DocumentCode
1466968
Title
The curse of fast iron [computer wargames]
Author
Dunnigan, James F.
Volume
34
Issue
4
fYear
2001
fDate
4/1/2001 12:00:00 AM
Firstpage
100
Lastpage
103
Abstract
The wargaming public had never shown much demand for strategy games. Most wargamers prefer tactical-level games, where you plan for now and execute right away. Strategy games are complex-not necessarily more complex than tactical-level games, but requiring more strategic thought. You must plan ahead and make contingency plans as well. Strategy games´ salvation arrived in the 1980s, when personal computers made it possible to automate many complex procedures and details. Players no longer needed a rare skill set to use a wargame. Suddenly, there were a lot more strategy games and a lot more people who could play them. Unfortunately, more powerful microprocessors, graphics chips and sound boards are killing commercial strategy games
Keywords
computer games; microcomputer applications; computer wargames; contingency plans; graphics chips; microprocessors; personal computers; sound boards; strategy games; Computer graphics; Consumer electronics; Games; Iron; Keyboards; Microcomputers; Microprocessors; Military computing; Personal communication networks; Publishing;
fLanguage
English
Journal_Title
Computer
Publisher
ieee
ISSN
0018-9162
Type
jour
DOI
10.1109/2.917547
Filename
917547
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