Autumn Trip to DC & VA

A Tour of a Major US Modeling & Simulation Hub - October 2007

By Tim Carter (15 Jan 2008)

Last October the Canadian Embassy in Washington DC got in touch with me trying to invite me to an event they were doing called Partners In Technology. They had been directed to me by my friend Bruce Milligan, who runs the serious games initiative of the Federation of American Scientists (FAS) in DC (Bruce is a veteran of Avalon Hill, Microprose and others - I know him from BreakAway where we worked together). I am the Canadian serious game designer he knows. So anyway, I flew down, crashed at Bruce's place (he and his wife have a charming 200-year-old home between DC and Baltimore) and then went to this embassy event next morning.

Bruce spoke that morning in the Canadian Embassy, kitty-corner across from the US Capitol building. He has this funny story about FAS: FAS is the organization that ran the Manhattan Project in WW2 - which, of course, made the first atomic bombs. So he says to make up for their guilt they've become involved in education ever since (or something like that... he tells it better). The room was full of suits (except for myself), nevertheless his humour was well-received.

The Canadian Embassy staff was rolling out the red carpet for the Americans, and the Americans - in particular a combined group of economic development councils from Virginia - were rolling the red carpet out for we few Canadian guests. The idea is to foster investment by Canadian serious game companies in the US, and particularly Virginia. There were 12 Canadian serious game companies, and myself, a freelance designer (at this point).

Anyway, we wound up on a whirlwind tour, in a small bus, of some modeling and simulation companies in Virginia - first just across the river from DC, and then down to the Norfolk, Virginia .

Snippets and memorable images from our tour...

First Stop

We first took a brief tour of a major US defense contractor modeling and simulation (modsim) company. Had to pass security (show our passports), and be escorted. The spokesman gave a typical US defence-industry-oriented video - showing satellites gathering "sigint" then various bombers firing missiles at enemy "ground assets" and what not. You see that stuff a lot in American modsim promotional materials. I don't work in that area - not because I can't (I know a lot about it, that's why Kaos Studios hired me for Frontlines), but because I don't have US security clearance, and besides it's a pretty saturated market. (I'm still open to doing stuff in Canada though.) But, anyway most of the Canadians in our group had no focus on defence work. (More on that later...)

Norfolk

Down the road to the Norfolk, Virginia area. Our tour guide was excited when I revealed to her I had done American Civil War re-enacting during my time in Baltimore-Washington. Hey, I worked at BreakAway... it's staffed with Avalon Hill guys... AH guys love history... and that whole area is strewn with battlefields from the Civil War. To many many people down there, even female corporate relations professionals, the Civil War remains very alive. (I really need to write an article on this experience.) So the highway we traveled on, of course, had been crossed by Grant's or Lee's armies way back when - as our tour guide pointed out.

Around Norfolk we visited the Virginia Modelling and Simulation Center (VMASC), a huge facility - part of Old Dominion University (ODU) - specifically built to do what it's name says (you can lump serious game development in with mod-sim - and they did use the term there - though old money and institutional types don't like the "game" word, but it's merely a semantic issue). The President of ODU is Canadian, and we all attended a major party at her house. I found myself on a riverside patio, sipping beer (they sip down there), and quizzing a banker over what pandemic measures his organization had implemented. Unfortunately, I was underdressed - in business casual (hey, I'm a game designer, I thought it was okay...) - everyone else in suits (again, old money).

I enjoyed speaking to the idealistic conservative Southerners. There is hardly an idealistic conservative voice in Canada - you have to drill into the military or Ottawa or somewhere to find people who want to do things for their own sake. There are many fiscal conservatives in Canada, but not the idealistic type. Anyway, this opens up a whole can of worms, but suffice to say in the media you always hear about those structured, regimental types - churches, military, government, whatever - who do bad or "corrupt" people, but you never hear the stories of these same who do good and keep our society running (to paraphrase the psychologist Scott Peck).

At the party, the President announced they were unifying modeling and simulation with other schools of study - economics, psychology, political science, et cetera. This is precisely the way to go (any old-school game designer can see this - certainly AH types) - whereas other institutions treat game design as an extension of technology (a huge mistake; somewhat akin to treating the art of writing as an extension of printing technology).

Anyway, a local Virginia television station did a report on our arrival. You can see it here.

