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QA:  Ivan Marovic
Former Serbian student activist develops game that teaches how to force regime change through nonviolent means.
Friday, February 3, 2006
By Red Herring
 
Ivan Marovic grew up around computers to become a Serbian student activist and the creator of a game that teaches how governments can be changed through the power of nonviolence.

At the age of 12, his parents bought him a Commodore 64 that helped nurture his love for computers. He attended a high school in Serbia known for its computing courses and he hoped to become a computing engineer.

As a college student in the 1990s, Mr. Marovic, now 32, focused more on having fun with friends and studying science courses than on what was happening in his country.

But then Slobodan Milosevic tampered with ballots in a mayoral election, and that all changed. Mr. Marovic and his friends helped organize protests that, four months later, forced the government to reverse the voting results.

Otpor, a student protest group founded by Mr. Marovic and others, helped topple Mr. Milosevic. Otpor members have continued to work with groups like the International Center for Nonviolent Conflict (ICNC), teaching protest groups from other countries peaceful tactics to force regime change.
Mr. Marovic spoke with Red Herring as he worked to tweak the algorithms unique to his game.

Q: How can you make a computer game that doesn’t have any action?

A: It’s like political jujitsu. I had to use matrix math, a type of calculus, to develop an algorithm that would respond to various things in the game—not just the regime or the opposition, but to fear, literacy, enthusiasm.

It’s very hard to give a numerical value to things like fear and enthusiasm. It’s not just adding certain numbers and getting a result. My mechanical engineering background helps me—the programmers rarely go that deep.

Q: Who is the market for A Force More Powerful?

A: The main target for this game is activists. It allows a player to try out different [tactics] before trying them out in the real world. But it also would appeal to other people interested in the subject—NGOs [nongovernmental organizations], people helping organizations. Then there are also gamers who would want to play a good strategy game.

Q: It can’t be a cut-and-dried win/lose situation.

A: This is a nonviolent war. No one gets killed. But some people get defeated. There are several layers. It’s not a “one move, one solution” type of game. There are no objectives set up by the designer. You pick your own objectives.

The CD ships with 10 fictional scenarios, like unseating a corrupt mayor, getting rid of occupational forces, giving women the right to vote. People can create their own scenarios too, based on real-life situations, and post them on the web.

People from all over the world could play, and hopefully it will trigger discussions about the real situation. Who knows? It could be a trigger for what they really will do. I can hardly wait to see!

Q: Would that, then, make it like the massively multiplayer online games in which thousands of people play on the Internet?

A: Not at all.

Q: I can’t help but think that the taint of “educational games”—which makers tried to market as “kids have fun and don’t know they’re learning” without really fooling any child—would make some people think this game is boring.

A: There were some people who asked, “Who would play a game that’s like reality? We want elves and dragons.” But anyone who likes a good strategy will like this game. And when they post [their own scenarios] on the web, they can import real-world maps.

It won’t be an escape from reality. You can make a scenario about your own country.

Q: How can you know that nonviolent tactics would be effective?

A: The object is to create a lose-lose situation. For example, if you have some street theater performance that [criticizes] a regime, the regime will lose either way. Either they make arrests and get bad publicity, or they do nothing and [the protesters’ message] will be heard.