Wise words from Major Tom

Wargaming Wisdom

An excellent short interview with Major Tom Mouat, a name known to many of our Constant Readers here. As always, plenty of great pithy quotes.

Can’t believe he has 49 years of service! Can we please have his head put in a jar so we don’t lose all that knowledge?

Mad Scientists Game On!

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https://madsciblog.tradoc.army.mil/516-report-from-game-on-wargaming-the-operational-environment-conference-06-07-november-2024

A nice account of the Game On! conference held by TRADOC at Georgetown University a month ago. 

I had a great time (but a short one); seems like quite a while ago now though… it’s been an eventful thirty days. 

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In other news, Dr. Pijus Kruminas recently talked with the Defence Staff of the Lithuanian Armed Forces about the value of wargaming, and gave them a practical demonstration by using the Lithuanian scenario he had devised for the QUICK (A QUICK Defence of Marijampole).

 

And finally, registration has opened for CONNECTIONS NORTH 2025, a one-day affair (15 February 2025) to be held at the WO and SGT’s Mess at Canadian Forces Base Kingston. Themes include professional military education, wargaming force development, and a panel on urban warfare. I will not be attending in person (February in Ontario is pretty dire) but will be on the urban warfare panel somehow.  

https://www.eventbrite.com/e/connections-north-2025-tickets-1097630796259

 

 

 

How To Build a Time Machine

 

Maurice Suckling, Assistant Professor of Games and Simulation Arts and Sciences at Rensselaer Polytechnic and author of Paper Time Machines gives a short TED-style talk on game design. 

Designers of historical games built machines capable of transporting users into a sense of a different time and place. The five ingredients are a suitable traveler, and four different rhetorical approaches – aesthetic (how things look), procedural (how systems function), discursive (how systems are tied to thematic content), and experiential (how systems and other rhetorical approaches combine to make us feel).

I think I really don’t understand what I am doing, so I am glad he does.. after referencing a short Kafka story “The Top” he concludes:

The point here is this: that if we think of simulation games as a process we must bear in mind that these are processes in action. And if we think of history as a complex series of enmeshed processes we could say that a relatively poor way of attempting to model history would be to write about it, whereas a relatively more fidelitous way to attempt to model history would be to make games about it. Because when players are playing history they’re experiencing processes in action, they are experiencing the spinning of the top when the spinning of the top is the most essential thing about it.

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