Guest Column: The Known Unknowns of Subterfuge

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austin_walker

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Edited By austin_walker
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“I’ve done business, politics, and war. Now I’m trying my hands at mobile gaming.” That’s the way former Secretary of Defense Donald Rumsfeld announced that he’d created a video game in a post on Medium. It comes off more than a little glib, like a man trying to put a bow on the Iraq WMD farce and Abu Ghraib even as his reputation remains hopelessly entangled with them. But as far as Rumsfeld is concerned, he’s moved on, to a medium where the closest thing to sectarian violence is Clash of Clans. Forgive me one bad mobile gaming joke—even the Washington Post couldn’t seem to resist using the occasion to try out an “Angry Kurds” pun.

Not that there's much more to mine there. The game turns out to be fairly benign: A variant of solitaire that Winston Churchill reportedly played, passed down to Rumsfeld secondhand. And just as you’re unlikely to learn anything about the second Iraq War from George Bush’s paintings, I’m skeptical that you could glean much about Rumsfeld’s part in the wars in Iraq and Afghanistan (or about Winston Churchill himself, for that matter) from a game about rearranging playing cards.

But there is a mobile game that’s evocative of Rumsfeld’s tenure at the war desk: Subterfuge.

Like Churchill’s card game, Subterfuge seems to be passed around mostly by word of mouth. It actually found its way down to me through Austin—I’d read a piece he'd written on the game that had this weird, anguished quality to it, like a sort of gamer Confiteor. I figured I wanted in on whatever game had managed to provoke that reaction, and for my sins, they gave me beta access.

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Subterfuge is a real-time strategy game, built to succeed Neptune’s Pride (for anyone who remembers that one), and at its most basic it feels familiar: Capture bases to generate units; send those units to capture more bases. Convert units into a macguffin mine; mine enough macguffins to win. A hitch, though: Travel times between bases are measured in real hours, and scaling up from there, matches often take a week or two to finish. In the past half-year I've only managed about five full games, playing with a shifting cast of freelance writers and friends, plus the odd salaried staffer who jumps in to speculate an article. The turnover rate is high, with something like 50% of the roster dropping out from match to match. We get a lot of rage-quits.

There’s no mystery as to why—Subterfuge is a fiendish, Machiavellian game. Color-coded subs do the menial work of fighting, but the true play spaces are the game’s group chat windows, where conversation (and who’s excluded from it) is what gives life to alliances, deceptions, and betrayals. Words take on a heightened import in Subterfuge because of physical limitations the game places on players. There’s a sort of thermodynamic law of conservation to the map: In order to expand in one direction, you have to take heavily from somewhere else in your territory. The resulting asymmetry means that you’re always exposed somewhere—best that it be an ally’s mutual border. But the vagaries of your allies’ moods present a problem of categorization, because nobody’s really beholden to any deal. You want to sort friend from foe, but instead other players end up presenting a sort of Schrödinger’s dilemma, wherein they’re simultaneously bestie and Brutus. Few things are more ominous than the sudden unresponsiveness from an allied Subterfuge player that always seems to presage a double-cross. So you start reading things in the dead air between their texts. And maybe you do a bit of Rumsfeldian rationalization yourself—hey, “the absence of evidence isn’t evidence of absence,” right?

“There’s a wonderful phrase: “The fog of war.” What the fog of war means, is, war is so complex, it’s beyond the ability of the human mind to comprehend all the variables. Our judgement, our understanding, are not adequate. And we kill people, unnecessarily.” - Robert McNamara, interviewed for Errol Morris’ The Fog of War
“There’s a wonderful phrase: “The fog of war.” What the fog of war means, is, war is so complex, it’s beyond the ability of the human mind to comprehend all the variables. Our judgement, our understanding, are not adequate. And we kill people, unnecessarily.” - Robert McNamara, interviewed for Errol Morris’ The Fog of War

Deception comes easily in Subterfuge, because so much of the game transpires beyond the victim’s periphery. Most strategy game players know this fog of war as a telltale desaturation out in the margins of the map, representing the limits of verifiable intel. Anything that happens in territory covered by the fog of war is a mystery until it’s explored or conquered. It’s the “Known Unknown” Rumsfeld was grabbing for when he evaded questions about Iraq’s phantom WMDs, the awareness that “we know there are some things we do not know.” You could easily point out that there’s a bit of inherent colonialism to the idea, and indeed, when Errol Morris looked for precedent for Rumsfeld’s saying, the earliest usage was about the divide between the civilized and the savage. “Here be dragons...” etc. etc.

