Lecture by Chris Weuve, Center for Naval Analysis
This was a short presentation that boiled down to the idea that traditional time scales consist of a set length of time with multiple phases and built-in inconsistencies. For example, games often model inactivity with inactivity. With a sliding timescale, the turn length is abstracted. It may be short or long, depending on the situation and consist of a variable number of cycles. Addingthem would make better use of a player's time. More Connections 2000:
Lecture: Opening Remarks Lecture: History of Wargaming Lecture: Aerospace Power 101 Lecture: Games the Navy Plays: Naval Wargaming Past and Future Lecture: Sliding Timescales in Published Wargames Lecture: Wargaming: The End of the Millenium Lecture: Effects-Based Modelling Lecture: Global Defense and Wargaming Lecture: Army Transformation 2000 Lecture: Global Wargame Lecture: Global Engagement Lecture: Commercial Wargaming 1999 Lecture: The Human Factor: Modeling Inputs Lecture: The Modeling of Intangibles National Security Decision Making Game Recap Back to MWAN #109 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 2001 Hal Thinglum This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |