Sunday, May 24, 2026

An Opponent Desert

Today, we consider a follow-up question in Wargame, Soldiers, and Strategy's The Great Wargaming Survey (GWS), 2025 edition.  In a previous installment, I examined the question of opponent availability at a high level (see Do You Have Enough Opponents?).  From that analysis, I concluded that wargamers, often, find themselves isolated from available opponents mainly by disconnects in discovery and compatibility.  Plenty of opponents may be out there, but these barriers can prevent or frustrate meaningful gaming connections.

Can any other insights into gamer behavior be deduced by examining a handful of respondent attributes?  For this exercise, I single out five attributes from the survey for further study.  The selected attributes are Group Size, Game Venue, Population Density, Travel Time, and Location.  Each of these attributes will be compared in two settings.  One, for those saying that they have enough opponents (Opponents are Plentiful).  The other, for those gamers stating that they did not have enough opponents (Opponents are Few).  For those with few opponents, I give them the label of living in an "Opponent Desert."  Let's see what the survey says.

Group Size: Few
Group Size: Plentiful
When respondents state opponents are few, nearly 80% report a Group Size of four or fewer (25.1% for solo and 52.3% for groups of between one and four).  Comparing the "Plentiful" group, solo gaming drops to 8% while groups larger than four players increases markedly.  Not surprisingly, gamers with larger existing groups tend to be more likely to feel they have enough opponents.

Survey results on group size may suggest that once a player becomes part of an established gaming group, opponent scarcity diminishes.  Gaming isolation can be a self-reinforcing deterrent, though.  As smaller groups struggle to grow, there are fewer introductions, fewer games, and less scheduling flexibility.  In this case, group discovery and compatibility is more important than raw population numbers.


Game Venue
Gaming Venue: Few
Gaming Venue: Plentiful
Players reporting plentiful opponents appear more likely to play in clubs, stores, conventions, or organized venues.  Isolated players rely more on solo or private gaming either at home or at a friend's house.  As mentioned in the introduction, public venues may act as discovery engines to help bring wargamers together.  Having regular meeting places helps overcome the friction of finding compatible players.  Visibility through association matters.  That is, gamers often cannot find nearby gamers until a dedicated venue or group connects with them.  The survey supports the notion that opponent deserts are often networking failures rather than demographic failures.

Population Density
Population Density: Few
Population Density: Plentiful
Urban and suburban gamers are more likely to report plentiful opponents than do rural gamers.  More densely populated areas naturally create more overlap between potential members of a niche hobby like wargaming.  Geography still matters.  The gap between urban and rural gamers, however, is not absolute.  Some players in urban areas still feel isolated.  Proximity alone does not create gaming communities.

Travel Time
Travel Time: Few
Travel Time: Plentiful
Not surprisingly, gamers with plentiful opponents generally report shorter travel times.  With the exception of solo gamers, gamers reporting fewer opponents tend to tolerate longer trips.  Results suggest that there is a limit to the number of minutes spent in travel, though.  A travel time of between 30 and 60 minutes seems a common limit to both groups.  Even when a wargaming group exists nearby, a long drive and frequent participation become unrealistic.  Travel cost (in time, effort, and cost) increases with age, family obligations, and scheduling.  This result may help explain wargamers fracturing into small regional or local clusters.

Location
Location: Few
Location: Plentiful
The pair of gamer location charts suggests that outside of the UK/Ireland and US/Canada, there is not significant variation by geographic region between the "haves" and the "have nots."  For the UK/Ireland and US/Canada, the former seems more likely to have plentiful opponents while the latter tends toward more isolation.  The problem appears broadly structural rather than tied to one country or region.

Conclusion
Survey results suggest that “Opponent deserts” often present as discovery, compatibility, logistical, and social challenges rather than true population shortages.  In other words, many gamers are not alone geographically.  They are disconnected socially.  Wargaming communities may fail more from fragmentation than from scarcity.  How to overcome a fragmentation into small disconnected "tribes?"  Survey Results hint at a networking effect.  That is, once a wargaming group reaches a certain size and game regularity, the group becomes self-sustaining.  Failure to attain that threshold often results in the group struggling to gain momentum. 

These results present a useful insight not only for the wargaming community, but for many niche hobbies and local-interest groups.  Is tabletop wargaming more akin to a social network rather than a consumer market.  I reckon that it may be.  "Opponent deserts” may actually be "Coordination deserts."

36 comments:

  1. This definitely tracks with the situation here. If a small group is not part of a larger pool of players, it is likely to have problems devolving. Even groups with strong ties can lose members.

