WEBVTT

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PROFESSOR: This is our first lab
session for CMS.608 and,

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for folks, who wasn't here
this past Wednesday?

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One, two--

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AUDIENCE: Who wasn't?

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PROFESSOR: Who was not
here on Wednesday?

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[INTERPOSING VOICES]

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PROFESSOR: And so,
you weren't here.

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Let's see, we have some blank
index cards underneath the--

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AUDIENCE: The plastic
Tupperware, I think.

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[INAUDIBLE]

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PROFESSOR: So you can just fill
in your name, your email

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address plus favorite board
game or card game.

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The email address, basically,
just gets added

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to the email list.

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Did anyone not get an email
from Jason yesterday?

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AUDIENCE: Yeah, last night.

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PROFESSOR: You didn't
get an email?

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AUDIENCE: I don't think so.

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PROFESSOR: OK.

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So the email basically said
that there was a swap

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[INTERPOSING VOICES]

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PROFESSOR: --of Friday the
17th, and the 20th.

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So, basically, we're swapping
your readings around--

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and that's really the
only thing, right?

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AUDIENCE: Oh, and I fixed the
link for Zimmerman's article.

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PROFESSOR: And, unfortunately,
Eric Zimmerman didn't migrate

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his website terribly well,
so all of his pictures--

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[INTERPOSING VOICES]

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PROFESSOR: I actually have one
of his games, SISSYFIGHT 3000.

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In fact, this is before
SISSYFIGHT 3000, so this is

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probably 2999, which is going to
be the non-digital version,

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which is the whole point.

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It is actually a
computer game.

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It is a pretty decent flash
multiplayer game, back in the

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day when flash multiplayer games
were not that common.

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And if you haven't played it
before online, after today,

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especially if you had a chance
to play with the card deck,

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try out the online version.

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Do a Google search
for SISSYFIGHT

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3000, and try it online.

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Hopefully, there are still
people playing it, because you

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need kind of like a minimum
of five people to

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get a good game going.

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AUDIENCE: [INAUDIBLE] the
one that was taken down.

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AUDIENCE: Aw, suck.

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It was such a great game.

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PROFESSOR: Never mind.

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Basically, what you had was, you
got avatar customization

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in your game.

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You could create your character,
and you could--

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you had this really cool retro
pixelated look back in the day

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when retro pixelated stuff
was not that popular yet.

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But the game-play was pretty
much exactly the same as what

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a card game has.

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The readings today basically
covered a lot of jargon that

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we're going to be using
a lot of that for

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the rest of the class.

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For the most part, I'm not
going to go through every

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single one of them because
you folks can read.

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And if I mention something and
you don't get it, you can

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always check back there.

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So just remember that the first
chapter in Braithwaite

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is a pretty good glossary of
terminology that we're going

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to keep using.

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But one of the big things that
they ask is, what is a game?

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And it's one of those--

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Does anybody actually want
to offer their definition

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of what a game is?

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AUDIENCE: A game is something
that involves players and they

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set up, define rules beforehand,
rules that you

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have to abide by, whether they
be, you can't go outside this

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limit, you have to abide by
certain questions and orders.

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Something that has structure
that is meant for one person

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to go from Point A to Point B.

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PROFESSOR: OK.

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Structure, rules,
limits, players.

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Anything--

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AUDIENCE: It's fun.

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AUDIENCE: Fun.

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AUDIENCE: It accomplishes
some goal.

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PROFESSOR: Goal.

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AUDIENCE: So you always
have some goal.

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AUDIENCE: You're working
towards something.

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PROFESSOR: Anything else?

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[INTERPOSING VOICES]

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AUDIENCE: Or it's an
abstract system.

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Often an abstraction of
some real system.

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PROFESSOR: An abstract system.

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So these are actually pretty
good benchmarks.

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Now there are, again, as Brandon
describes, there isn't

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one that's just the canonical
answer for everything.

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It really depends on which
theorist you are reading at

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any given time.

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But usually it will involve a
significant subset of all of

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these in the definition.

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And I like to keep things broad
and vague because, for

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the most part, if you define
yourselves too strictly, it

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might be useful.

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You're an academic and you need
to write papers about it,

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but if you're a designer and
you're just trying to create

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something fun--

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the word I would use is
"engaging," because fun means

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a lot of different things to
a lot of different people.

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Engaging basically means that
this is going to be something

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that you're going to want to
do for a while, that is

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motivating.

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It might be terrifying
you out of your wits.

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Some people enjoy that, or would
find that experience

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compelling.

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I mean they may not
call it fun.

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So I call that engagement.

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The problem with using fun and
engaging as a metric for

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defining what a game is, is
that that means that a bad

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game is not a game.

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A game that fails to achieve
fun, that fails to be

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engaging, is not a game.

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But I wouldn't go that far,
largely because that means a

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lot of stuff that I created
is not a game.

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But it should give you the--

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there is no magic point where
a game becomes --the thing

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that you're building becomes
fun and then

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suddenly becomes a game.

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I can't even imagine someone
making that argument, that

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it's not a game until
it's fun.

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But I much rather sort of say,
fun and engagement is kind of

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more of a metric of how well
designed your game is, not

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necessarily whether your
game is a game.

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But that is a goal of a game
designer, to try to create an

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engaging experience, something
that people are

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going to want to do.

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I know some game designers
who think that is not,

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in fact, their job.

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Their job is to maximize
revenue, for instance.

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Especially if you work in social
games, there's a lot of

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discussion now in how business
and game design is basically

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just one thing now.

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The whole point of game design
is, how do we get people to

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pay a little bit more?

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Zynga's going to be in town
on September 20th,

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they're giving a talk.

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That has those two
points in it.

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[INTERPOSING VOICES]

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PROFESSOR: So I always thought
of design as something that

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you're working towards.

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But all these other things--

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a game should have players.

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Again, I don't want to be too
strict on that because I've

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certainly seen games that
play themselves.

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Anyone here involved
in Battle Code?

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That game pretty much
plays itself, right?

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I mean, you set it going and
then one side wins, but

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there's no human person at least
during the time when the

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games actually being played.

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Or you could argue that the
whole course of Battle Code--

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for those people who don't know
it, it's an IP course, I

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believe, where Course 6 students
basically write bits

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of AI to play a real-time
strategy game against some of

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other team's AI.

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And the basic idea is that, you
win a real-time strategy

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game, your AI wins, but there's
no human actually

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playing it at a given time.

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But, of course, there are humans
writing the AI, so if

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you think of the entire class
as a game, then there are

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players, there are people.

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I suddenly see people make a
case that there are games that

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are zero player, and I've heard,
for example, there's a

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game out there called Novick,
which is largely a game about

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coming up with rules.

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And there is a system, which
are actually in the rules

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themselves, about how
you change rules.

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And, of course, those rules
themselves can be changed.

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And that changes the way how you
change rules and, by the

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time you actually play the game,
someone's already won.

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Because somebody in the game
has no legal moves.

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That's the whole game, is
basically making it impossible

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for someone else, or someone
else except for you, to win.

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So does that game actually
have players?

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Well, yes, it does because you
guys are arguing over all the

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rule changes through the
rules of the game.

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But, in a sense, it had no
players because the game never

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actually got played.

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The rules are basically stating,
this is an unplayable

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game for everybody except
for one person

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who's playing the game.

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Goals are one of those things
that I used to be very, very

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adamant about.

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Like a game had to
have a goal.

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You have to know what they're
going towards, and if you

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don't have that, then it's a
toy or something, it's a

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dollhouse, it's an experiment.

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The Sims was the one that I was
like railing about when I

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was an undergraduate.

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You know-- that's not a game.

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And, of course, I was working
with many colleagues and

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eventually came across, came
over to decide that it doesn't

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matter whether I think
it is a game or not.

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If it's in the game shelf of
Best Buy, it's a game.

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Because people think it's a
game, and if enough people

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think it's a game, then it
might as well be a game.

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Otherwise--

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because that's what people
think it's going to be.

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So when you come up with your
game, I would say that goals

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are one of those things that
helps steer player behavior.

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So it's one of those tools that
you have as a designer to

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basically say, this is
important, this is not.

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Reaching the end of 100 meters
is important for a sprinter.

00:10:31.640 --> 00:10:35.360 align:middle line:84%
That end is really not
interesting for somebody who

00:10:35.360 --> 00:10:39.180 align:middle line:84%
is running 400 meters
or a 50 meter dash.

00:10:39.180 --> 00:10:41.990 align:middle line:84%
But that gives someone
a direction

00:10:41.990 --> 00:10:43.590 align:middle line:90%
for them to go towards.

00:10:43.590 --> 00:10:45.630 align:middle line:84%
But there are plenty of games
where you have to

00:10:45.630 --> 00:10:46.680 align:middle line:90%
invent your own goals.

00:10:46.680 --> 00:10:51.040 align:middle line:84%
Other than Sims, can anyone
think of any?

00:10:51.040 --> 00:10:53.360 align:middle line:84%
Where inventing your own goals
is kind of the fun.

00:10:53.360 --> 00:10:54.245 align:middle line:90%
AUDIENCE: A lot of NLRPGs.

00:10:54.245 --> 00:10:56.460 align:middle line:90%
PROFESSOR: A lot of NLRPGs.

00:10:56.460 --> 00:10:57.380 align:middle line:90%
They have goals.

00:10:57.380 --> 00:10:58.000 align:middle line:90%
They have quests.

00:10:58.000 --> 00:11:00.210 align:middle line:84%
But that's not where a lot
of fun is, necessarily.

00:11:00.210 --> 00:11:00.990 align:middle line:90%
AUDIENCE: Second Life.

00:11:00.990 --> 00:11:02.050 align:middle line:90%
PROFESSOR: Second Life.

00:11:02.050 --> 00:11:03.270 align:middle line:90%
A lot of virtual worlds.

00:11:03.270 --> 00:11:04.581 align:middle line:90%
AUDIENCE: A game like EVE?

00:11:04.581 --> 00:11:05.400 align:middle line:90%
PROFESSOR: EVE?

00:11:05.400 --> 00:11:07.310 align:middle line:90%
Yeah.

00:11:07.310 --> 00:11:10.680 align:middle line:84%
EVE, you kind of, want to, like
you have to set your own

00:11:10.680 --> 00:11:13.890 align:middle line:84%
goals, because whatever is in
the game is only good enough

00:11:13.890 --> 00:11:15.380 align:middle line:90%
for a single player--

00:11:15.380 --> 00:11:17.940 align:middle line:84%
to tell whether a single player
whether they're doing

00:11:17.940 --> 00:11:18.640 align:middle line:90%
well or not.

00:11:18.640 --> 00:11:20.655 align:middle line:84%
But EVE is not about
a single player.

00:11:20.655 --> 00:11:24.280 align:middle line:84%
EVE is about thousands and
thousands of people playing

00:11:24.280 --> 00:11:25.530 align:middle line:90%
simultaneously.

00:11:25.530 --> 00:11:27.760 align:middle line:90%


00:11:27.760 --> 00:11:29.840 align:middle line:84%
Actually, have people
heard of EVE?

00:11:29.840 --> 00:11:30.821 align:middle line:90%
All right.

00:11:30.821 --> 00:11:31.312 align:middle line:90%
Yeah.

00:11:31.312 --> 00:11:32.048 align:middle line:90%
So, cool.

00:11:32.048 --> 00:11:32.294 align:middle line:90%
Cool.

00:11:32.294 --> 00:11:33.767 align:middle line:90%
AUDIENCE: [INAUDIBLE].

00:11:33.767 --> 00:11:35.250 align:middle line:90%
PROFESSOR: Oh, cool.

00:11:35.250 --> 00:11:35.680 align:middle line:90%
In Iceland?

