Question: Is Memoir '44 a simulation?
(As heard in The Dice Tower, Episode 25)
Joe's top ten choices
Tom's top ten choices
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Alex
Grant |
Pseudo-mathematical proofs why Memoir ’44
is a Simulation. Proof #1 Axiom
1: Memoir ’44 is “GAMES Magazine Best Historical Simulation 2005” Memoir
’44 = “GAMES Magazine Best Historical Simulation 2005” (by Axiom 1) Memoir
’44 “Historical Simulation” Memoir
’44 “Simulation” Proof #2 Axiom
2: A dictionary definition for a word contains many definitions; in order to
prove an object matches
the dictionary definition it is only necessary to prove it matches one of the
definitions. Axiom
3: “mimic
verb … 3. (of things) to be an imitation of;
simulate” (from my dictionary) Axiom
4: Part of the definition of Memoir ’44 from www.funagain.com: “Each battle
scenario mimics
the historical terrain, troop placements and objectives of each army.” Memoir
’44 contains battle scenarios. “Each battle scenario mimics the historical
terrain, troop
placements and objectives of each army.” (by Axiom 4) Memoir
’44 mimics historical terrain, troop placements and objectives of each army. Memoir
’44 mimics Memoir
’44 simulates (by Axioms 2 & 3) Memoir
’44 “Simulation” |
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Andrew Mellors |
Basically in my mind the main thing that makes a game a simulation is that the game has some physical model in the real world. So this shuts out Settlers and Arkham Horror. But it also lets Power Grid, Ticket to Ride, and Puerto Rico into the mix. I think that if the game is portraying something that either actually or possibly could happen in the real world then it's a simulation. |
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Andy
Foulke |
I've
never played Memoir 44, but I believe it is a simulation. |
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Anson Li |
There is no answer for the following: "Is Memoir
44' a simulation or not?" because fundamentally, it is equivalent to
Hamlet's "To be or not to be." |
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Anthony
Anderson |
My
apologies Joe. I consider my self a wargamer
at heart, but... I believe that Memoir '44 is a simulation. As I remember from college, a simulation was a mathematical model developed to represent something. This model had controlling variables that were used to effect behavior and therefore determine outcome. The game Memoir '44 is a simulation of battlefield situations with the variables of cards drawn and played, diced rolled, and actions taken which are determined by the cards. The number of cards, dice rolls, and the order of play and movement are all finite and contribute to the deterministic outcome of the game. Get bad cards, roll badly, and make bad decisions and you lose. Get good cards, roll well, and make good decisions and you will win. Fortunately it's the permutations and combinations in between that makes it fun and interesting or proves it's broken. Perhaps
the better question would be is Memoir '44 a good
simulation? There I say no. |
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Ben
Harris |
Memoir
44 is a simulation because...I mean Memoir 44 is not a simulation because... |
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Ben Kindt |
I consider Memoir ’44 to be a good operational-level simulation of small unit actions on the World War 2 western front. First, Memoir ’44’s scenarios effectively place opposing players within the historical context of each battle. Each player is provided with background on events leading up to the battle at hand and provide armchair commanders with the forces and objectives representative of those which actually participated in the battle. The terrain, objectives, and obstacles on the map all combine to produce a flavor represantative of the historical surroundings from the battle. Furthermore, in the Overlord Game of Memoir ’44 the game simulates the compounding difficulties of limited resources, communication breakdowns, and competing challenges of implementing a multi-front strategy. While many criticize Memoir ’44 for having only generic types of units, for most scenarios, I consider each tank unit, infantry soldier, or artillery piece to actually represent a battalion-level grouping. At this level, one need not be so concerned with the specific performance levels of each type of tank, squad, or gun. Overall, I consider Memoir ’44 a very effective game in simulating for players the challenges World War 2 commanders had on the battlefield with forces, geography, and command difficulties representative of actual historical conditions. |
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Bill Place |
I'm
curious as to what you two would consider a simulation? For me the game must
force the players to use a-historical tactics to accomplish their goals to be
called a simulation... simple and to the point. Tell Tom sorry... |
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Bob
Klindworth |
The
question of whether a certain game is a "simulation" or "just
a game" is one that is often asked, so it makes sense to consider how
each is defined. I think the two beasts are mainly distinguished by their
purposes. The purpose of a game is to entertain, while the purpose of a
simulation is to teach. Specifically, a simulation should teach lessons on
the proper use of strategy, tactics, or the operational art to aspiring
commanders. While it is possible to be entertained while one is being taught,
a simulation will not compromise its lesson to increase its entertainment
value. |
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Brian
Newman |
I'd
propose that Memoir '44 is indeed a simulation game -- to a degree. |
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Chad
Bagaason |
I
would say that Memoir '44 is a simulation, it just happens to be a fairly
simple one. It is also more of |
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Chris Blum |
While
potentially a fun, enjoyable game, Memoir '44 is NOT a simulation. It is a
game that uses the theme of World War 2 battles to let players hopefully
experience a fun time. If theme alone where enough to be a simulation then
Arkham Horror would accurately depict the historical attack upon a New
England Town from Evil Space Creatures (trademarked), and Shear Panic would
simulate the trials and tribulations of life of a flock of sheep. To attempt
to be a simulation, whether it is accurate or not, a game must have a central
purpoise to accurately recreate the battle(s) of
the game. This would include such notions as differences in weaponry,
training, tactics, and leadership. Memoir does none of this. Essentially the
game of risk has been updated with a better theme and terrain. Perhaps this
is just a slight update of the old grognard
argument of playability vs. reality. Simulation vs. game. Where does
one end and the other begin? I think we now know - Memoir '44. |
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Chris
Reuber |
Top Ten reasons why
Memoir ’44 should probably not be considered a simulation. 10. The structure
is essentially Toulouse. 9. There just
seems to be something Vichy about it. 8. It’s
incomplete without a Pair-e. 7. Simulations
typically have combat charts and dice with numbers. 6. Simulations
have counters instead of little plastic figures. 5. There is no
known option to improve the German tanks or the American artillery. 4. There is no
Private Ryan – unless he’s the guy mentioned on the back page bibliography. 3. There is no
Eisenhower and more importantly Steven Spielberg in the director’s chair. 2. The two
back boards together are … how should I say … a real beach, making just one –
a son of a beach. 1. The head of
the company is French, and then he comes to America to sell a 2-game Overlord
scenario for twice the price where he says that the Germans win 75% of the
time. “Nous voici,
Lafayette! - Lafayette, we are here -- spending money at the game
store!?” |
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Cody Sandifur |
As background, I own and enjoy some lighter Avalon Hill wargames such as Victory in the Pacific and War at Sea.
I consider both Battle Cry and Memoir 44 to be fun, luck-driven games.
I would probably enjoy longer, in-depth wargames
such as ASL, but I have neither the free time nor the years of life available
to dedicate my middle-aged mind to these hulking monsters. Instead, I usually
play short, high-fun games (for me) such as Amun Re, Arena Maximus, New England, Nexus Ops, and Survive! |
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Dave Shapiro |
The question of whether Memoir 44 is a simulation or not
actually generated quite a bit of discussion.
What I found unusual is that ‘the war gamer’ in our group is the one that
most strongly defended the game as a simulation. I however, disagree. |
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Dave
Stanaway |
I
have been reading a bit about M44, and it looks like a game that might work
out for me for playing against younger people, or people with shorter
attention spans, and not much attention to tactics. Then I can hook them over
to ASLSK if they show promise of having a deeper perception of S&T. |
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David
Mitchell |
Memoir 44 is a simulation
because the mechanics and game play would not work in any other setting. |
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Derek
Jung |
To
answer whether M44 is a sim or not, I took a look
at the rules. Here's what an M44 turn looks like, as enacted by our two
players, whom we shall call, err...Tom and Joe. |
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Donald
Schoemaker |
I
think M'44 started out as a game, not a simulation. In its raw out of
the box form there is just too much "luck" involved with the |
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Eli
Hams |
Memoir
'44, although it includes both historic scenarios and the fantastic pseudo-wargaming "see how well you do versus how well it
actually went" mechanic, is not a simulation for one simple reason: it is
card-driven. No simulation would put me, as all-powerful orchestrator,
in the situation where I am unable to issue commands to my troops on a key
front of the battle. In no simulation would it be possible (albeit
improbable) for me to command only (for example) the soldier on my left
flank; in Memoir '44, this is very possible, although admittedly quite
improbable. Quite often in the game, however, the player is forced to leave
some of his soldiers sitting in a venerable position simply because he doesn't
have the necessary cards to move them. Again, although the game includes
wonderful, historically accurate scenarios, the occasional inability of the
player to execute the tactically preferable action simply because he is
lacking the necessary card makes it impossible for the game to be |
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Eric Battle |
Ok, so I sat
down to write up this easy question about whether Memoir 44 is a
simulation. Of course it is, I thought and knew exactly how I’d write
it. But, as I set to actually writing it, I’ve completely changed my
mind on my answer.
M44 is a combat based game, that is true. However, when I think about a simulation, I have to admit, that it really does nothing to particularly simulate the conflict of WWII. The fact that it is basically the same game as Battlecry (the Civil War version as you know) makes it seem even more generic.
When I think of a simulation, I think of morale, of differences of troop expertise and training, of the importance of commanders on the battlefield and the difference between technologies (tanks later on in the war, etc). In M44, the only difference between the two sides is shown by the cards and how many you can hold and also the setup of the scenario.
So, no, I do not
think it is a simulation of WWII, based on the generic nature of the
game. Is it fun? Oh yes! |
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Eric Burgess |
As
for the question at hand - the 'simulation question', I'm afraid Joe is on
very shaky ground with his argument - not because his thoughts aren't
sensible but because the definition of this word is very open. Joe
is assuming that the level of detail and accuracy of the
game/action/whatever is somehow involved in the definition of the word.
The term, as explained in Merriam-Webster, Wikipedia
and anywhere else you care to look puts very simple requirements on what goes
on to create a 'simulation.' Frankly, if my son and I were to play Battle of
the Bulge in our play room with sticks as guns - guess what? We're involved
in a 'simulation'! A
sample definition: "A simulation is an imitation of some real
device or state of affairs. Simulation attempts to represent certain
features of the behavior of a physical or abstract system
by the behavior of another system." I
think the term "certain" (and something similar is in every other
definition I could find) is pretty compelling and says that being a
simulation has nothing to do with how good a simulation we are talking about.
