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PROFESSOR: Welcome back.

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Thanks for not dropping
the class yet.

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AUDIENCE: I'm going to
do that right now.

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PROFESSOR: Funny you
mention that.

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Let's see, just a reminder.

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Actually one big reminder for
folks who weren't here on

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Friday is that we swapped around
Friday and Monday's--

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AUDIENCE: Yeah, I think
17th and the

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20th have been swapped.

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PROFESSOR: Yeah.

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AUDIENCE: In terms of reading
that we're going

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to do in the class.

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PROFESSOR: So, we're still
going to be playing

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the games on Friday.

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But the brainstorming activity
that we had scheduled for

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Monday is going to be on
this Friday instead.

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And then later on
in the course.

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Anyone manage to get through
the reading?

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Let's see, where should
we start.

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So there was a Doug Church
article that was on Gamasutra.

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And if you're familiar with
Gamasutra, or if you're not

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actually, it's a fairly
well-read news and industry

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news blog for the video
game industry.

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That particular article, I
think, was originally written

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not for the website but for
the magazine that the

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associated company publishes,
the Game Developer magazine.

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And Doug Church is actually
an MIT alum.

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The other article that was
read, Mark [INAUDIBLE],

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they're both MIT alums.

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So that's one thing.

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So Doug Church proposes
a set of tools.

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And remember what
they're called?

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[INTERPOSING VOICES]

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PROFESSOR: So, and Mark's
framework which is--

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AUDIENCE: M-A-D?

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PROFESSOR: And we covered
mechanics

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and dynamics on Friday.

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And today we have a little
bit of time to talk about

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aesthetics.

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But the reason why these two
essays were put right next to

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each other was MDA is an example
of what Doug Church

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was describing as [INAUDIBLE].

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In fact, at the time when MDA
came out it was pretty much

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the only one that caught on.

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Everybody, all of the problems
that Doug Church lays out in

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his article about the problems
that we don't have a

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vocabulary, a consistent
vocabulary, to talk about our

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craft and thus we can't
actually deal with it.

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And thus we need some formal
tools that everyone uses.

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Unfortunately not much
has caught on.

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MDA being one of the
few that has.

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For a number of different
reasons.

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First of all, it actually
is a useful framework.

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You can think of many, many,
ways to properly look at games

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but for a designer you need to
think of something where you

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can actually apply it to help
improve your games.

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And MDA actually gives you a
reason why design is hard.

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So if nothing else, designers
like it a lot because it says

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this is why their job is hard.

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The reason being, you get to
control the mechanics.

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But that's not what
you're going for.

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You're not going for really
interesting mechanics.

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They're going for really
interesting aesthetics.

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They're going for a fun,
engaging, play experience.

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There are mock--

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in the MDA paper, this lists
eight kinds of fun.

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And I've asked him about this
when we give this presentation

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here in MIT.

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Those eight were not meant
to be comprehensive.

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They were meant to be, these
are the eight that I could

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think of at the time.

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After this I'm going
for [INAUDIBLE]

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that's a bouquet of different
kinds of fun.

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Different kinds of experiences
that people are trying to get

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out of playing games.

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That's what a game designer
is trying to get.

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The only problem is that a game
designer doesn't actually

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control that experience.

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The game designer only gets
to upload mechanics.

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Depending on what company you
are, maybe you have the title

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of game designer but you're
also in charge of the art.

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You're actually also the
lead programmer.

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It's possible that you also have
more control over things

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than just the mechanics.

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But most designers, mechanics
is what the job still is.

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So they write the rules, the
rules interact in some sort of

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like ridiculously hard to
predict way, and then you get

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the experience of playing
the game, the aesthetic.

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And you hope that's what
you were going for.

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It usually isn't.

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And then you make a change to
the mechanics and try again.

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The nice thing about that, is
that works really well with

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the rate of design.

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In fact, without a rate of
design it becomes really hard

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to control this kind
of process.

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Because basically, we are two
orders removed from the

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experience that you're
trying to create.

