They loved his flair for the unexpected, his concern for their well-being, and the way he stood right there with them on the front line when they engaged the enemy. More surprisingly, the soldiers he fought against came to respect him just as much. By early 1942, they had given him his eternal nickname: “The Desert Fox.” They respected him the way an athlete might respect a worthy and honorable player for the opposing team, respected not just his real or alleged tactical genius but the fact that he waged war with a scrupulous adherence to the rules that seemed a relic of a long-gone age of gentlemen soldiers.

The growing weight of Allied manpower and equipment following the entry of the United States into the war finally brought Rommel up short at the Second Battle of El Alamein in northern Egypt in October and November of 1942, forcing him to make a months-long retreat all the way to Tunisia. (Winston Churchill famously wrote about this battle that “before Alamein, we never had a victory. After Alamein, we never had a defeat.”) Rommel was recalled to Germany in March of 1943, by which time North Africa had become a lost cause despite all of his efforts. The last German forces left there would surrender two months later.

In November of 1943, Rommel was placed in charge of the armies defending the coastline of France against the Allied counter-invasion that must inevitably come. By now, he was apparently beginning to entertain some doubts about the Führer. He flirted with a cabal of officers who were considering, as they put it, “extra-military solutions” to bring an end to a war which they now believed to be hopeless. Some of these officers’ discussions evolved into an attempted assassination of Hitler on July 20, 1944. The attempt failed; the bomb which Colonel Claus von Stauffenberg planted within the Führer’s headquarters caused much chaos and killed three men, but only slightly injured its real target.

There has been heated debate ever since about Rommel’s precise role in the conspiracy and assassination attempt. We know that he wasn’t present at the scene, but surprisingly little beyond that. Did he give the plan his tacit or explicit blessing? Was he an active co-conspirator, possibly even the man slated to take the reins of the German state after Hitler’s death? Or did he have nothing whatsoever to do with it? The temptations here are obvious for those who wish to see Rommel as an exemplar of moral virtue in uniform. And yet, as we’ll shortly see, not even his most unabashed admirers are in agreement about his involvement — or lack thereof — in the plot. There’s enough evidence to pick and choose from to support almost any point of view.

At any rate, Rommel had much else to occupy him at that time; the D-Day invasion had come on June 6, 1944. Three days before the assassination attempt, while he was out doing what he could to rally his overstretched, outnumbered army of defenders, his staff car was strafed by Allied fighters, and he was seriously wounded. Thus he was lying in hospital on the fateful day. Although he was not suspected of having been one of the conspirators for quite some time thereafter, Hitler had been none too pleased with his decision to fall back from the beaches of Normandy, ignoring express orders to fight to the death there. For this reason, Rommel would never return to his command.

Three months after these events, after having conducted dozens of interrogations, the Gestapo had come to suspect if not know that Rommel had been involved in the assassination plot at one level or another — and such a suspicion was, of course, more than enough to get a person condemned in Nazi Germany. Two officers visited him in his home and offered him a choice. He could commit suicide using the cyanide tablets they had helpfully brought along, whereupon his death would be announced as having come as a result of his recent battle injuries and he would be buried with full military honors. Or he could be dragged before the People’s Court on charges of treason, which would not only mean certain death for him but quite probably death or imprisonment for his wife and two children as well. Rommel chose suicide, thus putting the crowning touch on his legend: the noble warrior who makes the supreme sacrifice with wide-open eyes in order to spare his family — a fate not out of keeping with, say, a hero of the Iliad.


The book which, more than any other, is responsible for cementing the vision of an heroic, noble Rommel in the popular imagination.

For all that Rommel’s story perhaps always had some of the stuff of myth about it, his canonization as the face of the clean Wehrmacht was by no means always assured. It is true that, during his period of greatest success in North Africa, a mystique had begun to attach itself to him among Allied journalists as well as Allied soldiers. After his defeat at the Second Battle of El Alamein, however, the mystique faded. Few to none among the Allied brass were losing sleep over Rommel before the D-Day landings, and The New York Times mentioned his eventual death only in passing, referring to him only as a “Hitler favorite,” making no use of his “Desert Fox” sobriquet. At war’s end, he was far from the best known of the German generals.

The man responsible more than any other for elevating Rommel to belated stardom was a Briton named Desmond Young, a journalist by trade who saw combat in both world wars and somehow still managed to retain the notion that war can be a stirring adventure for sporting gentlemen. In June of 1942, while serving as a brigadier in charge of public relations for the Indian divisions fighting for the Allies in North Africa, he was captured by the Germans, and had a passing encounter with Rommel himself that left an indelible stamp on him. Ordered by his captors to drive over with them and negotiate the surrender of another Allied encampment which was continuing the fight, he refused, and the situation began to grow tense. Then Rommel appeared on the scene. Young:

At this moment a Volkswagen drove up. Out of it jumped a short, stocky but wiry figure, correctly dressed, unlike the rest of us, in jacket and breeches. I noticed that he had a bright blue eye, a firm jaw, and an air of command. One did not need to understand German to realize that he was asking, “What goes on here?” They talked together for a few seconds. Then the officer who spoke English turned to me. “The general rules,” he said sourly, “that if you do not choose to obey the order I have just given you, you cannot be compelled to do so.” I looked at the general and saw, as I thought, the ghost of a smile. At any rate, his intervention seemed to be worth a salute. I cut him one before I stepped back into the ranks to be driven into captivity.

From that one brief, real or imagined glance of shared understanding and respect stemmed the posthumous legend of Erwin Rommel. For in 1950, Young published a book entitled simply Rommel, a fawningly uncritical biography of its subject in 250 breezy pages. Even as he emphasized Rommel’s chivalry, courage, and tactical genius at every turn, Young bent over backward to justify his willingness to serve the epitome of twentieth-century evil. One passage is particularly amusing for the way it anachronistically places Rommel’s avowed support for Hitler into a Cold War, anti-communist context, revealing in the process perhaps more than its author intended.

Like ninety percent of Germans who had no direct contact with Hitler or his movement, he [Rommel] regarded him as an idealist, a patriot with some sound ideas who might pull Germany together and save her from Communism. This may have seemed a naïve estimate; it was no more naïve than that of many people in England who saw him as a ridiculous little man with a silly mustache. Both views were founded in wishful thinking. But the Germans, having had a bellyful of defeat and a good taste of Communism, at least had some excuse for believing what they wished to believe.