Memoir '44 may not be a very accurate 'simulation' by Joe's reckoning (and
he's pretty much right!) but it is a 'simulation' nonetheless. So is Monopoly
and every other themed game out there, regardless of the thin, pasted-on feel
some have. The term is too open for Joe's restrictive perception of it. While
I think Joe's argument may be more satisfying to a hardcore wargamer wanting to deride light euro-leaning wargames for their lack of real history, you cannot use
your own connotations to bend a definition like that. Better
to say, I think, that the wargames that Joe likes
are an activity done for the fun of learning about history and thinking
about the choices famous leaders made (and, perhaps, seeing if you can do
better), while games Tom favors are more about having a good time in a nicely
themed and interesting context where winning the game matters more than
delving into the historical possibilities. Hope that's not too long. Thanks again for the great podcast! |
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Eric Forsyth |
On the question of simulation, allow me to get a little
philosophical. In life, we know that there is rarely only black and |
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Eric Osiowy |
I
think that a really good simulation game takes into account almost every
detail of the conflict and translates these details into really great mechaniques that makes the game fun but also accurate to
history. Now don't get me wrong, I'm not saying that the game should play
exactly the same way every time but that the game should still be enjoyable
to everyone playing. For example, in Axis & Allies all of the countries
play almost the same way every time. |
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Garrett Herdter |
Memoir ’44 is a GREAT
simulation game! I love the pink bunnies and the giant monkey that eats
them. There is nothing like a game that involves standing on your head
while opponents throw dill pickles at you. This is the best simulation
game to come since that other one that made people over 31 go mentally crazy
after eating small stones! I am excited that they added expansions
(which I do not have) that will allow less players to play if they weigh over
182 pounds! That would be 182 pounds each, not combined! Memoir ’44-The game of true simulation! |
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Gary Christiansen |
Strictly speaking, by dictionary definitions, Memoir 44
is a simulation... an "imitation or representation, as of a potential
situation or in experimental testing." So technically you are SOOOO wrong
Joe. So yeah yeah yeah,
imitation... right? Technically... so you can still whomp
Tom with the ugly stick anyway. |
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George
Kinney |
Yes,
of course it is. |
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Guy
Riessen |
3 words... Plastic, injection-mold, armymen Does "injection-mold" count as 2 words?
Hmmm. |
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Hans Kishel |
Memoir '44 is not a simulation. It is a wargame, or a historical boardgame. First let us define what a simulation is: From BGG glossary Simulation n. A game that puts major emphasis on accurately depicting historical reality. (See also wargame and re-creation) Wargame n. A game in which players put military units in direct conflict with each other. The goal of these games is typically either annihilation of opponents or the attainment of certain strategic conditions. These types of games will often have high thematic content and a varying degree abstraction. (See also miniatures game) Re-creation n. A game that takes simulation to a new level by trying to duplicate original historical conditions in detail. (See also simulation) From the press release: Days of Wonder announces the upcoming release of Memoir '44 ™, a new historical boardgame where players face-off in stylized battles of some of the most historic battles of World War II including Omaha Beach, Pegasus Bridge, Operation Cobra and the Ardennes. Memoir '44 includes over 15 different battle scenarios and features a double-sided hex game board for both beach landings and countryside combat. Each scenario mimics the historical terrain, troop placements and objectives of each army. Commanders deploy troops through Command and Tactic cards, applying the unique skills of his units – infantry, paratrooper, tank, artillery, and even resistance fighters – to their greatest strength. So what is the map scale? What is the unit scale? Where is the 101st airborne? By '44 a German infantry division was not the same strength as US infantry division. Does the game depict this? Does it account for the different formations in the German armed forces, ie. VG, FJ, SS, Eastern European units? The German forces at Normandy were made up of lots of Ukrainians; they did not fight as well as the normal German formations. It does not depict actual units or specific battles, in a historically accurate sense. Now you might say ….well…. it is a grand tactical simulation of battles in WWII, and that is fine, but to be a simulation it would need to simulate economic or political factors then, and as far as I can see it does not. So in terms of the BGG definition of simulation game, it is not. If you call the game a simulation, you might get grogdards coming to play the game. They will bring
along all of there quirks, and personality along with them. Do you
really want that to happen? |
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Harold
Jansen |
I
would argue that Memoir '44 is a simulation, but to explain why, we need to
look at what makes a simulation a simulation. I don't see simulations and
games as either/or categories, but as the ends of a continuum. At the one end
are games that have little, if any, theme, and tend to be more on the
abstract end. Most Euro games fall into this end of the continuum.
At the simulation end are games that are trying to recreate historical events
or situations. A lot of traditional wargames are
found at this end. I think we need to recognize, though, that even the most
detailed simulations involve a certain amount of abstractions. The mroe complex historical wargames
can only simulate so many thigns or they become
unworkable. Even rich, complex, and detailed games such as ASL can only
simulate so much of the combat experience. So where does this leave Memoir
'44. I'd put on the simulation side because it is at least trying to simulate
historical situations and will approximate somewhat the outcomes and the
dynamics of the historical situation. It definitely simplifies and abstracts
a lot of the detail found in games such as ASL or even simpler simpler games such as Avalon Hill's Battle of the Bulge.
I would argue, however, that this is a difference of degree, not a difference
in kind. Memoir '44 is definitely more of a "game" than some of the
examples above, bu, seen in the broad spectrum of
games out there, lies towards the simulation end of things. |
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HermitSinister |
Memoir '44 is clearly a simulation of World War II era
combat. While I have not played the game, I am familiar enough with it
through reviews and perusing the rules to know what it is about. I also own
Battle Cry, a similar game. Both games provide a toolset (board, terrain,
pieces) to build scenarios which simulate the layout of real battlefields
from there respective eras. These |
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Ian Mackey |
M44 is not a simlation. |
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James Napolitano |
Ole Memoir '44. |
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Jared Hageman |
Memoir 44 is not a simulation because during WWII the
armies didn't switch sides after one battle and try it again to count up
the total overall "points" to see who won. |
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Jason Hurd |
Here are four separate dictionary definitions of the
word "simulation." Do these definitions represent the
"heart of the definition" as Joe mentioned in the podcast? Well, to be honest, they're just the
definitions. I think that's all we have to go on. (Perhaps "heart
of the definition" is a euphemism which means "what *I* think a
simulation is or isn't." Sorry, Joe! :) ) |
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Jason
Landreth |
I
could write a lengthy argument discussing what a simulation is and exactly
how several aspects of Memoir '44 are modeled to at least loosely simulate
parts of an actual World War II battle. I could then write several
paragraphs debating whether there is enough detail in the game to have any
value as a true simulation. However, I think that in this case short
and sweet (like the game itself) is the way to go. |
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Jason
Nachtrab |
Lt.
J. Cochrane, 12th Platoon, Bravo Company Journal
Entry It's
getting tougher to find the time to keep these entries. We've been moving fast this week, probably
covering 35 miles in the last couple of days.
We're heading into the front tomorrow morning to try and secure ground
near the Rhone, just upriver from a French town called Montelimar. The Germans have held this place for awhile
and it's going to be tough rooting them out.
Scouts have reported seeing entrenched positions, sandbagged
artillery, MG42 nests, all kinds of things I don’t want to deal with. Hopefully we get the job taken care of and
secure the area without too much trouble.
I'd love to see the inside of a nice town for awhile, I'm getting so
tired of farmhouses and sleeping out in the open. Lt.
J. Cochrane, 12th Platoon, Bravo Company Journal
Entry Bad
day. So many things didn't go well,
and it's getting tough for the men to keep their spirits up. The assault began at 1100, with 9th,
10th, and 12th Platoons heading into Grane. 12th
took the east side of the village and accompanied the armor into the center
of town. Makarsky
and Tanner led our company on point, and we tried to hold off the German
advance. Before the other units could
get in place the Germans hit the town hard and pinned us down. Thanks to these ridiculous rules of
engagement, we couldn't even fight back until we got orders from
command. 10th Platoon was
wiped out and we lost Baker, Powalksy, Jenkins, and
Scott before word came to start shooting back. Who on earth thought this was a good way to
run a war? Our orders would have given
us a good chance to repulse the German infantry, but by the time they came
through it was too late. We were
forced to fall back and let the Germans take the town. They rolled what looked like an entire
brigade of armor in there. I don’t
know if we’ll be able to take it back, especially if Command suddenly goes
silent in the middle of an operation again. Lt.
J. Cochrane, 12th Platoon, Bravo Company Journal
Entry After
falling back from Grane, 12th Platoon
was redeployed to the west and advanced through Condillac
pass this morning, hoping to cut into the German lines and make it to the
river. A few units from the 301st
Armored Cav went with us, and it was nice to
finally have some armor support. Back
on the beaches it was the infantry spearheading the assault, and the tank
crews were held back until we’d silenced the artillery bunkers. Command seems to think infantry is better
at taking out bunkers, but I can’t believe my M1 is better than a tank gun at
knocking down concrete walls. So many
things about this war just don't make any sense. At least I have a few hours to rest here
before this afternoon's assault. 26
August, 1944 - Evening Lt.
J. Cochrane, 12th Platoon, Bravo Company Journal
Entry The
infantry assault today was a success, but we had a couple of rough hours
during the day. Early on we got caught
by a couple of German units hitting us from the south in a counterattack, and
again for some reason we had no orders and no way to hit them back. You'd think that when I see them I can
shoot them, but "the rules" say to wait for orders. I'm just about ready to say to hell with
the rules. We
advanced south after finally getting the okay to actually fight, and ran into
some entrenched patrols. The Germans
had a solid defensive position built up, with razor wire and lots of
sandbagged foxholes. A couple of their
units were so well protected I thought we’d never get them out, but we
finally hit them with enough men to force a retreat. Command ordered us forward to take the
ground they’d left, and instead of the fortifications we expected to occupy
we found they'd taken every single sandbag with them. How on earth they managed that I have no
idea, but where was there was a heavily sandbagged outpost there's nothing
left but grass and weeds. German
logistics must be amazing to take away an entire set of fortifications while
retreating under fire. I've heard
rumors of Hitler's scientists working on some sort of "occult
magic", but figured that for hogwash.
Now I'm not so sure. There's no
way they should have been able to do that. The
rest of the day was rough, and we lost quite a few men before the day was
over. The tank units could have been a
bigger help, but Command seemed content to keep them back firing from maximum
range. I’m sure they’re safer that
way, but I sure wish somebody would worry about keeping us safe. Second and third platoons are down to just
a handful of men, after being hit with an artillery barrage that seemed to
come out of nowhere. I thought we'd
destroyed all the artillery in the area.
