(31. März 2005) Unfortunately, whereas the military was good at creating highly detailed simulators and realistic terrain (actual terrain, representing a particular area in Iraq, for instance, down to the actual streets and houses), it was really poor at generating creative stories, the essence of good games. This became even more critical as warfighting in the real world shifted from masses of tanks duking it out on huge empty fields to fights by small units of dismounted infantry in urban terrain, in circumstances that were complex, where friends and enemies could be uncertain not unlike the plot lines of Hollywood stories.