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Wargaming and Design Thinking with Yuna Wong | Georgetown University Wargaming Society | YouTubeToText
YouTube Transcript: Wargaming and Design Thinking with Yuna Wong
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Summary
Core Theme
This content discusses the application of design thinking principles to the development of war games, using the RAND Corporation's board game "Hegemony" as a case study, and explores the broader implications for war game design and professional development.
so much sebastian um uh
glad to be here thank you all for
joining us
um today um so today
so tell me when you tell me when you
start the recording or did you already
start it
we're already started sorry i did like
the mom thing i'm like are we are we
recording yet right
um so thank you all for coming uh it's i
think this will be
i hope this will be fun for you as fun
for me as it is for you today i'm going
to be thinking
talking about applying design thinking
to war game design
especially we're going to use the
example of hegemony
so hegemony is going to be rand's first commercially
commercially
available board game mike linnick is also
also
on and he was the lead game designer for that
that
so it we went with his design and you'll
we'll talk about that in a little bit
so i think it's very salient though to
talk about design thinking
because game design is as you might
expect right
literally a design problem so here was
what we're going to talk about today
you know some of the some background
about the specific war game
and then we're going to do a little bit
of introduction of what is design
thinking and so like you know why apply
design thinking to our game design
that might seem like an obvious question
but you know we might as well go over it
the elements of design thinking and then
you know
we'll run you through the examples and
then some conclusions
so this the our example that we're going
to use
is a game called hegemony so rand
corporation has
has you know games available especially
from the 50s you'll find them on boardgamegeek.com
boardgamegeek.com
they have published the rules on i think
a few a few different
games um but um if you look at their
it's a written
a report written up about the game and
the game rolls but not necessarily
boxed up so hegemony is going to be
produced and then for sale on the rand website
website
with manuals so this hegemony the commercial
commercial
backs game is a version of the game
a version of the game that supported the
2018 national defense strategy
so there the sponsor came to us in 2017
and they wanted a new board game and
the requirements were that it would feature
feature
live players for russia china around
north korea and have some terrorists in
the game
and have several rounds playable in half
a day
and um we um also they wanted to
use that to support the strategy writing
teams for the national defense
strategy and to see how different test strategies
strategies
potentially played out in an environment so
so
i under my slides i say we have um three
weeks to working prototype
we actually had six weeks to show it
before we showed it to the sponsor
but obviously we wanted sort of various
prototypes beforehand
before you show it to the sponsor right
you actually want to have some in-house prototypes
prototypes
so in the result of all of that um so we had
had
six weeks before we had to show the
uh version of the prototype that we came
up with to the sponsor
and so the result was hegemony
so why apply design thinking to board
game design right
this seems kind of obvious it's a design problem
problem
uh right and it was you know these are
the things we had to do with to create a
new game that fit the sponsors need
we had a constrained amount of time we
actually did this with a team that had not
not
necessarily worked together before and
we did it with a team that had not
designed a board game before
or a war game before so i think all of
us on the team are
familiar with war games had had
different roles in war games
but we had actually not designed one so
um i think this was a process that
really helped us so
why also do we want to talk about
using design thinking for war game
design i think part of this is the
debate that's going on
about what background is necessary to
do become a war gamer and especially war
game design right so
within war gaming at the top of the
pyramid really
is war game designer right that's the
role that many people aspire to
that's sort of treated as the most
prestigious that's treated as the
sort of the pinnacle of you know what
you want to sort of do in a war gaming
right like if you're in the military
you're going to be combat arms right
like you don't want to be logistic
you're going to be combat arms right
and then if you know if you're a war
game staff you're going to be like the
designer right that's that's
sort of set up as the the
what you aspire to um so a lot of debate
with the community right so traditionally
traditionally
or i don't even know how traditionally
right in
the past few decades the way people
oftentimes got into professional
wargaming especially in national security
security
particularly in defense is that they
grew up with a number of
board commercial board games and their
youth they played spi games they played
avalon hill games
and then they used they so they had a
knowledge of commercial game mechanics
when they switched over to doing war
games for dod
so i think when i first came to my first
connections roaring
game conference in 2011 um and i
i've told this story before so i was
watching i was there like watching
i'm watching and like they're a bunch of
middle-aged men rolling dice
with baseball caps and you know with
like miniature figures
right and i suddenly had this feeling
that these were my people and i had come
home right this is where i belonged
i didn't know it right that but this was
my flavor of geek and this is where i belong
belong
so i'm like well these are my people
like how do i become
one which was not a trivial thing to ask
right when you're in your mid
30s right so i couldn't go back in time and
and
spend my youth playing games right i did
like the
good like asian daughter thing and did a
lot of like studying in high school and
avoided um dungeons and dragons because
i thought i would like it so much i
would never come out
the irony is i i would actually have
used that like that would actually be
useful for me in my work now
like not physics right not ap physics
like forget that there was
there was no point to that right i've
never had to use maxwell's equations
in real life right so um you know
don't conform rebel a little right do
what you're actually interested in you
won't regret it
but you know right so this is a
non-trivial problem for the community
because right now
we are actually in the middle of a
demographic shift where many of
the people who grew up that way and were
uh professional wargamers are now retiring
retiring
and then you had sort of gen x and then
right by my generation where for us
board games sort of disappeared
at some point in our childhood and we
were the first nintendo generation um
right so cover you know
we our experience with gaming is not
these hex-based
uh board games so um so like
you know is it possible to become do war
game design without that experience i
think we're gonna have to
do it going forward because we don't
really have much of a choice but right but
but
this whole idea of using design thinking
i think shows that you can do it and not necessarily
necessarily
have you know have done you spent your
childhood that way right there
we because we do need other sort of
pathways into word game design
and i think the whole thing of sort of
by just practice right nobody sat down
and say and
said only people who spent their entire adolescence
adolescence
with spi games can become defense
professional wargamers
but human beings infer all sorts of
roles and norms
from just the things that are and if you
you know only draw from one subset of
people anyway
right like that's not enough because
we're at a point where we need many more ideas
ideas
so i'll take if there are any questions
so far i'll take them
you know we don't have any questions
right now so you can keep going okay
great so i'm going to run a video
called design on design thinking and
this is a youtube video so
i know we're going to be recorded so
this will be recorded and then put back
on youtube
design thinking is a five-step process
to come up with meaningful ideas that
solve real problems for a particular
group of people
the process is taught in top design and
business schools around the world
it has brought many businesses lots of
happy customers
and helped entrepreneurs from all around
the world to solve problems with
innovative new solutions [Music]
[Music]
step one empathize the purpose of step one
one
is to conduct interviews that give you
an idea about what people
really care about we need to empathize
with the situation
for example if you want to help old
people you might find that they want to
keep the ability to walk around
in your conversations they might share
with you different ways they can do that
later into the interview you'll want to
dig a little deeper
look for personal stories or situations
where things became difficult
ideally you redo the process with many
step two define the problem looking at
the interviews
you can now understand the actual needs
that people are trying to fulfill with
certain activities
one way to do that is to underline the
verbs or activities that the people
mentioned when talking about their problems
problems
like going for a walk meeting old
friends for tea
or simply going grocery shopping around
the corner store
you might realize it's not so much about
going out
but more about staying in touch after
your analysis
formulate a problem statement some
elderly are afraid to be lonely
they want to stay connected [Music]
[Music]
step 3 ideate
now focus only on the problem statement
and come up with ideas that solve the problem
problem
the point is not to get a perfect idea
but rather to come up with many ideas
like unique virtual reality experiences
senior friendly hoverboards or a
modified pushcart
whatever it is sketch up your best ideas
and show them to the people you are
trying to help so you can get their feedback
step 4 prototype now take a moment to
reflect on what you have
learned from your conversations about
the different ideas
ask yourself how does your idea fit in
the context of people's actual lives
your solution could be a combination of
a new idea
and what is already being used then
connect the dots
sketch up your final solution and go
build a real prototype that's just good
enough to be tested [Music]
[Music]
step 5 test now test your prototype with
actual users don't defend your idea in
case people don't like it
the point is to learn what works and
what didn't so any feedback is great
then go back to ideation or prototyping
and apply your learning
repeat the process until you have a
prototype that works and solves the real problem
problem
now you are ready to change the world or
to experience design thinking first hand
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crash course from stanford's d-school
right now you will learn to design a new
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find the link and the guide for
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to learn more about creative and
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check out our other sprouts videos and
if you want to support our channel
great so um i'm gonna assume there are
no questions so far on the video
yes okay actually actually sebastian
were there any questions on that video
no not so far okay great great we're gonna
gonna
just breeze through this uh uh briefing then
then
so right here are the uh
some steps and then the specific
design thinking material i think we used
i pulled it down
from one of mit's edx.org classes
it was that one was sort of design
thinking for educators
but like they're going to be very
similar descriptions of this
and and for those of you who are old
enough to remember
design thinking really hit the popular
consciousness in the
1990s when a company called ideo
presented about how that's how they do
product design
on an episode of nightline and that's
the point from which you know right
there was there was a burst of books
there was a burst of interest
um you know i think that i think their
website crashed
um you know do they have a website no is
that is that like
like a historical right back in the 90s
right but i think that was a that was a time
time
when this idea really took off so if you
also google
ideo you'll also find a lot of material on
on
on design thinking and i think we should
properly credit
their their role in this so the first
step is to empathize which is to
understand the user's problem
and you saw in the video how the people
were watching the users right potent the
the target audience of users and looking at
at
how they did things so this is where
i think sometimes um right this is why sometimes
sometimes
focus groups for product design may not
be so successful
this is the argument that's made that
people um
don't necessarily can't necessarily
articulate what it is that they actually
need so in the first step a lot of
sometimes they'll even try to teach you
sort of ethnographic methods to do this
first step which
is trying to really understand the
user's perspective so the
more you understand the user's
perspective and their needs
or their latent needs or even things
they can't really quite verbalize or articulate
articulate
the better your product and the better
your design will be
because it really the idea is really to
be user centric
and then the second is to define the
problem right you can define it in
different ways and again you saw in the
video if the problem
you're trying to solve is socialization
rather than mobility
you can see how that can lead to very
different ideas about how to address
that problem
and then the next step is id8 which is
to come up with
many ideas so you could also say that this
this
is sort of sometimes people talk about
divergent thinking
where the the purpose is not to
critique ideas it's just to come up with
them right so if you try to combine
evaluation or critique with idea
generation you don't
actually really do so well so you
separate out those steps
and just come up with ideas and then the
next part is to prototype
and then some of the mit materials we
pulled down they have sort of concrete exercises
exercises
right like sketch out your idea
storyboard your idea so
you know fold up a piece of paper into
six and then in each panel
sort of draw a little scene about how
you expect
someone to interact with your design and then
then
come up with a paper prototype so the
advice is for example
if you're coming up with an ipad application
application
right do a little sketch of it on paper
and then cut it out and then
pretend to interact with it even though
you feel kind of cheesy doing it
go to the prototypes early
like before you feel that you're already
go ahead and
try to do some of those prototypes right
and then the next step
is test we'll test out the prototype
show it to someone who is a user or a
stand-in for
the user and just get the response and
then the idea
that's central to design thinking is this
this
iteration like you repeat the prototype
test prototype test loop
right often and you what you will find
is the more often you do this
iterative loop the better your product or
or
the better your design will become the
better it will fit
the user's needs the better the more
chances for feedback and the more
chances for improvement
and the final step is reflect like
reflect with your team how you did
why you thought you were successful were
there some things that were
not quite successful or you know what
you know it's very interesting sometimes
to talk about well why
what did we think were the elements that
made a particular
project or design successful so empathize
empathize
so the the you know after we reflected right
right
so the the real strength i think in the
team we had together
was that um they had all
many of them had worked as action
officers in the pentagon
so mike spiritus my clinic john yarchak steve
steve
desell they had had no
action officer jobs at the pentagon so
the audience
this the strategy
right team writers the strategy uh
writers were great action officers at
the pentagon
and they had had our design team
had held many of the actual positions
from the people
who were in the sponsor's office or who were
were
going to be coming in and playing the
game so they had a really good
sense of what problems they were facing
what types of decisions
what some of their limitations were how
they would be approaching things
and so we really had a number of
insiders in a sense so there are many
sort of methods where they they
encourage you to have at least
one member of your team with an
insider's perspective
i think i think like almost our entire
team except for me
right like had the pentagon action
officer perspective
and i had i'd i'd had like a quantico
action officer perspective before so
um i mean chronic i mean quantico will
tell you they're really different from
the pentagon but you know there's some
commonality there in
some of the types of things you might
understand um
so they had the team had spent actually
years understanding some of the problems
that the uh people who were coming to
the war game
were going to have and i think that was
a that was a real strength of ours
um actually uh can are there any
you know one of the questions that we
have is could you please elaborate
on why and how focused groups would be
different from the interviews in step one
one
i i think yeah i don't wanna i may be
over making that point but i think the
focus is first step one is when you can
to observe people
going about the activities you want to
try to design around
um you know so there can you know observing
observing
it seems to be right so so observing
as they go about trying to do their
tasks may give you insights that people
cannot necessarily verbalize
um so the thing about focus groups also
can be
people's opinions can be swayed by each other
other
um you know so i i think there are a
number of stories about how
products like do well in focus groups but
but
somehow they've they sort of missed the
mark and you know so i think
that's just that idea that if where you
can you want to observe them
because again they can't always tell you
what it is that they need and i think
