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"Games & Simulations - a tie!" Topic


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555 hits since 6 May 2019
©1994-2024 Bill Armintrout
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Personal logo Editor in Chief Bill The Editor of TMP Fezian06 May 2019 4:16 p.m. PST

You were asked – TMP link

One of our members once said:

If you are playing a game, you are not reproducing the battle.

Do you agree?

39% (tie) said "I agree" OR "I disagree"

von Schwartz06 May 2019 4:37 p.m. PST

You are only reproducing the conditions, the course of the battle is up to the participants. Why engage in a competition if you already know the outcome?

surdu200509 May 2019 4:05 a.m. PST

The simulation vs. game debate is a false dilemma. All games are simulations, and vice versa.

The debate needs to be over resolution and fidelity, which are independent variables. I will use somewhat loose definitions of these terms:

Resolution is level of detail.
Fidelity is how well the game matches expected historical results -- the "accuracy" of the results.

You can have a game with lots of resolution (detail) that is no better -- and sometimes worse -- fidelity than one with less resolution.

The resolution vs. fidelity debate is impacted by sloppy rule development in which someone throws together a set of rules in 4 months. Reducing resolution without loss of fidelity requires time and analysis, which I think takes years.

Buck

ACWBill09 May 2019 6:52 a.m. PST

I approach scenario design with this question: Is an historical result possible? This does not mean designing a scenario that will always come out in any particular result. As others have said here, it would no longer be playable or fun.

Personal logo etotheipi Sponsoring Member of TMP09 May 2019 3:30 p.m. PST

Managing both resolution and fidelity is important, but can only be done in the context of the primary question, "What's important?"

Any wargame will have different things at different levels of resolution and fidelity. The fact that everything can't be included means some things are at no resolution and no fidelity. Many basic (necessary) things that are included wouldn't even have the same type of resolution and fidelity; ground scale at level of command – fundamentally different things with fundamentally different characterizations of resolution and fidelity.

The things that are included get the context from the "why" behind the "what". We're going to have company level orders manifested in squad level movement. How do we do that? Well … why are we issuing company orders and representing units as atomic at the squad level?

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