The Games Behind Your Government's Next War
Summary
TLDRThe video examines the rising trend of government wargaming, exploring its historical context, modern resurgence, and implications for the gaming industry. It explains that wargaming involves using simulations resembling games to plan and practice military strategies, responding to current global instability. The video highlights the growing demand for skilled wargame designers and the sector's overlap with commercial gaming, involving shared innovations and technologies. Ethical concerns regarding the militarization of games are discussed, emphasizing the importance of understanding and debating these issues, especially as wargames can influence real-world military decisions. Opportunities for wargames beyond military use in crisis management and other fields are also explored. The video calls for a deeper reflection from the gaming industry and its community on the cultural and ethical impacts of wargaming.
Takeaways
- ๐ฎ Wargaming is resurging within governments due to current strategic uncertainties.
- ๐ Historically, wargaming has experienced fluctuations in popularity.
- ๐ก Wargaming shares significant crossover with the commercial games industry.
- ๐น๏ธ Game technology and design play roles in modern military simulations.
- ๐ค Ethical considerations are crucial as games influence real-world military strategies.
- ๐ Wargames hold potential applications beyond military, such as crisis management.
- ๐ Challenges exist in ensuring the accuracy and effectiveness of wargames.
- ๐ The gaming industry faces a responsibility to engage with the ethical dimensions of wargaming.
- ๐ฅ Current global conflicts influence the perception and urgency of wargaming.
- ๐ Calls for more academic and public engagement with the ethics of wargaming.
Timeline
- 00:00:00 - 00:05:00
The video discusses how wargaming, the practice of using games to simulate real-world conflicts and strategies, is experiencing a resurgence, with increasing involvement from governments and military organizations worldwide. The historical context is provided, showing how wargaming has influenced major events like World War II. As governments invest more in this practice, there's a shortage of wargaming experts, leading to demand from industries traditionally not involved in wargaming.
- 00:05:00 - 00:10:00
Interviewees in the video highlight the rising demand for wargaming due to the unpredictable geopolitical climate. There's a generational shift where individuals who grew up playing games now integrate gaming into professional practices. The expertise in wargaming is crucial as it offers an economic way to simulate conflicts, especially given the current financial constraints and global uncertainties like high-intensity warfare and resource scarcity.
- 00:10:00 - 00:15:00
While traditional wargames focus on physical combat, modern wargaming involves complex geopolitical scenarios, including influence warfare and cyber warfare. The games simulate situations where countries avoid conventional warfare yet engage in aggressive tactics. There's a focus on experimenting with various simulation models, including matrix games, to adapt to modern conflict scenarios.
- 00:15:00 - 00:20:00
Todayโs wargaming often involves no physical representations of combat and instead deals with intangible conflicts like influence warfare. The UK Ministry of Defence's handbook on influence wargaming is explored as a guide rather than a rulebook, encouraging experimentation. As wargames evolve, so does the need to model increasingly complex modern conflicts involving psychological and cyber components.
- 00:20:00 - 00:25:00
Regarding the intersection of commercial gaming and government wargaming, the video explains that governments leverage the commercial gaming industry for innovations, technology, and talent. This overlap prompts ethical considerations for individuals in the gaming industry, as military contracts with game companies, such as Unity, can conflict with personal ethics regarding the use of gaming skills and products in warfare.
- 00:25:00 - 00:30:00
The relationship between government wargaming and commercial gaming is outlined, highlighting how innovations and talent from the gaming industry are utilized in military applications. Notably, strategy games from commercial publishers are already used for training purposes within defense sectors. The video argues for awareness and ethical consideration within the gaming community regarding such collaborations.
- 00:30:00 - 00:35:00
The development of wargames has historical roots linked to military strategy, which indirectly influenced role-playing games. Thereโs a focus on how historical practices of wargaming have subtly shaped the mainstream gaming industry. The video explores the moral implications of these influences and questions the ethics of turning game design skills into tools for military strategy.
- 00:35:00 - 00:40:00
The video explores the troubling overlap between commercial board games and government wargames, tracing influences back to historical wargaming practices. It discusses how core mechanics of games often derive from military strategy games, raising ethical questions about the use of game design in developing tools for warfare. The discussion extends to exploring the role of the gaming industry in shaping narratives around conflict.
- 00:40:00 - 00:45:00
The ethical implications of the resurgence of wargaming are debated, with professionals in the field acknowledging both its potential benefits in conflict prevention and its darker aspects of facilitating military tactics. The video critically examines claims that wargames 'save lives,' questioning the actual outcomes and moral responsibilities of designing such games. The dual nature of wargaming as a tool for both peace and conflict is scrutinized.
- 00:45:00 - 00:50:00
Despite the potential applications of wargaming beyond military use, its military origins raise ethical concerns. The professionals in the field recognize the double-edged nature of their work. The video contemplates the morality of developing wargames, particularly when outcomes may involve real-world conflicts. It provides a critical perspective on the use and justification of wargames, urging transparency and ethical accountability.
- 00:50:00 - 00:55:00
The ethical case for wargames includes their potential to address non-military challenges, but the video questions the true efficacy of wargames. Concerns are raised about whether wargames actually lead to better decision-making or simply create the illusion of preparedness. The historical ineffective use of wargames, exemplified by misunderstandings during conflicts such as the Ukraine war, is used to highlight these challenges.
- 00:55:00 - 01:00:00
The video underscores concerns about the effectiveness of wargaming. It critiques the field for its lack of transparency and scientific rigor, questioning whether wargames truly aid in decision-making processes. The challenge of obtaining reliable data from wargames due to military secrecy is discussed, highlighting the difficulty in evaluating their real-world application and effectiveness.
- 01:00:00 - 01:05:00
The closure of the video emphasizes the need for the gaming industry to engage with the ethical ramifications of wargaming instead of ignoring them. The importance of informed discourse on how gaming expertise is used in wargaming is stressed. It calls for the games industry to consider its potential influence over wargaming's evolution, advocating for proactive involvement and ethical vigilance.
- 01:05:00 - 01:12:31
The video concludes by encouraging the gaming community to recognize its responsibility in shaping how games are used in wargaming contexts. It advocates for awareness and active participation from the industry to ensure that gaming innovations are not used unethically in military applications. There's a call to leverage the industry's influence to support ethical standards in both gaming and wargaming collaborations.
Mind Map
Video Q&A
What is the video about?
The video discusses the resurgence of government wargaming and its implications for the games industry.
What are wargames?
Wargames are simulations resembling video games, board games, or role-playing games used by governments for planning and practicing military strategies and responses to various scenarios.
Why are wargames gaining popularity again?
Wargames are resurging due to the current unstable strategic environment and the potential cost-effectiveness in training and strategic planning.
How do wargames affect the commercial games industry?
There is a significant overlap between wargaming and the games industry, with governments utilizing game technology and expertise, and vice versa.
Are wargames ethically problematic?
The ethical implications of wargames are debated, with concerns about their use in military applications and the potential normalization of warfare.
Can wargames be used for non-military purposes?
Yes, wargames have potential applications in crisis management, logistics, healthcare, and more, beyond military purposes.
What challenges exist in wargaming?
Challenges include ensuring accurate simulation and learning, preventing bias, and dealing with the military's penchant for secrecy.
Do wargames actually work?
The effectiveness of wargames can vary; if poorly designed or executed, they can lead to incorrect conclusions.
What is the historical significance of wargames?
Wargames have influenced military strategy and decision-making throughout history and have origins that trace back to Prussia.
Why is there a need for ethical discussion in wargaming?
As governments increasingly integrate game technologies, it is important for the games industry to address ethical considerations of their applications.
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Is Andrew Huberman Ruining Your Morning Coffee?
- 00:00:00- You know how PMG videos are either like fun deep dives
- 00:00:03into cool communities
- 00:00:04or we cover just the heaviest **** imaginable?
- 00:00:09Yep.
- 00:00:10This is a video about how government wargaming
- 00:00:12is on the rise again like it's never been before
- 00:00:15and how that stands to affect your and my games industry.
- 00:00:19And by wargaming,
- 00:00:20I mean countries using things
- 00:00:22that resemble video games, board games, role playing games,
- 00:00:24and LARPs to try and practise, plan,
- 00:00:27and preempt things like disasters,
- 00:00:30political manoeuvring, and, most of all, conflict.
- 00:00:34Now, historically,
- 00:00:35the popularity of wargames has always ebbed and flowed.
- 00:00:39You have times like World War II,
- 00:00:41where wargames are regularly argued
- 00:00:43to have changed the course of world history.
- 00:00:45But then you also have times like the 1970s, when,
- 00:00:48after the disaster of Vietnam
- 00:00:50and with computers getting more and more powerful,
- 00:00:53governments began thinking that these more primitive games
- 00:00:55were all maybe a waste of taxpayer money.
- 00:00:59But today, governments are bringing their games
- 00:01:02and their game designers back out of retirement.
- 00:01:05In 2015, the Obama administration's Department of Defence
- 00:01:10announced that $525 million was to be given to the Pentagon
- 00:01:15to develop its wargaming capabilities.
- 00:01:17And this was like a starting pistol for governments
- 00:01:21and military alliances all over the globe.
- 00:01:24Today, there is simply more demand
- 00:01:26for wargaming designers than there is supply.
- 00:01:30A fact that People make Games confirmed
- 00:01:32by heading to the Connections Wargaming Conference
- 00:01:35for wargaming professionals,
- 00:01:37where we found a generation
- 00:01:39of veteran designers unable to retire,
- 00:01:42desperate to pass their skills to the next generation,
- 00:01:45and maybe that means you.
- 00:01:48Because while wargaming is a practise
- 00:01:51dating back hundreds of years,
- 00:01:52today is the first time the practise has come back
- 00:01:55to find itself adjacent
- 00:01:57to a hyper-advanced commercial games industry,
- 00:02:00with ideas, engineering, designers,
- 00:02:03and game facilitators all ready for the taking.
- 00:02:06And I personally think it's pretty important
- 00:02:08that we as a community
- 00:02:10figure out how we feel about that.
- 00:02:12Because, listen, for this video,
- 00:02:14People make Games was given access
- 00:02:16to the UK's Defence Science and Technology Laboratory,
- 00:02:20where, among other jobs,
- 00:02:21scientists and engineers design weapon systems,
- 00:02:25so the lab could show off their growing wargaming facility
- 00:02:28to People Make Games' audience.
- 00:02:30And me and my cameraman did not stop
- 00:02:33having incredibly complicated feelings about that
- 00:02:35for the entire time that we were there.
- 00:02:38It was exactly like visiting
- 00:02:40a video game development studio
- 00:02:41but in some kind of "Doctor Who" parallel universe
- 00:02:44where games weren't made for fun,
- 00:02:46but for the most serious purpose imaginable.
- 00:02:50So, listen, before I kick this video off properly,
- 00:02:53we set out to make something like a documentary
- 00:02:55on this subject, right,
- 00:02:56but it's shaken out more like a video essay
- 00:02:59for a few reasons.
- 00:03:00So, first off,
- 00:03:00we quickly realised that it was gonna be impossible
- 00:03:03for us to capture this story
- 00:03:05for an audience of gamers such as yourself
- 00:03:07without me talking about my personal experience
- 00:03:10that was so weird of being a gamer in these spaces.
- 00:03:15Also, as you'll very quickly see,
- 00:03:17this story is a complete moral labyrinth
- 00:03:20that it just felt cruel to leave you in alone.
- 00:03:23So, instead, I'm gonna be sharing my ethical standpoint
- 00:03:27on this story as we go through it.
- 00:03:29Please don't cancel me.
- 00:03:30Also, the more research we did into this story,
- 00:03:34the more we became part of this story,
- 00:03:37which isn't as crazy as it sounds.
- 00:03:40In this video,
- 00:03:41I'm also gonna be explaining the secret backdoor
- 00:03:44in the fun-time games industry
- 00:03:46that has always led to and from government wargaming.
- 00:03:50I'll teach you how the games that you love
- 00:03:52have been shaped by government wargames.
- 00:03:54And I will explain how this is our opportunity
- 00:03:58or curse that we, as a community,
- 00:04:01can shape government wargames right back.
- 00:04:04Because at the extreme end, today, in 2024,
- 00:04:07your country's wargames might now be something
- 00:04:10that you could get a career in,
- 00:04:12or that could otherwise define your career in games
- 00:04:15by you deciding that you are ethically opposed
- 00:04:18to your labour being used by the sector in any way.