Command is keeping them deployed as separate units rather than letting
them all stick together, even though they’re obviously more vulnerable. It doesn’t make sense to me, but they must
know something I don't. Our men are
pretty ragged right now, but at least we took care of the Germans in this
area and sent them back to Montelimar. Our job was taking this ground near the
Rhone, and that’s done. Aw,
nuts. We just got word from the Captain
that we're heading back into the fight at dawn. Our mission was taking this ground near the
Rhone, and we did that. Apparently
that's not good enough, and “victory” means we have to take out more of the
Germans. Some squads are down to just
a handful of men, and we're going back into the fight? Who’s
running this war, an 8-year-old? The above is solely a
product of my imagination, but represents some of the aspects of Memoir ’44
which, when taken in a “realistic” context, don’t make sense. There are many things that are simulated
quite well in Memoir ’44, such as movement, line of sight, and ranged
firepower. In order to be a
simulation, however, I feel that all aspects of the game should represent an
actual war, at least to the point that you maintain the mechanics of a good
board game. Some of the rules and game
aspects highlighted in the dramatization deviate from this and alter Memoir
’44 from a simulation into simply a very good light wargame. Removing sandbags from play after an entrenched
unit moves, restricting depleted units from recombining with each other, and
requiring further combat action after the scenario objectives have been met
are all gameplay decisions that work well within the context of the game. However, they do not represent
reality. It may be a pedantic argument
but I maintain that Memoir ’44 is not a simulation. |
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Jeph Stahl |
Reference
and assumptions: |
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Jeremy VanSchalkwyk |
Memoir '44:
An Inaccurate Simulation Memoir '44 (Days of Wonder, 2004) is a game that attempts to recreate some of the various battles from World War II. While it has often been debated whether or not it is a "simulation" of these battles, it is actually a simulation. However, Memoir '44 is not a very accurate simulation. Merriam-Webster says this about a "simulation": "[a simulation is] the imitative representation of the functioning of one system or process by means of the functioning of another ". Clearly, Memoir '44 is simulating the "system" of combat, by means of the dice-and-cards system within the game. The true issue, however, is not if Memoir '44 is really a simulation. Rather, the issue truly at debate is about the accuracy of the simulation within this game. Whereas more detailed "war games" have expansive hit tables, more in-depth terrain and elevation modifiers, etc…, Memoir '44 abstracts most of these details. A few terrain types will modify the number of dice that are rolled, and indeed the dice themselves have a bit of a hit table built into them, with their varying symbols. However, the level of detail in the simulation is far less in this "light war game", than it is in many other war games. While the randomness of the cards do "simulate" the potential communication issues within a battle (particularly one in an older time-period, lacking GPS equipment, satellite radios, etc…), it is again an abstracted way to represent these issues. Overall, it is clear that Memoir '44 is, in fact, a simulation. The randomness of the cards, the different symbols on the dice, and the modifiers based on terrain, all contribute to the system used to represent the variety of possible outcomes of a battle. While lacking in some accuracy, Memoir '44 still shows the characteristics of a simulation. |
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Jesper Edmark |
Since I have never played Memoir ’44 (or even seen the
game being played) it is hard for me to put any of this down to my own experience.
However, I did a research of what different people had said about the game
and has thus formed my own opinion about whether the game is a simulation or
not. |
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Jim
Forsythe |
My
line of work is to simulate the effect of airflow over aircraft and/or
vehicles using computers. In this line of work, there are many levels
of simulation of varying degrees of accuracy, fidelity, and cost (in computer
time). The most accurate of these simulation methods simulated the
trajectory of the foam coming off the shuttle, and its impact point, helping
to explain the space shuttle crash. However, this simulation likely had
to run on hundreds of processors for days. On the other end of the
spectrum are simulation methods that can run in a few seconds on a personal
computer. However they lack the ability to predict complex geometries,
shock waves, boundary layers, etc. They are extremely useful for
getting a quick first look at a design, or to screen hundreds of
configurations to pick a handful of winners for further analysis with more rigourous methods. The feature all these simulation
methods have in common despite their varying degrees of rigour
are that they all bring in some physics of the problem (but not necessarily
all).
Likewise, for a board game to be considered a simulation, it must bring in
some level of realism. Although the amount of realism brought in
determines the fidelity of the simulation, more realism also leads to more
complexity and more cost (in terms of playing time). The highest
fidelity simulations of war are run by the military on large supercomputers
for days on end. Compared to this, a game like Advanced Squad Leader
looks trivially simple, and Memoir '44 even more so. However, both ASL
and Memoir are simulations (albeit low-level simulations), since they bring
in some realism. Compared to each other these two games seem vastly
different, with ASL much more rigorous, but more "costly" (in human
time).
Memoir '44 contains at least three attempts at realism that qualify it as a
simulation. The first is that the different units very roughly follow
the capabilities of the real thing. I.e. Infantry are easier to kill
than tanks. Tanks have further range than infantry. Artillery
have the best range of all. Second, terrain effects are also roughly
simulated. Units in the open are easiest to kill. Units in towns
or forests are harder to kill. Units behind sandbags are less likely to
need to retreat. Finally, command and control is also roughly simulated
by the use of cards. Although one may argue that the simulation of
command and control is not highly accurate, at least an attempt is
made. I played Squad Leader as a kid, and at least in the early
scenarios, all units were able to move, and since the commander (me) knew
every other units position, the command and control was effectively ignored -
every unit knew everything. This is one area where Memoir '44 actually
has MORE fidelity than many wargames.
Overall, although I would classify Memoir as a low-end simulation (in terms
of accuracy), the result is that the game has much lower "cost"
than more accurate simulations. The game can be taught quickly, and I
can play it with my eight year old son. Every engineer knows that a
range of tools of varying complexity are required to solve problems, and the
same is true for board games. There's a tool (game) that is right for
different situations. For a light wargame
simulation, that plays quick - Memoir '44 is an excellent choice. |
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Joe |
By
definition, a simulation "attempts to represent certain features of the
behavior of a physical or abstract system by the behavior of another
system." (Wikipedia) |
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John
Bennett |
Memoir 44 is not a
simulation. All you have to do is look at the fixed firing range of he
units and the variable scenario scales. |
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John Burt |
Memoir
'44 is a light wargame, but not a simulation,
except in the broadest sense.
Battle
Cry, is more of a simulation because it offers another unit to add a little
more historical flavour and a way to modify how the
unit acts. The general is capable of making units better in combat. I
could go on, but that should suffice, rather than drowning you in analysis. |
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John
Maag |
Memoir
'44 is not a simulation. It is a simplistic representation of World War
2 combat. I do enjoy it for something that plays quick and as a nice
introduction to non-wargamers. A simulation
is a game that has rules that attempt to give a realistic outcome based on
the units involved.. A true simulation is a game that has rules long
enough to make your eyes bleed when you're done reading them and takes 2-3
hours for a 7 turn game, but gives such a feeling of accomplishment at the
end that it's all worth it. |
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John
Mitchell |
I
have no real insight on the Historical Simulation nature of Memoir 44, but it
would be nice to win the competition ;) |
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John
Morgan |
Memoir
44 is not a "simulation" because it does not accurately model any
level of conflict. The abstractions are simply too gross to bear any
resemblance to the actual planning or conduct of war. Further, a simulation
should leave the player with a better understanding of the tactical or
strategic problems faced by the historical participants. Memoir 44
gives no such understanding. Stretching the definition of simulation to
include games like Memoir waters it down to mean little more than
"themed on an actual event". |
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Joseph Cannon |
Is Memoir '44 a
simulation? Well...
Sweeping up the Normandy beaches amidst a storm of German artillery and machinegun fire...
Initiatives won and then lost as your men are driven back off the bluff...
Move out! as your men leave the cover of the town to engage the enemy...
Under fire! Dig in, dig in...
Left flank assualt card at last...
Attack!
Their finest hour...
If I can just survive one more roll we can take out the artillery emplacement and win...
Oh
No! Enemy air power has blown my unit away!
It may not be detailed at squad level with sheets of modifiers and D20's but if M44 isn't a simulation then my son John (who's 13 and loves this game) and I don't know what is! Admit it, Joe (as a manly man) - this game transports us back to the fiercely fought battles of 1944 in a way that no other does for us hardcore eurogamers, and simulates at just the right level a piece of history that mustn't be forgotten. |
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|
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Josh Spillers |
“What’s your name, scumbag?!” |
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Keith
Jones |
"Memoir 44" is as
much a simulation as ASL is. Agreed that it is at a different level of detail
and |
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Ken
Whitehurst |
A
game is a simulation if it is intended (1) to produce results that
accurately recreate the historic real-world situation on which it is based,
or (2) to accurately predict the outcome of situations based on real-world
information, but which, in fact, never happened. Memoir
'44 is a simulation. (No, Joe, it is not as detailed a simulation as
ASL. However, ASL is not, in my opinion, a game, but a job.) It is a
simulation because it has modeled the various general units of WWII, and
includes an excellent mechanism for determining the outcome of a
near-infinite number of matchups. Each game
begins from a historically-based situation, but the game's mechanics force
the players to decide the outcome. True, the players' decisions are
different from those of the commanders in the actual battles, but the effect
(and endgame results) are often very similar. Memoir '44 can be used to
simulate some general military decision-making (where to make your main
effort, thrust/counterthrust, etc.) but is not, of course, a detailed study
of squad-based combat. Is Memoir '44 as good a simulation as ASL?
Probably not. Is it a simulation? Yes. |
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Kent Reuber |
There
is always debate over whether a game is a simulation or not. I think
the reason for these debates is that being a "simulation" isn't
like a light switch that's either on or off. To me, being a simulation
is more like a dimmer switch: there are levels of simulation. No
game can simulate reality perfectly -- at some point certain things have to
be abstracted. |
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Kevin
Gordish |
I
have not played Memoir 44', but idealistically I think a great
war simulation game involves the weapons and movement tactics of
the day with a nice combination of luck and strategic
skill. I dislike having my carefully laid plans ruined
by "The Risk Dice" so I like games with balance. Also, sim games with alliance based relationship I find
interesting. Deceit can be unpredictable. I
would write more, but I value your time. |
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Klay Jaegar |
Whether Memoir 44 is or is
not a simulation all depends on the person who is playing it. There are
enough different aspects that were incorporated into the game that a non war
gamer would consider it a simulation, and not enough complexity, that a war
gamer would not consider it a simulation. Richard Borg said
that, “Memoir '44 is a unique historical game that allows players to
effectively portray stylized WWII battles. The battles, show cased in the
scenario section, focus on important terrain features and the historical
deployment of forces in scale with the game system.” Both a war gamer
and a non war gamer can agree that the official scenarios for the game have
done very well incorporating actual historic events and actual terrain
details that appeared during the battle, but their views on some of the other
aspects of the game will probably differ. A war gamer might have a
problem with the fact that their strategy must be based on commands that are
issued from the cards that one has been dealt, instead of being able to
issue orders to all your units. He would probably also prefer that the
units be better represented, such as a unit should represent a unit, not a
platoon or a battalion, and that the units should also represent the
different types of weapons that normally would be found in a squad.
