Time for a quick recap: we have raw physical energy being turned into information that we use to make decisions. Most of these decisions involve other people so we engage still more people in the solution or exploitation of them. But just as soon as we have dealt with one decision we find another so we need to attend to and engage with a new mix of people. This cycle goes on with everyone on the field, there’s no blueprint or schedule for who deals with who or when.
Rao’s concept of tempo gives us some valuable insight into how we move through this process. “Tempo has three elements: rhythm, emotion and energy” and manipulating tempo is largely a matter of timing. Here he uses driving in traffic as a metaphor to explain this idea. “Driving graphically illustrates the four main skilled behaviors that constitute the overall skill of timing: merging, going with the flow, pacesetting and disrupting.”
Merging is entering a new transitory relationship. You slide into traffic so as not to disturb the pace of others. But it does change everyone’s relationship. This creates the three or more systems problem and has to be resolved. But before you can enter a new relationship you have to leave the one you’re currently in, “every new beginning comes from some other beginning's end.” This also means that, at least for a brief moment, you’ll be caught between two worlds. Finally merging may or may not require a change of tempo from the player who is looking to ‘move into the new relationship.’ This is common when players move from one so called level to another.
Going with the flow is being in a harmonized state with the surrounding elements of the system. It’s the “orderly (and pleasant) state” that Boyd refers to in D&C. But in every group this state won’t last long. (Long is a relative term.) The tempo cannot be ‘perfect’ for every member and as they look around they begin to notice. At some point it will become too fast or too slow and they will have to decide if they should stay put or look for another group. In essence the ‘group’ will begin to dissolve as a cohesive unit.
Pacesetting is the “art of harmoniously driving the natural tempo of your environment away from its current state towards your preferred state – slower or faster – in non-disruptive ways.” It’s a mutually agreed on change in tempo. Another way to say this is a local entity alters the global tempo to a new state. You can see this when a key player picks up the pace of ball circulation and other players pick up this cue.
Dissonance “is what will turn a potentially dangerous and stupid sort of behavior into a productive one.” This has “the potential to create irreversible structural changes.” The birth of “Total Football” is an example of dissonance that morphed into pacesetting. Ajax was playing against an East European team and couldn’t get the ball off of their midfield. Velibor Vasovic, the Ajax sweeper became frustrated and pushed deep into midfield. The chaos he created for the opponents was enough to get Ajax two goals, the win and show Michels what was needed for Total Football. What was a moment of improvisation and risk became the framework for the playmaking style of soccer.
The art of creating transitory, dynamic and complex systems that can actually do something is the aim of Teambuilding. “During a ninety-minute match every player constantly has to anticipate the ever-changing situations and make split second decisions about what option to take. They are created by the actions of teammates and opponents. The true top-notch players all possess the quality to continuously and quickly oversee all the possible options… The solutions will express directly or indirectly the aim of the match: to win or at least not to lose. The complexity and unpredictability of the ever-changing situations prevent the perfect match from ever being played.” Rinus Michels.
Certainly one of the qualities that all top-notch players possess is the ability to get the most out of other players. Not only can they adjust their own tempo but they can also influence those around them. Knowing when and who to merge with, when to go with the flow, when and how to change others gears and finally when to throw caution to the wind are the tools these players use in order to dictate the pace, i.e. tempo of the game.