But the basic rules of historical simulations still applied. Or, as we put it back then, “If you can’t predict the past, you can’t predict the future.”
Quotes by Jim Dunnigan
The manual games further restricted the number of users, because these games are more time consuming to learn and play. Computerized versions of these games appeal to a wider audience, but still a niche audience—an audience of under a million people. While complexity frightens the many, it appeals to the few. Thus wargames are often lumped into all things geekish. Guilty as charged.
One can make the case that wargame sales are better than ever, if one simply changes the definition of a wargame. […] But that’s like saying that historical fiction should be reflagged as history books because few people will buy and read real history books anymore. No, the problem is that historical wargames were always a small market because they emphasized information and analysis at the expense of entertainment.
People who are into playing or designing wargames do not think like the rest of us. Actually, this applies to most people in the sciences, or anyone who uses the scientific method (testing hypotheses until you get a proof in the form of a reproducible result). Wargamers look at wars, and most other things, in a more analytical fashion, taking into account historical precedents and antecedents.
No sense reinventing the wheel, especially since that approach is sure to lead to exceeding your budget and missing deadlines. Don’t endanger your career. Plagiarize. There’s no copyright on ideas and most of the ones you need have already been thought of and thought out by more experienced designers. I know, I often steal from myself (as well as others, that’s why I’m an expert).