- 00:04:22Never in the history of People Make Games
- 00:04:24has our team had such complicated feelings
- 00:04:27while researching a story.
- 00:04:29So we just figured all we could do for you
- 00:04:32is prove to you that wargaming is coming back
- 00:04:35and trying to equip you
- 00:04:36so you can know how you feel about that.
- 00:04:39Oh, and stick around
- 00:04:41to find out why this promotional ruler I was given
- 00:04:45is maybe the most haunting object
- 00:04:47I have ever been given by anyone
- 00:04:50and why it summarises a good chunk of this debate.
- 00:04:54(upbeat music)
- 00:05:02What evidence can you give,
- 00:05:03would you give people that wargaming
- 00:05:05is kind of on the rise or the resurgence?
- 00:05:08- That's really simple.
- 00:05:09So I'm a deliverer of wargaming facilitation and design,
- 00:05:13and I have not got time to breathe.
- 00:05:16I'm trying to retire; I can't.
- 00:05:19The supply of wargame experts
- 00:05:23is way too short
- 00:05:24and the demand for good wargames is way too high.
- 00:05:28- Frightening.
- 00:05:29So let's kick off with the question of: Why?
- 00:05:32Why is this happening now?
- 00:05:34(light mysterious music)
- 00:05:36The answer to that question doesn't totally exist,
- 00:05:38but we called up an expert to give us their best guess:
- 00:05:41David Banks,
- 00:05:42a lecturer in the brand new field of wargame studies
- 00:05:46at King's College London.
- 00:05:48- I think there's two things.
- 00:05:49I think one of them is the current strategic environment
- 00:05:52is so wobbly and weird
- 00:05:54that I think that, you know,
- 00:05:55major states like the US or the UK, or whoever it is,
- 00:05:58are kind of not able to rely
- 00:06:00on some of their old forms of forecasting and analysis.
- 00:06:03Our old models just don't seem to be hitting the target,
- 00:06:06so let's try everything.
- 00:06:08It's a kind of a try-everything approach.
- 00:06:10I think the other bit, though,
- 00:06:11I think there might be a generational thing,
- 00:06:12where we haven't put our games away.
- 00:06:14You know, I think we grew up as gamers
- 00:06:16and then we are still gamers.
- 00:06:18And so I think there's a kind of a willingness
- 00:06:20to accept gaming just as a concept.
- 00:06:22- We're in interesting times because,
- 00:06:24I'm not gonna talk politics here,
- 00:06:26but not so long ago,
- 00:06:27where a certain prime minister and a certain chancellor
- 00:06:29said the days of tanks crossing planes were over,
- 00:06:32and very shortly thereafter,
- 00:06:34we saw the invasion of Ukraine.
- 00:06:36We are seeing high-intensity war fighting in Europe again,
- 00:06:40which many people believed would not happen.
- 00:06:42We're addressing concerns
- 00:06:44where there might be war fighting
- 00:06:46in the Indo-Pacific region.
- 00:06:48We are now facing a situation,
- 00:06:49under financially very constrained times,
- 00:06:52where we are looking at war in Europe.
- 00:06:54And the potential for that escalating
- 00:06:56and spilling over and pulling in more of Europe,
- 00:06:58it's not impossible.
- 00:06:59Besides which there are many other crisis points
- 00:07:01around the world related to climate change,
- 00:07:03water and energy security, food security,
- 00:07:06large migrations of people.
- 00:07:07We are looking at increasing likelihoods
- 00:07:08of conflict in places,
- 00:07:10and some of that may be state-on-state,
- 00:07:11high-intensity warfare.
- 00:07:13We're not prepared for it.
- 00:07:14So one way we can address that gap in a very,
- 00:07:16very economic fashion
- 00:07:18is by wargaming high-intensity conflict.
- 00:07:21- In other words, everything to do with wars is expensive,
- 00:07:24but everything to do with wargames is cheap.
- 00:07:27So if wargames can make what you build, where you place it,
- 00:07:31or how you use it even fractionally more efficient,
- 00:07:34you'd be a real bozo not to try.
- 00:07:37Now, basic question number two:
- 00:07:39What is wargaming?
- 00:07:41Or at least what does it look like in the 21st century?
- 00:07:45(whimsical music)
- 00:07:47So you might be imagining an older white man
- 00:07:49with facial hair pushing little boats
- 00:07:51and planes around a map.
- 00:07:52And no one was more surprised than me
- 00:07:54to find out that that image
- 00:07:56is still absolutely part of 21st century wargaming.
- 00:08:00At the Connections Conference,
- 00:08:00I saw a new design from a man considered by some
- 00:08:03to be the best naval wargame designer alive today.
- 00:08:06And his work looked, from a distance,
- 00:08:09like a hex and counter wargame from the 1970s.
- 00:08:12I was also taken aback by a cutting-edge tool
- 00:08:14shown to me at the Defence Science and Technology Lab
- 00:08:17that was used for, among other things,
- 00:08:19modelling lines of sight and communication,
- 00:08:21which I could not look at without being reminded
- 00:08:23of one of the greatest pieces of game design history ever,
- 00:08:271913 design, "Little Wars,"
- 00:08:30by the author H. G. Wells.
- 00:08:33Did you know H. G. Wells also popularised
- 00:08:34the concept of time travel?
- 00:08:36(mysterious music continues)
- 00:08:37- [Narrator] It became intoxicating.
- 00:08:39- What a guy.
- 00:08:40Anyway, that today we still play
- 00:08:42some of these old-fashioned looking wargames
- 00:08:44of people pushing little boats around
- 00:08:46does make sense because this area contains
- 00:08:49some of the most well-documented success stories
- 00:08:51in the history of the field.
- 00:08:53Gaming journalist Simon Parkin
- 00:08:55recently wrote a book called "A Game of Birds and Wolves,"
- 00:08:58which documents the story
- 00:09:00of the Western Approaches Tactical Unit in World War II,
- 00:09:03which was mostly staffed
- 00:09:04by the Women's Royal Naval Service, or WRNS.
- 00:09:07They created wargames to help Britain
- 00:09:09better survive submarine warfare,
- 00:09:11which was threatening a famine in the UK.
- 00:09:13But also Germany had developed such good U-boat tactics
- 00:09:17by wargaming it themselves.
- 00:09:19Plenty has also been written
- 00:09:20about the US Navy's intense wargaming
- 00:09:23before they commenced their island hopping
- 00:09:25across the Pacific,
- 00:09:26where they pushed the Japanese navy back to Japan.
- 00:09:29In this front of the war,
- 00:09:30the United States found that the Japanese
- 00:09:32could do almost nothing to surprise them
- 00:09:35because they'd simulated the strategy so many times.
- 00:09:38It's not all success stories.
- 00:09:40Wargaming is also what led Japan
- 00:09:42to think that Pearl Harbour was a good idea,
- 00:09:45arguably a misplay from Imperial Japan.
- 00:09:47However, while traditional games like this
- 00:09:50still make up an enormous amount
- 00:09:51of today's wargame interest and funding,
- 00:09:54with David Banks telling PMG
- 00:09:56that today it feels like, quote,
- 00:09:57"Every game being commissioned
- 00:09:59is a South China Sea game",
- 00:10:01simulating various flashpoints around Taiwan.
- 00:10:04Today, many wargames don't feature moving units
- 00:10:07of any kind around a board.
- 00:10:09They might not even have a board,
- 00:10:11and that's because today a lot of conflict
- 00:10:13sees countries being aggressive towards one another
- 00:10:16without firing a shot.
- 00:10:18One such new battlefield has the term influence warfare.
- 00:10:23- Looking at things away from that kinetic sphere,
- 00:10:26so things that are perhaps more to do with the human psyche
- 00:10:28or perhaps we can add things on the internet,
- 00:10:30so softwares and behaviours on the internet,
- 00:10:32how it fits into conventional warfare
- 00:10:34is the fact that it can, you know,
- 00:10:35send a message or persuade an action
- 00:10:39or a country to take a particular course of action
- 00:10:42should they want to.
- 00:10:44- For example, in recent years,
- 00:10:45a lot of ink has been spilled about Russia's attempts
- 00:10:48to manipulate democracy in the United States
- 00:10:50by compromising individual policy makers
- 00:10:53or funding whole troll farms full of Russian citizens
- 00:10:56who then spend all day on the American internet
- 00:10:58trying to shape civic discussion.
- 00:11:01Or on the week that I was writing this script,
- 00:11:04there was a Guardian article
- 00:11:05about the alleged new Russian practise
- 00:11:07of rather than using spies,
- 00:11:09as would be the case in the Cold War,
- 00:11:11they're now allegedly using Bitcoin
- 00:11:13to pay would-be saboteurs to do stuff
- 00:11:15like enact some performative antisemitism
- 00:11:18on a Holocaust memorial outside of Paris.
- 00:11:21How do you fight something like this,
- 00:11:23a brand new kind of warfare
- 00:11:24that is leaving the countries on the receiving end
- 00:11:27shocked and flatfooted?
- 00:11:29Well, so thinking in the sector goes,
- 00:11:32a good start would be to game it,
- 00:11:35just like the WRNS did.
- 00:11:36Great.
- 00:11:37But how do you game that?
- 00:11:39And the short answer is we're still figuring that out.
- 00:11:42But the start of the process is stuff like this.
- 00:11:46Published just last year,
- 00:11:48this is the UK Ministry of Defense's
- 00:11:50new "Influence Wargaming Handbook,"
- 00:11:52a document designed for defence and security personnel,
- 00:11:55exploring why they should maybe start practising this game
- 00:11:59that it would appear
- 00:12:00the Russians are currently beating them at.
- 00:12:02But this, this is not a rule book.
- 00:12:04This is just the start of a discussion
- 00:12:06arguing what we have to gain from these games
- 00:12:08and pitfalls we should avoid.
- 00:12:10As to what the games themselves would look like,
- 00:12:12today we're in an era of experimentation.
- 00:12:15And while people do make video games
- 00:12:17to do complex simulations or mathematics,
- 00:12:19a lot of the time governments
- 00:12:20are still making tabletop games
- 00:12:23for the same reason that a lot of video game developers
- 00:12:25do paper prototyping.
- 00:12:26It lets you get games on their feet quicker
- 00:12:29so you can test theories, iterate on designs,
- 00:12:32and start learning.
- 00:12:33Today, one of the most popular new kinds of games
- 00:12:36is what's called a matrix game.
- 00:12:38And this is so close to a tabletop role playing game,
- 00:12:41it's kind of unreal.
- 00:12:42In a matrix game,
- 00:12:43you have two teams competing against each other
- 00:12:45with different objectives.
- 00:12:46There may be resources or not.
- 00:12:48There may be a map or not.
- 00:12:49You might represent something as large as competing nations;
- 00:12:52or in one matrix game I heard of teaching cybersecurity,
- 00:12:55one player is a computer hacker
- 00:12:57trying to destroy a shipment of refrigerated medicine
- 00:13:00being kept in a port.
- 00:13:02Finally, you then have another human being,
- 00:13:04a neutral adjudicator,
- 00:13:05who ostensibly knows the most about this subject matter.
- 00:13:09Teams then take turns describing their action,
- 00:13:11which might be anything, for example:
- 00:13:13"I'm gonna get a mole to get a job in this port,"
- 00:13:16and they then offer three justificatory arguments
- 00:13:19as to why it would work.
- 00:13:21The other team then states three arguments
- 00:13:23as to why the action wouldn't work.
- 00:13:25The adjudicator then weighs these arguments
- 00:13:27and turns them into a modifier you add to the roll of a die.
- 00:13:31And the action succeeds or it doesn't
- 00:13:34and then the next player takes their turn
- 00:13:36and you go back and forth until someone wins
- 00:13:39or you learned enough.
- 00:13:40But also, if you keep detailed notes on these games,
- 00:13:44as you run the game over and over and over,
- 00:13:46you'll steadily generate a list of actions
- 00:13:49each side might reasonably take
- 00:13:51as well as the likelihood of success
- 00:13:52and consequences for all of them, and then, in theory,
- 00:13:55you'll be able to play this game
- 00:13:57without the subject matter expert at all.
- 00:13:59You'll have something like an informative board game
- 00:14:02where players simply choose their action from a big list.
- 00:14:06However, in addition to what genre of game
- 00:14:09you should use to model a problem
- 00:14:10being a source of endless discussion in this sector,
- 00:14:13there is also the unanswerable question
- 00:14:16of how big these games should be.
- 00:14:20Let's actually get Anni to animate this as well.
- 00:14:22So let's say you're making a game about influence warfare
- 00:14:24between two countries, for two players, with one game master.
