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From: Zaghadka <zaghadka@hotmail.com>
Newsgroups: comp.sys.ibm.pc.games.action
Subject: Re: Defcon: Most horrifying game ever?
Date: Thu, 02 Jan 2025 14:35:40 -0600
Organization: E. Nygma & Sons, LLC
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On Thu, 2 Jan 2025 19:11:52 +0000, in comp.sys.ibm.pc.games.action, JAB
wrote:
>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.
At the risk of being conceited, and long-winded, this is the preamble to
a game I wrote in the early 90s called "Friendly Fire." It was a game of
bluffing, double-bluffing, strategy, and dumb luck.
>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.
For some reason, your story about Defcon reminded me of it.
--
Zag
This is csipg.rpg - reality is off topic. ...G. Quinn ('08)