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Playing at the World
Playing at the World: A History of Simulating Wars, People and
Fantastic Adventures from Chess to Role-Playing Games
was first released in 2012. The book examines, in great
detail, the beginnings of wargaming, with a number of specific
points of emphasis, including miniatures gaming, early board
wargaming, and what are now known as role playing games (though at
the time, the earliest such examples, i.e. Dungeons & Dragons,
as the author is quick to point out, referred to themselves as
"fantasy wargaming" or variations of that terminology.
The book is 698 pages
long, with extensive footnotes and bibliography, and includes a full
index, as well as 68 illustrations, also indexed. The text delves
deep into the history of wargaming and provides many layers of
detail, showing the links between gaming dating back to antiquity,
and the relationships formed between miniatures, commercial board
wargaming, and the role-playing hobby. A brief look at the early
video game industry is offered (significantly, the term "video
games" does not appear in the book's index.) When asked about the
absence of more significant discussion on this topic, the author
replied:
I do cover
MUDs (multi-user dungeons) in my section on computer games in
the epilogue, and honestly, I think that the MMOs of today still
trade on the core principles that MUDs invented. Throughout the
book I try to focus on the games that I see moving the ball
forward, bringing us deeper and deeper principles of simulation
that eventually led us to virtual game worlds. As much as I am
personally a fan of Blizzard’s work, I see the advances of MMOs
to date as further articulations of the fundamental system
pioneered by MUDs, but not actual evolutionary steps beyond
them. I think there is still a lot of room for new thinking in
MMO design that will make virtual worlds more dynamic, more
realistic and more enjoyable. I certainly did not write this
book believing that the popular games of today are the apex of
design — far from it. I wrote this book because I am convinced
that we’re still at the very beginning of a much larger cultural
tradition that will build on these systems and bring with them
wonders we can barely conceive of today. But rather than
predicting what that world might look like, which isn’t really a
question of history, I figured I’d be better off just ending the
book on that note. I’d be very interested to revisit these
questions in a decade or two.1
When asked about how
much of his book pertained directly to board wargaming, the author
replied:
I'd say that
of the five chapters and epilogue, the first half of Chapter One
is about wargaming, mostly introductory to board and miniature
wargaming, up to the beginning of fantasy gaming. Chapter Two
has little to do with wargaming. Chapter Three contains a
one-hundred page self-contained history of wargames (from around
pg200-300), which I think approaches the 18th and 19th century
sources in far greater detail than any previous book you'll see.
A source like Perla, say, had never seen Reiswitz or Hellwig or
any of the other source described here. Chapter Four covers some
political wargaming, up to and including Diplomacy, and then
postal Diplomacy. Chapter Five and the Epilogue don't say much
about wargames. On balance, I'd say it's maybe a quarter of the
book.2
Notes
- Wired.com interview (http://www.wired.com/geekdad/2012/09/new-d-d-history-book/)
- boardgamegeek.com discussion thread (http://boardgamegeek.com/article/10048077#10048077)
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Playing at the
World |