Defining the "quintessential" computer wargame list may be characterized as an exercise in personal choice, experience and hubris. A recurring discussion has been raging over the definition of a wargame; rather than delve into a holistic exercise in semantics, I rely on the Supreme Court definition of pornography -- "I know it when I see it." In fact, I submit this list as a compilation of wargame/conflict/strategy games and simulations. All of the games are for the PC machine.
#1: CIVILIZATION II {MicroProse; 1996} needs no justification. Eminently playable, this panoramic sweep of human civilization offers an insight into the development of technology and its impact upon history. While not historical, its sheer joie de vivre overcomes any deficiencies. While an enhancement to the original (1991), the game value and learning parameters have maintained its status. A newer release, CIVILIZATION: CALLTO POWER (Activision; 1999), added much detail, but at the expense of accessibility and ease of play.
#2: OPERATIONAL ART OF WAR I-II {TalonSoft; 1998-1999} is a detailed simulation of operational land conflict in the twentieth century. Although the interface has been vastly improved from the designer's prior efforts, it could still use additional tuning. However, this simulation is an open-ended design tool, with a scenario editor which can be used to model political decision points as addenda to military resolutions. There has been some criticism that the model yields anomalous results, but this can often be attributed to errors of aggregation. This is an operational modelling simulation, and despite the publisher's claims, is best optimized for regimental to corps levels.
#3: BATTLEGROUND SERIES {TalonSoft; 1995-1999} are the best operational battle simulations available. They include 1. ARDENNES; 2. GETTYSBURG; 3. WATERLOO; 4. SHILOH; 5. ANTIETAM; 6. NAPOLEON IN RUSSIA; 7. BULL RUN; 8. PRELUDE TO WATERLOO; 9. CHICKAMAUGA. Graphically intense and detailed, every gamer needs at least one in his library. While the three-dimensional view is especially suitable for viewing, the two dimensional aspect is better for implementation of orders.
#4: AGE OF EMPIRES (MicroSoft; 1997) is a real-time game of sweeping history. Historical accuracy is less than ideal, but the graphics and gameplay are so spectacular that no one cares -- the cotton candy of wargames.
#5: JANE'S SERIES {Origin; 1994-1999} US NAVY FIGHTERS (1994), AH-64D LONGBOW (1996), ATF (ADVANCED TACTICAL FIGHTERS) (1996), LONGBOW 2 (1997), USNF '97 (1997), 688(I) HUNTER-KILLER (1997), F-15 (1998), ISRAELI AIR FORCE (1998), WWII FIGHTERS (1998), FLEET COMMAND (1999) offer some of the most complex tactical simulations available in the marketplace. The cut scenes alone can be worth the price of admission, and the games more than justify their steep learning curve. However, be aware that modelling characteristics have often been adjusted for gameplay purposes.
#6: ACES: THE COMPLETE COLLECTOR'S EDITION (Dynamix; 1995) The games may be slightly dated, but this package is worth getting. RED BARON, ACES OVER EUROPE, ACES OF THE PACIFIC, A-10 TANK KILLER yield a bargain; no one has consistently done a better job of aerial combat in the World Wars, and even though the games are DOS-specific, they are still worth playing and replaying (often even more than their sequels).
#7: RAINBOW 6 (Red Storm; 1998} is a surprisingly well-executed simulation of special operations missions. Aside from the excellent graphics, gameplay and scenarios, the mission editor is superb. Before embarking on the actual mission, one should (or must if success is to be achieved) develop a mission plan of execution through the use of the editor. At the very least, this editor is accessible and emphasizes a basic military planning tool.
#8: WING COMMANDER I-V {Origin; 1990-1998} History is not a selling point, but graphics and play value abound in this science fiction spectacular which approach cinematic production values. In fact, the game was much better than the movie. Chris, keep your day job.
#9: DUNGEON KEEPER/DUNGEON KEEPER 2 {Electronic Arts; 1997/1999} is a fantasy game of perverse proportions. Instead of being the hero who saves the world, you are the Evil One; not recommended for the religious right.
#10: X-COM I I I-II-III-IV {MicroProse; 1994/1995/1997/1998} constitute a tactical patrol model encapsulated in an operational and strategic design. While the plot is pure science fiction, the tactical patrol model is the best ever designed for a computer game, and it definitely teaches the techniques involving in bounding overwatch.
HONORABLE MENTIONS:
A. COMMAND & CONQUER {Westwood; 1996-1999} Contemporary and futuristic combat in a Soviet-American/GDI-NOD strategic conflict. Using an unrealistic and artificial real-time gaming environment, the series has evolved from Virgin's DUNE 2; Blizzard's WARCRAFT uses a similar engine in a fantasy environment.
B. SIM CITY/SIM CITY 2000/SIM CITY 3000 {Maxis; 1989/1994/1998} is the classic "software toy." While the competition may seem absent, the program offers a fascinating perspective of urban planning and modeling problems. The company has spun off a separate commercial company which designs simulations for both industry and government.
C. RAILROAD TYCOON/RAILROAD TYCOON DELUXE/RAILROAD TYCOON II {MicroProse/GOD; 1990/1993/1998} There are people who actually like to ride trains and find them fascinating technological tools. Luckily, this game appeals to a much broader audience. Economic development, competition and technology unit to present a simulation which remains interesting.
D. PIRATES/PIRATE'S GOLD {MicroProse; 1987/1993} The play value of the "Golden Age of Piracy" (pre-computer varieties) makes this a mild recommendation. The products are dated, but they have not been supplanted by any successors, Tactical swordplay, operational sea battles and strategic economic decision-making combine into a fascinating product.