When asked if I knew anyone who could run a
game about the resilience of cities at an invite only conference, I jumped at the
chance. I recruited Tom (SO2 Simulations, UK), Stephen (futurologist who
deals with the weird as a career) and Russell (disaster planner of apocalypse
proportions). The attendees were senior; a few MPs, top executives of major
companies, emergency planner for the Nat Grid, Caroline Wyatt (BBC), emergency
planner of London, someone from COBRA… The theme of the conference is our
cities are getting to become very fragile systems. One problem and the city
descends in chaos. The water stops and within 2 days the city will have to be
evacuated as it becomes a waterless desert.
Rather than death by PowerPoint, the
conference organisers (Anquan Ltd) wanted some lectures, followed by some
interactive exercises. We provided two of the exercises.
The first exercise was considering how
cities could be adapted to become more resilient. The player teams were given a
giant map; aerial photo of a city, with hexes on it. The terrain in each tile
was the predominant use of that area of the city e.g. middle class housing,
retail, slums, etc… That was not to suggest each hex only had one type of terrain
in it, it was just the main feature. The photos came from Google Earth and
standard software was used to superimpose the hex grid. The hotspot tiles were
about the size of a UK beermat, as the map was very large. The players had
additional tiles they could add to their city, such as mega blocks (dense
concentrations of people living in a single building the size of a small town).
They were also given examples of future technologies overlays that could help
the city function more efficiently.
The afternoon session was a red teaming
session. The groups all moved round one table (except for one person to explain
the city to the new group) and then they had to devise strategies to break the
city. Most of the participants were taken aback at this twist, but threw
themselves into the exercise with gusto. It would be inappropriate to discuss
how this assembled mass of expertise identified weaknesses in our city infra-structure.
The conference then carried on, with the
delegates having the example city they had developed (and wrecked) to relate back
to. What became apparent was the interdisciplinary nature needed to find solutions
to the growing problem of city reliance.
So what are the general lessons?
Conferences have to develop from the traditional model of one lecture after
another; this fails. Devices from wargaming- the hex map, with abstract terrain
based on the predominate usage, worked as a tool for visualisation. Adding
counters to the map was an efficient way of communicating. Playing the enemy is
a familiar concept to any wargamer. It was a wargaming hex map, with counters
and an enemy side. Some elements taken from wargaming had made the leap into a
mainstream conference.