00:11:35.680 --> 00:11:36.410 align:middle line:90%
AUDIENCE: Yeah.

00:11:36.410 --> 00:11:37.655 align:middle line:84%
PROFESSOR: Was it like
really cheap when

00:11:37.655 --> 00:11:38.470 align:middle line:90%
you went over there?

00:11:38.470 --> 00:11:39.310 align:middle line:90%
AUDIENCE: Yes.

00:11:39.310 --> 00:11:41.663 align:middle line:84%
PROFESSOR: Could you have bought
the entire studio?

00:11:41.663 --> 00:11:43.587 align:middle line:90%
AUDIENCE: No.

00:11:43.587 --> 00:11:44.068 align:middle line:90%
Unfortunately.

00:11:44.068 --> 00:11:46.954 align:middle line:90%
But it was really cheap.

00:11:46.954 --> 00:11:49.145 align:middle line:84%
PROFESSOR: So they must
have been making tons

00:11:49.145 --> 00:11:50.177 align:middle line:90%
of money over there.

00:11:50.177 --> 00:11:51.369 align:middle line:84%
AUDIENCE: Yeah, they're
making money in US

00:11:51.369 --> 00:11:52.562 align:middle line:90%
Dollars and the Euro.

00:11:52.562 --> 00:11:55.424 align:middle line:90%
[INTERPOSING VOICES]

00:11:55.424 --> 00:11:57.845 align:middle line:84%
PROFESSOR: They probably hire
most, yeah, support most of

00:11:57.845 --> 00:11:58.205 align:middle line:90%
the economy.

00:11:58.205 --> 00:11:59.438 align:middle line:90%
[INTERPOSING VOICES]

00:11:59.438 --> 00:12:00.416 align:middle line:90%
PROFESSOR: Yeah.

00:12:00.416 --> 00:12:00.905 align:middle line:90%
[INTERPOSING VOICES]

00:12:00.905 --> 00:12:10.205 align:middle line:84%
AUDIENCE: The capitol is
20,000 people so...

00:12:10.205 --> 00:12:13.440 align:middle line:84%
PROFESSOR: So I'll say goals are
very important tools and

00:12:13.440 --> 00:12:16.160 align:middle line:84%
as a result of that you see them
in a lot of the games.

00:12:16.160 --> 00:12:20.220 align:middle line:84%
And for most of the games that
you guys are going to be

00:12:20.220 --> 00:12:24.370 align:middle line:84%
building, you're going to give a
very clear goal of this what

00:12:24.370 --> 00:12:25.230 align:middle line:90%
you want to do--

00:12:25.230 --> 00:12:30.480 align:middle line:84%
earn a certain amount of money,
prevent your opponent

00:12:30.480 --> 00:12:34.440 align:middle line:84%
from doing anything else,
take over all the land.

00:12:34.440 --> 00:12:36.940 align:middle line:90%
That sort of thing.

00:12:36.940 --> 00:12:38.720 align:middle line:90%
Let's see.

00:12:38.720 --> 00:12:42.415 align:middle line:84%
Oh, I'll get to the
rules last.

00:12:42.415 --> 00:12:43.730 align:middle line:90%
But, system.

00:12:43.730 --> 00:12:44.270 align:middle line:90%
Systems are--

00:12:44.270 --> 00:12:47.960 align:middle line:84%
I might already have mentioned
this in the last class, but

00:12:47.960 --> 00:12:52.340 align:middle line:84%
games are systems in a way that
most MIT engineers would

00:12:52.340 --> 00:12:53.230 align:middle line:90%
think of systems.

00:12:53.230 --> 00:12:56.430 align:middle line:84%
They're a bunch of
interconnected little modules,

00:12:56.430 --> 00:12:58.910 align:middle line:84%
all of them with sort of
predictable behavior, and then

00:12:58.910 --> 00:13:02.070 align:middle line:84%
you put them into a big
interconnected system, and it

00:13:02.070 --> 00:13:04.247 align:middle line:84%
is no longer really all that
predictable anymore.

00:13:04.247 --> 00:13:07.140 align:middle line:84%
At least that's the kind of
games that we're interested in

00:13:07.140 --> 00:13:07.530 align:middle line:90%
in this class.

00:13:07.530 --> 00:13:10.350 align:middle line:84%
There's also the game-theory
games, where the whole point

00:13:10.350 --> 00:13:13.890 align:middle line:84%
of it is trying to predict what
could possibly happen.

00:13:13.890 --> 00:13:18.410 align:middle line:84%
And those are great thought
experiments and there's some

00:13:18.410 --> 00:13:21.980 align:middle line:84%
really, really interesting math
behind all them and some

00:13:21.980 --> 00:13:23.170 align:middle line:84%
interesting rules of thumb
that can come out.

00:13:23.170 --> 00:13:25.680 align:middle line:84%
But for the most part, we aren't
going to go into too

00:13:25.680 --> 00:13:28.580 align:middle line:84%
much detail about that, largely
because I'm not a

00:13:28.580 --> 00:13:31.980 align:middle line:84%
mathematician or economist, so
I don't really have a good

00:13:31.980 --> 00:13:34.130 align:middle line:90%
sense of game theory.

00:13:34.130 --> 00:13:37.640 align:middle line:84%
Just be aware that there is
this whole field of game

00:13:37.640 --> 00:13:39.200 align:middle line:90%
theory in economics.

00:13:39.200 --> 00:13:41.730 align:middle line:84%
If you're doing a game like an
auction system, if you're

00:13:41.730 --> 00:13:45.090 align:middle line:84%
doing a game where people are
doing either a lot of

00:13:45.090 --> 00:13:49.610 align:middle line:84%
simultaneous moves or the whole
point of the game is

00:13:49.610 --> 00:13:53.610 align:middle line:84%
trying to predict what strategy
your opponent's going

00:13:53.610 --> 00:13:55.570 align:middle line:84%
to do, you might actually want
to read up a little bit on

00:13:55.570 --> 00:13:57.600 align:middle line:84%
game theory, if nothing else,
just to give you some

00:13:57.600 --> 00:14:01.350 align:middle line:84%
vocabulary to talk about it with
your teammates, and some

00:14:01.350 --> 00:14:03.575 align:middle line:84%
tools to be able to think
through some of the design

00:14:03.575 --> 00:14:05.030 align:middle line:90%
problems that you've got.

00:14:05.030 --> 00:14:07.420 align:middle line:84%
And we do have one session
where I'll

00:14:07.420 --> 00:14:08.670 align:middle line:90%
introduce some of that.

00:14:08.670 --> 00:14:10.910 align:middle line:90%


00:14:10.910 --> 00:14:13.840 align:middle line:84%
Finally, we are getting
to rules.

00:14:13.840 --> 00:14:18.490 align:middle line:84%
The things that give your game
structure and the constraints

00:14:18.490 --> 00:14:19.895 align:middle line:90%
of the things you can't do.

00:14:19.895 --> 00:14:23.750 align:middle line:84%
You can't move from here to
there without having your foot

00:14:23.750 --> 00:14:27.540 align:middle line:84%
tied to another player, that
sort of constraint.

00:14:27.540 --> 00:14:32.017 align:middle line:84%
Or a rule being you can't see
anything during a certain part

00:14:32.017 --> 00:14:33.267 align:middle line:90%
of the game.

00:14:33.267 --> 00:14:36.390 align:middle line:90%


00:14:36.390 --> 00:14:38.330 align:middle line:84%
There are two bits of
terminology introduced by

00:14:38.330 --> 00:14:43.470 align:middle line:84%
Brenda and Ian Schreiber in
their book, which is in Core

00:14:43.470 --> 00:14:45.650 align:middle line:90%
Mechanic and Core Dynamic.

00:14:45.650 --> 00:14:47.710 align:middle line:84%
So before I'm going to go into
the core mechanic and core

00:14:47.710 --> 00:14:51.430 align:middle line:84%
dynamic, I'm going to talk about
mechanic and dynamic.

00:14:51.430 --> 00:14:55.276 align:middle line:84%
Anyone want to throw out the
definition of mechanic?

00:14:55.276 --> 00:14:59.270 align:middle line:84%
AUDIENCE: I reckon it's sort of
the actions like a player

00:14:59.270 --> 00:15:03.785 align:middle line:84%
takes during a game like the
physical actions he takes.

00:15:03.785 --> 00:15:04.760 align:middle line:90%
PROFESSOR: OK.

00:15:04.760 --> 00:15:07.460 align:middle line:84%
The actions that a player
decides to take?

00:15:07.460 --> 00:15:08.710 align:middle line:84%
AUDIENCE: Decides
to take, yeah.

00:15:08.710 --> 00:15:13.388 align:middle line:90%


00:15:13.388 --> 00:15:14.260 align:middle line:84%
PROFESSOR: Sorry if this
is a little low,

00:15:14.260 --> 00:15:15.870 align:middle line:90%
I saw Patrick and--

00:15:15.870 --> 00:15:18.174 align:middle line:84%
or did those hands
just go down?

00:15:18.174 --> 00:15:21.066 align:middle line:84%
I thought I saw a
few more hands.

00:15:21.066 --> 00:15:22.280 align:middle line:84%
AUDIENCE: Actions
that are sort of

00:15:22.280 --> 00:15:25.186 align:middle line:90%
designed by the game designer.

00:15:25.186 --> 00:15:26.668 align:middle line:90%
So it's intended actions.

00:15:26.668 --> 00:15:29.632 align:middle line:90%


00:15:29.632 --> 00:15:32.940 align:middle line:84%
PROFESSOR: Design is definitely
a good point.

00:15:32.940 --> 00:15:38.660 align:middle line:84%
A game mechanic is definitely
something that you as a game

00:15:38.660 --> 00:15:40.800 align:middle line:90%
designer control.

00:15:40.800 --> 00:15:42.083 align:middle line:90%
There are--

00:15:42.083 --> 00:15:46.220 align:middle line:84%
if a player decides to do
something in the game that you

00:15:46.220 --> 00:15:49.600 align:middle line:84%
did not explicitly think
about, and you did not

00:15:49.600 --> 00:15:52.040 align:middle line:84%
explicitly say, all right this
is what players are going to

00:15:52.040 --> 00:15:53.660 align:middle line:84%
be doing in a game,
then it might not

00:15:53.660 --> 00:15:54.950 align:middle line:90%
actually be a mechanic.

00:15:54.950 --> 00:15:56.760 align:middle line:84%
It might be something that
you're discovering in your

00:15:56.760 --> 00:15:58.920 align:middle line:84%
play testing that you will
turn into a mechanic.

00:15:58.920 --> 00:16:02.292 align:middle line:84%
But because it's not designed,
it's kind of--

00:16:02.292 --> 00:16:04.530 align:middle line:84%
it becomes more like a strategy,
actually, like an

00:16:04.530 --> 00:16:04.990 align:middle line:90%
emergent strategy.

00:16:04.990 --> 00:16:05.355 align:middle line:90%
Sorry.

00:16:05.355 --> 00:16:06.580 align:middle line:90%
You were saying, Jeremy?

00:16:06.580 --> 00:16:08.356 align:middle line:84%
AUDIENCE: Is it more
like a dynamic ?

00:16:08.356 --> 00:16:09.540 align:middle line:90%
PROFESSOR: Possibly.

00:16:09.540 --> 00:16:11.540 align:middle line:90%
There are times where it is.

00:16:11.540 --> 00:16:12.820 align:middle line:90%
Yeah.

00:16:12.820 --> 00:16:16.030 align:middle line:84%
Actually let's throw out
definitions of dynamic, what

00:16:16.030 --> 00:16:17.280 align:middle line:90%
do people--

00:16:17.280 --> 00:16:19.170 align:middle line:90%


00:16:19.170 --> 00:16:20.040 align:middle line:90%
well, Jeremy?

