Leading Your Team to Brilliant Defeat

Project leadership lessons from Napoleon’s last campaign

The anniversary of Napoleon Bonaparte‘s final defeat at Waterloo is a good opportunity to look at his last campaign and see what lessons about project leadership we can learn.

Napoleon’s Farewell to the Imperial Guard by Antoine-Alphonse Montfort

Some brief (no, really) historical context:

In 1815, Napoleon escaped from exile on the Mediterranean island of Elba and returned to France, quickly rebuilding his government and army. The European monarchies swiftly formed a new coalition and declared war on him. Personally. (As an aside, you have to take it as a compliment when nations don’t just declare war on your country, they declare war on you.)

Napoleon was facing a war with pretty much everyone from Britain to Russia, and a pretty shaky political situation at home. The immediate threat, however, was the Anglo-Dutch (that’s British, Dutch, and Belgians) army under the Duke of Wellington and the Prussian (think German) army under Marshal Blucher, both assembling in nearby Belgium.

Napoleon faced them with an experienced, motivated team of highly professional “industry veterans.” So how did he lose?

Setting a bold vision…

Napoleon needed a quick win to both quiet his political opponents in Paris as well as prevent a combined Anglo-Dutch-Austrian-Italian-Prussian-Russian-pretty-much-everyone-else Allied army from crashing his party all at once. To do that, he set out on a daring plan: to get between the Anglo-Dutch and Prussian armies. He would keep one opponent busy while he defeated the other, then turn to wreck the former.

Napoleon didn’t specify which army he intended to defeat first. Instead, he established the goals and remained flexible about the interim steps to achieving them.

It was risky—he could be trapped between the two enemy armies and destroyed—but it was bold, unexpected, and served clear goals. That’s a good model for any leader, setting an ambitious, inspiring vision and outlining the tasks that will lead toward making it a reality.  

It started well. On June 15, 1815, Napoleon crossed into Belgium at the head of his Armee du Nord and got between the Anglo-Dutch and Prussian armies, just as he planned. The Duke of Wellington, who was attending a ball when he received the news, reportedly exclaimed “Napoleon has humbugged me, by God!”

Great start! And then things started to go terribly wrong.

Ligny by Ernest Crofts

…but failing to communicate it

Napoleon had successfully set tasks, but his subordinates didn’t necessarily understand the real vision.

On June 16, Napoleon’s army fought two battles simultaneously, one against the Anglo-Dutch at the crossroads of Quatre Bras, and one against the Prussians at Ligny. Napoleon had given Marshal Michel Ney a big chunk of the army to hold off the Anglo-Dutch while Napoleon himself would defeat the Prussians.

During this double battle, the confusion of specific tasks with long-term goals and vision would prove disastrous for Napoleon.

Comte D’Erlon’s French corps was heading to support Marshal Ney in holding back the Anglo-Dutch at Quatres Bras. Napoleon realized that D’Erlon’s men would be perfectly placed to march down the road and attack the Prussians from the rear. That would shatter the Prussians and then allow Napoleon to turn and defeat the Anglo-Dutch. He sent orders for D’Erlon to come to Ligny.

Marshal Ney, facing off against the Anglo-Dutch, had started the day well but was having more trouble the longer the battle went on. He had come close to defeating the Duke of Wellington early, but now lost sight of his goal of distracting one enemy while the other was being beaten. Instead, he looked for more troops to renew the fight: D’Erlon’s.

What are you working for?

D’Erlon, not really understanding his part in either battle, responded to the call from Napoleon’s courier and turned for Ligny. His orders were not clear, only the urgency, so D’Erlon marched straight for Napoleon, not toward the rear of the Prussians. This caused quite a stir when his troops were initially mistaken for Prussians sneaking up on the French. That made Napoleon delay his attack on the Prussians for a crucial period. 

(It didn’t help that he was told to march by way of “St. Amand” and there are different roads leading to no less than three St. Amands in the area.)

Don’t let your project roadmap be this confusing

Things got worse when Ney, learning that Comte D’Erlon’s corps was marching off in the “wrong” direction, sent orders for him to march back to the battle at Quatre Bras. Poor D’Erlon, caught between two conflicting tasks, went with the orders of his immediate superior, Ney. He left the battle at Ligny too early to have an impact, and then arrived at Quatre Bras too late to have an impact. Being present at either fight might have been decisive. 

This is where goals are more important than tasks. Tasks–the actual work of any project–must always be in support of the project goals, otherwise it’s wasted effort.

Now, we live in a time when our projects are (usually) not relying on couriers and handwritten messages, but miscommunication and misunderstandings still abound.

How many different ways is your team communicating? Verbally? Slack? Email? Texts? Who is responsible for managing those?

Napoleon’s team leaders, operating under significant time pressure, relied on written and verbal instructions, not always entirely clear on the relative importance of each.

How many “commanders” do the people on your team answer to and what do they do when there’s a conflict? How many different ways are your goals being communicated?

Project/company goals need to be communicated clearly to everyone. All team members are decision makers on some level, so all team members need to fully understand goals (why you’re doing what you’re doing) not just their specific tasks (how you’re doing what you’re doing). 

Project resources should be directed at core objectives not “cool ideas” or even “new opportunities” unless those opportunities serve the real objectives. Agile development doesn’t mean chasing the new (or worse, avoiding making decisions), it means adapting to best achieve objectives. Leaders need to clearly communicate objectives—“why”—so that the “how” of project development can adapt to circumstances without losing sight of the objective.

Would Napoleon have won with Trello?

How do you know everyone understands your goals? 