Only one component of the full legend of Rommel as it is known today is missing from Young’s hagiography: Rommel, said Young, “had never been a party to the [attempted] killing of Hitler, nor would he have agreed to it.” He had rather been the loyal soldier to the end, right down to his swallowing of the final poison pill.

Rommel became a success out of all keeping with any normal military biography upon its publication in Britain, then an equally big bestseller in the United States upon its publication there one year later. Some historians and thoughtful reviewers pointed out the problematic aspects of Desmond Young’s unabashed hero worship, but their voices were drowned out in the general acclaim for what truly was an entertaining, well-written, even oddly endearing little book. In the end, it sold at least 1 million copies.

Its initial success in Britain was such that Hollywood rushed a movie into production before the book had even made it across the Atlantic. Wanting to get the film out quickly, before the Rommel craze had run its course, 20th Century Fox didn’t have time to stage much in the way of battle scenes; the filmmakers would later admit that a closing battlefield montage of old newsreel footage was inserted in the hope that viewers would leave the theater thinking that “they have seen a lot more action and battle stuff than they actually have.” Rommel was played by stolid leading man James Mason; he and all of the other German characters spoke American English with the flat Midwestern enunciation so typical of the Hollywood of that period.

Although it hewed closely to Desmond Young’s book for the most part, the movie did make one critical alteration: it postulated that Rommel had turned definitively against Hitler late in the war and, after a long internal struggle over whether it was honorable to do so, had joined the assassination plot. This change was made not least because, even in this period of reconciliation and letting bygones be bygones, studio executives were nervous to release a film that made a hero out of a man who had died an unrepentant Nazi. But on the other hand, a repentant Nazi who saw the light, took action against evil, and died for having done so was, as the film’s screenwriter put it, a downright “Shakespearean” protagonist. From now on, then, this generous interpretation too became an integral part of Rommel’s legend.

Desmond Young, who served as an advisor for the film, didn’t seem overly bothered by its departures from what he believed to be the real circumstances surrounding the death of Rommel. In fact, to capitalize on what future generations would have called the marketing synergy between his book and the film, later editions of the former picked up a new subtitle: The Desert Fox.

The film proved a big hit, on much the same terms as the book: widespread popular acclaim, accompanied by the merest undercurrent of concern that a Nazi general might be less than entirely worthy of such full-throated approbation. Among the most strident of the critical voices was the National Jewish Community Relations Advisory Council:

We regard this film as a cruel distortion of history, an affront to the memory of the brave soldiers of all allied nations, a gratuitous insult to the free peoples who spent their strength and their substance to save a world from engulfment by Nazism. There is only one major villain in this picture: Hitler. The audience is asked to believe that only he was both a buffoon and an evil man; that the soldier Rommel — and other German generals — were military men, without “political” aims or motivations, carrying out orders. The world knows that totalitarianism infects the whole body politic of a nation, that neither fascism nor communism can be sustained except with the active collaboration in its depravity of politicians, diplomats, and generals — especially generals. To depict Rommel as less than such an active collaborator in Nazism is to twist history beyond recognition.

In 1953, the final building block of the legendary Rommel fell into place when the British historian and military theorist B.H. Liddell Hart published a book called The Rommel Papers. Hart was himself a complicated, vaguely pathetic character. At the end of the Second World War, he had been in nearly complete disgrace, having been one of the primary architects of the Allies’ disastrous would-be defense of France against the German invasion of 1940, a classic example of trying to fight the last war — in this case, imagining a repeat of the static trench battles of the First World War — rather than reckoning with the realities of the current one. But in the years that followed, he rehabilitated his reputation by latching onto some of his old writings from the 1920s, when he had been at least occasionally an advocate for a more mobile approach to warfare. Hart befriended many of the surviving German generals — often by visiting them in their prison cells — and bolstered his case via a tacit quid pro quo that would have gone something like this if anyone had dared to speak it aloud: “Say that you developed Blitzkrieg warfare by reading my old texts, and I’ll use my influence to promote the position that you were only a soldier following orders and don’t deserve to die in prison.” Being friendly with Desmond Young, Hart convinced the latter to include another assertion of his influence in his biography of Rommel: Rommel, wrote Young, had before the war “studied the writings of Captain Liddell Hart with more attention than they received from most British senior officers.” This was completely untrue; Rommel probably never even heard of Hart during his lifetime.

Be that as it may, Hart definitely did ingratiate himself with the general’s widow Lucia and his son Manfred after the war was over, and enlisted their aid for his own book about Rommel. The Rommel Papers proved a shaggy, unwieldy beast, combining together the following, presented here in order of historical worthiness: 1) what existed of a memoir which Rommel had been writing during the months of limbo that preceded the demand that he commit suicide; 2) a selection of Rommel’s wartime letters to Lucia; 3) Manfred Rommel’s recollections of the circumstances of his father’s death; and 4) Hart’s own oft-extended footnotes, “clarifying” and embellishing the other texts. Hart wrote of Rommel that “he was a military genius — more so than any other soldier who succeeded in rising to high command in the war.” He then went on to make the cheeky claim — writing of himself in the third person, no less! — that Rommel “could in many respects be termed Liddell Hart’s pupil” in the science of mobile, mechanized warfare. Meanwhile Manfred Rommel, who would go on to a long and fruitful political career, was almost as transparently self-serving in writing that his father had definitively “broken” with Nazism by 1943 and “brought himself, from his knowledge of the Führer’s crimes, to act against him.”

The Rommel Papers was another big success, its sales figures more than sufficient to drown out anyone who voiced concern about its editor’s patent lack of objectivity. The man who had for a time been Hitler’s favorite general was now firmly ensconced as an odd sort of folk hero in the postwar democratic West.


Brave warrior or foolish prima donna? Rommel leads the charge from his half-track.

We’ll return to our examination of how this romantic figure paved the way for the likes of Panzer General momentarily. Before we do that, though, it might be worthwhile to examine the sustainability of this version of Rommel’s life story. We can boil our skepticism down to two questions. Was Rommel really all that as a general? And what is his true moral culpability for the role he played in the Second World War?

The first question is, if not exactly straightforward to answer, at least somewhat less fraught than the second. Rommel’s primary asset, many students of military strategy now agree, was his sheer boldness rather than any genius for the intricate details of war. Throughout his career, he had the reputation of a maverick, born of a willingness to disobey orders when it suited him. And as often as not, his seemingly reckless gambits caught his enemies off-guard and wound up succeeding.