the real insights in product design
have come from the times when someone gave
gave
produced something that you didn't
actually realize you needed right like
the iphone
right if you had run a focus group and
said what do you need
in a cell phone i don't know that
the focus group would have given you the
iphone right but that was sort of steve
jobs great insight in in sort of in
anticipating sort of what people
actually needed in terms of
functionality that they actually couldn't
couldn't
verbalize so i hope that starts to
answer the question
although i'm probably speaking outside
my expertise when i talk about that
you know we have another question here
it says at what point are
points in the process of designing a war
game are people splitting apart to come
up with ideas
experiment and iterate versus coming together
together
to put coming together for a final game
slash prototype or is it a lot of group
meetings to make sure all the parts are
working together along the way
so we're we should split it up into
several stages
so we even had sort of a research phase
where we
played a bunch of core board games just
so we would have a common understanding
of game mechanics
and like one of the vice presidents
walked in on us and we were like no no
we're working really
we're working but um so the the prototype
prototype
is the design phase of get
right there are actually many design
phases in this
there's not just one design phase like
one major design phases what is the key
dynamic what is it what are the key
mechanics no
no and then um when you and then development
development
is different like so once you decide i'm
in a major number of things
you have to um right we think the pieces
are going to move this way okay well
someone needs to do the physical pieces
okay someone needs to
get the rules down someone needs to get
the cards right someone needs to do
talk about how data collection is going
to work so that is a lot of development
um although you also have to design
aspects of like data collection
and how for things right so i would say
that design is sort of the master plan
of how things are going to work but like
all the nuts and bolts of how practically
practically
you're going to do things and to finish products
products
that is development but all of these
pieces have to
sort of iterate as you'll as you'll see
as we describe it
okay so um defining the problem so for
war games
i think defining the problem you could
say it as
what are the decisions that the people
coming into the war game are going to be
able to make
right so we you know we white boarded a
number of things right
they can make decisions about posture
right that's sort of where your forces
are in the world because they make can
make decisions about readiness right
how much are you going to sort of spend
and to
increase readiness of your forces versus
you're going to do some other things
with the money
right so you could do pro modernization
you could do
uh uh for structure make your structure larger
larger
you could do you know modernize things
so invest in more advanced capabilities
particularly in certain areas
but we had to narrow down the list
before we could think about ideas about
how a game could work
what are the decisions that people need
to be making
so third is id8 which is just to come up
with a number of ideas
so each member of the team
went and came up with
um an initial idea for the game so in a
very initial prototype
i think we could sort of cobble together
you know
various things and it did not have to be
complete right so the idea behind this
prototype test product prototype test
loop is
get to a prototype and and sort of
try to show it even before you think
it's complete
so without having to have the entire
game or
or anything right or just the main ideas
we came back and shared our ideas with
the rest of the group
and then so here are the prototypes here
some of our sketches
right we had a whiteboard ideas and then
storyboarding right this is the okay
what what exactly do you expect people
to do when they come to the game
right um this was this was interesting
because um it actually for me for example
example
helped i'm like oh yeah they would be
confused at this point or they would
need this or they'd be distracted
it didn't necessarily feed directly into
the the
board game the ward game it's the game
system itself but i thought it was good
a good reminder in in terms of thinking
about the user experience of someone who
is a professional action officer and i
was told you have to go like play a game
like in front of other people um what
some of maybe
the concerns or some of the things that
they'd be thinking about have
so if you want to talk up think about
designing the entire experience
um and walking people through things is
actually i think what is actually a good
uh thing to do good exercise so another
thing is paper prototype right so
we um split up and we came back and we
showed each other
like sort of prototype like very
prototypical game materials
so on the left you have um this it looks
like a spreadsheet
but that is hegemony's like ultrasound
photo right this is the one
this is what mike linnick came up with um
um
actually is i can't see in the chat but
i'd wonder if michael nick would be
willing to say anything about this mike
i'm going to put you on the spot and ask
before you can mute myself what do you
want me to talk about so could you
could you explain the you know the the
chart on the left
without sort of going into the whole
process of of how we got to there um
this is what what you
was really talking about was just sort
of a first sketch paper prototype of
a tracking sheet that would allow us to see
see
how different players in the game
what their current status was across a
variety of different kinds of things and
ultimately nothing in here uh
really looks at all like what the final
product came out to be
but we knew we needed a tracker um we
sort of knew the kinds of things we
needed to track
we knew the players that we had to track
it for so i'll just
kind of say that um and then it sort of
translated into the more
um advanced printed copies you see in
the photo which themselves then migrated later
later
into a much different um
look as we you know as we did this
prototyping and got the feedback
um we made some things parts of the game
much simpler
really sort of um abstracted a lot that
we had originally
decided to make discrete and then once
we'd gotten about as abstract as we could
could
we got feedback that they needed a
little bit more
discrete er representation
of strategic decisions in certain areas
and so we went back the other way but
but in ways that we hadn't anticipated
when we started so i'll just stop there
because i'm not sure if i stayed on the
track you wanted me to say
stay on oh that was great thanks so so
much mike
um and then like it just going back to
this slide like this other picture right
that was like i think that was like my
attempt at the prototype so we had like
four different like initial prototypes
and we all of us agreed that mike linux
was the best
right so then we decided to flesh out
mike linux
prototype but that's that's how we were
addressing the steps in the design
thinking process like id8 come up with
many ideas
and then you know try to test and then
we showed our prototypes to
uh mike spiritus who um
was right the he he really was the the
project lead and he had
been working in osce policy so was our
stand-in for the sponsor
so he didn't um offer any game ideas right
right
he didn't offer any prototype ideas so
he wasn't invested in any um
so we got feedback from him i think he
didn't like
any of ours i think he said no no no no
um fix this fix this and he got in the
plane and he left us for a few weeks
uh but that's very important right this
is is the idea people talk about is fail fast
fast
right so for example you can spend a lot
of time
talking to someone about what you're
going to do and then they nod violently
because it all sounds fine
but the moment you show him some the
person something like what i showed in the
the
the color picture right which is yeah
and then they're going to be different
boards like there's going to be a cent
combo or
there'll be a south come board and the
person will be like no that doesn't work
like that's not
going to work in this case and you will
know before you went down that path
too far so this is why i think
especially with something like war games
because there can be
one of the benefits of war games is that
can be many visuals if you can just sort of
of
mock up something and say we think that
you know people will split up into rooms
and then they'll talk and then they'll
come back and this is what
you know this is some of the things that
i might be uh interacting with
the person you know someone who you know
is going to be a user or the sponsor can
immediately say like
uh no like you can't for this reasons or
no that's that's really not going to
work or you know
you know i said this but you know now
that i think about it now that i see
what you're trying to do like
i don't i think this we should go in
this other direction or whatnot
so you need feedback early and these
mock-ups really help
you have that conversation as early as possible
possible
so test right um
i think this is just what i went over
was you know the our team lead was a
stand-in for the sponsor he wasn't
involved in developing an idea and gave
early course to correction
so this is this is where we where we
started okay so then we had another
round of prototyping
um and then we so we took mike lynn's
initial ideas and then we
did another round of prototypes right
and then we tried
without having the full game system
fleshed out
tried to go through it again right and
said well this is how
notionally we think it would work so
without having all the details yet we
think of something about right because
they go oh look there's something like
we need
you need at least a budget tracker and
you need some sort of
cards right you need like event cards
and we think this is how it look
right so you start having that that conversation
conversation
um so for example our
our this was our game map for our test game
game
one of our test games but we did rounds
of this we had
and then once we developed a full
prototype we had a test game with the team
team
then we had a test internal rand test
game with
randites who had not been part of it at
all and were
um new to it so they could give us
feedback and then we had
um and then we showed the sponsor
so it was another test because they they
they wanted to see it before
you know uh you know implementing the game
game
with with re with the strategy writing
teams so
um this was the visual map that we sort
of cobbled together for the test
so you see this uh prototype design it's
prototype test protect
test loop that you start actually doing
this with other people
on other parts of the game so for
example on the game map
yvonne crane was the artist who came up
with the ultimate map
and you'll see a lot of her work in the
box game of hegemony
but you know we showed her this right like
like
like we need but like it has to be like
this but like you know not ugly right
so and then we iterated the different
game materials
with her because we realized we needed
different types of functionality as this
whole process went on and as people
started playing the game
um we had event cards we had domestic
event cards
we had different options for the
different countries we started iterating
those right the russia cards with people
who were russia subject matter experts
and the china cards were the china
subject matter experts and they'd come
back and goes
i think you know i think you need more
economic sort of options here for china
or um you know they'd give us feedback
so we started out with very generic
cards for all of the other countries in
the game
and you know because of you know they would
would
play in the game and then they'd give us
feedback and look at the cards like that
was actually another design
a prototype test loop another design
look that we had going so
so for the final prototype right this is what
what
the visual of the visual materials look
like and you see
like the more you sort of design and
iterate on that
especially as you're using it so
fortunately we ran hegemony over
a dozen times i'm going to say something
like 17
but possibly more of of actually with
the strategy teams
so even before that right we had the
test run with the sponsor
when they gave us feedback they had the
sponsor asked us to do
train a series of training games with
the teams who are going to be playing
which i thought was a great idea and it
gets around one of these
problems where people come to the game
and the first
rate several parts or you know i don't
know how much time is like they don't understand
understand
the game system and they're trying to
figure that out
but in this game this case because they
had come to the
the training games they had some sense
of how the system already worked so they could
could
focus a little bit better on their
candidate strategy
and implementing their candidate
strategy in the game
so i'm going to ask if there are any
questions at this point
hey you know we have lots of questions
um let me
read them out to you one at a time the
first one from the
from the early part portion is how do
you feel your experience at quantico
versus the pentagon shaped how you
approach this game design
um i don't know that it really
you know the thing about how i think
that the thing i
appreciate about my experience as i was
an operations research analyst
for the marines for six years in
quantico and i was the methodology lead on
on
a joint study for them on irregular
warfare and the thing i
always really appreciated about the
marines were that they were willing to
take risks and they're willing to do
things outside of whatever
whatever conventional wisdom is so it's actually
actually
it's actually easy it's easier to talk
marines into doing something by the way
because they're they're game um i think
having been in that kind of environment
for six years where people are just not
afraid to do
things where there isn't necessary
orthodoxy that people worry about so much
much
i think that also translated into in
even in research
even in project work even in doing
something like design think applying
design thinking
to hegemony right you're just not
um so risk averse or afraid to take any
kind of risks
you're actually um used to
prototyping you're used to trying to do
things differently
uh because you know the thing about the
marine corps is that culture
always borrows from others because
they are the smallest service i guess
besides the space force now they used to
be the smallest service
and and we're not kind of coast guard
either sorry okay
they're the fourth smallest service
right in the u.s military so they never
they don't have the kind of pockets of
as the army or the navy
so they're always looking to adapt other
people what other people have developed
for their own purposes
and if you think about even in research
if you think about even in national
security work right i mean you know
there's a whole debate about
innovation right so innovation oftentimes
oftentimes
is about looking at something that
someone did in another
area and simply using it in your area
and that's actually the easiest way to innovate
innovate
and steve jobs talks about how he
you know he's he was saying at one point
people who are innovative
you know don't think of themselves that
way for them it was just
obvious that you would apply it in this
way and i think
that um culture of the marine corps is
something i do
appreciate not all organizations have a culture
culture
where where it's like well look around
check what's
see what someone else has that you might
be able to leverage because you won't
necessarily be able to have the
resources to do it
from a completely blank slate of your own
own
so that's i think part of the
organizational culture
that would be consistent with saying
well design thinking is something that
people use in
product design in animation right pixar
uses it in animation the way they manage
um their movies is they assume a
prototype test loop
many iterations where the team will be
given feedback on what doesn't work
because they assume that there's no way
you could get it right the first time
that you just have to have many cycles
of this for feedback and they use the
example of how in toy story evidently
woody was like a jerk at first and you
know no one like really liked him so like
like
but you had to give the team many
chances for feedback and many chances to
sort of
fix what was in a sense not working um
so i think i the the marine corps sort
of flexibility
and rather rather than saying i have a
checklist i will die on it
and you know that it doesn't go with the
way we're used to doing things like i
really appreciate
i really appreciated that so another
question sorry i realized like there
you said there are many other questions
uh so first
as a former marine i can testify to yuna's
yuna's
persuasive skills of convincing me to do things
things
the next question is did the design take
into account the rapid change in
technology and politics
how did the team plan for this change
well um so the technology the return on
technology is
accelerated in the game so for example
you may not
in the real world you may not see a
return on some type of military
technology investments for several years
or a decade or longer
but we didn't have that kind of uh
option in the game
so you get sort of rewards rewards in it
in a sense by being able to modernize
your forces
a little bit faster so that was one way
we tried to incorporate technological change
change
we also had something called a national
tech level
so countries could invest in
trying to increase their overall
national technological capabilities
and we had different rules for who were
faster followers than
others so the united states started off
with technological lead
overall so like if your your military
technology can't
outpace your national drug technology
level that was the idea
and china was a fast follower but i
think i wrote in the rules that if the
united states ever fell behind they
would be the fastest follower of all
and different countries had different
roles so we did try to do that
um the second part about the political aspects
aspects
uh we tried to have cards that had a
variety of domestic
and international events and part of
um right what part of what does not come
in the box board game right is
is uh are the study team um