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If it were only a matter of knowing what you don’t know, that would be one thing. But Subterfuge goes a step further. There’s a dial prominently positioned, right where your thumb naturally rests. When rotated either way, it scrubs through time to show either what’s already transpired, or a Minority Report-style forecast of things to come. But critically, the feature renders future events only according to what the player is capable of seeing in that moment. If some variable occurs outside of the their bases’ circle of vision—out in the fog of war—it isn’t factored into the game’s predictive model. During one of my games, an invading player went all-in, committing near two-thirds of his full fleet to attacking me. He was clearly confident that he’d succeed; the game’s simulation would have shown him routing me easily, down to the minute details of each and every battle. But it didn’t account for a special unit I’d yet to bring to the field, and when I sprung my trap, his entire model proved fatally false.

When Computer Gaming World called for essays on the "fog of war" back in 1988, developer Ed Bever honed in on the difference between the virtual fog in games and the information dilemma that real military commanders face at wartime:

Computer wargames can achieve a higher degree of realism, then, when they present the player, like a real commander, with plentiful intelligence, intelligence so plentiful that the problem becomes one of sifting through the possibilities in order to determine what is real and what only appears to be real. The danger in war comes more often not from what you don't see, but from what you think you see or what you want to see. Ultimately, the fog of war exists not on the battlefield, but in the commander's head. It is as much a product of information as ignorance.

Since at least that far back, then, developers have known that their players will place their trust in tidy, systems analysis-style calculations, with charts and attack ratios and tabulated modifiers. And Subterfuge certainly provides them, between all the time-scrolling simulations, the stat tracking, and the impressively official-looking “combat previews” players can call up on command.

Still from The Fog of War by Errol Morris
Still from The Fog of War by Errol Morris

But when we play a game like Subterfuge, we send sonar pings of subjectivity out into the murky depths: Petty vendettas, stubborn senses of honor and loyalty, subtle predilections towards action or inaction. The signals that bounce back come imbricated with the usual intelligence data that wargames provide, and as a result they look outwardly objective. But there’s a factor of human error hidden inside them, quietly corrupting. An “unknown known,” one that privileges our preconceived notions and anxieties. In my case, for example, I tend to know who I want to attack before a game even begins; it’s easy enough to self-select that data that best supports that conclusion.

Subterfuge holds these ideas in tension: The unknowns of the fog of war, steeped in fears and cynicism, and the knowns of verifiable intelligence. It’s what makes it such a misanthropic Secretary of Defense simulator. A good Subterfuge player—or perhaps it’s better to say, an “optimized" one—knows how to push and pull at the unknowns other players are preoccupied with. They raise the spectre of enemies in every shadow, and they pick only the battles they can win handily. The regulars from our Subterfuge game have really turned this into an art, perpetually sidling up to warn about some incoming attack, you know, “just to be a pal.” They’re really only selling their own cold self interest, but they’ll couch it in terms that sound like altruism.

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Interestingly, it’s often during a victory in Subterfuge that you feel the most savage, like when you pick on a newer player, or abandon an ally who’s beyond saving. The knower of knowns can have his own kind of savagery: He knows what he has, he knows what someone else has, and he knows he can take it. It’s why peaking early in a game of Subterfuge is so dangerous. When other players see you rising on the leaderboard, they do the totally rational thing: They conspire to murder you in gut-wrenching, Game of Thrones fashion, taking turns propping you up so everyone can get their turn to stab you and whisper “For the balance.”

In one of our games, a player announced in public chat that he’d caught another player's convoy dead to rights, carrying a Spanish galleon’s worth of assets. Cut to a few hours later when, struck by a sudden bout of sympathy, he suggested that he might let the guy get away after all. The chat channels lit up instantly, as the rest of us urged him to go through with the bombing. Eventually, evil won out, and we made a little celebration out of counting down the minutes to the explosion (the victim, our Piggy, or at least, our Nic Cage with the bee basket on his head, registered his protest in sad emojis).