- 00:14:28But if the influence warfare
- 00:14:29affects the politics of those countries,
- 00:14:31that's also surely something
- 00:14:33that needs to be modelled, ideally in parallel.
- 00:14:35That would be more instructive.
- 00:14:36So let's take two more players who play the political game.
- 00:14:39So we now have a five-player game
- 00:14:40with two teams of two.
- 00:14:42But, you know,
- 00:14:43there's also that other country
- 00:14:44they both share a border with that's very influential;
- 00:14:46we should model that as well.
- 00:14:47So now we're up to seven players.
- 00:14:49At which point we maybe need two GMs, maybe three.
- 00:14:52Ah, but you know what affects all of this
- 00:14:53is everyone's cyberspace warfare.
- 00:14:56So let's add a cyberspace warfare player to each team.
- 00:14:59Then we really gotta get the local superpower in there,
- 00:15:01so that's 13 players,
- 00:15:03chuck another two GMs in,
- 00:15:05and so on and so forth
- 00:15:06until you've got a game that teeters
- 00:15:07on the edge of total chaos,
- 00:15:09that takes all day to play
- 00:15:11and requires whole teams of adjudicators,
- 00:15:14at which point you probably need extra people
- 00:15:15just to handle the catering
- 00:15:17and to tell everyone where they need to stand at what time.
- 00:15:20- This other one we did for NATO,
- 00:15:22which I have the pieces here,
- 00:15:25was a single game about Russia versus NATO
- 00:15:29squabbling over Finland.
- 00:15:30Finland's exceeded to NATO.
- 00:15:32The brief was to make a game about crisis dynamics,
- 00:15:35signalling dynamics, multi-domain operations,
- 00:15:38so space, cyber, info ops, logistics,
- 00:15:42but not kinetic warfare because they have those games.
- 00:15:44And so that was fine.
- 00:15:46So what what I did is, to try to keep the simplicity, is,
- 00:15:49it wasn't simple for me,
- 00:15:50but it was a lot of miniature games, smaller games.
- 00:15:52So, you know, you're playing the cyber game
- 00:15:54or you're playing the space game,
- 00:15:56or you're playing the command game,
- 00:15:57and then all those games
- 00:15:59periodically transfer information to each other,
- 00:16:02which actually put a huge amount of onus
- 00:16:04on the facilitation side.
- 00:16:06- [Quinns] That's more than two players?
- 00:16:07- That was about 50 players.
- 00:16:09- So while wargaming might have started
- 00:16:12with two Prussian generals
- 00:16:13pushing little blocks around,
- 00:16:15today it can be used to model
- 00:16:17a much wider variety of problems
- 00:16:19facing a state or a military.
- 00:16:21It might take any format of game
- 00:16:22and it might feature any number of players.
- 00:16:25So in terms of me helping you to visualise
- 00:16:27what games governments are playing with your tax dollars,
- 00:16:31I'm aware that's all super unhelpful,
- 00:16:33but it does convey something that I felt
- 00:16:35in all of my field trips to spend time
- 00:16:37with wargaming professionals,
- 00:16:38which is these people would be the first to admit to you
- 00:16:41that they don't fully know how it works.
- 00:16:45They just believe so strongly that it does work.
- 00:16:47A lot of these professionals are visibly happy
- 00:16:49to dedicate their professional careers
- 00:16:51to trying to make sense of it
- 00:16:53or just trying to deploy this inscrutable-ass power.
- 00:16:57Also, as we'll get to later in the video,
- 00:17:00many of the young people I spoke to in the sector
- 00:17:02were equally excited to explore
- 00:17:03the applications of wargaming outside of conflict
- 00:17:07to try and make the world a better place.
- 00:17:08And everyone was keen to talk to me
- 00:17:10about games used by Britain's National Health Service
- 00:17:13to better survive COVID
- 00:17:15or games about logistics to help charities
- 00:17:17to get their aid to the right place.
- 00:17:19All these people would also wincingly admit to me
- 00:17:22that today almost all of the funding in the sector
- 00:17:25comes from the military.
- 00:17:27So let's move on to the next chapter of this video.
- 00:17:30How does this mass injection of government interest
- 00:17:33and money into wargaming stand to affect
- 00:17:36your and my games industry?
- 00:17:38(inquisitive music)
- 00:17:42"Quinns, what are you on about modelling military hardware?
- 00:17:44Most of us can't model a successful car
- 00:17:46in Tears of the Kingdom.
- 00:17:47(explosion booms)
- 00:17:49Unfortunately, let's do a nice Venn diagram,
- 00:17:52thanks, Anni.
- 00:17:52You might think of government wargaming
- 00:17:54and your and my commercial games industry as separate;
- 00:17:57they share the name of games,
- 00:17:58but they're completely different fields.
- 00:18:00That is categorically not true.
- 00:18:04There is a big slice here where we cross over.
- 00:18:07It is here that you will find the reasons
- 00:18:09that professional wargaming will take an interest
- 00:18:12in hiring gamers,
- 00:18:13will look to take our innovations in tech,
- 00:18:15and also why our games have taken
- 00:18:17a lot of our innovations from wargames,
- 00:18:19and why if you are ethically opposed
- 00:18:21to some aspect of the practise of wargaming,
- 00:18:23you should figure that out right now
- 00:18:25before you end up in a situation
- 00:18:27like the staff at game engine developer Unity when, in 2021,
- 00:18:30they were blindsided
- 00:18:31to discover their employer had signed contracts
- 00:18:34with the US's Department of Defence.
- 00:18:36Do you remember that story?
- 00:18:37We all shook our heads in disbelief.
- 00:18:39And then within a year,
- 00:18:41there was another story that Unity had signed
- 00:18:43yet more even more lucrative contracts with the DOD.
- 00:18:47And once again, we all shook our heads in disbelief.
- 00:18:49But listen to me, listen,
- 00:18:51this is gonna keep happening
- 00:18:52and the checks are gonna keep getting bigger.
- 00:18:55Billionaire Palmer Luckey,
- 00:18:56designer of the Oculus Rift
- 00:18:58and famous for that Time magazine cover,
- 00:19:00announced this month that the new VR headset
- 00:19:04his company is working on
- 00:19:05is being driven by military applications.
- 00:19:08- So I'm actually building a new headset right now.
- 00:19:11It's driven by- - Whoo!
- 00:19:12- Yeah, yeah.
- 00:19:13It's driven by military requirements,
- 00:19:14but it's also gonna be used for non-military stuff.
- 00:19:17And it's really cool.
- 00:19:19It's really something.
- 00:19:20- How do you imagine companies like these two might adapt
- 00:19:22if World War III were to break out tomorrow?
- 00:19:25And let's not forget that in World War II,
- 00:19:27companies like Mitsubishi and Ford
- 00:19:29quickly pivoted to making tanks.
- 00:19:31But this is just technology.
- 00:19:33Let's talk about actual games.
- 00:19:35Did you know that government agencies
- 00:19:37can buy professional versions of strategy games
- 00:19:40that you and I can buy on Steam
- 00:19:42that enable them to change the statistics
- 00:19:45of military hardware in the game
- 00:19:47to perfectly match the data they have available
- 00:19:50on different weapon systems?
- 00:19:52It's true.
- 00:19:52At the Connections Conference,
- 00:19:53I attended a talk by someone
- 00:19:55from strategy publisher Slitherine,
- 00:19:57where he told us, quote,
- 00:19:58"The Pentagon said they were getting more use
- 00:20:00from the Slitherine games they downloaded from Steam
- 00:20:03than the games they commissioned from wargame designers."
- 00:20:06That is nuts, but it makes sense.
- 00:20:09If you are a video game developer,
- 00:20:11you will know the awesome amount of time
- 00:20:13and money and expertise that goes into developing an engine,
- 00:20:17an interface, a simulation of a gun, or a plane,
- 00:20:19or a vehicle, audio acoustics, net code.
- 00:20:22In terms of hours of expertise invested into their creation,
- 00:20:25video games are some of the cathedrals of the modern age.
- 00:20:29You think a government is gonna try doing that?
- 00:20:31If I have to use one of my country's websites
- 00:20:34and it's not ****,
- 00:20:35that's such a surprise,
- 00:20:37I feel a flash of patriotism.
- 00:20:39Of course governments are taking stuff
- 00:20:41made by the commercial games industry
- 00:20:42and then tweaking it.
- 00:20:43That costs them half as much
- 00:20:45and it works twice as well.
- 00:20:47But as we just established,
- 00:20:49a lot of government wargames are not video games, right?
- 00:20:52They're tabletop games and board games.
- 00:20:55(light dramatic music)
- 00:20:56This is where this story gets a little more personal for me.
- 00:20:58So this Connections Conference
- 00:21:00that People Make Games went to,
- 00:21:01it was an intimidating event to go to, right?
- 00:21:04It took place at Sandhurst,
- 00:21:05a historic military academy
- 00:21:07that has been training officers of the British Army
- 00:21:09for 250 years.
- 00:21:11Attending the conference
- 00:21:12with special advisors to governments,
- 00:21:14military personnel from America,
- 00:21:15specialists who had travelled
- 00:21:16from as far as Australia and Japan.
- 00:21:19And a lot of these people knew who I was
- 00:21:22from my work with board game YouTube channel
- 00:21:25Shut Up & Sit Down.
- 00:21:26You see, what united this community
- 00:21:29wasn't just that they made wargames to spec for a living
- 00:21:32for clients ranging from governments to militaries, to NGOs,
- 00:21:35to corporations.
- 00:21:36For many of them, including the organisers,
- 00:21:38they were simply passionate about some aspect of gaming,
- 00:21:41full stop.
- 00:21:42The event had a social mixer
- 00:21:44that was just a board game night.
- 00:21:46And to some extent,
- 00:21:47that's why they're good at their job,
- 00:21:49because if they're commissioned to make
- 00:21:51or run some board game about political manoeuvring,
- 00:21:53they can pull in innovations from "Diplomacy,"
- 00:21:56to "Twilight Imperium," to "John Company,"
- 00:21:58to the "King's Dilemma."
- 00:21:59One of the games I saw at DSTL
- 00:22:01was a game about British Air Force bases
- 00:22:03having to make difficult decisions
- 00:22:05about resource allocation during a crisis.
- 00:22:07And the designer proudly told me
- 00:22:09he used the infection system from board game Pandemic
- 00:22:13to simulate stress to nodal points of a network.
- 00:22:17And what really (beep) me up was learning
- 00:22:18that this influence goes both ways.
- 00:22:21One of the most innovative commercial board game designers
- 00:22:25Volko Ruhnke was a figure I had been making fun of
- 00:22:28and praising on the Shut Up & Sit Down Podcast
- 00:22:30for a decade for making games that were fascinating
- 00:22:33but maybe just a bit too complicated for me.
- 00:22:35I found out at Connections
- 00:22:35that Volko Ruhnke used to be an analyst for the CIA,
- 00:22:40making games for them.
- 00:22:42So there I was, on Shut Up & Sit Down,
- 00:22:44covering Volko's games about counterinsurgency and going,
- 00:22:47"Man, where does this guy get his ideas from?"
- 00:22:50But check it out.
- 00:22:50The mechanics in these games about counterinsurgency
- 00:22:53then got reworked by a different designer
- 00:22:56into a game called Root,
- 00:22:58a great board game that's about a counterinsurgency
- 00:23:01among sweet little woodland creatures.
- 00:23:03And Root now has a video game adaptation and a TTRPG.
- 00:23:07And I personally know video game designers
- 00:23:10who are working on designs inspired by Root.
- 00:23:13You sound crazy when you talk about Root
- 00:23:15being a product of the CIA.
- 00:23:17But that's this story, it's crazy-making.
- 00:23:20More uncannily still,
- 00:23:22one of the most beloved videos
- 00:23:24that Shut Up & Sit Down ever did
- 00:23:25was where we went to play something called a mega game
- 00:23:29about aliens invading the Earth.
- 00:23:31Everyone was putting those things down,
- 00:23:33people were yelling at me.
- 00:23:34Forgive the quality of this video;
- 00:23:35it was a different time.
- 00:23:36The game was called "Watch the Skies,"
- 00:23:38and it was a huge game played on your feet
- 00:23:40with dozens of players,
- 00:23:41that's a bit like playing Model UN meets XCOM.
- 00:23:45It was such a popular video
- 00:23:46that got so much attention to the game
- 00:23:48that both the game and the video got a sequel
- 00:23:51where the designers ran Watch The Skies again,
- 00:23:53but this time it had hundreds of players.
