Siege of Malta

[Malta Month] Playing the Siege of Malta

[Malta Month] Playing the Siege of Malta

aving now played multiple games on the 1565 Siege of Malta I wanted to take a minute to think about what I’m looking for in a game about the siege and to reflect a bit on how each of the games I played portrays this historical event. I’ve tried to outline several of the key elements or events of the historical siege that I want a game to incorporate in some form. I will discuss why I think they’re important and how each game approaches them. This is not meant to be a critique of the games – if you want my opinions on playing them you should check out the individual posts on each game (easily found via this linke: https://www.stuartellisgorman.com/blog/category/Malta+Month) –instead it is more of a (highly subjective) study of how the siege is portrayed in wargaming.

I should also put as a disclaimer here that there is one game about the Siege of Malta that I haven’t played: Knights of Justice a magazine game published in Wargamer Magazine #50 in 1986. Copies of this are hard to come by so I wasn’t able to play it this month. However, I have found someone who can share their copy with me, but not until they have access to their storage in a few months’ time. When I do get a chance to play it, I’ll write up some general thoughts for a much belated Malta Month post and I may revisit this post then to incorporate the final Malta game.

[Malta Month] 1565 Siege of Malta by Maurice Suckling

[Malta Month] 1565 Siege of Malta by Maurice Suckling

Making a game about a siege is challenging. Sieges are often by their very nature filled with long stretches of time where one side has little to do but endure. A siege like the Great Siege of Malta, which lasted most of a year, can be a long, slow, tortuous, and brutal event that doesn’t lend itself immediately to being turned into a game. Capturing the scale of a siege while also giving players plenty of choices and things to do to keep them engaged is a challenge. Even when you do find an element to gamify, if the game is multiplayer, you will need something for both sides to do. It’s not very exciting if one player is taking lots of actions and the other player just has to wait until something happens. You can design the best system ever for the attacker to try and topple his opponent’s walls, but if the defender has nothing to do you haven’t made much of a game. This may be why many wargames about sieges seem to be solitaire games. When you only have to create a game for one side and can entirely abstract the other it simplifies the challenge of making a game from the history.