Napoleon,
the man who introduced
many ‘disruptive
innovations' to the
business of warfare,
once said: “If I
always appear
prepared, it is
because before
entering on an
undertaking, I have
meditated long and
have foreseen what may
occur. It is not
genius which reveals
to me suddenly and
secretly what I should
do in circumstances
unexpected by others;
it is thought and
preparation.”
Warfare
has become far more
complex since the days
of Napoleon. However,
the value of thought
and preparation has
not diminished, since
things rarely turn out
as planned in war. To
help military leaders
prepare for this
inevitable ebb and
flow of events in the
battlefield, and
provide a substitute
for Napoleon's brains,
war-gaming is a
technique that has
been perfected over
the last 200 years.
Generals do not posses
the luxury of a
soft-launch or
test-marketing through
a mini-war to assess
the validity of their
strategy before
launching a full-scale
war. War gaming helps
them test and refine
their strategies and
learn, without having
to expend hundreds of
thousands of lives.
Business
Wargames
"War
game" is a simple
translation of the
German term "kriegspiel."
The first modern war
game was invented in
1811 by Baron von
Reisswitz, a Prussian
noble. He constructed
a sand table modelled
on actual terrain.
Military units were
represented by blocks.
Opposing force teams
would give their
orders to an umpire
who was required to
move the troops on
this sand model,
resolve combat and
tell the two sides
what their forces
would actually be able
to do. To determine
the outcome of combat
the umpire was
provided with
calculations listing a
number of results
based on range and
other factors. The
roll of dice
determined the
outcome, in order to
depict the
uncertainties of the
battlefield!
In
modern times, the
efficacy of war games
has been proven often,
emphatically. The US
Pacific commander
during World War II
Admiral Chester W.
Nimitz once said:
"The war with
Japan had been
reenacted in the game
rooms [of the US Naval
War College] by so
many people and in so
many different ways
that nothing happened
during the war that
was a surprise --
absolutely nothing
except the kamikazis
towards the end of the
war."
War
gaming, also called
competitive simulation
by some, has evolved
considerably as a
strategy planning
technique since the
days of rolling dice.
Today, it is a
sophisticated tool,
which the business
world has also
embraced
whole-heartedly
because it helps
leaders test their
strategies,
assumptions and
prepare executives for
successfully handling
the implementation of
their strategies. Mark
Fuller, the CEO &
co-founder along with
strategy guru Michael
Porter of the strategy
consulting firm
Monitor Company, says:
“Business is just
coming to recognise
what the military has
known for 150 years --
competitive simulation
allows managers at all
levels to practice
converting informed
choice into timely
action. From such
practice comes faster
decisions, crisper
execution, and better
integration. The
essence of learning is
doing; the essence of
doing is teamwork.”
Incidentally, the
first article on
adopting war gaming
techniques for
developing business
strategy appeared in
the Harvard Business
Review in 1958!
In
a business war game,
teams of the senior
managers of a company
play their own
company, their
competitors and the
marketplace. A control
team plays adjudicator
and other entities
that affect the
industry. The exercise
simulates a set of
business conditions
and offers lessons and
guidance for the real
thing. During the
game, teams develop
goals and strategies,
decide on investments,
marketing plans, etc.
Market reaction is
assessed by the market
team and market shares
awarded accordingly.
Everything that can
happen in the real
world is permitted,
including
deregulation/regulation,
M&As, alliances,
even natural
disasters. The
duration of these
games varies. At
Anoova Consulting, we
work with
organisations to
develop business
wargames ranging from
introductory one-day
games to full-blown
competitive games. The
games extend up to
several days to help
senior executives look
at their strategy from
different
perspectives, and
develop a better
understanding of the
competitive dynamics
of their industry.
Testing
Assumptions
One
of the most important
benefits of using
wargames is that they
help test the
assumptions underlying
these plans. The
chairman of Bell
Atlantic, Raymond W.
James expressed his
experiences with this
approach to strategy
formulation very
eloquently:
“Traditional
planning models lock
managers into
assumptions that they
find difficult to
change... For example,
we asked ourselves
several years ago why
telephone companies
couldn't own the
content transmitted
over our networks --
from directory
listings to digitised
movies -- when our
competitors, most
notably the cable
companies, could. Left
unchallenged, this
outdated legalism
would have severely
hampered our ability
to compete. So we
decided to play the
‘larger game,'
arguing that the ban
on selling our own
content on our
networks violated our
First Amendment
rights. We won and
changed the scope of
the competitive game
for telephone
companies forever.
“This
fundamental
redefinition of our
business would not
have been possible
unless we had a
systematic way of
reviewing the initial
conditions that shape
our destiny. This
willingness to see
ourselves afresh has
resulted in a large
number of strategic
initiatives, from
joint ventures to
mergers to
new-business
development that would
have been unheard of
in a traditional
planning
environment…we've
put ourselves in a
position to play the
game -- which,
ultimately, is what
successful strategic
planning is all
about.”
Learning
from mistakes
War
games also play
another very important
role beyond surfacing
assumptions and
preparing executives
for handling the
unexpected. They help
you stress test your
strategy. A war game
is the best place to
make mistakes. These
mistakes are
inexpensive.
Executives can learn
from them and apply
the lessons in the
real world. A war game
of a specific
strategy, or a
competitive move helps
you test the impact,
implications, and most
importantly, the
unintended
consequences of that
strategy before going
to market. Like
Napoleon, thought and
preparation ensure far
better results than
from fielding an
untested strategy.
Sun
Tzu opined in his
‘Art of War', “The
wise general in his
deliberations must
consider both
favourable and
unfavourable factors.
By taking into account
the favourable
factors, he makes the
plan feasible; by
taking into account
the unfavourable, he
may resolve the
difficulties.”
Wargaming
your strategy before
implementation helps
you test both these
factors. Though a
cliché, plans are
nothing; planning is
everything. We can
predict with certainty
that any plan will not
play out as expected.
Wargaming, by
preparing executives
for the unplanned,
helps them handle the
unexpected and
unanticipated events
as they unfold. It
helps the strategies
of wise corporate
generals survive the
uncertainties of the
real world.
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