sometimes the sponsor wanted a world of
a certain type right
different types of challenges you could
characterize the world in a different
way and then so we
pulled up the cards and sort of had
those events
um happen so you could you could do it
that way
like so the card the event cards
themselves constitute
it once put once you put them together
is a scenario
or a type of environment and so we tried
to handle
different political aspects that way and
there was over several games
variation on the sort of political
environment the united states would be facing
facing
okay great next question at what point
uh do you encourage or force people to
consider project constraints
if you do this before slash during ideation
ideation
you make foreclosed innovation
suggestions if you wait until
after ideation your team may spend too
much of their
time concerning approaches that aren't
actually feasible how do you go about this
this
yes great question right it's i really
appreciate that question
so one of the things you want to get to
as fast as possible are constraints
so um so when people also ask me
to do workshops or tabletop exercises or
other things
i ask them you know what are the
constraints like can you tell me how
many people can you tell me if you ca
you only have two days or if you only
have three days
or this has to be four hours or 20
people or is it two people right like as
as the reason for nailing those things
down as many of the hard constraints as possible
possible
is those will help you drop out
things that are not feasible right so if
someone says
okay it's going to be four hours and
that's all the time we're going to have
that will cut out like 98 of your options
options
right so you can focus on it so
this is where you do have to get a sense
of what really are the constraints
and and and firm them up as fast as possible
possible
the other thing that's but i appreciate
the question because sometimes you
didn't realize some things were
constrained because in some cases
the sponsors thought one thing like like
actually generally believe something and
then something happens
right um you know i feel for all the
people who had to switch from
regular games to virtual games with
covet 19 right because
well kind of some things did happen um
another thing that was very interesting
to me
in terms of how difficult that question
can be of like what how much room do you
can you
can you leave open is what we started
seeing in
with hegemony uh the the when it was
supporting the nds was sometimes as
the teams got better at playing the game
they began to
do more actions more complicated actions
and they began to ask for new features
so game play never actually really sped up
up
because people would actually try to do
more complicated things
they would articulate things that were
much more complicated
they would articulate a new level of
detail right
that maybe people they had not been able
to articulate when they were just trying
to sort of
you know get more comfortable with the
game system there was one time
when we were going to start the game and
in the morning
the sponsor asked for the ability to
have partners and allies anywhere across
the world so that was a new feature
that we sort of had to put in on the fly
that morning so so that i think to try
to answer the question
nail down the hard constraints as fast
as possible um
but um you know you know the constraints
will sort of drop out what's feasible
but things
things do change sometimes people look
at and go hey
that actually gives me another idea that
i could use this for or could you add this
this
and then so you're you know you'll just
have to
to go with it i don't know that there
are any hard guidelines
about you know when do you cut off good ideas
ideas
um i think i also am
always loath to and i will err on the
side of
not wanting to cut off good ideas
because even if you can't use them for
this game
maybe you can use them for another game
right i think it's good for people to
have ideas
and even if it doesn't work out in this
one you don't want to discourage people
right you always want to say you always
want to try to understand why they're
suggesting something
and and appreciate the the
that idea and the value of that idea
um because sometimes right
also the thing about i think i read a
good really great book about
innovation is what's it called by michael
michael
strage um but it the whole premise of
that book was
you can tell how an organization
innovates by how they manage their prototypes
prototypes
so i think one of the takeaways right
this if you have no prototypes
you're actually not innovating right
you're just repurposing things you've
already done
and maybe tweaking it so you want
so i i personally try to have different ideas
ideas
at different stages um and this will
just be like methodology for studies even
even
so i'll have maybe ideas for oh you
could actually apply
that wouldn't wouldn't that be
interesting if you could apply this
right approach to that problem right
um and then you have another say set
where you
right then that's one set where you have
the idea for and the next one you
like have your friends over and then you
inflicted on them um
thanks sebastian for being a guinea pig
in the past right like you try out a
different method on friends and then you
take it to
a conference and you organize you know a
volunteer conference that's free right
so there are no real expectations and
then you run it on a group and then you
because you try it out
and then um you rent it out on another
group and
you and you see how it worked and you
think about it and then like you can
finally like for a paying sponsor
serious sponsor who
who has has needs something like you've already
already
prototyped tested prototype tested
actually several times
before even you you get to that stage so
you don't want to
and and we're resource limited right but
even if you're a resource limited you
want to encourage people to keep that
idea in mind
and look for ways to sort of develop it
if they can
it's okay another long answer so another question
question
so you know uh just to make sure that
you get through your presentation we
have lots of questions so
how about you keep going and then we'll
circle back to the questions
okay great so right this was i think we
cover i covered this before there are several
several
rounds of testing so the more rounds of
testing you can do by the way
the better it will be um
and one thing is the team just becomes
much more practiced at things
so even the team begins to be able to
handle more and more complex
tasks as essentially this practice
trains them
and then even if right even on the the
the note taker
side you know at first you know there's
like a
you can do a dry run or a walk through
and say well this is you should
you know you'll have to do this at this
point yeah who is taking care of that
right you workouts roles and
responsibilities and then you
run it right and then you run it a few
times in these different
various levels of testing and then
everyone starts to be able to they're
better at their job
things go more smoothly they actually
people realize more things that they can
improve about the process
even with note-taking even with sort of
proctoring even with sort of
um just running running things
people all become better um the
in our in our cases right some of the
subject matter experts right the more they
they
participate in the game the better they
became right and then the better the
experience for the strategy ready teams
who came through
um and then you have you know even from
the sponsor's office
as they're helping us be the guinea pigs
right so
so i so i think at a minimum like one of the
the
lessons i went from this and which i
also applied
to the nato military game which was the
stress test of nato's first
military strategy ever in 2019 like
yes we got through the cold war without
a formal you know military strategy but
maybe life was simpler back then and you
just had to stop him at the football gap
and he didn't like need a strategy
military strategy to tell you that
but um but i digress um right so you
want a dry run
you want to walk through the sponsor you
know you you wanna as a team walk
through what's gonna happen you wanna do
it with a sponsor
you ask the sponsor for guinea pigs to
run it
because every time like you will like
your rate of improvement on on a number of
of
um aspects of the game will just
increase exponentially even if
between runs so i you really should do this
this
um you know that's that's all i can say
but again right the this learning
process never really stops so we did
write something like 17 games and then
you could just see how much more sophisticated
sophisticated
if the people were coming back for a
repeat right
um how much more sophisticated they were
getting in the game you could see
how much more sophisticated the uh
the subject matter experts were becoming um
um
and then right we would incorporate feedback
feedback
so the game system it's i mean aspects
of the
not the game system but the way maybe like
like
you should get required for this or
maybe there should be more cards for
china like this
um like it was improving so the entire time
time
i think it was getting it was getting
better because of this this this sort of
prototype test prototype test would
actually never really stop because we
kept incorporating feedback and people
kept getting better at the game not just
the team but also the players
so why do we think we were successful so
anytime you do
like a project you should reflect on
what you think
went well what you think could have been
better addressed
why you think things work right because
these are always valuable lessons for
next time
again i think one of our key factors for
success was just
um the experience of the team and having
had the pentagon jobs and really
understanding from an insider's perspective
perspective
what some of the decisions the decisions
that would have to be made and i think
that really
lend a lot of credibility so this is
what i would say so oftentimes people
talk about pathways into wargaming
and a lot of times the focus is on game
mechanics and game design but
i take the position that a lot of
domain expertise and some knowledge of
game mechanics
right gets you to the professional
gaming experience that's the most useful
the game mechanics themselves need not
be very complex
uh people who are actual actually in
in policy or government or the military
don't actually really have time
or patience to learn some of these it really
really
intricate hex encounter games in the
commercial world
um right campaign for north africa right
like forget it right
but if you give them the opportunity to
interact with a lot of domain expertise
right that's what they find useful so it isn't
isn't
your knowledge of arcane game mechanics
you'll like
know some but understanding
that context in the professional context
and the
professional domain is is going to be
much more significant
also several rounds of testing
essentially the prototype test per type
test loop
just invaluable i would say right um
and then access to regional expertise
and a graphic designer i think
really also did make what we were doing
important so the regional expertise was
really a critical part of the game
and then interac iterating with them on their
their
the player cards for their country
having them do
out briefs pretending like they're the
dia officer
saying oh looks like there are
indications that like iran might be
might be doing these types of things and
then having them
play the country in the game and then in
in the um
in the hot wash right the
the sponsor or the pentagon rank team would
would
be able to ask like well why did like
you play around like that or why did like
like
why did you have china react that way in
in the game and then i think that was also
also
um very valuable and also i think having um
um
yvonne crane ends up their graphic
designers are artists i mean
um she just beautiful work so i think
that was that was also good
okay so conclusion i think i've said
this already the
domain knowledge right professional
domain knowledge
the the way you become more valuable and
the way you can have opportunities
um in wargaming is you you have to be
you know you have to understand you know
become a national security expert right
and have some knowledge of gaming
mechanics and remember not everything
has to be hex encounter
games right if you have a background in
something like model um that's also very valuable
valuable
right um and and for certain domain
other so for certain domains and types
of expertise that's
the the more obvious choice or a type of
game than
some of the hex encounter games if you
know people are very intimidated by the
hex encounter games
um but don't don't think that that's the
end all in be
all but you know think about your own
domain and become an expert and then you
can add
some gaming knowledge and then you
probably can apply it to your area already
already
okay so i think that was it
so yes we'll um take more questions
so you know we have lots of questions
about some of the game mechanics
um so mike mike linek uh i want to
invite him to talk about some of the
abstractions and why you guys simplify
the game the way you did
mike um sure yeah i've been following
and i know you couldn't because she was
talking i've been following the chat so
a couple things um a lot of you are
asking like you know how do you deal
with mdo
or how did you deal with like the
possibility for new technologies and stuff
stuff
and and the answer is one of the
early design decisions was to abstract
away from all of that
and the reason for that is because those
become gopher holes down which the
entire team wants to go
and you start losing the whole purpose
of the game and so
we abstracted those discussions out of
the game
by creating something that was called
force factors or combat factors
and by creating sort of critical
technology c4isr
or air missile defense or something like
that and we
we specifically decided that we weren't
going to get into the specifics of what
that looked like
c4 isr mbo falls under that we weren't
going to say
what you developed we were just going to
give you a chance to develop a more functional
functional
c4 isr so we abstracted above
all of that for the purpose of this game
because for this game
whether it was mbo or something else was
irrelevant what
what mattered was how did strategy
uh get affected by better command and
control or worse command and control
and so um you know in this game we've
got force factors we don't have ships we
don't have planes we don't have infantry or
or
or whatever we do have as a special
capability like a
c44 isr we added in soft so
um that was one of the things we did and
in my original prototype i didn't do
that so that was one of the areas where
we abstracted up because
in the prototyping process we found out
that those became
distractors from the game having those
kinds of discussions
um but going in the other direction for example
example
um when we first prototyped the game
in the original design each country
could basically do about six things
and it's the six things that countries
do they could invest in their national
tech level they could invest
in a specific technology they could
invest in modernizing their force
in growing their force those are four
cards right there that's what i'm going
to do this turn
and then they could do a sort of
conventional military operation or a
gray on military operation
and maybe we would split those last two
cards into
against the u.s ally and partner or
against a non-us ally and partner
and that was it and the idea was that
the subject matter experts that were
going to play each of
iran iraq north korea and
russia would make up the back story
behind that
and what we found was that that didn't
satisfy people
that um that what they wanted
was a more scripted uh
car set of cards so that's where these
huge decks of all these different kinds
of events came in
what we found when we did that which we
didn't expect when we started to
was with the six cards that we started
with or specifically the two or four
cards that
that involved conflict um because of the
way we did conflict resolution we had a
very narrow
range of potential conflict outcomes and
because our
conflict outcomes are card specific
uh by proliferating the number of cards
we could proliferate the number of
combat outcomes
and so it became a much more flexible
and interesting game that way
so i just kind of wanted to throw that
out there um because there's a lot of
questions about abstraction and a lot of
questions about these discrete things and
and
like i said what we found was that in
the prototyping when we found
areas that became real distractions
where it was like how do we create all
these special rules to do
deal with it we just abstracted above it
and sat and said what's the root
what's the root issue and can we just
represent the root issue without getting
into the details
uh but then in other places where where
we found
um the details mattered uh and we could
incorporate them without fundamentally
changing the game
we actually did it in that direction so
i'll shut up there and
let youna chime in or see what other
questions come up
oh i want to footstomp your point that
this was not an operational level game
right a lot of people's hearts really
are at the operational level
a lot of people's experiences are at the
operational level right practically
how many people do global strategy right
not very many
right they're much especially if you
actually are like
you know an action officer or a military
officer um
you're not doing you know at that
national level decision making
although this was sort of dod level
decision making um
uh because we didn't have like
diplomatic options and things for the
players just the military options but um
you have to remember the constraints of
the game
which is playable several rounds four
adversaries with
live people playing the adversaries in
four hours
like you're not going to be able to go through any details that
through any details that are worth it if you're looking at um
are worth it if you're looking at um multi-domain operations and that's your
multi-domain operations and that's your question
question like but you would need an operational
like but you would need an operational level game to deal with those details
level game to deal with those details and the level of decision making that
and the level of decision making that multi-domain operations would be
multi-domain operations would be concerned