But Rommel certainly had his weaknesses as a battlefield tactician, as even many of his biggest fans will reluctantly acknowledge. The greatest of them was probably his complete disinterest in the logistics of war. Rommel made a regular habit of outrunning his supply chains in North Africa. “The desert,” he said, “is a tactician’s paradise and a quartermaster’s hell” — but he did nothing to make his quartermaster’s job easier. When his army ran out of fuel or bullets, he started by blaming his subordinates, then moved on to blaming the Italian navy, which was in fact delivering more supplies than his army actually required most days, only to watch them pile up on the wharves of the Middle East’s port cities for want of a way to transport them inland to an army that had burrowed too deeply too quickly into the enemy’s territory.

Rommel’s men may have loved him, but his peers in the hierarchy of the Wehrmacht had little use for him for the most part, considering him a glory hound whose high-profile commands were mostly down to his friendship with Joseph Goebbels. They pointed out that his much-vaunted habit of standing with his men on the front lines during battles, pistol in hand like a latter-day Napoleon, made it impossible for him to observe the bigger tactical picture. There was a reason that most other generals of the war stayed in their headquarters tents well back from the front, right next to a junction box of telephone cables — and this reason had nothing to do with personal cowardice, as some Rommel boosters would have you believe.

Len Deighton, a well-known author of military fiction and nonfiction, writes bluntly in Blood, Tears and Folly, his recent revisionist history of World War II, that “Rommel was not one of the war’s great generals,” calling him “more adept at self-publicity than skillful in the conduct of warfare.” He credits much of Rommel’s success in North Africa to the German signals-intelligence service, which tapped into most of the principal Allied communication networks. (To be fair, Rommel’s opponents would be given an even more complete picture of his own plans and movements before the North African war was over, once the Enigma code breakers fully came into their own.)

In the end, then, we can say that Rommel possessed a remarkable ability to inspire his men combined with no small measure of battlefield audacity, but that these strengths were offset by a congenital unwillingness to sweat the details of war and an inability to play well with others as part of a joint military operation. The degree to which his strengths outweighed his weaknesses, or vice versa, must inevitably be in the eye of the beholder. We can say with certainty only that the North African theater, which gave his audacity such a sprawling blank canvas to paint upon and which allowed him nearly absolute authority to do whatever he liked, was the perfect place to make a legend out of him. Fair enough. What of the other, still thornier question of Rommel’s moral culpability?

The linchpin of the absolution which Desmond Young, Liddell Hart, and so many others since them have given Rommel is that he was simply a professional soldier obeying orders as he had sworn to do, all while remaining studiously apolitical. As we’ve already seen, this doesn’t quite jibe with the facts of the case: prior to 1943 at least, Rommel was a personal friend of Goebbels and an enthusiastic follower of Hitler, and plainly stated before the war that he considered it a good soldier’s duty to be political. But let’s accept the premise on its own terms for the moment at least, and see what else we can make of it.

On a strictly legal basis, “I was just following orders” is far from a cut-and-dried defense. Most codes of military justice state explicitly that a soldier is obligated not to follow an order which violates international laws to which his country is a signatory, such as the Geneva Convention. When Rommel led an armored division into France in 1940, the Einsatzgruppen traveled behind it. The fact that Rommel may have been made personally uncomfortable by their actions, may have made a conscious or unconscious decision not to witness them, may even have managed to avoid having similar units attached to his army in North Africa, doesn’t absolve him of guilt any more than it does any other German soldier who was a knowing accomplice to atrocity.

But then, legalistic arguments are inadequate if we really want to get to the heart of the matter. Rommel’s actions in Czechoslovakia, in Poland, in France, and elsewhere in Europe led directly to the murder of millions of Jews. And had the “war without hate” in North Africa ended in German victory, the ethnic hatred of his Nazi masters would have made its presence felt there too soon enough. I believe that a human being has a higher moral duty that transcends jurisprudence and the military chain of command alike. Surely it ought to be eminently noncontroversial to say that being a party to genocide is categorically wrong. I don’t pretend to know what I would have done in Rommel’s situation, but I do know what would have been the right thing to do. Leading genocidal armies of conquest with the excuse that such is one’s “duty” as a soldier strikes me as moral cowardice rather than its opposite. I hope that we can someday live in a world free of the sort of didactic thinking that is still used far too often to excuse Rommel for doing so.

But you are of course free to make your own judgments on these questions; these are merely my opinions, which I present by way of explaining why I don’t wish to deify Erwin Rommel and why Panzer General‘s glorification of his ilk makes me feel so queasy.


The History Channel — also sometimes known as the “all World War II, all the time” channel.

“It is well that war is so terrible,” said Robert E. Lee, famously if apocryphally. “Otherwise we would grow too fond of it.” New Yorker profile writer Larissa MacFarquhar struck a similar note from the opposite direction in a recent interview:

People who are pacifists always talk about how terrible war is because it is so bloody and violent and wasteful. What they’re not getting is that people who like war — or don’t dislike war — admit all that; they know all that. It’s very obvious, but for them it’s worth it because of the stimulation, as they see it, to human greatness.

I cannot hope to solve the puzzle of humanity’s eternal attraction to war despite the suffering and death it brings. I can note, however, that one way to enjoy the good aspects of war without all that pesky suffering and dying is to wage it in the imagination rather than in physical reality. Once the political questions which wars decide have been settled and the casualties have been tallied and mourned, we can fight the conflicts of yore all over again in our imaginations, milking them for all of the drama, heroism, and adventure that may have been obscured in the moment by their other horrifying realities. Desmond Young, Liddell Hart, and their fellow travelers embraced this idea enthusiastically during the middle of the twentieth century, and in doing so founded what amounted to a whole new genre of books: the popular military history.

Many more broad-minded historians came to hate this new class of writers for their willingness to wave away the truly important aspects of history. Military historians, they complained, insisted on viewing war as a sport (American football and cricket were common metaphors) or a game (chess tended to be the point of comparison here), all whilst ignoring their causes and effects on the broader scale of human civilization — not to mention the many pivotal changes in the course of human history that have had nothing to do with wars and battles. Some went so far as to claim that the military historians weren’t writing proper histories at all, but merely escapist entertainments, the equivalent of romance novels for the middle-aged men who consumed them.

