Policy Games for Strategic Management
Chapter 7 - Understanding the Policy Game Construct
Policy Games for Strategic Management
by Richard D. Duke and Jac L.A. Geurts
Rozenberg Publishers © 2004
7.3 Structure
Webster’s definition of structure, “the relationship
or organization of the component parts of a work of art or literature” ... “to
construct a systematic framework,” is useful for game design. Structure can be
thought of as having three major components: the physical characteristics of
the game (format, basic referent system); the procedures of play employed to
ensure a logical progression of activities (policies, rules, scoring, steps of
play); and the simulation (model, data/information, the accounting system,
indicators).
7.3.1 The Physical Character of the Exercise
The game will be manifest through its physical
character – the format and the referent system. The physical characteristics of
policy games vary widely; familiarity with the literature and experience in the
field will assist the designer in developing a range of technique from which to
draw.
Format
Format is defined as the physical configuration (the
documents, visuals and artifacts) of the game as well as the various processes
that the participants encounter in the game; it is the environment the players
will experience. It is important for the format to mimic the client’s
environment as much as possible. The game is intended to be a playful, safe
environment. The game format must encourage innovation and risk taking as a
means of opening communication among players in the various teams as well as
among the larger group during the critique and debriefing activities. As in any
good negotiating situation, arguments can be transferred to the thing (format)
rather than being focused on personalities. There are an infinite variety of
formats that can emerge; the designer should avoid the mistake of copying an
existing game format – let a new style emerge from the process! It should be
clear, appropriate and powerful.
Frequently, a game combines role playing (based on the
central figures from real life) with a physical setting that gives structure to
the interaction (a board, map or flowchart, room arrangement, etc.).
Participants are required to make decisions that are comparable to real-world
decisions (e.g. run a hospital). As play begins, these activities are
structured to simulate the present system; the players will “discover” that the
system is sub-optimal. Success in the game will be indicated by their improved
communication resulting in various alternatives being brought forth and
evaluated; consequently better quality decisions will be achieved.
Game boards exist in three basic types: edge, grid,
and patterned. One of the best-known “edge” boards is the commercial game
Monopoly®. A second common board pattern is the “grid” board (a coordinate
system that produces a series of cells that can be identified spatially by
referencing the X and Y coordinates – this is well illustrated by a chessboard).
The “patterned” board takes a great variety of shapes (e.g. the player
progresses by moving symbols through an existing flowchart). In some instances,
the players may be permitted to modify the flowchart as the game progresses (a
more sophisticated example as used in a policy exercise might be the map of a
region defined by its ecology; see Section 3.8).
Basic Referent Systems
The basic referent system is defined as one or more
frames of reference that underlie and give order to the policy exercise. These
reflect the intellectual discipline or set of substantive ideas that influence
basic decisions about design. The selection of the basic referent system is
extremely important because it must be in harmony with the objectives of the
client and the characteristics of the participants. If these are properly
matched, the task of getting the players quickly into the exercise will be much
simpler than if they are forced into an alien referent system. A policy game
requires a team of players, in an artificial environment and under severe time
pressure, to deal with extensive substantive information in the context of a
sophisticated conceptual referent system. There is a great deal for a player to
assimilate in a few hours; it is a lot to squeeze into a game! It is not
possible to give full treatment to this topic here; however, referent systems
often reflect one or more of the following orientations: resource allocation,
group dynamics, geography, demography, politics, business concerns, economics,
sociology, psychology, anthropology, history, systems exposition, and others.
Examples of basic referent systems reflected in the cases include Conrail
(geographic/market place), Social Employment Program (decision tree), Employee
Orientation Simulation (initially a silo, subsequently a matrix organizational
structure) and the Rubber Windmill (the marketplace). The basic referent system
is often a “board” (see the preceding paragraph).
7.3.2 The Procedures of Play
Procedures of play can be thought of as various
facilitation mechanisms used to ensure a logical progression of activities;
they can be classified as policies, rules and steps of play. There are a wide
variety of procedures that may be presented as rules (not subject to change
within the game) or as policy that is subject to player modification. The
character and utility of a game are heavily influenced by the rules and
policies employed. The game design may create a constrained or free environment
as best meets the needs of the client specifications.
Policies
Policies can be defined as participant-imposed
constraints controlling play. Players should be able to interact with the game
in ways not initially perceived by the designer. When players are permitted to
alter, amend or enrich procedures within the basic gaming structure (for
example, moving from a nonexistent definition of acceptable player behavior to
an advanced articulation in successive cycles of play), they can maximize
learning without the unnecessary specification of an elaborate rule structure.
