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Well something popped up on my feed about this recently and I thought
yeh it's horrific. So the basic game, almost twenty years old now, is
all out nuclear war but what takes it above that, at least for me, is
the way it's presented. It is a strategy game but everything is quite
abstract and minimalist from its Wargames (the film) graphics, to its
haunting sounds and basic units of fighters, bombers, aircraft carriers,
destroyers, battleships, radar units, SAM sites, airfields and of course
ICBM silos which can also serve to shot down incoming nukes. No
research, no resource gathering just you all get the same units to
deploy as you wish.
>
You start at Defcon five and as the timer ticks down that level is
raised meaning you get to place more units and eventually start actual
conventional combat. Once it reaches Defcon one all hell breaks lose and
it's a question of who is going to launch nukes first with an
accompanying siren noise. See a city hit and all that's shown is a white
flash and in big letters the death toll in millions. This happens over
and over again until the world is filled with the glow of nuclear
strikes and the timer reaches zero. The winner is then announced based
on casualties for and against.
>
The part I found really horrific is that it's only after you've played
several games that it dawns on you that you're detached from what you're
doing (you cannot die) and are taking enjoyment in counting the death
toll you're causing while not overly caring of the death toll in your
continent. The finally part is when the results are shown as raw figures.
>
As the game says everybody dies. You don't win, instead you just don't
do as badly as everyone else.
Welcome to 2624 A.D. We understand that Timelift disorientation may have
scrambled your brains a little, so I'll try and make this brief. Then you
can see the lab boys in memory reconstitution so that you can remember who
you are.
>
Our planet is still torn by war. As you may have guessed, methods of
killing have progressed phenomenally, but this has presented our armies
with a major problem.
>
In the 27th century, our methods of destruction are quite rapid and
effective; perhaps, too rapid. We have been working on the perfection of
Artificial Intelligence WAr Computers (AIWACs) with little success.
They do not work properly. Of course, our politicians, who wouldn't come
within a hundred miles of a combat zone, believe that they are working
just fine. They continue to fund bigger and better weapons instead of
the much needed AIWACplus project. You have been called to the future to
serve the planet and assume the identity of these computers. Hopefully,
no one will notice the difference. Our own soldiers are inadequate for
the job because most of them couldn't care less who lives or dies any more.
>
Let me explain that last statement... Our soldiers' despondent attitudes come
from the fact that no one can determine who the enemy forces are fast enough
to kill them before those who simply fire away have shot everything dead as
a doornail. Therefore, "Shoot first, shoot last, dammit, shoot, shoot, shoot,
and ask questions after the fallout clears" has been the policy that has
dominated modern warfare for the past century. The AIWACs, which were installed
about ten years ago, were supposed to be able to identify enemies fast enough
to remedy this problem. However, they have now concurred that the hundred year
old "Preemptive Annihilation" technique is the only logical strategy. The
leadership of the Armed Forces believes that perhaps it is the lack of good
family values that has permeated our culture, and subsequently been programmed
into the computers, that is responsible for this dead-end in warfare.
>
From our Army Corp of Historians archive files, we have determined that people
of your time have the maximum in compassion for human life while possessing
the minimum in technological skill to understand our warfare. Therefore, you
are the ideal choice for replacement of the AIWAC system. We know that it is
possible to identify the enemy quickly enough to fire at only the enemy, but
it is impossible to make the AIWACs understand the difference between
"friendly" troops and enemy troops. They continue to calculate the minimum
number of human deaths to achieve victory in a given battle, often winning,
but also often killing more "friendlies" than enemies. Your job is to win
battles, but to make sure that more enemy troops die than "friendlies" and
that as few "friendlies" die as is possible. If you fail to achieve this
mission, you will be shot and replaced. We must guarantee the lives of good
men over those of the enemy.
>
Here is what you will face. All troops are accounted for and identified by the
Master War Computer (MAWARC). All AIWACs are granted equal and complete access
by the terms of the Universal Disclosure Agreement (UDA), established at the
Geneva convention of 2623. Because of the UDA, it is impossible to keep
transponder codes a secret (these codes are used to identify troops), for they
are all stored in MAWARC. Due to this, AIWACs have designed a technique known
as "lying." What this means is that at any given time, 20 - 50% of what MAWARC
tells you are your own troops are actually enemies with a forged transponder
code. This creates what is known as the "friendly fire" problem. It is up to
you to solve it. You have vast weaponry at your fingertips. You have the
compassion and the values to determine the good from the bad. Solve our problem.
If you do not, you will be promptly executed. Good luck, and enjoy the
return of your memories.
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