Personally, I wouldn’t put it quite so strongly, any more than I generally rush to criticize anyone for his choice of reading materials. It seems to me that military history can be educational and, yes, enjoyable, but one does have to be aware of its limitations. It provides a window into only a single, very specific area of human experience. Its obsessive interest in how wars were fought at a granular level leaves unanswered more important questions about why they were fought and how the world changed in their aftermath.

Nevertheless, military history has been the dominant face of popular history in the West ever since Desmond Young and Liddell Hart wrote about Erwin Rommel. By the 1990s, the “Military History” shelf of the typical bookstore was twice as large as all the rest of its history section put together. Authors like Stephen Ambrose sold millions of books with their vivid depictions of combat on land, in the air, and at sea, even as cable-television stations like The History Channel reran the greatest battles of World War II on an endless loop. Needless to say, the legend of the noble warrior Erwin Rommel featured prominently in all of this. One particularly overwrought television documentary, for example, labeled him “the last knight,” and concluded with these words: “Erwin Rommel, soldier, was laid to rest in the village cemetery of Herrlingen. It planted back into the soil of a disgraced Germany at least one seed of honor and decency for a new flower.” (Perhaps the romance-novel charge does have some merit…)


The first release of Afrika Korps. It’s telling that the game is named after Rommel’s army in North Africa, not the Allied one.

In the same year that The Rommel Papers were published, a correspondent for The Irish Times attended an odd museum exhibition in London that was devoted to Rommel’s exploits. He wrote the following afterward:

One fact was impressed upon me: that there is a strategy of warfare which, for the devotees, has little to do with blood and horror and death. The maps were being scrutinized like precious works. There was the impression that war was an enthralling game, like cricket. Viewing Rommel in this sense, I concluded that I had as much right to make a judgment as a professional footballer at a modern-art exhibition.

If military history approached war as a metaphorical game, then why not turn it into a literal game? After all, what could be better for a military-history buff than to live out the conflicts that had heretofore existed only within the pages of his books and try out alternate strategies? In 1954, Charles S. Roberts published a board game called Tactics through his new Avalon Hill Game Company. The canonical first commercial wargame ever, it depicted warfare in a somewhat abstracted, non-historical context. But six years later, Roberts and his company surfaced again with Gettysburg, the first wargame to engage with an historical conflict. Going forward, not all readers of military history would be wargamers, but all wargamers would be readers of military history.

Avalon Hill released a steady trickle of games over the next few years, most of them depictions of other battles of the American Civil War, the only conflict that even approached the popularity of the Second World War among American military-history readers. But by 1964 sales figures were trending in the wrong direction. Seeking to reverse the slide, Roberts shifted his focus to World War II, designing what would prove to be one of his company’s biggest and most iconic games of all.

As the name would imply, Afrika Korps dealt with the North African theater of the war, giving armchair generals a chance to step into the smartly shined boots of Erwin Rommel: “Now the legend of the Desert Fox is recreated!” trumpeted the box text. The game established several precedents. First, it made the North African front into a perennial favorite with wargamers for the same reasons that it was so popular with military-history authors and their readers: its wide-open terrain and the resulting room for tactical maneuvering, and its supposedly sporting, gentlemanly nature. Second, it taught many who played it that the Germans were simply cooler: they had better technology, better esprit de corps, even better uniforms than the stodgy Allies to offset their generally inferior numbers. And finally, it introduced the wargame cliché of the “Rommel unit”: a unit whose commander is such a superhero that he can break the rules that usually govern the game by sheer force of will. As a whole, notes Joseph Allen Campo in his recent PhD thesis on cultural perceptions of Rommel, “the focus on Rommel and more generally the German side (many wargames feature prominent German military motifs and use German military nomenclature) cater to a genre that customarily finds more interest in playing the underdog, relying on [the player’s] brains rather than overwhelming force, and accepting the challenge of reversing the historical result.”

Coincidentally or not, tabletop wargaming grew in popularity by leaps and bounds after the release of Afrika Korps. At its peak in 1980, the industry sold 2.2 million games.

I hope that the chain of causation and influence which brought us Panzer General thirty years after Afrika Korps is becoming clear by now. I won’t belabor it unduly, given that I’ve already told most of the story in other articles. Suffice to say that in 1979 an avid young tabletop wargamer named Joel Billings decided to found a company to bring his hobby to the personal computers that were just entering the marketplace at that time. That company, which Billings called Strategic Simulations, Incorporated, specialized in digital wargames for much of its existence, and was the very same one which brought Panzer General to store shelves in 1994.


The gallant panzer general gets his orders. (How can you argue with cool uniforms like these?) The game studiously avoids swastikas. In popular culture, the swastika has come to stand for the Gestapo, SS, and other “bad” Nazis, while the older iconography of the Iron Cross or eagle wings stands in for the “clean” Wehrmacht. But the real distinction is, as we’ve seen, less clear-cut than many would like it to be.

Erwin Rommel is never mentioned by name in Panzer General, but his larger-than-life persona of legend is stamped all over it. He is, after all, the personification of the Wehrmacht as wargamers know it — not as barbaric invaders and espousers of a loathsome racist creed which they are all too eager to use to justify genocide, but as clever, audacious, courageous warriors with great fashion sense and all the best kit. Afrika Korps: “You can re-create Field Marshall Rommel’s daring exploits at Bengasi, Tobruk, El Alamein, and points in between!” Panzer General:

Imagine that you are the Panzer General. You are the brightest and best of the new Axis generals in the Second World War. Go from triumph to triumph, invading and seizing the capitals of Great Britain, the Soviet Union, and ultimately the United States of America on your way to conquering the whole world!

In terms of the broader culture — the one that doesn’t tend to read a lot of military history or play a lot of wargames — Panzer General was already an anachronism in 1994. In 1960, the American journalist William L. Shirer had published The Rise and Fall of the Third Reich, which over the course of its 1200-plus pages documented in meticulous detail exactly what the Nazi regime had done and how it had done it. Close on that book’s heels, the capture and trial of Holocaust administrator Adolf Eichmann in an Israeli court consumed the world’s attention much as the Nuremberg trials had a decade and a half previously — only now television brought the proceedings, and the atrocities they documented, to a much more visceral sort of light. In West Germany, the student activism of the hippie era, accompanied by the election of a social-democratic chancellor who was less beholden to the tradition of forgetfulness, finally pushed the country toward a proper reckoning with its past. A spate of unsparing books, films, and even museums about the Holocaust and the other crimes of the Nazi regime appeared in West Germany and elsewhere in the years that followed, fully acknowledging for the first time the complicity of those Germans who weren’t in Hitler’s inner circle. A new understanding became palpable among Germans: that they couldn’t escape from their past by denying guilt and wishing atrocities away; that the only way to ensure that something like the Third Reich never took root again was to examine how they themselves or their parents, living in a nation as civilized as any other in Europe, could have been tempted down such a sickening path.