concerned with but in this case the sponsor wanted
with but in this case the sponsor wanted to talk about wanted a conversation to
to talk about wanted a conversation to generate a conversation about things
generate a conversation about things like
like were you was china deterred in this case
were you was china deterred in this case right and that wasn't going to be the
right and that wasn't going to be the operational level details and so you did
operational level details and so you did have to push players up to stay at the
have to push players up to stay at the sort of strategic
sort of strategic also it can be it is difficult
also it can be it is difficult for players to play more than one level
for players to play more than one level i don't recommend you ever
i don't recommend you ever try it just pick one level and force
try it just pick one level and force them to stay at that level and don't let
them to stay at that level and don't let them go
them go down to to the level of detail even when
down to to the level of detail even when we
we played the game though and it was
played the game though and it was supposed to be strategic level
supposed to be strategic level sometimes there'd be lots of arguing
sometimes there'd be lots of arguing with the adjudicators
with the adjudicators about operational level details but that
about operational level details but that wasn't the point of the game
wasn't the point of the game and then you know we did have to push
and then you know we did have to push people up
so more questions so you know one of the questions sir
questions sir that i'm blending together is that what
that i'm blending together is that what games or
games or uh experiences did you draw inspiration
uh experiences did you draw inspiration from particularly
from particularly some of the questions that were asked
some of the questions that were asked were what kind of games did you play
were what kind of games did you play test
test uh as you guys were creating this or
uh as you guys were creating this or were there mechanics that were drawn
were there mechanics that were drawn from other games that you have designed
from other games that you have designed in the past or commercial games
in the past or commercial games i i think as a team we looked at
i i think as a team we looked at some of the we looked at i think andy
some of the we looked at i think andy and abyss
and abyss um do you guys still have one of my game
um do you guys still have one of my game sebastian
sebastian um the world war ii games
um the world war ii games no okay uh i can't remember the game now
no okay uh i can't remember the game now it's triumphant tragedy is the one you
it's triumphant tragedy is the one you can see yes yes
can see yes yes yes but like we we looked at those um
yes but like we we looked at those um but and in terms of what eventually made
but and in terms of what eventually made it into the game i don't know that we
it into the game i don't know that we can draw a straight line
can draw a straight line unless mike you have a you actually did
unless mike you have a you actually did have like a straight line from a game
have like a straight line from a game into the you know so into your first
into the you know so into your first prototype
i i did not have a specific game that i was drawing on in this case um
was drawing on in this case um you mentioned that we spent the day and
you mentioned that we spent the day and we had a vice president walk in just
we had a vice president walk in just playing
playing all these different board games and she
all these different board games and she talked about some of them it was my
talked about some of them it was my first experience with some of these card
first experience with some of these card driven games
driven games and i was really intrigued by that
and i was really intrigued by that um what i wanted what
um what i wanted what what was in my mind was if we were doing
what was in my mind was if we were doing a seminar war game
a seminar war game which we didn't want to do but if we
which we didn't want to do but if we were going to do a seminar war game what
were going to do a seminar war game what would sort of be the
would sort of be the the key ways that we would um
the key ways that we would um stimulate people in the seminar war game
stimulate people in the seminar war game to get the kind of discussion we wanted
to get the kind of discussion we wanted and how could i turn that into something
and how could i turn that into something else and the card driven
else and the card driven process seems to me to be the best way
process seems to me to be the best way to do that
to do that and so i guess that's probably the best
and so i guess that's probably the best derivation i can give you
derivation i can give you in terms of how i thought through it i i
in terms of how i thought through it i i think
think now that i think about i think the
now that i think about i think the reason i had so many cards and was
reason i had so many cards and was focused on so many cards in my
focused on so many cards in my first prototype that we didn't which we
first prototype that we didn't which we didn't take further
didn't take further um was because i had played quarter
um was because i had played quarter master general
master general so like peter pearl i brought it over to
so like peter pearl i brought it over to my house one time for game day and i
my house one time for game day and i just find it to be really fun
just find it to be really fun um so my when when i play it with my
um so my when when i play it with my fiancee he always lets me be germany
fiancee he always lets me be germany like that's how you know like someone
like that's how you know like someone loves you they always let you be germany
loves you they always let you be germany in world war two
in world war two so i'm like i think i could do it i
so i'm like i think i could do it i think i could like destroy the soviet
think i could like destroy the soviet union
union right um but i i was also really
right um but i i was also really intrigued by
intrigued by in that game how there were a number of
in that game how there were a number of events that were
events that were driven by the cards so i really
driven by the cards so i really liked that feature i will say in terms
liked that feature i will say in terms of game
of game mechanics i know i i said don't worry so
mechanics i know i i said don't worry so much about the
much about the game mechanics but recently one mechanic
game mechanics but recently one mechanic i've been really
i've been really become really really interested in and
become really really interested in and wonder if i could ever fit it into
wonder if i could ever fit it into something
something is this a game called
is this a game called dice forge on amazon and you
dice forge on amazon and you buy you upgrade the faces of your die
buy you upgrade the faces of your die so in a sense it's a deck building game
so in a sense it's a deck building game but rather than holding your upgraded
but rather than holding your upgraded abilities as
abilities as cards in your hand you you rep
cards in your hand you you rep you swap out the die faces and you roll
you swap out the die faces and you roll the dice with your upgraded
the dice with your upgraded uh dice so like you're literally loading
uh dice so like you're literally loading your own dice so i think that
your own dice so i think that is actually very interesting is there
is actually very interesting is there another question
another question oh we have lots um so one of the things
oh we have lots um so one of the things was
was what was the effect of having influence
what was the effect of having influence points did people try to break the
points did people try to break the system or become fixated on the
system or become fixated on the quantifiable win
quantifiable win about influence points yes so some
about influence points yes so some people got very excited about the
people got very excited about the influence points
influence points um and the sponsor herself kept saying
um and the sponsor herself kept saying don't worry so much about it like
don't worry so much about it like do what you would in the real life and i
do what you would in the real life and i i think people were though
i think people were though were professionals especially like
were professionals especially like people who were
people who were playing the the adversaries like
playing the the adversaries like they were playing the adversaries as
they were playing the adversaries as they thought
they thought they would behave and as they thought
they would behave and as they thought they would perceive the situation
they would perceive the situation not necessarily like the point trackers
not necessarily like the point trackers but like i think some of the pentagon
but like i think some of the pentagon action officers got really
action officers got really really into the into the points
really into the into the points i want to jump on that if i can just for
i want to jump on that if i can just for a second so so
a second so so nobody was happy with influence points
nobody was happy with influence points they were my idea and i'm going to
they were my idea and i'm going to defend them for a second
defend them for a second the first one was just from a
the first one was just from a psychological perspective and you can
psychological perspective and you can talk about this probably better than i
talk about this probably better than i can
can there has to be victory conditions you
there has to be victory conditions you know at least
know at least to get players invested in the game they
to get players invested in the game they have to have some way
have to have some way of at least mentally thinking am i doing
of at least mentally thinking am i doing well am i do or am i doing poorly
well am i do or am i doing poorly and um i really didn't want the game to
and um i really didn't want the game to be about winning
be about winning battles because it's about a game about
battles because it's about a game about strategy
strategy and so at the end of the day again sort
and so at the end of the day again sort of going back to first principles
of going back to first principles what is it that we are trying to do with
what is it that we are trying to do with this military power
this military power well what we're trying to do is to
well what we're trying to do is to retain sort of freedom of action for
retain sort of freedom of action for this country to do the kinds of things
this country to do the kinds of things on the international
on the international stage that it wants to do that it
stage that it wants to do that it determines to be in
determines to be in its best influence and and we prefer to
its best influence and and we prefer to do that
do that by soft power or by using hard power
by soft power or by using hard power without having to go
without having to go to war or combat and so i just
to war or combat and so i just abstracted that
abstracted that as influence nobody's happy with it
as influence nobody's happy with it nobody's come up with a better
nobody's come up with a better answer than that but at the end of the
answer than that but at the end of the day
day um we felt and i still do feel that
um we felt and i still do feel that for people to get emotionally invested
for people to get emotionally invested in a game and you want that because
in a game and you want that because that's how learning happens and this was
that's how learning happens and this was a game about learning this wasn't a game
a game about learning this wasn't a game about
about entertainment um but for that learning
entertainment um but for that learning to happen for that emotional investment
to happen for that emotional investment you had to give them
you had to give them a set of victory conditions you had to
a set of victory conditions you had to give them some way of measuring
give them some way of measuring their progress and yeah some people went
their progress and yeah some people went too far and got into it and thought the
too far and got into it and thought the game was all about winning the game and
game was all about winning the game and not about learning about strategy
not about learning about strategy but but overall my experience in running
but but overall my experience in running this game is that the vast majority of
this game is that the vast majority of people
people are able to understand that distinction
are able to understand that distinction i i do have to add that osd cape figured
i i do have to add that osd cape figured out a way to completely gain the budget
out a way to completely gain the budget so we had to change the rules after the
so we had to change the rules after the first time that they played
first time that they played but i guess that's good i guess it means
but i guess that's good i guess it means that they're good at their job hopefully
that they're good at their job hopefully um
um i i will i do think that the specific
i i will i do think that the specific population of
population of military action officers from the
military action officers from the pentagon will definitely want to win
pentagon will definitely want to win things
things i think i have seen people in my dining
i think i have seen people in my dining room play games without any regard to
room play games without any regard to victory conditions
victory conditions that is also interesting um and i had to
that is also interesting um and i had to mike i had to explain that
mike i had to explain that influence points were not real to
influence points were not real to lawyers who are looking at
lawyers who are looking at whether or not us publishing rain
whether or not us publishing rain publishing the game gives away
publishing the game gives away any kind of like secret brand research
any kind of like secret brand research and like
and like there's no such thing as influence
there's no such thing as influence points like we we made this up like
points like we we made this up like we can't give away like you know it's
we can't give away like you know it's just made up
just made up okay but next question one i'm not
okay but next question one i'm not surprised that osd kate broke our game
surprised that osd kate broke our game for a bit
for a bit the next question is were the range of
the next question is were the range of event cards set up with a certain range
event cards set up with a certain range of probability of occurring i.e
of probability of occurring i.e political events that mirrored real
political events that mirrored real history frequency or were they looking
history frequency or were they looking forward
forward and leaning forward in terms of
and leaning forward in terms of anticipating the future
anticipating the future so we intended to try to lean forward
so we intended to try to lean forward but i found that my imagination is not
but i found that my imagination is not what i wish it could be and sometimes we
what i wish it could be and sometimes we just had to borrow from past
just had to borrow from past events um but we did not
events um but we did not assign probabilities and and mike
assign probabilities and and mike spiritus
spiritus in particular laid out the event cards
in particular laid out the event cards consistent sometimes with what
consistent sometimes with what the environment the the sponsor wanted
the environment the the sponsor wanted to create for that particular
to create for that particular game so you could make a number of
game so you could make a number of things right um
things right um i shouldn't go into the details but um
i shouldn't go into the details but um right you you just use them as different
right you you just use them as different sort of like keys on a keyboard
sort of like keys on a keyboard and you can play a different tune and
and you can play a different tune and you can flavor
you can flavor an environment in a different way like
an environment in a different way like make it challenging in certain ways
make it challenging in certain ways or for some countries or for others and
or for some countries or for others and and that's
and that's the purpose of the cards really and it
the purpose of the cards really and it wasn't really based on probability
wasn't really based on probability i mean in the commercial game right you
i mean in the commercial game right you could do either right you could just
could do either right you could just randomly draw them
randomly draw them you can create your own right events um
you can create your own right events um because the game is
because the game is a little bit frozen in time for in 2017
a little bit frozen in time for in 2017 or you could um stack them in a sense
or you could um stack them in a sense especially if you're doing this playing
especially if you're doing this playing the game with graduate students
the game with graduate students to so that they have to confront a
to so that they have to confront a certain type of world
certain type of world yeah i'll just jump on that again and i
yeah i'll just jump on that again and i apologize uh if i'm doing this too much
apologize uh if i'm doing this too much but
but the again the understanding the purpose
the again the understanding the purpose of the game was to stress
of the game was to stress test strategies it was to allow osd to
test strategies it was to allow osd to develop a strategy
develop a strategy and for us to stress test it for them
and for us to stress test it for them and part of the stress test is handing
and part of the stress test is handing them the unexpected
them the unexpected and they could decide whether they
and they could decide whether they thought that the card we threw at them
thought that the card we threw at them was so unlikely that they were going to
was so unlikely that they were going to discount it
discount it or that it was reasonably enough likely
or that it was reasonably enough likely that
that that it should be part of the stress and
that it should be part of the stress and the game was designed so those could be
the game was designed so those could be completely random
completely random injects or they could be completely
injects or they could be completely scripted
scripted or the white cell and this actually
or the white cell and this actually happened where the
happened where the the sponsor herself would be sitting
the sponsor herself would be sitting with us and saying
