Started by bayonetbrant, December 15, 2014, 09:20:09 PM
0 Members and 1 Guest are viewing this topic.
QuoteI feel that since I am offering criticism and prescriptions, I should establish my bona fides for doing so. I have been playing in, designing, directing, analyzing, overseeing and sponsoring professional wargames since 1981. I served as a professor of planning and decision making at the Naval War College for six years and in that capacity was responsible for executing student end-of-course wargames. Later, I served as director of the Research and Analysis Division within the Wargaming Department. In this position, besides analyzing Title X and other games, I served as game director for a major advanced concepts game involving Joint Forces Command and the Navy (Unified Course 04). Elevated to Chairman of the Wargaming Department, I completely reorganized it and substantially civilianized it, hand-picking the faculty. In 2006 I was made Dean of the Center for Naval Warfare Studies. I was immediately assigned to design and lead a project to support the development of a new maritime strategy. As part of that project I conceived of a six-week-long strategy game that produced the central insight upon which the resulting document, "A Cooperative Strategy for 21st Century Seapower," was based. As Dean I had seven departments reporting to me. Three of those departments, Strategic Research, Wargaming and Warfare Analysis, conducted a substantial amount of their work using different types of wargaming, for which I established institutional policy and standards. Throughout all of this I participated in many Title X games of each of the Services as well as teaching an elective course on wargaming theory and practice at the Naval War College. I also wrote several articles on wargaming theory. Over the course of the last sixteen years I have observed the Navy and Joint attempts to create innovation centers – the Navy Warfare Development Command and Joint Forces Command J9 – including sitting with LtGen (Ret) Paul VanRiper during Millenium Challenge 02. I have had a front row seat, as it were, to see how the best institutional intentions, activated by a host of smart, experienced and dedicated people and funded by millions of dollars, failed to generate useful innovation, in part through the misuse of wargames. In this article I will not provide a detailed critique of what went wrong, but my observations and prescriptions concerning wargaming are based on what I saw fail.