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  2. Certainly looks like that is true here.

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  3. I think this is extremely insightful and one of your best yet. I think quote is an excellent "[M]any gamers are not alone geographically. They are disconnected socially. Wargaming communities may fail more from fragmentation than from scarcity". In its way it's not an earth shattering revelation as it's a microcosm of the human condition.

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    1. I appreciate your encouragement, Martin! As noted, these results likely have broad implications.

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  4. Jonathan,
    I have lived in a remote part of the UK when there were no modern communication methods, such as social media. I had one opponent, an old school friend. I even advertised in Military Modelling and made contact with a bit of an odd chap not that far away, however by then, I had decided to move to the nearest city.
    I have moved around a lot and found local clubs. They sometimes produce people who you get on with, and others who do not make good gaming companions. I have even had a complete lack of interest / interaction from cliques who are reluctant to even deign to notice you!
    Sometimes people or clubs meet at inconvenient times especially if you work; others find it difficult to co-ordinate calendars at weekends with competing demands.
    In the end, a "desert" can be due to many things, not just geography or fragmentation. I think compatibility is the main driver; I've seen many reports of UK clubs either splitting of falling apart due to acrimony, disagreement and personal squabbles. My mantra has become:
    "It's not what you play, it's who you play with" I guess you could add "or where or how" to that.
    Neil

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    1. Neil, thank you for sharing your personal experiences. Looking back at the distribution of reasons why gamers in the survey cite few opponents, many are echoed in your commentary.

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  5. The findings are probably with the expectation of many. Though the 2025 survey is intended as a snapshot of 2025 and part of the interest / value of the survey is to see how trends change, I think in this instance the survey is not a million miles away from the way it has always been. Social media might have masked some of that, but fundamentally the ‘condition’ has probably been fairly stable over the years.

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    1. Since 2025 was the first time this question was asked, there is no trend component here. The responses do capture a broad underpinning on why gamers feel they lack opponents. Results are likely applicable to a whole host of human social condition situations.

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  6. An interesting read Jon and seems to ring very true and I think Neil has summed it up very nicely.

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    1. Thanks, Donnie! I agree that Neil's vast hobby experience can often be used as a benchmark in these studies.

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  7. Ultimately, gaming is a social activity. One aspect of the opponent "desert" despite proximity would be people's openness to meeting new people and establishing friendships--I've run into people in my time who I discovered had a room full of wargames but who (strangely to to me), would decline offers to get together and play. I guess in those cases, while we both inhabited the same locale, I was existing in an opponent desert while they were not.

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    1. Ed, you emphasize the notions of “compatibility” and “social challenges” very well. Incompatibility might represent a bigger piece of the puzzle than many realize. This was a frequent concern in the survey.

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    2. There have been several people who have given a demonstration of thier rules system of choice, fired up a play by example game at a local store.....then disappeared. Chatting with them suggested they thought they were looking for opponents but had a sleeve full of reasons they could not play anytime soon.

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    3. That is frustrating, Joe. Is it a failure to commit? I wonder what the real motivation for demoing a game was?

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  8. I think I'm one of the lucky ones. I live in rural Northumberland and yet have never suffered from a lack of opponents. My current club is a 20 minute walk away. Another attribute that you could use is military recruitment areas. Northumberland is heavily recruited from, the majority of my first club were all former Northumberland Fusiliers.

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    1. You are certainly not playing in an opponent desert!

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  9. Interesting analysis. I have two groups who I game with, one opponent on every second Tuesday and the other an ancients group every second Saturday. There is a local club I'd like to get involved with when I retire, but an average of one gaming session each week is all I currently have time for especially as I have other friendship groups I catch up with on average once per week. So no lack of potential opponents at the moment, just time.

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    1. Another one of the lucky ones! Good to see you posting some of your recent games.

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  10. I have been very fortunate to fall in with an informal group of friends who have known each other and been gaming together since before I emigrated to New Zealand, so I have never had a problem with opponents. I could in fact have had far more games but when our kids were growing up, I rarely went to the Sunday games at Barry's....thankfully good mate Julian provided regular week night after work games ( or even pre work for a couple of years when I did shift work and started at 2300 or 2359...don't miss those days!) Sometimes, I even got in two games in one week with Jules!

