Issue #39 Winter 2015 Wargame Magazines-Do We Still Need Them?
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Thursday Friday
3:00 PM – 4:00 PM Thursday 4:00 PM – 5:00 PM 12:00 PM – 1:00 PM “Hannibal and the Second Punic War” “The History of War Gaming” Speaker: Nikolas Lloyd Location: Conestoga Room Speaker: Paul Westermeyer Location: Conestoga Room Description: The Second Punic War perhaps could have been a victory for Carthage, and today, church services and degree Description: Come learn about the history of war gaming from its certificates would be in Punic and not in Latin. Hannibal is earliest days in the ancient world through computer simulations, considered by many historians to be the greatest ever general, and focusing on the ways commercial wargames and military training his methods are still studied in officer-training schools today, and wargames have inspired each other. modern historians and ancient ones alike marvel at how it was possible for a man with so little backing could keep an army made 1:00 PM – 2:00 PM up of mercenaries from many nations in the field for so long in Rome's back yard. Again and again he defeated the Romans, until “Conquerors Not Liberators: The 4th Canadian Armoured Division in the Romans gave up trying to fight him. But who was he really? How Germany, 1945” much do we really know? Was he the cruel invader, the gallant liberator, or the military obsessive? In the end, why did he lose? Speaker: Stephen Connor, PhD. Location: Conestoga Room Description: In early April 1945, the 4th Canadian Armoured Division 5:00 PM – 6:00 PM pushed into Germany. In the aftermath of the bitter fighting around “Ethical War gaming: A Discussion” Kalkar, Hochwald and Veen, the Canadians understood that a skilled enemy defending nearly impassable terrain promised more of the Moderator: Paul Westermeyer same. -
Theescapist 042.Pdf
putting an interview with the Garriott Games Lost My Emotion” the “Gaming at Keep up the good work. brothers, an article from newcomer Nick the Margins” series and even “The Play Bousfield about an old adventure game, Is the Thing,” you described the need for A loyal reader, Originally, this week’s issue was The Last Express and an article from games that show the consequences of Nathan Jeles supposed to be “Gaming’s Young Turks Greg Costikyan sharing the roots of our actions, and allow us to make and Slavs,” an issue about the rise of games, all in the same issue. I’ll look decisions that will affect the outcome of To the Editor: First, let’s get the usual gaming in Eastern Europe, both in forward to your comments on The Lounge. the game. In our society there are fewer pleasantries dispensed with. I love the development and in playerbase. I and fewer people willing to take magazine, read it every week, enjoy received several article pitches on the Cheers, responsibility for their actions or believe thinking about the issues it throws up, topic and the issue was nearly full. And that their actions have no consequences. and love that other people think games then flu season hit. And then allergies Many of these people are in the marketing are more than they may first appear. hit. All but one of my writers for this issue demographic for video games. It is great has fallen prey to flu, allergies or a minor to see a group of people who are interested There’s one game, one, that has made bout of forgetfulness. -
The Role of Wargames in the Development of Game Design
The role of wargames in the development of game design Luiz Cláudio S. Duarte∗ Thiago Schaedler Uhlmann2 1PUCPR Figure 1: Playing Second Front: Sicily in 1943. Abstract ical representation of information. During the third quarter of the XX century, board wargames led the way in innovation in game design. Although small 1 Playing at war in comparison with present-day digital games industry, the Games are probably older than civilization [15]; however, as wargames industry was far from inconsequential, and several far as we know, game designers are a much younger breed. leading digital game designers started their careers playing Indeed, it is only from the 17th century onwards that we can or creating board wargames. Even the term “game designer” identify any game authors at all, such as Sir John Suckling was first used about the creators of board wargames. Noneof (Cribbage, 1630) [18] or John Jefferys (A Journey Through Eu- the information in this paper is new or unknown. However, rope, 1759). [6] But they did not think of themselves as game we believe that, as in any other human endeavour, game designers; even George S. Parker, founder and lead game designers can benefit from knowing some of the history from designer of the former Parker Brothers game company, did their field. Accordingly, in this paper we present some in- not identify himself as such during his lifetime (1866–1952). formation on board wargames, with special attention to the [16] influential role played by Redmond A. Simonsen, a graphic This comes as no surprise, since the concept of design as designer. -
103 Email: Email: [email protected] Johnthepot [email protected]