- 00:23:55And our coverage telling people
- 00:23:57about these things called mega games
- 00:23:58led to the creation of mega games societies
- 00:24:00all over the world
- 00:24:01and opened countless people's minds
- 00:24:03of what a game can even be.
- 00:24:06And the designers of Watch The Skies,
- 00:24:07who I didn't pay too much thought to
- 00:24:09when we made the video back in 2012,
- 00:24:10called themselves the UK Society of Mega Game Makers,
- 00:24:14and they were these eccentric, older British gentlemen.
- 00:24:17Now, this is only really gonna blow your mind
- 00:24:19if you're a Shut Up & Sit Down fan,
- 00:24:21but the key organiser
- 00:24:23of the Connections Wargaming Conference
- 00:24:26was the designer of Watch the Skies.
- 00:24:29And the UK Society of Mega Game Makers
- 00:24:31was an organisation that was created for fun
- 00:24:33by wargaming professionals
- 00:24:35using their experience running large,
- 00:24:37on-your-feet political games for governments.
- 00:24:41And the reason that these people were so successful
- 00:24:43in their career as professional wargamers
- 00:24:45and also were able to invent this thing called a mega game
- 00:24:48that inspired people all over the planet
- 00:24:49is because the skills involved are one and the same.
- 00:24:52It's the same discipline.
- 00:24:53It's all just game design, immersing the player,
- 00:24:56then fine tuning the experience through iteration. (sighs)
- 00:24:59But that's just my personal tale of terror.
- 00:25:02Lemme tell you,
- 00:25:02the ancestry of gaming as a whole
- 00:25:05is completely tangled up with mankind's desire
- 00:25:09to study war.
- 00:25:10Please allow me to teach you a little bit
- 00:25:13about gaming's family tree
- 00:25:14by explaining how we could have never had
- 00:25:16betitted kung fu experts Tifa from Final Fantasy VII
- 00:25:20(dramatic music)
- 00:25:22without the existence of king of Prussia
- 00:25:25Frederick William III.
- 00:25:26(comical music)
- 00:25:27So, listen, in the early 1800s,
- 00:25:29a bunch of German states, including Prussia,
- 00:25:31were trying to mod chess into a game
- 00:25:34that could better simulate war
- 00:25:35by adding rules for terrain
- 00:25:37and changing the rules of units.
- 00:25:38And in 1812, the Prussian military is like,
- 00:25:41"This is all way too abstract.
- 00:25:43In real life, there is no grid
- 00:25:45and you don't have perfect mind control
- 00:25:47over what all of your troops are doing.
- 00:25:49So this guy, Georg Leopold von Reizzwitz,
- 00:25:52popularly considered the father of modern wargaming,
- 00:25:55begins working on a design that his son eventually finishes
- 00:25:58and calls "Kriegsspiel,"
- 00:26:00the German word for wargame.
- 00:26:02I like to think of this period of history
- 00:26:03as men will invent Warhammer instead of going to therapy.
- 00:26:07So Kriegsspiel is played on accurate topological maps.
- 00:26:10It simulates the fog of war.
- 00:26:12It even invented something like a dungeon master.
- 00:26:15Games of Kriegsspiel would wheel out
- 00:26:17some ancient Prussian general who'd seen some ****,
- 00:26:20I imagine he'd have like one eye,
- 00:26:22and when you declared your orders,
- 00:26:23you'd tell them to him
- 00:26:24and he would tell you what you could expect to happen next
- 00:26:28or whether it was just dumb.
- 00:26:29And thoroughly impressed
- 00:26:31with the military applications of this design,
- 00:26:33King Frederick William III had it instated
- 00:26:36as a training tool in the Prussian military.
- 00:26:39(comical music)
- 00:26:39So how does this get us to Tifa?
- 00:26:41(dramatic music)
- 00:26:43No problem.
- 00:26:44In 1870, when Prussia defeats France, many countries,
- 00:26:48including the United Kingdom and the United States,
- 00:26:50take an interest in Kriegsspiel;
- 00:26:52they begin studying it.
- 00:26:53And by the time we get to World War II,
- 00:26:55wargaming has grown as a tool
- 00:26:57and has mass applications all throughout the war.
- 00:27:00But also this creates companies
- 00:27:03and players of hobbyist wargames
- 00:27:05who continue simulating war after World War II.
- 00:27:0920 years later, in 1971,
- 00:27:12two members of this hobbyist wargaming community,
- 00:27:14Jeff Perren and one Gary Gygax,
- 00:27:17make a game called Chainmail,
- 00:27:19which is simulating mediaeval miniatures combat.
- 00:27:22Then the Chainmail community begins experimenting
- 00:27:24with rules for castle sieges
- 00:27:26that involve sending a team of soldiers
- 00:27:28to try and unlock the front door
- 00:27:29by going in via a dungeon,
- 00:27:32which people realise is fun.
- 00:27:33And eventually this dungeon mini game
- 00:27:35grows into Dungeons & Dragons.
- 00:27:38Incidentally, why do you think Dungeons & Dragons
- 00:27:40is all about tactics and killing ****?
- 00:27:43Why do you think a sequence
- 00:27:44of Dungeons & Dragons games is called a campaign?
- 00:27:48If you know what you're looking for,
- 00:27:49the wargaming ancestry of DnD
- 00:27:51is as visible as a giant tribal tattoo.
- 00:27:54But after the invention of DnD,
- 00:27:55a whole bunch of video games are inspired by it
- 00:27:57and begin riffing on it and then riffing on each other.
- 00:27:59This is how we get the first Final Fantasy game,
- 00:28:02which is why in Final Fantasy 1,
- 00:28:05all of the enemies come from DnD,
- 00:28:07including mimics and illithids.
- 00:28:10And, obviously, if there's no Final Fantasy I,
- 00:28:12there's no Final Fantasy VII with beautiful Tifa
- 00:28:17and her lovely, vacant face.
- 00:28:19(dramatic music)
- 00:28:22One thing I find cute
- 00:28:22is that it's not just that the birth of the RPG
- 00:28:25is a direct result of military innovations,
- 00:28:28but hundreds of years ago,
- 00:28:29Prussians were getting in the same sort of fights
- 00:28:31about the editions of their game as today's DnD
- 00:28:34and Warhammer fans.
- 00:28:35In 1873, Lieutenant Wilhelm Jacob Meckel
- 00:28:39published a treatise
- 00:28:41saying the current edition of Kriegsspiel
- 00:28:43was too complicated
- 00:28:44and the game was better when it was simpler.
- 00:28:46And then there was a new edition
- 00:28:47that took into account his concerns
- 00:28:48and gave more freedom to the GM.
- 00:28:50And lots of people preferred it, but not everybody.
- 00:28:52But more generally,
- 00:28:54if we're talking about the kind of influence
- 00:28:55the military has on video games and vice versa,
- 00:28:58there is obviously the subject
- 00:29:00that could make for a whole separate video
- 00:29:02about the kind of stories that we tell as a society.
- 00:29:05I don't wanna alarm you,
- 00:29:07but this is sort of sociology 101.
- 00:29:08For people living in any society, there is this jingoistic,
- 00:29:12self-aggrandizing oxygen that we all breathe
- 00:29:15that forms our national identity.
- 00:29:18And for me in my country, video games,
- 00:29:20along with TV and movies,
- 00:29:21are part of that system.
- 00:29:23They teach me that I am part of a good
- 00:29:25and noble country that only goes overseas
- 00:29:27and kills people when other countries deserve it,
- 00:29:30or when we're stopping fascism, maybe.
- 00:29:33We all grow up on a diet of news stories,
- 00:29:35and just stories in general,
- 00:29:37where military hardware or tactics are shiny and exciting,
- 00:29:41unless it's deployed against us,
- 00:29:42at which point it's to be judged harshly
- 00:29:44as frightening and indiscriminate.
- 00:29:46Now, I'm not saying that video game designers
- 00:29:48are choosing to make propaganda.
- 00:29:50I am saying that our society, as with every society,
- 00:29:53is so saturated with certain ways of thinking
- 00:29:55that we don't even notice we're doing it,
- 00:29:57but nonetheless, we are reinforcing it.
- 00:30:00This is the loop that sees Call of Duty games
- 00:30:03being popular for letting us live out a fantasy
- 00:30:05that our society imbues us with, of being a soldier,
- 00:30:09where we can't help but learn
- 00:30:10about our country's weaponry and strategies and heroism,
- 00:30:14which is all displayed in exquisite detail,
- 00:30:16and how now, certainly in the UK and America,
- 00:30:19we're getting recruitment adverts for the armed forces
- 00:30:22that make service look like a video game.
- 00:30:25Helpfully, in terms of illustrating this point,
- 00:30:27while I was writing this script,
- 00:30:28"Ukrainian Fight Drone Simulator"
- 00:30:31was just listed on Steam,
- 00:30:33a game looking to let us experience
- 00:30:34living out the POV footage you see
- 00:30:37from real-life Ukrainian drone pilots.
- 00:30:39But for me, the ugliest example of this
- 00:30:42has always been the gunship levels
- 00:30:45that started appearing in Call of Duty games
- 00:30:47round about 2007,
- 00:30:48where in seeking to replicate the distant,
- 00:30:51fuzzy cameras on real-life gunships
- 00:30:53just ended up indistinguishable
- 00:30:55from footage coming out of the Second Gulf War.
- 00:30:57The first time I played one of these, I felt sick.
- 00:31:00I still feel sick watching them back.
- 00:31:02But let's stay on topic.
- 00:31:04Perhaps the most self-deprecating argument
- 00:31:07that the games industry should be paying attention
- 00:31:09to the resurgence of wargames is that People Make Games,
- 00:31:12a gaming YouTube channel,
- 00:31:15were given access to a UK government R&D facility,
- 00:31:19where more than a dozen people
- 00:31:21were kept from doing their day job.
- 00:31:23They had to clear their office of sensitive documents
- 00:31:26before we arrived.
- 00:31:26They had to sit and answer our questions
- 00:31:28and show us their games.
- 00:31:31Why would they do that?
- 00:31:32It is surely because His Majesty's government
- 00:31:35wants DSTL's wargaming arm to look good
- 00:31:39in front of People Make Games' audience
- 00:31:42of gamers for reasons of public relations and recruitment,
- 00:31:47because this global push, arguably a race now,
- 00:31:50to design more wargames and better wargames
- 00:31:54has to involve bringing in more people
- 00:31:56with the right skills,
- 00:31:58with expertise in working in video games,
- 00:32:00in board games, even LARP.
- 00:32:03And the people who were giving us answers in our interviews,
- 00:32:05you could tell they were trying to make working here
- 00:32:08feel like a great idea.
- 00:32:10I spoke to one woman who got hired from the LARP community
- 00:32:13who talked about the importance of immersion
- 00:32:15in government wargames.
- 00:32:16She said it helped players interact emotionally
- 00:32:18with decisions they were making
- 00:32:20when they felt something real was at stake.
- 00:32:23Forgive me for a wonky segue,
- 00:32:26but it sounds like you've got a really fun job
- 00:32:28of people shooting, of, like, you know,
- 00:32:29organising things for people
- 00:32:31shooting zombies running around a warehouse.
- 00:32:33- Yeah. - You have now swapped that
- 00:32:34for the kind of,
- 00:32:36the bleaker end of the spectrum
- 00:32:37of people running around
- 00:32:38and shooting weapons at each other.
- 00:32:40Was that something you wanted to do?
- 00:32:43- Oh, it's an interesting question.
- 00:32:44So there is an overlap of interest there
- 00:32:46because it's all gaming, you know?
- 00:32:49This has a lot more meaning behind it.
- 00:32:52So that is fun, that was fun;
- 00:32:55this is engagement and meaning.
- 00:32:57This actually changes stuff
- 00:32:59for the world and for other people,
- 00:33:01whereas yeah, like, gaming,
- 00:33:03it does change stuff for people in a lot of ways,
- 00:33:05particularly in the way they can develop
- 00:33:07their personal sort of characteristics and skills,
- 00:33:10those sorts of things,
- 00:33:11but this has, like, wider effect.
- 00:33:14- And not only does the wargaming sector
- 00:33:15see the benefit in a whole spread of gaming expertise,
- 00:33:19the same push towards diversity
- 00:33:21that we are seeing in our games industry
- 00:33:23is being completely replicated in theirs.
- 00:33:27- Gaming and wargaming's very often been seen
- 00:33:29as the domain of middle aged white men,
- 00:33:30and that's something we're trying
- 00:33:31to move away from at DSTL.
