Connections 2000

Sliding Timescales in Published Wargames

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.

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