AHIKS Europe Despatch Issue 10-3, November 2004 Secretary’s soapbox little spare time. I'll just have Chris Geggus to win the Lottery! Chris Geggus As we head toward the festive Swan Con is coming up in season (at time of writing), I March (see ad elsewhere in wonder how many this issue) and, once again, boardgames will be appear- highly recommended. Not the ing in Christmas stockings greatest culinary experience this year. To a degree you will ever have, but a good boardgames have been tradi- friendly weekend. For anyone tional fare for many young- who is nervous of trying their sters and some adults over first AHIKS weekend, just pop Picture re- the years, but what about in during the Saturday and moved to mini- nowadays? The success of you'll find a game very quick- mize file size Trivial Pursuit, Mensa Con- ly. We don't bite (I exclude nections and some of the Jackie here as a non-mem- more family-oriented " Ger- ber). If you're not sure, give man Games " has proved to War & Peace show 2004 - A StuG III Ausf G be good news for boardgam- ers in general. We must have brought some new converts me a call. into our hobby. Most people, with any modicum of intelli- We have been reviewing our membership list and have War & Peace Show 2004 A gence, enjoy games on an StuG III Ausf G occasional basis. As long as had to cull a few members for the games are fun, attractive, non-payment of subs for the easy to learn and quick-ish to last couple of years. -
Paper Wargames and Policy Making: Filling the Baltic Gap Or How I
PAPER WARGAMES AND POLICY MAKING by Karl Mueller* simplifying assumptions become invisible to Filling the players and to the policymakers whose decisions the games are supposed to inform. Tabletop exercises (“TTXs”) are still commonplace in the defense policy world but tend in the military to Baltic Gap focus on training objectives, while more free- form seminar games can be excellent tools for exploring decision making (RAND runs a lot of them) but rarely offer the sort of simulation fi delity that can be provided by a genuinely good Or How I Learned to Stop Worrying and Love the d6 wargame. So with Putin’s Russia vandalizing the If current plans hold, the U.S. Army will soon be expectation that post-Sochi Europe would continue to be a quiet international security re-deploying Abrams main battle tanks to Europe, backwater, a handful of RAND researchers stationing an armored brigade combat team on the started to put together a board wargame to give continent for the fi rst time in years. This is going to us and eventually our U.S. Army and Air Force sponsors a sense of what a Russian invasion and happen because Russia invaded Ukraine and NATO defense of the Baltic states might look like. Washington doesn’t want the same thing to happen to We initially assumed that this exercise might at best be able to generate some additional insights a NATO member. And also because of a wargame. to supplement the more intense strategic and operational planning efforts that would be March 2014 - A month after Russia’s they were made to analyze campaigns involving taking place at the same time in U.S. -
All but War Is Simulation: the Military Entertainment Complex
1 THEATERS OF WAR: THE MILITARY-ENTERTAINMENT COMPLEX Tim Lenoir and Henry Lowood Stanford University To appear in Jan Lazardzig, Helmar Schramm, Ludger Schwarte, eds., Kunstkammer, Laboratorium, Bühne--Schauplätze des Wissens im 17. Jahrhundert/ Collection, Laboratory, Theater, Berlin; Walter de Gruyter Publishers, 2003 in both German and in English War games are simulations combining game, experiment and performance. The U.S. Department of Defense (DoD) has been the primary proponent of war game design since the 1950s. Yet, commercial game designers produced many of the ideas shaping the design of military simulations, both before and after the advent of computer-based games. By the 1980s, the seeds of a deeper collaboration among military, commercial designers, the entertainment industry, and academic researchers in the development of high-end computer simulations for military training had been planted. They built “distributed interactive simulations” (DIS) such as SIMNET that created virtual theaters of war by linking participants interacting with distributed software or hardware simulators in real time. The simulators themselves presented synthetic environments—virtual worlds—by utilizing advances in computer graphics and virtual reality research. With the rapid development of DIS technology during the 1990s, content and compelling story development became increasingly important. The necessity of realistic scenarios and backstory in military simulations led designers to build databases of historical, geographic and physical data, reconsider the role of synthetic agents in their simulations and consult with game design and entertainment talents for the latest word on narrative and performance. Even when this has not been the intention of their designers and sponsors, military simulations have been deeply embedded in commercial forms of entertainment, for example, by providing content and technology deployed in computer and video games. -
WWI WARGAMES Catalogue