Player-generated policies appear quite frequently in
virtually all policy games and are to be encouraged because their very
formation implies a coherent consolidation of player purposes and objectives.
They often deal with negotiations among players, teams, coalitions, and/or the
game operator. They take an endless variety of forms, simple or complex, fixed
or varying, from cycle to cycle. It is often necessary for the game operator to
play the role of judge in overseeing these player-generated policies. Policies
permit players to mold their simulated world into a more useful model during
play. Negotiation should be used to address policy disputes; it is a good idea
to require that policies be written down.
Rules
Rules are important tools that permit the designer to
transform the client’s environment into the focused and abstracted world of the
simulation. Rules are best defined as specific facilitator-imposed constraints
that govern play. Players must obey rules; they cannot be changed by the
participants. Rules must be stated clearly by the facilitator; they should be
few in number, lucid, and essential to the logical progression of the game.
These are not to be confused with rules for winning as defined in competitive
games. Rather, they are a set of conventions that participants are asked to
adopt for the duration of the game. Generally, rules as such should play a
relatively minor part in a game. Nonetheless, some are inevitable and they must
be addressed. They are of two types: those dealing with the accounting system
and those controlling behavior during the course of the game. Rules dealing
with accounting systems tend to be rigid to permit ease of quantification of
results. Rules controlling player behavior have a greater degree of latitude
than those governing the accounting system.
Games should be human driven rather than rule driven;
the philosophy should be “it is your world, you solve it.” There has been undue
emphasis on rules in gaming simulation, perhaps as a result of the strong
heritage of rigid war games and game theory. The concept of rule use in the
policy exercise is poorly defined in the literature; further, rules are often
not explicitly stated in actual policy exercises. Because of game design
considerations, certain conditions may be inviolable (for example, the
requirement of iterative cycles and the calculations inherent to a particular
model). A much more productive concept is “procedures,” intended as a flexible
term to cover all mechanics of play, including any rule structure. A key skill
of a talented game designer is the ability to create a game with rules that
feel natural to the players and, at the same time, create a simulation that is
doable, focused and structured.
Scoring
Scoring is defined as a system of penalties and
rewards reflecting the results of decisions taken by the players; specific
feedback must be developed for each role. Parlor games typically have a
clear-cut scoring procedure. However, winning or losing is almost always an
invalid concept when using the policy exercise; rather, the concept of win-win
is appropriate. Win or lose scoring detracts from communication; the idea
conveyed by scoring should be to illustrate what is possible to achieve in the
client’s environment. For this reason, formal scoring mechanisms are typically
not provided in an exercise; the “indicators” (see Section 7.3.3) are intended
to serve this function. The indicators enable players to evaluate their own
performance; specific feedback must be developed from the indicators to each participant.
Indicators and scoring are closely linked concepts; a well-designed exercise
lets the participant judge his or her own progress rather than have an
artificial and meaningless number imposed as a score.
Steps of Play
Steps of play are defined as the sequence of
activities that players must follow during each cycle of play. All games should
consist of a series of cycles, which are iterative and which become more
complex cycle by cycle. Within any given cycle, there is a standard set of
steps that are confronted by the player. Steps of play are discrete activities
that govern participant behavior; they must be quite simple, and each step
should be a single action. This is essential if the participants are to
understand what to do next and the facilitator is to control the timing of the
game. Naturally, the first cycle is unfamiliar, and consequently takes longer
than the following ones because the participants must be oriented to their
environment. Steps of play will emerge during the construction of the game
prototype. Figure 7.2 provides an idea of how activities might be structured in
a typical policy exercise.
Image from book
Figure 7.2: Typical Steps of Play Sequence
The first step of play in a given cycle is the event;
in turn, there is a discussion and interaction between the roles and the
facilitator. Discussion should focus on reviewing the material (output)
resulting from the start-up data or from the last cycle. Further discussion
should be addressed to seeking information, forming coalitions, developing
strategies and improving communication about the problem. In some instances,
the game facilitator is obligated to initiate discussions. Examples include the
formation of an ad hoc group to consider some problem, question, fact, or alternative
at the request of the facilitator and to subsequently report to the assembled
game participants.
Next in each cycle are the decisions which may be of
both an inter-team and intra-team nature. The concept report will define the
sequence in which these are to be made and give reasons for the sequencing.
Generally, decisions should be made under reasonable time pressure.