One way is to share those goals in the medium that works best for your team. That may mean sharing the project vision in multiple formats, such as verbally, visually/graphically, etc. Communicating ideas to your team in different styles can not only increase their understanding of the goals, the process of formulating those ideas helps you better refine and sharpen them. 

Another way to make sure everyone understands the goals is to not be the only person communicating them. While it can be important to have a “keeper of the vision” on a project, it’s vital that anyone could step into that role if “the keeper” is unavailable. 

A practical step you can take is letting other people explain your goals in their own words. Memorization does not necessarily mean comprehension, and having people merely parrot back what you’ve said doesn’t show understanding. Instead, listen to your team leads explain project goals to their teams in their own words to get a sense of their actual understanding and ownership. 

Establishing a consistent vision let’s everyone on your team know what you’re wanting to achieve and how, even if you haven’t discussed the specifics of a given task. When I was lead designer at Pandemic Studios, co-founder Josh Resnick was always consistent in his goals and expectations. Whenever I was purchasing equipment or resources, I could ask myself “What would Josh do?” and act accordingly without the need to wait for specific approval.

If your team doesn’t really understand the project goals or your ultimate vision, they’ll be like D’Erlon’s poor troops marching back and forth on their tasks, ultimately accomplishing nothing.

Owning your decisions

Two days after nearly pulling off a double win with the simultaneous battles at Ligny and Quatres Bras, Napoleon was defeated when the Anglo-Dutch and Prussian armies pulled themselves together at Waterloo.

Soon after, Napoleon was forced once more to abdicate, this time going into exile in the South Atlantic. He spent his last years brooding on the failure, often very critical of his subordinates’ actions (or inactions) in that critical three-day span. 

Napoleon complained bitterly about his team’s mistakes and his ‘hiring decisions’ that put those people in position to fail him.

“I should have destroyed [the enemy] at Ligny, if my left had done its duty. I should have destroyed him again at Waterloo if my right had not failed me.”

“Had it not been for the imbecility of Grouchy, I should have gained the day.”

“I made a great mistake in employing Ney… I ought not to have employed Vandamme.”

Napoleon After the Battle of Waterloo by Francois Flameng

Napoleon blamed Ney for failing to destroy the Anglo-Dutch at Quatre Bras, but it was Napoleon who intended Ney to delay the enemy while Napoleon defeated the Prussians.

Ney was also blamed for taking D’Erlon’s men away at a crucial time, but it was Napoleon who failed to communicate to Ney what his goal really was, not just the tasks assigned.

Napoleon complained about trusting Ney and others, but these were all experienced, accomplished leaders. (And it was Napoleon who chose to wait until the morning of the battle at Quatres Bras to put Ney in command.)

Did Napoleon’s generals make mistakes? Certainly. Did those mistakes cost him the campaign? Possibly.

But who was really responsible for those mistakes? 

Failure–and the responsibility for it–ultimately begins and ends at the top.

Project leadership is not a title or role, it’s a continual, active process. Leaders not only establish the vision and goals of a project, but they must make sure that everyone on the team understands that vision and is taking steps toward fulfilling it. 

You can’t–and shouldn’t–weigh in on every decision on every task your team is working on. Equipping the people on your team to make the right decisions is part of good leadership. 

So what leadership lessons can we take from Napoleon’s last campaign?

  1. Establish the bold vision
  2. Ensure the team understands the goal
  3. Set and adapt tasks to achieve the goal
  4. and make sure the Prussians are really retreating!

(This last one may not apply to your project.)

Battle of Waterloo by William Sadler

What historical leaders and events inspire your leadership style? Connect with me on Twitter and share your thoughts!

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Tabletop Terror: Spooky Games for Halloween

It’s that time of year again, when chill winds blow autumn leaves across the yard like ghosts at play…

Or, if you’re here in L.A., it’s still sunny and 74 and might as well be any other time of year. Point is, sometimes you really have to work to make October feel spooky. 

To cultivate that Halloween mood, here are thoughts on some horror-themed games you might be considering for some scarytime fun.

It: Evil Below

Based on the 2017 film It (which in turn is based on the Stephen King novel), this is a cooperative game for two to seven. Players work as a team to rescue kidnapped children and defeat the evil clown Pennywise before they run out of bravery and lose. I really enjoyed the film and was looking forward to playing this game.

Warning: box does not actually float

As with many cooperative games, it (It?) suffers from encouraging all the players to “round table” every decision. There is no hidden player information (all cards are kept face up, all dice rolled in the open) and there are time limits or restrictions on table talk. That means “your” turn isn’t necessarily yours—it ends up a group decision as players seek to optimize every move. This makes the game drag, as well as make it more likely for the best/loudest player to run the whole team. 

It’s also super random. What you can accomplish in a given turn is entirely determined by a handful of dice. Players roll dice to determine their set of possible actions in a turn. Each die is color-coded to indicate where on the board that die can be used. 

That means your ability to act on any given strategy is dictated each turn by the dice. Want to rescue those children from Town Square? Too bad, you didn’t roll the right symbol on the purple die. Think it’s time to gather more items to battle Pennywise? Sorry, not the rolls you were looking for.

The randomness of It doesn’t really allow you to come up with a coherent strategy, so turns are mostly reacting to random progress by Pennywise and random success/failure of individual player turns.

The dice highlight another problem I have with the game. It: Evil Below is an excellent example of accessibility issues in games. Color recognition plays a big part in the game. Those colored dice match up to the different locations on the board. That makes for immediate recognition of where a given die can be “spent.”

For example, the blue die corresponds to “Keene’s Pharmacy,” while the red die can be used at “The House on Neibolt Street.” (“Bev’s Apartment,” the location of the female character in the story, is color-coded pink. Pink because she’s a girl, see?)