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  11. My experience is that you are spot on with the point it's more about connecting with than there being existing palyers around. Oddly more than once I've discovered a nearby fellow wargamer shortly before moving away from an area.
    I have a linked question following my own experience this year. Does having someone/a group to game with increase the frequency of games. This year January to March I managed a lot of solo games but April and May has so far seen the table empty. When I belonged to the Manx Wargame Club games were scheduled fortnightly. [However now my games all feature my own troops when back then there could be long periods when the figures of others populated the table e.g. for WWII.]
    Stephen

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    1. Thanks for sharing your personal insights, Stephen. I have examined your question on gaming frequency and group size before.

      See https://palousewargamingjournal.blogspot.com/2022/11/gws2022-look-at-group-size.html from the 2022 survey.

      The survey suggests that as group size increases, so does gaming frequency. April and May have seen less gaming for me as well. Springtime is busy. I have yet to study this phenomenon over time, but I suspect there may be some seasonality with gaming frequency. Something to dig into for a possible future post to find out.

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  12. That is very interesting and chimes with my personal experience having done the full gamut of regular club games, playing at home with school friends and being rather lonely having moved cities! My general experience with wargame clubs is that they coalesce into sub groups with similar inclinations and interests.

    An oddity perhaps is my regular weekly remote gaming group which started in covid, still meets twice a week six years later and spans both county and international boundaries (one of our regulars is based in the US). Effectively a virtual wargames club made possible by the miracle of Zoom, and connected by common interests but not location.

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    1. Good to see some personal confirmation on the results, Martin! Like you, Zoom gaming began during COVID for me. I continue with regular Zoom games but 2026 has seen a drop off in frequency as other demands upon my time have come calling. Still, remote gaming is integral to my enjoyment of wargaming.

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  13. I joined my first club (Staines) in 1983 and that was after a few years of solo gaming. None of my school/college friends were interested. Staines had about 30 members but was messed about by whatever landlord they had and the change of venue and - more importantly - evenings lost many members (including me). But, like most large groups, it had cliques and this can be off-putting. After moving about the country I just got used to not going to clubs and when I did venture in found just one person could put me off going. I found the most obnoxious were university educated. There may be a survey in that… Now there are about three large clubs within on hour drive of me, but I just can’t be arsed.

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    1. Another solid confirmation of the survey results. Thank you for sharing your experience, Jeffers!

      Education Level is included in the 2025 survey as a demographic attribute. While the survey cannot shed any light upon the relationship between education and obnoxity, perhaps that could be inferred by looking at Education Level and corresponding difficulty in finding enough opponents? Interesting question.

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  14. When the kids were young and I had more 'time' and the internet was in its infancy, I regulary went to a club for my weekly wargaming fix, which I loved. But as will all things, the membership evolved, ditto games played, so in the end we found it easier to meet up out our houses when it suited us as our family grew and time demands changed. These days I could easily attend quite a few clubs in Bristol, but they don't play games I'm interested in in terms of rules, scales, periods etc. So personally solo gaming just works on so many levels, allowing for no time pressures on games, being able to play mini-campaigns that are narrative driven, very assymetrical games etc. So I wouldn't say I was in an 'opponent desert' at all, as it's been very much a personal choice also driven by my currents demands as a parent carer. FtF games are nice when they do occur with friends who are far afield now, but this entails a 1 1/2 hour drive each way on a good day.

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    1. Thanks, Steve! I still think you fit into my definition of Opponent Desert since you exhibit three of the four traits of discovery, compatibility, logistical, and social challenges with discovery being the odd-man out.

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    2. Very true Jon and I do see that I do fit into the OD category for the reasons you mentioned. I think the wargames magazines perpetuate certain tropes within our hobby, for many reasons, but it would be nice if they branched out now and then for something not 28mm, not Warlord Games/TFL/FoW etc, to show gamers there are other options out there, should one wish to explore them. The same could be said of the shows too.

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    3. Steve, I consider the many and varied blogs to fill just such a need!

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  15. Very interesting results, and shows how the hobby is changing...makes me thankful for the bunch of semi-retired reprobates I game with ;)

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    1. There is something to be said for having semi-retired reprobates as friends!

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  16. I have to echo some of Neil's points. I'm fortunate to be in a group of friends, not a club. I've met plenty of gamers who I would not want to game with... and probably the same in return.
    I must confess that increasing travel costs (Trumpflation!) do make me hesitate about how often I am willing to make the 50 to 60 minute journey for a game.

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    1. Richard, you are lucky to have such a well-established cadre of gaming friends of like mind. I have been very pleased to see your number of games pick up significantly in 2026. We have enjoyed many a good game.

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