Moral was simplified with a flag for retreat, and there is no difference in
firepower if it is one unit or four units. If
a person is to consider Memoir 44 as a simulation, then they need to think of
it as a simulation in the simplest of terms. The complexity of a true
simulation was just not designed into the game; but it has enough good
aspects that it is a good game to get non war gamers interested in war games,
and still provide a war gamer with a challenge. I think that the following
statement by Days of Wonder best sums up the game. “Memoir
44 is designed to commemorate the efforts and sacrifices of the men &
women of the Second World War; we trust it will provide all who play it with
a sense of history and the desire to learn more about that greatest
generation.” |
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Kurt
Nellis |
I'm
leaning towards Memoir '44 being a simulation, if very simplified. First off,
let me qualify (or dequalify my answer), I'm not a wargamer more of a Eurogamer
who's played Risk before. Also, I've never been in war, commanded a
battalion, squad, or platoon (aside from Starcraft/Warcraft),
or been in the military for that matter. Also, I've never played M44
but I'm hoping to after the Christmas haul comes in (fingers crossed). |
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Kurt Rompot |
Is Memoir '44 a simulation? NO!!! |
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Lance Roberts |
Memoir '44 is a game with historical & military
flavoring, like a lot of Eurogames. It isn't a simulation, because while all
the specific effects of the different units and terrain have been chosen to relatively
show their different capabilities, it isn't apparent that results
approximating reality are being achieved, or were even desired. A war
simulation should strive to produce realistic & |
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Larry
Gritti |
Memoir
44 is not a simulation because it is FUN! |
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Larry
Tuxbury |
Memoir '44 is not a simulation. I think a simulation
struggles to get the specific conditions and variables of a specific
historical event almost exactly right. The pieces on each side should be as
close as possible to the strength and speed of the opponent's in the
original, real-life situation. The terrain and weather conditions should be
taken into account. I also believe that real simulations take hours, not
minutes to play. I like Memoir '44, and in fact, a friend of mine and I are
playing it tomorrow on Veterans' Day. But we wouldn't be playing it if it was
a simulation. We like the theme, the bits, and the quick playing time. It
offers only the flavor of the original historical situation, and honestly,
that's enough for us. |
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Long
Tin Jui |
Personally
think Memoir'44 is a good war game. Since I don't know much about REAL war
games or war games simulation. Memoir'44 is closest thing to war game
simulation I know of. It might not have the most realistict
rules mechanics, but when I play Memoir'44, it feels like I'm re-living that
historical war. The historical bits that was added in the scenario text, do enchanced the immersion, at least for 30mins or so. |
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|
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Mark
Ballinger |
The
film director Samuel Fuller, when asked if his movie "The Big Red
One" accurately captured for its audience what happened in World War II,
quipped that the only thing that could possibly do that would be live
ammunition fired at them while they watched. |
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Mark Coomey |
Whether or
not Memoir ’44 is a Simulation. The answer to this question is easy. No. Ok..Hang on, hang on..let me explain a little further.. I’ll admit here that Memoir 44 could be considered a wargame. Wargames, like all games, exist in a range of complexities: some, like Memoir 44, are fundamentally simple (so-called "beer-and-pretzel" games), while others (generally in an attempt to increase the 'realism' of the situation) produce rule sets that may encompass a large variety of actions (so-called "monster" games). Simpler rulesets, on the other hand, produce "fun" games, but may not accurately depict events that historically took place in a conflict. The terms "wargame, "model" and "simulation", are terms which are commonly (and incorrectly) used interchangeably, but each term means quite something different. Here are my definitions: Wargames are usually simpler than models and simulations because, as the names imply, a wargame is something of a competitive game that is played, while a model is a more detailed representation of a specific military event. A model duplicates a function in great detail and exactitude. A simulation is a model, or collection of models, that can be more easily manipulated to test "what if" questions. A simulation is a model that can move in many different directions. A conflict simulation is another name for wargame, one that leaves out the two unsavory terms, "war" and "game." To summarise, with the limited options one can perform in the game, dependant on the cards drawn by you and your opponent. With no loss of strength to units as they get shot down and reduced in numbers. With the luck of the die, determining whether you have a lucky escape or major defeat. It would be a wild statement to consider Memoir 44 a simulation. There is no detailed representation of a historical event. Memoir 44 is not about exactitudes and detail. Memoir 44 is purely about fun. It’s a light wargame that has stripped down all the fiddly rules and exceptions and huge rule sets that are evident in heavier wargames. Rather than being considered a model or simulation, it is what it is, and doesn’t shy from the fact that it is a light ‘beer and pretzels’ game that can be learnt and played by anyone, gamer or non game, grognard or eurogamer. This is why I have sent my opinion, not to convince the reader, but rather, to try and win the goodies so that I can further enjoy more of the fun in Memoir 44. |
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|
|
Mark
Widner |
I must say that I have
played Memiors once. I love military history mostly
from growing up watching all the old WWII movies so playing Memiors is interesting to me. I understand that many hard
core military folks will not think this is a simulation. What I find
interesting is that this game will help me introduce my kids to history that
is over 60 years old now. I think it is a simulation in that my kids and I
can simulate the battles without all the complexity of being strictly tied to
the rules to the point that the outcome is completely predicted and weighted
as such. I hope as my kids grow up more that I will be able to introduce them
to the more complex traditional simulations that are out there including,
dare I say it, "Advanced Squad Leader". |
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Matt
Carlson |
Memoir
'44 _IS_ a historical simulation. However, it might be a poor
one.
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Matt
Double |
Whether
or not something can be said to be a simulation is largely subjective. No
simulation can be perfect or even complete, so usually a narrow selection of
elements is focused on to be emulated and even these tend to be abstract. |
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Matt Sab |
Memoir
is as good a simulation of WWII as The Sims (computer game) is a simulation
of life. |
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Matthew Gagan |
Memoir '44, while an excellent, light boardgame with the trappings of a simulation, and a theme of WW II combat, is not a "simulation", nor does it aspire to be one. War simulations make an attempt at realistic results given a fixed set of units and environment - the emphasis for Memoir '44 is clearly on FUN. The cards and dice give it more of a "game" feeling. Not that historical simulations can't be fun, but their appeal is to a much smaller crowd. Rules have to be relatively lengthy, (and often complex), to realisitically simulate squad level combat - Memoir '44s rules are neither. |
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Matthew
Wills |
Certainly it is! There can
be no question. |
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Michael
Berglund |
Common mathematical and
philosophical reasoning can easily prove the statement above. You were math
teachers right? |
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Mike Haverty |
Memoir 44 is NOT a simulation. First and foremost, the
realism of the game is sacrificed in favor of gameplay mechanics. For
example, the alternating turns between players in which orders are almost
always given to a small subset of one's forces. In a simulation, one would
expect one's troops to act simultaneously, not in small blocks here and
there, subject to the whim |
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Mike
Kolruss |
I
am new to the "new" boardgame scene but I
have discovered or should I say I have had it pointed out to me that I am a
Euro Weenie. I enjoy medium to heavy weight games that play in less
than two hours. Three is really pushing it. Five is right
out. I am attracted to a game with nice bits and I curl my lip in
disdain at cardboard counters. (not really but it adds a dramatic
flair). I prefer wooden bits to plastic and I prefer coins to paper
money. I am a Euro Weenie. What
has this got to do with the contest? I think it speaks to the core of
the question: Is memoir 44 a simulation? I would say no.
Memoir 44 is not a simulation. It is a WWII themed Euro. A
simulation of a WWII battle would involve considerable more detail than
included in Memoir 44 and any Grognard worth his
salt would tell you a decent simulation that pays even a passing attention to
realism of detail would play in no less than four hours. Quick games
are for Euro Weenies. A
simulation would also involve more strategy in the planning and deployment of
troops and eliminate the luck of the cards. Luck in a simulation?
The very idea that something as trivial as chance could sway the outcome of a
battle is very un-Grognard. Luck is very Euro
Weenie. Plastic
soldiers also lead us away from a simulation. The unit conveys no
information to the gamer and each soldier or group of units is generic in its
makeup. The plastic bits detract from the Grognard
experience and tempt even the most jaded of Grognards
to make shooting/machine gun sound effects while attacking the enemy.
Sound effects are very Euro Weenie. Memoir
44 is in my opinion a themed Euro and beyond being a gateway game of sorts,
very much the anti-Grognard and a Euro Weenie
non-simulation. |
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Mike
Weaver |
Is
Memoir 44, an entertainment product produced by company Days of Wonder, a war
simulation? Or is it simply an exercise in entertainment wrapped up in a
wartime theme? I've decided that the fairest way to approach this four
thousand year old conundrum would be through a strictly analytical
standpoint. |
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Nathan
Beddes |
I'm
a eurogamer and haven't played any war games for
lack of opportunity. However, a new guy came to our game night last Thursday.
He's a wargamer and brought along his Memoir '44 so
I had an opportunity to play one scenario. |
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NinjaBob |
Memoir ’44 Simulation
for Stimulation Okay, so I listened to the show today, and I heard that there is a way out for those of us who don’t have the game. But I have spent a week reading rules, reviews, and commentary so I’m just going to go ahead with the original assignment. From what I have been able to gather the argument over whether Memoir ’44 is a simulation or not revolves around what one thinks a simulation is. From Joe’s Blog, I gathered that some gamers are using the Board Game Geek definition to justify their claims: simulation n. A game that puts major emphasis on accurately depicting historical reality. But I don’t think most of us think of the word simulation in such a strict sense. Who are these Derk and Ken guys who wrote these definitions anyway? Do they have any qualifications as linguists?? (Or are they just know-it-all computer geeks J) An ordinary definition from my small dictionary on my bookshelf (Merriam Webster) says that it’s to give or create the effect or appearance of. This is what I think of when I think of a simulation. It’s not an exact copy, but an activity (in this case a game) that recreates some action or event. After reading through the Memoir ’44 rulebook, I’d have to say that Days of Wonder has re-created some things that simulate a World War II battle. Detailed miniatures, sandbags, barbed wire, hedgehogs, terrain effects with both offensive and defensive bonuses and penalties, overrunning, taking ground, tanks being tougher to destroy than infantry, special forces, etc. are all included in an effort to give the effect or appearance to the players that they are taking part in a WWII battle. Some have mentioned that Days of Wonder themselves have not called this game a simulation. But what would be the point of creating an expansion pack that includes a winter/desert board if not to simulate winter or desert like battles??? Why create terrain tiles with dams, fortresses, pontoon bridges, trains, and ruins if not to simulate their effect on a WWII battle???? Okay, now I’ll give the wargamers this point. The simulated materials in Memoir ‘44 are done for the stimulation of the gamer rather than for historical accuracy. But I’m not a serious grognard-type anyway. I like the WWII appearance and specialized effects which encourage the illusion that I’m playing a game where I am a WWII commander…it’s a simulation. Come on all you Joes out there, you really don’t want a total simulation of any war or battle anyway! Can you imagine a game that simulated war in every way? I can see the two guys after the game is done, both with their heads hung low, regardless of who won. One saying, “That was Hell!” And the other saying, “Same time next week then?” “Yeah.” |
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Paul
Marshall |
I
have never played Memoir 44 or other wargames
(sorry, Joe) so it would be hard for me to answer whether Memoir 44 is a
war simulation or what makes a war simulation. I really enjoy many
Euro-games and have heard great things about Memoir 44. I'd love
to win the Memoir 44 package being offered in the current contest. Since
I don't know that much about Memoir 44, I recently listened to the Odd Couple
podcast with Euro-gamer Felix Unger and Wargamer Oscar Madison. It went something like
this. Musical
Intro:
("Why Can't We Be Friends?" by War) Felix: Welcome to Episode 12 of
the Odd Couple. I'm Felix Unger. Oscar: And I'm Oscar Madison. Felix: Well Oscar, we've
gotten some interesting eMails this week.
