The fog of war (German : Nebel des Krieges) is the uncertainty in situational awareness experienced by participants in military operations. [1] The term seeks to capture the uncertainty regarding one's own capability, adversary capability, and adversary intent during an engagement, operation, or campaign. Military forces try to reduce the fog of war through military intelligence and friendly force tracking systems.
The term has become commonly used to define uncertainty mechanics in wargames.
The word "fog" (German : Nebel), but not the exact phrase, in reference to 'uncertainty in war' was introduced by the Prussian military analyst Carl von Clausewitz in his posthumously published book, Vom Kriege (1832), the English translation of which was published as On War (1873):
War is the realm of uncertainty; three quarters of the factors on which action in war is based are wrapped in a fog of greater or lesser uncertainty. A sensitive and discriminating judgment is called for; a skilled intelligence to scent out the truth.
— Carl von Clausewitz [2]
It has been pointed out that von Clausewitz does not use the exact phrase "fog of war", and also uses multiple similar metaphors, such as "twilight" and "moonlight", to describe a 'lack of clarity'. [3]
The first known use of the exact phrase in text dates to 1836 in a poem entitled "The Battle of Bunker Hill" by McDonald Clarke. [4] The poem describes an assault by British forces upon an American redoubt during the 1775 Battle of Bunker Hill:
"Will they dare a third attack?
Is a question seen in every eye; Old Put across the neck and back,
Rides slowly, their vengeance to defy—
Wildy, in that deadly hour,
The Ramparts shove their bolted shower,
While mid the waving fog of war,
Thunders the Yankee’s loud hurrah" [5]
The first known attempt to explicitly define the "fog of war" in a military text was made in 1896 in a book titled The Fog of War by Sir Lonsdale Augustus Hale, where it is described as "the state of ignorance in which commanders frequently find themselves as regards the real strength and position, not only of their foes, but also of their friends." [6]
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The fog of war is a reality in all military conflict. Precision and certainty are unattainable goals, but modern military doctrine suggests a trade-off of precision and certainty for speed and agility. Militaries employ command and control (C2) systems and doctrine to partially alleviate the fog of war.
The term also applies to the experience of individual soldiers in battle: often cited is the pure confusion of direction, location, and perspective on a battlefield. Officers and soldiers become separated, orders become confused and subject to revision with poor communication. Sounds and vision are limited from the perspective of the individual and may not be easily resolved, resulting in a continuing uncertainty, a perceptual "fog".
The fog of war has been decreasing as intelligence, surveillance and reconnaissance technology is improving. In 2016, Chief of Staff of the United States Army Gen. Mark A. Milley stated that "On the future battlefield, if you stay in one place longer than two or three hours, you will be dead... With enemy drones and sensors constantly on the hunt for targets, there won't even be time for four hours' unbroken sleep." [7]
Abstract and military board games sometimes try to capture the effect of the fog of war by hiding the identity of playing pieces, by keeping them face down or turned away from the opposing player (as in Stratego ) or covered (as in Squad Leader [8] ). Other games, such as the Dark chess and Kriegspiel chess-variants, playing pieces could be hidden from the players by using a duplicate, hidden game board. [9]
Another version of fog of war emulation is used by block wargaming where, much like Stratego, the blocks face each player, hiding their value. However, this also allows for incremental damage, where the block is rotated up to four times to indicate battle damage before the unit is eliminated from the playing field.[ citation needed ]
Solitaire games also by their nature attempt to recreate fog of war using random dice rolls or card draws to determine events. [10] Complex double-blind miniature wargames, including military simulations, may make use of two identical maps or model landscapes, one or more referees providing limited intelligence to the opposing sides, participants in the roles of sub-unit leaders, and the use of radio sets or intercoms.[ citation needed ]
A computer's ability to effectively hide information from a player is seen as a distinct advantage over board games when simulating war. [11] Fog of war in strategy video games refers to enemy units, and often terrain, being hidden from the player; this is lifted once the area is explored, but the information is often fully or partially re-hidden whenever the player does not have a unit in that area. [12]
The earliest use of fog of war was in the 1977 game Empire by Walter Bright. [13] Another early use of fog of war was the 1978 game Tanktics designed by Chris Crawford, which was criticized for its unreliable and "confusing" fog of war system. [14] Crawford, in 1982, suggested "limit[ing] the amount of information available to the human player" to compensate for the computer's lack of intelligence. [15] In a 1988 Computer Gaming World article Dave Arneson called fog of war "one of the biggest 'plus' factors in computer simulations", while Crawford concluded, using Tanktics as an example, that video game fog of war systems became less "fun" the more realistic they were, leading the medium to instead use simplified systems. [16]
Two large Blizzard franchises, Warcraft and StarCraft , use a fog of war which only reveals terrain features and enemy units through a player's reconnaissance. Without a unit actively observing, previously revealed areas of the map are subject to a shroud through which only terrain is visible, but changes in enemy units or bases are not. [17] This is also common in both turn-based and real-time strategy games, such as League of Legends , the Close Combat series, Total War series, Age of Empires series, Red Alert series, Advance Wars series, Fire Emblem series, Sid Meier's Civilization series, and the Supreme Commander series.[ citation needed ]
Fog of war gives players an incentive to uncover a game's world. A compulsion to reveal obscured parts of a map has been described to give a sense of exploring the unknown. [18] Crawford said that "reasonable" uses of fog of war, such as needing to send out scouts, "not only seem natural, but ... add to the realism and excitement of the game" [15] Merchant Prince displays over unexplored territory what Computer Gaming World described as a "renaissance-style map of dubious accuracy". [19] In some strategy games that make use of fog of war, enemy AI may have knowledge of the positions of all other units and buildings on the map regardless, to compensate for lack of true intelligence, which players may consider as cheating if discovered. [20] A designer may use fog of war to keep a game that has become impossible to win enjoyable, by hiding this fact from the player. [17]
Carl Philipp Gottfriedvon Clausewitz was a Prussian general and military theorist who stressed the "moral" and political aspects of waging war. His most notable work, Vom Kriege, though unfinished at his death, is considered a seminal treatise on military strategy and science.
