Simulations and Games
Abstract and military board games sometimes try to capture the effect of the fog of war by hiding the identity of playing pieces, by keeping them face down or turned away from the opposing player (as in Stratego) or covered (as in Squad Leader). Other games, such as the Kriegspiel chess-variant, playing pieces are hidden from the opponent by tracking them on paper or by using a duplicate, hidden game board.
Solitaire games also by their nature attempt to recreate fog of war using random dice rolls, card draws, or flowcharts to determine events, for example Ambush!. Complex double-blind miniatures wargames, including cloth model training exercises for military commanders, may make use of two identical maps or model landscapes, one or more referees providing limited intelligence to the opposing sides, participants in the roles of sub-unit leaders, and the use of radio sets or intercoms.
The term "fog of war" has become jargon in military and adventure video and computer games, in the more limited sense of enemy units or characters being hidden from the player. Often this is done by obscuring sections of the map already explored by the player with a grey fog whenever they do not have a unit in that area to report on what is there. The player can still view the terrain but not any enemy units on it. One early use of fog of war was the 1978 game Tanktics designed by Chris Crawford, which was criticized for its fog of war system detracting from the fun of the game. Crawford later noted that "...when the games get too realistic, they lose their appeal."
Two of the most successful Blizzard franchises, Warcraft and StarCraft, also use a similar fog of war which only reveals terrain features and enemy units through a player's reconnaissance. Without a unit actively observing, previously revealed areas of the map are subject to a shroud through which only terrain is visible, but not changes in enemy units or bases. Total Annihilation and Supreme Commander are two examples where the use of radar is crucial to detecting units within the fog of war. EA Games' (formerly Westwood Studios') Command & Conquer franchise has incorporated a similar fog of war through the series, as has Activision's Dark Reign; the same type of effect is present in EA Games' Genie Engine which powers games including Age of Empires and Star Wars: Galactic Battlegrounds. Similarly, in the classic Empire computer game, a player can only observe an enemy unit if it is in the vicinity of one of the player's units or cities. In some games, such as Command & Conquer: Red Alert 2, it is possible for the player to artificially recreate a fog of war against his opponent. In turn-based strategy games of the Advance Wars, Field Commander and Fire Emblem series, "Fog of War" literally refers to a fog which shrouds the most part of a map. Sid Meier's turn-based franchise Civilization and its spin-off Alpha Centauri obscure parts of the map not occupied by the player or allies until the advent of orbital flight is reached by the player.
By extension, "Fog of War" is also used to describe the limited view distance of many first person shooters, where unlimited view is considered either bad for gameplay or, more often, because of technical limitations, in that a Fog of War allows for the rendering of a smaller part of the game area. In the Commands & Colors series of boardgames, designed by Richard Borg, the fog of war is simulated by a deck of cards from which the players can pick their actions. Different sides of the battle usually have a different number of cards (each one describing a possible action) and players have to choose which card to use. It often happens that the best action imaginable in that moment is impossible to do because the player does not have a useful card for it. This is to simulate the difficulty of in-battle communication in the heat of the moment.
Read more about this topic: Fog Of War
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