00:16:20.040 --> 00:16:21.884 align:middle line:84%
AUDIENCE: It's behavior that
emerges from mechanics?

00:16:21.884 --> 00:16:24.826 align:middle line:84%
PROFESSOR: It's emergent
behavior?

00:16:24.826 --> 00:16:28.560 align:middle line:90%


00:16:28.560 --> 00:16:29.880 align:middle line:90%
What else?

00:16:29.880 --> 00:16:35.240 align:middle line:84%
AUDIENCE: Use of mechanics that
isn't directly stated in

00:16:35.240 --> 00:16:35.734 align:middle line:90%
the rules of the game.

00:16:35.734 --> 00:16:37.710 align:middle line:90%
PROFESSOR: OK.

00:16:37.710 --> 00:16:39.686 align:middle line:90%
So unstated.

00:16:39.686 --> 00:16:42.650 align:middle line:90%
I'm running out of space here.

00:16:42.650 --> 00:16:46.108 align:middle line:84%
I thought I saw a hand
on this side.

00:16:46.108 --> 00:16:46.602 align:middle line:90%
No?

00:16:46.602 --> 00:16:48.084 align:middle line:90%
OK.

00:16:48.084 --> 00:16:48.580 align:middle line:90%
All right.

00:16:48.580 --> 00:16:52.020 align:middle line:84%
So, yeah, dynamics
are basically

00:16:52.020 --> 00:16:53.670 align:middle line:90%
interactions of mechanics.

00:16:53.670 --> 00:16:58.670 align:middle line:84%
It's like you don't have
anything that may necessarily

00:16:58.670 --> 00:17:03.860 align:middle line:84%
explicitly say, because of this
one rule and because of

00:17:03.860 --> 00:17:05.970 align:middle line:84%
this other rule, and because of
the things that the players

00:17:05.970 --> 00:17:10.020 align:middle line:84%
can do in that, a good
strategy is to

00:17:10.020 --> 00:17:11.560 align:middle line:90%
do something else.

00:17:11.560 --> 00:17:15.030 align:middle line:84%
So let me see whether I can
think of an example.

00:17:15.030 --> 00:17:16.316 align:middle line:84%
Right now, everything
that's coming

00:17:16.316 --> 00:17:18.460 align:middle line:90%
to my head is StarCraft.

00:17:18.460 --> 00:17:20.960 align:middle line:84%
AUDIENCE: Has that been the case
for the last few weeks?

00:17:20.960 --> 00:17:24.200 align:middle line:90%
PROFESSOR: Unfortunately, yes.

00:17:24.200 --> 00:17:25.329 align:middle line:84%
By the way, if anybody
is playing

00:17:25.329 --> 00:17:27.194 align:middle line:90%
StarCraft, I need testers.

00:17:27.194 --> 00:17:27.985 align:middle line:84%
AUDIENCE: StarCraft
II or StarCraft I?

00:17:27.985 --> 00:17:28.740 align:middle line:90%
PROFESSOR: Two.

00:17:28.740 --> 00:17:28.990 align:middle line:90%
AUDIENCE: Ah, yes.

00:17:28.990 --> 00:17:32.776 align:middle line:84%
PROFESSOR: I need testers for
a math game I'm designing.

00:17:32.776 --> 00:17:33.990 align:middle line:90%
AUDIENCE: I play Zerg.

00:17:33.990 --> 00:17:35.240 align:middle line:90%
[INTERPOSING VOICES]

00:17:35.240 --> 00:17:38.890 align:middle line:90%


00:17:38.890 --> 00:17:40.210 align:middle line:90%
PROFESSOR: OK.

00:17:40.210 --> 00:17:42.580 align:middle line:84%
AUDIENCE: So there's this role
selection mechanic where

00:17:42.580 --> 00:17:45.542 align:middle line:84%
everybody picks the thing which
they want to happen

00:17:45.542 --> 00:17:45.898 align:middle line:90%
during their turn.

00:17:45.898 --> 00:17:46.850 align:middle line:90%
[INTERPOSING VOICES]

00:17:46.850 --> 00:17:52.180 align:middle line:84%
AUDIENCE: and mostly everybody
chooses to build

00:17:52.180 --> 00:17:55.690 align:middle line:90%
a particular cross.

00:17:55.690 --> 00:17:58.380 align:middle line:84%
And the dynamic that emerges
from the sequence of play,

00:17:58.380 --> 00:18:03.590 align:middle line:84%
which goes clockwise is that
it's best to optimize your

00:18:03.590 --> 00:18:06.620 align:middle line:84%
strategy so that you were doing,
so you were benefiting

00:18:06.620 --> 00:18:09.240 align:middle line:84%
from the role of the person
to your right,

00:18:09.240 --> 00:18:10.563 align:middle line:90%
is likely to choose.

00:18:10.563 --> 00:18:13.322 align:middle line:84%
But you're making the
[UNINTELLIGIBLE] of the person

00:18:13.322 --> 00:18:16.972 align:middle line:84%
you elect is most likely
win a ship.

00:18:16.972 --> 00:18:21.935 align:middle line:84%
So mechanically it's role
selection and turn order and

00:18:21.935 --> 00:18:23.904 align:middle line:84%
then the dynamic
is the strategy

00:18:23.904 --> 00:18:25.790 align:middle line:90%
written by the program.

00:18:25.790 --> 00:18:27.130 align:middle line:84%
PROFESSOR: Which gives
you some idea what

00:18:27.130 --> 00:18:28.600 align:middle line:90%
to select as opposed--

00:18:28.600 --> 00:18:30.415 align:middle line:84%
the mechanic is you
can select.

00:18:30.415 --> 00:18:34.380 align:middle line:84%
The dynamic is, here are a
couple of strategies that you

00:18:34.380 --> 00:18:38.310 align:middle line:84%
can use in sort of assessing
what would best to select.

00:18:38.310 --> 00:18:42.480 align:middle line:84%
And if all the players start
to understand that, then it

00:18:42.480 --> 00:18:46.850 align:middle line:84%
almost becomes like a second
layer of rules almost.

00:18:46.850 --> 00:18:49.220 align:middle line:84%
If anyone has played a game
like Bridge, for instance,

00:18:49.220 --> 00:18:51.470 align:middle line:84%
there's actually a ton of things
that are assumed in the

00:18:51.470 --> 00:18:54.490 align:middle line:84%
play which are not actually in
the rules of Bridge when it

00:18:54.490 --> 00:18:55.140 align:middle line:90%
comes to bidding.

00:18:55.140 --> 00:18:58.140 align:middle line:84%
Like when you call out a bid,
it's highly dependent on what

00:18:58.140 --> 00:19:02.030 align:middle line:84%
you actually have in
your card hand.

00:19:02.030 --> 00:19:04.570 align:middle line:84%
And that's not actually written
in the rules anywhere.

00:19:04.570 --> 00:19:07.720 align:middle line:84%
But the assumption is that there
is optimal way to do it.

00:19:07.720 --> 00:19:09.950 align:middle line:84%
And since there's optimal way to
do it, everyone's expected

00:19:09.950 --> 00:19:11.760 align:middle line:90%
to know those optimal ways.

00:19:11.760 --> 00:19:15.870 align:middle line:84%
The example in the book was
chess moves, like every single

00:19:15.870 --> 00:19:19.190 align:middle line:84%
piece of chess has a set
of moves that it

00:19:19.190 --> 00:19:19.970 align:middle line:90%
can perform, right?

00:19:19.970 --> 00:19:21.410 align:middle line:84%
Pawns go one or two
squares, depending

00:19:21.410 --> 00:19:23.290 align:middle line:90%
where they're starting.

00:19:23.290 --> 00:19:24.900 align:middle line:90%
The bishops move diagonally.

00:19:24.900 --> 00:19:27.350 align:middle line:84%
But there are also
opening gambits.

00:19:27.350 --> 00:19:30.370 align:middle line:90%


00:19:30.370 --> 00:19:34.610 align:middle line:84%
Opening gambits that are also
well known, at least among

00:19:34.610 --> 00:19:38.300 align:middle line:84%
professional chess players, and
the idea being, oh, this

00:19:38.300 --> 00:19:42.290 align:middle line:84%
person is using this opening,
therefore, if I counter it

00:19:42.290 --> 00:19:47.140 align:middle line:84%
with this response, I actually
have a reasonable chance of

00:19:47.140 --> 00:19:49.740 align:middle line:84%
actually winning this game,
and professional chess

00:19:49.740 --> 00:19:52.440 align:middle line:90%
players know this.

00:19:52.440 --> 00:19:55.020 align:middle line:84%
The other thing that comes up in
chess, which is not in the

00:19:55.020 --> 00:19:59.600 align:middle line:84%
book, is there is the concept
of threatened squares.

00:19:59.600 --> 00:20:02.130 align:middle line:90%


00:20:02.130 --> 00:20:04.730 align:middle line:84%
If you move, if there is a
square where there is no piece

00:20:04.730 --> 00:20:05.680 align:middle line:90%
on a chess board--

00:20:05.680 --> 00:20:09.800 align:middle line:84%
everyone here knows the rules
of chess, more or less?

00:20:09.800 --> 00:20:11.230 align:middle line:90%
So say you've got a bishop--

00:20:11.230 --> 00:20:15.805 align:middle line:84%
and this is quite a simple chess
board-- and you've got

00:20:15.805 --> 00:20:21.390 align:middle line:84%
the bishop, and it can move
like that, right?

00:20:21.390 --> 00:20:25.820 align:middle line:84%
So every single square on these
lines is threatened.

00:20:25.820 --> 00:20:31.320 align:middle line:84%
It's something which the
bishop could move to.

00:20:31.320 --> 00:20:34.594 align:middle line:84%
Unless, of course, it's lost by
a pawn or something, then

00:20:34.594 --> 00:20:36.610 align:middle line:84%
these are not going to be
threatened by the pawns.

00:20:36.610 --> 00:20:40.410 align:middle line:90%


00:20:40.410 --> 00:20:42.950 align:middle line:84%
If your knight obviously is no
longer straight lines, it

00:20:42.950 --> 00:20:48.460 align:middle line:84%
becomes a specific or sort of
like stochastic pattern of

00:20:48.460 --> 00:20:49.710 align:middle line:84%
squares that become
threatened.

00:20:49.710 --> 00:20:52.100 align:middle line:90%


00:20:52.100 --> 00:20:55.520 align:middle line:84%
But the idea of here's this
square now that nobody dares

00:20:55.520 --> 00:20:58.780 align:middle line:84%
move into until something's
done about that bishop.

00:20:58.780 --> 00:21:02.746 align:middle line:84%
Either something gets moved in
its way, or something takes

00:21:02.746 --> 00:21:04.487 align:middle line:84%
out the bishop or forces the
bishop to move by threatening

00:21:04.487 --> 00:21:08.210 align:middle line:84%
it instead in a way that
it cannot respond.

00:21:08.210 --> 00:21:14.610 align:middle line:84%
So threatened squares is not a
rule in chess, but it greatly

00:21:14.610 --> 00:21:18.130 align:middle line:84%
shapes your decision making
and that's the difference

00:21:18.130 --> 00:21:21.070 align:middle line:90%
between dynamic and mechanic.

00:21:21.070 --> 00:21:25.440 align:middle line:84%
There's a lot of strong
correspondence between

00:21:25.440 --> 00:21:27.890 align:middle line:90%
mechanics and rules.

00:21:27.890 --> 00:21:29.320 align:middle line:90%
But--

00:21:29.320 --> 00:21:35.210 align:middle line:84%
and I had a long, long little
rant about exactly what the

00:21:35.210 --> 00:21:38.860 align:middle line:84%
difference is between
mechanics and rules.

