WarPaths was designed to solve a problem that was made more acute by COVID: How can you conduct virtual wargames, or decision simulations, with participants spread out over long distances – even across time zones?
Learning to meet this challenge is clearly important for organizations that would like to take advantage of available time with these decision exercises. Poorly constructed work-arounds to the barriers created by COVID are likely to result in low quality experiences as participants are forced to juggle 3 or more forms of technology to communicate and submit their arguments or game “moves.” This spreading of the experience across systems is also likely to result in a disjointed history of the decisions made over the course of the simulation.
Complicating these challenges with distributed wargames are other issues that were problematic even before the pandemic:
- Most commercial wargames are heavily controlled by complicated rules sets, which creates a barrier to getting participants up to speed.
- It is unlikely that such games will address your set of concerns “out of the box” without a great deal of customization. Custom wargames and come with heavy time and resource investments.
- Heavily-planned and resourced events come are unlikely to be formats that encourage true bottom-up creativity since the degree of centralized control for these events is naturally higher.
WarPaths was designed to lower the barrier for developing a customized wargame that a client can quickly set up, focus their key issues, and easily rerun the exercise to test multiple aspects of the scenario.