Seems like a straight-forward way to communicate the link between the dice and the board. Except that three of the colors look functionally identical to anyone with red-green color blindness while two others look identical to someone with blue-green color issues. 

Three of the four people at our table have one or the other color issue, so we were constantly having to ask our fourth player (my son), to double-check each decision we made. That slowed the game down considerably, and made it a very frustrating experience to play. 

Given how common these color perception issues are, it doesn’t take that much effort to make sure your color palette works for everyone. Adding symbols to the pieces (so identification isn’t based on color alone) is another good way to avoid the issue. As I mentioned in this previous post, mixed reality technology could also assist people with color/vision issues. It: Evil Below has none of those things going for it.

I’d watch the film again, but I don’t see this game getting a replay any time soon. 

The Thing: Infection at Outpost 31

Look, there probably aren’t many people who have watched John Carpenter’s 1982 sci-fi horror classic The Thing more than me. It’s an all-time favorite. I even prototyped a card game based on the film many years ago, so I was excited to see this getting the boardgame treatment.

I’ll keep this short: save your money. It’s just as random as It: Evil Below, with few meaningful decisions to be made. You’re mostly hoping for lucky rolls and card draws.

There’s a game to be made out the pieces in the box, but the rules need a complete rewrite. Keep bugging me and maybe I’ll get around to typing up my revised rules.

At this point you’re probably asking “Are there any games this guy likes?!?” Read on!

Fury of Dracula

Based on the Bram Stoker novel, Fury of Dracula is a team game that pits one player (Dracula!) against one to four other players.

The neat thing about this game is the hidden movement. The human players move on the map of Europe, trying to uncover and destroy Dracula’s minions as they search for the Big Bad himself. Dracula’s location is hidden—until he gets revealed, you can’t see him…but he can see you.

Dracula is both hunted and hunter in this, making for some good moments of tension. Be warned: Fury of Dracula is cool and thematic, but it’s a long game—easily two or more hours depending on Dracula’s luck and skill.

Letters from Whitechapel

Using a similar hidden movement mechanic to Fury of Dracula, Letters from Whitechapel has one to five detectives chasing through the Whitechapel district of London after one player—Jack the Ripper. 

Played out over four “nights” (corresponding to the Ripper’s historical reign of terror), the detectives use deductive reasoning to track down Jack before he can claim his victims are escape to his hidden lair.

Jack gets a privacy screen. No cheating!

While not as thematic as Fury, this one is easier to teach and play, and is also playable in under two hours. 

Last Night on Earth

Zombies. At last. Last Night on Earth is a tongue-in-cheek game based on B-grade zombie flicks. Two to six people play as either humans or zombies in a variety of scenarios that change up the objectives of the game each time you play.

For example, in one scenario, the humans must search the town for gasoline and the keys to a truck to enable them to escape. In another, the humans must fortify a house and attempt to survive until sunrise. (The zombie players are mostly trying to eat the humans—it’s best to keep it simple for the recently deceased.)

Grrr!

Given all the random elements—rolling dice to move, rolling dice to fight, drawing cards to search for game-winning items, etc—luck can swing this game to one team or the other pretty quickly. It can make for the occasional anticlimactic or frustrating game, but it’s usually around an hour of goofy, zombie-fighting fun.

Mall of Horror

Unlike Last Night on Earth, this is basically Survivor: Zombie Island. In the same way a reality TV competition is “cooperative,” this Mall of Horror involves a lot of negotiating as you try to make sure your characters long enough to make it on the helicopter at the end of the game.

There’s a big sale at the mall!

As more and more zombies appear in the mall, the players have fewer and fewer places to hide. When the zombies break in, players vote on who gets tossed to the mindless horde and devoured.

This plays out in under an hour. Try not to take it personally.

Ten Candles

Ten Candles is a roleplaying game of tragic horror. Similar to Dungeons & Dragons, one person facilitates play as the gamemaster for two to five players. Each player creates a character as their alter ego for the game, trying to survive the terrifying scenario as it unfolds.

This two- to three-hour experience is all about atmosphere: it’s to be played in a quiet, dark room, lit only by the titular ten candles. As the game progresses, the candles—and the players’ hopes for survival—are extinguished one by one. 

Spoooooky!

While the circumstances and storyline change from game to game (e.g. is it aliens from another world or supernatural horrors that bring our doom this time?), the game always ends with the tragic deaths of the characters and the extinguishing of the last candle, leaving everyone in the dark.

Unlike pretty much every other roleplaying game, Ten Candles isn’t about “winning,” it’s about struggling to maintain hope while being pushed to the edge of madness. This is a game that can easily be ruined by distractions or lame attempts to lighten the mood.

Play this one only with good friends who all buy into the experience and don’t mind things getting dark, figuratively and literally.

Call of Cthulhu

This granddaddy of horror roleplaying games is based on the stories by H.P. Lovecraft. Set in the 1920s, players take the roles of characters investigating supernatural shenanigans.

Unlike Ten Candles, Call of Cthulhu doesn’t always end in doom. Well, not always. Any game where a key component is tracking your character’s sanity doesn’t often have a happy ending.

I’ve been the gamemaster of a Call of Cthulhu campaign off and on for a few years now. We’re in the process of wrapping up a long series of sessions based on Lovecraft’s novel At the Mountains of Madness, complete with prop photographs, journals, and an authentic National Geographic map of Antarctica from the era.

Lose 2d6 Sanity for creating props

Go Away Monster!

If you’re playing with very young children—or just feeling spooked from all these scary games yourself—it’s time to break out Go Away Monster! Players draw shapes from a bag, searching for pieces to go in their bedroom: lamp, bed, cuddly, etc.

