
We talk a lot on this blog about the beauty of simulations for producing rich and varied environments in which to immerse students. We also talk a lot about how ‘failure’ is usually as valid a learning point as ‘success’ in these games: the inability to reach the nominal objective is a valuable learning moment.
But as I’ve been reading for my other work, I realise there’s a different category of political phenomenon that we have more trouble in capturing: the (pre-planned) impasse.
Let me give you the example that triggered this thought, to illustrate.
As you’ll know – if you live in Europe, at least – Greece’s economy has suffered grievously over the past few years, as a result of the 2008 crisis and (more pertinently here) the strict austerity regime imposed by creditors. The election last month of a radical-left government has since led to efforts to recast that austerity regime into something else.
It would be fair to say that all sides are deeply dug in: the Greeks say the current situation is untenable, the creditors say they won’t wear anything else. As so, after a rather brief meeting last night of finance ministers, there was another failure to agree.
Now my cynical side (yes, I do have one) says that this is all part of the game: you act tough, we act tough, then we reach the settlement we knew we would at the outset, but we can assuage our constituents about it all. It’s a bit the logic of my own austerity game, where heads of government have scope to bluster.
However, from a simulation point of view, it’s actually really tricky to recreate this kind of behaviour. In the real world, actors are not bound to a discrete forum of action, nor to a timetable (although there is nominally one in the Greek case): this means their capacity and willingness to not try for a resolution is greater than normal.
If we were trying to run a game of the Greek situation, then we might have a finance ministers’ meeting, but either we reach an agreement (which might not be very realistic), or we don’t (in which case we have to talk about what happens next). What we probably can’t do is run another meeting, and another, so that we can capture the iterative dynamics of it all, nor the way in which we eventually reach compromise.
In short, politics isn’t built for the convenience of the academic calendar.
So what to do? Three ideas present themselves.
First is to just live with it, and note that a game’s failure to reach agreement is lifelike, but also unrealistic in that real-world actors get many more bites of the cherry.
Second is to try to build in rounds of negotiation into a game. The danger here is that you end up covering the same ground multiple times, and that your players might ‘solve’ the problem early on, in which case you have a bunch of time on your hands (although some crisis could easily be invented to upset things).
Third option is to not try to play out the scenario, but rather to get students to apply their knowledge of negotiation/politics/etc to the real-world situation and suggest ways that the different actors could progress things. Those suggestions might be presented as a negotiation brief or some other forum.
This last idea has some interesting advantages. Most importantly, it forces students to articulate negotiation strategy more explicitly (so you can evaluate it), as well as connecting conventional research with an active project.
Finally, trying this last approach is not site-specific: you can use it with a whole range of political events. I’m sure that a moment’s reflection will bring to mind an example of a political institution or process in your area of interest that isn’t working to its full potential, so use that. Easier than building a full simulation, but still with those elements of active engagement that we like so much.