"AFMP is primarily a game of strategy, emphasizing abstract ideas and planning rather than reflexes, coordination, or quick thinking. Realism will not depend on resource-hungry real-time animation, but on the accuracy of underlying behavior models. Game play involves the player's side (the movement) and an opponent (the regime). The regime will be created by the designer of each scenario, and controlled by the game's artificial intelligence (AI).
In AFMP, the player takes charge of the movement's material and human resources, assesses the strengths and vulnerabilities of the adversary as well as those of the movement, then chooses goals, strategies, and tactics. Scenarios involve individual characters, groups, and alliances, which interact with and against each other, depending on the player's decisions, the programmed scenario, and the actions of the regime.
Game play is governed by detailed interactive models – of strategic and political factors, ethnicity, religion, literacy, material well-being, media and communications, resource availability, economic factors, the role of external assistance, and many other variables. Tactics include such basics as training, fund-raising, and organizing, as well as leafletting, protests, strikes, mass action, civil disobedience and non-cooperation. Many game-play decisions involve selecting which characters and groups should take part in the strategy, and considering the benefits of such actions relative to their costs."
Picture of Globe
* The Game
* Game Play
* Game Pricing
* Game Features and General Information
A Force More Powerful: The Game of Nonviolent Strategy
Can a computer game teach players how to defeat real-world adversaries – dictators, military occupiers, and corrupt rulers – by bypassing laser rays and AK47s and choosing instead a non-military strategy and nonviolent weapons?
The International Center on Nonviolent Conflict, York Zimmerman Inc. and BreakAway Ltd. think so. For the past three years they have been collaborating on A Force More Powerful – The Game of Nonviolent Strategy, now set for release in early 2006. The game features ten scenarios inspired by recent history --conflicts against dictators, occupiers, colonizers, corrupt regimes, and struggles to secure political and human rights of ethnic and racial minorities and women – to demonstrate the effectiveness of nontraditional “weapons” such as strikes, boycotts, and mass protests.
AFMP is the first and only game to teach the methods of influencing or changing the political environment using nonviolent methods. Destined for use by activists and leaders of nonviolent resistance and opposition movements, the game will also educate the media and general public on the potential of nonviolent action, and serve as a simulation tool for academic studies of nonviolent resistance.
For general information, or to notified of the release of the game, contact
Miriam Zimmerman at mzimmerman@yorkzim.com.
Media inquiries should be directed to Alyson McColl at the communications firm, GMMB. Email Alyson.McColl@gmmb.com telephone + (202) 572-2807.
GAME PLAY
Playing one or more of the packaged scenarios, users will learn strategic planning, formulation of goals (such as compelling free elections or the resignation of a dictator), and the choice of tactics (such as strikes, protests, or boycotts). Designed for those with no previous gaming experience and only basic computer skills, the game emphasizes substance over the flashy action common to many popular games. A sophisticated visual interface will include 3D views and animation, but the game will be compatible with hardware commonly available in the developing world.
AFMP is primarily a game of strategy, emphasizing abstract ideas and planning rather than reflexes, coordination, or quick thinking. Realism will not depend on resource-hungry real-time animation, but on the accuracy of underlying behavior models. Game play involves the player's side (the movement) and an opponent (the regime). The regime will be created by the designer of each scenario, and controlled by the game's artificial intelligence (AI).
In AFMP, the player takes charge of the movement's material and human resources, assesses the strengths and vulnerabilities of the adversary as well as those of the movement, then chooses goals, strategies, and tactics. Scenarios involve individual characters, groups, and alliances, which interact with and against each other, depending on the player's decisions, the programmed scenario, and the actions of the regime.
Game play is governed by detailed interactive models – of strategic and political factors, ethnicity, religion, literacy, material well-being, media and communications, resource availability, economic factors, the role of external assistance, and many other variables. Tactics include such basics as training, fund-raising, and organizing, as well as leafletting, protests, strikes, mass action, civil disobedience and non-cooperation. Many game-play decisions involve selecting which characters and groups should take part in the strategy, and considering the benefits of such actions relative to their costs.
Scenarios are fictional, but based on recent historical precedents (nonviolent successes in Russia, Chile, Poland, the Philippines , and others) which designers are using to test and validate the models. Groups are the game's basic political units, representing the interests and agendas common to every complex struggle. Recruiting characters and building alliances is a principal game activity, involving labor, business, government, agricultural, academic and professional, media, religious, and military categories.
Each scenario is played within a physical environment which affects the conflict. A national map shows regions, cities, mining, industrial, and farming areas, rivers, mountains, ports, and the transportation network. Within regions, zoomed-in city views are detailed down to neighborhoods and buildings. However, a scenario may take place entirely within a single city or region.
A series of innovative views allows the player to gather information necessary to make decisions. An information screen shows changes in support levels for characters and groups (including the general public) over time, or by geographic area, correlated with tactics. An organization screen displays groups, characters, and alliances, and their linkages (whether based on fear, ideology, or economic interest) and the relative strength or weakness of relations.
GAME PRICING POLICY
A Force More Powerful – the Game of Nonviolent Strategy will be available for US $19.95 plus shipping and handling. In order to extend our audience beyond English speakers, we will channel proceeds from game sales into the future production of language versions.
- AFMP is turn-based (not a real-time game). Players take as much time as necessary to choose and plan actions before moving ahead. The time represented by each turn is variable.
- AFMP includes a scenario editor, allowing users to create custom scenarios, using the specifics of their own situations.
- An AFMP website will allow users to download updates and new scenarios; to exchange experiences, ideas, and custom scenarios which they create. Users will not be required to register.