Were we in the right? By the letter of the game’s law, maybe. But that’s a dark place to be, mentally. Subterfuge opens up the full psyche as a viable gamespace, and then bombards it with information while it’s vulnerable. And on some small, microcosmic level, maybe that’s how you find yourself justifying terrible wartime acts. Take the words of another former Secretary of Defense, in another Errol Morris profile. Robert McNamara in Fog of War—the documentary in which he calls himself a war criminal—offers eleven discrete life lessons. They include aphorisms like “Empathize with your enemy” and “Get the data,” but they end with the cold reminder that “You can’t change human nature.”

Nick Capozzoli is a video game critic and practicing architect, whose reviews have previously been featured on GameSpot. You can find him on twitter at @nickcapozzoli, and his reviews at nickcapozzoli.com. Listen to Nick chat with Austin on the most recent episode of Giant Bomb Presents.

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CharoftheFlame

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I really enjoyed my time with Subterfuge. I did hear they were having financial issues recently though. Hopefully this will raise some awareness about the game.

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BlackCoffee

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Great game, really loved it, paid for the premium option, not many active players little bit of publicity would do this game wonders

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chaser324

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#3 chaser324  Moderator

I really like the idea of games like this, but in practice, I've found that the real-time nature makes them a huge burden to play.

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Ford_Dent

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#4  Edited By Ford_Dent

Does Subterfuge work across multiple platforms? I'd like to check it out and play with some friends, but I've got an Android phone and they are mostly iPhone users.

EDIT: Also I totally played an unhealthy amount of Neptune's Pride for a while there. Got real good at being murdered and backstabbing.

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zaldar

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To much attempt to connect this to real life here. A game is a game and real life is real life. Murdering or betraying a player in a game doesn't put you in a dark place mentally ... its a game. It isn't real life. The same moral rules do not apply. This is why say paying a hooker in grand theft auto and then killing her to get my money back doesn't make me a bad person.

As well in a war situation - the lives of your side are worth more than the sides of the enemy. This is why ending world war II with an atomic bomb blast was ok - it saved American lives as it ended the war costing none. Limiting Japanese casualties (which arguably this did) should not have been an American priority.

Still that the game attempts to portray the overload of information that could be wrong based on what you don't know is incredibly interesting. For me a better article would simply have taken that and talked about how it was more realistic, how it proves absence of evidence is not evidence of absence. You of course shouldn't go to war without actual real evidence (which for Iraq was not there though I mean after 9-11 even Iran allowed us to land planes - only Iraq did not. This was certainly suspicious).

My problem with games like this is the real time element that would likely leave me having to set alarms and be there when attacks come. Aka having to get up at three am to check for attacks or attack other people while they are not around.

If that is taken care of well - I could see enjoying a game like this as a good game of thrones Machiavellian simulator I can enjoy.

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deactivated-5e83e1ada625d

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All these games trying to play with realism. Don't they know that there is no connection between reality and video games?

I mean, it's not like there are real people with real thoughts and reactions playing them, right?

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todomachi

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What if the problem with McNamara and Rumsfeld is that they are irresponsible persons that don't have to suffer the consequences of their actions?

Wouldn't that explain the reason of the failure of both the republicans and democrats for the last 16 years?

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hassun

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IanSavage

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Awesome article. Subterfuge has long been fascinating for me in a similar way that EVE Online is -- the best parts of both games are about the naturally occurring schemes that the various players pit against one another. Sadly, I've been unable to get a consistent group going to play with, as the time commitment is not to be taken lightly. A player trying to play Subterfuge casually quickly ends up not playing it at all.

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dreiszen

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@zaldar: It's weird that you led with insistence that the writer was reading too much into it by equating a game to reality, but go on to draw those same comparisons in justifying a war crime.

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two_socks

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I think its pretty awesome that a game like this can exist and that people enjoy it, but I'm bummed out this is the first I'm hearing about it. Thanks for the write up though, I think games that play around with player allegiances and stuff like that are really compelling. Its what made the Dark Zone in the Division so fun early on.

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Giantstalker

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It's always genuinely interesting, somewhat illuminating, and yes a little disheartening (but just a bit) to hear a civilian musing about the nature of war as it relates to a game. Reminds me of the hubbub around Spec Ops: The Line but at more of a strategic level, and also way less preachy.