Catalogue 168 pages of colour rich information with an introduction by writer Charles Singleton, this supplement for Pike & Shotte describes the history, armies, personalities and battles of the English Civil War. Included are detailed scenarios based on some of the most famous battles, complete with maps and orders of battle £22.50 SEASON OF BATTLE CARD FIELD OF BATTLE etc - One 54 card deck of wargames style battlefield maps. The FOB campaign System BUT USEFUL for ANY wargamer as a random Terrain Generator . £22.50 AMERICAN CIVIL WAR SMOOTHBORE ARTILLERY (SMOOTHBORE ORDNANCE JOURNAL VOLUME 10) Summerfield, Dr S 143pp., 4to, fully illus., large format pbk 38 scale plans, 107 tables, 135 photos. of contemporary & surviving ordnance covers graphically & in detail every aspect of the vital smoothbore elements of ACW artillery. £20.00 AMERICAN REVOLUTION : THE FRENCH - COMMAND & COLOURS TRICORNE - COMPASS GAMES - - £82.50 Armies of the Medieval Italian Wars 1125-1325 - Ospery MAA 523- £10.99 ARMY OF THE DUTCH REPUBLIC, 1713-1772, PART I: INFANTRY FOR ORANGE AND THE STATES. THE - £17.50 BY FORCE OF ARMS - AUSTRIAN ARMY IN THE SEVEN YEARS WAR 2) Duffy Mint hardback £65.00 HANDBOOK OF THE BELGIAN ARMY 1914 Mint hbk facsimile of British General staff study £29.50 HUSSAR SERGEANT IN THE KING'S GERMAN LEGION: The Memoirs of Cavalry Sergeant Ebbecke, 2nd Hussar Regiment, King's German Legion 1803-15 - This short memoir of Sergeant Ludwig Ebbecke was published in German in 1851, but has never before been translated into English. He served at Stralsund, the Siege of Copenhagen in 1807, and was nearly shipwrecked on the passage back to Britain. -
Cyber Wargaming: Finding, Designing, and Playing Wargames for Cyber Security Education
Cyber Wargaming: Finding, Designing, and Playing Wargames for Cyber Security Education Andreas Haggman Submitted to Royal Holloway, University of London for the award of Doctor of Philosophy in Information Security Supervised by Professor Keith Martin Professor Klaus Dodds February 2019 1 Declaration of authorship I, Andreas Haggman, hereby declare that this thesis and the work presented in it is entirely my own. Where I have consulted the work of others, this is always clearly stated. Signed: Date: 2 Abstract This thesis investigates, and contributes to, the use of wargaming in cyber security education. Wargaming has a rich history of pedagogic use, but little work exists that addresses the critically important subject of cyber security. Cyber security is a global problem that frequently makes news headlines, yet the field is dogged with a reputation as a domain only for technologists, when in fact cyber security requires a whole gamut of approaches to be properly understood. The thesis is broadly divided into three parts. The first part is a comprehensive literature review of wargaming scholarship, analysing the benefits and drawbacks of wargaming, and some of the justifications for why a tabletop boardgame may be more effective than a game enhanced by technology. Following on from this, the thesis provides an outline of current work in cyber wargaming by analysing existing games, evaluating their contributions as educational tools, and identifying successful game mechanics and components. The second part of the thesis outlines the design process of an original wargame created for cyber security education and awareness training. The analysis outlines what the game design intends to achieve in terms of pedagogical outcomes and how the design evolved through the development process. -
ILS Serious Games Case Study
SIMULATION & GAMING, 40th Anniversary Issue 1 The long history of gaming in military training Roger Smith US Army PEO for Simulation, Training, and Instrumentation There is a long history of the dual-use of games in both the military and the entertainment applications. This has taken the form of sand tables, miniatures, board games, and computer games. The current tension between entertainment and military applications of games is just the return of similar concerns that surrounded the gaming tools and technologies of previous generations. Dynamic representations of the physical world are interesting and useful tools in a number of fields, to include the military, city planning, architecture, education, and entertainment. Computer games are tools that allow all of these audiences to accomplish similar goals. KEYWORDS: board game, computer game, sand table, wargame The military has been using games for training, tactics analysis, and mission preparation for centuries. Each generation has had to wrestle with the personal and public image of a game being used for something as serious as planning warfare in which people’s lives are at stake. During the opening years of the 21st century, the industry faced a renewed version of this question with the widespread use of computer games taken directly from the entertainment industry. For example, the Americas Army project is based on the Unreal-2 Engine (Davis et al, 2003 and Zyda et al, 2005) from Epic Games and DARPA’s DARWARS Ambush product is derived from Operation Flashpoint by Bohemia Interactive Games. Other agencies have converted Doom and Half-Life, or licensed products like Gambryo or the Havok physics engine to create military training systems. -
