Eidi píše:
Jako další velký rozdíl vidím reálné setkávání s lidmi.
Záleží ... ono vojáci ve válce taky nesedí většinou u jednoho stolu, když společně kooridnují a řídi akce "v poli". Takže u WG pro armádu má i to virtuálno nějakou realističnost v sobě, než kdyby jen seděli u jednoho stolu.
Používá se obojí a obojí má svá plus a mínus.
sirien píše:
fyzická reprezentace před očima má prostě jinou edukativní kvalitu a pro některé účely když jde o to aby si hráč nějaké vztahy víc uvědomil je prostě lepší, než obraz na monitoru.
Taky to hraje roli.
Oni to i píši v tom Handbooku co jsem linkoval, že je třeba obojího:
2.15. Appropriate supporting simulation. All wargames require
simulation. There are many instances where this can be manual, rather
than computerised; even role-playing is a form of simulation. Computer
and manual simulations each have strengths and weaknesses and are
generally complementary. All types of simulation should be considered
and an appropriate solution determined. Whatever supporting simulation
is selected, there is generally a requirement to incorporate a
human-in-the-loop, usually as part of the adjudication process.
nebo:
‘It is important to make one thing clear at the very start;
designing and delivering a wargame is an art, not a science.
Experienced military officers, practised operations research
analysts, and accomplished computer programmers are not
necessarily capable of designing useful wargames. Although
some or all of the knowledge and skills for such people are
important tools for a wargame designer to possess, the
nature of game design requires a unique blending of talents.’
Peter Perla,
The Art of Wargaming
zajímavé je také:
United States Joint Staff First Gulf War planning analysis
In Washington at 10am on 2nd August 1990, the day of the Iraqi attack
which would begin the First Gulf War, Mark Herman, the designer of the
board wargame Gulf Strike, was approached by the United States (US)
Joint Staff and asked to produce a wargame of the developing situation.
By modifying his commercial game, he was able to begin play of a
now-classified wargame by 3pm the same day.
On several occasions prior to the ground war, Army and Joint Staff
planners used the game with real information on forces, and the entire
war took only two game turns and ended with almost no losses on
the American side. These outcomes put Herman in direct intellectual
conflict with the entire Army analytical community. However, he
believed that Gulf Strike provided ‘a much better angle on the truth than
the multi-million dollar computer simulations.’ James Dunnigan states
that: ‘The results of this manual game were the basis of much of the
decision-making in Washington during August’.
Celkově je ten Handbook zajímavý svým obsahem k vojenskému WG a mně třeba dal hodně infa, o kterém jsem neměl ponětí.