Finally, the decisions must be processed through an
accounting system, whether manual or computer. Regardless of the character of
the processing system involved, it is extremely important for the game
facilitator to review the decisions made by the players (before processing
them) and to ensure that they represent the actual intention of the player.
More importantly, the facilitator must check that they do not go beyond the
capabilities of the game itself. It serves no purpose for a facilitator to
process a decision knowing that the result will be an embarrassment to the
player and an obstruction to progress in the game.
7.3.3 The Simulation
The simulation can be thought of as the quantitative
components of the policy exercise; it consists of the model, a data/information
system, the accounting system and the indicators. These will vary from highly
simplified to rather complex components depending on client need.
Model
The model becomes explicit through the design sequence
(in particular through the schematic – see Section 8.2.2, The Design Sequence,
Step 7). It must correspond to the underlying systemic structure of the
problem; it will mimic the client’s environment that is presented through the
game. This simulated world will be used to process player decisions; it can be
thought of as a formalized system for capturing the primary substantive focus
of the exercise. At the start of the game, the model is typically presented to
the players as an analysis of the situation in both its quantitative and
qualitative respects. For example, in the Conrail Exercise (Section 3.4), a
quantitative model was used to simulate the results of player decisions.
Games use different types of models: resource
allocation (e.g. limited availability of municipal funds, competition by group
members for budget, competitive bidding for land ownership), group dynamics
(role-playing and/or interpersonal relationships), and system specification
(the explicit expression of a complex system, its roles, components, and
linkages). Many gaming/simulations reflect all three of these considerations
but typically one theme will be dominant. This does not mean to suggest that
other types of models cannot be applied to a broad selection of
gaming/simulations.
The model that the game is intended to convey may be
implicit (assumed to be known by the participants); explicitly presented to the
participants in the game materials; or integral, becoming evident to the
participants as they participate in the game. However presented, this model
will be used to process player decisions. Depending on the purpose of the game,
the model may be either descriptive or prescriptive. Most policy games will be
based on a descriptive model (e.g. an estimation of probable voting behavior of
various interest groups); however, this is often supplemented by a prescriptive
model (e.g. budget model). If a descriptive model is used, the use of analogy (both
physical and/or symbolic) is quite common. If a prescriptive model is used, it
will be based on a structure of law, natural phenomena, and/or various man-made
or scientific phenomena.
The model should represent an explicit expression of a
complex system; it is useful to document the theoretical basis for the model in
the concept report. If the theoretical basis is weak, this concern should be
presented with equal candor so that those dealing with the problem will have
some notion of where reality ends and fantasy begins. When dealing with the
multidimensional world of gaming, the art of muddling through is essential. In
gaming, data that is artificially generated can become a source of strength if
it is presented with candor rather than through subterfuge.
Data and Information
The game is a device for exploring gestalt. To achieve
this, players must be permitted to pursue any dimension of the subject from any
perspective that seems relevant to them at an appropriate time. They must be
provided with both a total systems overview and sufficient detail. For this
reason, an important component of any game is a clearly referenced set of
information at both general and detailed levels, as well as a carefully
articulated information flow procedure. The information provided, in terms of
quantity and depth, is dependent on the communication purpose, the
sophistication of the players, and the conditions of play.
A significant factor in the development of a game is
the loading (what, when and how to present data to participants) of data and
information. During the first cycle of play, it is quite common to watch
players grow increasingly apprehensive. This is inevitable because a great deal
of information is being presented rapidly in an unfamiliar context. To counter
this, players should be given no more information than is essential at any
given moment. As a game progresses, each cycle becomes successively more
involved and deals with an increased amount of information. As involvement and
commitment increase, a self-generated need for information increases. Once a
player is motivated to raise questions, he or she is able to assimilate
surprisingly large quantities of information. As each cycle passes and the
sophistication of the player increases, succeeding rounds become increasingly
challenging.
The game should maintain a consistent level of
abstraction, not only within a given role but also between the different roles
and components of a game. When one role demands attention to detail and another
role deals with questions of strategy and planning, communication between these
players will be minimal. Equally important, the level of abstraction should
permit the players to address the questions that are inherent to the policy
objectives of the game. Games should not permit players to become too involved
in detail –there will be no time to think about questions of strategy. If one
is dealing with managers or other professionals, the level of abstraction in
the game must permit analysis and synthesis of useful heuristics.
