Say we want to try out new organizational structures. Zaine suggests that a game might be a good method. However rather than a game to test a specific method of organizing people, I'm going to make a game where different organizational structures can be pitted against each other and statistics about their operation over time can be collected to inform new organisation designs.
Some organizational structures that might be tested include Democracy, Futarchy, Control Markets, Histocracy, some form of Meritocracy and Direct Democracy.
The conditions under which organizations suffer from corruption of purpose more frequently are when the people inside the organization are generally selfish and only moderately interested in the goals of the organization. So it makes sense to concentrate on these sorts of conditions.
I will be using the terminology defined in this article to talk about different facets of an organization.
One other bit of terminology: Team, a group of players given an organizational structure to test.
Although to simplify things we shall ignore Stakeholders, unless they are strictly necessary, instead relying on how well the teams perform in the game as Feedback.
Social Condition Creation
In order to make people selfish we need at least an individual high score table. Also people should be anonymous, assigned their teams randomly and communication restricted between them so that they interact with each other like strangers. This would avoid camaraderie, team spirit and reputation management being organisational factors.
Game play
The design of the game is a tricky subject in itself.
It would need to be:
- Interesting - so that people played it.
- Deep - so that people with more skill did better and there wasn't a dominant strategy.
- Require team work - so that one person can't do everything themselves.
Scoring
I envision the high score table being an average of how you do during each game, with people having to not be below a couple of standard deviations of the average number of games played to be ranked. You couldn't play one game, ace it and retire, you would have to be consistently good.
Each organisation type would have a different scoring method and different high score tables.
Control Markets would naturally have the amount of funge acquired by a team member as a score.
Members of a Futarchy would have their remaining money as a score, perhaps scaled by the score of the team.
Democracies might allow the leader(s) to pick a percentage of the score acquired for a round to disburse to the general team members as an incentive for them to help out and pick a good leader, the rest being kept by the leader(s). Or more cynically the score for a democracy match would be the number of times you got elected. Perhaps both scores could be tracked.
Metrics
The simplest metric to collect would be which organization types did the best on average. But in depth information could be collected on why teams fail in different organization types. The reasons might include in such as lack of engagement, infighting or underhand sabotage. Actor behaviour over different organization types could be analysed.
Downsides
It is a pretty artificial setting, so even if one structure did well in the game, it might not do well in real life. When you add in Stakeholders or an external economy the dynamics may well change a lot.
Comments and ideas appreciated!
I didn't quite get your message, so I think I interpretted it incorrectly.
My goal is a game where different organizational structures can be compared for effectiveness.
One of organizational structure would be voting. In this structure getting elected would be a win of some sorts. In another structure there would be a different win condition. Seeing which type of win conditions and rules motivated people the best, is the reason I want to make the game.
I agree there is problems with free market capitilism as it is currently practised. However there are lots of knobs we could twiddled about how they work. E.g. fractional reserve banking or long term land ownership and other monopoly issues. If we could try out these changes on a smaller scale and they are successful compared to our current systems, then we might be able to convince people to make real changes later on.
My point was that a system where people want to maximize their chances of getting elected is wildly different from a system in which people want to elect the person which maximizes group utility.
The bonus for getting elected in a democracy would have to come either out of a higher-sum total or at the cost of someone else in the group, not be free. Assuming all candidates are equally qualified and every voter has full knowledge, the person who believably promised the best kickbacks would end up elected, right? Any leader who took kickbacks for himself coul... (read more)