00:21:38.860 --> 00:21:40.760 align:middle line:90%
And what I basically--

00:21:40.760 --> 00:21:44.290 align:middle line:84%
I know I'm going to get the rant
right now, but it's like

00:21:44.290 --> 00:21:45.520 align:middle line:90%
overlapping venn diagram.

00:21:45.520 --> 00:21:47.830 align:middle line:84%
There's a very, very large area
where it's exactly the

00:21:47.830 --> 00:21:49.760 align:middle line:90%
same thing.

00:21:49.760 --> 00:21:52.430 align:middle line:84%
My general rubric for trying
to figure out whether

00:21:52.430 --> 00:21:55.330 align:middle line:84%
something is a mechanic or not
is whether this is the thing

00:21:55.330 --> 00:21:57.310 align:middle line:84%
that changes the state
of the game.

00:21:57.310 --> 00:21:58.200 align:middle line:90%
It is an action.

00:21:58.200 --> 00:22:01.230 align:middle line:84%
It is something that someone is
going to be doing to change

00:22:01.230 --> 00:22:04.220 align:middle line:90%
the state of what the game is.

00:22:04.220 --> 00:22:07.475 align:middle line:84%
In chess, that's largely the
movement of the piece.

00:22:07.475 --> 00:22:13.100 align:middle line:90%


00:22:13.100 --> 00:22:14.370 align:middle line:90%
If it's ultimate.

00:22:14.370 --> 00:22:16.600 align:middle line:84%
It could be just physical
movement.

00:22:16.600 --> 00:22:18.900 align:middle line:84%
You are limited on when you
can physically move.

00:22:18.900 --> 00:22:21.862 align:middle line:84%
If you have that frisbee,
you're not moving.

00:22:21.862 --> 00:22:23.680 align:middle line:84%
Well, your feet are
not moving.

00:22:23.680 --> 00:22:25.260 align:middle line:84%
I believe that's a
rule of Ultimate.

00:22:25.260 --> 00:22:28.650 align:middle line:90%


00:22:28.650 --> 00:22:34.180 align:middle line:84%
So the reason why I use that
definition is because there

00:22:34.180 --> 00:22:37.100 align:middle line:84%
are occasionally times when I
need to talk about mechanics

00:22:37.100 --> 00:22:39.650 align:middle line:84%
that players aren't
actually doing.

00:22:39.650 --> 00:22:43.550 align:middle line:84%
The game requires certain pieces
to move in a certain

00:22:43.550 --> 00:22:47.800 align:middle line:84%
way, certain things to
happen in the game in

00:22:47.800 --> 00:22:48.900 align:middle line:90%
such and such a time.

00:22:48.900 --> 00:22:53.860 align:middle line:84%
For instance, you have
these die rolls and--

00:22:53.860 --> 00:22:55.521 align:middle line:84%
actually, that's not
a good example.

00:22:55.521 --> 00:22:57.630 align:middle line:90%
Let me think.

00:22:57.630 --> 00:22:59.440 align:middle line:84%
Right at the beginning of
Settlers of Catan there is the

00:22:59.440 --> 00:23:02.033 align:middle line:84%
way how you set up the board,
and that establishes what a

00:23:02.033 --> 00:23:03.640 align:middle line:90%
game state is going to be.

00:23:03.640 --> 00:23:06.070 align:middle line:84%
It changes game state by giving
you a game state in the

00:23:06.070 --> 00:23:07.320 align:middle line:90%
first place.

00:23:07.320 --> 00:23:09.250 align:middle line:90%


00:23:09.250 --> 00:23:10.690 align:middle line:90%
I consider that a mechanic.

00:23:10.690 --> 00:23:13.700 align:middle line:84%
That is something
that's going--

00:23:13.700 --> 00:23:14.930 align:middle line:90%
that's not one rule.

00:23:14.930 --> 00:23:16.442 align:middle line:84%
That's actually a whole
collection of rules.

00:23:16.442 --> 00:23:17.916 align:middle line:84%
And if you're interested in
finding out what those rules

00:23:17.916 --> 00:23:21.244 align:middle line:84%
are, the box is actually in
that closet over there.

00:23:21.244 --> 00:23:24.045 align:middle line:84%
There are something like five or
six different rules on how

00:23:24.045 --> 00:23:25.220 align:middle line:90%
you set up your board.

00:23:25.220 --> 00:23:27.130 align:middle line:84%
It's going to be, set up your
game state, and I consider

00:23:27.130 --> 00:23:29.460 align:middle line:90%
that a mechanic.

00:23:29.460 --> 00:23:32.740 align:middle line:84%
How people do bidding
and buying things

00:23:32.740 --> 00:23:33.625 align:middle line:90%
in Settlers of Catan?

00:23:33.625 --> 00:23:35.100 align:middle line:90%
That's dynamic.

00:23:35.100 --> 00:23:39.440 align:middle line:84%
There are no real rules on
how much something costs.

00:23:39.440 --> 00:23:43.780 align:middle line:84%
That's up to the players to
work out on your own.

00:23:43.780 --> 00:23:45.646 align:middle line:84%
So that's how I sort of consider
the difference

00:23:45.646 --> 00:23:50.083 align:middle line:90%
between dynamic and mechanic.

00:23:50.083 --> 00:23:53.610 align:middle line:84%
They're really, really useful
concepts because really, for

00:23:53.610 --> 00:23:57.640 align:middle line:84%
the most part, as a designer you
have an idea of what kind

00:23:57.640 --> 00:24:00.040 align:middle line:90%
of dynamics are interesting.

00:24:00.040 --> 00:24:03.870 align:middle line:84%
And the more games that you
play, the more inspiration you

00:24:03.870 --> 00:24:09.130 align:middle line:84%
get from various sources, your
range of different ideas of

00:24:09.130 --> 00:24:10.480 align:middle line:90%
what kind of dynamics might be

00:24:10.480 --> 00:24:12.195 align:middle line:90%
interesting is going to expand.

00:24:12.195 --> 00:24:15.455 align:middle line:84%
But all you have control on are
mechanics, the specific

00:24:15.455 --> 00:24:21.670 align:middle line:84%
rules that you're giving, note
that game mechanics don't

00:24:21.670 --> 00:24:26.730 align:middle line:84%
necessarily need to be written
or described out.

00:24:26.730 --> 00:24:31.020 align:middle line:84%
This is one thing that I think
you and your teammates should

00:24:31.020 --> 00:24:32.480 align:middle line:84%
figure out when you're
talking about

00:24:32.480 --> 00:24:34.570 align:middle line:90%
mechanics for a given project.

00:24:34.570 --> 00:24:36.800 align:middle line:84%
Are we just talking about the
things we are writing down?

00:24:36.800 --> 00:24:38.670 align:middle line:84%
Because there are
some assumptions

00:24:38.670 --> 00:24:41.760 align:middle line:90%
that are just given.

00:24:41.760 --> 00:24:47.060 align:middle line:84%
We are playing a game, and we're
not playing some sort of

00:24:47.060 --> 00:24:51.570 align:middle line:84%
schoolyard game or something,
hitting people with solid

00:24:51.570 --> 00:24:53.650 align:middle line:90%
objects that's disallowed.

00:24:53.650 --> 00:24:57.590 align:middle line:84%
Not necessarily something
you need to write down.

00:24:57.590 --> 00:25:00.940 align:middle line:84%
Unless you're playing
with certain people.

00:25:00.940 --> 00:25:05.420 align:middle line:84%
You can assume that
the game again --

00:25:05.420 --> 00:25:08.750 align:middle line:84%
things like how fast people
normally do things.

00:25:08.750 --> 00:25:11.650 align:middle line:84%
There's a game over here called
Falling, which is

00:25:11.650 --> 00:25:13.410 align:middle line:84%
actually a real-time
card game.

00:25:13.410 --> 00:25:17.920 align:middle line:84%
It goes as fast you can possibly
play it, and there is

00:25:17.920 --> 00:25:20.920 align:middle line:84%
no there is no limit on how fast
you can play these cards.

00:25:20.920 --> 00:25:23.360 align:middle line:84%
But there is a real physical
limit on how fast you could

00:25:23.360 --> 00:25:26.100 align:middle line:84%
physically grab the card out of
your hand and put it down.

00:25:26.100 --> 00:25:28.766 align:middle line:84%
So, actually, it's not even on
your hand, your just moving

00:25:28.766 --> 00:25:30.810 align:middle line:90%
cards on table.

00:25:30.810 --> 00:25:33.510 align:middle line:84%
So make sure you give
that a try today.

00:25:33.510 --> 00:25:41.140 align:middle line:90%


00:25:41.140 --> 00:25:46.050 align:middle line:84%
Finally, we'll be getting
to aesthetics, I think--

00:25:46.050 --> 00:25:47.352 align:middle line:90%
next class?

00:25:47.352 --> 00:25:49.090 align:middle line:90%
[INTERPOSING VOICES]

00:25:49.090 --> 00:25:51.160 align:middle line:84%
PROFESSOR: So, which
is another thing

00:25:51.160 --> 00:25:54.150 align:middle line:90%
which a game designer--

00:25:54.150 --> 00:25:57.010 align:middle line:84%
in fact, what I would like game
designers to actually

00:25:57.010 --> 00:25:58.750 align:middle line:84%
spend more time thinking about,
which is, what is the

00:25:58.750 --> 00:26:00.620 align:middle line:84%
feeling you want your
player to have?

00:26:00.620 --> 00:26:03.360 align:middle line:84%
As opposed to, this
might be fun, or

00:26:03.360 --> 00:26:04.020 align:middle line:90%
this might be engaging.

00:26:04.020 --> 00:26:05.560 align:middle line:84%
And specifically,
how is it fun?

00:26:05.560 --> 00:26:06.660 align:middle line:90%
And how is it engaging?

00:26:06.660 --> 00:26:09.560 align:middle line:84%
Is it fun as in like,
yes, victory!

00:26:09.560 --> 00:26:11.110 align:middle line:84%
I have crushed all
my opponents.

00:26:11.110 --> 00:26:13.410 align:middle line:84%
Or is it fun as if, well, we
had a really good time

00:26:13.410 --> 00:26:15.790 align:middle line:84%
together and we got to know
each other really well.

00:26:15.790 --> 00:26:17.472 align:middle line:84%
There are games that are
designed for both of those.

00:26:17.472 --> 00:26:20.350 align:middle line:90%


00:26:20.350 --> 00:26:22.570 align:middle line:84%
And what is the aesthetic
you're going for?

00:26:22.570 --> 00:26:23.145 align:middle line:84%
Are you going for something
poetic?

00:26:23.145 --> 00:26:27.040 align:middle line:84%
Are you going for something
fiercely competitive?

00:26:27.040 --> 00:26:28.080 align:middle line:90%
Tournament competitive?

00:26:28.080 --> 00:26:31.572 align:middle line:84%
Are you going for just a nice
little social experiment?

00:26:31.572 --> 00:26:34.290 align:middle line:90%


00:26:34.290 --> 00:26:38.570 align:middle line:84%
Core mechanics and core dynamics
are a tool, again,

00:26:38.570 --> 00:26:40.060 align:middle line:90%
for designers.

00:26:40.060 --> 00:26:42.010 align:middle line:90%
The idea of--

00:26:42.010 --> 00:26:44.410 align:middle line:84%
there really isn't a huge
difference between what's a

00:26:44.410 --> 00:26:47.870 align:middle line:84%
core mechanic and what's just
a mechanic, except inside a

00:26:47.870 --> 00:26:51.610 align:middle line:84%
designer or design team's
discussion.

00:26:51.610 --> 00:26:55.880 align:middle line:84%
The idea of having a core
mechanic is you identify this

00:26:55.880 --> 00:26:57.435 align:middle line:90%
is what our game's about.

