Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Tuesday, October 5, 2010

What will the Next Decade look like? Some fun with Scenario Mapping


    MOTD Game BoardI recently came across the 2010 Map of the Decade, created by Silicon Valley's Institute for the Future (IFTF), and I have lately been having fun with forecasting and scenario mapping.  IFTF is a non-profit think tank that forecasts/evaluates the new social and infrastructural transformations impacting global forces.  The Map of the Decade project is part of the IFTF's Ten-Year Forecast Program, which hosts a yearly "game event" for collective prognostication among social tech folks, marketing futurists and the like.  This year's map is an intriguing (game-board like) table for conversationally imagining the transformations in key areas of human activity that are likely to emerge over the next ten years.

    I am blessed by my friends, but, well, they are not nearly as geeky as me.  So it is highly unlikely that I may find willing volunteers who would join me to play the IFTF's forecasting "game", but ...I enjoy nonetheless thinking about the construction of this alternative reality table.  The game's contrastive scenario mapping presents to me one of those engrossing random occasions where interesting topics from my MITSAP studies envisioning the city intersect with my interests in ancient rhetorical devices.  The deep past and next decade collided here.  ...But, I may have to get to that part later.  For now, let me just explain this simple but intriguing "gameboard". 

    The table synoptically maps the structural transformations of five forces in four alternative world-scenarios.  The columns of the table represent the five forces that will emerge - or undergo some extent of structural transformation - in the coming years, which the IFTF dubs: (1) the Carbon Economy; (2) the Water Ecology; (3) Adaptive (Political) Power; (4) Cities in Transition; and (5) (Social/Personal) Molecular Identity.  (Parenthetical modifiers mine). The rows of the table represent the four contrastive world-scenarios in which these transformations could play out.  The world scenarios represent four different trajectories of global economic, environmental and political circumstances that the world could progress into as we travel the next decade. They are:

    • A Scenario of Growth, "Staying One Step ahead of Disaster" -- This is a world-scenario in which the current "growth paradigms" of the global economy continue to be the measure of personal and national success, but where infrastructural adjustments basically attempt to just plug the leaks in our Gaya bucket.  In this world, political activity tends to shore up national self-interests.  Investment is motivated by crisis management.  Instead of encouraging a fundamental restructuring of a wide variety of human activities, knowledge resources remain uncoordinated, and current societal circumstances (e.g. increasing income disparities) continue in their present trajectories.
    • A Scenario of Collapse, "Local Disaster, Regional Conflicts" -- This is a world-scenario in which local instabilities lead to widespread regional conflict and societal upheaval, sparking mass migrations.  The de-legitimization of institutions "signals the end of the globalization era". In this world, political activity is opaque and distrustful. But, as cities go "feral", some local-system restructuring takes place at the small-grain scale as communities adapt to new circumstances (e.g. the coalescence of urban farming communities).
    • A Scenario of Constraint, "Sustainable Paths in a Low-Capital World" -- This is a world-scenario in which the current wealth-production paradigms of the global economy can no longer be sustained.  Instead, national and personal happiness is measured in non-monetary terms. In this peer-measuring LEED version of the world, lessening one's carbon/water footprint is the path to success.  Infrastructural adjustments are policy based and draw on participatory self-monitoring strategies.  In this world, political activity is policy-focused and concentrates on the scientific management of resources.
    • A Scenario of Transformation, "Superstructured Systems" -- In this world-scenario, the barriers preventing wholesale restructuring of human activities are removed as new paradigms of organizational/social coordination arise (employing neural innovations for one).  Conventional institutional paradigms of management are quickly outmoded (much as the cell phone has outmoded the need for erecting land-lines in developing countries, for example).  Rapid innovation leads to biomimetic technologies and ecological infrastructures, enabling human colonization of the oceans and harsh environments. All aspects of human activity, including politics, are approached (or circumvented) through diffuse and cross-disciplinary activities.  In this world, integration is the norm as new frames to approach systems draw to the surface and become widely engaged in a highly networked world.  This is a world of wholesale "superstructuring" of basic human activities into novel forms.  Think World 2.0.

    MOTD Game BoardFor a force transformation item isolated in each square of the world-scenario grid, players of the game are asked to imagine how "happiness" and systems of "resilience" are created within that transformation, and how interventions could leave a "legacy" our posterity would value .  "Happiness", "resilience" and "legacy", however, must employ the evaluative paradigms of social value and self-identity extrapolated for that potential world, which is a kind of role-playing turn which puts the fun into this exercise of wonkery.

    The really fun part for me is that the game naturally leads you to ponder the spring points impacting important arenas of human activity, from the wholesale to the particular, in a wider matrix of possibilities that expand imaginative outcomes and lead to a better way to grasp the transforming subjects themselves.

    More on that later.

    MOTD Game BoardFor now, let me just say that in the Southeast, this whole "Water Ecology" business is a force indeed to be reckoned with.  Over the next ten years it will increasingly shape our local and regional policies, priorities and conflicts.  Urbanists need to engage the water problem more and bring it front and center into the way we think of physical contexts.  Atlanta, for one, has long been staring at a water crisis and has already adjusted mentally more than other cities to the large-scale implications of water ecology management challenges.  We should not underestimate the potential for regional conflict over management of water ecology. Already, my city, Charlotte, is an embittered party in a cross-state debate over our water management issues.

