Happy July 4th, American readers! To mark the occasion, PAXsims is pleased to bring you some recent items on conflict simulations and serious (and not-so-serious) gaming.
Polygon recently featured a piece on “The art and craft of making board games for the CIA,” looking at the design work of Volko Ruhnke.
Featured in the piece are several pictures of Kingpin:
A good example of the kind of work that he does is a project called Kingpin: The Hunt for El Chapo, which he co-designed with another instructor in the Defense Intelligence Agency. Kingpin uses the historical details of the capture of Sinaloa drug cartel leader Joaquín “El Chapo” Guzmán as well as some fictional elements to create a challenging, asymmetrical game.
Kingpin is an adversarial game where one side plays the role of law enforcement and the other plays the role of Guzmán’s own handlers and associates. The goal is to teach analysts about the use of intelligence resources in tracking someone down.
The game revolves around hidden information, with each side playing on their own hidden game board behind a screen. El Chapo’s team is constantly moving around inside Mexico trying to evade the law, but the cartel leader has certain tastes and expectations. He’s not just willing to sit inside a hole somewhere and is interested in leading an active, social lifestyle. Law enforcement has to use that against him. In the classroom the game is played twice, with students taking turns playing on both sides of the table.
h/t Marc Guenette
Hans-Wolfgang Lodi (Heriot-Watt University) has started a LinkedIn group on “History & Games” to support efforts to use digital and board games in education and to bring together people interested in his work on the JominiEngine.
The JominiEngine is an emerging, distributed, scalable game engine for historical massive multiplayer online role-playing games (MMORPGs). Core game and system design principles of this engine are historical accuracy of the game model and scalability of the system to large numbers of players. The intended application domain is education in history, to provide an “interactive history“ experience. Specifically, the engine has been instantiated to a concrete game, Overlord: Age of Magna Carta, a game set on mainland Britain in the time period of 1194-1225.
The implementation of the game engine focuses on modularity, extensibility and scalability, so that it can be instantiated for different time periods, and extended to also cover different application domains. We therefore view this game engine as a “motherboard“ for developing educational tools with varying topic areas and learning objectives. Technically outstanding features of the implementation are the use of Riak as a non-SQL database and of C# as a programming language.
You’ll find the group here.
In addition, on July 14 there will be an event on serious gaming in Edinburgh:
Where: Blackwells Bookshop Edinburgh South Bridge, 53-59 South Bridge
When: Friday 14th July, 2017 (5:30pm-9:00pm)
Learn about Serious Games and play some historical games to learn about history
The main goal of this event is to give an overview of the use of Serious Games in Education, in particular in the learning domain of history, and to experience some historical games through live gameplay sessions. This event aims to bring together various stakeholders and experts in education, game design, game development, and systems development, as well as anyone with a general interest in historical games. The format of the workshop will be: short, overview-style presentations and game demos to start with. The main part of the event will be several game-play events running in parallel to give participants an opportunity to try some games, and finally a discussion session reflecting on the experience from the game-play sessions. A list of games on offer will be posted here closer to the event.
This event is part of a longer-term effort in the development of a game engine, the JominiEngine as a practical teaching tool in the domain of history education. We hope to build a community of interested partners out of this workshop and solicit input for the further development of the engine and for the setting of priorities. For further information, check out the poster, the slides and the papers on the publications section of the main web page for the JominiEngine.
Frostpunk is forthcoming city-building survival sim from the 11 Bit Studio, the same people who brought us This War of Mine.
Rock Paper Shotgun offers a preview:
In the first week, we put the children to work. They weren’t forced into dangerous jobs, so we told ourselves, but when you’re living on the brink of extinction, what work is truly safe? One afternoon, a man collecting coal complained of numbness in his arm. Frostbite had taken hold. We could have left him to die but instead we opted for an experimental treatment.
He lost the arm and he’s no longer capable of contributing to our dying society. One more mouth to feed with no body of work beneath it. What should we do?
Though it’s a science fiction story, set in a frozen future barely capable of sustaining human life, it shares some of that previous title’s contemporary concerns. Climate change is the obvious one, this being a world undone by a dramatic temperature shift, but as you dig into the details, there are questions about equality, labour and the scarcity of natural resources that make the crater-town of Frostpunk an unhappy microcosm of just about every society you might choose to name.
It’s also an icy cocktail of cinematic and real world inspirations: the crash of Uruguayan Air Force Flight 571 (filmed as Alive), Aron Ralston’s Utahmputation (filmed as 127 Hours) and Captain America and the railway children (filmed as Snowpiercer), among many others. There’s also a rich vein of Victoriana, but not simply in the [Blank]Punk sense; here there are shadows of the workhouse and Blake’s ‘weeping chimneysweep.’ The beating hea(r)t of the generator that keeps these people alive is also the new birth of an industrial age, and the factories and mines operate on blood and sweat.
Your job is not just to plan, it’s to inspire, or at least to ensure that hope doesn’t die out. It’s as vital to survival as the flames of the generator and how unusual it is to see Discontent and Hope listed as gauges of success. There are more conventional resources as well, particularly coal in the early stages, but you’re trying to support life rather than mere existence.
Frostpunk is a difficult game. Not in terms of the challenge it presents but in the way it is marrying two distinct genres and forcing bleak decision-making that is tied to its systems rather than its narrative. There is a story to uncover, which will presumably tell us something about how the world came to be as it is, and whether anything like a happy ending is possible. You can learn a little about the world beyond your crater by sending out expeditions, and through balloon-related observation, but the generator is home. And home is where the heart breaks.
h/t James Sterrett
According to Breaking Defence, US Pacific Command wants and additional $49 million “for “multi-domain battle exercises,” wargames testing a new Army-led concept for future warfare against high-tech adversaries.”
That’s Russia and China to rest of us.
h/t Mark Wallace
Back in May, before the British general election, New Statesman ran the Conservative Party manifesto through the politics simulation/game Democracy 3. You can find out the results here.
Apparently actual Nazis and white supremacists are upset at the portrayal of Nazis in the trailer for the forthcoming first-person shooter, Wolfenstein II: The New Colossus.
On a final note, I’ll be spending next week discussing wargames with Her Majesty’s loyal subjects at the UK Defence Science and Technology Laboratory. The trip to Dstl provides a golden opportunity to show off the MaGCK (Matrix Game Construction Kit) prototype and to double the size of my Dstl Portsdown West mug collection.
I’ll post a (suitably-vetted) report to PAXsims upon my return.