00:26:57.435 --> 00:27:00.840 align:middle line:84%
Or a core dynamic means this
is what our game's about.

00:27:00.840 --> 00:27:03.950 align:middle line:84%
And a lot of core mechanics in
first person shooters is

00:27:03.950 --> 00:27:05.590 align:middle line:90%
pointing and shooting.

00:27:05.590 --> 00:27:06.880 align:middle line:84%
I'm going to point at something
and I'm going to

00:27:06.880 --> 00:27:09.080 align:middle line:84%
launch a projectile that way,
and that projectile is going

00:27:09.080 --> 00:27:11.840 align:middle line:84%
to move in some physical
properties.

00:27:11.840 --> 00:27:14.736 align:middle line:84%
Maybe it arcs, maybe
it goes straight.

00:27:14.736 --> 00:27:17.690 align:middle line:90%


00:27:17.690 --> 00:27:21.480 align:middle line:84%
I would say that the core
mechanic of Halo isn't

00:27:21.480 --> 00:27:24.420 align:middle line:90%
actually that.

00:27:24.420 --> 00:27:27.640 align:middle line:84%
Who has not played Halo or
seen someone play Halo?

00:27:27.640 --> 00:27:29.620 align:middle line:90%
OK.

00:27:29.620 --> 00:27:33.460 align:middle line:90%
So the idea, core mechanic--

00:27:33.460 --> 00:27:36.700 align:middle line:84%
or I think my Bungie calls it
the core game play loop--

00:27:36.700 --> 00:27:39.670 align:middle line:90%


00:27:39.670 --> 00:27:44.860 align:middle line:84%
of Halo is, you shoot at
something, you take cover, you

00:27:44.860 --> 00:27:47.940 align:middle line:84%
throw a grenade at it, you wait
for the grenade to go

00:27:47.940 --> 00:27:52.030 align:middle line:84%
off, and then you shoot at
it again until it dies.

00:27:52.030 --> 00:27:54.090 align:middle line:84%
That's pretty much all
you are doing for the

00:27:54.090 --> 00:27:56.310 align:middle line:90%
entirety of Halo 1.

00:27:56.310 --> 00:28:01.730 align:middle line:84%
I'm sure Halo 2, Halo 3 gets
complicated, but de-identify

00:28:01.730 --> 00:28:05.280 align:middle line:84%
that as you actually read the
post-mortems and if you read

00:28:05.280 --> 00:28:07.500 align:middle line:84%
the talks that are given,
they say those--

00:28:07.500 --> 00:28:10.180 align:middle line:84%
I can't remember if it was 20
seconds or five seconds of

00:28:10.180 --> 00:28:12.010 align:middle line:84%
game play which is used
to describe that.

00:28:12.010 --> 00:28:15.030 align:middle line:84%
I think that five seconds
of game play is what

00:28:15.030 --> 00:28:16.500 align:middle line:90%
they focused on.

00:28:16.500 --> 00:28:19.850 align:middle line:84%
And if they could get every
little thing in that sequence

00:28:19.850 --> 00:28:23.330 align:middle line:84%
correct, they can repeat that
same thing at infinitum, and

00:28:23.330 --> 00:28:25.800 align:middle line:84%
you'll still will
be having fun.

00:28:25.800 --> 00:28:27.430 align:middle line:90%
Halo 1, everyone.

00:28:27.430 --> 00:28:29.930 align:middle line:90%


00:28:29.930 --> 00:28:31.180 align:middle line:90%
They're kinda right.

00:28:31.180 --> 00:28:34.090 align:middle line:84%
But the idea being, if you've
got a core mechanic, and

00:28:34.090 --> 00:28:36.300 align:middle line:84%
you've got one thing in your
game that someone's going to

00:28:36.300 --> 00:28:38.500 align:middle line:84%
be doing over and over and over
again, all your players

00:28:38.500 --> 00:28:40.500 align:middle line:84%
are going to be doing over and
over again-- maybe it's

00:28:40.500 --> 00:28:43.900 align:middle line:84%
bidding because it may be some
kind of auction game.

00:28:43.900 --> 00:28:46.790 align:middle line:84%
In Falling and Pit,
it's transferring

00:28:46.790 --> 00:28:50.100 align:middle line:90%
cards to other people.

00:28:50.100 --> 00:28:54.300 align:middle line:84%
I'm trying to think of the other
games that we got here.

00:28:54.300 --> 00:28:59.820 align:middle line:84%
In SISSYFIGHT, I would imagine
the main core mechanic would

00:28:59.820 --> 00:29:04.690 align:middle line:84%
be putting down the card and
everyone revealing the cards

00:29:04.690 --> 00:29:08.790 align:middle line:84%
simultaneously, because of you
all take simultaneous turns.

00:29:08.790 --> 00:29:10.440 align:middle line:84%
Make sure that's really,
really fun.

00:29:10.440 --> 00:29:13.060 align:middle line:90%
And Yahtzee is rolling dice.

00:29:13.060 --> 00:29:15.630 align:middle line:84%
That action, that thing that
you're going to be doing over

00:29:15.630 --> 00:29:20.660 align:middle line:84%
and over again, has to be at
least fairly engaging.

00:29:20.660 --> 00:29:23.755 align:middle line:84%
Because if you can't get that
right, then what happens is

00:29:23.755 --> 00:29:26.590 align:middle line:84%
that that same movement, that
happens 30 to 50 times in your

00:29:26.590 --> 00:29:28.640 align:middle line:90%
game, just--

00:29:28.640 --> 00:29:32.980 align:middle line:84%
the badness just gets multiplied
by 30 or 50.

00:29:32.980 --> 00:29:34.640 align:middle line:90%
And you don't want that.

00:29:34.640 --> 00:29:39.085 align:middle line:84%
So for core mechanics, I would
say the thing that happens in

00:29:39.085 --> 00:29:40.510 align:middle line:90%
your game the most--

00:29:40.510 --> 00:29:44.120 align:middle line:84%
and you want to make sure that
that part is as engaging as

00:29:44.120 --> 00:29:46.970 align:middle line:84%
possible because it gives you a
rubric to say, what's not a

00:29:46.970 --> 00:29:50.360 align:middle line:84%
core mechanic might be,
in fact, expendable.

00:29:50.360 --> 00:29:52.530 align:middle line:84%
You might not actually
need it in your game.

00:29:52.530 --> 00:29:54.860 align:middle line:84%
So if you've got a problem--
this game takes too long to

00:29:54.860 --> 00:29:57.820 align:middle line:84%
play, this game's too hard to
learn, this game's over too

00:29:57.820 --> 00:29:59.430 align:middle line:84%
fast, it's too random
or something--

00:29:59.430 --> 00:30:01.040 align:middle line:84%
take a look at all the
things that are--

00:30:01.040 --> 00:30:03.350 align:middle line:84%
but first make sure that your
core mechanics not the cause

00:30:03.350 --> 00:30:04.180 align:middle line:90%
of the problem.

00:30:04.180 --> 00:30:06.220 align:middle line:84%
But if the core mechanics
doesn't seem to be causing the

00:30:06.220 --> 00:30:08.190 align:middle line:84%
problem, that seems to be
working, something else in the

00:30:08.190 --> 00:30:09.080 align:middle line:90%
game is not working.

00:30:09.080 --> 00:30:10.820 align:middle line:90%
Everything else expendable.

00:30:10.820 --> 00:30:14.030 align:middle line:84%
And so you can look at
everything else in the game,

00:30:14.030 --> 00:30:16.770 align:middle line:84%
all these other rules that
you've got, and say, how does

00:30:16.770 --> 00:30:18.270 align:middle line:84%
that work with a
core mechanic?

00:30:18.270 --> 00:30:19.110 align:middle line:90%
How does that help?

00:30:19.110 --> 00:30:20.670 align:middle line:84%
How does that hurt the
core mechanic?

00:30:20.670 --> 00:30:23.990 align:middle line:84%
It just helps your discussion
as a team.

00:30:23.990 --> 00:30:25.860 align:middle line:84%
Or as an individual game
designer, it helps you to

00:30:25.860 --> 00:30:28.200 align:middle line:84%
think about what could
we throw out?

00:30:28.200 --> 00:30:31.390 align:middle line:90%
What could we keep?

00:30:31.390 --> 00:30:33.120 align:middle line:90%
Similarly for core dynamic.

00:30:33.120 --> 00:30:40.280 align:middle line:84%
It's like here's this particular
interaction that we

00:30:40.280 --> 00:30:41.990 align:middle line:90%
really, really want.

00:30:41.990 --> 00:30:43.830 align:middle line:84%
And SISSYFIGHT is guessing
what other people

00:30:43.830 --> 00:30:45.080 align:middle line:90%
are going to do.

00:30:45.080 --> 00:30:47.520 align:middle line:90%


00:30:47.520 --> 00:30:49.780 align:middle line:84%
I'm trying to think
of other examples.

00:30:49.780 --> 00:30:53.440 align:middle line:84%
And like territorial
space acquisition.

00:30:53.440 --> 00:30:59.000 align:middle line:84%
I guess Go is about taking
over territory in space.

00:30:59.000 --> 00:31:01.600 align:middle line:84%
If that's your core dynamic,
you say that's kind of fun,

00:31:01.600 --> 00:31:04.680 align:middle line:84%
just making sure that I'm in
control of space and nobody

00:31:04.680 --> 00:31:07.170 align:middle line:84%
else can do anything they
want to do in a

00:31:07.170 --> 00:31:08.500 align:middle line:90%
certain part of the board.

00:31:08.500 --> 00:31:10.100 align:middle line:90%
That's fun.

00:31:10.100 --> 00:31:12.490 align:middle line:84%
That's what I'm going for;
that's my core dynamic.

00:31:12.490 --> 00:31:14.660 align:middle line:84%
That's what this game
is all about.

00:31:14.660 --> 00:31:17.730 align:middle line:84%
Then you can look at every
single mechanic, even your

00:31:17.730 --> 00:31:22.382 align:middle line:84%
core mechanics, and say, is
it all serving that goal?

00:31:22.382 --> 00:31:25.050 align:middle line:84%
Now there's a whole bunch of
tips right at the end of

00:31:25.050 --> 00:31:30.700 align:middle line:84%
chapter one of Challenges for
Game Designers about how to

00:31:30.700 --> 00:31:32.530 align:middle line:90%
break designer's block.

00:31:32.530 --> 00:31:35.420 align:middle line:84%
But I would say, actually, those
things are just things

00:31:35.420 --> 00:31:37.740 align:middle line:84%
you should be doing all
the time, not just

00:31:37.740 --> 00:31:38.520 align:middle line:90%
when you have a problem.

00:31:38.520 --> 00:31:39.870 align:middle line:84%
But you should be
experimenting.

00:31:39.870 --> 00:31:42.750 align:middle line:84%
Things like, OK, you've
got a variable.

00:31:42.750 --> 00:31:44.530 align:middle line:84%
Draw two cards every
turn or something.

00:31:44.530 --> 00:31:45.530 align:middle line:90%
Multiply it by two.

00:31:45.530 --> 00:31:46.680 align:middle line:90%
See what it does to your game.

00:31:46.680 --> 00:31:47.150 align:middle line:90%
Halve it.

00:31:47.150 --> 00:31:48.000 align:middle line:90%
Draw one card.

00:31:48.000 --> 00:31:50.430 align:middle line:90%
See what it does to your game.

00:31:50.430 --> 00:31:55.490 align:middle line:84%
Through a rule-out, and that
sort of gets you to the whole

00:31:55.490 --> 00:31:57.870 align:middle line:84%
iterative design thing, is
that you don't actually,

00:31:57.870 --> 00:32:00.880 align:middle line:84%
because games are systems,
these complex little

00:32:00.880 --> 00:32:03.560 align:middle line:84%
collections of seemingly simple
things, you don't

00:32:03.560 --> 00:32:06.060 align:middle line:84%
actually know how these changes
are really going to

00:32:06.060 --> 00:32:06.720 align:middle line:90%
affect the game.

