This book analyzes Cold War international politics beyond game design, focusing on the creation of a game.
It is a document detailing how the game "Balance of Power" was made.
"Balance of Power" was different from traditional wargames, which involved moving soldiers and weapons on a grid. Instead, players took on the role of the leader of either the United States or the Soviet Union (at the time) with the objective of advancing their position more favorably than their opponent.
The only game over condition is the use of nuclear weapons.
If nuclear weapons are used, both the user and the target lose.
However, if the game progresses for a certain period without nuclear use, the victory is determined by which side the countries around the world align with.
When a country takes an action, it affects other countries.
This is called geopolitics.
Examples include military spending, economic aid to other countries, the outbreak of coups, and wars between smaller nations. Players decide whether or not to provide aid in response to the actions of other countries. The game progresses based on these choices.
The computer runs everything through calculations.
The explanation of the algorithms within the game is fascinating and will be very helpful for game designers in terms of their thought process.
The probability of a coup occurring is determined by processing economic relations, calculating military spending pressure, calculating GNP, consumer spending, government approval ratings, and more, using numerous parameters.
In the actual game, it progresses smoothly with a mouse click, so I never imagined such complex processing was happening. Well, I assumed calculations were involved, but I thought they would be simpler.
The explanation of how actual geopolitics is calculated is a very interesting part.
In addition to the game, there are many explanations of the basics of geopolitics, which are very helpful for understanding social conditions. It is also interesting to read about the author's own background and circumstances that led to the creation and sale of this game.
At the end of the book, there is a commentary by the author on a game they actually played, which is very helpful for understanding their way of thinking and actions.
Publisher: Aspect (January 1, 1989)
Release Date: January 1, 1989
Language: Japanese
Paperback: 300 pages
| Product # | 4893662406 |
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