These developments were as welcome as they were necessary, both for Germans and for all of the other citizens of the world. Yet Panzer General and the cultural milieu that had spawned it remained caught in that strange interregnum of the 1950s, as do most of the wargames of today.

So, having now a reasonable idea of how we got to this place where patriotic Americans bought a game in which they played the role of genocidal foreign conquerors of their country’s capital, it’s up to each of us to decide how we feel about it. What sorts of subject matter are appropriate for a game? Before you rush to answer, ask yourself how you would feel about, say, a version of Transport Tycoon where you have to move Jews from the cities where they live to the concentration camps where they will die. If, as I dearly hope, you would prefer not to play such a game, ask yourself what the differences between Panzer General and that other game really are. For your actions in Panzer General will also lead to the deaths of millions, at only one more degree of remove at best.

Or am I hopelessly overthinking it? Is Panzer General just a piece of harmless entertainment that happens to play with a subset of the stuff of history?

It’s a judgment call that’s personal to each of us. For my part, I can play the German side in a conventional wargame easily enough if I need to, although I would prefer to take the Allied side. But Panzer General, with its eagerness to embed me in the role of a German general goose-stepping and kowtowing to his Führer, is a bridge too far for me. I would feel more comfortable with it if it made some effort to acknowledge — even via a footnote in the manual! — the horrors of the ideology which it depicts as all stirring music and proudly waving banners.

Before I attempt to say more than that, I’d like to look at another game released the same year as Panzer General, designed by a veteran of the same wargaming culture that spawned SSI. It takes place in a very different historical milieu, but leaves us with some of the same broad questions about the ethical obligations — or lack thereof — that come attached to a game that purports to depict real historical events.

(Sources: the books Adenauer’s Germany and the Nazi Past by Norbert Frei, Divided Memory: The Nazi Past in Two Germanys by Jeffrey Herf, War Stories: The Search for a Usable Past in the Federal Republic of Germany by Robert G. Moeller, Rommel: The Desert Fox by Desmond Young, The Rommel Papers by B.H. Liddell Hart, In Hitler’s Shadow by Richard J. Evans, Legacies of Dachau: The Uses and Abuses of a Concentration Camp, 1933-2001 by Harold Marcuse, Blood, Tears, and Folly: An Objective Look at World War II by Len Deighton, War Without Hate: The Desert Campaign of 1940-43 by John Bierman and Colin Smith, The Real War (1914-1918) by B.H. Liddell Hart,  Uncovering the Holocaust: The International Reception of Night and Fog by Ewout van der Knaap, and The Complete Wargames Handbook by James F. Dunnigan. But my spirit guide and crib sheet through much of this article was Joseph Campo’s superb 2019 PhD thesis for UC Santa Barbara, “Desert Fox or Hitler Favorite? Myths and Memories of Erwin Rommel: 1941-1970.”)

 
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Posted by on November 20, 2020 in Digital Antiquaria, Interactive Fiction

 

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Opening the Gold Box, Part 7: Back to the Roots

We made it simple yet complex enough for those people who really got into it. We added graphics and made it a beautiful game with a totally transparent interface. It took all the ugly stuff out of playing a military strategy game and left the fun and the gameplay. That was a conscious effort. It wasn’t just, “Gee, I like artwork in wargames, so let’s throw it in.”

— SSI marketing manager Karen Conroe, speaking about Panzer General in 1996

When we last checked in with Joel Billings and his crew of grognards turned CRPG mavens at SSI, it was early 1994 and they had just lost their Dungeons & Dragons license, by far their biggest source of revenue over the past seven years. While Billings continued to beat the bushes for the buyer that his company plainly needed if it was to have any hope of surviving in the changed gaming landscape of the mid-1990s, it wasn’t immediately obvious to the rest of the in-house staff just what they should be doing now. Ever since signing the Dungeons & Dragons deal with TSR back in 1987, virtually all they had worked on were games under that license; SSI’s other games had all come from outside studios. But now here they were, with no Dungeons & Dragons, no clear direction forward, and quite possibly no long-term future at all. Instead of devoting their time to polishing up their résumés, as most people in their situation would have done, they plunged into a passion project the likes of which they hadn’t been able to permit themselves for many years. And lo and behold, the end result would prove to be the game that turned their commercial fortunes around, for a while anyway.

The project began with Paul Murray, an SSI stalwart who had first begun to program games for the company back in 1981. Most recently, he had been assigned to port Dark Sun: Shattered Lands, SSI’s ambitious and expensive attempt to prove to TSR that they deserved to retain the Dungeons & Dragons license, to the Super Nintendo console. But cash-flow problems during 1993 had forced Billings to shelve the port, leaving Murray without much to do. So, he started to tinker with a style of game which SSI hadn’t done in-house in nearly a decade: a traditional hex-based wargame, based on World War II in Europe. From the beginning, he envisioned it as a “lite” game, emphasizing fun at least as much as historical accuracy — i.e., what old-timers called a “beer and pretzels” wargame. In much of this, he was inspired by a Japanese game for the Sega Genesis console called Advanced Daisenryaku, which had never been officially imported to the United States or even translated into English, but which he and his office mates had somehow stumbled upon and immediately found so addicting that they were willing to struggle their way through it in Japanese. (When Alan Emrich from Computer Gaming World magazine visited the SSI offices, he saw them all playing it “with a crude translation of the Japanese manual lying beside the Sega Genesis.”)

After Dark Sun was released to disappointing sales, thus sounding the death knell for the Dungeons & Dragons license, Murray continued to poke away at his “fast and fun little wargame,” which he called Panzer General. And a remarkable thing happened: more and more of his colleagues, both those in technical and creative roles and those ostensibly far removed from them, coalesced around him. Even Joel Billings and his right-hand man Chuck Kroegel, who between them made all of the big decisions in the executive suites, rolled up their sleeves and made their first active contributions to the nuts and bolts of an SSI game in years. They did so largely after hours, as did many of the others who worked on Panzer General. It became a shared labor of love, a refuge from those harsh external realities that seemed destined to crush SSI under their weight.

