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What Games do you Play to Problem-Solve?
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<blockquote data-quote="Jack7" data-source="post: 5636358" data-attributes="member: 54707"><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span><span style="font-family: 'Verdana'">Sometimes I think people totally misunderstand what I mean by mentioning gaming as a "training simulation" and game realism as a training tool, or even using gaming to play out real life problems. So I thought I might explain my position a little better. This is not meant as a criticism of your comment of course, merely a clarification of my position.</span></p><p> </p><p> <span style="font-family: 'Verdana'">For instance in an RPG like D&D you're not gonna have exact one to one representations of the scenario you might face in real life, nor will you have exact correspondence to the problems you'll face in real life. Game events are representative, not exact copies of real life events. Games often have imaginary correspondences and correlations, not actual or exact ones, though sometimes they can come awfully close. (And I guess I first noticed this type of correlation through playing historical wargames, but I also early on noticed the real potential in RPGs in this respect, especially because of the way in which RPGs play out. They are "open behavioral systems.")</span></p><p> </p><p> <span style="font-family: 'Verdana'">If I were running an Op to attack an offender who has taken hostages then I could play out (and have) a real life simulation or a training exercise to do so. That is often excellent training. However it is also predicated upon a rather rigid script which assumes that the simulation perp will recite as would a real life perp. This is rarely the case precisely because good guys and bad guys rarely think and act alike (or they'd be the same in nature and behavior, and they are not) and unless the training target has studied offender behavior it's rarely a complete training scenario at best. And that's not even counting things like mentally disturbed or radicalized opponents, who are often very unpredictable (especially to those who typically write training scenarios, and assume everyone wants everything to turn out well, when this is not true at all). And finally there is always the scenario where unexpected elements appear (such as citizens unaware of the danger) or targeting mistakes, where the wrong target or locale has been picked, or the Intel is bad. The last especially is rarely considered in training scenarios but it happens often in real life. And I have also written "real life dangers and disasters" like these into gaming scenarios on more than one occasion to hear a player say, "man, I'd hate that to happen in real life." But because they've gamed it, they know it as a possibility.</span></p><p> </p><p> <span style="font-family: 'Verdana'">Terrorists, criminals, the deranged, etc. rarely act and react as you expect them to and unless you get very good at copying and/or anticipating their behavior most training simulations are rather stale, rote, and predictable. Many times they are completely misleading, not intentionally so, but merely because they are so rigid in conceptual structure. Often they use completely artificial and inanimate targets who are not thinking, reacting opponents - and this is the key to why gaming often allows a much looser, but vastly superior "behavioral simulation." (Now, as triaging methods have improved over time so have training simulations, but for the most part most remain extremely primitive when it comes to considerations of the real behavioral nature of the potential enemy faced.)</span></p><p> </p><p> <span style="font-family: 'Verdana'">In game, action and reactions are limited only by the referee's and player's imaginations. Often they are intentionally trying to outwit and out-maneuver each other. So although an in-game attack by six Goth desperate raiders is not like getting caught in a full-blown looting riot in a gang neighborhood, it can and often is a much better "mental and behavioral simulation" than any training scenario using static or artificial or narrowly trained opponents, and teaches much more flexible, out-of-the-box thinking and reaction methods to those running through the scenario. (This of course assumes good, flexible, referees and smart, adaptable, players with interesting and chanllegening situations to play.)</span></p><p> </p><p> <span style="font-family: 'Verdana'">Plus in games you can often insert environmental obstacles which make the mental preparation for a difficult situation far more interesting and challenging than you can running through a basically static training field you have faced a dozen times and already know by heart. That is in a game you can constantly insert new situations, new characters, new environments, new obstacles, new dangers and therefore if it is done correctly, train harder (at least mentally, at skill use, and behaviorally) than the situation you're likely to face in real life.</span></p><p> </p><p> <span style="font-family: 'Verdana'">It is often said "Train like you fight," but it is always much better to <em>"Train harder than you fight."</em></span></p><p> </p><p> <span style="font-family: 'Verdana'">So I am not saying games offer a one-to-one correspondence between a real life scenario and an imaginary one. But they can often offer a better than one-to-one correspondence, at least in certain respects, than many current training scenarios and programs. Because they are more flexible and unhindered by preconceived expectations and resource limitations.</span></p><p> </p><p> <span style="font-family: 'Verdana'">And the same is true in the same respect for games used as Problem-Solving tools. Games are not problem-solving tools of exacting realism, but then again if they were they'd offer only already known options of operation. Instead games often allow you to step outside of the problem, or step back into the problem, in a unique, unorthodox and non-linear approach to problem resolution.</span></p><p> </p><p> <span style="font-family: 'Verdana'">And that's what I chiefly mean when I say gaming is so useful in these regards.</span></p></blockquote><p></p>