00:32:06.720 --> 00:32:09.060 align:middle line:84%
You may have a hunch, but until
you actually play it

00:32:09.060 --> 00:32:11.870 align:middle line:90%
out, you don't actually know.

00:32:11.870 --> 00:32:15.910 align:middle line:84%
So the whole point of
iterative design in

00:32:15.910 --> 00:32:19.440 align:middle line:84%
engineering as well as in
game design is that

00:32:19.440 --> 00:32:21.190 align:middle line:90%
you make the change.

00:32:21.190 --> 00:32:24.350 align:middle line:84%
It has to be a substantial
change.

00:32:24.350 --> 00:32:26.520 align:middle line:84%
And then you actually
put it to the test

00:32:26.520 --> 00:32:29.400 align:middle line:90%
and see what happens.

00:32:29.400 --> 00:32:32.310 align:middle line:84%
This means, of course, testing,
and testing takes a

00:32:32.310 --> 00:32:35.180 align:middle line:84%
long time and if you're going to
be making a game that takes

00:32:35.180 --> 00:32:37.500 align:middle line:84%
a long time, then your testing
gets even longer.

00:32:37.500 --> 00:32:42.560 align:middle line:84%
So for the first project that's
going to be coming up,

00:32:42.560 --> 00:32:45.200 align:middle line:84%
assignment one, you want to be
aiming for games that take

00:32:45.200 --> 00:32:47.390 align:middle line:90%
really not very long to play.

00:32:47.390 --> 00:32:49.880 align:middle line:84%
These games that we got today,
I'm not sure about

00:32:49.880 --> 00:32:51.636 align:middle line:84%
[INAUDIBLE], but I know
everything else that we got on

00:32:51.636 --> 00:32:53.550 align:middle line:84%
that table, is pretty
darn fast.

00:32:53.550 --> 00:32:56.900 align:middle line:84%
Which means if you play an hour
with four people who've

00:32:56.900 --> 00:33:00.130 align:middle line:84%
never played your game before,
you get through two or three

00:33:00.130 --> 00:33:02.480 align:middle line:90%
rounds, four rounds, of them.

00:33:02.480 --> 00:33:05.480 align:middle line:84%
Each time, you'll be teaching
a rule once, sharing and

00:33:05.480 --> 00:33:08.650 align:middle line:84%
seeing how that changed
the game.

00:33:08.650 --> 00:33:10.850 align:middle line:84%
If you've got a game that takes
an hour to play, and

00:33:10.850 --> 00:33:13.870 align:middle line:84%
believe me, a lot of the
projects that we've gotten

00:33:13.870 --> 00:33:19.070 align:middle line:84%
from previous semesters take
at least an hour to play.

00:33:19.070 --> 00:33:22.100 align:middle line:84%
You've got four people for an
hour and another definition of

00:33:22.100 --> 00:33:24.170 align:middle line:90%
a single-player game.

00:33:24.170 --> 00:33:26.620 align:middle line:84%
Because by the time they finish
learning your game ,

00:33:26.620 --> 00:33:29.730 align:middle line:90%
half your time's up.

00:33:29.730 --> 00:33:34.160 align:middle line:84%
So that's a process that we will
like you all to be using

00:33:34.160 --> 00:33:36.100 align:middle line:84%
in your teams and your
assignments, is iterative

00:33:36.100 --> 00:33:38.490 align:middle line:90%
design process.

00:33:38.490 --> 00:33:40.167 align:middle line:90%
Right from the beginning--

00:33:40.167 --> 00:33:43.190 align:middle line:90%
I wish I had more space--

00:33:43.190 --> 00:33:46.960 align:middle line:84%
but we're going to start
with brainstorming.

00:33:46.960 --> 00:33:50.920 align:middle line:84%
That's actually going to be
Friday, the 17th, where we'll

00:33:50.920 --> 00:33:52.400 align:middle line:90%
actually sort of--

00:33:52.400 --> 00:33:56.330 align:middle line:84%
for folks who haven't
necessarily formally learned

00:33:56.330 --> 00:33:59.780 align:middle line:84%
brainstorming we're just going
to do a quick refresher so

00:33:59.780 --> 00:34:02.420 align:middle line:84%
that everyone sort of
is on the same page.

00:34:02.420 --> 00:34:04.670 align:middle line:84%
You learn how to do
brainstorming.

00:34:04.670 --> 00:34:07.740 align:middle line:84%
You come up with a basic idea
of a game, and you start to

00:34:07.740 --> 00:34:11.060 align:middle line:84%
identify things that could
be your core dynamics.

00:34:11.060 --> 00:34:15.330 align:middle line:84%
You think of what sort of core
mechanics could address that.

00:34:15.330 --> 00:34:18.889 align:middle line:84%
Knock something up really,
really quickly with the

00:34:18.889 --> 00:34:20.790 align:middle line:84%
crappiest materials you
can get your hands

00:34:20.790 --> 00:34:23.320 align:middle line:90%
on and start playing.

00:34:23.320 --> 00:34:26.040 align:middle line:84%
Since nobody on your team
knows, really, what game

00:34:26.040 --> 00:34:27.975 align:middle line:84%
you're making at that point of
time, you can probably test it

00:34:27.975 --> 00:34:28.449 align:middle line:90%
with your team.

00:34:28.449 --> 00:34:30.739 align:middle line:84%
As soon as you do it a few
times, your team becomes

00:34:30.739 --> 00:34:34.167 align:middle line:84%
useless as testers because you
already know too much about

00:34:34.167 --> 00:34:37.380 align:middle line:84%
the game and what the game
could have been.

00:34:37.380 --> 00:34:40.159 align:middle line:84%
And you start playing it in
ways that a fresh person,

00:34:40.159 --> 00:34:41.719 align:middle line:84%
who's never seen your
game before,

00:34:41.719 --> 00:34:43.540 align:middle line:90%
wouldn't even consider.

00:34:43.540 --> 00:34:45.840 align:middle line:84%
So you actually want to keep
looking for people who've

00:34:45.840 --> 00:34:47.750 align:middle line:90%
never played your game before.

00:34:47.750 --> 00:34:50.260 align:middle line:84%
So the next step would be to
broaden it to other teams in

00:34:50.260 --> 00:34:51.620 align:middle line:90%
this class.

00:34:51.620 --> 00:34:53.679 align:middle line:84%
Because everyone's going to be
broken up in more or less

00:34:53.679 --> 00:34:54.780 align:middle line:90%
teams of three or four.

00:34:54.780 --> 00:34:57.360 align:middle line:84%
That's pretty much, I'm going
to take this game that we

00:34:57.360 --> 00:34:59.260 align:middle line:84%
designed for a team of three or
four, and give it to that

00:34:59.260 --> 00:35:00.170 align:middle line:90%
team of three or four.

00:35:00.170 --> 00:35:02.790 align:middle line:84%
And then you play their game,
and give each other feedback.

00:35:02.790 --> 00:35:06.790 align:middle line:84%
And that lasts for about one
more session, and after that,

00:35:06.790 --> 00:35:08.050 align:middle line:84%
everyone in the class
is useless now.

00:35:08.050 --> 00:35:13.471 align:middle line:84%
So you have to look for
dormmates, friends, people on

00:35:13.471 --> 00:35:16.176 align:middle line:84%
the street, just go right ahead
and try to get as much

00:35:16.176 --> 00:35:17.426 align:middle line:90%
feedback as you can.

00:35:17.426 --> 00:35:20.720 align:middle line:90%


00:35:20.720 --> 00:35:24.750 align:middle line:84%
There is some value in
replaying, especially later on

00:35:24.750 --> 00:35:28.550 align:middle line:84%
once your rules are pretty
set in that people start

00:35:28.550 --> 00:35:32.780 align:middle line:84%
developing strategies, still
some of them emergent

00:35:32.780 --> 00:35:35.370 align:middle line:84%
behaviors, things to
understanding sort of higher

00:35:35.370 --> 00:35:39.130 align:middle line:84%
level play of the game, and
you do want to test that.

00:35:39.130 --> 00:35:41.960 align:middle line:84%
But don't let that prevent
you from also

00:35:41.960 --> 00:35:44.300 align:middle line:90%
testing with fresh players.

00:35:44.300 --> 00:35:46.830 align:middle line:84%
Because in the end, you
have to get past

00:35:46.830 --> 00:35:47.720 align:middle line:90%
that initial hurdle.

00:35:47.720 --> 00:35:50.770 align:middle line:84%
Anytime someone sees your game,
they are going to have

00:35:50.770 --> 00:35:53.210 align:middle line:84%
to learn your game from
scratch at least once.

00:35:53.210 --> 00:35:55.680 align:middle line:84%
And if they don't even get
that far, they're never

00:35:55.680 --> 00:35:58.530 align:middle line:84%
playing your game a second
or third time.

00:35:58.530 --> 00:36:02.180 align:middle line:84%
So don't optimize for the people
who play your game for

00:36:02.180 --> 00:36:06.055 align:middle line:84%
four weeks, because you really
want the people who've only

00:36:06.055 --> 00:36:10.020 align:middle line:84%
played it once to have
a good time as well.

00:36:10.020 --> 00:36:13.920 align:middle line:84%
That's not necessarily the case
if you're making a huge,

00:36:13.920 --> 00:36:16.780 align:middle line:84%
well-funded game based
on a franchise

00:36:16.780 --> 00:36:18.360 align:middle line:90%
that's been around forever.

00:36:18.360 --> 00:36:20.100 align:middle line:84%
If you're doing Halo 3 or Modern
Warfare 3 or something

00:36:20.100 --> 00:36:24.040 align:middle line:84%
like that, then sure you can
sort of cater to the fans

00:36:24.040 --> 00:36:27.570 align:middle line:84%
who've already developed these
strategies and skills.

00:36:27.570 --> 00:36:30.720 align:middle line:84%
But in our case, we're going
after a new audience.

00:36:30.720 --> 00:36:32.690 align:middle line:84%
We're going after someone who's
never played anything

00:36:32.690 --> 00:36:34.024 align:middle line:84%
like what you've played
with before.

00:36:34.024 --> 00:36:38.870 align:middle line:90%


00:36:38.870 --> 00:36:39.002 align:middle line:90%
Cool.

00:36:39.002 --> 00:36:41.770 align:middle line:90%
Any questions?

00:36:41.770 --> 00:36:46.476 align:middle line:84%
Feel like we've been soapboxing
here for a while.

00:36:46.476 --> 00:36:47.726 align:middle line:90%
Is there anything?

00:36:47.726 --> 00:36:51.236 align:middle line:90%


00:36:51.236 --> 00:36:54.310 align:middle line:84%
AUDIENCE: I guess the thing I
would add from my experience,

00:36:54.310 --> 00:36:58.740 align:middle line:84%
especially with iterative design
is, a big trick of it

00:36:58.740 --> 00:37:00.955 align:middle line:84%
is learning to kind of distance
yourself emotionally

00:37:00.955 --> 00:37:05.175 align:middle line:84%
from what you're working on,
because half the time you end

00:37:05.175 --> 00:37:07.080 align:middle line:84%
up chucking things that
you really liked.

00:37:07.080 --> 00:37:10.042 align:middle line:84%
You think, oh, this would be
so great, but it's best to

00:37:10.042 --> 00:37:10.990 align:middle line:90%
just remove it.