At this point, a music fan like me finds it hard to resist comparisons with some of great dead-ender albums in the history of that art form, like Big Star’s Third. If SSI’s beer-and-pretzels wargame doesn’t have quite the same heft as an artistic statement like that one, it is true that the staff there felt the same freedom to experiment, to make exactly the game they wanted to make, all born from the same sense that there was nothing really left to lose. Desperation can be oddly freeing in that respect. Billings still speaks of Panzer General as the most satisfying single project he’s ever been involved with. After the extended detour into Dungeons & Dragons, he and his like-minded colleagues got to go back to the type of game that they personally loved most. It felt like going home. If this was to be the end of SSI, how poetically apt to bring things full circle before the curtain fell.

But make no mistake: Panzer General was not to look or sound like the ugly, fussy SSI wargames of yore. It was very much envisioned as a product of the 1990s, bringing all of the latest technology to bear on the hoary old wargame genre in a way that no one had yet attempted. It would be the first SSI game to require high-resolution SVGA graphics cards, the first to incorporate real-world video clips and voice acting, the first to take full advantage of the capabilities of CD-ROM. Luckily, the nature of the game lent itself to doing much of this on the cheap. Instead of filming actors, SSI could simply digitize public-domain newsreel footage of World War II battle scenes. Meanwhile the voice acting could be limited to a single Reichsmarschall giving you your orders in the sort of clipped, German-accented English that anyone who has ever seen a 1950s Hollywood war movie will feel right at home with. Thanks to the re-purposed media and plenty of free labor from SSI staffers, Panzer General wound up costing less than $400,000 to make — barely a third the cost of Dark Sun.

In addition to all of its multimedia flash, Panzer General evinced a lot of clever design. During 1994, strategy-game designers seemed to discover all at once the value of personalizing their players’ experiences, by giving them more embodied roles to play and by introducing elements of story and CRPG-style character progression. X-COM and Master of Magic are the first two obvious examples of these new approaches from that year, while Panzer General provides the third. One can only assume that SSI learned something from all those Dungeons & Dragons CRPGs.

The overall structure of Panzer General draws heavily from Advanced Daisenryaku. It’s a scenario-based rather than a grand-strategy game. If you choose to play the full campaign, you begin on September 1, 1939, leading the Wehrmacht into Poland. You then progress through a campaign which includes 38 potential scenarios in all, covering the Western and Eastern Fronts of the war in Europe as well as the battles in North Africa, but you’ll never see all of them on a single play-through. Panzer General rather uses a Wing Commander– style campaign tree: doing poorly will lead you to the “loser scenario,” and can eventually get you drummed out of the military entirely; doing well leads you to the next stage of world domination, with additional rewards in the form of “prestige points” which you can spend to improve your army. There’s an inherent design tension in such an approach, which I discussed at some length already in the context of Wing Commander: it gives beginning or unskilled players an unhappy experience by punishing them with ever more brutally difficult missions, even as it “rewards” the players who might actually have a chance of beating those missions by bypassing them. Within its chosen framework, however, Panzer General‘s campaign is very well-executed, with plenty of alternative outcomes on offer. In the absolute best case — in game terms, that is — you can invade and defeat Britain in 1940, as Adolf Hitler so conspicuously failed to do in real life, then go on to take Moscow, and finally attain the ultimate Panzer General achievement: conquering Washington, D.C.

As that last unlikely battle in particular would suggest, Panzer General‘s fidelity to real history is limited at best. You don’t have to look too far to find veteran grognards complaining about all the places where it falls short as a simulation, perhaps most notably in its near-complete disinterest in the vagaries of supply lines. But then again, the realism of even those wargames that strive more earnestly for historical accuracy can be and often is exaggerated; those games strike me more as arbitrary systems tweaked to produce the same results as the historical battles they purport to simulate than true simulations in the abstract.

The most important thing Panzer General has going for it is that, historically accurate or not, it’s fun. The interface is quick and well-nigh effortless, while the scenario-based approach assures that you’re only getting the exciting parts of warfare; your forces are already drawn up facing the enemy as each scenario begins. And the game is indeed very attractive to look at, with the flashier elements employed sparingly enough that they never start to annoy.

Still, its true secret weapon lies in those aforementioned CRPG elements. Even as you play the role of a German general who collects more and more prestige, accompanied by more and more exciting battlefield assignments, the units you command also move from battle to battle with you, improving their own skills as they go. The effect comes close to matching the identification which X-COM so effectively manages to create between you and your individual soldiers; you can even name your units here, just as you can your soldiers in that other game. You develop a real bond with the units — infantry, artillery, tanks, airplanes, in places even ships — who have fought so many battles for you. You begin to husband them, to work hard to rescue them when they get into a jam, and find yourself fairly shattered — and then fairly livid — when an enemy ambush takes one of them out. You can even mold the makeup of your army to suit your play style to some extent, by choosing which types of units to spend your precious prestige points on. This makes your personal investment in their successes and failures all the greater; the emotional stakes are surprisingly high in this game.


Each scenario in Panzer General begins with some vintage newsreel footage, an approach which has ironically aged much better than the cutting-edge green-screened full-motion-video presentations of so many of its contemporaries. Unlike them, Panzer General has remained an aesthetically attractive game to this day.

The map where all of the actions take place. The game is entirely controlled by clicking on your units and the strip of icons running down the right side of the screen. You can mouse over a unit or icon to see a textual description of its status and/or function at the bottom or top of the screen — as close as any 1995 game got to the tool tips of today. SSI’s overarching priority was to make accessible a genre previously known for its inscrutability.

Clashes between units take place right on the main map, accompanied by little animations which spice up the proceedings without overstaying their welcome.

A unit-information screen, showing not only its raw statistics but a running tally of its battle record. You can name your units and watch them collect experience and battle citations as the war goes on.

You can tailor the makeup of your army by spending prestige points to purchase units that suit your style of play.



While his staff beavered away on Panzer General, Joel Billings continued to cast about for a buyer for his company before it was too late. It wasn’t easy; with the loss of the Dungeons & Dragons license he had lost his most enticing single asset. All of SSI’s core competencies were profoundly out of fashion; CRPGs in general were in the doldrums, and wargames were niche products in an industry that had little shelf space left for anything beyond the broadly popular. Nevertheless, he managed in the end to make a deal.

