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Designing Solo Games: Quantity to Quality

MORSS Presentation

DISTRIBUTION STATEMENT A. Approved for public release: distribution is unlimited.

This Briefing is UNCLASSIFIED

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Agenda

  • Introductions
  • Game Overview
  • Investment Game
  • Tactical Decision Game
  • Data Collection and Analysis Plan (DCAP)
  • A Brief Rabbit Hole on Qualitative Analysis
  • Output
  • Experimental Wargaming – Sandia
  • Lessons Learned
  • Variations

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Introduction

Ian T. Brown: Wargame Analyst at Group W, an SPA Company

    • Retired Marine Corps helicopter pilot
      • Tours as forward air controller, requirements officer
      • Deployed to Iraq, INDOPACOM, and Afghanistan
      • Last billet as operations officer for the Brute Krulak Center for Innovation and Future Warfare—extensive educational wargaming work
    • Independent author/media creator
      • 40+ articles, book reviews, short stories, podcasts, 2 books:
        • A New Conception of War (2018) on USMC Commandant’s Professional Reading List
        • Snowmobiles [and] Grand Ideals (2025) - “definitive John Boyd”
    • Neophyte game designer
      • Popeye in the Goo micro-game released in spring 2024 as part of INDOPACOM micro-game collection
      • #Maneuver Warfare: The Card Game - my first commercial design, now available from the Dietz Foundation
      • Contributions to Littoral Commander series of games
      • Shape Seize Secure – promotional drone-focused card game developed for SPA

Introductions

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Game Overview

  • Task:
    • Evaluating potential future systems for acquisition.
    • Players could not be spared for the duration of a traditional wargame.
    • Gather as many individual data points as possible.
  • Executed multiple sessions, with up to five participants each time.
  • Game structure (~3 hours)
    • Introductory material (30 min)
    • Investment game (45 min)
    • Tactical Decision Game (TDG) with a Red response (1.5 hr)
    • Reflection survey (15 min)

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Investment Game

  • Players were given a deck of capabilities & 450 points to invest to augment an existing force structure.
    • Can buy the same system multiple times
    • Many systems had variable payloads
    • Investment decisions informed by the TDG scenario
  • Played individually, to maximize independent data points
  • Players recorded investments on provided spreadsheet
    • Tracked investments by quantity and effect
    • Watch out for their math

Card Example

Key

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Tactical Decision Game

  • What is a TDG?
    • “The idea behind a TDG is to put you in the role of a commander facing a tactical problem, give you a limited amount of time and information, and require you to develop a plan to solve the problem.”
    • Analogous to a Decision Forcing Case, but not usually rooted in history.
    • There is no one right answer.
  • Player prompt:
    • Given a tactical task (amphibious landing) and IPB on expected Red Behavior.
    • Written: Describe your CONOP by phase. Explicitly identify which systems you are using in each phase. Track these via spreadsheet.
    • Verbal: Outbrief by phase.
  • Red response
    • Red SME developed IPB to constrain behavior
    • Responded to ideas by phase; players did not get to alter their written plan.
      • Players asked to reflect on what Red said in the survey.

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Data Collection and Analysis Plan (DCAP)

  • Dedicated rapporteur
  • Investment spreadsheet
  • Survey
    • Likert scales
    • Free response
      • Enabled qualitative analysis (coding)

Mission Phase

Air

Ground

Surface

System Name

Cost

Quantity

Point Cost

1

2

3

ISR

Fires

C2

Mnvr

FP

Sstn

ISR

Fires

C2

Mnvr

FP

Sstn

ISR

Fires

C2

Mnvr

FP

Sstn

1

.5

1

1

1

1

1

2

1

2

1

4

1

12

1

12

1

16

1

2

25

2

2

2

25

2

2

2

2

2

200

4

200

4

2. Based on the feedback you received during the TDG, how would you have reallocated your investments?

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A Brief Rabbit Hole on Qualitative Analysis

  • Definitions:
    • Grounded theory— “an inductive technique of interpreting recorded data about a social phenomenon to build theories about that phenomenon.”
    • Coding – “a process of classifying and categorizing text data segments into a set of codes (concepts), categories (constructs), and relationships.”
    • Theoretical Saturation – “when additional data does not yield any marginal change in the core categories or the relationships.”
  • Great, how do I do that?
    • While gathering & reviewing your data, develop a list of codes until you & your team feel you’ve reached theoretical saturation (relative to the study questions)
    • Go through your data and apply codes:
      • There is software for this: Nvivo, MaxQDA, Quirkos
      • Or you can do it by hand (colored highlighters, record in Excel)
    • Make charts & graphs

Code 1

Code 2

Code 3

Code 4

Code 5

Player 1

1

1

1

Player 2

1

1

Player 3

1

1

1

Player 4

1

1

Player 5

1

1

1

Sum

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4

3

1

3

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Output

  • Well constructed data capture leads to well constructed data.
  • Robust data capture enables the analyst to answer a wide set of questions through targeted research and presentation.
  • Give your sponsor some graphs—sponsors love graphs.

*All data shown is notional; for example purposes only.

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Experimental Wargaming - Sandia

  • Credit to Sandia’s “Experimental Wargaming” construct.
  • Minimal stochasticity & multiple viable avenues
  • Multiple rounds of playtesting
  • High staffing to field questions (1:1 or less).
    • People can’t do math
    • Need to have answers

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Lessons Learned

  • Design with DCAP in mind
    • Directly (e.g., player-led) collect quantitative data
    • Consider ways to collect qualitative data beyond just notes
    • Consider, carefully, the shape of your Excel and data entry
  • “Rushing” can focus players’ attention to key analytic questions and avoid bogging the event down with ancillary concerns.
    • Allows you to conduct additional runs and collect more data, if that is the goal.
    • Those ancillary elements should still be explored within the cycle of research.
    • Everyone always wants more time.
    • Not without risk: need to find the balance to enable thorough response.
  • Set clear standards for player responses
    • The biggest qualitative issue was players recording their answers poorly
    • Important to give an example of a "good" response
    • Provide time to fix or clarify responses
  • Tune threat brief to player needs
    • Too much detail begets too much detail

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Variations

  • Solo digital wargame
    • Pros: Minimal staffing requirement, ease of execution, independent execution
    • Cons: Lack of human interaction, potential for perceived "black box" regardless of rule transparency, development time 
    • Both: Requires reified model of war
  • Solo tabletop wargame
    • Pros: Minimal staffing requirement, easy to play, tactile nature comes with benefits
    • Cons: Requires execution oversight, requires clear well-written rules
    • Both: Requires reified model of war
  • Classic TDG
    • Pros: Minimal staffing requirement, ease of execution, ease of learning, familiar product
    • Cons: No human feedback or interaction, more easily dismissed (e.g. 10 minute response), variance in quality of response
  • No Red Cell
    • Same game, no Red Cell response
    • Pros: Easier to run, with less overhead and logistics
    • Cons: Feels less authoritative, lacks counter-play and conversation

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