- 00:33:33We're trying to change the diversity of our teams,
- 00:33:35we're trying to change the diversity
- 00:33:36of the way people think,
- 00:33:37and that's through our recruitment
- 00:33:39and our training and our retention of existing people.
- 00:33:41To your audience,
- 00:33:42I'd like to say if you're sitting there and thinking,
- 00:33:44"I couldn't be a wargame designer
- 00:33:46because of my background and my ethnicity
- 00:33:48and my diversity,"
- 00:33:49ask yourself why and actually get in touch with DSTL
- 00:33:51to find out what we can do to help you.
- 00:33:53- I would encourage you to take a hot second
- 00:33:56before getting in touch with DSTL.
- 00:33:57Maybe just finish this video first.
- 00:34:00Also on the subject of diversity,
- 00:34:01at the Connections Conference,
- 00:34:02I was talking about Gamergate,
- 00:34:04and I had the peculiar experience
- 00:34:06of a major in the British Army in his '60s knowingly nod
- 00:34:11and reach out and palm me
- 00:34:13these two enamel pins,
- 00:34:16a polyhedron in the colours of the pride flag
- 00:34:18and a "stop harassment in gaming" sort of demand,
- 00:34:21which was at once sweet and also a bit meaningless.
- 00:34:26So I guess this is as good a point as any of this video
- 00:34:29to start talking about the ethics of all of this,
- 00:34:32a topic I feel better equipped to handle than most
- 00:34:35and also just in awe of what a frightening subject it is.
- 00:34:39(dramatic music)
- 00:34:41So, like, the well-trodden path to success
- 00:34:44for a YouTube video essayist is to tell you
- 00:34:47exactly how you should feel about something
- 00:34:49so when the video ends,
- 00:34:50you are left with a sense of resolution,
- 00:34:52maybe you even understand exactly who was wrong
- 00:34:55and who was right.
- 00:34:56But morally, I feel that I can't do that;
- 00:34:59it would be ignoring the diversity of backgrounds
- 00:35:02and world views in the PMG audience,
- 00:35:05but also among the PMG team.
- 00:35:08But I do believe that the games industry as a whole
- 00:35:10has an opportunity,
- 00:35:12maybe even arguably a moral obligation
- 00:35:15to learn about this subject
- 00:35:16and begin discussing it.
- 00:35:18Because what's happening right now
- 00:35:19is governments taking innovations
- 00:35:21that we have generated in the service of play
- 00:35:24and then using them to change how they govern.
- 00:35:27We're at the precipice of something right now.
- 00:35:29Our games, our expertise,
- 00:35:31our technology is changing the world, and, yes,
- 00:35:34in some cases,
- 00:35:35directly leading to the deaths of individuals.
- 00:35:38And as I said at the start of this video,
- 00:35:39wargaming has come and gone in the past,
- 00:35:42but this time we have power.
- 00:35:45Today is the first time that wargames have returned
- 00:35:48as theory, as funding buzzword,
- 00:35:50and as praxis, to find games as an industry
- 00:35:53and a global community here waiting for it.
- 00:35:57Culturally, we are now the defining artistic medium
- 00:36:01of a generation.
- 00:36:02And, yeah, RPGs might have been spawned from wargaming
- 00:36:05in an indirect way,
- 00:36:07but right now the big actual play shows
- 00:36:08are playing Madison Square Garden and Wembley Stadium.
- 00:36:12But while I can't tell you exactly what's to be done,
- 00:36:15that's something that you have to decide for yourself,
- 00:36:17I can tell you that doing nothing with this power
- 00:36:20feels pathetic.
- 00:36:22It feels like a dereliction
- 00:36:24of the standards of artistry, of intelligent debate,
- 00:36:27and of care that we hold ourselves to as a community.
- 00:36:31So what I wanna do next in this video
- 00:36:33is just give you, our audience,
- 00:36:36and the larger games industry a starting point
- 00:36:38for these discussions I think we should be having.
- 00:36:40And so let's start with the elephant in the room,
- 00:36:44the big question that I bothered every single one
- 00:36:47of my interviewees about
- 00:36:48and may well have been bubbling away
- 00:36:49in the back of your brain
- 00:36:50since you first clicked on this video, namely:
- 00:36:53Isn't this whole practise totally reprehensible?
- 00:36:56These guys are turning games and play
- 00:36:59into a war fighting tool.
- 00:37:01And, like, yeah,
- 00:37:04that is one way to look at what is happening right now.
- 00:37:07I told you I wasn't gonna tell you
- 00:37:08how to feel in this video,
- 00:37:09but I will offer you a little bit of outrage as a treat.
- 00:37:13For 90% of my time in this sector,
- 00:37:15I was bowled over by how honest and introspective they are.
- 00:37:19You wanna talk about controversies, politics,
- 00:37:22do these games even work?
- 00:37:23Wargaming professionals will yes-and your criticism
- 00:37:27by pointing out other problems
- 00:37:28that you hadn't even considered.
- 00:37:29Jesus, day one of the conference,
- 00:37:31I participated in a mega game
- 00:37:33that was like this big icebreaker
- 00:37:35that simulated the wargaming industry in miniature.
- 00:37:38So some people were on teams
- 00:37:40role-playing like the air force,
- 00:37:41some people were role-playing the university
- 00:37:44designing games for them.
- 00:37:45And it played like a knowing satire
- 00:37:48of everything that was wrong
- 00:37:49with how wargames are commissioned and used.
- 00:37:52It was all about wargame designers
- 00:37:53struggling to make ends meet
- 00:37:55and the militaries getting crap games that didn't work.
- 00:37:58But I said that was 90% of my time in the sector, right?
- 00:38:01That remaining 10%, hmm, repeatedly,
- 00:38:04I kept catching sight of this single dark cog
- 00:38:07at the bottom of this industry
- 00:38:08that keeps the whole machine turning.
- 00:38:10And I'm sure this is something in common
- 00:38:12with people who do PR for the military proper.
- 00:38:15So I would test the water with these folks
- 00:38:17by asking them outright:
- 00:38:19"So, are you designing games that kill people?"
- 00:38:22And the line they use is, "No, you've got it wrong.
- 00:38:25These games save lives."
- 00:38:27That's the canned line I kept hearing.
- 00:38:29And you'd go, "Okay, well whose lives are we saving?"
- 00:38:32And they'd say, "Well, our servicemen and our civilians."
- 00:38:35"But these games are helping us
- 00:38:36to kill our adversaries, right?"
- 00:38:38And then they'd say, "Well yes,
- 00:38:40some of them will do that."
- 00:38:41And it made me feel crazy.
- 00:38:43It's pure doublespeak that shows you
- 00:38:45the grim mathematics that this sector has to do to survive.
- 00:38:48Now, I do genuinely believe that all these same people
- 00:38:51I was interviewing understood the horror of war
- 00:38:54better than most,
- 00:38:54probably better than me
- 00:38:55or you watching this video.
- 00:38:57One of my interviewees had lost a limb
- 00:38:59as a result of injuries sustained in military service.
- 00:39:03But still,
- 00:39:05I did not enjoy my time visiting
- 00:39:07under the stuffy quilt of nationalism
- 00:39:10that has to cover the people that do this job
- 00:39:13that the system requires them to do.
- 00:39:15I found it philosophically suffocating,
- 00:39:17because when you talk about the British military
- 00:39:19exclusively in terms of defence,
- 00:39:21you immediately remove from the conversation,
- 00:39:24they just vanish,
- 00:39:25all the wars in British history
- 00:39:27that are now considered morally cataclysmic.
- 00:39:30Who are we to hide
- 00:39:31behind the gleaming euphemism of defence
- 00:39:36when our overseas adventurism studs our history,
- 00:39:40from our historic colonialism
- 00:39:41to our most recent invasions of Iraq and Afghanistan,
- 00:39:45not to be confused with our previous invasions
- 00:39:47of Iraq and Afghanistan,
- 00:39:49from our role in the creation of Israel,
- 00:39:51through to arming it today?
- 00:39:53Now, credit where it's due.
- 00:39:55When I spoke to the youngest wargame designers
- 00:39:58in the sector,
- 00:39:58the people who most fervently believe
- 00:40:00that wargaming has applications outside of war,
- 00:40:02and I'll be talking about their arguments in a little bit,
- 00:40:04they told me I wasn't crazy.
- 00:40:06And when I asked them, "Are these games weapons?
- 00:40:09They said, "Well, some of them, yeah."
- 00:40:12Also, some of the older wargaming designers gave me answers
- 00:40:14that I felt were philosophically really quite honest.
- 00:40:18Feels to me like assisting the armed forces
- 00:40:21to save lives in conflicts
- 00:40:23would potentially result in more deaths
- 00:40:26on the other side.
- 00:40:27- Yeah, yeah, absolutely.
- 00:40:28That's-
- 00:40:29- [Quinns] It that a plausible conclusion?
- 00:40:30- It's more than plausible.
- 00:40:31It's absolutely correct
- 00:40:32because warfare is obviously adversarial.
- 00:40:35To reduce the lives on our side,
- 00:40:36you are potentially gonna be killing
- 00:40:37more people on the other side.
- 00:40:39I don't dispute that at all.
- 00:40:40The thing that wargaming brings to the party is, firstly,
- 00:40:43conflict prevention.
- 00:40:44We should have wargamed, for example,
- 00:40:46are we successfully deterring Putin?
- 00:40:48We should have wargamed, before the conflict started,
- 00:40:52what we might do in response.
- 00:40:53And doing all these things in advance,
- 00:40:55so giving ourselves the foresight
- 00:40:58as to what's coming down the pike,
- 00:41:00just means that you can react in a better way.
- 00:41:02And in a better way does not mean killing more Russians,
- 00:41:05it means preventing the war from the get go
- 00:41:07or taking steps which have been pre-considered
- 00:41:10to reduce the conflict right the way through.
- 00:41:13- But for every few answers I was given
- 00:41:16that felt grim but practical and honest,
- 00:41:21I would get an answer that felt jingoistic
- 00:41:24and my trust of the scene would be undermined again.
- 00:41:27What would you say to the members of our audience
- 00:41:29who feel that wargaming is taking,
- 00:41:33you know, like,
- 00:41:34game design and then turning it into a weapon of some kind?
- 00:41:37- Yeah, and I can understand that point of view.
- 00:41:39I mean, I'll also state that I'm also anti-war too.
- 00:41:41I'm here for defence, the D in in DSTL, really.
- 00:41:44I wanna make sure that we are protecting our nation.
- 00:41:46We have serving personnel, you know,
- 00:41:48in tricky situations at the moment,
- 00:41:50and to use my skills
- 00:41:50and my sort of analytical background to help them,
- 00:41:54inform decisions for the government,
- 00:41:56make the right decision,
- 00:41:57I think that's a real sort of benefit
- 00:41:59to this particular role
- 00:42:00and something I'm really proud of.
- 00:42:01- So, these are,
- 00:42:02people who are designing these games,
- 00:42:04ultimately, like, yeah, it's about defence,
- 00:42:06but these,
- 00:42:08this is game design that could result in real death
- 00:42:12of not necessarily UK citizens,
- 00:42:14but of other people around the world.
- 00:42:16That seems like something that'd be tricky
- 00:42:18for some of the game designers
- 00:42:19that watch People Make Games to, I don't know,
- 00:42:22square their design practise with.
- 00:42:24- Yeah, and of course you're entitled
- 00:42:24to your own personal opinion on that aspect.
- 00:42:26The way I'd argue is, you know,
- 00:42:27if you go to B&Q, B&Q sell hammers.
- 00:42:30B&Q aren't, you know,
- 00:42:31advocating the fact you use a hammer
- 00:42:32to hit someone around the head,
- 00:42:33they're used to hitting nails.
- 00:42:34So it's how you use the particular tools
- 00:42:36and how you use the particular analysis
- 00:42:37I think is the important bit.
- 00:42:38And as long as you can square it away with yourself
- 00:42:41and you are comfortable you're defending
- 00:42:43and assisting and supporting,
- 00:42:44then I think that's fair enough.
- 00:42:46- Yeah?
- 00:42:47But not 30 minutes before that interview was conducted,
- 00:42:50I was being shown software
- 00:42:51that simulated British Challenger tanks
- 00:42:54assaulting a village.
- 00:42:55- And the objective for this game,
- 00:42:57or the task that Blue Force, you know,
- 00:42:59the UK are doing is to clear the enemy out of this town.
