These are just a few quotes from the talk.
"This
high-level official interest in wargaming may be new, but serious, professional
wargaming has been practiced for nearly 200 years. Sometimes it has pointed the
way toward success. Too often it has been oversold by charlatans, abused by the
cynical, and ignored by those who most need to learn from the insights it can
provide. Today we face a critical historic inflection point. We can't afford to
screw up this opportunity. It's time to get wargaming right. It's too important
not to."
"The essence of games is found in their basic nature. They are about people making decisions in the context of competition or conflict, usually with other people. All the while plagued by uncertainty and complexity."
"As I have been thinking about the litany of uncertainly recently, it led me back to an even older point, one that I have heard attributed to Abraham Lincoln in the dark days of the Civil War. “It aint what you don’t know that will get you; it’s what you know that aint so.” We have seen a lot of that since spring 2003. We knew that the Iraqi people would welcome us as liberators. We knew that we could get by with a small military force while we rebuilt Iraq and turned it over to a democratically elected government. We knew . . . well, you get the picture."
“Success in any art may be regarded
as the product of three factors:
a—the right thing,
b—rightly applied,
c—in time.
If either of these factors is zero,
the result will be zero. The right thing rightly applied too late, the right
thing misapplied, and the wrong thing, whether applied or not—neither of these
combinations promises success.
When from a study of the experience
of past wars, and of that of artificial wars checked up by suitable trials in
the fleet, we shall have discovered what is the ‘RIGHT THING’; when, by the practice of artificial
war, we have so familiarized ourselves with the various theaters of war, the
situations and their appropriate solutions that we can see the ‘RIGHT THING,’ ‘RIGHTLY APPLIED’; and finally when, by persistent
practice of artificial war, we shall have so trained our appropriate mental
muscles (the mental processes), that the proper line of reasoning has become
the line
of least resistance, so
that we shall think right even if we have no time to think at
all—instinctively, actually quicker than though—thus enabling us to do the ‘RIGHT THING,’ ‘RIGHTLY APPLIED, ‘IN TIME,’ then, and only then, shall we
fully realize the true meaning of the saying that ‘the best school of war is
war!’”
•Games
taught decision-making, not decisions.
•Gave
"an adaptable process to follow and confidence in their decision-making
abilities."
•Facilitated
transformation of tactics, strategy and technology.
•Succeeded
through "cyclic osmosis" of rotation from students to planners,
operators, faculty.
•"Research
laboratory for every detail of naval warfare."
Games are accurate because:
they incorporate external and human factors
they include humans as decision makers
games are accurate because game designers are predictable.
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