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GLOSSARY
DEFINITIONS
This website is intended to meet several
objectives with a minimum of duplication of other similar,
recommended, websites.
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provide an accurate and complete
database of tactical titles.
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cast light on the timeline and
development of the tactical wargame genre
-
raise awareness of how developers have
dealt with design issues in the past
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keep old favourites in the collective
consciousness
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help gamers find information on older
titles in print and online
Some terms used on the site may be used
uniquely on the site. A list of definitions is provided below.
Game vs. Simulation
The age-old problem facing developers of
wargames in general and tactical wargames in particular is how to
trade off the requirement of realistic detail with the necessity of
a clean game system that is easy for players to manage and fun to
play. Titles with reams of statistical data and complicated
procedures tend to be labelled simulations while those that favour
less complexity can be referred to simply as "games" in the specific
sense of being distinct from a simulation.
Levels of Simulation
There are four basic levels of
simulations in wargaming. The levels are defined by what role the
player assumes, as determined by what resources he is given and what
choices he is permitted to make in managing them. These levels are:
Strategic:
players control entire nations and have access to diplomatic,
political, and economic resources; military resources may range from
army groups down to corps or divisions depending on the game scale.
Operational:
players control areas ranging from entire theatres down to
individual sectors of front, with access generally restricted to
military resources, generally ranging from corps down to company
size.
Tactical:
tactical games are generally those in which individual units under
the player’s control are platoons, squads, or individual men though
the latter are often considered a separate category.
Man-to-Man:
often considered a separate category of “tactical” gaming.
Unit Control
There are two methods of describing
player control in a tactical game; “(unit)-level” and
“(unit)-based”. The two are not the same thing. For example,
Squad Leader is traditionally considered a company-level,
squad-based game. The basic units each represent a squad, while the
player’s role most closely matches that of a company commander in
real life. In Squad Leader, he directs where the squads
should deploy themselves and their weapons, for example, but there
is no control over where individual men will go or when to fire. |