(A republication of my original article at PlayThePast 5/8/2012 )
My original plan for this essay was to analyze the problem spaces filled in by Hegemony and evaluate briefly how defensibly this problem space was presented in light of what ancient evidence suggests about ancient battle. Playing the game, reading the manual, and, most importantly, engaging in the process of using a game to encourage thinking about a relatively unfamiliar problem space have led me in a different direction.
I have been writing on the subject of using simulation games to help students study the past in terms of dynamic systems for some time. And as an educator, I regularly attempt to put myself in my students’ cognitive shoes, to see things and encounter problems as they might. Hegemony allowed me the chance to experience more authentically how a sim can encourage students to think, question, and problem solve in an unfamiliar domain. To be fair, my dissertation and first book were on the Roman citizen cavalry of the Republic, and my third book on the military and political career of Marcellus (cos. 222 etc.). I do not (really!) spend all my time poring through works on ancient battle, and, more importantly, I have never had much opportunity at all to consider Philip II of Macedon’s problem spaces, other than at a superficial level. So while I am familiar with the basic narrative of Philip and the main characteristics of the Macedonian army, my knowledge on these would not fill more than a vaguely worded page or two.
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