- 00:43:02- And Lee's analogy implies you'd have to be a lunatic
- 00:43:05to use a tool such as this to assist in a dark purpose.
- 00:43:10And, like, I just don't think that's true.
- 00:43:13But also, this is a complicated thing to say,
- 00:43:17I want to live in a country that has tanks
- 00:43:19and has software that better helps them to use those tanks.
- 00:43:23Just speaking historically,
- 00:43:25countries that aren't able to defend themselves
- 00:43:28tend to have a really bad time.
- 00:43:30And also the war in Ukraine
- 00:43:32feels to me like a harbinger of worse wars to come
- 00:43:36in the 21st century.
- 00:43:37But I'd just like if when I talk to people
- 00:43:40who are involved in the creation
- 00:43:41and facilitation of wargames and I say,
- 00:43:43"Wow, this feels like a uncomfortable thing
- 00:43:46to design and to play,"
- 00:43:48they're not like, "Why?"
- 00:43:51God, when DSTL was showing us one piece of software
- 00:43:53that showed planes fighting over a country that, of course,
- 00:43:56in the simulation was England,
- 00:43:57when actually software like that
- 00:43:59is infinitely more likely to have practical applications
- 00:44:01elsewhere on the globe, on multiple occasions,
- 00:44:04stood in front of the projector.
- 00:44:05I made a comment to the room like,
- 00:44:06"Ooh, this is chilling," because it was.
- 00:44:09I was seeing a video game,
- 00:44:11functionally a toy,
- 00:44:13and a kind of toy I've dedicated my life to,
- 00:44:15being used to assist in decision making
- 00:44:16regarding the scrambling of jets
- 00:44:18to conduct real-life missions
- 00:44:20like it's ******* "Ender's Game."
- 00:44:22And so I was saying things like, "Oh, this is weird,"
- 00:44:25and what I was fishing for was someone in the room
- 00:44:27to validate my feelings and be like,
- 00:44:29"Yeah, I know, right?"
- 00:44:31but instead I was always met with silence,
- 00:44:34which means everyone in that room
- 00:44:35didn't have an emotional response
- 00:44:37to this disquieting imagery I was looking at
- 00:44:40or they simply didn't feel
- 00:44:42that they could voice those feelings
- 00:44:44in a room with their boss and a journalist and a PR.
- 00:44:47And that just made me feel super weird as the, like,
- 00:44:51advanced representative of the games industry
- 00:44:54in this government laboratory.
- 00:44:56It made me feel weird.
- 00:44:57And I'm not weird, all right?
- 00:44:59I'm sure lots of you will agree with me in the comments
- 00:45:01that there is something so weird
- 00:45:03about seeing the games we play reflected
- 00:45:05in this fun house mirror to include actual war.
- 00:45:09And I'm not saying it's unnatural.
- 00:45:11You know, human beings are apes and play is how apes learn,
- 00:45:15but games and play also have associations
- 00:45:18with the innocence of childhood.
- 00:45:21And also play has this sinister capacity
- 00:45:24to normalise our actions and make them seen mundane.
- 00:45:27And this is on some level, like,
- 00:45:29part of the appeal for the military, right?
- 00:45:31A game is a prophylactic euphemism
- 00:45:34we put in front of an act that might be unappealing.
- 00:45:36We're just playing, right?
- 00:45:38We're just stabbing a sandbag with a bayonet
- 00:45:40until we're not.
- 00:45:41We're just playing a board game
- 00:45:43that sees us making a decision
- 00:45:44of launching a missile to sink a ship
- 00:45:46with thousands of people aboard until we're not.
- 00:45:50I'm reminded of how in the 19th century,
- 00:45:52the British Empire and the Russian Empire
- 00:45:54fought this proxy war for control
- 00:45:56over the countries of Tibet and Afghanistan and Persia.
- 00:46:00And this war came to be known as the Great Game,
- 00:46:04a piece of language that has always really troubled me
- 00:46:06because for the people making the decisions
- 00:46:09and sending people to die
- 00:46:10and deciding the fates of these countries,
- 00:46:12they get to enjoy the sort of, like,
- 00:46:13foxy imagery that they're playing a game,
- 00:46:16when what do those pawns in this analogy represent?
- 00:46:19Those pawns are human beings.
- 00:46:21But so long as we think of all this as a game,
- 00:46:23as pieces on a board,
- 00:46:25we don't need to think about the countless lives
- 00:46:28that we are changing forever.
- 00:46:29And speaking of Russia,
- 00:46:31when People Make Games started researching this story,
- 00:46:33the war in the public consciousness was Ukraine.
- 00:46:37In the UK,
- 00:46:38that's a war that most of the public are pretty united on
- 00:46:41as these things go,
- 00:46:42as it features a smaller country
- 00:46:43attempting to align itself with progressive European values
- 00:46:47standing up to Vladimir Putin, a fascistic dictator,
- 00:46:50colonialist, and, for what it's worth, a world class bigot.
- 00:46:54And so because this is one of the better wars
- 00:46:56that my country has been involved in,
- 00:46:58that lent the wargaming sector
- 00:47:00an extra sheen of desirability, of justification.
- 00:47:04But then, of course,
- 00:47:05Hamas attacked Israel on October 7th of last year.
- 00:47:08And Israel's indiscriminate response
- 00:47:11that at the time of publishing this video
- 00:47:12continues to lead to the deaths and inconceivable suffering
- 00:47:16of the Palestinian population
- 00:47:17has led to global condemnation.
- 00:47:20And almost overnight,
- 00:47:22this video we were working on
- 00:47:23became even more uncomfortable than it already was.
- 00:47:27Now, for the record,
- 00:47:28the people in the wargaming sector
- 00:47:30who I spoke to for this story told me that despite Israel
- 00:47:33very publicly using Western armaments for this conflict,
- 00:47:36they said they didn't think we were assisting Israel
- 00:47:39using any wargames whatsoever.
- 00:47:41However, it's also true that countries
- 00:47:44that are allies regularly conduct wargames
- 00:47:46and military manoeuvres together and share expertise.
- 00:47:49So while I have no way to confirm this,
- 00:47:52it seems possible to me that Israeli military officials
- 00:47:56might have attended events
- 00:47:57where they were able to learn western wargaming methods
- 00:48:00and then take them home to practise
- 00:48:02and refine those wargames themselves.
- 00:48:05All of which is to say,
- 00:48:07and this is backed up throughout history
- 00:48:09when you look at the scientists
- 00:48:10and engineers who create inventions
- 00:48:12with military applications,
- 00:48:13if you were to accept a job in the wargaming sector,
- 00:48:17it might be quite hard to know
- 00:48:19who will end up wielding your designs
- 00:48:21or what they'll be trying to do with them.
- 00:48:25I mean, it's sort of what Lee said, right?
- 00:48:26If you make a hammer, the question is,
- 00:48:28do you feel responsible if a maniac uses it?
- 00:48:32I think where Lee and I differ
- 00:48:33is I just think there might be more maniacs than he does.
- 00:48:36Like, most of the audience for this video
- 00:48:38are gonna be living in the United Kingdom
- 00:48:40or the United States,
- 00:48:41and those are two countries with, let's say,
- 00:48:44very chequered decision making.
- 00:48:46And so it just feels to me that on one level,
- 00:48:49if you are signing up to make wargames for your country,
- 00:48:51you are just crossing your fingers
- 00:48:53that what you make and what it's used for
- 00:48:55does not later become a source of shame.
- 00:48:58That said, it was pointed out to me
- 00:49:00that for lots of wargame designers,
- 00:49:02they have some degree of autonomy over what they make
- 00:49:05and who they work for,
- 00:49:06though even this can be complicated.
- 00:49:09- I was in Rome at a NATO conference
- 00:49:10and I was on my own having dinner.
- 00:49:12And I got talking to somebody at the table next to me
- 00:49:13who was also from Ireland.
- 00:49:14And I thought, "Oh, well, that's a nice coincidence."
- 00:49:16It turned out he was actually Belgian.
- 00:49:17And I said, "What do you do?"
- 00:49:18And he said, "I work in the central bank.
- 00:49:20I'm an economist."
- 00:49:21And he said, "What do you do?"
- 00:49:22And I explained what I was doing there.
- 00:49:23And then he kind of lectured me about, you know,
- 00:49:24how do I sleep at night working with NATO and, you know,
- 00:49:28when they're doing all these terrible things and, you know,
- 00:49:29all the violence in Ukraine.
- 00:49:31And I'm like, "Well, NATO's trying to help."
- 00:49:33And he's like, "Well, it's making it worse."
- 00:49:34And I just was like,
- 00:49:35"Oh, I think I'm the bad guy in this conversation
- 00:49:38with a central banker."
- 00:49:41And it's kind of stuck with me.
- 00:49:42And I haven't quite got the answer to it.
- 00:49:44I think one of the things I tell myself
- 00:49:46is this is being done;
- 00:49:48whether I study it or not, it's being done.
- 00:49:51And it would be useful to know how it actually works.
- 00:49:53I suspect that most wargames
- 00:49:55are creating some form of distorted knowledge
- 00:49:57or distorted training,
- 00:49:59negative learning of some kind very often.
- 00:50:02It'd be useful to understand that better
- 00:50:03so that we do it less.
- 00:50:05But the downside is that, you know,
- 00:50:07when I say this, I say to my students,
- 00:50:08"Oh, you know, you have to study civil wars
- 00:50:09because then you can understand how to prevent them."
- 00:50:11The difference with something like wargaming
- 00:50:12is you're actually studying a tool.
- 00:50:14So as you understand how to refine it more,
- 00:50:16there's every possibility that people you don't like
- 00:50:18would start using that refined tool.
- 00:50:19- [Quinns] This relates to my last question,
- 00:50:21which is, I mean, just,
- 00:50:22is this discipline taking commercial game design
- 00:50:24and turning it into weapons?
- 00:50:28- Is it turning it into weapons?
- 00:50:29I'm not sure it's turning it into weapons.
- 00:50:31I think it can influence actual decisions
- 00:50:35around military war fighting things,
- 00:50:39including weapons procurement.
- 00:50:41So it's used sometimes to test weapons.
- 00:50:43I don't think it is a weapon itself, right,
- 00:50:45because I think we'd have to be clear
- 00:50:46about how are you hurting somebody directly with a wargame.
- 00:50:48But indirectly, is this harming people?
- 00:50:50At least sometimes, yes, definitely.
- 00:50:52So then it's, "Well, how do you sleep with yourself?"
- 00:50:55And I don't know.
- 00:50:56I mean, it's,
- 00:51:00right now, at this moment in history,
- 00:51:03I'm more confident than I was
- 00:51:05maybe even 10 years ago about, you know,
- 00:51:07if we have to pick sides,
- 00:51:08I'm a little bit more comfortable picking one
- 00:51:10than I used to be.
- 00:51:11You know, I just had a baby daughter now.
- 00:51:12And I don't think everywhere in the world is the exact same
- 00:51:14and I don't think any country is interchangeable
- 00:51:16with any other country in order to just be the same.
- 00:51:18I think we're radically different.
- 00:51:19You know, it's like there are sides to some degree.
- 00:51:21I just never thought I'd be in a position
- 00:51:22where I actually have to kind of come down
- 00:51:24off the fence and,
- 00:51:27but there you are.
- 00:51:28- Lots to think about.
- 00:51:29But let's just hit the reset button
- 00:51:32on this philosophical discussion real quick
- 00:51:34so I can reframe it by using my ruler from hell.
- 00:51:38This is a promotional tchotchke given to me at Connections
- 00:51:40by a gentleman promoting his company MINES:
- 00:51:43Mission Impacts of Nuclear Events Software.
- 00:51:46And it is a pocket size reference
- 00:51:48for what would keep you safe from different sizes
- 00:51:51of a nuclear blast
- 00:51:52as well as what injuries you'll sustain
- 00:51:54such as burns to the retina of your eyeball.
- 00:51:58It's also a ruler.
- 00:52:00But when the man gave me this ruler,
- 00:52:01he explained the pitch for his company,
- 00:52:03which is that traditionally in military wargames,
- 00:52:05the moment someone decides to launch a nuclear weapon,
- 00:52:08the game is over.
- 00:52:09- [Automated Voice] The only winning move is not to play.
- 00:52:12- Because the consequences are too cataclysmic
- 00:52:15and far reaching to hope to simulate.
- 00:52:17And also it doesn't matter, you've all lost.