with us and saying i like where this particular iteration
i like where this particular iteration is going but i want to throw this kind
is going but i want to throw this kind of a curveball at them and see what
of a curveball at them and see what happens and so
happens and so again this wide variety of decks allowed
again this wide variety of decks allowed us
us to do that um and our basic
to do that um and our basic idea was if if it makes sense that it
idea was if if it makes sense that it might happen build a card for it
might happen build a card for it whether we use the card or not we'll be
whether we use the card or not we'll be situation dependent
situation dependent and that was sort of the approach yes
and that was sort of the approach yes and then if
and then if if any of you are ever in this position
if any of you are ever in this position where you essentially have to create a
where you essentially have to create a scenario
scenario from cards um i know what
from cards um i know what we tried to do was if there was a
we tried to do was if there was a strategy
strategy that the pentagon actually the pentagon
that the pentagon actually the pentagon writing team was trying to
writing team was trying to play in the game you put out the events
play in the game you put out the events that would actually really
that would actually really test that would actually try to um
test that would actually try to um challenge it so
challenge it so you know try to to to break it try to
you know try to to to break it try to see if the
see if the team will break discipline give them
team will break discipline give them really
really unsavory options if they're going to
unsavory options if they're going to keep to their strategy and
keep to their strategy and because that's also stress testing it
because that's also stress testing it okay next question
okay next question so the next question is sort of a blend
so the next question is sort of a blend of some questions put together
of some questions put together is how
is how how did you approach an abductivity
how did you approach an abductivity in the game in terms of is this game
in the game in terms of is this game able to be adapted to other
able to be adapted to other uh strategies in the future for example
uh strategies in the future for example the future force design
the future force design and other strategy documents that may
and other strategy documents that may come out in the future
come out in the future i think it would be the wrong game for
i think it would be the wrong game for future force design
future force design i think it's at the wrong level for it
i think it's at the wrong level for it to
to to to do that i think if you wanted to
to to do that i think if you wanted to have another updated
have another updated national defense strategy in a few years
national defense strategy in a few years you could update the cards
you could update the cards many of the cards you could have
many of the cards you could have different starting conditions
different starting conditions you could have maybe um right you could
you could have maybe um right you could vary
vary countries budgets so you can
countries budgets so you can you know we have some recommended
you know we have some recommended budgets or there's some rules for
budgets or there's some rules for budgets but
budgets but nothing to say that certain countries
nothing to say that certain countries you just might not keep increasing their
you just might not keep increasing their budget every time or certain countries
budget every time or certain countries you might not be reducing their sort of
you might not be reducing their sort of military budget
military budget um so i mean i think the basic game with
um so i mean i think the basic game with adaptations
adaptations could be helpful for the next next
could be helpful for the next next national defense strategy but it won't
national defense strategy but it won't it won't be helpful for many of these
it won't be helpful for many of these maybe service level concepts even
maybe service level concepts even capstone concepts because this is just
capstone concepts because this is just not an operational level game
so this next question comes from mike dunn is can you talk to
dunn is can you talk to about having somebody not part of the
about having somebody not part of the original design team
original design team occasionally take a look at the design
occasionally take a look at the design provide an outsider's perspective
provide an outsider's perspective what uh what pitfalls did this uh head
what uh what pitfalls did this uh head off if any
so so rand has a quality assurance process which we really tested because
process which we really tested because they were not used to board games
they were not used to board games right um they're used to
right um they're used to reports so it definitely tested it
reports so it definitely tested it in terms of um having people
in terms of um having people not familiar with the game look at it i
not familiar with the game look at it i think
think the better reviewers were people who at
the better reviewers were people who at least saw the game or got to run through
least saw the game or got to run through it or actually were
it or actually were players as subject matter experts and
players as subject matter experts and gave us feedback on the game
gave us feedback on the game so that was good i think it'd be too
so that was good i think it'd be too difficult for someone just to read
difficult for someone just to read a description of the report or a report
a description of the report or a report that came out of game play or even just
that came out of game play or even just look at the rules
look at the rules well maybe if you just look at the rules
well maybe if you just look at the rules but um and the cards to really get a
but um and the cards to really get a sense of how
sense of how things are going along i think something
things are going along i think something we also
we also did so when we um
did so when we um applied for funding to make hegemony a
applied for funding to make hegemony a boxed
boxed game we said this should be
game we said this should be of value to graduate students of
of value to graduate students of national defense policy and also to war
national defense policy and also to war colleges and other sort of students of
colleges and other sort of students of strategy and so they tested
strategy and so they tested our theory and we had to send it over to
our theory and we had to send it over to the party-ran
the party-ran graduate school and we sent it over to
graduate school and we sent it over to one of the professors there stephen
one of the professors there stephen popper who had never heard of the game
popper who had never heard of the game right had definitely not been part of it
right had definitely not been part of it he's never heard of it and then
he's never heard of it and then with with just the manuals and the
with with just the manuals and the pieces
pieces and he ran it with his graduate students
and he ran it with his graduate students so
so that was like they got no help from us
that was like they got no help from us that was part one of the conditions and
that was part one of the conditions and then they gave us also some excellent
then they gave us also some excellent feedback
feedback because i think it was different when
because i think it was different when someone else had to run it that i think
someone else had to run it that i think as
as the team who created it we were
the team who created it we were naturally able to smooth some things out
naturally able to smooth some things out that i think
that i think became more evident when someone else
became more evident when someone else had to do it so i think
had to do it so i think i think if you can get over some of the
i think if you can get over some of the pitfalls of just the cold start
pitfalls of just the cold start um it can be very helpful but yes i
um it can be very helpful but yes i think someone needs to
think someone needs to have some interest at least in gaming
have some interest at least in gaming and to at least learn it and and things
and to at least learn it and and things like that
like that i don't know the next question is uh was
i don't know the next question is uh was this intended as a commercial product
this intended as a commercial product from the start
from the start or did you adapt it after you finished
or did you adapt it after you finished your project if so how did that impact
your project if so how did that impact design decisions
design decisions if not how did that impact design
if not how did that impact design changes once the commercial
changes once the commercial option was available so it was not
option was available so it was not intended as a commercial game at the
intended as a commercial game at the beginning
beginning i think it was definitely to support the
i think it was definitely to support the national defense strategy
national defense strategy and then we realized that we could at
and then we realized that we could at least send it to
least send it to that more college students at least
that more college students at least would be interested and then
would be interested and then we're like well and we think georgetown
we're like well and we think georgetown students would be interested
students would be interested too so the the basic game though did not
too so the the basic game though did not change like the way it differs from a
change like the way it differs from a regular commercial board game is it's
regular commercial board game is it's not balanced
not balanced a lot of decisions are heavy for there
a lot of decisions are heavy for there are a lot more decisions that the u.s
are a lot more decisions that the u.s player has to make it's a very u.s
player has to make it's a very u.s department of defense centric
department of defense centric game everyone does have different
game everyone does have different victory conditions but probably the
victory conditions but probably the players who get the most out of the game
players who get the most out of the game are the united states and maybe china um
are the united states and maybe china um because
because uh you know just i think they they have
uh you know just i think they they have the with the card decks
the with the card decks china can pursue soft power or hard
china can pursue soft power or hard power strategies
power strategies um i think if you if we really wanted to
um i think if you if we really wanted to make it a commercial
make it a commercial game room and really not so
game room and really not so focused so much on the educational
focused so much on the educational national security educational aspects of
national security educational aspects of it
it right you would give the us player fewer
right you would give the us player fewer options you would try to give everyone
options you would try to give everyone an equal chance to win
an equal chance to win but they don't have an equal chance of
but they don't have an equal chance of sort of winning or meeting their victory
sort of winning or meeting their victory conditions
conditions it's much harder to do if you're north
it's much harder to do if you're north korea or iran than if you're the united
korea or iran than if you're the united states
states or eu the eu um so it's not balanced in
or eu the eu um so it's not balanced in that regard and
that regard and and people it's it's not equally fun for
and people it's it's not equally fun for everyone
you know the next question is sort of a interesting insider
interesting insider look at the pentagon is that the
look at the pentagon is that the sec-deaf who was a fan of rock drills
sec-deaf who was a fan of rock drills and simulations and more gaming get a
and simulations and more gaming get a briefing on the hedge enemy and its
briefing on the hedge enemy and its value in contributing a development of
value in contributing a development of the nds
the nds i don't think that he did um i think
i don't think that he did um i think once i went up to a talk afterwards
once i went up to a talk afterwards asked bob work would he be interested in
asked bob work would he be interested in seeing our game this is after it was all
seeing our game this is after it was all run and he said yes but i think
run and he said yes but i think we never got back to him partly because
we never got back to him partly because we're still in the process of publishing
we're still in the process of publishing it
it but no we know we never got to um
but no we know we never got to um see if secretary mattis heard anything
see if secretary mattis heard anything about it
about it so the next question is how do you deal
so the next question is how do you deal with known unknowns like breakthroughs
with known unknowns like breakthroughs and tech like ai quantum
and tech like ai quantum the internet of things and hypersonics
the internet of things and hypersonics and more which may or may not occur
and more which may or may not occur but if they do they have tremendous
but if they do they have tremendous impact um i think this is particularly
impact um i think this is particularly interesting in terms of the
interesting in terms of the cards that you guys created and the
cards that you guys created and the range of things how did you guys
range of things how did you guys go about that so i think they're sort of
go about that so i think they're sort of subsumed under things like the national
subsumed under things like the national tech level
tech level if you increase your national tech level
if you increase your national tech level you can have more
you can have more military sort of net more
military sort of net more technologically advanced
technologically advanced forces which gives you slightly better
forces which gives you slightly better combat outcomes in certain cases
combat outcomes in certain cases and it makes each um sort of force
and it makes each um sort of force factor sort of more
factor sort of more valuable in term if you actually need to
valuable in term if you actually need to ever roll the die for
ever roll the die for combat so it's not in that
combat so it's not in that a.i did this it's you had a series of
a.i did this it's you had a series of technological investments that proved to
technological investments that proved to be successful
be successful and the ultimate effect is that you were
and the ultimate effect is that you were more combat effective with the same type
more combat effective with the same type of forces
of forces but you also have to pay to not only
but you also have to pay to not only develop the technology you have to pay
develop the technology you have to pay to upgrade the forces
to upgrade the forces and you to modernize them right you have
and you to modernize them right you have to pay more the more of them you want to
to pay more the more of them you want to modernize
modernize and then you have to pay for readiness
and then you have to pay for readiness because those are some of the trade-offs
because those are some of the trade-offs so
so you know i think there were some things
you know i think there were some things like you could have um
like you could have um you know there's some critical
you know there's some critical capabilities like um
capabilities like um uh integrated air and missile defenses
uh integrated air and missile defenses that you could invest in
that you could invest in and say that they're more capable
and say that they're more capable and that could matter in certain um
and that could matter in certain um combat situations
combat situations but like it was all rolled up into the
but like it was all rolled up into the effect which is you're just more capable
effect which is you're just more capable in that area and we did not
in that area and we did not try to comment on any specific
try to comment on any specific technology which is why i think this
technology which is why i think this game system with upgraded events right
game system with upgraded events right in different starting conditions
in different starting conditions could still be okay to use in several
could still be okay to use in several years
mike did you want to weigh in on any of these
so yeah that that was one of the comments which caused me to talk about
comments which caused me to talk about abstractions we just abstracted away
abstractions we just abstracted away from that
from that you you bought you know at the end of
you you bought you know at the end of the day
the day um those all are within families of
um those all are within families of capabilities
capabilities and so we just abstracted up to the
and so we just abstracted up to the families of capabilities that we thought
families of capabilities that we thought were the critical ones
were the critical ones and and if there's a new family of
and and if there's a new family of capabilities that you think is important
capabilities that you think is important it's relatively easy to add it into the
it's relatively easy to add it into the game
game um you know it's it's not trivial
um you know it's it's not trivial but it's not it doesn't fundamentally
but it's not it doesn't fundamentally change the game the game is flexible
change the game the game is flexible enough that
enough that that if we decide that uh
that if we decide that uh the iamd soft c4 isr
the iamd soft c4 isr and long range fires are not a
and long range fires are not a sufficient basket
sufficient basket of abstract capabilities to represent
of abstract capabilities to represent what we're trying to represent
what we're trying to represent create a fifth one and then it's just a
create a fifth one and then it's just a question of going going through the
question of going going through the cards and figuring out
cards and figuring out what kinds of cards what kinds of events
what kinds of cards what kinds of events does that capability most likely
does that capability most likely influence and how yeah
influence and how yeah and and then you can put it in there uh
and and then you can put it in there uh but yeah so that's my thought and and
but yeah so that's my thought and and that reminds me of a point that sean
that reminds me of a point that sean barnett was making at last year's
barnett was making at last year's connections
connections because we had for game lab we had a
because we had for game lab we had a group talking about
