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- MCU: Gaming the war in Ukraine, continued
- UK Fight Club parent-daughter wargaming night
- Sepinsky and Bae: Wargaming is about the process, not the result
- Sally Davis wins UK MoD award for work on diversity and inclusion in professional wargaming
- Connections Online 2022
- Reflections on gaming not-Ukraine
- 16th NATO Operations Research and Analysis conference
- Simulation and gaming miscellany, 25 March 2022
- KWN: Kuehn on wargame assessment (April 13)
- Simulation & Gaming (April 2022)
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- Reflections on gaming not-Ukraine
- MCU: Gaming the war in Ukraine, continued
- The personalities of miniature wargame players
- Gaming the crisis in the Ukraine
- The wargaming Wrens of the Western Approaches Tactical Unit
- Wargaming an invasion of Taiwan
- Review: Matrix Games for Modern Wargaming
- The STRIKE! Battlegroup Tactical Wargame
- AFTERSHOCK
- Russian Logistics for the Invasion of Ukraine
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Brian: I played around with the BC budget simulator–yes, you’re right it is rather simple (and it does editorialize a bit, although not wildly so).
However, I rather liked it in a way, since it did seem to highlight the difficulties of meeting public demands for less taxes/more services (ie, it’s mathematically impossible!) I may bump the link to it into the main blog when I do the next “simulations miscellany.”
So, David… what kind of games DO they play in Blackland?…
I think it would be more rewarding to see what kinds of games and themes are in use in the country or countries of interest, then design something similar but slightly “tilted.” Of course, some countries have little to no gaming history, so this might be more a question of extrapolating from similar situations in neighboring countries. Countries with little internet penetration often have lower bandwidth, and thus the games are perforce simpler, but still popular.
This doesn’t cover the case of a “game-changing” game, one that breaks with paradigms and becomes hugely popular despite original estimates. Not sure how you find that holy grail, but perhaps only by throwing games into the mix and seeing what comes out of the oven.
Sorry for all the typos in the above but as soon as my reply grows beyond seven lines, I can’t see what I’m typing. I suppose brevity and the snappy comeback must have their due.
Funnily enough, today’s news brings mention of a game/simulation that has a quietly expressed agenda… the British Columbia Ministry of Finance announced “BC Budget Simulator”, a web application that allows members of the public to alter provincial government spending in ten areas (e.g health care, education) and revenue in nine areas (e.g. corporate taxes, sales taxes etc.). It is originally made aby a British company called Delib:
http://www.budgetsimulator.com/mybcbudget
The purpose of the online budget simulator is (from the press release): “to let people see the effect
of raising and lowering revenues and spending on the provincial budget, with the goal of eliminating the 2013-14 deficit, which was forecast in September to be $458 million. Once people have achieved a balanced budget, they can send their solutions to the finance minister with their comments. The website also includes informative facts about the budget and is one of several ways the government
is consulting with British Columbians in the lead-up to Budget 2012.”
iFunny thing about it, once you fiddle with it a bit it starts to argue with you. For example, if you rasie corporate income taxes, the program says, “Raising corporate income tax would make the province less competitive compared to other provinces and countries, and would reduce long-term economic growth. Companies would decide to move to lower-tax jurisdictions, costing B.C. jobs and investment.” And you cannot move any tax rate beyond ten percent of what it is, so the current corporate tax rate cannot be raised above 11 per cent, for example. The app is almost insultingly simple, and I can’t believe anyone thinking that it would materailly affect the government’s thinkgin for Budget 2012, when consultation formally finished several months ago. But at any rate, it does get people thinking about the give and take involved in making a budget, even if it does read as a somewhat partisan exercise in justifying staying the course….
Just don’t visit Iran afterwards!
Oh man, you’re insatiable!
Well, if not material for a PaxSims post, perhaps something for a DARPA contract… (snicker)
Hmmm, possible material for another PaxSIMS post from you, Brian?
Sorry, hit the post button too soon.
The problem with “games with a message” is that they can’t be too obvious about it, or players won’t enjoy it – kind of like those earnest but heavy-handed superhero comic books we were given in school to warn us about drug abuse, or whatever. Such a game would also need to have the same quality that every successful game does – to instil the desire to play it again, and again.
The opaque nature of a video game’s design can actually help here. How about, as an example of a information operations game, a game somewhat like Tropico, but with a different emphasis and placed in a country somewhat like the target country? Try your hand at running the place, with different NPCs coming at you with different agendas, and problems, and the game system gently ushers you towards creating an inclusive polity, or opennes towards foreign trade, or whatever th goal of the game’s sponsors might be. I recall playing an old Mac game like this once called Hidden Agenda. It had no animation, hardly even any fancy menus, but itput you in the place of the new leader of a post-revolutionary made up country in Latin America. If you made the “wrong” decisions, you found yoursellf kicked out of the game as someone revolted against you!
Very interesting post, particularly concerning the Vietnamese video game company. I did go back and read your post on “playing the bad guys”; really, there are no “bad guys” that absolutely everyone would despise – even the Taliban and Hezbollah have their fans, and as you have written elsewhere, videogames to match. The sole exception I guess would be for a made-up and, for sake of the story, probably extraterrestrial video game enemy!
Point taken about People Power (and its predecessor A Force More Powerful). It’s slow and largely about organizing committees while avoiding arrest. That may be how things are actually accomplished in the real world, but it does not make for a gripping game. A more persuasive game might be one that doesn’t work quite so hard to model real life, but does get players into thinking about making decisions and the consequence.