Reflections on a megagame
On February 20 more than one hundred participants gathered at McGill University for Montréal’s first ever megagame: New World Order 2035, designed by Jim Wallman. NWO2035 wasn’t a serious game, to be sure: during almost seven hours of play, this particular future involved—among many other things—a nuclear attack by terrorists against New York, aided by a rogue Turkish defence minister; a multinational corporation willing to threaten the world with space-based bioweapons; a secret Brazilian hunter-killer satellite programme based in Antarctica; genetically reengineered dinosaurs; an Australian plot to influence the UN Security Council with mind-control drugs; a global warming treaty; a hyperactive Vatican, solving major global problems; the launch of the USS Trump, one of two American orbital battlestations; and Japan’s creation of a sentient artificial intelligence. The latter, known as Mycroft, promptly hacked the world’s high-tech militaries in an effort to end war, and/or possibly enslave humanity.
Setting up at 8am.
Jim gives the pre-game briefing.
Overall I thought it went very well indeed, and I certainly had a great time. Feedback from most participants has been very positive too.
NWO2035 also provided some insight into the challenges of running mass-participation games:
- The Control team was key. Ours was outstanding, and we couldn’t have done it without them. Many thanks are due to Kaitlyn Bowman (UN), Claire Sinofsky (Americas/Pacific), Karen Holstead (Europe/Central), Ruth Gopin (Africa), Isabelle Dufresne-Lienert (Media), Merouan Mekouar (Corporate), Vince Carpini (Science), and Tom Fisher (Economic).
- Megagames are chaotic by nature, the rules are flexible, and player creativity is encouraged. We saw that at NWO 2035 too. However, I think we might have done a slightly better job of adapting the game to the audience. Most megagames have a very high proportion of hobby gamers (who are perhaps more inclined to study the rules and briefings in depth before the game), and a significant proportion of veteran megagamers who know what to expect. By contrast, fewer of the participants were hobbyists, most were students, and almost none had played in a megagame before. Consequently when we next run a game like this for a similar audience, it would be worth spending more time orienting players, and streamlining some game mechanisms to make them easier or more intuitive.
- Turn length will shape not only game pace, but the entire atmosphere of the event. We deliberately ran a quite fast clock, with turns taking a maximum of 40 minutes, and the various phases usually lasting 5-10 minutes. Had we made the turns longer we would have had more thoughtful and coordinated actions, perhaps—but at the cost of the frenetic buzz that characterized almost all of the game. Personally I rather liked the hectic nature of it all.
- The media role is an essential one, but presents particular challenges too. In NWO2035 I thought that the Global News Network did an outstanding job, reporting simulation news via blog, tweets, and live announcements. However, some of the media team felt that they weren’t full participants, but instead were largely limited to rebroadcasting press statements provided to them by the players. We should have been clearer that they were under no obligation to report everything, and that they were free to set their own journalistic agenda. We might have also explained more fully the various investigatory tools they had available to them to uncover the many secrets and conspiracies in the game. I also know from more than a decade of running the equally large Brynania civil war simulation that the press role is one that isn’t for everyone: some participants love breaking an important story, while others would prefer to do the sorts of things that states and other overtly political-military actors do.
- Be prepared for technical problems. We encountered dodgy VGA cables, a data projector that would randomly shut down, and a wireless mic that ran out of batteries part way through the game. Fortunately spare cables, a flip chart, and shouting allowed us to overcome those problems. I forgot to properly charge my GoPro too, which was annoying.
- The staff at New Residence Hall were extremely helpful throughout. We couldn’t have asked for a better venue.
I’ll encourage other members of the “Control Illuminati” to post their own reflections. If we run another McGill megagame next year we’ll also be sure to announce it first here at PAXsims.
You’ll find further reflections here:
GNN at work.