The ups and downs of the WarGames matches from WCW to WWE
Before I start this column, I want to mention that I’m not a fan of the modern version of WarGames. I feel like it’s a shell of what Dusty Rhodes envisioned when he created the gimmick. After the subpar matches I saw this weekend, I thought I would write about what I loved about the original concept and what I feel the modern version is missing.
Origins of WarGames
First, let’s look at the origins of WarGames. The match was created by Dusty Rhodes in Jim Crockett Promotions (JCP) as a way to create something special for The Great American Bash tour. He came up with this match, pitting his team against The Four Horsemen, and they ran it for several shows during the summer.
What made the match special was its unique setup: a double cage with a roof covering two rings. Typically, it featured two teams of five, locked in a long-standing feud that needed an extreme match to settle the score.
The brilliance of WarGames back then was that most of the action happened before the match officially “started.” By the time the last wrestler entered, the competitors were so worn down that it was easy to secure a submission. The second phase didn’t drag because it wouldn’t make sense for the WarGames portion to last as long as the first.
WarGames in WCW
Over the years, WCW produced a mixed bag of WarGames matches. Some of the most memorable included Dusty’s team vs. The Four Horsemen, Sting’s Squadron vs. The Dangerous Alliance, and The Horsemen vs. the NWO. Of course, there were some duds, particularly the last two WarGames matches in 1998 and 2000. However, even the weaker iterations followed the basic premise of pitting a group of babyfaces against a heel faction to settle a feud, using the environment to heighten the violence.
When WCW folded, the WarGames concept disappeared for a while, until MLW revived it briefly. From what I saw, MLW stayed true to the original format, where most of the violence occurred during the early stages, leaving the WarGames portion shorter due to how exhausted everyone was.
WWE’s Take on WarGames
Then WWE, holding the trademark for WarGames, decided to bring it back with their own spin.
The first modern WarGames match took place in NXT and was essentially a classic steel cage match under WarGames rules. However, WWE modified the rules to allow pinfall or submission, instead of submission-only. For me, that match was the most overbooked WarGames in history. The WarGames portion lasted just as long as the first phase, making the earlier part feel pointless.
Later, WWE returned to the two-ring setup in NXT, but the matches still felt overbooked and overly complicated, which made it hard for me to connect with them. When the concept moved to the main roster, it became a mixed bag. Some matches, like the 2022 and 2023 men’s WarGames, showed Triple H attempting to simplify and honor the match’s origins. However, the women’s matches often leaned heavily into overbooking.
This Year’s WarGames Matches
That brings us to this year’s matches. Both felt subpar to me. While many fans disliked the women’s match and praised the men’s match, I found both flat. Surprisingly, I preferred the women’s match, mainly because it was the first of the two.
The problem with having multiple WarGames matches on one show is that you need to tell distinct stories in each. This year, that didn’t happen. Both matches told the same story and executed it almost identically. The main difference was that the women’s match featured more weapons and a shorter WarGames segment.
Let’s talk about weapons. While they can help tell a better story, overusing them can look ridiculous. For example, in the women’s match, nearly every participant brought a weapon into the ring, which came off as choreographed and unnatural. IYO SKY searching for her specially painted trash can to perform her signature spot off the cage felt forced. Similarly, Raquel struggled to find a weapon in its designated spot, only to grab Rhea Ripley’s table, leaving it conveniently under the ring for Rhea to retrieve.
The men’s match was slightly less choreographed, but it was still obvious that everyone had pre-assigned weapons to retrieve before entering.
Both matches also ended the same way: all the heels were laid out, and the main heel was left alone to face all five babyfaces. In the women’s match, it was Rhea Ripley losing to Liv Morgan, while in the men’s, Roman Reigns lost to Solo Sikoa. This redundancy made it hard for the men’s match to feel fresh since the women’s had already told the same story earlier.
Suggestions for Improvement
In my opinion, doing two WarGames matches each year is too much—especially if distinct and compelling stories can’t be created for both. You don’t need to overbook these matches with multiple high-risk stunts or every weapon imaginable. The cage itself should be enough to tell a strong, compelling story.
Also, the WarGames portion should last no longer than 5–10 minutes. Anything longer makes the match feel phony and unrealistic. Can we also retire the mid-match standoff spot where both teams pause for a dramatic stare-down? It always feels forced and unnecessary.
Conclusion
WarGames used to feel special, especially in its early days. Over time, it has become just another gimmick match that companies dust off once a year because it’s “that time of year.” Unfortunately, this year’s WWE WarGames matches epitomized that overbooked, forced feeling.