When a player draws a monster piece they say “Go away, monster!” and tosses the monster in the discard pile. It’s a simple game of shape recognition, taking turns, and empowering children to tell thoughts of bad monsters to go away.

What are your favorite spooky games? Connect with me on Twitter and share your thoughts!

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No Points for Second Place

I’m a big advocate for game-based learning – using games as teaching tools for concepts or other subject matter. Used properly, games are experiential learning platforms that allow people to interact with and safely practice a subject, anything from math to warfare.

I’ve created several for use by clients like the US Army and Naval Postgraduate School, tackling subjects as diverse as counterinsurgency policy making and logistics management. With thoughtful selection and guidance, even many off-the-shelf games can be educational (and fun!) for work, school, or home use as well. 

Last week I went to my children’s back-to-school night, which gave me the opportunity to see how the wrong use of a game can negatively impact learning. 

Side note: gamification is different than game-based learning. Gamification is adding game elements (like scoring) to a non-game situation. Starbucks Rewards is an example. You earn stars for purchases and other behavior Starbucks wants to encourage. But it’s not a game, and the only thing I learn is that I really don’t need three espresso shots in my mocha. 

Back to back-to-school.

One teacher opted to use Kahoot to explain his class syllabus. Kahoot is an online quiz tool. The teacher creates the quiz, then students can log in via their school iPads and a PIN number and all be part of the same game.

It’s like a game show, with a countdown clock and students earning points not only for the correct answer, but for how quickly they get the correct answer. In this case, the top three scorers would earn extra credit for their kids. Fun stuff.

Except when it’s not.

Photo by Jon Tyson on Unsplash

Turning a course syllabus into a game show didn’t help me understand the class at all. Could I usually guess the correct answers for the multiple choice questions? Yes. Can I remember those answers now? No.

I couldn’t even remember the questions. Because right after I’d see the answer to a question, here comes another with the clock ticking down from ten…nine…eight…seven….

Oh sure, the parents had a good time playing the quiz, but I’d bet 90% of us couldn’t remember more than one or two of the ten questions asked. A score of two out of ten isn’t good by any metric.

If you’re quizzing people on material they already know, Kahoot is probably fine. It’s fun, but it’s a little frenetic — you’re racing against a fast countdown and your classmates.

It’s not only a test of knowledge, but a test of recall speed and manual dexterity as well. Accidentally hit “B” instead of “C” in your rush? Too bad! That makes it unreliable for actually assessing and grading. 

So was Kahoot a memorable experience? Yes. Was it a good choice for informing parents about the class? No. 

Throwing content into a game doesn’t magically make it educational.

(For the record, I confirmed with my son that the teacher doesn’t use Kahoot for teaching or actual grading.)

So what goes into good game-based learning? Usually a good deal more than just putting a game on the table (or screen), and more than I’ll tackle right now. Suffice to say, pre-game instruction, instructional scaffolding, guided experiential learning, and post-game discussions are all important components. I can dive into those in-depth in future posts.

Games can be great for teaching and practicing, but as with many things in life, it’s a matter of finding — or creating — the right tools for the right job. And sometimes seeing a tool used poorly can remind you of how good it is when used correctly.

You can read a bit more on how I approach creating games and other products here

If you’re interested in having a game created for your organization, let me know and we can explore the potential benefits to your team.

You can also connect with me on Twitter and share your thoughts!

Stay in touch with my newsletter. No more than once a week, no spam.

If you like what you read, please share it with others via the links below.

Mixed Reality on the Table

I love creating and playing both digital and tabletop games of all sorts. Many attempts to blend the two have been made, but they continually fall short of the promise of either medium. The issue is that emerging technologies are a poor replacement for traditional games…but can be an outstanding enhancement.

Previously I shared my thoughts on what’s special about tabletop games (board games, card games, etc.) and the failings of current VR and AR attempts to replace them. Now let’s look at the great ways mixed reality (MR) can contribute.

Photo by Bram Van Oost on Unsplash

So what does Mixed Reality bring to the table?

I want to look at five areas where I think MR can really improve people’s tabletop game experience: onboarding, offloading, enabling, enhancing, and transforming.

Onboarding

Learning a new game, particularly those with complex or unusual game mechanics, can be challenging. Games with massive tomes for rulebooks scare away many people. 

Video games have been very successful in streamlining this experience with instructional scaffolding. Core game concepts and rules are introduced in stages, and new features or abilities are gradually unlocked. Careful level design makes it easier for players to learn and master skills, preparing them for success in later stages.

Mixed reality is a great tool for bringing instructional scaffolding to board games. Set-up instructions can appear on the tabletop, demonstrating where each piece goes. Rules can be taught step-by-step by a Virtual Gamemaster or coach. 

I’ve done this previously in some of the game-based training projects I produced for the Department of Defense.

In the logistics strategy simulation DMCTI, for example, the “Auto-Tutor” reminds players (US Army Soldiers, in this case) when they forget a “rule” or important decision making step. This coaching, based on expert knowledge, gives novices vital tips or assistance right when it’s needed.

Sarge will make sure you’re a fast learner

Offloading

That support doesn’t have to stop once players learn a new game. Many games involve complicated math calculations. Tabletop wargames are (in)famous for using dozens or hundreds of pieces. 

The science fiction wargame Attack Vector: Tactical has very complex rules to allow a two-dimensional board game to simulate three-dimensional space combat. This puts it out of reach for most players. Heck, I’m a pretty hardcore wargamer and even I don’t have the time or patience to figure that out.

