This article explores the essential role of abstraction in the design of historical tabletop wargames, arguing that abstraction is not a compromise but a core design tool for achieving realism, playability, and historical plausibility. By examining popular systems like Chain of Command and comparing them with non-miniature wargames, the piece shows how well-chosen abstractions—such as fog of war, morale, command friction, and logistics—allow games to model the effects of real warfare without overwhelming players. Drawing on systems thinking concepts such as emergence, complexity, and interconnectedness, the discussion highlights how abstraction helps simulate the dynamic and chaotic nature of conflict. Ultimately, the article makes the case that abstraction, done well, brings players closer to the truths of historical command than any hyper-detailed system can.
The Art of Abstraction in Historical Wargame…
This article explores the essential role of abstraction in the design of historical tabletop wargames, arguing that abstraction is not a compromise but a core design tool for achieving realism, playability, and historical plausibility. By examining popular systems like Chain of Command and comparing them with non-miniature wargames, the piece shows how well-chosen abstractions—such as fog of war, morale, command friction, and logistics—allow games to model the effects of real warfare without overwhelming players. Drawing on systems thinking concepts such as emergence, complexity, and interconnectedness, the discussion highlights how abstraction helps simulate the dynamic and chaotic nature of conflict. Ultimately, the article makes the case that abstraction, done well, brings players closer to the truths of historical command than any hyper-detailed system can.