- 00:52:19And the gentleman who gave me this pointed out
- 00:52:21that this means none of our militaries
- 00:52:22are practising for what happens
- 00:52:24if someone uses a tactical nuclear weapon, a small one,
- 00:52:27the kind of thing that could flatten a town
- 00:52:29or just a building,
- 00:52:31and which there was a lot of fear
- 00:52:32about Russia using in Ukraine.
- 00:52:35And the gentleman who gave me this ruler pointed out
- 00:52:36that this surely makes the world a more dangerous place
- 00:52:39if our decision makers aren't training for the possibility
- 00:52:42of a small nuclear attack.
- 00:52:45But the counter argument would go,
- 00:52:47"Okay, if everyone around the world is playing games
- 00:52:49where using tiny nuclear bombs is an option,
- 00:52:52aren't we all that much more likely
- 00:52:54to reach for that in real life?"
- 00:52:56To which my answer is,
- 00:53:00"I don't know."
- 00:53:01So all of that makes this a complicated story
- 00:53:04for People Make Games to be covering, right?
- 00:53:07No.
- 00:53:08Not yet, it's not.
- 00:53:09Allow me to significantly complicate this story
- 00:53:12by presenting the ethical case for wargames.
- 00:53:16(mellow music)
- 00:53:18So there's this joke in the wargaming community
- 00:53:20that on his deathbed, the inventor of wargames,
- 00:53:23Georg Leopold von Reizzwitz,
- 00:53:24turned to his wife and his dying words were,
- 00:53:26"I wish I'd come up with a better name."
- 00:53:28And the reason for that
- 00:53:30is that everyone in this sector agrees
- 00:53:32that if it is true you can use games to practise, plan,
- 00:53:35and preempt a war,
- 00:53:37you can use games to practise, plan,
- 00:53:38and preempt any other problem.
- 00:53:41- It probably shouldn't be called a wargame.
- 00:53:42It should be called a serious game
- 00:53:44'cause it is used by humanitarians, by NGOs.
- 00:53:47It is just a technique,
- 00:53:49but it can save lives, money, time, resource,
- 00:53:53and things like the climate.
- 00:53:55- To which the cynical response would be,
- 00:53:56"Hang on, Quinns.
- 00:53:57You've said that the sector
- 00:53:58gets almost all of its funding from the military
- 00:54:01in one way or another.
- 00:54:02Surely this is just a way of the sector washing its hands
- 00:54:04and making it seem cleaner and more appealing."
- 00:54:07And that is absolutely correct.
- 00:54:09The wargaming sector loves wheeling out this argument
- 00:54:11because it makes it seem more moral, more noble.
- 00:54:15But also it wheels out this argument
- 00:54:17because I think it's true.
- 00:54:20Like the American government,
- 00:54:21wargaming to explore vulnerabilities
- 00:54:23in election infrastructure
- 00:54:25that President Trump might have tried to exploit
- 00:54:27back in 2020.
- 00:54:29- I did work, as well, out in South Africa.
- 00:54:31I spent six months out there during COVID
- 00:54:33looking at water strategies for drought.
- 00:54:37Wargaming is something
- 00:54:38that can be used for professional development,
- 00:54:40for capability and force development
- 00:54:41if you're talking about the military,
- 00:54:42if you're talking outside of the military.
- 00:54:44It's got real utility.
- 00:54:46You know, first of all, red teaming organisations,
- 00:54:48crisis response plans, crisis management plans,
- 00:54:51security plans, business continuity and resilience plans,
- 00:54:54even in planning to deliver business opportunity,
- 00:54:58it may be a big construction project or something like it,
- 00:55:00where I've seen real disasters in the past
- 00:55:02because they haven't put the time and the effort
- 00:55:04into the planning process.
- 00:55:05And then stress testing those plans.
- 00:55:06Just a couple of weeks ago,
- 00:55:07I was invited to present on how we do military planning
- 00:55:11and stress testing of plans at a global supply chain
- 00:55:13and logistics conference
- 00:55:14at the University of Southern California.
- 00:55:16Big organisations being represented there
- 00:55:20really interested in how we apply these processes, you know,
- 00:55:24a little bit of the rigour
- 00:55:25that military planning brings
- 00:55:26and the experience that comes with it,
- 00:55:28but then how you go
- 00:55:29about actually stress testing those plans.
- 00:55:31And wargaming is one method of doing that.
- 00:55:33You may wanna call it decision gaming
- 00:55:34or crisis and risk gaming.
- 00:55:36It all looks remarkably similar.
- 00:55:38- Two of the wargame designers I spoke to at Connections
- 00:55:41had the Red Cross
- 00:55:42and Britain's National Health Services as clients,
- 00:55:44two entities that were able to look at games
- 00:55:46designed for armies to practise their logistics
- 00:55:48and they said,
- 00:55:49"Hey, that would be exactly as useful for us."
- 00:55:53So from this perspective,
- 00:55:54wargaming is just the latest invention
- 00:55:56on a long list of stuff invented
- 00:55:59due to deep military funding
- 00:56:00that has since found wider application in society,
- 00:56:04a star-studded list that includes, you love it,
- 00:56:07the internet, GPS, canned food, cargo pants.
- 00:56:11And you know what else?
- 00:56:11Some of the first disposable menstrual products,
- 00:56:15which were popularised in the 1920s
- 00:56:16after British and American nurses
- 00:56:18began using their militaries' new high-tech bandages
- 00:56:21when they were on their period.
- 00:56:23Which is just like, women have been bleeding
- 00:56:25since the dawn of time
- 00:56:26and then World War I happens
- 00:56:27and the patriarchy is like,
- 00:56:28"Something must be done for our boys."
- 00:56:31And so when you're talking about the ethics
- 00:56:33of whether you should dedicate your professional career
- 00:56:35to developing wargames,
- 00:56:37we do also have to have, as part of that discussion,
- 00:56:40whether it's ethical to refuse
- 00:56:42to develop something that is in its infancy
- 00:56:45but has the potential to help all of humanity.
- 00:56:47- I've been working in government
- 00:56:49for the last five to seven years
- 00:56:50to help bring in a bit more wargaming
- 00:56:52and reasonable challenge into government.
- 00:56:54- [Quinns] Okay. What does that mean?
- 00:56:57- So wargaming is an interesting concept
- 00:56:58because it means a lot of different things
- 00:56:59to a lot of different people.
- 00:57:00But actually,
- 00:57:01the kind of core kind of concept
- 00:57:03of how do we allow a group of people
- 00:57:06who are trying to deliver public services
- 00:57:08to think through problems,
- 00:57:09come at it from different approaches,
- 00:57:11and say the things that are slightly uncomfortable to say
- 00:57:14and to kind of raise those risks that, you know,
- 00:57:17otherwise you don't want to really think about,
- 00:57:19and to think through what happens next.
- 00:57:21How we think about delivering healthcare,
- 00:57:23how we think about delivering agricultural policy,
- 00:57:25how we think about delivering crisis response,
- 00:57:27all of these areas require us to make the right decisions.
- 00:57:30We are always looking for more people
- 00:57:31who want to move tiny hospitals around the board
- 00:57:33and not the tiny tanks.
- 00:57:35And it is really vital
- 00:57:36that actually the ability to challenge each other
- 00:57:39isn't just something that soldiers do,
- 00:57:41that we do a little bit more on the civilian side as well.
- 00:57:43So that's why I kind of try and do
- 00:57:45a little bit of my part to make that happen.
- 00:57:47- I found my conversation with Alex inspiring.
- 00:57:49If militaries have realised that using wargames,
- 00:57:52they can make better decisions,
- 00:57:53they can explore the consequences of their actions,
- 00:57:56and they can be better equipped
- 00:57:57to question the assumptions of their superiors,
- 00:57:59doesn't that perhaps even mean
- 00:58:01that we as gamers have something like a moral obligation
- 00:58:05for there to be more wargames in our society,
- 00:58:08for us to assist in this grand transference
- 00:58:11of all the skills and design out of the military
- 00:58:14and into wider society?
- 00:58:16Well, maybe not,
- 00:58:18because allow me to complicate this story
- 00:58:20just one more time by asking you:
- 00:58:24Does wargaming,
- 00:58:25this thing that your tax dollars
- 00:58:27are being spent on right now,
- 00:58:28actually work at all?
- 00:58:30(suspenseful music)
- 00:58:33So, practitioners of wargames agree
- 00:58:35that the right game at the right time
- 00:58:36can help humans to make better decisions.
- 00:58:39They also agree that the wrong game at the wrong time,
- 00:58:41or one that's just moderated inexpertly,
- 00:58:44or one that's played badly or had bad data put into it,
- 00:58:47or bad subject matter experts
- 00:58:49might make humans think they're better informed
- 00:58:52when, in fact,
- 00:58:53some or all of what they just learned might be wrong.
- 00:58:58This subject was in the news recently
- 00:59:00when "The Washington Post" published a two-part article
- 00:59:02on Ukraine's failed offensive in 2023.
- 00:59:06The articles talked
- 00:59:07about how the offensive played out differently
- 00:59:09to how American wargames predicted
- 00:59:11and included a line from a senior Ukrainian general
- 00:59:14saying that because the war in Ukraine
- 00:59:16is unlike anything the world's seen before,
- 00:59:18with its World War I trenches and skies full of drones,
- 00:59:21wargaming, quote, "doesn't work."
- 00:59:24"All these methods,
- 00:59:26you can take them and throw them away, you know?
- 00:59:28It doesn't work like that now."
- 00:59:30Meaning wargames might not only be a waste of man hours
- 00:59:33and your taxpayer money,
- 00:59:35they might lead decision makers
- 00:59:37to confidently make decisions that are bad.
- 00:59:40But let's imagine that wargame practitioners
- 00:59:42don't fundamentally misunderstand their subject
- 00:59:45in the way that Ukrainian general was talking about.
- 00:59:48Wargaming is a deeply fraught practise.
- 00:59:52For starters, the genre of game and who plays it
- 00:59:56will inform takeaways.
- 00:59:57An international relations scholar who studied wargames
- 01:00:00played about nuclear weapons exchange during the Cold War
- 01:00:03found that the games that presented players
- 01:00:05with basically mathematics and probability,
- 01:00:07as if you're playing "Settlers of Catan" with nukes,
- 01:00:10saw players becoming more likely to launch
- 01:00:13their nuclear weapons,
- 01:00:14while games that involved negotiation
- 01:00:16and talking with other human beings who held nukes
- 01:00:19made players less likely to utilise their nuclear weapons.
- 01:00:23And let's talk about "The Three Witches of Wargaming."
- 01:00:26This is a paper
- 01:00:27by wargame developer Stephen Downes-Martin
- 01:00:29that capably explains
- 01:00:30how basically absolutely everyone involved
- 01:00:33with a wargame can ruin it.
- 01:00:35So it all starts with a sponsor,
- 01:00:36like the United States Navy,
- 01:00:38who has the budget and wants its staff
- 01:00:39to wargame a particular problem.
- 01:00:41Let's pause for a second
- 01:00:42to think about why are they doing that.
- 01:00:44It's probably not because they have no idea what to do,
- 01:00:48they've never thought about this problem before,
- 01:00:50they're panicking.
- 01:00:51No, these people are professionals
- 01:00:53who make decisions like this for a living.
- 01:00:55So it's likely that before the game designer
- 01:00:56has even started work,
- 01:00:58they already have research or experience
- 01:01:00or instinct of how to resolve this problem,
- 01:01:02and they will be happiest
- 01:01:04if the wargame backs up what people in the navy
- 01:01:07are already talking about doing.
- 01:01:09If the wargame then act as this source of evidence
- 01:01:11that goes, "Ooh, no, don't do that.
- 01:01:13That would be terrible.
- 01:01:14That's not your best decision at all,"
- 01:01:15if decision makers in the navy listen to that wargame,
- 01:01:18it makes them look incompetent.
- 01:01:19Or they can say, "Mm, no.
- 01:01:21We think that wargame is pointless, actually."
- 01:01:23But who paid for it?
- 01:01:24The navy did.
- 01:01:25So, again, that makes them look incompetent.
- 01:01:27So from the very beginning,
- 01:01:28this whole quasi-scientific process is probably biassed.
- 01:01:32The second witch of wargaming
- 01:01:34is what's known as the chain of command,
- 01:01:36basically the people directly above the wargame designer
- 01:01:39who's communicating with them and commissioning them.
- 01:01:42This person, sort of your customer,
- 01:01:44might have opinions.
- 01:01:45They might also feel that it will reflect badly on them
- 01:01:48if your game models something in one way or another,
- 01:01:51if it's too complicated or too simple.
