All quiet on the Taiwan front!
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A megagame is a non-linear representation of a complex system in which the actors interact to generate a narrative about a future state. In Dire Straits, we had about 120 players, representing most of the nations on the Indo-Pacific axis, advancing what they thought to be their national interests. The game wasn't at all deterministic, which allowed the players to roam over any form of policy option. It is satisfying that, in the scenario generated, war didn't result. However, in a number of flashpoints the participants moved up to the jump point, but then backed away again. This had a refreshingly familiar ring to it.
In considering why we might want to use megagames as a tool for unlocking the future, five analytical points came to mind:
- A ‘game’ represents a ‘system’. In the case of Dire Straits, the system being represented is the web of international relations in East Asia and beyond. This compels us to think systemically about international relations.
- If we have a system, then we will need actors to operate the system. This compels us to identify the key actors within the system and their motivations to act within the system.
- The system consists of a series of relationships between the various actors. The game compels us to define the relationships between the various actors and examine the modes by which they interact with each other.
- The interactions between the actors permits us to examine the strategies they adopt in their interactions. The game compels us to adopt a strategy to play the game and to monitor the outcomes of the strategies adopted
- From a systemic perspective, this then opens the possibility of wind-tunnelling various potential strategies from within the game framework. This can be used to identify, consider, and experiment with various policy options.
Stephen Aguilar-Millan
© The European Futures Observatory 2017
I'd really like to try one out, either as player or as author of a new one.
ReplyDeleteIs any megagame content openly available?
Hello Bryan, one of the key aspects of megagames, and why I like them as a technique, is that they are delivered analogue and are not playable on-line (that makes them too deterministic). That means that you have to actually turn up to play one. I have offered games to the APF in the past, but there has never been a willingness to play them. If we can find a format, I would be happy to deliver one in the future.
ReplyDeleteGreetings, Stephen, and thank you for the reply.
ReplyDeleteI understand that they are analog and face-to-face; are any of the materials for organizing them available, to any degree? Naturally I'd be happy to play one you organized or indicated, if I'm nearby,.
I'm sorry but unsurprised you didn't find any APF traction.
Hello Bryan, I am trying to persuade Jim Wallman - the Godfather of megagames - to publish a little book on them. So far, he hasn't. However, the Megagame Makers Facebook page is starting to contain a body of notes and after action reports.
ReplyDeleteRex Brynan at McGill is the megagames academic. His web site (https://paxsims.wordpress.com/) is a treasure trove of information, although he is pushing his 'matrix games in a box' at the moment.
I do like the Paxsims site.
ReplyDeleteOff to the Facebook group. Thank you, Stephen.
Hi Bryan - there are a few places you can buy games. The original Megagames Makers has some of Jim's on there and you might also want to check out www.penninemegagames.co.uk, which I set up a couple of years ago. My own site is www.storylivinggames.com - one of the things I am really keen on is running more games with young people, particularly in schools as they get so much out of it.
ReplyDeleteThank you, Paul. Those are exciting sites.
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