The Wargamer

26 May 2017

Fifth Column: Let My Gamers Play

EDITORIAL posted on 8 JUN 2003 by Scott Parrino

The Wargamer's History Editor Mark McLaughlin vents his frustrations with locked levels, impossible gaming impasses and other frustrating obstacles to gaming in this editorial.

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When Gaming Meets History #2: I Love Tanks!

EDITORIAL posted on 7 JUN 2003 by Scott Parrino

"Will Bill" Wilder expresses his love of tanks in this article: he discusses his trip to see real-life tanks and his own past computer gaming tank experiences.

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Behind the LInes #6

EDITORIAL posted on 1 JUN 2003 by Scott Parrino

In his regular editorial installment, Behind the Lines, Jim Cobb offers news and commentary on war and strategy game community and industry happenings.

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Behind the LInes #5

EDITORIAL posted on 24 MAY 2003 by Scott Parrino

In his regular editorial installment, Behind the Lines, Jim Cobb offers news and commentary on war and strategy game community and industry happenings.

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Behind the LInes #4

EDITORIAL posted on 3 MAY 2003 by Scott Parrino

In his regular editorial installment, Behind the Lines, Jim Cobb offers news and commentary on war and strategy game community and industry happenings.

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Behind the Lines #3

EDITORIAL posted on 19 APR 2003 by Scott Parrino

In the regular installment of Jim Cobb's gaming news column, Behind the Lines, Jim offers news and commentary on war and strategy game community and industry happenings.

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When Gaming Meets History #1: The Wargamer's Dilemma

EDITORIAL posted on 12 APR 2003 by Scott Parrino

In Bill Wilder's editorial premiere, he discusses the challenges facing today's wargamer. Included are his wants and desires for a "perfect" wargame.

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Behind the Lines #2

EDITORIAL posted on 5 APR 2003 by Scott Parrino

In the second installment of Jim Cobb's monthly gaming news column, Behind the Lines, Jim offers news and commentary on war and strategy game community and industry happenings.

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Desert Storm Revisited

EDITORIAL posted on 30 MAR 2003 by Scott Parrino

"With all the furor over the current war against Iraq, one cannot help but allow his memory to drift back to a time over 12 years ago, when an even stronger Coalition Force, including nations of the Arab world, joined in a noble effort to throw Saddam Hussein's occupying armies out of Kuwait."

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Behind the Lines #1

EDITORIAL posted on 8 MAR 2003 by Scott Parrino

In this first installment of Jim Cobb's monthly gaming news column, Behind the Lines, Jim offers news and commentary on war and strategy game community and industry happenings.

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GameGuy: The "Carlyle Holiday" Edition

EDITORIAL posted on 29 OCT 2002 by Scott Parrino

Mark Walker's latest editorial feature looks at the potential future popularity of online game spectating, gaming deaths, and the controversy surrounding BMX XXX.

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GameGuy: THe "Racing-Sim" Edition

EDITORIAL posted on 4 OCT 2002 by Scott Parrino

"I have two great passions: Racing and gaming. Whether the speed is real - ingested at the wheel of my ITB Corolla - or simulated, matters not. What does, however, matter is the direction the games that simulate speed are taking - the future of racing simulations, so to speak. It's a bright future, but that doesn't mean it's a good future. Let me explain."

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GameGuy: The "Action" Edition

EDITORIAL posted on 6 SEP 2002 by Scott Parrino

"...no multiplayer blast-a-thon, acrobatic puzzle-fest, or first-person strategy title will be the next big thing. That big thing won't require an online connection, or even cat-like reflexes. No, the next king of action will be a single player action-RPG."

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GameGuy: The "Role-Playing" Edition

EDITORIAL posted on 2 AUG 2002 by Scott Parrino

"When the kids are in bed, my basement computer beckons, and I escape the chores. Sometimes the escape is the flashing guns of Serious Sam: Second Encounter, other times the sinewy esses of Watkins Glen International race track, still others the booming tank cannon of the Operational Art of War II. But by far the best reality displacement devices are the dungeons, wasteland villages, and space ship corridors of computer role-playing games."

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GameGuy: The "Real-Time Strategy" Edition

EDITORIAL posted on 25 JUN 2002 by Scott Parrino

"No one gave me a crystal ball, but I do have a couple of RTS titles worth of experience. Perhaps enough to answer the question du jour: What's the future of RTS?"

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GameGuy: The Turn-by-Turn Edition

EDITORIAL posted on 13 JUN 2002 by Scott Parrino

"What we are discussing is no less than the demise of a genre. A genre whose early years helped to define computer gaming, but one that has lately fallen -- with a couple of notable exceptions -- into financial doldrums. The genre in question is turn-based strategy, and to believe some pundits you would think that these games are on their last leg. I don't buy it."

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GameGuy: The "Who Counts Polygons?" Edition

EDITORIAL posted on 30 MAY 2002 by Scott Parrino

"Yeah, I'm impressed by the way things look. It's important to me - important, but not crucial. Unfortunately, that's an emotion not widely shared in this industry. Seems to me development teams sometimes spend an inordinate amount of time beautifying their baby."

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Do Computer Wargames Continue to Validate the Myth of German Invincibility on the Operational Battlefield?

EDITORIAL posted on 12 MAY 2001 by Scott Parrino

Many wargamers take the view that the German Army of World War II was practically an unstoppable machine whose effectiveness was sabotaged by Hitler's megalomaniac desire to conquer Europe. Numerous Nazi general biographies such as Manstein's Lost Victories or von Mellenthin's Panzer Battles, uphold this myth of German operational invincibility, guarding their reputations and blaming everything on Hitler's prying into operational planning. This myth, while not as prevalent as in 1970's era board wargames, is still evident while playing many of today's latest computer wargames. In what ways do most computer wargames uphold the myth of German superiority on the operational battlefield? This article will attempt to explain the German shortcomings at the operational level, and then discuss how computer wargames often overlook or ignore several basic tenets of combat that would often place the Germans in a less favourable light.

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Thoughts about flight simulators from one engineers point of view

EDITORIAL posted on 13 AUG 1999 by Scott Parrino

I was kindly asked by Rob Coppock to write an article about flight simulators seen from an engineer’s point of view. My personal point of view with regard to flight simulators is that they are just plain fun, which made it a tiny bit problematic trying to find something worth while to write about. I ended up writing some "loose engineering thoughts of mine" about flight simulators.

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Birth of the Federation - Point / Counterpoint

EDITORIAL posted on 25 JUL 1999 by Scott Parrino

Birth of The Federation by Microprose/Hasbro may be the perfect space strategy game for The Wargamer’s history editor and reviewer Federation Captain Mark McLaughlin, but at least one other big gun at The Wargamer has some problems and questions about what he considers a good but flawed design. Sit back as Romulan Praetor Richard Arnesen locks phasers, arms plasma torpedoes and prepares to fire on Captain McLaughlin – who has raised shields and is ready to reply.

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