Nautilus

Let’s Play War

In the spring of 1964, as fighting escalated in Vietnam, several dozen Americans gathered to play a game. They were some of the most powerful men in Washington: the director of Central Intelligence, the Army chief of staff, the national security advisor, and the head of the Strategic Air Command. Senior officials from the State Department and the Navy were also on hand.

Players were divided into two teams, red and blue, representing the Cold War superpowers. The teams operated out of separate rooms in the Pentagon, role-playing confrontation in Southeast Asia, simulated in a neutral command center. Receiving each team’s orders, the command center’s experts modeled the blue and red moves, and issued mock intelligence reports in response. Reports reflected the evolving conflict, but the intelligence was intentionally distorted to replicate the fog of war. After days of playing out different scenarios, the war gamers reached the conclusion that civilians in the United States and the rest of the world would vocally protest an American bombing offensive.

The need to anticipate the dynamics of conflict increased as the U.S. Congress passed the Gulf of Tonkin Resolution in August of 1964, effectively declaring war on North Vietnam. So another war game was played.1 The objective was to play out the situation in Southeast Asia six months in the future. After ruling out an American nuclear attack, the teams role-played their way to a quagmire, in which the North Vietnamese countered every U.S. move in spite of lives lost and ruined infrastructure. The games forecast political crisis in the U.S., with no plausible path to American military victory. For the second time in a year, war games proved prescient, and also futile, as the government insisted on letting tragedy play out for real.

Buckminster Fuller foresaw the consequences of American intervention in Vietnam without the help of a military simulation. A professional visionary, Fuller was a self-made engineer-architect-inventor whose interests spanned from mathematics to philosophy. Born in Massachusetts in 1895, Fuller devoted his life to making “the world work for 100 percent of humanity, in the shortest possible time, through spontaneous cooperation, without ecological offense or the disadvantage of anyone.”

gaming peace: Buckminister Fuller, at the head of the table, leads a seminar on his World Game in New York City in 1969. His Dymaxion map on the wall behind him envisions all the continents on Earth as a single island in a sea, underscoring the world population’s interdependence.Courtesy of the Estate of R. Buckminster Fuller

As the Vietnam conflict spiraled out of control, Fuller had a solution. His idea was simple: Instead of playing secret war games deep inside the Pentagon, the United States should host a world peace game out in the open. The concept was an elaboration on his proposal to build a geoscope inside the U.S. Pavilion of the 1964 World’s Fair. An animated Dymaxion world map would show all the resources on the planet, as well as all human and natural activity, from troop deployment to ocean currents.

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