working group1
TRANSCRIPT
Working Group 1: Game Lab
Game Lab challenge
Haiti earthquake HADR scenario as window into methods
for tomorrow’s wargames
operations other than force-on-force
chaotic, complex, operational environment involving broad
range of DIME/PMESII factors
full glare of international media (and associated political
pressures)
highly interagency and multinational
short term urgencies with long-term implications
wargame application/use beyond traditional clients
designing for whom?
much discussion in all three groups of client needs and
characteristics
multiple clients (not all known in advance)
varying range of game experience (and game support
infrastructure), high proportion of novices
adaptable to varying needs (time, complexity, subject
matter)
learning what?
groups identified appropriate learning objectives
not a planning exercise or a detailed “how to” game
more about
relationships, interactions, harmonizing/deconflicting varying
agendas
“nonconventional” learning objectives: chaotic
immersion, recognition that no matter how well you do
people will die
avoiding “wrong lessons”
population as passive victims
crude view of organizational differences
delivered how?
digital or manual?
moderation with white cell?
card-and-board
suitability for level of complexity
adaptability
self-contained
influence of design repertoire
players
groups generally settled on 4-12 players
some elasticity in player numbers
shaped by user and delivery method
US (military + USAID/State)?
UN
NGO (one? two? many?)
Haitian government
survivors?
media?
minor actors represented through events
players
the challenge of cooperative play with asymmetric
victory conditions
reward organizational objectives with additional resources
(Group C)
fixed or changing objectives
players ought to have different comparative advantages
is coordination a quality of game play, or a discrete action or state?
changing capacities over time
length of game
brief suggested 1-2 months
what were the natural “eras” of HADR in Haiti?
what are the lessons the game should teach?
variable turn lengths to address relief-reconstruction continuum, second and third order effects
what are the constraints generated by likely employment of game?
7-12 turns (Group B)
4-8 hours (Group C)
how many game interactions?
key variables and processes
all groups identified some version of cluster sectors (medical, food, WASH, shelter, security, infrastructure, etc)
Group A also emphasized logistics/supply chain dynamics, and importance of spatial nodes/locations
Group C also wanted a geographic component, ability to model population movement
Group B, by contrast, went for an entirely sectoral approach (map as backdrop)
how to measure “success”? humanitarian conditions
organizational priorities and successes
Haitian politics
game mechanics
all groups decided on some sort of card-driven
mechanism for event generation
combined event/ops/coordination cards? (Group A)
individual decks (group C), plus assets (chips)?
advantages of a card-based system
broad range of lessons, events, vignettes
rules-on-cards
learning-on-cards
easily modified
game mechanics
fog of HADR
initially hidden need values (group C) with geographic
multipliers
population might sometimes self-fix problems
need to focus on how player decisions shape situation
and how they receive feedback
real and alternate histories
should the game actually model historical events, or
introduce added uncertainty through variable starting
conditions?
aftershocks
weather
crime and political stability
should earthquake dynamics be tweaked to increase
learning outcomes?
other considerations
idea proliferation and the need for ruthless simplification
how to abstract/simplify without losing immersion and
suspension of disbelief?
extensible game mechanics
porting to other platforms