Now We're Getting Somewhere

Reflections On The Serious Games Summit 2004

By Tim Carter (26 October 2004)

That term "game" is such a double-edged sword (as I have written elsewhere). On the one hand implying fun and lightness, on the other a term elemental in nature - it best describes what it describes. The first, dedicated Serious Games Summit - which I attended in Washington last week - would have been misnamed if it were the "Simulation Summit" or something similar. Nevertheless, there is a newfound openness to the idea - floating around the halls of the Loews L'Enfant Plaza Hotel in Washington DC - that fun leads to faster "knowledge transference" (a jargon term if ever I heard one); and that what has been learned in the entertainment world can lead to more effective (and less expensive) learning in real world fields of education, military, medicine, et cetera.

Of course there was also a hint of recognition that the entertainment-based game designers learned from the military as well (if you have to search far back to know this). The opening key note speaker was Jim Dunnigan - whose material I have studied in my own wargame design, and whose games I've had a lot of fun playing. Jim Dunnigan, before there were "microcomputers", was designing wargames just for the hell of it, and followed this into a career designing them for the real military, and eventually consulting and writing on military and business topics. It was refreshing to hear him, in his sharp New York accent, cutting right to what I consider the meat of the topic: what you really need to get games right. A felt a huge "I told yah so" welling up in my gut, which of course needed to remain unspoken.

There followed a blizzard of panels, lectures, roundtables - and of course lots of networking. (Not that I'm the best networker - aside from my shyness I have these piercing almost black eyes that seem to put people off just when I'm trying to introduce myself.) I met lots of people from lots of organizations - almost all American - who were receptive to the aforementioned mantra: games are good; let's use them to teach, train and promote; and so what if they also happen to be fun. In fact the idea was floating around there - oft repeated - that the very fact games are fun is what makes them so effective at teaching, training and communicating ideas.

From what I could tell, at least half (and possibly two-thirds) of the parties there were not game developers. Rather they were from government, non-profit organizations and private industry, there to see what games can do for them. There were educators and military, of course, but there were also corporate trainers, non-profits and other groups with more esoteric ideas for using games.

The America's Army team was there in droves, and the Monday night gala was a standup cocktail affair with the ambience of first-person video game combat wafting around. Using a replica of a Marine sharpshooter's rifle I rode shotgun through the streets of some nameless Middle Eastern city displayed on a huge 120 degree screen, guarding a convoy from ambush, while a compatriot backed me up and a third took the steering wheel. We heard that the US Air Force, Navy and Marines are all wondering what the hell this America's Army thing is and why they don't have a piece of that action. There was even a tiny contingent from the Canadian military, no doubt interested by all the fuss over this game as well. (Though by and large I didn't smell from the Canadians anywhere near the kind of desire to move on this the Americans uniformly had.)

Speaking of Canadians, the only others I met were Warren Currell (of Sherpa Games here in Toronto), a Canadian Army press team (in their CADPAT combat fatigues - which we must show off to the Americans every time we can), and a CBC radio reporter.

It was nice to attend a wargame roundtable and talk turkey. There were the hardcore simulation types with this overwhelming desire to reduce the whole issue to mechanistic analysis. You can reduce a "game" to a simulation, was an argument they had (another thing buzzing around is the tension of debate over the difference between a game and a simulation), though there was an underlying weakness to this rationale I couldn't help but comment on. I brought out the old Murphy's Laws of Combat saying: "Professionals are predictable but the world is full of amateurs" - just to make a point why we still need creative thinkers involved in military gaming (or simulation) as well. It was refreshing to hear somebody from Booz Allen Hamilton (a big American strategy consulting firm) readily agree with me. (Talking to him later he mused, "How else could you know box cutters could be used to take over an aircraft?") Sometimes the most important things are deceptively simple - so analytical thought is fine we all know, but creative insight is important as well (overlooked though it is).