Cool but mind-boggling Attack Vector: Tactical game aid created by Jonathan Fashena to make the game “easier”

Mixed reality support can make complex games accessible to more people. In this example, a MR app for Attack Vector: Tactical could recognize the positions of starship pieces on the tabletop. A player could use gestures (or even voice commands) to indicate the desired path of a move. The MR overlay could then do any math calculations and visually display the course and outcome. 

A MR Virtual Gamemaster could also prompt a player who may have forgotten to move pieces or tried to move them incorrectly. There’s no excuses for cheating when the game catches you in the act! 

Combat resolution–determining the outcome of a battle between units in a wargame–is often a tedious exercise in adding and subtracting various modifiers to the odds of success:

“Your troops are uphill, so I have a minus two on the die roll. But I have a flanking unit in support, so your combat strength is halved. My troops are elite, so I shift two modifier columns, but they’re fatigued so…” and so on. 

The MR Virtual Gamemaster scans the tabletop, identifying the pieces and their relative positions. In the above example, a player is deciding whether or not to attack could see the modifiers and final odds of success projected by his units. This allows the player to focus on the important decision-making, not the minutiae of the math. 

And for a memory-based game, an MR coach could give you perfect information so you’d get each guess correct…okay, that would be cheating. Or at least take the fun out of things!

Enabling

Mixed reality could also level the playing field–I mean, the tabletop.

The same virtual coaching that teaches a game could also be used to help novice players compete against more advanced players. Reminders and strategy tips can be displayed for the new player, giving them a competitive chance against the more experienced.

Both players have more fun when it’s a challenging game. The novice can learn more quickly, and the experienced player can focus on playing their best without having to coach. Speaking as the person usually explaining rules to other players while trying to take my own turn, this would make my life easier!

Mixed reality could also help people who have challenges with the visual aspects of the game. 

Many card and board games use color to indicate specific use or value. For people with color blindness, this makes those games very frustrating or even unfair to play. I’m red-green color blind, and there are some board and card games I just can’t play. 

An MR app could digitally enhance colors in a way to make them visible to the player. 

For players with more limited vision, an MR app can scan difficult to read text and either present a better visual overlay or translate that text to speech. This could really improve the accessibility of board games to more people, especially in the case of certain trading card games with loads of  absurdly tiny text.

I’m looking at you, Cardfight: Vanguard!

An MR app could also enable people otherwise short on time to enjoy longer games.

People lead busy lives, and not everyone has time to finish a long board game in one sitting. Leaving a game set up for days isn’t an option for everyone, either. 

One of the most handy features of video games is the ability to “save” a game–stop it at any given point–and return to that game later. Mixed reality can add that feature to any board game.

The MR app for your game can scan and save the board state. When you’re ready to play again, the app gives you a visual overlay just like it did in the set-up, but where you left off. It’ll also remember whose turn it was!

Enhancing

Mixed reality can also enhance the tabletop gaming experience in some other fun ways.

Video games are good at representing the “fog of war”- the uncertainty of your opponent’s strength, location, etc. – by hiding that information from the player. Hidden movement and determining line of sight, for example, are both important for a realistic battle simulation.

In the above image from Civilization V, the player’s map displays what terrain has been explored. Note the darker shadowed areas of the map. Those areas have been explored previously, but since none of the player’s units can observe them at the moment, they don’t display the presence of enemy units that might be there.

Board gamers have to work hard to simulate this, sometimes going so far as to have each player with their own copy of the game and a game master (referee) that runs back and forth between them, making sure their boards are correct. 

That means you need a third person who doesn’t really get to play, or you use some complicated or awkward bookkeeping to get the job done.

Mixed reality could automate that, using a process similar to Adobe PhotoShop’s clone stamp tool. This could obscure or completely hide pieces on the board, revealing them only when detected. 

This also offloads any line of sight calculations to the MR app, as spatial mapping–the ability to digitally scan and understand the positions of all the pieces in the game–enables the app to know what pieces can “see” each other. 

And, of course, cool video game-like visual effects can easily be added. Lightning, explosions, animated pieces, etc.–would be a fun way to enhance a tabletop’s game sense of action and excitement.

Transforming

Mixed reality technology can transform ordinary objects into extraordinary game pieces. 

Using 3D object recognition and a digital overlay, your chess piece could take on any form you’d like. Sad they never made a Stranger Things commemorative chess set? Your king and queen can become Chief Hopper and Joyce Byers – and even speak when you move them. 

That creates the digital experience of having your favorite characters in your game, but also preserves the tactile experience of holding and moving real playing pieces.

Using 3D-object and pattern recognition, wooden blocks with simple symbols painted on could transform into World War 2 tank models or cars from The Fast & the Furious.  

This isn’t limited to simple objects, either. Mixed reality can transform the players as much as the pieces.

Augmented reality can already modify someone’s on-screen appearance. Snapchat filters allow users to change their faces in all sorts of ways. But that’s only the beginning. 

Would augmented reality pirate games use ARrrrrr filters?

Apple continues to update their augmented reality software, ARKit, which can not only track objects, but also track multiple faces and human bodies when they cross in front of each other. This allows people to go way beyond giving yourself cat ears, and has lots of game-enhancing potential.

Players of roleplaying games like Dungeons & Dragons have a long tradition of moving play away from the tabletop. These live action roleplaying games (LARPs) take many forms, from murder mystery parties to full-scale battles with prop weapons. 

Many, however, involve expensive and elaborate costumes. That investment is beyond many players. It can also be awkward walking around in public dressed like a monster.

Mixed reality could enable LARPers to wear virtual costumes only visible to other players of the game. The app could recognize players of the current game and display their selected costume. 