group talking about ai and war games and i think his comment
ai and war games and i think his comment was well just
was well just like where in the game does it affect it
like where in the game does it affect it right does it
right does it make it more survivable does it increase
make it more survivable does it increase whatever like what
whatever like what what is the rule set what does it change
what is the rule set what does it change what in the adjudication does it
what in the adjudication does it actually
actually change right because you have to be able
change right because you have to be able to translate that
to translate that technology into the combat effectiveness
technology into the combat effectiveness in some way
in some way so i think that's a very interesting
so i think that's a very interesting exercise you'd say well okay
exercise you'd say well okay okay you have ai what right what does
okay you have ai what right what does that do
that do does it not actually do anything right
does it not actually do anything right um can you
um can you not really practically see any effect i
not really practically see any effect i think or do you
think or do you see an effect but of what type so such
see an effect but of what type so such that you would have to
that you would have to change any of the game roles i think
change any of the game roles i think that's an interesting exercise
that's an interesting exercise okay the next question
this is an interesting question is in terms of design thinking is
terms of design thinking is during their prototyping uh prototyping
during their prototyping uh prototyping and testing phase what metrics did you
and testing phase what metrics did you use for descending
use for descending whether the game design or design
whether the game design or design decision made the game better or for
decision made the game better or for worse
worse i don't know that we used metrics but
i don't know that we used metrics but you we had to see the reactions of the
you we had to see the reactions of the people trying to play the game
people trying to play the game right there's also always a trade-off in
right there's also always a trade-off in playability and trying to pack in lots
playability and trying to pack in lots of details
of details in a professional setting you can
in a professional setting you can offload some of the
offload some of the detail and the number crunching with
detail and the number crunching with someone in the blue team who could just
someone in the blue team who could just assist in something like
assist in something like tracking the readiness bill and that
tracking the readiness bill and that that it had been paid
that it had been paid right for blue but you had to
right for blue but you had to you just had to get feedback from the
you just had to get feedback from the sponsor from the players
sponsor from the players from the um from the uh
from the um from the uh area experts the regional experts
area experts the regional experts playing the countries as to
playing the countries as to is it realistic right are there some
is it realistic right are there some things that are game artifacts are there
things that are game artifacts are there some things that
some things that give you very interesting options that
give you very interesting options that you think that in real life it's
you think that in real life it's important for people to investigate
important for people to investigate i think it was less metric but it was
i think it was less metric but it was more is it generating the right type of
more is it generating the right type of conversations about
conversations about national defense strategy was really the
national defense strategy was really the thing we were trying to look at
thing we were trying to look at yeah i really want to double down on
yeah i really want to double down on that the
that the the again given for what we were doing
the again given for what we were doing the game but but even since then
the game but but even since then using the game pedagogically so i've
using the game pedagogically so i've used it to teach
used it to teach since then um the metric
since then um the metric was the quality of the discourse that
was the quality of the discourse that you heard amongst the players if
you heard amongst the players if what you changed or what you included
what you changed or what you included caused them to talk differently
caused them to talk differently and by differently i mean in a way that
and by differently i mean in a way that was what you were hoping to create in
was what you were hoping to create in terms of discussion and thought process
terms of discussion and thought process and whatever then it was a good one if
and whatever then it was a good one if it caused them to think
it caused them to think talk poorly and in this case i'll define
talk poorly and in this case i'll define poorly ads about how do i game this
poorly ads about how do i game this you know how do i how do i take
you know how do i how do i take advantage of this rule
advantage of this rule or something like that then maybe we
or something like that then maybe we didn't need to put that kind of a change
didn't need to put that kind of a change in but
in but but it all for me was really
but it all for me was really you could hear what people were talking
you could hear what people were talking about and if they were talking about
about and if they were talking about strategy because of what we did
strategy because of what we did then it was a good change if they were
then it was a good change if they were talking about game rules because of what
talking about game rules because of what we did
we did there's probably a bad change
there's probably a bad change and you want to talk up and then you can
and you want to talk up and then you can also watch
also watch affect right um we have
affect right um we have you know so this this could be a whole
you know so this this could be a whole other
other topic and presentation and talk about
topic and presentation and talk about like
like how do we how do what what sort of even
how do we how do what what sort of even observable variables do we look for
observable variables do we look for right from a social science perspective
right from a social science perspective as to whether or not a game is a good
as to whether or not a game is a good game
game right we have hypotheses about story
right we have hypotheses about story living we have hypotheses
living we have hypotheses about engagement we have hypotheses
about engagement we have hypotheses about learning
about learning right so what does that look like in
right so what does that look like in terms of observable variables
terms of observable variables one of the things might be affect right
one of the things might be affect right like to
like to to the extent to which people are
to the extent to which people are emotionally sort of engaged in the game
emotionally sort of engaged in the game um one time the feedback from
um one time the feedback from someone from the sponsor's office was
someone from the sponsor's office was that um
that um right that i mean like emotional
right that i mean like emotional investment you know one time
investment you know one time one of our subject matter experts
one of our subject matter experts started yelling
started yelling at the us right um it's always great
at the us right um it's always great when people start yelling at each other
when people start yelling at each other right you're like that's thinking
right you're like that's thinking they're engaged right like yes affects
they're engaged right like yes affects right you know yeah you've engaged their
right you know yeah you've engaged their affect right those are those
affect right those are those that's the more sort of clinical term
that's the more sort of clinical term for it i think but
for it i think but um you can look at the level of
um you can look at the level of engagement and there are a lot of
engagement and there are a lot of non-verbal cues as well
non-verbal cues as well we've really not formalized any kind of
we've really not formalized any kind of research on this
research on this in terms of these types of variables in
in terms of these types of variables in terms of these type of
terms of these type of social and cognitive constructs and the
social and cognitive constructs and the the extent to which
the extent to which they could be observable if we ever
they could be observable if we ever wanted to study these things
wanted to study these things as part of measuring success in a game
as part of measuring success in a game but i believe
but i believe all that work it could be done because
all that work it could be done because we
we it all those things sort of in terms of
it all those things sort of in terms of research approaches exist
research approaches exist so this is sort of uh uh going away from
so this is sort of uh uh going away from the
the questions about the game uh per se but
questions about the game uh per se but this question that was brought up in the
this question that was brought up in the chat it was
chat it was how do you address the perception that
how do you address the perception that gaming is just white and male
gaming is just white and male i know this issue close to your heart so
i know this issue close to your heart so i wanted to bring it up
well it is large i mean war gaming is largely white and male i i don't
is largely white and male i i don't know that that's a fact anyone can deny
know that that's a fact anyone can deny i think um the the question
i think um the the question now is um because women do want to get
now is um because women do want to get into sort of professional wargaming
into sort of professional wargaming right
right um right we have to talk about entry
um right we have to talk about entry into the field
into the field um you know people always talk about
um you know people always talk about well diversity gets you more ideas and
well diversity gets you more ideas and perspectives but they don't actually
perspectives but they don't actually believe it
believe it right um we have you know and then if
right um we have you know and then if you if you talk up
you if you talk up if you if you have certain set or
if you if you have certain set or traditional pathways
traditional pathways into dod wargaming was through
into dod wargaming was through operational hex encounter hobby gaming
operational hex encounter hobby gaming i don't know how many women
i don't know how many women do that um i think i think
do that um i think i think very small number right um uh but you
very small number right um uh but you know the the problem is
know the the problem is you really need more ideas right we need
you really need more ideas right we need ideas from a number of different
ideas from a number of different disciplines and the ones that have
disciplines and the ones that have traditionally dominated
traditionally dominated dod word gaming right it'll be like
dod word gaming right it'll be like operations research it'll be the hobby
operations research it'll be the hobby gamers it'll be military planning it'll
gamers it'll be military planning it'll be political scientists
be political scientists but in the in the previous question when
but in the in the previous question when i talk about
i talk about if you want to talk about wargame
if you want to talk about wargame effectiveness and operationalizing
effectiveness and operationalizing variables and constructs of interest
variables and constructs of interest and gathering observable data on things
and gathering observable data on things right in
right in a lot of the um the social you know the
a lot of the um the social you know the cognitive and other aspects you need to
cognitive and other aspects you need to look at different disciplines and the
look at different disciplines and the ones that they already
ones that they already have come from you know most social
have come from you know most social sciences
sciences most social science phds in the united
most social science phds in the united states are now women
states are now women and then there are a lot of military
and then there are a lot of military psychologists
psychologists um military psychology is even more
um military psychology is even more institutionalized
institutionalized with dod than the operations research
with dod than the operations research community where the operations military
community where the operations military operations research community
operations research community talks about its relationship with dod
talks about its relationship with dod from world war one
from world war one but but
it dates back to world war i'm sorry operations research decided
operations research decided world war ii right modern psychology
world war ii right modern psychology right traces its roots back
right traces its roots back its modern rise to world war one when
its modern rise to world war one when the department of defense needed help
the department of defense needed help i guess they weren't the department of
i guess they weren't the department of defense then were they sorry the
defense then were they sorry the department of war i needed help on how
department of war i needed help on how to match people with different jobs
to match people with different jobs and right so that's the problem that
and right so that's the problem that they had and
they had and and coming out of world war ii i think
and coming out of world war ii i think one in every four
one in every four psychologists in the united states who
psychologists in the united states who were members of the american
were members of the american psychological association
psychological association identified as military psychologists but
identified as military psychologists but we are sort of missing all of those
we are sort of missing all of those disciplines and all the the theories
disciplines and all the the theories about
about you know basically gaming and learning
you know basically gaming and learning and things in play
and things in play really even from developmental um
really even from developmental um psychology that we could be using
psychology that we could be using to become more professional in
to become more professional in understanding what's going on in the
understanding what's going on in the games
games and that's a that's a problem it's not
and that's a that's a problem it's not easily solved
easily solved i think this is a whole different
i think this is a whole different conversation for another time though
conversation for another time though i mean there's so much to talk about
i mean there's so much to talk about here i don't even actually know where to
here i don't even actually know where to start and i'm gonna just
start and i'm gonna just start randomly going around in circles
start randomly going around in circles but yes
but yes it is um white and male
it is um white and male um you know i mean it's not to say that
um you know i mean it's not to say that white men are bad right they
white men are bad right they all my mentors in wargaming have been
all my mentors in wargaming have been white white men
white white men right but um you know women do want to
right but um you know women do want to get into that and even within women
get into that and even within women right i'm personally sad to see
right i'm personally sad to see sometimes how
sometimes how when there's a focus on women in
when there's a focus on women in wargaming right somehow the minority
wargaming right somehow the minority women like
women like are left out are not invited or not
are left out are not invited or not thought
thought of because they also want to get in but
of because they also want to get in but they have i think you know
they have i think you know you have sort of two sets of barriers to
you have sort of two sets of barriers to sometimes trying to enter
sometimes trying to enter even be noticed being offered
even be noticed being offered opportunities being mentored and i think
opportunities being mentored and i think that personally makes
that personally makes makes makes me sad um uh mike did
makes makes me sad um uh mike did did you want to weigh on this at all or
did you want to weigh on this at all or um or or
um or or would you prefer to skip this question
would you prefer to skip this question i'm a large white
i'm a large white old man so i'm not sure
old man so i'm not sure i i will tell you that um yeah so
i i will tell you that um yeah so growing up playing avalon hill games and
growing up playing avalon hill games and then
then you know all the stuff that came after
you know all the stuff that came after it i did not encounter
it i did not encounter a lot of people of color nor did i
a lot of people of color nor did i encounter a lot of women
encounter a lot of women uh doing that my experience though
uh doing that my experience though in designing and gaming as an adult is
in designing and gaming as an adult is completely different
completely different so i mean at rand at least we have a
so i mean at rand at least we have a huge
huge uh and diverse group of people doing war
uh and diverse group of people doing war gaming
gaming uh that aren't white or male
uh that aren't white or male and i think that they've brought a
and i think that they've brought a tremendous amount
tremendous amount to the to the um
to the to the um furtherance of gaming at rand and i
furtherance of gaming at rand and i think they've brought some really useful
think they've brought some really useful perspectives
perspectives uh to uh to what i've seen of games at
uh to uh to what i've seen of games at rand so i don't know if that's helpful
rand so i don't know if that's helpful or not
or not but sebastian did you have any comments
but sebastian did you have any comments um so just two uh one is that
um so just two uh one is that diversity in war gaming or gaming in
diversity in war gaming or gaming in general both professionally and
general both professionally and commercially is a
commercially is a hot topic now and there is a lot of
hot topic now and there is a lot of progress in the commercial field as much
progress in the commercial field as much as it is in the professional field
as it is in the professional field the needle is moving so it's in a
the needle is moving so it's in a positive way um sort of like what yoona
positive way um sort of like what yoona said some of my