- 01:01:53They're thinking about their career.
- 01:01:54And because they're the one paying you,
- 01:01:56if they have feedback,
- 01:01:57it's not like you can say no.
- 01:01:59If you work in any creative field
- 01:02:01and have ever experienced the torture
- 01:02:03of getting feedback from your client,
- 01:02:05you'll understand all this implicitly.
- 01:02:07The third witch of wargaming is the players,
- 01:02:09the people who actually play your game on the day.
- 01:02:12About all the game designers are watching this video
- 01:02:14are nodding like, "Yep, players will **** a game up."
- 01:02:17Ideally, they're competent at the role
- 01:02:19they have to take on during the game.
- 01:02:20And ideally, they focus on simply playing
- 01:02:23rather than trying to show off and look brilliant
- 01:02:25in front of their colleagues.
- 01:02:27But even if you duck these two issues,
- 01:02:28Downes-Martin adds that senior players
- 01:02:30will often try and redesign the game
- 01:02:33as they're playing it.
- 01:02:34Remember how in Kriegsspiel
- 01:02:35the Prussians would wheel out a general
- 01:02:37whose job was to sit there and go,
- 01:02:39"No, that wouldn't work.
- 01:02:40No, don't do it like that"?
- 01:02:41That is such a natural human instinct,
- 01:02:43that people will do it when playing wargames
- 01:02:45even if they're not the games master.
- 01:02:47They don't care about the science,
- 01:02:49they don't care about the larger design of the game,
- 01:02:51they just see one mechanic and go,
- 01:02:53"No, that's not how that works.
- 01:02:55We need to fix it right now."
- 01:02:57All of which makes wargaming
- 01:02:59a pretty fraught craft/science
- 01:03:02to try and draw conclusions from.
- 01:03:04But, hey, we've been doing this
- 01:03:05for hundreds of years, right?
- 01:03:07At least we have hundreds of years of data and failures
- 01:03:11and success stories to draw from.
- 01:03:13(dramatic music)
- 01:03:14No.
- 01:03:15No, we really don't.
- 01:03:16Because unlike when the military designs a bandage
- 01:03:19and the rest of the world is free to look at it
- 01:03:20and realise what they've really designed
- 01:03:22is a menstrual pad,
- 01:03:23wargames suffer from what was described to me
- 01:03:25as the military fetish for secrecy.
- 01:03:28If your country's military loves one thing,
- 01:03:31it's for other militaries
- 01:03:32to have no idea what's going on in there.
- 01:03:35And so practically all wargames
- 01:03:37that have ever been played are designed in secret,
- 01:03:40played in private,
- 01:03:41and then put on a shelf
- 01:03:42in the basement of a storage facility somewhere,
- 01:03:45to never see the light of day again.
- 01:03:48What did you learn from the game?
- 01:03:49What did you learn from running the game?
- 01:03:51What did you learn to never ever do again?
- 01:03:54Hardly anything is published,
- 01:03:56we just don't know.
- 01:03:58- That's the biggest block on the ability for us,
- 01:04:02us being academics or researchers
- 01:04:04or people interested in this,
- 01:04:05to actually be able to really assess
- 01:04:07and evaluate how wargaming could or should work better
- 01:04:10because we cannot get access to the raw material.
- 01:04:12So you might get to read the report.
- 01:04:14So, you know,
- 01:04:15you'll get 150 page report saying,
- 01:04:16"This is the game we ran."
- 01:04:17But even when you get to end that report's, it's like,
- 01:04:18"I still don't really actually know
- 01:04:20what the game looks like.
- 01:04:21I don't have a real sense of, like,
- 01:04:22did you have 50 units or 2000 units?"
- 01:04:24You know, you still are kind of lost a little bit, like,
- 01:04:26"What's the game? I don't know the game."
- 01:04:28And so then you can't really evaluate the results.
- 01:04:29They're like, "And then this is what happened."
- 01:04:30You're like, "Says you."
- 01:04:31Like, you know, it may be completely true,
- 01:04:33but I can't independently verify what you're saying,
- 01:04:37which is kind of rule number one of science, right?
- 01:04:39It has to be transparent.
- 01:04:40I have to, in principle,
- 01:04:41be able to replicate what you did.
- 01:04:44I have to have access to the same...
- 01:04:45You know, you should be giving me your data
- 01:04:46and I should be able to look at it.
- 01:04:47Now, with something like statistics,
- 01:04:48you may kinda find statistics, in general,
- 01:04:50to be kind of disagreeable
- 01:04:51or making a lot of kind of questionable assumptions
- 01:04:53or anything else,
- 01:04:54but it can defend itself, right?
- 01:04:56It can sort of say,
- 01:04:57"It's on this basis that we make knowledge claims.
- 01:04:59These are the assumptions, very strictly,
- 01:05:00that we're making about reality."
- 01:05:02Now, your mileage may vary.
- 01:05:03You might go, "I still don't buy it,"
- 01:05:04which is very often the way I feel about statistics,
- 01:05:06but they can make that claim.
- 01:05:09And I think what wargaming has struggled with always
- 01:05:11is that ability to be able to articulate,
- 01:05:13"You should buy this."
- 01:05:14And I think the key distinction
- 01:05:15is wargamers focus on design
- 01:05:17and assume it's producing knowledge or educational outcomes.
- 01:05:22Academics focus on the way that the existing methods,
- 01:05:25or ways we have of justifying knowledge claims,
- 01:05:28so they're fixated on:
- 01:05:29"Is this, like, rigorous science?"
- 01:05:32And they kind of assume that any game they design
- 01:05:34is good enough to do it,
- 01:05:35if you know what I mean.
- 01:05:36So they're kind of like not great games,
- 01:05:37but great science.
- 01:05:38- Which is how we get to this moment in time
- 01:05:41where we have been wargaming for like 150 years
- 01:05:44and yet the academic book
- 01:05:46on how do humans learn from games
- 01:05:50has as yet, unbelievably,
- 01:05:53still never been written.
- 01:05:54Mind you, that day cannot be too far away now, at least,
- 01:05:57because right now the world
- 01:05:58is seeing the creation of wargaming
- 01:06:00as a field of academic study.
- 01:06:02So those people will be putting something together soon.
- 01:06:05And hopefully the conclusion is,
- 01:06:06"Yeah, humans don't really learn from games
- 01:06:09as much as they think they do."
- 01:06:10And so we come to the end of this video.
- 01:06:12What have we learned?
- 01:06:13Have we learned a lot?
- 01:06:13Have we learned nothing?
- 01:06:15I don't know, man.
- 01:06:15And now I need to try and put a takeaway on this?
- 01:06:19(lively music)
- 01:06:23I guess if I have a note to end on, it's this:
- 01:06:28Don't look away.
- 01:06:29The games industry has a patchy record
- 01:06:33of engaging with political causes.
- 01:06:36There are areas we can be proud of.
- 01:06:37You know, the push towards inclusivity and diversity,
- 01:06:40while it is achingly slow,
- 01:06:42I do see it happening, you know?
- 01:06:45No matter how many bigots we **** off,
- 01:06:47we continue this line that games and play is for everybody.
- 01:06:49Our community's history also glitters
- 01:06:51with wonderful fundraising efforts for great causes.
- 01:06:54And in recent years,
- 01:06:55it's been really nice seeing the games community
- 01:06:57develop an appetite for long video essays
- 01:07:00that cover really complicated issues.
- 01:07:02But equally, as a community,
- 01:07:05we have what I think is a truly pathetic habit
- 01:07:09of letting absolutely lethal problems exist
- 01:07:13and thinking, "Oh, that's not our responsibility,"
- 01:07:15because we don't recognise it as our kind of games.
- 01:07:19Oh, predatory business practises
- 01:07:21and the reinvention of gambling in the mobile sector, yeah,
- 01:07:24we're not gonna talk about that or think about that
- 01:07:26because mobile gamers, yeah,
- 01:07:27they're not our people.
- 01:07:28Or, like, everyone was really supportive
- 01:07:30of when PMG examined the concatenation of horrors
- 01:07:33happening under Roblox Corporation,
- 01:07:35but my question to you is:
- 01:07:37Why did it take the games industry so long
- 01:07:39to notice how bad that situation was?
- 01:07:41And it's because we looked at Roblox and went,
- 01:07:43"Oh, those games are weird and for kids.
- 01:07:45That's not our kind of gaming."
- 01:07:47And now we're seeing the resurgence of wargaming,
- 01:07:51the creepy great uncle of gaming, coming back.
- 01:07:55And he wants to do his thing again, but bigger than ever.
- 01:07:58And he sees us, his nephew, in this analogy,
- 01:08:01and he wants to reach into our pockets
- 01:08:03and take a bit of our, a bit of our expertise,
- 01:08:06bit of our technology, bit of our design,
- 01:08:08bit of our spirit.
- 01:08:09And I'm sat here wondering,
- 01:08:11"What's it gonna be this time, gamers?
- 01:08:14Hmm?"
- 01:08:15Are we once again gonna claim
- 01:08:16that this is not our problem?
- 01:08:18Because lemme tell you,
- 01:08:20it's not just that we have power
- 01:08:22to influence or keep tabs on this sector.
- 01:08:26We're the only people with power.
- 01:08:28No one else understands games.
- 01:08:30And so I'm just asking us to, like,
- 01:08:32think and discuss among ourselves
- 01:08:36what our opportunities are
- 01:08:37and perhaps even what our responsibility is.
- 01:08:40I'm just pulling this out my arse now,
- 01:08:42but I'm talking about maybe game unions
- 01:08:45having clauses in their contracts
- 01:08:46so their work isn't used for military applications.
- 01:08:50I'm talking about the now well-established field
- 01:08:51of game academics entering conversation
- 01:08:54with the brand new field of wargaming academics
- 01:08:57to see what we can learn from each other.
- 01:08:59I'm talking about whatever civic wargaming we do,
- 01:09:02it actually works.
- 01:09:04And I suppose in an ideal world,
- 01:09:06I'm talking about those young wargame designers
- 01:09:09who I met who understand that, yes,
- 01:09:11this sector sprung from the haunted womb of the military,
- 01:09:14but that it really can make the world a better place.
- 01:09:17I would love for them to feel that they have the resources
- 01:09:20of the games industry behind them
- 01:09:21when it comes to demilitarising the sector.
- 01:09:24Honestly, I don't really know
- 01:09:27exactly what we can do.
- 01:09:30I just know I feel really uncomfortable
- 01:09:33about what I think is gonna happen
- 01:09:36over the next 10, 20, 30 years.
- 01:09:40I think mostly, as an industry,
- 01:09:43we're gonna ignore that this is happening,
- 01:09:45just like when Unity was revealed
- 01:09:46to have signed military contracts, we all went, "Whoa,"
- 01:09:50and then went back to whatever we were doing.
- 01:09:51I think in the years to come,
- 01:09:53our sector is gonna continue
- 01:09:54occasionally glancing over at what's happening
- 01:09:57in wargaming with the disinterest of a glutted animal.
- 01:10:01And I think by, like, 2040,
- 01:10:04we'll look back on this moment in history
- 01:10:06and realise that there was a time
- 01:10:09when we could have used
- 01:10:11our industry's considerable influence
- 01:10:13to change the very ethical underpinnings
- 01:10:16of this sector, acting, perhaps,
- 01:10:18as a companionable craftsman
- 01:10:21in shaping human's decision-making machinery,
- 01:10:25or perhaps more importantly,
- 01:10:27acting as a watchdog
- 01:10:29to ensure that however this technology is used,
- 01:10:32it's not done so carelessly or selfishly
- 01:10:37or secretively.
- 01:10:38The games industry can look at this whole sector and go,
- 01:10:41"Hmm, I don't buy it.
- 01:10:44I don't recognise what they do as what we do at all."
- 01:10:48But you know who doesn't feel that way?
- 01:10:50The organisations who gave People Make Games access
- 01:10:53for this story
- 01:10:55and the military higher ups
- 01:10:56who knew who I was by sight.
- 01:10:59I'm telling you, they've got it all figured out.
- 01:11:04It's time the rest of us caught up.
- 01:11:06Thank you very, very, very much for watching, everybody.
- 01:11:10And an extra special fourth thanks
- 01:11:12to the people who support us
- 01:11:14on patreon.com/peoplemakegames
- 01:11:16for funding journalism like this.
- 01:11:18This video took an extra long time.
- 01:11:20So from me to you, if you supported our work, cheers.
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- 01:12:26(lively music fades)
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