Rumsfeld and McNamara undoubtedly made some bad calls during their careers. But they also understood that civil values, laws, and even morality don't apply in the same way to wars. There are rules, sure, but they're different - they have to be in order to hold any traction at all.

Even notions of right and wrong have to change. This is why it's much harder, in my view, to render any kind of absolute judgement about the decisions of the men who must decide when or how to conduct a war. Let alone those who choose to fight them

Anyway, pretty good article esp. compared to the others Austin has featured

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conmulligan

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Welcome to the site, Nick! I was a big fan of your reviews at GameSpot.

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BearPawB

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Really enjoyed the article Nick

I have had subterfuge on my phone for a REALLY long time now. But i have yet to sit down to actually learn how to play....maybe one day. Those tutorials are daunting

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nickcapozzoli

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nickcapozzoli

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thisisdell

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Truly a fantastic game that I wish would have been more wildly accepted.

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Brym

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Hard to take Nick seriously after his Dead Rising 3 review, where he misrepresented what the psychopaths in the game are all about in order to score points with the PC crowd.

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eccentrix

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Every time I see any mention of a game like this, I have to mention my game Territories. It's my favorite game of mine and I've been trying to get a game going for years. I don't know how well those instructions hold up, I might need to rewrite them.

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Skanker

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@brym said:

Hard to take Nick seriously after his Dead Rising 3 review, where he misrepresented what the psychopaths in the game are all about in order to score points with the PC crowd.

Are you really so attached to a mediocre Xbox One launch title that you'd still be upset about a review it got years later?

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druv

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@giantstalker: There's certainly an argument to be made that accomplishing your objectives ("winning") renders other concerns moot. Funny thing about Rumsfeld and McNamara, though...

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NewHuman

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Rumsfeld and McNamara undoubtedly made some bad calls during their careers. But they also understood that civil values, laws, and even morality don't apply in the same way to wars. There are rules, sure, but they're different - they have to be in order to hold any traction at all.

Definitely convenient for the country starting the wars, that's for sure.

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theMuse

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I really like the idea behind this game, but having played it, something about it just didn't feel good. Ultimately it was just a whole lot of nobody wanting to do anything because making one move means you lose.

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RainVillain

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Cool to see Nick on the site. I find him to be a very insightful, thoughtful critic.

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nickcapozzoli

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pcorb

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@zaldar said:

To much attempt to connect this to real life here. A game is a game and real life is real life. Murdering or betraying a player in a game doesn't put you in a dark place mentally ... its a game. It isn't real life. The same moral rules do not apply. This is why say paying a hooker in grand theft auto and then killing her to get my money back doesn't make me a bad person.

As well in a war situation - the lives of your side are worth more than the sides of the enemy. This is why ending world war II with an atomic bomb blast was ok - it saved American lives as it ended the war costing none. Limiting Japanese casualties (which arguably this did) should not have been an American priority.

That sure escalated quickly.

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jaytee00

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@skanker said:

Are you really so attached to a mediocre Xbox One launch title that you'd still be upset about a review it got years later?

I suspect he's more interested in scoring points with the anti-PC crowd. And I'm assuming PC doesn't mean "personal computer" here.

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Maluvin

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I remember downloading Subterfuge because the premise sounded interesting but got a sense that it moved at a pace in a way that I wasn't going to appeal to me and my lifestyle. Maybe I'll give it one more go.

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thatdudeguy

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Great article, Nick!

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Afro_Stevens

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That movie still holds up as one of the best anything I've ever seen. It's a really good look at just American history from the 40s up through today.

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nickcapozzoli

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ObsideonDarman

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Great piece, Nick. Looking forward to reading more of your work.

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nickcapozzoli

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#33  Edited By nickcapozzoli
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WrathOfGod

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#34  Edited By WrathOfGod

Thanks, Nick. Really appreciated the historical trappings of this piece, and I plan on DLing Subterfuge before I go to bed tonight.

I'm mad that Rumsfeld gets to play solitaire like he's a normal person. Fancy weirdo solitaire, even. More like Ronald Dumsfeld.

Hot take (apparently!?!) alert: war crimes and war criminals are bad imo.

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getshrekked

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This is a great piece. I'm currently playing this game based on this article. It's stressful as hell, but its really really well made.