00:37:10.990 --> 00:37:12.800 align:middle line:84%
And it helps to think of it as
kind of putting it on the

00:37:12.800 --> 00:37:15.330 align:middle line:84%
shelf for later, and saying, OK,
I'll deal with this later,

00:37:15.330 --> 00:37:18.440 align:middle line:84%
or I can try this
in another game.

00:37:18.440 --> 00:37:20.830 align:middle line:84%
And on a related note, I don't
know about you, but I found

00:37:20.830 --> 00:37:24.100 align:middle line:84%
that, when games I'm designing
have a problem, it's almost

00:37:24.100 --> 00:37:27.780 align:middle line:84%
always fixed by removing
something as opposed to adding

00:37:27.780 --> 00:37:29.840 align:middle line:90%
more stuff on it.

00:37:29.840 --> 00:37:31.500 align:middle line:84%
Unless you're going for
something, I think, really

00:37:31.500 --> 00:37:35.010 align:middle line:84%
complex off to start, I always
prefer to try to take

00:37:35.010 --> 00:37:38.140 align:middle line:90%
something out and simplify it.

00:37:38.140 --> 00:37:38.392 align:middle line:84%
Especially on short projects
like these it almost always

00:37:38.392 --> 00:37:39.642 align:middle line:90%
works better.

00:37:39.642 --> 00:37:43.620 align:middle line:90%


00:37:43.620 --> 00:37:47.230 align:middle line:84%
And then, in terms of testing,
too, one thing just kind of a

00:37:47.230 --> 00:37:49.570 align:middle line:84%
tip that I find works, is if
you're designing a game that

00:37:49.570 --> 00:37:52.740 align:middle line:84%
has a lot of different, like,
passive victory and this is a

00:37:52.740 --> 00:37:55.600 align:middle line:84%
little bit higher level, which
you'll see when we get there,

00:37:55.600 --> 00:37:57.810 align:middle line:84%
where if you want a game that
has different viable

00:37:57.810 --> 00:38:01.470 align:middle line:84%
strategies, a really good
testing method is to have

00:38:01.470 --> 00:38:03.790 align:middle line:84%
different people kind of
play like a perfect

00:38:03.790 --> 00:38:05.060 align:middle line:90%
version of that strategy.

00:38:05.060 --> 00:38:07.470 align:middle line:84%
And you say, I'm going to do
this strategy, or I'm always

00:38:07.470 --> 00:38:09.740 align:middle line:84%
going to do X, and it doesn't
matter if I think it's dumb,

00:38:09.740 --> 00:38:11.730 align:middle line:90%
I'm just going to do it.

00:38:11.730 --> 00:38:13.920 align:middle line:84%
Because that will really help
you find rules that are

00:38:13.920 --> 00:38:17.356 align:middle line:84%
appropriate, or find something
that's overpowered.

00:38:17.356 --> 00:38:19.345 align:middle line:84%
AUDIENCE: A good example would
be Settlers right.

00:38:19.345 --> 00:38:22.220 align:middle line:84%
Like if you say, obviously this
wouldn't work because,

00:38:22.220 --> 00:38:24.030 align:middle line:84%
the game's a good game, but
like, I'm always going to

00:38:24.030 --> 00:38:24.480 align:middle line:90%
build roads.

00:38:24.480 --> 00:38:25.695 align:middle line:90%
You know what I mean?

00:38:25.695 --> 00:38:27.430 align:middle line:84%
In practice, that would be
stupid,but when you're

00:38:27.430 --> 00:38:31.030 align:middle line:84%
designing a game, you do that
kind of strategy, and you just

00:38:31.030 --> 00:38:33.635 align:middle line:84%
limit yourself to one action,
you can really find things

00:38:33.635 --> 00:38:35.028 align:middle line:84%
that are broken really
quickly.

00:38:35.028 --> 00:38:41.450 align:middle line:90%


00:38:41.450 --> 00:38:44.414 align:middle line:90%
PROFESSOR: Thank you.

00:38:44.414 --> 00:38:45.896 align:middle line:90%
Much appreciated.

00:38:45.896 --> 00:38:46.390 align:middle line:90%
Cookies.

00:38:46.390 --> 00:38:48.366 align:middle line:90%
Good, we have cookies.

00:38:48.366 --> 00:38:53.800 align:middle line:90%


00:38:53.800 --> 00:38:55.060 align:middle line:90%
Let's see.

00:38:55.060 --> 00:38:59.900 align:middle line:84%
So I think after this, we're
just going to play games.

00:38:59.900 --> 00:39:03.100 align:middle line:84%
We do have pre-testing as a
topic coming up later in the

00:39:03.100 --> 00:39:05.590 align:middle line:84%
semester, where I will actually
sort of talk about

00:39:05.590 --> 00:39:07.330 align:middle line:84%
the discipline on how
do you do testing.

00:39:07.330 --> 00:39:09.840 align:middle line:90%


00:39:09.840 --> 00:39:16.160 align:middle line:84%
Honestly, you shouldn't wait for
that class to necessarily

00:39:16.160 --> 00:39:17.410 align:middle line:90%
start practicing.

00:39:17.410 --> 00:39:20.010 align:middle line:90%


00:39:20.010 --> 00:39:22.775 align:middle line:84%
It could be as simple as just
grabbing a unit that you have

00:39:22.775 --> 00:39:24.490 align:middle line:84%
never seen before and just
trying to get a whole bunch of

00:39:24.490 --> 00:39:25.290 align:middle line:90%
people to play it.

00:39:25.290 --> 00:39:26.870 align:middle line:84%
And critiquing it at
the same time.

00:39:26.870 --> 00:39:28.730 align:middle line:90%
It's like, why did I do that?

00:39:28.730 --> 00:39:29.730 align:middle line:90%
Why did you do that?

00:39:29.730 --> 00:39:31.170 align:middle line:90%
Why did you do that move?

00:39:31.170 --> 00:39:34.900 align:middle line:84%
And there are sort of practices
to make sure that

00:39:34.900 --> 00:39:38.420 align:middle line:84%
when it's your game, you are
not sort of telling the

00:39:38.420 --> 00:39:41.990 align:middle line:84%
players what they should be
doing while they are trying to

00:39:41.990 --> 00:39:44.570 align:middle line:84%
play the game, because that
affects their play of the game

00:39:44.570 --> 00:39:48.410 align:middle line:90%
in a way that biases it.

00:39:48.410 --> 00:39:50.580 align:middle line:84%
Well, we'll get to that
later in the semester.

00:39:50.580 --> 00:39:56.200 align:middle line:84%
For now just be aware, the more
that you're testing, the

00:39:56.200 --> 00:39:58.510 align:middle line:84%
more you're sort of tweaking
your rules in between tests

00:39:58.510 --> 00:40:01.110 align:middle line:84%
and then getting another chance
to test and test and

00:40:01.110 --> 00:40:03.210 align:middle line:84%
test, the closer you are to
getting a game that is

00:40:03.210 --> 00:40:05.530 align:middle line:84%
actually fun and engaging
to play.

00:40:05.530 --> 00:40:06.440 align:middle line:84%
And that's what we're
looking for.

00:40:06.440 --> 00:40:08.710 align:middle line:84%
That's the process that we
expect you folks to suceed in.

00:40:08.710 --> 00:40:11.220 align:middle line:84%
When do we ever get to
fun and engaging?

00:40:11.220 --> 00:40:12.170 align:middle line:90%
Who knows?

00:40:12.170 --> 00:40:13.850 align:middle line:84%
We don't know whether you're
going to get there, so we're

00:40:13.850 --> 00:40:14.820 align:middle line:90%
not grading you based on that.

00:40:14.820 --> 00:40:15.470 align:middle line:90%
Just remember that.

00:40:15.470 --> 00:40:17.926 align:middle line:84%
We're not grading you on how
engaging your games are.

00:40:17.926 --> 00:40:19.710 align:middle line:84%
But how well do you stick
to the process?

00:40:19.710 --> 00:40:20.655 align:middle line:90%
Yes.

00:40:20.655 --> 00:40:22.080 align:middle line:90%
Absolutely.

00:40:22.080 --> 00:40:26.615 align:middle line:84%
There was a question in the
forums about when do you stop?

00:40:26.615 --> 00:40:31.600 align:middle line:90%


00:40:31.600 --> 00:40:33.300 align:middle line:84%
I didn't get a chance to
look too closely at it.

00:40:33.300 --> 00:40:34.130 align:middle line:90%
What--can you repeat it?

00:40:34.130 --> 00:40:36.140 align:middle line:84%
AUDIENCE: It's essentially,
it's the question of, say,

00:40:36.140 --> 00:40:38.070 align:middle line:84%
there is this iterative
design process.

00:40:38.070 --> 00:40:40.070 align:middle line:84%
When do you know when
to just sort of

00:40:40.070 --> 00:40:41.574 align:middle line:90%
get out of that process?

00:40:41.574 --> 00:40:42.022 align:middle line:90%
But--

00:40:42.022 --> 00:40:42.918 align:middle line:90%
AUDIENCE: Due date.

00:40:42.918 --> 00:40:43.660 align:middle line:90%
AUDIENCE: Due date.

00:40:43.660 --> 00:40:44.420 align:middle line:90%
OK.

00:40:44.420 --> 00:40:46.780 align:middle line:90%
That's always a good reason.

00:40:46.780 --> 00:40:49.540 align:middle line:84%
I guess, if you didn't have a
due date, like how would you

00:40:49.540 --> 00:40:50.570 align:middle line:90%
know when to shift?

00:40:50.570 --> 00:40:52.610 align:middle line:84%
Well, let's say you have control
over the due date.

00:40:52.610 --> 00:40:56.645 align:middle line:84%
I guess part of that is, you
should always be updating,

00:40:56.645 --> 00:40:58.520 align:middle line:84%
blah blah, so I guess the
question is when do you know

00:40:58.520 --> 00:41:02.590 align:middle line:84%
when you have something you can
put out into the world?

00:41:02.590 --> 00:41:05.110 align:middle line:84%
PROFESSOR: So the cynical answer
is that, yeah, is that

00:41:05.110 --> 00:41:07.770 align:middle line:90%
you wait for --

00:41:07.770 --> 00:41:11.704 align:middle line:84%
you have to ship, right, or
you're not getting any cash.

00:41:11.704 --> 00:41:17.560 align:middle line:84%
I personally think it would
be sooner than you think.

00:41:17.560 --> 00:41:21.070 align:middle line:84%
As, like, my game's almost
ready but I know there's

00:41:21.070 --> 00:41:23.360 align:middle line:84%
something wrong with
it, especially

00:41:23.360 --> 00:41:25.890 align:middle line:90%
when you're a student.

00:41:25.890 --> 00:41:29.650 align:middle line:84%
Right now, I'm in this mode with
my StarCraft games, which

00:41:29.650 --> 00:41:31.490 align:middle line:90%
is, this path is cracked.

00:41:31.490 --> 00:41:32.780 align:middle line:84%
I know there's something
wrong with it.

00:41:32.780 --> 00:41:34.160 align:middle line:90%
I have no idea what it is.

00:41:34.160 --> 00:41:36.140 align:middle line:84%
Therefore, I'm going
to release it.

00:41:36.140 --> 00:41:38.480 align:middle line:84%
Because until I do that,
I have no idea

00:41:38.480 --> 00:41:39.600 align:middle line:90%
what's wrong with it.

00:41:39.600 --> 00:41:41.950 align:middle line:84%
I need to get that
information.

00:41:41.950 --> 00:41:46.140 align:middle line:84%
The nice thing about stuff like
computer games is that

00:41:46.140 --> 00:41:48.000 align:middle line:90%
you can ship updates.

00:41:48.000 --> 00:41:49.840 align:middle line:90%
It's annoying but you can.

00:41:49.840 --> 00:41:53.460 align:middle line:84%
But even board games and card
games now have rule revisions,

00:41:53.460 --> 00:41:57.970 align:middle line:84%
rule clarifications that you
can release over the net.

