1st Edition
Paper Time Machines Critical Game Design and Historical Board Games
James Dunnigan’s memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history. Don’t board games about history, made predominantly out of (layered) paper, permit a kind of time travel powered by our imagination? Paper Time Machines: Critical Game Design and Historical Board Games is for those who consider this a largely rhetorical question; primarily for designers of historical board games, directed in its more practice-focused sections (Parts Two, Three, and Four), towards those just commencing their journeys through time and space, engaged in learning how to deconstruct and to construct paper time machines.
More experienced designers may find something here for them too, perhaps to refresh themselves, or as an aid to instruction to mentees in whatever capacity. But it is also intended that practitioners of all levels of experience find value in the surrounding historical contexts and theoretical debates pertinent to the creation of and the thinking around the making of historical board games (Parts One and Five). In addition, it is intended that the book might redirect some of the attention of the field of game studies, so preoccupied with digital games, towards this hitherto generally much neglected area of research.
Key Features:
· Guides new designers through the process of historical board game design.
· Encapsulates the observations and insights of numerous notable designers.
· Deeply researched chapters on the history and current trajectory of the hobby.
· Chapters on selected critical perspectives on the hobby.
Dedication
Acknowledgements
Foreword
A Note on Dates
List of Tables and Charts
List of Figures
Chapter 1: Introduction
Part One: Context
Chapter 2: What Is Critical Game Design?
Chapter 3: What Are Historical Simulations?
Chapter 4: A Brief History of Board Wargames
Chapter 5: A Briefer History of Pol-Mil Wargames
Chapter 6: An Even Briefer History of Non-Wargame Historical Board Games
Part Two: Design Process & Tools
Chapter 7: Overall Process
Chapter 8: Devising A Thesis
Chapter 9: Common Components & Major Mechanics
Chapter 10: Major Card Functions & Metaphors
Chapter 11: Board Design
Chapter 12: Development & Publication
Part Three: Designing Historical Board Wargames
Chapter 13: Historical Board Wargame Design: Reference Books & Conventions Overview
Chapter 14: Design Conventions: Units
Chapter 15: Design Conventions: Combat Resolution
Chapter 16: Design Conventions: Movement, Morale, & More
Chapter 17: Design ‘Unconventions’
Part Four: Designing Non-Wargame Historical Board Games
Chapter 18: Case Study #1: Operation Barclay
Chapter 19: Case Study #2: Crisis: 1914
Chapter 20: Case Study #3: Peace 1905
Part Five: Selected Critical Topics
Chapter 21: Two Unsolvable Problems in Historical Board Game Design
Chapter 22: War Stories: Storytelling and Wargame Design
Chapter 23: The Postcolonial Turn
Chapter 24: Paper Beats Silicon
Index
Biography
Maurice Suckling teaches and researches games at Rensselaer Polytechnic Institute, NY. He is also a game designer. His first published game was Driver (1999) for the PlayStation, for which he wrote the script. The game won a BAFTA in the Interactive: Moving Images category. Since then, he has worked on over 50 published video games, including Borderlands: The Pre-Sequel (2014), Civilization VI (2016), and Lost Words: Beyond the Page (2020). He has also published five board games. His second published game, Chancellorsville: 1863 (2020) won the Charles S. Roberts Award for the Best American Civil War Era Board wargame in 2021.
The study of gaming is a burgeoning and exciting academic field. However, we have lacked rigorous academic examination of the foundational core of contemporary gaming -- wargaming and historical simulations. Suckling's work in Paper Time Machines finally rectifies this deficit. This book is mandatory reading for academics, and established and aspiring game designers alike.
- Jason Matthews, game designer
Maurice Suckling has written a highly informative book that gives sound guidance to readers who may want to add their own contributions to the practice of civilian wargaming. It is also long overdue that game studies took this sector seriously.
- Brian Train, wargame designer
This book gives us a unique vision of the game design process from the inside, as exposed by a creative and innovative author in full activity. I heartily recommend this very accessible text to anyone who wants to gain a good understanding of the "tools of the trade" and their practical use in recreating history in game form.
- Riccardo Masini, wargame expert and YouTube vlogger
For the last decade, a seemingly unlikely corner of tabletop game design has nurtured innovative new mechanics and a community of designers and players willing to take on difficult and sensitive topics. That seemingly unlikely space is wargaming. In this book, Maurice Suckling---himself a practicing wargame designer---charts the ways in which wargaming has made itself relevant beyond the battlefield, examining key games and milestones and providing readers with a toolkit for beginning to design (and play!) for themselves.
- Matthew Kirschenbaum, Distinguished University Professor, University of Maryland, and Co-Editor, Zones of Control: Perspectives on Wargaming (MIT Press, 2016)