[Infowarrior] - U.S. Navy Builds An MMOG
Richard Forno
rforno at infowarrior.org
Sun Dec 6 23:30:54 UTC 2009
The U.S. Navy Builds An MMOG
http://www.strategypage.com/htmw/htlead/articles/20091206.aspx
December 6, 2009: The U.S. Navy is looking for a game development
company to bid on a project to help create a multiplayer game for
training and brainstorming. What they want initially is a feasibility
study on the creation of a " Massive Multiplayer Online War Game
Leveraging the Internet (MMOWGLI)." The proposals are due by December
28th.
The navy wants a game that will enable them to further explore what
they might be able to do with a multiplayer game, that can be used by
players all over the world. The following description includes
material from the navy solicitation document (in "parenthesis").
"It is anticipated that the number of players will be between 50 and
1000. Players will be drawn from a pool that includes military
officers, government civilians, and government contractors. It is
expected that players will be generally knowledgeable but not
necessarily be Subject Matter Experts."
"The game will be unclassified; however it will not be open or
available to the general public. Respondents should be prepared to
address game play within a restrictive information assurance
environment."
"For the purposes of the pilot, the graphics environment should be
just enough, but not more than, that needed to facilitate the play of
a turn based strategy game."
"The game is non-deterministic and will be played in three moves that
are related to, yet still distinct from, each other. It is conceivable
that insights gleaned from game play during Moves One and Two may be
used to modify Moves Two and Three respectively. Respondents should
plan on some level of effort being dedicated to being part of the game
controller team during game play, and to making changes to the
scenarios of subsequent moves. Each move is anticipated to last
between one to two weeks of calendar time, with one to two weeks of
calendar time between moves for game controller activities. "
"Move One - Protecting the Sea Lanes: Move One is designed to get the
players engaged in the game - collaborating and thinking
strategically. Players attend a major International Anti-Piracy
Conference being convened under the auspices of the International
Maritime Organization. Players, representing various anti-piracy
stakeholders, sign up as members of various working groups which are
tasked with addressing aspects of the piracy problem. Once formed into
teams/working groups, the players will have tasking to address
activities related to military and operational coordination,
information sharing, and the operational role of the regional
coordination center. The complete player tasking is contained in the
attachment. What the players produce: working as part of collaborative
teams, the players will produce n-# of multimedia responses to the
tasking they receive, where n-# corresponds to the number of teams.
Assignment of players into teams: To the maximum extent practical, it
is the intent that game controllers allow the teams to self organize
and self manage. Thus, it is conceivable that a distribution of team
sizes will exist, including some that are very small and some that are
very large. "
"Move Two - Attacks at Sea: The scenario is multiple near simultaneous
attacks on ships transiting the Red Sea to the Horn of Africa. Players
would be self selecting and self organizing into collaborative teams
of either Red (pirates) or Blue (US and Allied response). It is
conceivable that players may have the option of signing up to be part
of a third party as well, representing e.g. NGOs, other governments,
etc, but this has not yet been determined. "
"Players will be provided with a menu of Red forces to work with, Blue
forces to work with, constraints on how much of each they can use, and
a description of the targets. This will be government furnished
information. The attachment has more complete details. The first
action belongs to Red, who is tasked with developing a plan of attack,
with a deadline. The players would then produce n-# of multimedia
responses, where the response describes their plan of attack. Once the
Red plans of attack are submitted, then Blue takes over. Blue teams
may respond to as many of the Red plans of attack as they wish. Blue's
output consists of n-# of multimedia responses, where the response
describes their plan of defense/counter-attack to the various Red
attacks. "
"Move Three: The game continues with a final move consisting of a
range of scenarios that are logical outcomes from Move Two. These
scenarios include, but may not be limited to: . Conducting a hostage
rescue ashore . Conducting a hostage rescue at sea . Dismantling
pirate base camps . Disrupting the pirate support infrastructure
ashore and/or overseas . Helping the Somali Transitional National
Government and Puntland officials restore order and the rule of law.
Developing a viable indigenous Somali Coast Guard . Providing
humanitarian assistance. Others, potentially based on insights gleaned
from play in Moves One or Two."
"Teams will have the option of selecting which scenario(s) to play.
The format of game play will mirror that of Move Two, this time with
Blue owning the first action and Red having the response. The players
would produce the same output as in Move Two, i.e. n-# of multimedia
responses consisting of a plan of attack (for Blue) and a plan of
response or counter-attack (for Red)."
The navy also wants a Unified User Interface (the MMOWGLI Appliance).
"As discussed earlier in this document, it is envisioned that the
primary level of effort for the pilot will go toward integration of
existing component technologies. To that end, respondents should
address, to the maximum extent practical, having a unified user
interface. In the ideal outcome, players and participants should be
able to run a single program to participate meaningfully in the game.
The term "appliance" is being used to mean a unified system consisting
of an integrated hardware and software deliverable. Upon initial
entry, users will be given the opportunity to create an account to
enter personal information such as education and professional
background. The addition of interests and hobbies will be encouraged
to create a well rounded profile. Information should be organized in
such a way as to promote social networking and used by others as Teams
self organize."
"An online help system will be will be available to user along with
basic system usage training. Player responsibilities will be explained
in this system and it should be accessible at any time. Help topics
will cover tools provided by the MMOWGLI Appliance."
"Players will be guided to documentation/media library where they are
exposed to an initial presentation of the scenarios and background
information. Users will be presented with questions to answer and are
provided with expectations of minimum satisfactory responses to be
completed by the end of each move. Game controllers are people tasked
with the duty of guiding game play. Players may be provided with
additional information, injected by the game controllers, at any time.
Game Controllers may answer questions and encourage teams to gel. Key
questions may be posed during a move in response to player inputs. "
"Players will have the ability to create, edit, share, and
compartmentalize all content created and archived within the
appliance. Content may be defined as documents (text, word processed,
spreadsheets, and presentations), audio, and video. Users will have
the ability to send alerts via instant messaging or email to team
members when content has been added or changed. Players will be
provided a suite of online collaboration tools where teams would be
allowed to create private forums. The team may assign moderator rights
to the leader. Teams would have public and private chat capabilities,
allowing polling."
In a section of the document titled, "Scoring, Ranking, Adjudication
and Other Factors Affecting Player Engagement":
"Respondents should address having a scheme for ranking and scoring
players and teams both publicly and privately. The scheme should
combine elements that are objective as well as subjective (i.e.
determined by the game controllers). It is envisioned that these
criteria would be made known to the players. Since the game is non-
deterministic, it is envisioned that the game controller team will
have to adjudicate winners and losers for each Move (i.e. human-in-the-
loop). In addition to the basics of scoring and ranking, respondents
should address other aspects of game play that they assess as
important to making the game experience meaningful."
The navy eventually wants to add analysis, of player actions, to the
game, but not in this prototype version.
"Future Considerations
Re-Use and Re-Purposability: The feasibility study should also address
the re-purposing of this pilot into an eventual platform for ongoing
experimentation and innovation. Topics to address include the following:
Data capture mechanisms and protocols,
Data analysis tools, Modular design.
Support for user authored games and user generated content beyond the
scope of the scenario described in this document.
Support for user generated real time changes in content, i.e.
injection of excursions.
Integration of 3-D graphics
Planned support for external connections to other simulators such as
High Level Architecture Real-time Platform-level Reference Federated
Object Model (IEEE 1516 HLA RPR FOM) or the Distributed Interactive
Simulation Protocol."
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