DIFFERENT VOICE
Everything | Know
About Business
| Learned from
MONOPOLY
by Phil Orbanes
One of the world’s foremost
board-game designers reflects on what makes
people want to compete—and win.
More than anything, we want
living. Noe video games, to convince people sh fle
burt raion ind of ‘ime that playing cur games is
gamesplayedonboantsorwith —__thebes naytospend it On some level,
‘ards= te Kinds of games where what ete gole are the objectives of mam
happens ofthe oad is jas simpor- agers in busines too.
‘ant tothe experience a the physical How much of what game designers
same itll ‘ois aplicablexo management? Inthis
[esa grestjobanconen achalenging article, {attempt to translae various
one: We game desgnersstrivetoengage facets of our cra, but youll probably
people in sretesc pursuits andcompel find your wn valuable conneions 3s
‘hem to want tO win at them. We at well At the least, cul pick up some
tempt to provide clear structures and tps that wil improve your chances of
objective ways to Keep ore, We to winning Manopaly. in adeRson ta being
create setings wnere people challenge game designer, 'veasobeen an cree
eachother innionthrestaning ways and tive for more than 20 yeas fist at
some away feeling the better for it, Parker Brothers where {led the RED
[i AMES ron A
2
MEIs there an analogy for
business to the beginning,
middle, and end rhythm
in games? F think so.
A good manager might
engineer these types of
shifts over the course of a
critical project-and be
repared for different
‘moods and levels of
‘motivation from people.
Phil Orbanes
‘Am claiming that,as H.. Mencken
fs quoted as saying, “the masies are
asses”? Absolutely not. But cigesing
complicated game rules ist how pec
“te today want to apply thelr over
sessedintellects and spend thelr time,
[suspect it's not much diferent in most
businesses: Not every employee wants
tothinklice an executve fs important
that a business environment be sruee
‘ured soehar people atlilevelsean feel
{ikea part ofa team ane contribute to
the company’s sucess
Principles
Establish a rhythm,
Justasimportantar effective nuseisan
Sntutive sense ofthythm in gare. One
‘aspect of thythm come from the num
ber players involved. Mos succesful
games are designed for three t six
players bute ideal numbers usually
four because everyone's turn arives
the lea,
RENT VOICE‘making 1 think we succeeded, despite
hhaving sich a tough act to follow. A
fiend of mine once commented, "The
reason Monopoly endutes is that its
75x shill and 75¥ luck What he meant
‘Was, iF you lose, you can blame tt on
luck, and Ifyou win, you can clair to
be 4 great negotistor and cunning
serategist. (For mace on how to win at
Monopoly, see the sidebar “Contes
sons of Monopolst?)
Even for mature players a compo:
nent of lucas 3 valuable emotional
‘Payot toa game by allowing for come-
from-behind opportunites: Most of us
love thinking,“The odds maybe sackec
against me, but just one great stoke
and I'm right back init” A good man
ager holds out the same hope for &
serugaling emplovae. Of couse an em
ployee should not be expected to rely
(an luck for a tumaround but instead
should be given clear, attainable goals
for improvement. tn Some instances,
though 4 recognition ofthe role bck
play is healthy. It can keep a walling
‘cam from becoming demoralized and
keep a wninning team from resting on
itslourele
Pr
Provide outlets for scene ales
Great games, and great workplaces,
also offer outiets for sells that people
‘would like vo expres but dont use dur
ing their normal routines. And again,
for game designers a leat sift has
‘occurred over me in how tht principle
appiied
‘Chess and beige had thetr heyy in
‘the Untied States inthe 19368 anc 19405,
‘when Wide ranging opportunities 7oex-
cerciseintelletual powers or gin intl-
lectual stimulation on the job simply
jit exist. Then the typical labor's
jo required doing essentially the same
‘hing all day long. Not surprisingly, in
their off-hours, people sought says to
sharpen and show off their analytical
abilities. Now, however, people have
0 much complet in their work and
‘personal lives tat they don't often
seekitin games Insteae, what appear
to be missing are altemate forms of
anc 3002 7
EXECUTIVE
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WWW.gsh stanford.edu/ereda the time, Jacobs walked down the
street to 4 brokerage and invested al
cofhis winnings in General Mils
soc ve always admired that eu. It
vwas simultaneously a tough-mindee
dloctsion to preserve his gain and «gra
cious nod to bis generous host. Now
thats a great ply
But i business traning makes for
x game paver, game playing aso
trains one for bertar business judg
ment. Maybe tis i why companesare
asingly bringing game playi
32 workplace. At the very leat,
an afternoon of playing games builds
relationships among workers and in
ases the social capital
sanizaton. [remember Just such an af
temoon at asker Brotheis, whe the
HR department sponsored a busines-
mulation game for cur factory wort:
ers Afterward, camaracerie, mutual
understanding, and sooperstion im
proved markedly
But workplace games can gp further
mat small mindedness and to
a= ea Spier Wy
help people recognize that hey ate part
ofalargerwhole.Someetellent games
are explicitly modeled after t
businesses using them. Ancrom
Traning is one company that designs
end markets this type of simulation
managerial game tncome/Outcome has
{or small companies as
orporatons lke Hewett
and ATA'T Employees playing
‘game becom> department leaders
iho mar ue laa the fundamen.
tals of finance within cheir own pe of
business. Among other benefits, they
experience che impact of pros versus
«ash low and the importance of cfr
ene departnents working tet
Finally, game playing in the
place might teach managersto appr
cn how well i sd
many design cha
equivalents inthe ar of managemezt.
Tmentioned earlier that my manage
rial sucessisprobabty duet my game
like approach to my work: Does this
mean thet tink management ftv
ial or that it should be left wo chance?
‘Notatall Playing games and designing
them has conditioned me to play the
ume of busines bythe kinds of rales
ve outiinec hee,
fn many ways, workplaces ace like
toad
controversy and even to sweep us up in
ceciting thythms of activity. Both can
usin challenging tasks while
ich experiences off
board. Ad ultimately, a great gnme or
agent workplace can precuce thesame
sentiments: if were challenged by and
challenging others in nonthrestening
ws, wee using pent-up sks that
vd low to expres, and f were expe
reneing an emotional trip that ends on
‘high note ~wel, our tine was wel
spent And well ook forward o coming
beck for another round o
Reprint x
EXECUTIV
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