Rick Quickthorn wants to know what we think
about Memoir 44. "Is it stimulating?" he asks. I
this he means simulation, as in a "war simulation." Oscar: Rick, Memoir 44 is not
bad for a light Euro-game but it's not really a wargame
like ASL. Oops, I wasn't supposed to say ASL. Well, I can
try again next show. ASL (oops), ASL, ASL. Felix: What do you mean
it's not really a war game. It's about war and it simulates war. Oscar: ASL (oops)
simulates war, but Memoir 44 is just another light Euro-game. It's
only good when played with about a hundred real soldiers. Felix: I don't care what
you say. Memoir 44 has really cool bits and looks really
cool. And it's fun, fun fun! And for my
money, that makes it a really cool war simulation. And for those that
thinks it's just a Euro-game and doesn't simulate war, I say "shut
up." Just SHUT UP! Recording: WHAT'S YOUR NAME,
SCUMBAG? Oscar: Although it's not a
war simulation, my favorite part of the game is when I wipe out my
opponents and kill everybody. Now that's fun. It's also my
favorite part of Bohnanza, Lost Cities, and Flowerpower. I love to kill everybody in
those games.
Oscar: That's what's wrong
with your "fun" Euro-games, there's not enough confrontation
and killing. That's why you always need house rules. Wanna play Diplomacy or Crocodile Pool Party, Sidekick? Recording: AND NOW,
NUMBERRRRRR NINE! (Oscar laughs.) Felix: Oops, sorry about
that. And I'm not your sidekick and you know I won't ever play those
awful games. Anything else about Memoir 44, Oscar? Oscar: Just that I beat you
everytime we play, 'cause you're just another weak
Euro-gamer. Felix: Well let's move
on. And by the way, I don't agree with that last statement.
My kangaroo this week is in the game Australia. And my turkey is
The Thanksgiving Dinner Game, which has a basted-on theme. Our next
question comes from Dork of Boardgamegeek... |
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Peter Loop |
Who better then
James F. Dunnigan to settle this question: A
simulation is: “ a combination of “game,” history & science. It is a
paper time-machine. Basically, it’s glorified chess….Usually Combines a map
playing pieces representing historical personages or military units and a set
of rules telling you what you can or cannot do with them….” James F. Dunnigan, The Complete Wargames
Handbook (1997)
Simulation: M’44 vs. ASL Realistic Maps: ASL: Geomorphic mopboards that generally represent any place M’44: Map boards with specific terrain hexes to build realistic maps of each battle
Units: ASL: Thousands of counters (chits) depicting virtually every vehicle, gun and troop type in action during the war by every major and minor combatant nation. M’44: 100’s of plastic units depicting virtually every vehicle, gun and troop type in action during
Historical personages: ASL: Private Rayn M’44: Eisenhower
Rules: ASL: The FAQ is longer then the M’44 rules… M’44: Nice in full color, fully illustrated.
Listing on http://grognard.com/ (the definitive Web site) ASL: Yes M’44: Yes
Play Online as Vassal ASL: Yes M’44: Yes
Dice tower ASL: Joe (The game that can not be named) M’44 Tom (isn’t that definitive enough)
M’44 is a simulation! |
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Phil Ohnesorge |
The idea of a historical simulation wargame is to model the capabilities, options, and actions of a war conflict that happened some time in history.
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Philip Yaure |
To
decide whether Memoir 44 is a simulation or not, it is important to know what
a simulation is exactly. Some consider it anything that uses real
battles and real troops. Others think it to be something that reenacts
the battle or war it is about. The latter is what I tend to lean to
when it comes to using the word simulation. A simulation is showing
what happened in the battle. So in that case, no wargame
would be a simulation, for there would be no point to it, you'd get the same
result everytime. It would not be a wargame, for it to be a game there would have to be some
sort of interaction between the player and what happens on the board.
To be a true simulation, there could be no dice, no rulebook, and no
players. Therefore Memoir 44 is not a simulation, along with any other wargame out on the market. |
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Pierce Ostrander |
The Game “Memoir 44” is a simulation of WWII combat.
The word “simulation” is often defined: A representation of the
interaction of real-world objects. This is a very broad definition that
not only encompasses a game like Memoir 44 but |
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Randy Reeder |
All
I have to say is NO WAY IS IT A CONSIM! Ya and Payday is a sim too! |
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Ray
Palmer |
BOOM!
– See, there’s my simulation of me landing a mortar in Joe Steadman’s fox
hole. What
is a simulation? It is a representation of one process using
another. I
represented the process of Joe nobly dying during WWII with four capitalized
letters and exclamation point. When
is a game a simulation? The answer lies with the designer.
Whenever a game designer is trying to model some aspect of the universe in
game form, that game is a simulation. Is
it a good simulation? That’s up to the players playing the game (though
my BOOM! game probably isn’t going to win any awards). Is the
simulation apparent? Just because you can’t recognize the simulation
doesn’t mean the game is not a simulation. Always a certain level of
abstraction will be necessary. Some
simulations are very detailed. An example would be ASL. Some
simulations are very abstract. Reiner Knizia
has said that Tigris & Euphrates is meant to simulate the rise and fall
of ancient civilization, though many claim it is a purely abstract
game. I
would argue that when a designer comes up with a neat mechanism then builds a
game around it, that game is NOT a simulation, no matter what the theme or
how good the game is. I don’t think any war game would fit this
category. Finally,
NO game is a “good” simulation if the intention of the simulation is to
mirror reality as closely as possible. ASL is so far removed from
actually commanding real troops during WWII that it might as well be Tigris
& Euphrates. Joe and Tom, thanks for all the hard work you put in. I love the show. In closing, here’s my simulation of Tom doing a pod cast: “SHUT UP!” |
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Rick |
The basic question
here concerns the definition of simulation. Generally speaking, the
definitions that one sees most often for simulation (and that are synonymous
with the word) are representation, imitation and pretense. Less common are
definitions that confer the concept of replication or duplication. Three
definitions I’ve found are: A simulation creates
the appearance of being real, giving the experience of a real
situation without risks. A simulation is a
representation of a situation or problem with a similar but simpler model
or a more easily manipulated model in order to determine experimental
results. A simulation is any
representation or imitation of reality. An instructional strategy used to
teach problem solving, procedures or operations by immersing learners in
situations resembling reality. Any one of these
definitions would clearly find that Memoir ‘44 scenarios, including the
Operation Overlord scenario, are indeed simulations. It is NOT
necessary to duplicate the exact number of units in a given war or
battle to simulate the circumstances, strategies, results or
experience! Short, to the point
and another winner by the gameguy. |
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Rob Ingersoll |
It took me a minute to figure out which way I wanted to
go with this one. Finally, I decided that it is NOT a simulation for a couple
simple reasons. |
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Robert
Cannon |
Just
because it doesn't meet some cranky grognard's idea of a simulation doesn't
mean that it's not. Come one, how closely does a lookup chart simulate
a real battle? Where's the bullets, the dirt, the blood? |
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Robert
Carroll |
MEMORANDUM To:
The Dice Tower CC:
Joe Steadman, Tom Vasel From:
Robert Carroll Date:
Re: Is Memoir ‘44 a “good” historical game
simulation?[1] Summary:[2] What is all the fuss about Renoir ’44? And why in the
world would anyone ask whether it is a historical simulation? I opened the box and looked at the bits and
for the life of me cannot understand how it is related to Pierre-Auguste Renoir. I
mean for a simulation to have any realistic impact it should try to mirror
the events of the subject, in this case the life and times of Pierre-Auguste Renoir.
What do little plastic tanks, soldiers and barricades have to do with
a late 19th Century French Impressionist? I fully expected a game on par with Modern Art complete with famous
paintings by Renoir (e.g., Danseuse, A Girl with a Watering Can, etc.). To my shock and dismay, I found something
more akin to Axis & Allis: D-Day. I would have settled for the old Parker
Brother’s game Masterpiece with a
Renoir theme—but NO. It’s just a bunch
of historical scenario cards, maps, and plastic toy army men. Really!
And what does the ’44 stand for?
In 1844, Renoir was only three years old, and I do not recall anything
dramatic or noteworthy happening to him; especially, not involving tanks and
artillery guns. As for 1944, Renoir
was twenty five years in the ground by then.
Even the art on the cards are completely void of any impressionistic
influence. You would have thought they
could add some more pastels and watercolors to the card art—even if the
pictures are of army men and battle scenes.
I guess I just don’t get it.
What? You say, its Memoir ’44 and not Renoir ’44. Oh?
Never mind. Memoir
’44 is a “good” historical game simulation. Analysis: To answer the question, Is Memoir
‘44 a “good” historical game simulation?, we really need to explore three issues in relation to Memoir ‘44: (1) What is a game simulation?, (2) What is
a historical game simulation?, and (3) What is a “good” historical game
simulation? Merriam-Webster’s
Dictionary defines “simulation” as “the imitative representation of the
functioning of one system or process by means of the functioning of
another.” Basically then, a game
simulation, in its purest form, is the imitative representation of an event
(e.g., Risk’s[3]
or Attack!’s[4]
representation of world war), a period (e.g., Bootlegger’s representation of the 1920’s prohibition influenced
criminal world), an economic process (e.g., Motley Fool’s Buy Low Sell High’s representation of the stock
market or the venerable[5]
Monopoly’s representation of the real
estate market), an industry (e.g., Airlines:
The Game of Airline Strategy’s[6]
representation of the, you guessed
it, the airlines industry and Age of
Steam, which is one of a legion of railroad industry simulations), or
some other complex structure by means of a game system (e.g., dice rolling,
game board, hex/counters, miniatures, card driven, auction, etc.). Game
simulations also can and address topics in a more abstract format (can you
say “Eurogames”), such as Puerto Rico’s
representation of the 1500’s Spanish colonial economics or Louis XIV’s
representation of power and influence in the French court at the end of the
17th Century. In this
regard, Memoir ‘44 is clearly a simulation by that broad definition
as it is an imitative representation of the Normandy invasion of WWII by
means of a game system (i.e., hand management driven by battle cards and dice
rolling all on a modular or changeable board). Next, a historical game simulation is merely game
simulation which delves further and into greater detail on a specific
historical (or real) [7]
event, period or process. The key words here are REAL and DETAIL. In essence the historical game simulation
has verisimilitude:[8] [A] game is
not a simulation without verisimilitude, the “lifelikeness” that is
popularly, if not always correctly, referred to a “realism.” The game of checkers is obviously not a
re-creation of anything in life; neither is backgammon. The game of Monopoly, while having some
vague resemblance to the real estate business, is still much too unrealistic
to be considered a true simulation. In
real life, we don’t have to drive down a particular street to buy property
there; rent is not fixed permanently and arbitrarily (except perhaps in New
York City); our utility bills are not determined by chance; we need not
purchase (and tear down) houses before erecting a hotel; and in the income
tax rate is rather more than ten
percent. On the other hand, a
simulation of the Battle of Waterloo will attempt to mirror, with substantial
accuracy, the forces present and their actual capabilities, the terrain of
the battleground and its effects on the conduct of the engagement, and the
tactics and aims of the opposing armies.