The backstory leading up to that deal has much to tell us about the waves of mergers and acquisitions that had been sweeping the industry for years by this point. It begins with The Software Toolworks, a company founded by an enterprising kit-computer hacker named Walt Bilofsky all the way back in 1980. He quietly built it into a major player in educational and consumer software over the course of the next decade, by jumping early into the distribution and media-duplication sides of the industry and through two blockbuster products of the sort which don’t attract the hardcore gamer demographic and thus seldom feature in histories like this one, but which had immense Main Street appeal in their day: The Chessmaster 2000 and Mavis Beacon Teaches Typing. The combined sales of these two alone exceeded 750,000 units by 1989, the year The Software Toolworks acquired Mindscape.

The latter company was formed in 1983 by one Roger Buoy, and went on to make a name in educational software as well as with innovative games of a slightly intellectual bent: the civilian-spaceflight simulation The Halley Project; a line of bookware text adventures; the early point-and-click graphic adventures developed by ICOM Simulations; Balance of Power, Chris Crawford’s seminal anti-wargame of contemporary geopolitics. Then, too, Mindscape imported and/or distributed many additional games, including those of Cinemaware. But as the decade wound down their bottom line sank increasingly into the red, and in December of 1989 Buoy sold out to The Software Toolworks for $21.5 million.

In the years that followed that acquisition, The Software Toolworks moved into the Nintendo market, releasing many games there under the Mindscape imprint; console titles would make up 42 percent of their overall revenue by 1994. At the same time, they continued to enjoy great success on computers, with the Mavis Beacon series in particular. That entirely fictional typing teacher — a black woman at that, a brave and noble choice to have made in the mid-1980s — became an odd sort of virtual celebrity, with other companies going so far as to ask for her endorsement of their own products, with journalists who joined much of the general public in assuming she was a real person repeatedly asking for interviews. In 1994, The Software Toolworks’s annual sales hit $150 million. On May 12 of that year, the Pearson Group of Britain bought the fast-growing company.

Pearson was a giant of print publishing, both in their homeland and internationally. Formed in 1843 as a construction company, they began buying up magazines and newspapers in the 1920s, building themselves a veritable print empire by the 1970s, with such household names as Penguin Books in their stable. Their sudden plunge into computer software in 1994 was endemic of what we might call the second wave of bookware, when it was widely anticipated that interactive multimedia “books” published on CD-ROM would come to supplement if not entirely supplant the traditional paper-based variety. Bookware’s second wave would last little longer than its first — it would become clear well before the decade’s end that the Internet rather than physical CD-ROMs was destined to become the next century’s preferred method of information exchange — but while it lasted it brought a lot of big companies like the Pearson Group into software, splashing lots of money around in the process; Pearson paid no less than $462 million for The Software Toolworks. Being unenamored with the name of the entity they had just purchased, Pearson changed it — to Mindscape, an imprint that had heretofore represented only a quarter or so of The Software Toolworks’s overall business.

But the wheeling and dealing wasn’t over yet. Within weeks of being themselves acquired, the new Mindscape entered into serious talks with Joel Billings about the prospect of buying SSI. The latter was manifestly dealing from a position of weakness. The Dungeons & Dragons license was gone, as was the reputation SSI had enjoyed during the 1980s as the industry’s premiere maker of strategy games; that crown had been ceded to MicroProse. The only really viable franchise that remained to them was the Tony La Russa Baseball series. Nevertheless, Mindscape believed they saw talent both in SSI’s management and in their technical and creative staff. Said talent was worth taking a chance on, it was decided, given that the price was so laughably cheap. On October 7, 1994, an independent SSI ceased to exist, when Mindscape bought the company for slightly under $2.6 million. Billings was promised that it would be business as usual for most of them in their Sunnyvale, California, office, apart from the quarter of existing staff, mostly working on the sales and packaging side, who were made redundant by the acquisition and would have to be let go.

Once that pain was finished, a rather spectacular honeymoon period began. Mindscape was able to give SSI distribution they could only have dreamed of in the past, getting their games onto the shelves of such mainstream retailers as Office Depot and K-Mart. And in return, SSI delivered Panzer General. Released just a month after the acquisition was finalized, it garnered a gushing five-out-of-five-stars review from Computer Gaming World, who called it “not just a wargame but an adventure” in reference to its uniquely embodied campaign. Add to that its attractive multimedia presentation and its fun and accessible gameplay, then sprinkle over the whole the eternal American nostalgia for all things World War II, and you had a recipe for one of the breakout hits of that Christmas season — the first example of same which SSI had had since Eye of the Beholder back in 1991. Helped along no doubt by Mindscape’s distributional clout, it went on to sell more than 200,000 copies in its first fifteen months. Eventually it surpassed even the sales figures of Pool of Radiance to become SSI’s most popular single game ever. In fact, Panzer General still stands today as the most successful computerized wargame in history.

The game’s success was positively thrilling for Joel Billings, now ensconced as a “regular, full-time employee” of Mindscape, complete with a 401(k) plan and eligibility for the Executive Bonus Plan. His real passion had always been wargames; those were, after all, the games he had originally founded his company in order to make. To have come full circle here at the end of SSI’s independent existence, and to have done so in such smashing fashion at that, felt like a belated vindication. There was only one slight regret to mar the picture. “I wonder what would have happened if Panzer General had come out before the Mindscape acquisition…” he can’t help but muse today.

Taken as a whole, Panzer General deserved every bit of its success: it was and is a fine game. For some of us then and now, there is only one fly in the ointment: we have no desire to play a Nazi. I’ll return to a range of issues which Panzer General raises about the relationship of games to the real world and to our historical memory in my next article. For today, however, I have another story to finish telling.



To say that Mindscape was initially pleased with their new acquisition hardly begins to state the case. “We rocketed!” thanks to Panzer General, remembers Billings: “Mindscape loved us!” And why not? As an in-house-developed original product with no outside royalties whatsoever to pay on its huge sales, Panzer General alone recouped two and a half times the cost of purchasing SSI in its first year on the market. A set of three shovelware collections which between them included all of the old Gold Box Dungeons & Dragons CRPGS also did surprisingly well, selling more than 100,000 profit-rich copies in all before the final expiration of even SSI’s non-exclusive deal with TSR forced them off the market on July 1, 1995.