A wargame is a strategy game in which two or more players command opposing armed forces in a simulation of an armed conflict. Wargaming may be played for recreation, to train military officers in the art of strategic thinking, or to study the nature of potential conflicts. Many wargames re-create specific historic battles, and can cover either whole wars, or any campaigns, battles, or lower-level engagements within them. Many simulate land combat, but there are wargames for naval, air combat, and cyber as well as many that combine various domains.
A strategy game or strategic game is a game in which the players' uncoerced, and often autonomous, decision-making skills have a high significance in determining the outcome. Almost all strategy games require internal decision tree-style thinking, and typically very high situational awareness.
The Ancient Art of War is a computer wargame designed by Dave and Barry Murry of Evryware and published by Broderbund in 1984. It is one of the first real-time strategy or real-time tactics games.
The Charles S. Roberts Awards is an annual award for excellence in manual, tabletop games, with a focus on "conflict simulations", which includes simulations of non-military as well as military conflicts, as well as simulations of related historical topics. From its founding in 1975 through 2021, the award was almost exclusively focused on historical wargaming, changing to a broader "conflict simulations" in award year 2022.
Tanktics: Computer Game of Armored Combat on the Eastern Front is a 1976 two-player tank battle computer wargame by Chris Crawford. It was Crawford's first video game. He initially self-published it as Wargy I. It was published by Avalon Hill in 1981 as Tanktics.
Eastern Front (1941) is a computer wargame for Atari 8-bit computers created by Chris Crawford and published through the Atari Program Exchange (APX) in 1981. A scenario editor and assembly language source code for the game were also sold by APX as separate products.
Patton vs. Rommel is a computer wargame designed and programmed by Chris Crawford for the Macintosh and published by Electronic Arts in 1986. Versions for MS-DOS compatible operating systems and Commodore 64 were developed by Sculptured Software and published in 1987.
A block wargame is a board wargame that represents military units using wooden blocks instead of cardboard counters or metal/plastic miniatures.
Kriegsspiel is a genre of wargaming developed by the Prussian Army in the 19th century to teach battlefield tactics to officers. The word Kriegsspiel literally means "wargame" in German, but in the context of the English language it refers specifically to the wargames developed by the Prussian army in the 19th century. Kriegsspiel was the first wargaming system to have been adopted by a military organization as a serious tool for training and research.
Battleground 2: Gettysburg is a 1995 turn-based computer wargame developed and published by TalonSoft. It the second game in the Battleground series.
Battleground 4: Shiloh is a turn-based computer wargame developed by TalonSoft in 1996 and the fourth issue in the Battleground series.
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Battleground 5: Antietam is a 1996 computer wargame developed by TalonSoft in 1996, the fifth issue in the popular Battleground series.
Legionnaire is a computer wargame for Atari 8-bit computers created by Chris Crawford released through Avalon Hill in 1982. Recreating Julius Caesar's campaigns in a semi-historical setting, the player takes command of the Roman legions in real-time battles against the barbarians.
A computer wargame is a wargame played on a digital device. Descended from board wargaming, it simulates military conflict at the tactical, operational or strategic level. Computer wargames are both sold commercially for recreational use and, in some cases, used for military purposes.
Strategy is a major video game genre that emphasizes thinking and planning over direct instant action in order to achieve victory. Although many types of video games can contain strategic elements, as a genre, strategy games are most commonly defined as those with a primary focus on high-level strategy, logistics and resource management. They are also usually divided into two main sub-categories: turn-based and real-time, but there are also many strategy cross/sub-genres that feature additional elements such as tactics, diplomacy, economics and exploration.
A wargame is a strategy game that realistically simulates warfare. Wargames were invented for the purpose of training military officers, but they eventually caught on in civilian circles, played recreationally.
Strategos is a military wargame developed by Charles A. L. Totten for the United States Army, and published in 1880.
Kriegspiel is a board wargame published by Avalon Hill in 1970 that simulates a hypothetical war between two nations. Although the simple game sold well to new players, it received negative reviews by more experienced gamers.