“Luck” will be confined to the historical uncertainties of combat.[9] The two most prevalent examples of historical game
simulations, or games with plenty of verisimilitude, are wargames
and sports games. Wargames,
which focus on real wars, campaigns and battles, are the most common types of
historical game simulations and tend to devote a considerable amount of
attention to historical accuracy (e.g., that events occur in the same time
frame as they occurred in real life, that the relative power, resources,
terrain, political climate, etc. is portrayed as it existed in real life,
etc.) and detail (that the orders of battle—units, leaders, weapons
availability—are represented just as they were in real life, e.g., the
Germans Luftwaffe should not have access to the jet powered Me262 in 1940; Gaius Julius Caesar should not be present at the Battle
of Cannae in the Second Punic Wars; and the Elves,
apart from for Legolas, should not be present at
the Battle of Helms Deep from the “Lord of the Rings: The Two Towers,”[10]
to name just a few). Sport readily lends itself to being recreated by
historical game simulations. The
ability to replay the 1970 Superbowl or the 1985 World Series has immense
appeal for sports fans.[11] As a result, several sports games, with
sufficient attention to detail, qualify as historical game simulations. Strat-O-Matic
Baseball and Dynasty League
Baseball both contain such
statistical detail on every player,
in-depth information on ball parks and weather (all tied to a specific
season) that they allow players to replay entire seasons with a heighten
sense of statistical (or historical) accuracy. Generally, both wargames
and sports games let players recreate real events of history with enough
detail to give the player some sense that this is how is happened (or could
have happened).[12] In this regard, Memoir
’44 is more of a historical game simulation than not. How’s that for a definitive answer? I did not intend to be so vacillating[13]
on this point, but the analysis of Memoir
’44 is split on the two key elements of historical game simulations: (1) it does recreate a REAL event in
history—the Normandy invasion of WWII, however, (2) it does lack the DETAIL
associated with most historical game simulations. Sure, it has “144
amazingly detailed army miniatures - including historically accurate
infantry, tanks and artillery; 36 Obstacle pieces, 60 illustrated Command
cards, 44 Special Terrain tiles and 8 Custom Wooden dice,”[14] but it also relies on a
considerable amount of luck (in the form of dice rolling and card draws) that
appears to exceed the norm of typical wargame
simulations, which successfully limit luck “to the historical uncertainties
of combat.”[15] Not to say that that other wargame simulations are without a certain amount of dice
rolling (too many to mention) or card handling (e.g., Hannibal: Rome vs. Carthage).
However, several people find Memoir
’44 to have more of a dice fest feel, ala Risk, and luck driven component than that of using the
traditional dice and tables to generate random numbers corresponding to
casualties based on odds, as found in several traditional hex/counter wargame simulations.
The true test is not whether Memoir ‘44 simulates the D-Day invasion and subsequent battles
(it clearly is a game simulation of the real event), but does it do so with
the level of accuracy and attention to detail that an entire genre of wargames have striven to achieve? Again, the answer to this is mixed. Indeed, game reviewers acknowledge that a
certain amount of detail and accuracy has been sacrificed to make a simpler
and playable game: The
game is very tactical, and while it won’t simulate a World War battle to
appease a hardcore war gamer, it will satisfy the majority of players.[16] Lest
one think this is a complicated war game designed for the true grognard, let me assure you that it is not. Indeed, it is quite simple, serving as an
excellent introduction to the war gaming field. However, it has shown much wider appeal
that that, as the simple mechanisms, easy-to-learn rules and brilliant
production values has made it appealing to dedicated gamers, casual gamers
and families.[17] It’s
all really a “Beer and Pretzel” affair or, since this game starts off in
Normandy, a “Wine and Cheese” rendezvous. Grognards
beware: simplicity lies ahead. Either accept this game for what it is or
retreat back into a comfortable reading of Advanced Squad Leader rules.
Actually, I love war games but I probably don’t fit the definition of a true Grognard though I like to think of myself as an amateur
history aficionado. Memoir 44 deals with a simple representation of units,
capabilities, and events. It will present you with plenty of strategy and
decision making on how to advance in achieving your objective or when to pull
back and regroup. There is however plenty of luck present, both in what cards
are drawn and whether the dice results are going your way. Sometimes you’re
going to have to live with the fact that your Sherman tanks, rolling 4 dice
with a bonus at point blank range, couldn’t so much as put a dent in the rear
of a sole remaining Panzer they were firing at. Who knows… maybe Oddball was
using paint that time (and those were Tigers)! Anyway, much of this luck can
be mitigated through smart play (unlike my recent games against my son, where
I play the Germans and there’s no question to why they lost the war). But
luck is to be expected in a game like this. It’s not about what they could
have put into the game, but rather why things were intentionally chosen to be
left out. Memoir 44 is not a simulation nor will it recreate all aspects
of a given battle or combat situation. Richard Borg’s Command &
Colors system was never intended to do that. It does allow for sound
principles of war to be applied and provides a reasonable chance for either
side to win with an edge going to the better player. Just think of any luck
present as the uncertainties of war. Sure, this all sounds pretty general and
simplistic but, in reality, this game is targeted at the mass market. It’s
meant to appeal to the family gamer as well as the seasoned war gamer. It is
even being used as an introductory learning tool in grade schools exposing
kids to the history of the enclosed battles. Plus, the WWII theme is much
more interesting historically to most people than any other war. (emphasis
added)[18] For
my part, as an SPI wargamer from way back, I found
M44 to be refreshing, fun and evocative of WWII tactical combat. I would call
M44 a game with a WWII theme, not a wargame. There
are jarringly unsimulative moments, but they are
more than compensated for by the good time you can have playing, not
working at, this game.[19] Even the esteemed[20] Joe Steadman in Episode
#8 of the The DiceTower
referred to Memoir ’44 as merely a
“gateway” game into real wargames for Eurogamers
who might find it that even though it has “warish pieces”
it is “so random” that other games are “much more realistic.” Even so, the
game does go a long way at mimicking the tried and true elements of a
historical game simulation with its scenario cards (e.g., Panzer Leader), action cards
representing chain of command (e.g., We
The People), and the unique skills of the units (e.g., Squad Leader and Advanced Squad Leader),[21] it just does not have
the feel of a real historical simulation.
In short, it does not allow players to recreate the Normandy invasion with
enough detail to give them a sense that this is how it happened. It simply does not have enough
verisimilitude. Hence, my mixed
reaction and split response to whether it is a true historical game
simulation. Finally, this brings us to whether Memoir ‘44 a “good” historical game simulation.
To answer this we need to explore the very subjective
term—“good.” Good, much like beauty,
is in the eye of the beholder. One
man’s Puerto Rico is another one’s Fluxx; I am not
sure what that means, but just go with me.
For purposes of this analysis, the term “good” means (1) accurately
simulating a real historical event, (2) with a level of detail that will keep
a Gronard from laughing out loud, (3) all the while
maintaining playability that keeps people coming back for more. In this respect, The Longest Day is a good example of not being a “good”
historical game simulation. Did that
make any sense? While it more than
exceeds the first two criteria, it fails miserably at the third.[22] On the flip side, while most people find Battle Line extremely playable, it is
a far cry from being a historical game simulation on par with The Great Battles of Alexander: The Deluxe
Edition. So where does Memoir ’44 fall along this
continuum? I have to say that it falls
just outside of the “sweet spot” of what are considered “good” historical
game simulations. Let’s take a look at
the chart below:
In
this chart, Rommel in the Desert is closest to the
“sweet spot” of being very playable, yet having solid simulation, detail, and
a reasonable playing time.[23] But wait, you are asking yourself, “Tom” or
“Joe” (as the case may be), “why have I spent the last fifteen minutes (two
if you are a speed reader) deciphering this long winded, hyperbole slinging, Memoir ’44 seeking, incorrigible
fool’s semi-incoherent, hodge-podge of phrases, parentheticals,
run-on sentences, footnotes, ellipses, quotes, and unsupported ramblings,
when I could be playing Crocodile Pool
Party or ASL (as the case may
be)?” . . . no, wait . . . that is not your question, well, maybe it is, but
your better question is: “How can a
game that this blithering idiot considers barely a historical game simulation
be even remotely close to a ‘good’ historical game simulation?” Good question! The answer is three medium
sized words: Playability, Playability,
Playability! The strength of Memoir ’44 is not only its playability, but re-playability. The
ability to change the map board, use the same plastic miniatures to represent
different historical combat units and the myriad of scenarios all lead to a
fresh and different playing experience each time. Also, the cards just do not fall the same
each game, which leads to a built-in randomness, again adding to new and
diverse outcomes.[24]
When you add in the fact that most games of Memoir ’44 can be played in under an hour, you have a legitimate
contender for a historical game that will be played again, and again, and
again. Memoir ’44 also does something else
that lends credence to it being a “good” historical game simulation—it does
not change history just to make the game balanced. There are several comments and complaints
about Memoir ’44 concerning the
unbalanced nature of the scenarios. In
my opinion, that’s fine. War is not
balanced. Heck, life is not balanced
for that matter. And historical game
simulations should not be balanced if that is what history dictates. Consider the following excerpt from “The
Best of Board Wargaming”: Take Eric
Goldberg’s shatteringly honest note in his Descent on Crete rules: “Serious
students of history will note that the German landing sites and strengths do
not exactly correspond with the historical ones. The designer chose to do this for two
reasons: one, for the obvious reason
of play-balance; but also so that several situations that occurred in the
actual battle would be recreated in the game.” Both these
reasons are totally unacceptable and reduce wargaming
to abstract counterpushing. If a situation is unbalanced, then the
usual device of awarding victory to the player who improves on history (even
if his side “loses” in real terms anyway) is preferable to artificial
fiddling to improve on reality (give the French in 1940 a few B-52 bomber
squadrons and observe how beautifully the situation balances). If the game is inaccurate or historical
situations are unlikely to occur, then some important factor has been
omitted.[25] Now,
a historical game simulation cannot be so one sided that you will never find
a willing lamb for the slaughter . . . I mean . . . an opponent. The game play requires some modicum of
balance, but not at the sacrifice of too much realism. In this regard, some of the better
historical game simulations recreate events between relatively evenly matched
opponents—so they can avoid fiddling too much with history. Maybe this is why there are so many games
covering Waterloo, Gettysburg and the Battle of the Bulge. Memoir
’44 captures that balance and provides challenging, yet fun historical
scenarios. All in all, the playability of Memoir ’44 wins out over its
historical shortcomings and makes Memoir ’44 a “good” historical game
simulation. Although, it is a bit
abstract compared to traditional treatments of the Normandy invasion, it does
play fast and allows for several key decisions to be made about troop
movement, where to attack and how to best utilize the strengths of your
forces. In this regard, I believe
players will learn more about the actual events of the Normandy invasion by
playing several of the Memoir ’44 scenarios
(especially the Overlord mega-scenario) than they will setting up and not
even completing three rounds of The
Longest Day. That, to me, is the
difference between a historical game simulation and a “good” historical game
simulation. Conclusion: Memoir ’44 is a “good” historical
game simulation, albeit not perfect and not without criticism. Historical game enthusiasts can do far
worse than Memoir ’44, and actually
may find it very hard to do better, when you consider its playability. I hope you found my memorandum informative
and enjoyable. I truly appreciate your
time to review it (five minutes if you are a speed reader). Whether I win or lose this contest, I can
rest easy at night knowing that I submitted the entry with the most
footnotes, most parenthetical statements, most ellipses, most quotes, and
some of the most convoluted arguments ever proposed in an un-ending series of
run-on sentences all shrouded in footnotes, parenthetical statements,
ellipses, and quotes. Not to mention,
but I guess that I am mentioning it, that I may have the only entry with a
chart. Also, I seriously doubt anyone
else will use the terms “verisimilitude” and “vacillating” (however, dirty
that term may seem).[26] All these things should count for
something, but maybe not under your rules or on your Ticket to Ride scoring track.