00:41:57.970 --> 00:42:02.710 align:middle line:84%
For the most part, if you're
going to go professional, your

00:42:02.710 --> 00:42:03.990 align:middle line:90%
publisher will tell you.

00:42:03.990 --> 00:42:07.010 align:middle line:84%
And then the answer really
is due date.

00:42:07.010 --> 00:42:09.170 align:middle line:84%
It's going to the presses
on this date.

00:42:09.170 --> 00:42:12.260 align:middle line:84%
And that's one maxim,
which is, game

00:42:12.260 --> 00:42:13.430 align:middle line:90%
projects are never finished.

00:42:13.430 --> 00:42:15.610 align:middle line:90%
They're just abandoned.

00:42:15.610 --> 00:42:16.570 align:middle line:90%
It's just horrible.

00:42:16.570 --> 00:42:18.425 align:middle line:84%
I can't do anything else about
this because I'm out of time.

00:42:18.425 --> 00:42:20.560 align:middle line:90%
Ship it.

00:42:20.560 --> 00:42:23.740 align:middle line:84%
But one thing that you can
do to prepare for that--

00:42:23.740 --> 00:42:24.220 align:middle line:90%
Let me see.

00:42:24.220 --> 00:42:25.536 align:middle line:90%
Is there a laser around here?

00:42:25.536 --> 00:42:32.230 align:middle line:90%


00:42:32.230 --> 00:42:37.210 align:middle line:84%
There is a guy who runs a
blog called Lost Garden.

00:42:37.210 --> 00:42:38.000 align:middle line:90%
His name is Dan Cook.

00:42:38.000 --> 00:42:39.940 align:middle line:90%
He works over in Microsoft.

00:42:39.940 --> 00:42:43.270 align:middle line:84%
And he talks a lot about
game design.

00:42:43.270 --> 00:42:44.640 align:middle line:84%
Specifically about video game
design, but actually his stuff

00:42:44.640 --> 00:42:46.522 align:middle line:84%
is actually really,
really impeccable.

00:42:46.522 --> 00:42:51.090 align:middle line:84%
And he has this concept that
game design-- or iterative

00:42:51.090 --> 00:42:59.290 align:middle line:84%
game design kind of goes in this
kind of cycle, where this

00:42:59.290 --> 00:43:01.020 align:middle line:84%
list down here is the
number of features

00:43:01.020 --> 00:43:03.700 align:middle line:90%
you've got in the game.

00:43:03.700 --> 00:43:08.790 align:middle line:84%
The trick, though, is that what
you're really doing is,

00:43:08.790 --> 00:43:11.690 align:middle line:84%
you are taking-- let me
see if this is right.

00:43:11.690 --> 00:43:15.440 align:middle line:90%


00:43:15.440 --> 00:43:17.860 align:middle line:90%
So this is all the good stuff.

00:43:17.860 --> 00:43:22.330 align:middle line:84%
This is all the stuff
that's not so good.

00:43:22.330 --> 00:43:28.330 align:middle line:84%
And the whole idea of sort of
like using iterative design is

00:43:28.330 --> 00:43:32.850 align:middle line:84%
to allow yourself to the space
to come up with a whole bunch

00:43:32.850 --> 00:43:35.340 align:middle line:84%
of ideas, not knowing whether
they're good or bad.

00:43:35.340 --> 00:43:39.950 align:middle line:84%
But it also gives you a gate to
cut out all the bad stuff.

00:43:39.950 --> 00:43:44.100 align:middle line:84%
So at frequent periodic
intervals, you have a

00:43:44.100 --> 00:43:49.040 align:middle line:84%
collection of rules, of cards,
of designs, of whatever

00:43:49.040 --> 00:43:52.230 align:middle line:84%
consists your game, that, is
pretty much as good as it

00:43:52.230 --> 00:43:53.935 align:middle line:84%
possibly could have been
given the amount of

00:43:53.935 --> 00:43:54.850 align:middle line:90%
time that you got.

00:43:54.850 --> 00:43:57.420 align:middle line:90%
And that could ship.

00:43:57.420 --> 00:44:01.930 align:middle line:84%
So if ship date was here, you
had as good a game as you

00:44:01.930 --> 00:44:02.950 align:middle line:90%
possibly could do it.

00:44:02.950 --> 00:44:06.240 align:middle line:84%
If ship date turned out to be
there, all of a sudden you've

00:44:06.240 --> 00:44:10.692 align:middle line:84%
still had the opportunity to put
out all of the stuff that

00:44:10.692 --> 00:44:13.310 align:middle line:90%
you knew was bad.

00:44:13.310 --> 00:44:16.550 align:middle line:84%
So iterative design is not
about, let's just keep

00:44:16.550 --> 00:44:19.470 align:middle line:84%
accreting more and more and
more and more features.

00:44:19.470 --> 00:44:22.610 align:middle line:84%
It's more about, we're going to
add some features and then

00:44:22.610 --> 00:44:25.210 align:middle line:84%
we're going to remove the
ones that don't work.

00:44:25.210 --> 00:44:26.700 align:middle line:84%
And that's really,
really important.

00:44:26.700 --> 00:44:29.780 align:middle line:84%
So at any given time,
you are prepared to

00:44:29.780 --> 00:44:31.520 align:middle line:90%
sort of release it.

00:44:31.520 --> 00:44:34.670 align:middle line:84%
As for when you actually decide
that this is now ready

00:44:34.670 --> 00:44:37.620 align:middle line:84%
to go out, again I will repeat,
sooner day than you

00:44:37.620 --> 00:44:39.570 align:middle line:84%
think because you need
that feedback.

00:44:39.570 --> 00:44:43.270 align:middle line:84%
Sometimes you don't know how a
market is going to respond

00:44:43.270 --> 00:44:46.690 align:middle line:84%
until you actually do it, but
you can do a soft launch.

00:44:46.690 --> 00:44:50.190 align:middle line:84%
If you are doing a commercial
product, you can do things

00:44:50.190 --> 00:44:53.580 align:middle line:84%
where, we're going to release it
to a few select stores and

00:44:53.580 --> 00:44:58.060 align:middle line:84%
get that feedback before we
go into major print run.

00:44:58.060 --> 00:45:02.510 align:middle line:84%
Or for 10,000 different copies
of the same board game.

00:45:02.510 --> 00:45:06.000 align:middle line:84%
We're going to 200 copies and
see how that does for us.

00:45:06.000 --> 00:45:08.340 align:middle line:84%
Gives you the opportunity to
make a revision, but it's

00:45:08.340 --> 00:45:11.240 align:middle line:84%
still an official release,
because those 200 people think

00:45:11.240 --> 00:45:14.880 align:middle line:84%
that this is the final
packaged product.

00:45:14.880 --> 00:45:18.280 align:middle line:84%
That's pretty much how a lot
of manufacturing industries

00:45:18.280 --> 00:45:22.350 align:middle line:84%
actually work, anyway, so you
think about any kind of

00:45:22.350 --> 00:45:25.685 align:middle line:84%
product design, a lot of them
have a sort of a trial period.

00:45:25.685 --> 00:45:26.930 align:middle line:84%
AUDIENCE: Soft drinks
you get a lot.

00:45:26.930 --> 00:45:29.660 align:middle line:84%
PROFESSOR: Soft drinks
you get a lot.

00:45:29.660 --> 00:45:31.540 align:middle line:84%
Japanese electronics,
and other things.

00:45:31.540 --> 00:45:33.550 align:middle line:84%
You release it in Tokyo, and
then you release it in the

00:45:33.550 --> 00:45:34.980 align:middle line:90%
rest of Japan.

00:45:34.980 --> 00:45:39.160 align:middle line:84%
And sometimes it never makes it
out of Japan because that

00:45:39.160 --> 00:45:40.550 align:middle line:90%
initial test--

00:45:40.550 --> 00:45:42.920 align:middle line:84%
yeah, it was a good product but
not enough people bought

00:45:42.920 --> 00:45:43.970 align:middle line:90%
it because of these problems.

00:45:43.970 --> 00:45:47.220 align:middle line:84%
So instead of releasing it into
the world, we're going to

00:45:47.220 --> 00:45:49.928 align:middle line:84%
make version two, and maybe
that will be one we

00:45:49.928 --> 00:45:51.930 align:middle line:90%
release to the world.

00:45:51.930 --> 00:45:55.050 align:middle line:90%
That's one example.

00:45:55.050 --> 00:45:58.276 align:middle line:90%
All right, so we have games.

00:45:58.276 --> 00:46:01.650 align:middle line:90%
Who has not played Uno?

00:46:01.650 --> 00:46:04.966 align:middle line:90%
OK, we have more games that--

00:46:04.966 --> 00:46:05.462 align:middle line:90%
[INTERPOSING VOICES]

00:46:05.462 --> 00:46:06.950 align:middle line:90%
[LAUGHTER]

00:46:06.950 --> 00:46:07.310 align:middle line:90%
OK.

00:46:07.310 --> 00:46:11.520 align:middle line:84%
So Jason, you're going
to do a Euchre table?

00:46:11.520 --> 00:46:12.292 align:middle line:90%
So--

00:46:12.292 --> 00:46:15.633 align:middle line:84%
AUDIENCE: It sounds like 4
player trick taking game, kind

00:46:15.633 --> 00:46:16.954 align:middle line:84%
of like bane or current
speeds or which?

00:46:16.954 --> 00:46:19.750 align:middle line:90%


00:46:19.750 --> 00:46:23.152 align:middle line:84%
PROFESSOR: Looks like we have
exactly four people-- one,

00:46:23.152 --> 00:46:26.638 align:middle line:84%
two, three, four, one,
two, three--

00:46:26.638 --> 00:46:29.626 align:middle line:84%
it's an average of three
people per table.

00:46:29.626 --> 00:46:32.180 align:middle line:90%


00:46:32.180 --> 00:46:36.352 align:middle line:84%
I think most of these games
are three to five player,

00:46:36.352 --> 00:46:39.638 align:middle line:84%
although I'm going to
be absolutely sure.

00:46:39.638 --> 00:46:44.830 align:middle line:90%


00:46:44.830 --> 00:46:46.740 align:middle line:90%
[INTERPOSING VOICES]

00:46:46.740 --> 00:46:48.380 align:middle line:90%
PROFESSOR: --so it might

00:46:48.380 --> 00:46:50.270 align:middle line:90%
[INTERPOSING VOICES]

00:46:50.270 --> 00:46:51.630 align:middle line:84%
PROFESSOR: You guys might
actually want to try the round

00:46:51.630 --> 00:46:52.670 align:middle line:90%
table in the corner?

00:46:52.670 --> 00:46:56.030 align:middle line:84%
AUDIENCE: Yeah, it's
a [UNINTELLIGIBLE]

00:46:56.030 --> 00:46:58.972 align:middle line:84%
AUDIENCE: I really want
to play bowling.

00:46:58.972 --> 00:47:01.420 align:middle line:90%
[INTERPOSING VOICES]

00:47:01.420 --> 00:47:05.470 align:middle line:84%
PROFESSOR: So basically, take
a game from the table.

00:47:05.470 --> 00:47:09.930 align:middle line:84%
I'll bring some out and
I'll see --play them.

00:47:09.930 --> 00:47:12.000 align:middle line:84%
Once you've had a chance
to play a few times,

00:47:12.000 --> 00:47:13.590 align:middle line:90%
feel free to switch.

00:47:13.590 --> 00:47:15.876 align:middle line:84%
And try to get as many games
played as possible during the

00:47:15.876 --> 00:47:17.126 align:middle line:90%
next couple of hours.

00:47:17.126 --> 00:47:20.085 align:middle line:90%