Information will generally be in one of three
categories; reference materials, output from the accounting system, and
information from participants. Reference information will include any relevant
material dealing with the subject matter. Standard reference materials should
be roughly the same ones the participants would choose if they were to make
their own library search for supporting material. It is a mistake to generate
greater detail than the average player can readily assimilate; an
over-saturation of information may make the game harder to understand than
reality. In an on-the-job situation, one at least has the ability to make
on-the-spot judgments as to what information to retain and what to avoid. In a
game where the setting is controlled by the facilitator, the player will assume
that it is appropriate to attempt to comprehend and deal with any information
presented during the exercise; an overload or poor selection by the developing
team can create problems.
A glossary is a useful item as it sets forth the
definition of terms employed. Another value of the glossary is that it serves
as an indication of the degree of complexity of the game. Other reference
materials that can be displayed visually should be provided. In many games, a
variety of wall charts need to be posted showing the progress of different
variables, cycle by cycle, as they are computed by the accounting system. Any
reference material that will facilitate communication among players should be
provided.
The most important use of information in any game is
during the discussions (both inter-team and intra-team) and during the critique
at the end of each cycle. The values of these discussions cannot be
overemphasized, for it is through them that much of the information to which
the player has been exposed is synthesized. Specific data that documents
themes, issues and/or alternatives must be made available to players as they
make their decisions.
Obtaining a thorough and valid empirical database on
which the game message is formulated can be a costly and time-consuming
process. There is a serious obligation on the part of the designer to document
the source and validity of the data in the concept report. Parsimony is central
when developing a database for the participants – too much detail will drive
the game lower on the cone of abstraction; as a consequence, players may miss
the big picture and spend their time fruitlessly debating detail. Tests for
data include the relevance to the model, an acquisition plan, a careful file
structure and storage system and a coherent and readily available list of
variables that are used.
Accounting System
The accounting system is the process by which player
decisions are captured and recorded, processed to ensure accountability of the
roles, and the results reported back to the player to engender discussion.
There are an infinite variety of accounting systems which may be invisible to
the players. The accounting system may be formal (embedded in a computer model)
or some less rigorous approach. A central question to be addressed by the
design specifications is whether a computerized accounting system is desirable,
necessary, and/or practical. Transparency of the model is essential for a
successful game; an elaborate computer model can cloud the picture. This is
especially true in those cases where complexity, time, and lack of proven
science prevent predictive models. If a computer is used, care must be given to
facilitator training and providing access to appropriate technology during the
use of the exercise.
The accounting system consists of a system of accounts
and underlying model(s). Systems of accounts become fixed procedural
agreements, whether or not known to the players, by which decisions of the
players are processed and forwarded to another component of the game. Design
specifications should determine what information flows are to be provided
during the exercise, and which are to be monitored, recorded, and preserved
beyond the exercise for purposes of evaluation.
A well-designed game obtains the commitment of the
players by requiring explicit decisions that are processed through the
accounting system. Even the casual observer can see the anxiety that is
generated when players must first commit their position to paper. At this
point, the players become involved and want to know whether their decision is
valid. The results of player decisions become one of the most important sources
of information and dynamics during the game. Players will be frustrated by the
failure of the game mechanics to give an accurate and rapid response. Most
policy games require a relatively formalized accounting system that deals
consistently with player decisions. The EDF exercise required that players have
access to a wide variety of factual information; the accounting system made
extensive use of graphic displays, indexed notebooks, and computerized database
capabilities (see Section 3.3).
An important element in game construction is the
establishment of the order of processing through the accounting system. Most
games deal with systems that are complex and nonlinear; in reality, the problem
being addressed entails many simultaneous activities. However, in a game, the
accounting system is inevitably rigidly sequential because of mechanical
constraints. In some cases, many simple accounting components are linked
together into a totality that is quite complex. The order of processing of
various models, components, or decisions will inevitably be artificial in some
sense.
After decisions are processed (by hand or by
computer), the results will be of two basic kinds: player specific and general
information. Player-specific information is delivered to individuals; general
information should be posted for all players. The accounting system should
continuously illustrate relationships among the actors. It requires
sophisticated judgment by the designer to ensure that the participant
experiences the results of the accounting system as an overview rather than as
disconnected fragments of information.
Indicators
To the extent that a formal accounting system is used,
it is necessary to focus the results of the decisions on the central aspects of
the model under investigation; indicators are useful in this regard. Indicators
are defined as a few specific outputs of the accounting system (presented
through graphs, charts, etc.) that are available to the players as feedback of
the results of play. These indicators should focus discussion on the accounting
system results that address the most important aspects of the problem.