Finally, I want to humbly bring to your attention that I referred to
several games in this memorandum and by mere coincidence I named at least one
game from each your Episode’s Top 10 Game Lists (excluding Episodes 6 and 7,
of course). Now that I have done as
much damage as I have time for, I must, in the words of Pierre-Auguste Renoir and of the countrymen who call the shores
of Normandy home, bid you both fond adieu.
All the best and Good Gaming! |
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Robert Kalajian, Jr. |
I think that it IS a simulation because Joe says it's
not...and we all know he smells like Rotten Potato Peels (tm) |
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Robert
Wesley |
Hello
Guys, so here's MY 'entry' for this: "Memoir 44" is NOT
a simulation mainly due to its 'title' as NO self-respecting ''Con-Sim'' would 'go' by such! When I'm 'envisioning'
THIS, then I'm reminded of certain female companions of note that I have had
the GREAT 'pleasure' of making their acquaintances, and then SOME!
I mean, couldn't 'they' have arrived upon a more 'appropriate'
sounding TITLE? What's next on their 'list'? ''Oprah: the Battle of
the recurring Bulges''? Maybe: ''Operation: Market-Midnight in the
Garden of Good & Evil''? Perhaps: ''OPS-Sicily: Watch out where
the HUSKY goes, and doncha EAT that 'Yellow
Snow'!''? Even: ''Berlin Bunker Journal: How to avoid those 'pesky' Russkies without losing your perspective in your
surroundings!''? C'mon! Just WHO are the 'idjits'
that come UP with the likes of such? In a way, then it almost 'seems'
like something involving the likes of a ''Barbie''
doll ALL 'dolled up' in her ''stunning Paris fashion 'Resistance
Fighter' wear, as she sets about a night on the Town, foiling some
nefarious 'Bosche' plan to have everyone
strutting about in 'Jack-boots'! How 'uncouth'! '' |
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Ron Chavez |
Is Memoir '44 by Days of Wonder a simulation?
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Russell DeSpain |
Memoir '44 is NOT a simulation because, unlike war,
Memoir '44 is fun and enjoyable. |
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Ryan Olsen |
Granted,
I've only played the game once, but I don't get a simulation feel from Memoir
44. I really enjoy the game, but it doesn't have the feeling of a real
war game. Unfortunately, this is also the ONLY war game I've ever
played, so maybe this is as good a simulation as any, but I have nothing to
compare it to. Hmm...maybe this truly IS a simulation, but because I'm
not seeing blood and guts (Thank God for that), I'm not feeling a simulated
war. Maybe I am so desensitized by violence caused by TV & movies,
I have no idea what a true war may be. What was my point again?
Hold on while I go read all this... |
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Ryan
P. Johnson |
First
of all, this game can't possibly be called a simulation, as the plastic
pieces do not have blood reservoirs. How can one simulate a war time
battle with out bleeding soldiers. A true simulation would include
realistic battle damage for both men and armor... model railroaders
simulate with liquid smoke, why not wargames.
To my knowledge the pieces in Memoir also do not shoot actual
projectiles. My son owns Star Wars Attacktix,
so I know that this sense of realism can be included. Heck this |
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Scott Udell |
Okay, first off my entry for the Memoir '44
contest. I've heard it said that the only perfect simulation of the
real world is the real world itself. If you're talking about the
perfect simulation of a *historic* even, then you're talking about the real
world itself at the time of the event which, barring the possibility of time
travel, means we can never have a "perfect" simulation of any
historic situation--we can only get closer and closer, and that implies a
range of possibilities instead of a definitive statement of "this is a
simulation."
The Defense Modeling & Simulation Office document DOD 5000.59-M (the 1998 version) defines simulation as "A method for implementing a model over time." Huh. Okay, what about a model? That's defined as "A physical, mathematical, or otherwise logical representation of a system, entity, phenomenon, or process." Dr. Peter Perla, in his great book "The Art of Wargaming" (highly recommended!) uses definitions much like these, but indicates a simulation can be run again and again and you'll get the same result from it if you give it the same inputs. He says a wargame, though, is a simulation with human decision making. DOD 5000.59-M defines a "war game" (note that it's two words, not one, something Perla also discusses) as "A simulation game in which participants seek to achieve a specified military objective given preestablished resources and constraints; for example, a simulaiton in which participants make battlefield decisions and a computer determines the results of those decisions." (An aside: right above that definition is the definition for "warfare simulation": "A model of warfare or any part of warfare for any purpose (such as analysis or training).") Since they split "war" and "game" I looked up "game" and got the following definition: "A physical or mental competition in which the participants, called players, seek to achieve some objective within a given set of rules." They cross-reference this with game theory: "The study of situations involving competing interestes, modeled in terms of the strategies, probabilities, actions, gains, and losses of opposing players in a game." This gets cross-referenced to management game and, interestingly, war game. So, by looking at their definitions, you could argue that they are saying a simulation and a game can have overlaps, that they can be the same thing (I once had to take--*shudder*--discrete math in school, and I guess they'd say it's a union of two sets).
In work when we're talking about the appropriateness of simulations (wargames) for training, we ask, "what's the training objective?" Detail that doesn't apply to the training objective, or--worse--that detracts from it, is unnecessary; I've heard my boss argue pursuasively that Risk is a "simulation" for certain very specific training objectives. So in asking yourself if Memoir '44 is a "simulation" or not, I guess you need to ask what's your simulation objective? What are you trying to simulation, and to what level? For example, if I'm trying to simulate full fog-of-war and friction, and that's my key goal (or one of them), even Campaign for North Africa, Tobruk, or--dare I say it?--ASL aren't "simulations" unless played in a double-blind, umpired game. If that's not my focus, though, and I'm focusing instead on, say, detailed weapons effects simulation, then Tobruk, for example, is a fine simulation, or if I'm simulating the usage of water (taking into account that the Italians need more for their pasta), then CNA is your simulation (I'm using that near-mythical example--I've never actually seen the game out of its box).
So, wrapping it up (you asleep yet?), I'll say that yes, Memoir '44 can be a simulation in some circumstances/uses |
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SE |
Memoir '44 is a simulation! Well, as much as a Boardgame can be one. Any game in which players manipulate units on the board into tactically advantageous terrain or formations in order to increase the chances of winning a situational combat, especially a specific one, is a simulation. The plastic soldiers are especially real in M44, as everyone in WW2 was made of plastic. :robot: |
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Shana Bertrem |
Memoir '44 is definitely a simulation of military
conflict. Although the scale is greatly reduced, the units are designed to
represent the characteristics of armor, infantry, and artillery in action.
The terrain tiles and obstructions are clearly provided to affect the
movement and visibility of these units. Even in this reduced scale there are
a variety of real-world elements being recreated with in-game consequences. |
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Shin Yoo |
Why Memoir '44 is NOT a simulation : |
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SnoozeFest |
M44
is not a simulation because I SAID so! (short answer) longer
answer: the
imitative representation of the functioning of one system or process by means
of the functioning of another representation
of something (sometimes on a smaller scale) [syn: model: A
schematic description of a system, theory, or phenomenon that accounts for
its known or inferred properties and may be used for further study of its
characteristics ] So,
despite my initial feelings about this, the word "simulation" seems
to imply a close representation. Some simulations are obviously better than
others - i.e., some sims do a better job modeling
the process of interest. I think M44 is far enough on that spectrum to make
it a non-simulation. |
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Stephen
Shaw |
I
think that historically-based games exist on a continuum of simulation to
game. The more simulation, the less game and conversely, the more game,
the less simulation. If you truly simulate a historical scenario
perfectly, there is no game, as you simply repeat history. Some great
games come very close to doing exactly that; however, many great games with a
historical setting (El Grande) have a time/place as a setting only, but then
the rest of the play is entirely GAME, and therefore are not simulations.
As such, there has to be some (at least potential) deviation from history in
order to have some decision making gamer-luvin
fun. So what are the criteria for a good, somewhat accurate simulation
that still has gaming elements? 1)
Accurate starting resources/units/abilities that mimic
mathematically/statistically 2)
Dynamic in-game development that mimics the timing of history with close
accuracy, in terms of events (weather, terrain, encounters) and progression
(technology, leadership improvements, etc) 3)
Components (map, bits) that are at least somewhat compelling and evoke the
appropriate atmosphere 4)
Victory conditions that match what would have been considered a strategic
victory for the respective side One
of the frequent burdens of an accurate simulation is FIDDLY, overly complex
rules. Another (Axis and Allies) potential problem is limited
replayability, as starting positions and strengths (and as such, the
potential develpoment of the "perfect" stratgey) are static. With that said, from what I
know of Memoir 44, it strikes a pretty good balance between gaming and
simulation, but I'm looking forward to winning it to put that to the
test!! ;-) |
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Steve
Barnhardt |
Well,
I checked out Memoir 44' and decided that it was a wargame,
but so abstract that I cannot consider it simulation. Tom is
correct, it has terrain, units, and all the trappings of a simulation, but
that does not make it one. A counter-argument is that it is simply a
highly abstracted simulation, I guess. I could consider chess to
be a simulation by that definition. I
would argue that a wargamer is looking for a
simulation to clearly identify units and provide historically accurate assets
for a scenario. I saw one guy get all center cards and not be able to
do much, because his units were on the flanks. A simulation usually
allows one to activate what assets they have. For this reason, I
consider most other Card Driven Games to be closer to a game than a good
simulation. I have to agree with
Joe regarding this game. |
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Ted
Cheathem |
I
thought I should at least enter. This is not a simulation. A
simulation has a level of detail intended to replicate actual circumstances
of the real world. An excellent example of a simulation is Carrier by
Avalon Hill. In this game it takes the time and detail to move an
aircraft from a cargo bay onto the flight deck. The goal of the
simulation is to make the player feel that they are there and managing a
level of detail that mimics reality. Another game that is close to a
simulation would be Blackbeard being the life of a pirate. Memoir,
although representing a time in history and scenarios of famous battles, it
is not a simulation. It is a light fun war game. |
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Ted Kim |
Memoir '44 is not a simulation (but is a fun game). |
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Thomas
Heaney |
Yes, Memoir ‘44 is a “simulation.” Now, how did I arrive at this startling
conclusion? Permit me to take you on a
tour of my train, er, Sherman Tank of thought. 1) The category of “simulation” isn’t a toggle switch; it
is a continuum. The category is not an
absolute either/or item wherein a particular game magically falls on one side
of this fortress wall or the other.