said some of my uh colleagues that rand who you know i
uh colleagues that rand who you know i mean
mean are women actually there are probably 50
are women actually there are probably 50 50 split
50 split at the world gaming community at rand
at the world gaming community at rand nowadays
nowadays in terms of women and men uh but more so
in terms of women and men uh but more so the conversation on the commercial side
the conversation on the commercial side is really
is really fascinating to me in terms of game
fascinating to me in terms of game designers who are designing games for
designers who are designing games for women and for
women and for for young women to get into gaming
for young women to get into gaming the group out of holland spiel who is a
the group out of holland spiel who is a commercial gamer
commercial gamer company they've had interesting
company they've had interesting conversations online
conversations online about not only how do you make it
about not only how do you make it accessible but how do we as publishers
accessible but how do we as publishers and designers
and designers make uh prepare or seat for them to be
make uh prepare or seat for them to be welcome at our table to play
welcome at our table to play i think that's a very fascinating notion
i think that's a very fascinating notion um
um and the second point is you know can you
and the second point is you know can you talk a little bit more about your
talk a little bit more about your initiative about women in the wargaming
initiative about women in the wargaming network you're starting
network you're starting yes so these are one of the many things
yes so these are one of the many things i'm behind on
i'm behind on right but um uh we are trying to launch
right but um uh we are trying to launch the women's wargaming network at
the women's wargaming network at connections this year
connections this year and the purpose is going to be to give
and the purpose is going to be to give uh women
uh women more networking and mentorship
more networking and mentorship opportunities and professional wargaming
opportunities and professional wargaming um i do have to
um i do have to there are a number of people who are
there are a number of people who are interested
interested i do have to sort of get my own house in
i do have to sort of get my own house in order and and
order and and and think a little bit more about this
and think a little bit more about this i've gotten
i've gotten questions um you know about like what is
questions um you know about like what is it going to look like
it going to look like what is the organizational structure um
what is the organizational structure um so those are all things i think
so those are all things i think we're trying to work out uh but
we're trying to work out uh but i think there is um i think that
i think there is um i think that i think this is something that um we we
i think this is something that um we we do want to do
do want to do um i will say even though even as women
um i will say even though even as women enter
enter the field of war gaming uh right so
the field of war gaming uh right so another traditional way of entering war
another traditional way of entering war gaming is through combat models and
gaming is through combat models and simulations
simulations or through as a military planner
or through as a military planner particularly right in combat arms but
particularly right in combat arms but neither in
neither in modeling simulation nor in combat arms
modeling simulation nor in combat arms right are there a lot of women
but i think we don't have to be limit ourselves to really those traditional
ourselves to really those traditional approaches
approaches um and but even within like gaming teams
um and but even within like gaming teams right
right like what roles do women do like are
like what roles do women do like are they just the note takers and not the
they just the note takers and not the designers right are they
designers right are they do they just make announcements but they
do they just make announcements but they don't adjudicate right are they set up
don't adjudicate right are they set up as
as hosts but not as experts and i think
hosts but not as experts and i think those are all things that women want to
those are all things that women want to be part of and
be part of and um want to be forward leaning on and are
um want to be forward leaning on and are are things that i think we i hope
are things that i think we i hope will will be making progress on
okay so sort of uh sort of circling back to the game topic in the sense of
to the game topic in the sense of we talked about hegemony in terms of a
we talked about hegemony in terms of a lot of context of pme and education and
lot of context of pme and education and being used to grad students
being used to grad students so can you guys uh both you and mike
so can you guys uh both you and mike discuss about what was your sort of key
discuss about what was your sort of key audience that you're designing this game
audience that you're designing this game for but also how you see this being
for but also how you see this being applied in the classroom at the
applied in the classroom at the university level both in the civilian
university level both in the civilian and the pme world
and the pme world mike why don't you start with this since
mike why don't you start with this since you sort of
you sort of teach a version of it already
sure um so um we didn't have uh publication approval
we didn't have uh publication approval for this yet
for this yet but a friend of mine was very interested
but a friend of mine was very interested in trying to
in trying to to teach this and so so let me talk a
to teach this and so so let me talk a little bit about
little bit about in my mind what the strength of the game
in my mind what the strength of the game is
is um and we've been talking about how do
um and we've been talking about how do you teach people to think at that
you teach people to think at that strategic level
strategic level and not to keep having wanting to dive
and not to keep having wanting to dive down into the operational level
down into the operational level and so most people who work
and so most people who work in strategy
in strategy um if you ask them
um if you ask them what what kind of trades are involved
what what kind of trades are involved in strategy they're gonna talk about
in strategy they're gonna talk about a variety of things which which
a variety of things which which ultimately are important but they're
ultimately are important but they're campaign specific kinds of things
campaign specific kinds of things when you're talking about sort of the
when you're talking about sort of the dod strategy my baseline
dod strategy my baseline philosophy that underpins the way i
philosophy that underpins the way i teach this and why i use it to teach
teach this and why i use it to teach is that at the end of the day secretary
is that at the end of the day secretary of defense has the opportunity to
of defense has the opportunity to influence
influence four things at the highest abstract
four things at the highest abstract level
level the size of the military the readiness
the size of the military the readiness of the military
of the military the modernization path of the military
the modernization path of the military and the posture and employment of it
and the posture and employment of it and every dollar dod spends goes into
and every dollar dod spends goes into one of those four things and this game
one of those four things and this game was built
was built around forcing people to to confront
around forcing people to to confront trades between those
trades between those because there's not enough budget to buy
because there's not enough budget to buy everything you want to do in all of
everything you want to do in all of those
those and so the whole sort of pedagogical
and so the whole sort of pedagogical purpose of the game from my perspective
purpose of the game from my perspective was to teach people to think about
was to teach people to think about strategy in terms of those kinds of
strategy in terms of those kinds of trades
trades if if i really need to and want to
if if i really need to and want to confront something happening in the real
confront something happening in the real world today
world today um it's going to consume resources and
um it's going to consume resources and within the constraint of my strategy am
within the constraint of my strategy am i willing to to mortgage
i willing to to mortgage resources that i had planned to use for
resources that i had planned to use for future readiness
future readiness for modernization for for whatever
for modernization for for whatever um to to accomplish that task today is
um to to accomplish that task today is it worth the diversion
it worth the diversion or or alternatively um will i have
or or alternatively um will i have regret
regret five turns from now when i failed to
five turns from now when i failed to invest in modernization because i got
invest in modernization because i got tied up in what i now realize might have
tied up in what i now realize might have been a marginal
been a marginal regional contingency and i'm not
regional contingency and i'm not prepared for
prepared for the bigger confrontation that's going to
the bigger confrontation that's going to come because
come because of my lack of modernization and
of my lack of modernization and preparedness and stuff so
preparedness and stuff so it really is how do you get them to have
it really is how do you get them to have these really good discussions about
these really good discussions about trading between those four
trading between those four sort of investment buckets um and so
that's what we designed into the game and
and um just by way of background for those
um just by way of background for those of you who don't know anything at all
of you who don't know anything at all about me
about me i was the guy that was running the
i was the guy that was running the army's analysis on how
army's analysis on how big or how small the army could shrink
big or how small the army could shrink uh
uh after the iraq war um during all the
after the iraq war um during all the budget crisis stuff so
budget crisis stuff so you know there were um
discussions of the army growing from 579 000 or 69 000 to as low
000 or 69 000 to as low as 350 000 active component active
as 350 000 active component active regular army soldiers um and ultimately
regular army soldiers um and ultimately of course it
of course it settled out at about 475 and then
settled out at about 475 and then climbed back up but
climbed back up but but i was involved in all of those
but i was involved in all of those discussions within
discussions within dod where those were the trades we were
dod where those were the trades we were having that was the discussion we were
having that was the discussion we were having if i
having if i don't cut for structure am i going to
don't cut for structure am i going to lose um
lose um modernization if i pay for modernization
modernization if i pay for modernization how can i
how can i uh sustain readiness how much can i cut
uh sustain readiness how much can i cut in readiness and still
in readiness and still do that as i reduce force posture or for
do that as i reduce force posture or for structure
structure where does the residual force get
where does the residual force get postured and why
postured and why and so all of those discussions in the
and so all of those discussions in the pentagon that was the background that
pentagon that was the background that led me to
led me to the way um i created the original design
the way um i created the original design for this game and why i thought
for this game and why i thought that was what osd needed in terms of
that was what osd needed in terms of talking about strategy
talking about strategy um in terms of using in the classroom so
um in terms of using in the classroom so we took a
we took a i i created sort of an abstract version
i i created sort of an abstract version of this and
of this and and i see about three different ways you
and i see about three different ways you could use it in a classroom
could use it in a classroom where you're trying to teach public
where you're trying to teach public policy
policy uh for national offense or
uh for national offense or as my friend asked me to do teaching
as my friend asked me to do teaching army
army civilian strategist so the army has a
civilian strategist so the army has a group of civilians who who will fall in
group of civilians who who will fall in a job category called strategist
a job category called strategist uh similar to their military strategist
uh similar to their military strategist but they don't have the same opportunity
but they don't have the same opportunity for pme
for pme and the military strategists do so the
and the military strategists do so the army contracts with my friends company
army contracts with my friends company to do that and she asked me to come in
to do that and she asked me to come in and teach this kind of strategy to them
and teach this kind of strategy to them as sort of a way to get them grounded in
as sort of a way to get them grounded in this strategic discussion
this strategic discussion um and so we ran for them what i do
um and so we ran for them what i do is um i run three teams simultaneously
is um i run three teams simultaneously instead of running one team
instead of running one team through three iterations of the game i
through three iterations of the game i run three teams through one iteration of
run three teams through one iteration of the game
the game and so they all get to see each other
and so they all get to see each other strategy playing out and
strategy playing out and and i what i do is i have each of the
and i what i do is i have each of the students
students independently write out a strategy for
independently write out a strategy for the department of defense for the next
the department of defense for the next five to ten years
five to ten years where they have to talk about their
where they have to talk about their relative priorities between those four
relative priorities between those four budget
budget areas and they have to talk about what
areas and they have to talk about what they're trying to accomplish in the
they're trying to accomplish in the world so
world so basically a very bare bones national
basically a very bare bones national security strategy
security strategy and then i sort them into teams
and then i sort them into teams based on people who exhibited similar
based on people who exhibited similar kinds
kinds of choices in their strategic document
of choices in their strategic document and so i usually get one team where it's
and so i usually get one team where it's all about china and i usually get one
all about china and i usually get one team where it's all about modernization
team where it's all about modernization and i usually get one team
and i usually get one team uh which is all of the others you know
uh which is all of the others you know um it's all about all the lesser
um it's all about all the lesser included stuff
included stuff and uh they all get the same world i
and uh they all get the same world i don't do different
don't do different player cards or or uh i'm sorry i don't
player cards or or uh i'm sorry i don't do different
do different national or international event cards
national or international event cards for each team i do one set of event
for each team i do one set of event cards
cards um and in some cases teams are very
um and in some cases teams are very happy
happy and in others they're upset and it
and in others they're upset and it changes around you could do that
changes around you could do that in a graduate school class you could do
in a graduate school class you could do that in an undergraduate class you could
that in an undergraduate class you could also
also um do the full-blown hegemony
um do the full-blown hegemony um and since you don't have subject
um and since you don't have subject matter expertise you could assign
matter expertise you could assign students the job in the first part of
students the job in the first part of the semester to do some research
the semester to do some research that allows them to play a russia or
that allows them to play a russia or north korea or
north korea or or in iran um they can share
or in iran um they can share discussions again i think asking them to
discussions again i think asking them to sort of develop the strategy
sort of develop the strategy and then giving them a chance to play it
and then giving them a chance to play it and maybe to play it in two or three
and maybe to play it in two or three different roles
different roles is a way to do it um you could do it
is a way to do it um you could do it um just the way we did it for osd if you
um just the way we did it for osd if you can get
can get um your school to allow you to do like
um your school to allow you to do like a weekend course where instead of
a weekend course where instead of meeting for two hours
meeting for two hours once a week or three hours once a week
once a week or three hours once a week you get them to agree that you're gonna
you get them to agree that you're gonna do like four saturday sessions for five
do like four saturday sessions for five hours each
hours each or something like that just to fit the
or something like that just to fit the time in so there's a lot of flexibility
time in so there's a lot of flexibility in how to do it but at the end of the
in how to do it but at the end of the day
day that was sort of my learning objectives
that was sort of my learning objectives and that's how i use it and
and that's how i use it and i'm not sure if that answered the
i'm not sure if that answered the question but that's my answer
question but that's my answer and i would also add that i think it
and i would also add that i think it could be helpful
could be helpful to graduate students who are
to graduate students who are civilians with no exposure to dod
civilians with no exposure to dod because sometimes half the battle
because sometimes half the battle is just terminology or basic concepts
is just terminology or basic concepts so you know the the civ mill divide
so you know the the civ mill divide starts early
starts early right it starts at college right we have
right it starts at college right we have um a military that sometimes goes to
