Why Play the Game
(and how to get the most out of it)
By far the most common reason for playing the games is to
experience history. Actually, since simulation games also include many non-historical
subjects (fantasy and science fiction, etc.) we might as well face up to the fact that
experience of any sort is one of the most important things a simulation game has to offer.
This experience consists of the gamer being able to massage information in order to see
what different shapes the information is capable of taking.
The essence of a simulation game is that it allows, within well defined limits, a great
deal of variety in an otherwise strictly predetermined. historical event. This is the
popular "what if?" element in the games. For example, take the fact that General
Custer was at the Little Big Horn in 1876. What if he had, at the last minute, taken along
his Gatling guns (primitive machineguns) after all? He could have taken the Gatling guns;
thus, this is a reasonable what if. He couldn't have taken any flamethrowers simply
because he didn't have them. As a final note in this area note that what makes a fantasy
game a fantasy game is that it is a game in which General Custer does go to the Little Big
Horn with flamethrowers, and maybe even a death ray gun.
The typical simulation game, whether it be historical or non-historical, contains
certain types of information. There are generally four kinds of information: geographical,
Order of Battle, situational and dynamic potential.
Chapter
2 - How to Play Wargames
Information
Table
of Contents
Chapter 3 Table of Contents