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Software Friction

(www.hillelwayne.com)
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WJW ◴[] No.40716351[source]
> What about event planners, nurses, military officers?

As a Dutch ex-Navy officer, we just called this "friction" as everyone had read Von Clausewitz during officer training and was familiar with the nuances of the term. Militaries overwhelmingly address this problem by increasing redundancy, so that there are as few single points of failures as possible. It is very rare to encounter a role that can only be filled by a single person, a well designed military organization will always have a plan for replacing any single individual should they accidentally die.

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pjc50 ◴[] No.40716962[source]
"The graveyards are full of indispensable men" -- attr. Napoleon

"I can make a brigadier general in five minutes, but it is not easy to replace a hundred and ten horses" -- attr. Lincoln (exact words vary by source)

It's noticeable how few computer wargames simulate any of this, instead allowing for frictionless high speed micromanagement.

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1. the_af ◴[] No.40718104[source]
> It's noticeable how few computer wargames simulate any of this, instead allowing for frictionless high speed micromanagement.

Friction is simulated in many computer games, the problem is that taking it too far would make them unenjoyable or too niche. Remember they are games first and simulations second (with exceptions; precisely the ones that are too niche).

Friction in computer games is simulated in multiple ways:

- The most obvious one: randomized results. Your units do not do a set damage nor do they always succeed, but instead the PRNG plays a role (e.g. most combat rolls in most wargames, but also whether a missile launched within parameters tracks or fails to in DCS).

- Fog of war: many wargames do not show areas you haven't explored or where you do not have scout units.

- Morale: many wargames simulate morale, units may break if sufficiently scared (e.g. the Total War games do this) and some may even rush to charge without your command, jeopardizing your plans (e.g. Total War, Warhammer: Dark Omens). In the Close Combat series, your soldiers may become demoralized or even refuse to follow orders if you order them to walk through enemy fire or take too many casualties.

- Some have external unpredictable hazards jeopardizing your unit (e.g. sandworms in Dune II).

And many others. So wargames do attempt to model friction; the problem is that if you make this too extreme, the game stops being fun for the majority of players. The illusion of control is an important aspect of gameplay.