um a military that sometimes goes to dod undergrad right if you don't go to
dod undergrad right if you don't go to russia you go to the
russia you go to the service academies and in some cases have
service academies and in some cases have their own graduate programs
their own graduate programs and and we the civilians men because we
and and we the civilians men because we have civil
have civil civilian control of the military in the
civilian control of the military in the united states right who are going to be
united states right who are going to be making
making very senior decisions their their
very senior decisions their their education about things like
education about things like international policy about
international policy about um how to think about these things
um how to think about these things diverges very early and they read
diverges very early and they read different things
different things so um right i have a master's in
so um right i have a master's in political science from columbia
political science from columbia university
university and also i went through um expeditionary
and also i went through um expeditionary warfare school
warfare school which is like the um captain's level
which is like the um captain's level course and
course and right it's not it's like they never they
right it's not it's like they never they don't understand that the other
don't understand that the other exists i think um so the
exists i think um so the the lack of a shared understanding from
the lack of a shared understanding from your early 20s and how
your early 20s and how that education even that grad you know
that education even that grad you know that education diverges about these
that education diverges about these things
things um doesn't really help anyone in the
um doesn't really help anyone in the long run
long run uh but maybe uh right just learning some
uh but maybe uh right just learning some things like what is right you have to
things like what is right you have to make trade-offs between readiness and
make trade-offs between readiness and modernization oh
modernization oh what is modernization right some of
what is modernization right some of those basic things maybe
those basic things maybe um maybe can help people who have no
um maybe can help people who have no background in the military
background in the military one of my other motives for trying to
one of my other motives for trying to publish hegemony
publish hegemony and we spent a lot of time right trying
and we spent a lot of time right trying to do this a lot of time on our own
to do this a lot of time on our own to get this out is uh
to get this out is uh i'm concerned about the war gaming
i'm concerned about the war gaming community in the long run
community in the long run because we don't publish games right
because we don't publish games right there are game reports
there are game reports there are there's you know like legends
there are there's you know like legends and myth about games right there's
and myth about games right there's advocacy about games
advocacy about games but the actual games themselves are
but the actual games themselves are rarely published and available
rarely published and available and what happens is i fear what's going
and what happens is i fear what's going to happen
to happen uh right because interest in wargaming
uh right because interest in wargaming especially in natural security is
especially in natural security is episodic
episodic or or periodic i should say maybe that's
or or periodic i should say maybe that's a better word
a better word um you know you know like sebastian and
um you know you know like sebastian and i
i wrote um this this report
wrote um this this report next generation wargaming for the marine
next generation wargaming for the marine corps
corps and and part of that we documented a
and and part of that we documented a number of
number of wargaming centers and their tools and
wargaming centers and their tools and then after the report came out
then after the report came out i saw this book the bomb in the computer
i saw this book the bomb in the computer where someone had essentially
where someone had essentially 50 years ago written up what was
50 years ago written up what was happening in the defense wargaming
happening in the defense wargaming committee at the time
committee at the time and i realized how much of that has just
and i realized how much of that has just been lost and have no record of it
been lost and have no record of it so i think it's very critical for us to
so i think it's very critical for us to publish
publish games not just have to have
games not just have to have reports about games and their results
reports about games and their results and their insights
and their insights in a classified repository that most
in a classified repository that most people cannot get to
people cannot get to and certainly may not exist in in
and certainly may not exist in in another 50 years after
another 50 years after everyone who has knowledge of these
everyone who has knowledge of these events have retired
events have retired but to publish the game so that someone
but to publish the game so that someone later can pick it up and go oh this is
later can pick it up and go oh this is what
what this is what the war game looked like
this is what the war game looked like and use that potentially as a starting
and use that potentially as a starting point if they're gonna have to address
point if they're gonna have to address some of the same
some of the same things um i think i i recently ran into
things um i think i i recently ran into uh the you know games that logistics
uh the you know games that logistics games that ran
games that ran had run in the 1950s that they had
had run in the 1950s that they had written up the rules
written up the rules and they're in the published reports
and they're in the published reports that are on the internet and i'm like
that are on the internet and i'm like that's
that's that's very handy to know but as
that's very handy to know but as knowledge transfer i think as a
knowledge transfer i think as a community we do
community we do a very poor job of this but it's too
a very poor job of this but it's too our detriment in the long run so one of
our detriment in the long run so one of the big motivations for me personally
the big motivations for me personally was to
was to have hegemony out there so that the next
have hegemony out there so that the next time we need something like this
time we need something like this someone could at least look at it as
someone could at least look at it as reference and not have to start from
reference and not have to start from scratch
uh some next questions is um do you guys have any plans to digitize
have any plans to digitize hegemony in terms of making a vassal
hegemony in terms of making a vassal module or tabletop simulator
module or tabletop simulator or tabletopia no
is there a reason why um just the amount of unpaid work and hours
just the amount of unpaid work and hours of my life
of my life to get to just the board game which is
to get to just the board game which is not yet out
not yet out you know maybe i'll feel differently in
you know maybe i'll feel differently in later but uh
later but uh you know i don't you know but mia maybe
you know i don't you know but mia maybe mike wants to answer that question
mike wants to answer that question differently mike
differently mike like i'm leaving iran so mike do you
like i'm leaving iran so mike do you have plans to try to
have plans to try to make this a board game a computer game
make this a board game a computer game um
um i i've kicked around i've talked with
i i've kicked around i've talked with some of our colleagues a little bit
some of our colleagues a little bit about
about what that might look like
what that might look like um and so it's never going to be
um and so it's never going to be like a computer game you know i think
like a computer game you know i think the way most of us think of a
the way most of us think of a a as a computer game but but in an
a as a computer game but but in an era of covid um trying to think through
era of covid um trying to think through how
how we could uh digitize
we could uh digitize some of the artifacts and some of the
some of the artifacts and some of the trackers
trackers and then use zoom to set some of the
and then use zoom to set some of the discussion
discussion i mean so yeah i've thought through it i
i mean so yeah i've thought through it i don't have funding to do it i don't know
don't have funding to do it i don't know if it's something i'll choose to do on
if it's something i'll choose to do on my own
my own um what i'd offer is i don't think
um what i'd offer is i don't think it is difficult just laborious
it is difficult just laborious you know to do um and i think that
you know to do um and i think that once it gets done you know it opens up
once it gets done you know it opens up some additional opportunities that we
some additional opportunities that we haven't really
haven't really taken advantage of uh it's just a
taken advantage of uh it's just a question of finding the time now that
question of finding the time now that i'm just an adjunct maybe i'll
i'm just an adjunct maybe i'll do it in my spare time we'll see
do it in my spare time we'll see you'll you'll never get away from
you'll you'll never get away from hegemony mike
yes another question so the next questions
questions sorry i just love that uh that question
sorry i just love that uh that question and the responses
and the responses um so do you think that student learning
um so do you think that student learning outcomes differ depending on the
outcomes differ depending on the countries they play in terms of uh
countries they play in terms of uh one table uh playing it all together
i mean i'm sorry um do you mean that will you have a different experience if
will you have a different experience if you play a different country or
you play a different country or is that you mind so right for instance
is that you mind so right for instance like when you
like when you when we run hegemony down at the crew
when we run hegemony down at the crew lack center uh
lack center uh we talked about how the u.s is sort of
we talked about how the u.s is sort of the focus of the training and then if
the focus of the training and then if you play north korea or iran
you play north korea or iran you have a different training experience
you have a different training experience maybe mike and you can elaborate that
maybe mike and you can elaborate that for the audience
for the audience i i think some of the feedback from our
i i think some of the feedback from our test
test with the party around graduate school
with the party around graduate school was that other players could get
was that other players could get something out of
something out of it i think you know china has a couple
it i think you know china has a couple of different real
of different real really different strategies and i think
really different strategies and i think the
the player for china even the real games
player for china even the real games seem to get something out of it as well
seem to get something out of it as well i'm not sure that then i think
i'm not sure that then i think i think the practice of coming up to
i think the practice of coming up to speed
speed on north korean foreign policy to play
on north korean foreign policy to play it in the game
it in the game might be um the best learning aspect for
might be um the best learning aspect for for north korea and hegemony if you're
for north korea and hegemony if you're doing it doing this with students
doing it doing this with students i think they i think having to learn
i think they i think having to learn around positions
around positions even to explain some of their cards
even to explain some of their cards actually i think
actually i think if you didn't know a lot about iran and
if you didn't know a lot about iran and had to like research like hey what is
had to like research like hey what is what why do they have this card um i
what why do they have this card um i think actually could be
think actually could be actually could be valuable excuse me
actually could be valuable excuse me actually could be valuable
actually could be valuable and i think for i think i guess for
and i think for i think i guess for russia
russia i think um you know i'd you know
i think um you know i'd you know i don't know i don't know about i don't
i don't know i don't know about i don't know about russia i don't know enough to
know about russia i don't know enough to to say but i think it you know
to say but i think it you know and i think maybe the european union
and i think maybe the european union um for you to have to be able to play it
um for you to have to be able to play it like just to come up to speed on
like just to come up to speed on how many different countries have
how many different countries have different positions on things and
different positions on things and therefore
therefore how the debate might be as to whether or
how the debate might be as to whether or not the european union might support
not the european union might support something the united states is doing i
something the united states is doing i think
think if you um set that up you know could
if you um set that up you know could produce
produce a good learning objective you know
a good learning objective you know outcomes in in students
so i guess one of the last questions would be what is the timeline for the
would be what is the timeline for the release of this amazing game from ran
release of this amazing game from ran so i think this week they are finalizing
so i think this week they are finalizing the box art and then we have to send the
the box art and then we have to send the order to
order to the game crafter and it depends on
the game crafter and it depends on so gamecrafter is the vendor that rand
so gamecrafter is the vendor that rand is using
is using [Music]
[Music] but it depends on their queue their
but it depends on their queue their production queue and they were shut down
production queue and they were shut down for a while because of kobit 19.
for a while because of kobit 19. um i don't think we can afford to pay
um i don't think we can afford to pay the double price to move bump it up to
the double price to move bump it up to the top
the top the front of the queue we have done that
the front of the queue we have done that with some of the prototypes because we
with some of the prototypes because we really wanted it the process to go along
really wanted it the process to go along but it will i think really ultimately
but it will i think really ultimately depend on the game crafter's queue
depend on the game crafter's queue and our last question will be to both
and our last question will be to both you and mike is
you and mike is when are you going to run this for
when are you going to run this for georgetown
georgetown i thought i think mike was volunteered
i thought i think mike was volunteered for this weren't you mike
for this weren't you mike so um for those of you guys who know sue
so um for those of you guys who know sue bryant
bryant um she and i have been talking and i
um she and i have been talking and i think she's got
think she's got tentative approval uh
tentative approval uh to run this
to run this or the light version of it as part of
or the light version of it as part of of course she's going to teach either
of course she's going to teach either well
well at this point i don't think it's going
at this point i don't think it's going to happen this fall so potentially we
to happen this fall so potentially we could be teaching it in the spring
could be teaching it in the spring um sue's been working on it she's a big
um sue's been working on it she's a big big proponent of this
big proponent of this um and we'll see
um and we'll see how that works um
more to follow so for those who don't know my linek is not only
know my linek is not only a adjunct that ran but he also is an
a adjunct that ran but he also is an address at georgetown teaching of course
address at georgetown teaching of course uh are you still teaching the counter
uh are you still teaching the counter insurgency course mike
insurgency course mike so uh i don't know if they're gonna ask
so uh i don't know if they're gonna ask me to teach it again
me to teach it again um in the spring which is when it's
um in the spring which is when it's taught so
taught so we haven't gotten that far i'm teaching
we haven't gotten that far i'm teaching uh 501
uh 501 uh this fall
i will also be adjuncting at georgetown in the fall
in the fall i guess like if you work at rand it's
i guess like if you work at rand it's like a requirement that you adjunct at
like a requirement that you adjunct at georgetown i think this is what i've
georgetown i think this is what i've i've inferred from the rules uh or
i've inferred from the rules uh or inferred from the behavior
inferred from the behavior so i'll be teaching a class on
so i'll be teaching a class on artificial intelligence and
artificial intelligence and international policy and i'm thinking of
international policy and i'm thinking of reworking everything to make it more
reworking everything to make it more engaging by adding a war game
engaging by adding a war game well thank you yuna uh and mike we got
well thank you yuna uh and mike we got two for one uh guest speakers for today
two for one uh guest speakers for today um i have a couple announcements
um i have a couple announcements related to goose i will be presenting
related to goose i will be presenting for
for um the cyberwar roundtable on july 26 on
um the cyberwar roundtable on july 26 on goose
goose as well as for the dragoons assembly uh
as well as for the dragoons assembly uh from july 31st august 1st the links are
from july 31st august 1st the links are in the chat
in the chat and i'll also include them in our
and i'll also include them in our youtube video um but but
youtube video um but but everyone please thank mike linek and you
everyone please thank mike linek and you know wong for their wonderful
know wong for their wonderful presentation thank you guys again and we
presentation thank you guys again and we look forward to have you guys run
look forward to have you guys run hegemony for georgetown
hegemony for georgetown thank you
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