Gameplayconcept

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Definition

Gameplay in Wardley's framework refers to context-dependent strategic options available to an organization based on its specific position on the map. Wardley documented 61 specific forms of gameplay in a 2015 blog post, organized into 12 categories, with practitioners identifying additional options over time. Unlike doctrine (which is universal), gameplay requires understanding the landscape and climate before it can be applied effectively.

The Gameplay Concept

Wardley uses "gameplay" rather than "strategy" to emphasize that strategic moves are contextual choices, not universal principles. A move that is brilliant in one landscape position may be disastrous in another. The map provides the context needed to evaluate which gameplay options are appropriate.

Categories of Gameplay

Wardley organizes his 61 documented gameplay forms into 12 categories:

  • Accelerators (5): Open approaches, co-operation, exploiting network effects, industrial policy, market enablement
  • De-accelerators (4): Exploiting existing constraints, patents/IPR, creating constraints, limitation of competition
  • Dealing with Toxicity (3): Disposal of liability, sweat & dump, pig in a poke
  • Ecosystem (7): Alliances, co-creation, sensing engines (ILC), tower and moat, two-factor markets, co-opting, embrace & extend
  • User Perception (7): Education, bundling, creating artificial needs, confusion of choice, FUD, artificial competition, lobbying
  • Attacking (5): Directed investment, experimentation, creating centres of gravity, undermining barriers to entry, fool's mate
  • Competitor (7): Tech drops, fragmentation, reinforcing inertia, sapping, misdirection, restriction, talent raid
  • Defensive (4): Threat acquisition, raising barriers to entry, procrastination, defensive regulation
  • Market (6): Differentiation, pricing policy, exploiting buyer/supplier power, harvesting, standards game, signal distortion
  • Positional (4): Land grab, first mover, fast follower, weak signal
  • Poison (3): Licensing play, insertion, designed to fail
  • Basic Operations (6): Focus on user needs, situational awareness, effective & efficient, structure & culture, optimising flow, channel conflict
  • Gameplays are rarely used in isolation; successful strategies combine multiple plays. (Source: Wardley, "On 61 Different Forms of Gameplay," blog.gardeviance.org, 2015)

    Relationship to Other Concepts

    Gameplay is the "Leadership" element of the Strategy Cycle and is the element most analogous to Boyd's "Decide" and "Act" phases of the OODA loop. However, Wardley emphasizes that effective gameplay requires having first understood Purpose, Landscape, Climate, and Doctrine. Gameplay without situational awareness is guessing.

    The ILC Model

    Wardley describes a pattern of strategic competition — ILC (Innovate, Leverage, Commoditize). A company innovates at the genesis stage, leverages the custom/product stage for revenue, and then commoditizes to create a platform effect. Amazon Web Services is the canonical example: Amazon commoditized computing infrastructure through ILC, then leveraged the ecosystem that built on top of it. Understanding ILC as a gameplay pattern requires mapping to identify which components are ripe for commoditization.