We eventually wound up in a Lockheed Martin's research laboratory. The place looked like something out of a movie (think of a "situation room"), with lots of glass, big computer screens, huge prototype vehicles and so on. (This makes sense because, as they informed us, the place was designed by Disney's Imagineers [whom I've had the pleasure of working with on a different project].) They let us play with a simulator in which a team drives around in a Hummer in a place like Iraq - the "game controller" was an actual Hummer chassis, a heavy machine gun in the cupola (rooftop fire position) and several M16 assault rifles, the weapons rigged with realistic and loud pneumatic "rumble feedback" each time you pulled the trigger. In the scenario we drove through a crowd and some of my fellow Canadians opened fire on the people, and I chastised them for shooting civilians (okay: yes, they were merely in "videogame mode"...). After this demo, I asked our tour guide - an ex-infantryman, now Lockheed sales - if most of the training done in these simulators was to simply look for suspicious objects on the roadsides (which might be bombs). He looked at me for a second, said that was exactly true, but his voice and eyes lost some of his "do-the-sales-job" tone, as if saying to me "Wow... you get it..." Many grunts die just driving around over there, as our own Canadian soldiers do in Afghanistan - just trying to do mundane work like resupply bases. It is a thankless job.

The Trip Out

Finally, we turned north to Baltimore. The rest of my group was going to attend the Games For Health Conference the next day, but I had to teach. (Besides, I've been to Games For Health 3 times, and know a lot about it.) I was catching a flight out from Baltimore-Washington International airport.

On the trip north we watched the movie Wargames on the buses TV. We were tired.

During this time, it came out that some of our group had political objections to military-oriented serious game development - which I find pretty sad. To many Canadians the military is just plain bad. Taking our freedoms and stability for granted, I would say - but also a touch of cognitive dissonance. Many Canadians want us to scale back our role in Afghanistan to a purely supportive one, ignoring basic realities. Such as that building hospitals, schools and so on is pretty useless if the Taliban then later blow them up, kill their staff or seize them. So I guess I've revealed my political leanings here - well, I guess I am for building schools, hospitals and so forth, and then protecting them. One way to protect them is to project a front of absolute determination - such as the British did toward Nazi Germany in the early 1940s, until Hitler finally gave up trying to bomb them into submission. Any crack in that front encourages attacks and thus leads to unnecessary loss of life. I've seen this dynamic play out over and over and over in the many simulations and game scenarios I've attended and refereed - but if you've ever been in a dangerous situation in real life (such as walking down the street or in a nightclub), you'll experience the same thing. What really underlies violent conflict is not physical - it's psychological.

One of our tour said Afghanistan was the "anvil of God" - a place with so much conflict for so many years we could never hope to change it. The depth of cynicism in this view I found appalling, but I didn't voice it. Didn't want to fight. We might also say rape or organized crime is impossible to stop - that no matter how much we oppose it, arrest people for doing it, and so on, somehow it continues to occur - so we might as well give up on stopping it as well. But we don't. This retreat posture is a kind of passivity - a wishful thinking for some magic solution to "make it all just go away", and an assumption that if we can't find such a clean, pat answer we should give up. It leads to disaster. People always wishfully look for clean, pat answers to messy issues like this. Frankly, I don't even discuss things with them. Here I don't trust the view of anyone who either doesn't work with these things in the field, or hasn't played a good simulation of them. If you haven't played a good wargame, I don't think you can know what you're talking about over that subject. The people with the luxury to engage in political debate back here don't understand the price - in blood - paid for them. When you play a realistic wargame you pierce the veil - if only briefly - of the military dimension, so get a sense of its realities. If you happen to be in a double-blind wargame and hear the opposing team, on the other side of the screen, arguing over what to do next, that usually is a sign you're hurting them and should keep attacking if you want to win. I have seen it time and time and time again, in realistic scenarios I've attended as player or control, ranging from the Civil War to WW2 to Vietnam, and so on...

Through a wargame you realize problems cannot be solved in the abstract (or through a lot of talk). Rather, each large problem is a cluster of many small ones - sub-problems, if you will - that have to be tackled individually. You build in baby steps - success comes in dribs-and-drabs, not in sweeping, press-the-magic-button proportions. People say we should never go to war until things are absolutely clear - as if you are buying a new house or taking a new job. But in any situation that has descended to the military level (owing to the actions of this or that party), things are never clear, and never will be. (In emergency medicine they have a similar saying: By the time you make an accurate diagnosis, the patient is dead. You have to act now without a clear picture.) These situations are not problems - they are dilemmas and ordeals. The only way to "solve" an ordeal is to go through it - to run its gauntlet.

Designing a disaster response game or a wargame, you soon realize there is no one single factor you can get in your favour to magically make it all better. There are, rather, many many factors. As game designer, you have to find all these factors through research, then integrate them through design. (Often you do it in cycles - integrating key ones in early versions, then more in later versions.) As player (learner, participant, whatever), your job is to dig down and struggle to turn each one in your favour during the game session (learning them one at a time, if necessary, until you get better and better); and to not just give up if a few go against you. To be able, in the end, to integrate your idealism with realism.

They dropped me off at BWI, and I took the flight home to Toronto.

 
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