In a fantasy game set in J.R.R. Tolkien’s Middle-earth, for example, players could appear to each other as Elves or orcs. The same offloading capabilities mentioned above could resolve combat, show spells or arrows flying across the battlefield, or even digitally mask an invisible Hobbit who possesses a certain magic ring.

Me wearing a ring of invisibility
Photo by Benjamin Davies on Unsplash

I love creating games and exploring how emerging technologies can expand our ability to create experiences that engage, entertain, and inform. Mixed reality offers an amazing array of ways we can expand our enjoyment of tabletop games without sacrificing the unique qualities that make them so fun.

And all of the above is just scratching the surface. We’re still in the infancy of the alphabet soup of VR/AR/MR/XR and there are exciting possibilities ahead!

Let’s continue this discussion. Connect with me on Twitter and share your thoughts!

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Gaming Your Business

In Orson Scott Card’s science fiction novel Ender’s Game, the eponymous Ender Wiggin unknowingly fights a real war by playing a simulation. His orders in the “game” are transmitted to actual combatants who carry them out in a battle to the death against an alien enemy. Presented with a game using real-time data from the battlefield, Ender is free to play his best strategies and win.

I first became aware of Ender’s Game when I was part of a DARPA study group. We explored how massively-multiplayer online game populations could interact with and influence political and military decision making – crowdsourcing Ender’s Game, so to speak.

Modern militaries around the globe have used games to teach decision making, practice command skills, and test hypothetical scenarios since the early 19th century. My own experience creating game-based learning simulations for the Department of Defense is a continuation of that practice.

But there’s no need to restrict these tools to the military theory. Strategy games help players understand the context and potential outcomes of their decisions, particularly in complex, dangerous, or expensive matters.

Mistakes in business can be extraordinarily costly, with vast amounts of money and lives (or at least livelihood) on the line.

Is it possible to create a real Ender’s Game for a board of directors? 

Photo by Christine Roy on Unsplash

Real-time data collection is giving business operators access to more and richer information than ever before. The very volume of data creates its own complexities in deciphering it. Data must be analyzed, synthesized, and summarized in order to be actionable by decision makers.

Strategy games simplify information in order to present meaningful and understandable choices for players. This distillation of complex concepts into a framework of rules makes games useful for teaching difficult concepts. Chess, for example, is highly abstract, but still captures the essence of maneuvering a pre-gunpowder army on an open plain with pre-radio command and control limitations.

Photo by Josh Cris Gayle on Unsplash

Business is a popular theme for games, going back to the beginning of the 20th century. Pioneering edtech game designer Lizzie Magie created Monopoly as a teaching tool for economic theory, but over 100 years later it’s still a common household family game. (Not a good one, in my opinion, but that’s a different matter.)

These business games vary by theme and complexity. Where Acquire is a relatively simple investment strategy game, others are highly complex decision making exercises.

Food Chain Magnate is a resource management game where players attempt to build the most financially successful fast food restaurant chain. In Kanban, named for Taiichi Ohno’s Toyota Production System, players manage workflows in a just-in-time automotive manufacturing environment.Be warned: neither of these board games is for the faint of heart!

Be warned: neither of these board games is for the faint of heart!

Photo by Stanley Dimant

Video games have a long tradition of simulating business operations as well.

Rollercoaster Tycoon is a classic of business and construction gaming. Players take on the role of theme park operators and manage the layout, construction, and operation of their park. Players build rides, food stands, bathrooms, and more as they try to attract and cater to the needs of guests. Keeping the guests happy and the park financially solvent are clear measures of success.

Like board games, business simulation video games run the gamut of themes. As their names suggest, in Two Point Hospital and Farming Simulator players manage a hospital or farm respectively.

Looker inter
But the business world is continually changing. 

While board games and video games can be used to teach or simulate certain aspects of managing a business, they all share the same limitation – they’re designed and built around static data models. Assumptions about costs, values, and markets built into the game model don’t change after the game hits the shelf.

From a game design perspective, of course, it’s much easier to create a simulation based on a static (potentially heavily abstracted) data model. Similarly, from a production standpoint, creating a dynamic data model that can be updated is much more expensive to produce and test.

There’s also not a significant demand from players for such a feature, so there’s no incentive to spend the financial and personnel resources developing it.

These games still have educational as well as entertainment value, but static data sets restrict them to instructional use. And even if those data sets can be updated periodically, through patches or content expansions, the “freshness date” of that information is of questionable real-world value.

Is that real-time data available?

Short answer: yes. The data is there – a veritable fire hose of information. Understanding that data is another matter.

Companies like Looker and Domo provide real-time data visualization for businesses in pretty traditional packaging.

Other companies are using emerging technologies to enhance data visualization. Talespin and Virtualitics are developing immersive VR data visualization tools that enable 3D spatial display of information.

That’s a good step, but what if we take that further?

What if we could update our game model with real-time data?

Games are essentially products of very specific user experience design. Games are designed for accessibility and playability – the ease at which a player, given sufficient familiarity with the game, can make informed decisions.

Strategy games are designed to enable players to make decisions and see the outcomes of those choices subject to situational variables (“input randomness”) and uncertain results (“output randomness”).

Bringing real-time data into the game model increases the value and validity of the game for actual decision making exponentially.

Outcomes of player decisions more accurately reflect the “ground truth” of what’s happening because it’s based on data from now, not six months or even six days ago.

And those outcomes based on real-time data can be simulated much faster than real-time. Different choices can be gamed and the results calculated before an actual real-world decision need be made.

As results play out in the real world, they can be compared to the expected game results. Differences in the outcomes (game vs. real world) become refinement points for the game model. The more it’s used, the more predictive the model becomes.