The description or category of simulation has an infinite series of
gradations like a rainbow that runs from, say, “Tick Tack Toe” on one end and
ASL or Campaign for North Africa at the other and has lots of
pretty colors in between. 2)
Richard Borg has attempted to build a “simulation” that balances reproducing
historical reality with accessibility and fun. Borg declares in his introduction that Memoir
is “a unique historical game that allows players to effectively portray
stylized WWII battles.” The key word
there, I think, is “stylized” – he has reduced innumerable details and
variables down to a simplified and standardized form that can be applied to
various battles of different sizes and conditions and still use the same pool
of unit and terrain types. Most
attributes of an armored unit have been abstracted and standardized into a
particular form that can be reused in each battle without forcing the players
to reinvent the caterpillar-tread. 3) Thus,
each battle has a particular map with, again, stylized terrain and
units that nevertheless reflect each battle’s historical details. 4) The
Command Card system provides a, yup, stylized method of limiting
player actions on the battlefield in a manner that produces tension-filled
decisions and actions that have historical parallels without getting bogged
down in complex rules conditions and exceptions. Commanders always have a very limited set
of options on the battlefield at any particular moment, so the cards act as a
range of “options” available to any commander-player in the game. The cards operate as a very rough
representation of command and control, but it is effective and quick. Overall, I would conclude that Memoir a stylized simulation
of combat in the Second World War that allows players to explore and learn
about specific battles in a manner that is fast and fun as well as accessible
to a wide audience. |
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Tod Goff |
Memoir
'44 is not a simulation. I would classify it as a Battle
Overview. It doesn't simulate the battles in the scenarios but
it does give a great overview of the conditions surrounding each battle,
both historically and tactically. A
simulation would be much more detailed and the outcomes would feel more
severe than "remove a figure" or "retreat to the nearest
unoccupied hex". Memoir
'44 is a great game though! |
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Tom Panacoast |
To answer this, I will use the tried and true technique
of cherry picking |
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Troy Lawrence |
Now
on to Memoir... I’ve not had the opportunity to play Memoir so I’m not
speaking from experience. I guess there’s a line to be drawn somewhere, ya or
na. But since it attempts to depict actual events (at
least I think it does), in a semi realistic way I think it could qualify as a
simulation, but taking Joe’s comments into consideration, I think it would
probably be a simulation a light side. |
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Walt
O’Hara |
The
answer is, naturally, "Of couse it is!" I
sense the hand of Joe in this. Do
we have to go around the block on this one more time? A historical
military simulation presents a model of historical conflict. A
historical military simulation USUALLY presents a depiction of
real-life historical military units moving and fighting in a terrain
depiction that coincides with a real battlefield. Finally, a historical
military simulation provides a model of how to resolve combats and
present the results. Doesn't
Memoir 44 do ALL of that??? It
seems to me that the arguments I've heard stated against Memoir 44 have been
specious at best. "It doesnt' have
a CRT, therefore it isn't a simulation!" "It uses plastic
toys, therefore, it's not a simulation!" "The dice combat
system is too simple, it can't be a wargame!!" All
this babble tells us more about the expectations of certain players rather
than what Memoir 44 actually DOES, which is present a model of several
different historical conflicts on a (admittedly very rough) depiction
of historical terrain, with (admittedly, a very rough) depiction of
historical military units. You may not think the Memoir 44
Overlord scenario can hold a candle to THE LONGEST DAY as an accurate
portrayal of the events of D-Day, and you would probably be right.
That DOES NOT MEAN that the Memoir 44 game isn't simulating those
events, it's just using a different scale, mechanic, and artistic
method for displaying the same events. If
I like Chagall and you like Monet, does Chagall cease to be an artist because
you don't like him? The same mindset applies to different
approaches to game design. Lastly,
remember the first wargame, ever? Kriegspiele was played enthusiastically by the
German General Staff during the 19th century. Kriegspiele
featured simplistic terrain (a gridwork),
generic units meant to depict various national armies in changeable
situations (hmmm.. sounds familiar, doesn't it?). If some visitor
from another time had dared tell Von Moltke
that he was playing with a *toy* or a *game* because it didn't fit the
visitor's notion of a "Proper Conflict Simulation", the visitor
would have been whomped up side his head with
a bucket of sauerkraut. Those 19th century Prussians certainly
took military simulation gaming seriously, as you SHOULD know, Joe..
ahem.. This 'donnybrook' over Memoir 44 is all about *comfort
zones*, not definitions. If the notion that a generic, geomorphic
design using plastic soliders to represent units
and marked dice to resolve combat challenges your comfort zone, feel
free to call it something else-- a "table top game" or
"Military themed family game" or even "fred".
But it still will be a historical simulation, no matter how
uncomfortable you might be with that idea. |
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Whit Janes |
Memoir ’44 is a simulation, but not a recreation. I work in the computer field, specifically in Information Security. When we look at incidents that we have had to deal with (virus, hack attempt, or email worm, etc), we will perform a recreation. In a recreation, we try and script without any deviations all events as they occurred chronologically and logically. Memoir differs from this in the fact that after the initial setup is done, all aspects of the game lend themselves to the players changing the order of real events occurring or the steps taken in response to events occurring. This fact makes Memoir a simulation. In our InfoSec simulations, we want the participants to be freeform and do the unexpected to allow us to test all possible and likely scenarios. |
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[1] Disclaimer #1: Please note that I took some liberty with restating
the question you posed in Episode #22 of The Dice Tower , which was initially
declared as “Why or why not is Memoir ‘44
a simulation?” but then modified to “Is it a historical simulation?” and
finally qualified with the assumption that we all think it is a “good”
game. By combining all three facets of
your statements—simulation, historical simulation and the assumption that it is
a good game—I formed the analysis of this memorandum.
[2] Should I be so fortunate to
have this entry be selected for broadcast on your podcast
(for which I would be quite grateful), I completely recognize that the length
and unwieldy nature (a few too many footnotes and parenthetical statements,
which oddly enough, are displayed this very footnote within a parenthetical statement)
of this memorandum makes it virtually impossible to recite verbatim over the
air. Therefore, I have provided this
Summary to, well, summarize the contents in a manner more suitable for your
listening audience.
[3] Disclaimer #2: The reference
to any game, game system or game company in this memorandum should not be
considered as an endorsement, critical acclaim (or any acclaim for that
matter), commendation, recommendation, favorable review, approval, support or
sanction for such game, game system or game company by said memorandum
author. Check your FLGS for
availability. Your mileage may
vary. Figures sold separately. Batteries not included. Please read the fine print for additional disclaimers
and other meaningless words which attempt to qualify or disqualify the thoughts
of the author. Enjoy.
[4] Whenever you refer to Attack! you must include Attack!
Expansion as that is the only way to play this game.
[5] Or, if Joe Steadman is
reading this, the disreputable Monopoly. Not to be one to cry over spilt milk, but I
did just miss winning the Beowulf
contest by adhering to my principles and faith in other gamers that Monopoly was not one of the five worst
games of all time. And now that we are
on the topic of contests, I just need to mention that in the last contest, I
had all the correct answers and even a tagline that you used on the air (quote
from Omar Bradley) and still did not win or even get an chance at the dice
tower . . . man, that ticks me off! Whew,
I feel better now.
[6] Disclaimer #3: Please see
Footnote #3 above, partly because it is aptly applied to this game reference,
but mostly because, this game has some serious issues. See BGG for further information and
enlightenment.
[7] Real and historical are
interchangeable for purposes of this memorandum.
[8] Yeah, I had to look up that
word too.
[9] “The Complete Book of Wargames” by The Editors of Consumer Guide with Jon
Freeman, pages 30-31.
[10] Now wait just a tick . . .
Helm’s Deep is not a real historical battle.
Sorry, I guess I got a little carried away, but that raises another
topic: Can fantasy and sci-fi be the subject of historical game
simulations? From the Judge Alito school of thought (for those of you playing at home—a
strict constructionist viewpoint), the answer is NO, because they do not
simulate a real historical event or period.
However, we do know from our earlier examination of the concept of a
“game simulation,” Supra . . . what,
you don’t know what Supra means . . .
see above . . . oh, still unclear, eh . . . drat . . . alright, just start
reading from the beginning of the memorandum and you are bound to run into it
eventually) that fantasy and sci-fi treatments such as A Game of Thrones (an imitative representation of George Martin's
"A Song of Ice and Fire" series) and Avalon Hill’s Dune (an imitative representation
of Frank
Herbert’s "Dune" series) are, in fact, game simulations (and quite
good ones at that—please note that this comment violates Disclaimer #2, Supra . . . aargh
. . . I mean, above, and should be considered an exception to the rule of no endorsement,
critical acclaim, commendation, recommendation, favorable review, approval,
support or sanction for any such game, game system or game company by said
memorandum author. Incredible, this is
starting to read like ASL rules—“Say
it ain’t so Joe?”—I feel compelled to point out the double entendre of referencing “Joe” in
regards to ASL, but more importantly,
dropping a historical reference to the question asked of “Shoeless” Joe Jackson
of the 1919 “Black” Sox, especially in light of the recent World Series win by
the White Sox . . . now where were we?) as they attempt to recreate or simulate
the events that take place in the worlds created by Mr. Martin and Mr. Herbert,
respectively, via a game system.
[11] Especially Kansas City fans
who would fine the two immediately referenced events particularly
memorable.
[12] What “could have happened”
raises another interesting point: Should
historical game simulations focus strictly on recreating history or on
smoothing some of the realities to allow more balance and playability? For example, should Napoleon lose game of Waterloo, or the Allies win every game
of Axis & Allies? If so, then why play the game? This topic is
given a little more treatment in the analysis of what is “good” historical
simulation, infra . . . oh, come on
now . . . infra means “found below.”
[13] Sorry for that . . . but
that word just sounds . . . well . . . dirty.
[14] Days of Wonder Press Release
on Memoir ’44.
[15] “The Complete Book of Wargames” by The Editors of Consumer Guide with Jon
Freeman, page 31.
[16] This review by Tom Vasel
appears on BGG and on Tom’s Game Review page on www.thedicetower.com. That wasn’t a shameless
plug, was it?
[17] This review by Greg J.
Schloesser first
appeared in Counter Magazine #26.
[18] This review by Walt Mulder appears on BGG.
[19] This review by Dan Edwards
appears on BGG.
[20] Yet, another shameless
attempt to ingratiate myself. Sorry, I just
can’t help myself—I really want the Memoir
‘44 game package.
[21] The gratuitous references to
Advanced Squad Leader have been
inserted to test Joe Steadman on his promise not to mention ASL during a podcast. Yet, another reason to have Joe read parts of
my entry.
[22] Considering that The Longest Day and Memoir ’44 deal with the some general topic, you will play at least
20 games of Memoir ’44 before you
even come close to finishing the campaign scenario for The Longest Day. Trust me,
I’ve been there.
[23] Again, see Disclaimer #2 in
Footnote #3. I am in no way saying that Rommel in the Desert is the perfect game, but
merely posing the point of view that it has a firm command of the balance
necessary for a “good” historical game simulation.
[24] On the flip side, this
randomness factor also makes a case against Memoir
’44 being a true historical simulation and events just do not happened the
way they did in 1944.
[25] “The Best of Board Wargaming,” by Nicholas Palmer, page 41.
[26] These are ripe terms for Beyond Balderdash.