Here is an interesting question for the experts here.

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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Feltan
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RE: Here is an interesting question for the experts here.

Post by Feltan »

ORIGINAL: wdolson

... US military command schools actually use these sorts of games to teach command and organization.

Bill

Yes they do. Several moons ago I was the director of software engineering for a firm that created and maintained the simulations for U.S. Army's Command and General Staff school.

What you are missing in WITP-AE is the ability to have several people input orders simultaneously. Additionally, many of the military staff functions are handled (mostly very well) by the game automatically. For example, there is no work required in game for the G-1 (personnel) staff, units receive replacements without intervention; the G-4 (logistics) is abstracted and automated so the heavy burden of planning the disposition of beans & bullets is a concern, but the details are kept to an absolute minimum.

The game has been optimized so a single player can mostly focus on G-3 (operations) planning and orders. Even then it is heavily automated so the player doesn't actually have to issue orders and be concerned that they were received and understood.

Wonderful game for a single player per side. It wasn't designed for actual staff exercises, and I think most military professionals would balk at the heavy automation if it were to be used in a training role. And for the OP, I just don't think it is the correct vehicle to impart historical knowledge in the timeframe allocated -- the details of the game would swamp them long before they would gain an appreciation of the history and geography that a long-time player can learn.

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mike scholl 1
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RE: Here is an interesting question for the experts here.

Post by mike scholl 1 »

Just a thought. Play TWO games of WITP. Start with the Campaign game for a 2-3 day period..., then re-start with the late war Mariana's scenario. Then they would get to see WHY Japan thought they had a chance when they started the war---and just how delusional those thoughts were when the American industrial giant swung into gear. As you won't have time for more than a few turns overall, this might give them the best "feel" for the "truth" of the Pacific War.
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topeverest
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RE: Here is an interesting question for the experts here.

Post by topeverest »

That's a tough one. I think the concept of doing a battle or mini campaign is an excellent one that could fit into your paradigm, but the learning of the mechanics is a long investment.
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RE: Here is an interesting question for the experts here.

Post by jmalter »

hi bspeer,
I think 's cool that you're working w/ the young'uns, but IMO teaching conflict-resolution (alliance vs. agression) is better accomplished w/ simpler board-games such as Risk, Diplomacy or Civilization.
WitP:AE is way complicated, w/ a lengthy & steep learning-curve that won't advantage these students (tho' 1 or 2 grognards-in-training might likely become fascinated by this game).
This game can teach a lot (training, logistics, tactical risk-assessment & strategic planning), but requires detailed full-time attention. I don't think it's appropriate for high-school students that must also give attention to an English-class paper, math homework, or a social-studies exam.
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oldman45
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RE: Here is an interesting question for the experts here.

Post by oldman45 »

One of my fonder memories of high school was a political studies teacher that had a multi-class game. There was one continent for each of his classes with that divided into states more like Europe than the US. The classes were broken up into groups to manage their states. The goal was for each class to to get their "state" into the best position they could. My class had a lot of the "nerd history" types and several of us liked the Roman period. It didn't take long before our class was a unified state and we were by arm twisting (not literally [:)]) and treaties slowly unifying the world (the other classes)It was a great lesson in global politics and economics. Of course there sometimes was the use of arms (Risk type game mechanics). Not as fancy as a computer game but its something that stuck with me for over 30 years.

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dr.hal
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RE: Here is an interesting question for the experts here.

Post by dr.hal »

ORIGINAL: mike scholl 1

Just a thought. Play TWO games of WITP.
Mike this is a really good idea! I think a very important historical lesson is why the Japanese thought it was a solution to their problems to begin with and how very much off the mark they were when the solution was put to the test. This may not be possible in the time frame that the starter of this thread has, but it sure is a good idea!
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RE: Here is an interesting question for the experts here.

Post by Jones944 »

In my opinion this game is too complicated to pick up and learn in a class setting in such a short period of time. You will lose most of the class to confusion and boredom before anyone has any fun with it.

This is one of the very best games going, but it is at a minimum a semester long project, not a week long project.

Just my opinion.
"Cry 'Havoc,' and let slip the dogs of war" - William Shakespeare, "Julius Caesar"
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btd64
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RE: Here is an interesting question for the experts here.

Post by btd64 »

Hmmmm. Semester long. I've been playing since WITPAE came out and still learning. It is hard to master but with time and patience you could teach a small group how to run a game. Maybe not even get close to mastering it, but enough to under stand a little about strategy and game mechanics. [;)]
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RE: Here is an interesting question for the experts here.

Post by sanch »

ORIGINAL: Jones944

In my opinion this game is too complicated to pick up and learn in a class setting in such a short period of time. You will lose most of the class to confusion and boredom before anyone has any fun with it.

This is one of the very best games going, but it is at a minimum a semester long project, not a week long project.

Just my opinion.
+1

It could take most of the 30 hours just to learn the mechanics (i.e. how to get the units to do what you want them to do - at least sometimes).

I have a zillion hours in, and am still learning how to do things. For example, I just figured out how hexside control works, and this after 6 months into a PBEM.
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