Business games should evolve from the abstract educational tools they currently are to a primary real-world interface for decision making. The tools are all here. We just need to put them together properly.

Is your business competitor already gaming all the possible outcomes?

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The Digital Tabletop

If you’ve been around me for more than thirty minutes, you know I love tabletop games: board games, roleplaying games, miniatures games – the works. I’ve even blended all three types into hybrids, using strategic board games to set the grand politics of a roleplaying campaign where players lead miniature armies into battle on the tabletop. Professionally, I’ve made games – both digital and tabletop – for over twenty years, and I like to push the bounds of what games can do. 

That’s why I’m really excited about how mixed reality (MR) can be used to enhance tabletop gaming in ways that virtual reality (or standard video games) can’t. I say enhance because I believe it’s important to preserve the unique qualities of board games that have made them popular for over 5,000 years

What’s so special about tabletop games?

Tabletop games are social.

Games bring people together around a common space to share a common experience. Humans are social beings, and games are a time-tested vehicle for building understanding, trust, and respect for one another. 

Photo by Arthur Osipyan on Unsplash

These experiences are not exclusively competitive. Many tabletop games are cooperative, with all players united in a struggle against the game itself. Most roleplaying games, for example, are largely cooperative, with a neutral game master facilitating the game for one or more united players. 

In all cases, the face-to-face social interaction with other players has intrinsic value.

Indeed, there’s an entire category of social deduction games such as Werewolf/Mafia and the excellent The Resistance: Avalon (a personal favorite) that rely heavily on the immediacy of face-to-face interaction and non-verbal communication.

Virtual reality board games have been unable so far to capture that aspect of tabletop games. Mimicking the subtle facial expressions and body language that is so vital to interpersonal communications is still incredibly difficult.

Rec Room for Oculus VR, a platform for social gaming, implicitly acknowledges this by using extremely crude avatars in order to avoid the uncanny valley effect.

Image by Against Gravity

It’s like looking in a mirror!

Tabletop Simulator is another VR platform for board games. Unlike Rec Room, it doesn’t even attempt to represent players visually. As a result, it’s not significantly different than traditional video game versions of board games.

This is where augmented reality can step in, as it offers the possibility of actual face-to-face interaction in a shared game space.

Live Game Board is one attempt to do just that. Players use their mobile devices to view virtual objects on their screens overlayed on a mat unique to each game. The current offerings are essentially very simplistic mobile games, but perhaps talented developers may take the concept and expand on it.

This brings us to the other unique aspect of board games.

Tabletop games are tactile.

There is an indefinable quality to tabletop games that involves more than just the visual. Board games involve a degree of physicality – pieces, dice, tiles, boards, or other objects – that can be manipulated. That tangible presence is both grounding and serves as a focus for the social interaction.

Photo by Robert Coelho on Unsplash

There is also immediate and gratifying sensory feedback when rattling dice, pushing a rook to check your opponent’s king, or even flicking a marble across the floor. The mind knows this is real, and which has a powerful effect on how we perceive the events. There’s even research that suggests gestures and interaction with physical affordances (e.g. game pieces) combine with speech in the formation of our memories. Even the smell of a new board game contributes to this unique experience.

Many tabletop gamers elevate the physical components of games to an art form. Miniatures gaming enthusiasts devote countless hours (and dollars!) to collecting and painting these playing pieces.

Scale models and tabletops as detailed as any model railroad collector’s are the game board for recreations of battles from history, science fiction, or fantasy. I’ll admit, I have everything from Elves and orcs to Tiger tanks and X-Wings.

You can see some great examples of painted miniatures on Cool Mini or Not.

Photo by Jack B on Unsplash

Can current technology replace that tactile experience?

Haptic technology is making strides in replicating some of these sensations. Ultrahaptics uses dynamically modified air flow to simulate surface textures. It might one day be possible to integrate into a comprehensive VR approach to simulate a tactile board game experience, but at present that isn’t a cost-effective or practicable solution.

And wearing a full Tesla Suit or bHaptics’ TactSuit is not only costly, it might just be overkill at the dining room table.

Seriously, I just wanted to play Stratego.

Games are universal

People of all sorts enjoy games. These games vary by culture and individual preference, but most every human on this planet has games they play. From Senet (the favorite of the pharaohs) to the games of the indigenous peoples of North America and Australia, games transcend time and geography. 

Photo by Đức Mạnh on Unsplash

Language can be a barrier for playing games with groups from different regions. While many board games are localized for language, that doesn’t help when your friends gift you a French edition of 7 Wonders and you don’t read French. (Yes, this happened to me recently.)

This is one area where some off-the-shelf AR technology can help. Google Translate (formerly Word Lens) provides real-time text translation.

While not perfect, it’s a taste of what’s coming in the very near future. Just the thing to translate text on cards or game boards!

Photo from New York Times

This universality of games brings people together from around the world to meet and play at game conventions. Gen Con in the United States attracts over 60,000 attendees annually, and Spiel in Germany draws nearly 200,000 people.

I go to Gen Con most every year, as well as Strategicon in Los Angeles three times a year. It’s fantastic playing new games and connecting with people over a shared passion. You should definitely check for game conventions near you!

So where does that leave us?

Where existing virtual reality and augmented reality approaches fall short, I see amazing potential in how mixed reality will enhance and transform tabletop gaming. MR can bring the digital and tabletop worlds together in a way that maximizes the best quality of each.

I’ll share thoughts on specific areas we can leverage this technology in my next post: What does Mixed Reality bring to the table?