There were, of course, long sessions on non-military games and applications. The issue of games in the corporate training field was touched on, and there was one conclusion that stuck with me: corporations won't buy into games for training unless they can see ways it will improve the bottom line, with validated metrics. (One presenter had successfully applied them to an insurance company - which was fortunate because it was a type of industry where everything gets measured, and he was able to show tangible results in terms of reduced training costs.)

There was material on games in the learning environment. Here a problem lingers in terms of assessing the results of games. (It was a problem we had in designing JA Toronto's version of Banks In Action - the students learn, but how do you validate it: give them a test afterwards I suppose?) I also viewed a session by Kurt Squire on using Sid Meier's Civilization III in the classroom. My experience in running games in classrooms piqued my interest and made me think something more might be afoot - but apparently not. It's sad people today have such a hard time thinking outside the computer/console box when it comes to games. But I guess if it is audio-visual that makes it somehow "legit" - that prejudice that if it runs on a high-tech computer it is somehow "better" than if it needs to be played manually on a tabletop. (The fact Sid Meier himself respected tabletop game designers so much might give them pause for thought. Might...) I wondered why they didn't just bring in copies of the original Avalon Hill boardgame Civilization: I mean if you're open to the idea that a fun game can teach, then there you go! As we game designers know - a game is a game is a game, whether it runs on a computer, an XBox, or on your tabletop with off-the-top-of-your-head arithmetic. Certainly it would be a less expensive means to run the game; plus you can put five or six students through the experience without the expense of buying and maintaining a bunch of computers. (Either that or integrate the computer game into a more intensive non-computer curriculum.) But that's just me, I guess...

Organizations were there to use games to promote their industries as well. My subject-orientation in game design made me quite eager to work with those folks: there's nothing quite as interesting as the challenge of translating real world work and industry into the language of a game - to find the dominant strategies; research the key decision points; determine the most effective perspective, time scale, et cetera. It's a challenge that's much harder from a functional game design perspective than, say, making a new first person shooter. I mean, you are leaping into the pure unknown, with no forbears to steal - erm... copy from. So, hey, I left my business card and cannot wait to make my pitch for their RFPs.

But honestly, my favourite moments were during the keynotes - Jim Dunnigan at the beginning and Dr Johnny Wilson at the end. Both were longtime gamers from a period before games were such a hot buzzword. Dr Wilson took us through a journey of old-style boardgames and computer games - and it reminded me of a time when games were fresh and alive; not hampered by entrenched methodologies, technologies and their residual thinking. His discussion of Diplomacy, for example, hinted at the highest potential for games: their ability to allow us to reflect on ourselves and gain insight into the way the world works. In both cases, I felt something I hadn't throughout the rest of it - a tingly sensation; a feeling I get when buzzing on a creative edge: working on a project, playing an awesome game, or something like that. I felt awake and aware as I heard these old time professionals confirming all of my "theories" and hypotheses about what games really mean: that they go beyond mere technology, for one thing. Meeting Jim Dunnigan afterwards, I told him how, in Grade 9, I had played Jutland (the first game he published, in 1967). During exam week all the desks were moved out of our open concept high school into the gymnasium. I had only one exam to write. So my friend and I commandeered an empty classroom with a beautiful blue carpet, and for four solid school days in a row it became the North Sea in the Great War as we played Jutland - the entire British and German fleets sprawled out across the floor. It was one of those "game moments" (as I call them) that will stick with me forever. Jim told the audience in his keynote you have to find those guys who are, in particular, manual game designers; who are obsessed with taking a game or a process apart and figuring out how it works on the inside. Those are the guys who will do the new things; who will make you a lot of money. To hear this validation of the kind of work I do - out in the open to the people who matter - gave me hope that pure functional game design may finally have its full importance recognized. That there is a whole rich dimension to game development beyond programming and graphics waiting to be seen. It was especially inspiring.

 
Home | Top of Page | Copyright & Legal | Contact Info