[QUOTE="Jack7, post: 5636358, member: 54707"] [FONT=Verdana] [/FONT][FONT=Verdana]Sometimes I think people totally misunderstand what I mean by mentioning gaming as a "training simulation" and game realism as a training tool, or even using gaming to play out real life problems. So I thought I might explain my position a little better. This is not meant as a criticism of your comment of course, merely a clarification of my position.[/FONT] [FONT=Verdana] [/FONT][FONT=Verdana] [/FONT] [FONT=Verdana] [/FONT][FONT=Verdana]For instance in an RPG like D&D you're not gonna have exact one to one representations of the scenario you might face in real life, nor will you have exact correspondence to the problems you'll face in real life. Game events are representative, not exact copies of real life events. Games often have imaginary correspondences and correlations, not actual or exact ones, though sometimes they can come awfully close. (And I guess I first noticed this type of correlation through playing historical wargames, but I also early on noticed the real potential in RPGs in this respect, especially because of the way in which RPGs play out. They are "open behavioral systems.")[/FONT] [FONT=Verdana] [/FONT][FONT=Verdana] [/FONT] [FONT=Verdana] [/FONT][FONT=Verdana]If I were running an Op to attack an offender who has taken hostages then I could play out (and have) a real life simulation or a training exercise to do so. That is often excellent training. However it is also predicated upon a rather rigid script which assumes that the simulation perp will recite as would a real life perp. This is rarely the case precisely because good guys and bad guys rarely think and act alike (or they'd be the same in nature and behavior, and they are not) and unless the training target has studied offender behavior it's rarely a complete training scenario at best. And that's not even counting things like mentally disturbed or radicalized opponents, who are often very unpredictable (especially to those who typically write training scenarios, and assume everyone wants everything to turn out well, when this is not true at all). And finally there is always the scenario where unexpected elements appear (such as citizens unaware of the danger) or targeting mistakes, where the wrong target or locale has been picked, or the Intel is bad. The last especially is rarely considered in training scenarios but it happens often in real life. And I have also written "real life dangers and disasters" like these into gaming scenarios on more than one occasion to hear a player say, "man, I'd hate that to happen in real life." But because they've gamed it, they know it as a possibility.[/FONT] [FONT=Verdana] [/FONT][FONT=Verdana] [/FONT] [FONT=Verdana] [/FONT][FONT=Verdana]Terrorists, criminals, the deranged, etc. rarely act and react as you expect them to and unless you get very good at copying and/or anticipating their behavior most training simulations are rather stale, rote, and predictable. Many times they are completely misleading, not intentionally so, but merely because they are so rigid in conceptual structure. Often they use completely artificial and inanimate targets who are not thinking, reacting opponents - and this is the key to why gaming often allows a much looser, but vastly superior "behavioral simulation." (Now, as triaging methods have improved over time so have training simulations, but for the most part most remain extremely primitive when it comes to considerations of the real behavioral nature of the potential enemy faced.)[/FONT] [FONT=Verdana] [/FONT][FONT=Verdana] [/FONT] [FONT=Verdana] [/FONT][FONT=Verdana]In game, action and reactions are limited only by the referee's and player's imaginations. Often they are intentionally trying to outwit and out-maneuver each other. So although an in-game attack by six Goth desperate raiders is not like getting caught in a full-blown looting riot in a gang neighborhood, it can and often is a much better "mental and behavioral simulation" than any training scenario using static or artificial or narrowly trained opponents, and teaches much more flexible, out-of-the-box thinking and reaction methods to those running through the scenario. (This of course assumes good, flexible, referees and smart, adaptable, players with interesting and chanllegening situations to play.)[/FONT] [FONT=Verdana] [/FONT][FONT=Verdana] [/FONT] [FONT=Verdana] [/FONT][FONT=Verdana]Plus in games you can often insert environmental obstacles which make the mental preparation for a difficult situation far more interesting and challenging than you can running through a basically static training field you have faced a dozen times and already know by heart. That is in a game you can constantly insert new situations, new characters, new environments, new obstacles, new dangers and therefore if it is done correctly, train harder (at least mentally, at skill use, and behaviorally) than the situation you're likely to face in real life.[/FONT] [FONT=Verdana] [/FONT][FONT=Verdana] [/FONT] [FONT=Verdana] [/FONT][FONT=Verdana]It is often said "Train like you fight," but it is always much better to [I]"Train harder than you fight."[/I][/FONT] [FONT=Verdana] [/FONT][FONT=Verdana] [/FONT] [FONT=Verdana] [/FONT][FONT=Verdana]So I am not saying games offer a one-to-one correspondence between a real life scenario and an imaginary one. But they can often offer a better than one-to-one correspondence, at least in certain respects, than many current training scenarios and programs. Because they are more flexible and unhindered by preconceived expectations and resource limitations.[/FONT] [FONT=Verdana] [/FONT][FONT=Verdana] [/FONT] [FONT=Verdana] [/FONT][FONT=Verdana]And the same is true in the same respect for games used as Problem-Solving tools. Games are not problem-solving tools of exacting realism, but then again if they were they'd offer only already known options of operation. Instead games often allow you to step outside of the problem, or step back into the problem, in a unique, unorthodox and non-linear approach to problem resolution.[/FONT] [FONT=Verdana] [/FONT][FONT=Verdana] [/FONT] [FONT=Verdana] [/FONT][FONT=Verdana]And that's what I chiefly mean when I say gaming is so useful in these regards.[/FONT] [/QUOTE]
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