    I like the fact that the IFTF uses the term "Water Ecology" (rather than the easy go to "Water Economy").  So often when we think of water, we think in terms of water pipes and utilities and things with dollar signs preceding them.  But if we think in terms of ecological systems, suddenly there's more ways to think of water.  The water systems and interrelationships between kinds of water you may be overlooking.  Buildings in our Southeastern climates, for one, generate enormous amounts of condensate from air conditioning equipment.  Typically, this water is fed directly into the wastewater stream, instead of being put to good use.  The design team for one of the projects that I'm doing some LEED consulting work for is thinking of ways to take advantage of absolutely enormous amounts of condensate.  It is a cold storage facility.  When the design team proposed the idea it blew my mind away when they presented their figures for how much water they could capture.  There you go... a new water source to think about, for a facility of which, heretofore, I thought of only as a sink.  An ecological cycle of water there all along invisible to me.  Designers, plot those sources on your map.

    Saturday, October 31, 2009

    Settlers of Catan, TOD Version


    Settlers of Catan, originally uploaded by gadl.
    Every city planner, city politician and professional dealing with economic development should become good at the game of Settlers.

    I began playing the Settlers of Catan in Jerusalem, where a friend, Sharon Alley, introduced us to the game after her trip to northern Europe. Some of my favorite memories include the long hours of play I had among my expat friends in some winter school breaks in Tiberias, overlooking the Galilee. Part of the beauty of the game is the combinatorial board's simplicity, so simple, indeed, that the fact that the instructions and development cards where all written in Danish (or something) somehow did not hamper us much. It was in the play though that things got very interesting quickly. Right from the start, when players take turns placing their pioneering settlements, the game immediately makes Monopoly seem monotonous.

    Thinking back on what motivated me as an architecture student to focus on urban planning, I seriously list the influence of the Settlers of Catan. One reason why my educational tract veered into the Department of Urban Studies + Planning during grad school was the theoretical analogues the game presented me as I studied the roles and interrelationships of transportation, trade, politics and industry in improving urban development and regional competitiveness. By a combination of diplomacy, haggling, and economic resourcefulness, players are forced throughout the game of Settlers to fight for competitive advantages over a simplistic board of resources. This is the only game I know where direct competitors can actually trade game (resource) cards in open negotiation after each dice-roll. (Imagine, for example, what would happen to chess if a player could haggle with his/her opponent to convert a rook to the other side in order to get back his/her queen). This simple and ingenious alteration to the board-gaming norm forces strategies and impromptu alliances to become fluid, crafty and subtle. Some of the dramas of Poker are manifested. Any player of Settlers develops both a an economic resource strategy beholden to the fate of the dice roll as well as a political strategy to deal with his/her opponents. The best players, therefore, can't help but to gain a sense of the underlying politics and economic strategies influencing regional competitiveness in the real world. Part of the value of the game is that it teaches you to think about the resources of cities in systematic, simplified, physical terms while allowing you to see the value of the soft and open social/political dynamics involved that promote development in more non-deterministic terms.

    During my run yesterday, I thought about Settlers as I reflected on my work as a transportation-focused urban designer. (Curiously, as my friends well-know, I was always a Settlers player that favored a road-building strategy over a city-development harvesting/mining focused resource strategy). I suddenly realized that the game could use a rail and transit-oriented development strategy to make it more reflective of the life and health of cities. Here then are my rules for "rail-road" building in Settlers, Transit Oriented Development (TOD) Version:

    All the rules are the same except for the following additions:
    1) A player can upgrade a road link into a rail track by purchasing a second road and laying it next to the existing road link (a "track" is thus two planks side by side). A track counts as two links in determination of links for the "longest road".
    2) A player can't instantly purchase a track. S/he must wait at least one round before upgrading a road link just purchased, and s/he can only upgrade those road links between linked settlements. Players cannot begin to upgrade roads to tracks until the game's first two complete rounds are played.
    3) A player can substitute a sheep resource card for a wood or clay resource card in order to upgrade a road to a "track" (my opinion is that sheep need to become a more useful commodity to a game of Settlers - there's always way too many of them). It is probably best to not allow a player to substitute two sheep cards to upgrade a road link. In other words, you will still need at least one of the road building resource cards to upgrade to a rail track (we don't want to tempt players too much from using sheep to draw development cards).
    4) This is the money rule: Settlements (including cities) connected by tracks allow the settlements to collect resource cards from one another's tiles, as if they shared the same spots on the board. However, only the next adjacent settlement connected by rail can collect from its neighbor's tile. So in the case that three or more settlements are connected by tracks in series, each settlement can only draw from the tiles of its immediately linked neighbor.
    5) No circumventing the Robber allowed. ...A Robber also plunders the train!

    ...Test it out, Settlers playas, and tell me how it works. I believe these rules can serve as a useful analogue to teach your friends about the value of rail.

    The rules above may need adjustment because of the new dynamics it adds. It may be necessary to play Settlers TOD to 12 points (instead of 10) due to the fact that players will be drawing more cards toward the end of the game and you may want more time to have interesting scenarios play out. That's another thing Settlers teaches planners, btw: all things must have their balance and sweet spot. E.g. you want settlements connected by rail, but you don't want that at the expense of drawing development cards. Cities are full of caveats. Codes and planning rules should not over-emphasize one thing at the expense of another thing necessary to the civic life, health and competitiveness of a city.

    Cheers!