In the longer run, however, the mass-market ambitions of Mindscape proved a poor fit with the nichey tradition of SSI. To save production costs and capitalize on the success of Panzer General, SSI used its engine as the basis of a 5-Star General series, first presenting World War II from the perspective of an Allied general in Europe, then moving farther afield to a high-fantasy setting, to outer space, to World War II in the Pacific. Although those games certainly had their fans — Fantasy General in particular is fondly remembered today — the overall trend line was dismayingly similar to that of the Gold Box games: a rather brilliant initial game followed by a series of increasingly rote sequels running inside an increasingly decrepit-seeming engine, resulting in steadily decreasing sales figures. By the time the engine was updated for Panzer General IIPeople’s General, Panzer General III, and, Lord help us, Panzer General 3D Assault, a distinct note of desperation was peeking through. SSI’s other attempts to embrace the mass-market, such as a series of real-time strategy games based on the tabletop-miniatures game Warhammer, felt equally sterile, as if their hearts just weren’t in it.

Certainly Joel Billings personally found the mainstream market to be less than congenial. In February of 1996, he was promoted to become the head of Mindscape’s entire games division, but found himself completely out of his depth there. Within six months, he asked for and was granted a demotion, back to being merely the head of SSI.

But even SSI was no longer the place it once had been; it seemed to lose a little more of its identity with each passing year, as the acquisitions and consolidations continued around it. Mindscape was bought by The Learning Company in 1998, after Pearson’s realization that software — at least software shipped on physical media — was not destined to be the future of publishing writ large. Then Mattel bought The Learning Company in 1999. They closed SSI’s Sunnyvale offices the following year, keeping the name as a brand only. That same year, they sold The Learning Company once again, to the Gores Technology Group, who then turned around and sold all of the gaming divisions to the French publisher Ubisoft in 2001. SSI was now a creaky anachronism in Ubisoft’s trendy lineup. The last game to ship with the SSI name on its box was Destroyer Command, in February of 2002 — almost exactly 22 years after a young Joel Billings had first started calling computer stores to offer them something called Computer Bismark.

Billings himself was long gone by 2002, cast adrift with the final closing of SSI’s Sunnyvale offices. Thoroughly fed up with the mainstream-gaming rat race, he returned to the only thing he had ever truly wanted to do, making and selling his beloved wargames. For almost two decades now he’s run 2 By 3 Games with Gary Grigsby and Keith Brors, two designers and programmers from the salad days of SSI. They make absurdly massive, gleefully complex, defiantly inaccessible World War II wargames, implemented at a level of depth and breadth of which SSI could only have dreamed. And, thanks to the indie revolution in games and the wonders of digital distribution, they manage to sell enough of them to keep at it. Good for them, I say.

Melancholy though SSI’s ultimate fate proved to be, they did outlive their erstwhile partners TSR. After flooding their limited and slowly shrinking market of active Dungeons & Dragons players with way too many campaign settings and rules supplements during the first half of the 1990s, TSR saw the chickens come home to roost right about the time they parted ways with SSI, when sales of the paperback novels that had done much to sustain them to this point also began to collapse. For all that they had never been anyone’s idea of literary masterpieces, the early Dungeons & Dragons novels had been competently plotted, fast-paced reads that more than satisfied their target demographic’s limited expectations of them. For years, though, editorial standards there as well had been slowly falling, and it seemed that readers were finally noticing. After the Christmas season of 1996, Random House, who distributed all of TSR’s products to the bookstore trade, informed them that they would be returning millions of dollars worth of unsold books and games. TSR lacked the cash to pay Random House, as they did to print more product. And, laboring under a serious debt load already, they found there was no one willing to lend them any more money. They were caught in a classic corporate death spiral.

The savior that emerged was welcome in its way — any port in a storm, right? — but also deeply humiliating. Wizards of the Coast, the maker of the collectible card game Magic: The Gathering which had done so much to decimate TSR’s Dungeons & Dragons business in recent years, now bought their victim from Lorraine Williams for about $30 million, with much or most of that sum going to repay of the debts TSR had accrued.

Still, TSR’s final humiliation proved a welcome development on the whole for their most famous game; in the eyes of most gamers, Wizards became a better steward of Dungeons & Dragons than TSR had been for a long time if ever. They cut back on the fire hose of oft-redundant product, whilst streamlining the rules for new editions of the game that were more intuitively playable than the old. Ironically, many of the new approaches were ported back to the tabletop from digital iterations of Dungeons & Dragons, which themselves found a new lease on life with Interplay’s massive hit Baldur’s Gate in 1998. Meanwhile the “open gaming” D20 license, which Wizards of the Coast launched with great fanfare along with the official third edition of Dungeons & Dragons in 2000, drew from the ideals of open-source software. While tabletop Dungeons & Dragons would have its ups and downs under Wizards of the Coast, it would never again descend to the depths it had plumbed in 1997. A world without Dungeons & Dragons now seems all but unimaginable; in 1997, it was all too real a prospect.

All of which is to say that Dungeons & Dragons will continue to be a regular touchstone here as we continue our voyage through gaming history. Whether the computerized versions of the game that came after the end of an independent TSR and SSI are up to the standards of the Gold Box line is of course a matter of opinion. But one thing cannot be debated: the story of Dungeons & Dragons and computers is far from over.

(Sources: As with all of my SSI articles, much of this one is drawn from the SSI archive at the Strong Museum of Play. Other sources include the book Designers and Dragons, ’70 to ’79 by Shannon Appelcline; Computer Gaming World of June 1994, September 1994, December 1994, and January 1995; PC Review of June 1992; Retro Gamer 94 and 198; Chicago Tribune of December 2 1985 and December 6 1989; New York Times of June 13 1994. Online sources include Matt Barton’s interview with Joel Billings, the Video Game Newsroom Time Machine interview with Joel Billings, and the Mental Floss “profile” of the fictional Mavis Beacon.

Oddly given its popularity back in the day and its ongoing influence on computer wargaming, the original Panzer General has not been re-released for digital distribution; this is made doubly odd by the fact that some of the less successful later games in the 5-Star General series have been re-released. It’s too large for me to host here even if I wasn’t nervous about the legal implications of doing so, but I have prepared a stub of the game that’s ready to go if you just add to the appropriate version of DOSBox for your platform of choice and an ISO image of the CD-ROM. A final hint: as of this writing, you can find the latter on archive.org if you look hard enough.)

 
 

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