In the meantime, if you’d like to learn more about tabletop games, I’d recommend starting here:

BoardGameGeek – This is the repository for board games. A bit overwhelming, but this is a great resource for finding detailed information about individual games, discussion forums, a marketplace for buying or trading games, and much more. You can even find me there.

Co-Op Board Games – This site reports exclusively on games where all players are working together. I think cooperative games are great for get-togethers where people don’t know each other well and for introducing people to tabletop gaming in general. Check out the game Pandemic for a fun and challenging time!

The Dice Tower – Started by Tom Vasel, this is a good source for board game news and reviews as well as a podcast. Worth checking out. 

Game Brain – If you prefer to listen to people discuss games in-depth, Matthew Robinson and guests dive into a variety of tabletop games in this weekly podcast. Lots of good discussion and insights.

Happy gaming and I’ll see you around the table!

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A Very Good Place to Start

As a creator of interactive media, I don’t fit easily into a single silo, having worked on projects from mixed reality military simulators to action figure-based board games. So it should come as no surprise that my most frequently asked question is “so just what is it that you do?”

As is often the case, the short answer is not necessarily the best answer. 

My catch-all answer of “I’m a producer” usually draws crinkled brows and polite nods, as that role is defined in vastly different ways across industries and even varies from studio to studio. Indeed, my own roles vary from project to project (and over the life of a project), encompassing that of executive producer, product manager, and designer, all rolled into one.

When expanding on what the means, I’ve been told my elevator pitch would work only on the Burj Khalifa.

Insert elevator pitch here

So perhaps a more meaningful answer is I assess and meet people’s needs. This is applied differently in the various roles I take, but the core skills are the same: a willingness to listen, a desire to learn, and an ability to put it all together.

Willingness to Listen

Many people think they’re good listeners, just like many people think they’re good drivers – it’s everyone else who is the problem. 

The temptation for anyone in a creative role – particularly when consulting – is to quickly demonstrate just how smart and clever you are to your client. High expectations and short timelines put tremendous pressure on you to launch into a solution before you understand the problem. 

As executive producer, an inability or unwillingness to genuinely listen to your client’s story and needs can critically damage the trust they have in you. Your willingness to actively listen demonstrates respect for both them and their circumstances, and is critical for laying the foundations of a successful project: understanding, trust, and cooperation.

As product manager, acting without first really listening to can result in wasted time and effort as you focus on the wrong priorities and demonstrate a lack of empathy for your audience. This in turn affects the work of a designer, as every action or interaction should serve the needs of the audience and the goals of the product as a whole. 

Even on a personal level, we appreciate feeling heard. Who likes having someone else tell you how you feel or how you should solve your problem without first having really listened to you? 

I was in a roundtable discussion with clients who were very bright, non-technical academics. They wanted a simulation that would reinforce some of the lessons taught to the professionals attending the program. My well-intentioned colleagues, eager to demonstrate their enthusiasm for the client and project, launched into a very interesting and detailed description about just what the simulation should be and how it would work. It was a cool idea and pretty impressive-sounding, really. And it was all terribly wrong for the client.

I could see the clients’ expressions around the table – people who knew they were listening to an expert provide an expert solution, but it was a solution that didn’t feel right in ways they couldn’t articulate. Putting on the brakes, asking open-ended questions, and providing space for the clients to put things in their own terms got us back on track to really understanding their circumstances and problems, and built trust that we could ultimately deliver the experience their alumni needed.

Investing the time to listen doesn’t preclude “moving fast and breaking things,” but it pays to know what you’re breaking and why. 

As an expert in my field, yes, my gut instinct might be completely correct, but a little humility and willingness to listen to others pays off no matter what I’m working on.

Desire to Learn

Coupled with a willingness to listen is a desire to learn. Creating impactful products and experiences requires an understanding of markets, people, and domain knowledge. This can take many shapes: performing product comparisons, consuming source material, working with subject matter experts, developing user persona and/or empathy maps, and so on.

It’s more than compiling data, however. It’s immersing myself in the knowledge and striving to become an “expert” in a new field, or at least have a functional understanding that enables you to speak to the needs of your client and audience. For that, you really need to enjoy learning and experiencing new things, embracing both the growth (and occasional discomfort) that brings.

Sometimes it’s about really getting into the shoes – or boots – of your audience. I was asked to create a game-based learning simulation for the US Army to teach the planning and decision making around logistics. To better understand the experience of the Soldiers I’d be serving, I travelled to Fort Hood, Texas, and took the same week-long crash course the troops take. A similar opportunity took me to the deserts of the National Training Center and a ride with the 11th Armored Cavalry Regiment. In both instances, I was able to learn things that aren’t captured effectively in typical user research. Like how sand gets everywhere, including your teeth.

Ability to Apply

All of the above is well-intentioned but ultimately meaningless without the ability to apply it to solve problems effectively. This requires not only the capacity to synthesize what you’ve heard and learned, but the unwavering focus on the client’s and audience’s needs, as well as the discipline to continually revisit your efforts to make sure they remain on target. 

As executive producer, that means establishing a common vocabulary with your client and maintaining clear, honest communication with them throughout the life of a project.

As product manager or designer, that involves continually reevaluating your work, making sure that even as you adapt to newfound learning and changes in the market or simply come up with cool ideas, your plans and design remain focused on fulfilling the real needs you’ve assessed. 

Without discipline, this can be a haphazard or reactionary exercise, chasing after an ever-changing goal. Staying focused on what I’ve listened to and learned makes this iterative process one of continual refinement and improvement, better serving the needs of my client and audience. 

That’s how I strive to serve people both personally and professionally, assessing, understanding, and meeting their needs, because ultimately helping them achieve success is my success as well. 

Ah. We’ve reached the top floor. I hope you enjoy the view.