The Military Entertainment Complex
1 THEATERS OF WAR: THE MILITARY-ENTERTAINMENT COMPLEX Tim Lenoir and Henry Lowood Stanford University War games are simulations combining game, experiment and performance. The U.S. Department of Defense (DoD) has been the primary proponent of war game design since the 1950s. Yet, commercial game designers produced many of the ideas shaping the design of military simulations, both before and after the advent of computer-based games. By the 1980s, the seeds of a deeper collaboration among military, commercial designers, the entertainment industry, and academic researchers in the development of high-end computer simulations for military training had been planted. They built “distributed interactive simulations” (DIS) such as SIMNET that created virtual theaters of war by linking participants interacting with distributed software or hardware simulators in real time. The simulators themselves presented synthetic environments—virtual worlds—by utilizing advances in computer graphics and virtual reality research. With the rapid development of DIS technology during the 1990s, content and compelling story development became increasingly important. The necessity of realistic scenarios and backstory in military simulations led designers to build databases of historical, geographic and physical data, reconsider the role of synthetic agents in their simulations and consult with game design and entertainment talents for the latest word on narrative and performance. Even when this has not been the intention of their designers and sponsors, military simulations have been deeply embedded in commercial forms of entertainment, for example, by providing content and technology deployed in computer and video games. Building on a brief overview of the history of war games, we will sketch the history of military simulations leading to SIMNET in the late 1980s and projects building on this work through the mid-1990s. -
I Have No Words I Must Design
Interactive Dramas www.interactivedramas.info I HAVE NO WORDS I MUST DESIGN Greg Costikyan This article was published in 1994 in Interactive Fantasy #2, a British roleplaying journal. Page down to read, or click on the links below to jump to a particular section. There's a lotta different kinds of games out there. A helluva lot. Cart-based, computer, CD-ROM, network, arcade, PBM, PBEM, mass-market adult, wargames, card games, tabletop RPGs, LARPs, freeforms. And, hell, don't forget paintball, virtual reality, sports, and the horses. It's all gaming. But do these things have anything at all in common? What is a game? And how can you tell a good one from a bad one? Well, we can all do the latter: "Good game, Joe," you say, as you leap the net. Or put away the counters. Or reluctantly hand over your Earth Elemental card. Or divvy up the treasure. But that's no better than saying, "Good book," as you turn the last page. It may be true, but it doesn't help you write a better one. As game designers, we need a way to analyze games, to try to understand them, and to understand what works and what makes them interesting. 1 INTERACTIVE DRAMAS www.interactivedramas.info We need a critical language. And since this is basically a new form, despite its tremendous growth and staggering diversity, we need to invent one. What Is a Game, Anyhow? It's Not a Puzzle. In The Art of Computer Game Design, Chris Crawford contrasts what he call "games" with "puzzles." Puzzles are static; they present the "player" with a logic structure to be solved with the assistance of clues. -
ALLIANCE SUMMER 2013 SALE BOOK Quantities Are Limited, Prices
ALLIANCE SUMMER 2013 SALE BOOK Quantities are limited, prices good while supply lasts Sale ends Friday, August 16, 2013 Contact your Account Rep or order online at retailerservices.alliance-games.com Stock Code Description Price Discount SALE PRICE AAG FOFCD1 FOF Fog of War Deck $18.00 80 $3.60 ADV DMGK003 Magikano V3 (DVD) $29.98 95 $1.50 APL 0818 THIRD REICH: RUMORS OF WAR $29.99 80 $6.00 APL 0822 GWAS: SEA OF TROUBLES $29.99 80 $6.00 APL 1808 Panzer Grenadier: North of Elsenborn $9.99 85 $1.50 APL 1816 Panzer Grenadier: Siegfried Line $9.99 80 $2.00 APL 1823 PG: Divizione Corazzata $9.99 75 $2.50 ARY GG-SP1 Armory Spray Primer (White) $5.95 52 $2.86 ARY GG-SP2 Armory Spray Primer (Grey) $5.95 52 $2.86 ARY GG-SP3 Armory Spray Primer (Black) $5.95 52 $2.86 ARY GG-SPM Armory Spray Primer (Matte Sealer) $5.95 52 $2.86 ASI FE01 Fealty $30.00 75 $7.50 ASM 49765 Space Pirates $59.99 75 $15.00 ASM 700500 Lady Alice $42.99 60 $17.20 ASM AGE01US Age Of Gods $39.99 75 $10.00 ASM ALP01US Expedition Altiplano $19.99 70 $6.00 ASM BBQ01US Barbeque Party $19.99 75 $5.00 ASM CARO01US Carole $14.99 70 $4.50 ASM DIX03US Dixit: Odyssey (expansion) $29.99 65 $10.50 ASM DIXJ01 Dixit Jinx (stand alone) $14.99 70 $4.50 ASM DM01US Draco Mundis Board Game $32.99 80 $6.60 ASM DRAG001 River Dragons $39.99 52 $19.20 ASM DT02US Dungeon Twister: Paladins & Dragons $21.99 65 $7.70 ASM ECL02 Eclipse: Rise Of The Ancients Expansion $49.99 52 $24.00 ASM ECLI01 Eclipse: New Dawn For The Galaxy $99.99 52 $48.00 ASM EYE01US Eye For An Eye $12.99 75 $3.25 ASM FD04US Formula