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It's like trying to draw on a
piece of paper where not only

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can you not see the paper that
you're drawing on, you're also

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controlling the brush or the
pencil tied to a stick, or

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something like that,
blindfolded.

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That's kind of what making
game designs are like.

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So that's the experience of
the game design side.

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You can control the mechanics,
and they're going towards some

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sort of aesthetic.

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And from the other side, the
player is experiencing some

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kind of aesthetic and they can
sort of work their way back.

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It's like, I'm getting this
kind of experience.

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Why am I getting this
kind of experience?

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If you've got a particularly
insightful game player, maybe

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they're taking CMS.300
Introduction to Video Games,

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and you're analyzing games.

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And you're trying to say,
how did we get here?

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If anything in this class,
you're going to be

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doing that a lot.

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This game, Heroes Might and
Magic 3 for instance, has--

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give me a particularly--

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a sensation.

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Describe a sensation that you
got when you were playing that

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game, that you recall.

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AUDIENCE: Strategic.

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Out-smarting.

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To saying to friends.

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Outsmart them.

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Stump me.

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PROFESSOR: Seem smart, make you
have to think really hard

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and everything.

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So then you think about
what dynamics might

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have resulted in that.

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AUDIENCE: Fog of War.

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PROFESSOR: For you to figure
out is behind the

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areas you can't see.

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But it has some information
that you can see that will

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give you clues.

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And then, Fog of War might
already be a mechanic.

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The idea of, there is
information that you can

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deduce even though you can't
actually see it.

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And there's some probability of
getting it right based on

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their experience with games.

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Fog of War being one game
that gets you there.

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So you can analyze
it backwards.

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And figure out, OK that's one
thing Fog of War gets you.

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Sometimes Fog of War
just confuses you.

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There could be anything
behind this corner.

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I mean technically, Final
Fantasy random combat system

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is like Fog of War.

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I don't know if there is a
random encounter here, I will

00:07:25.530 --> 00:07:29.284 align:middle line:90%
walk into it.

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AUDIENCE: [INAUDIBLE].

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AUDIENCE: That's where Unix
merger is complete--

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Plan to the classic Final
Fantasy one with slides and

00:07:40.732 --> 00:07:41.982 align:middle line:90%
the classic [INAUDIBLE].

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PROFESSOR: But there is
actually a problem--

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actually, I don't need
to write this down.

00:07:53.500 --> 00:07:55.580 align:middle line:90%
There is a problem with--

00:07:55.580 --> 00:07:57.680 align:middle line:84%
well, maybe it's
not a problem.

00:07:57.680 --> 00:08:00.170 align:middle line:84%
There is an issue that I
have with [INAUDIBLE].

00:08:00.170 --> 00:08:03.220 align:middle line:90%


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Doug Church uses it specifically
to say, well it

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should be sort of a serious
business right?

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It's formal with a capital F.
We're not talking about how

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cool this game is, we want
to be very precise in our

00:08:16.070 --> 00:08:17.320 align:middle line:90%
vocabulary.

00:08:17.320 --> 00:08:19.000 align:middle line:90%


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We want to treat it like a
serious business with a

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capital S, capital B.

00:08:22.930 --> 00:08:27.733 align:middle line:84%
However, the other assumption
with the word formal comes

00:08:27.733 --> 00:08:29.817 align:middle line:90%
from [INAUDIBLE].

00:08:29.817 --> 00:08:32.360 align:middle line:84%
You are thinking about
the form of the game.

00:08:32.360 --> 00:08:33.730 align:middle line:84%
In a way that if you were
trying to apply the same

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technique to talk about art
you'd be talking about the

00:08:36.400 --> 00:08:38.280 align:middle line:90%
form of visual art.

00:08:38.280 --> 00:08:41.100 align:middle line:90%
The form of cinema.

00:08:41.100 --> 00:08:45.660 align:middle line:84%
And that is actually a very
narrow way to look at

00:08:45.660 --> 00:08:48.260 align:middle line:84%
something, at a topic, that
is as broad as a game.

00:08:48.260 --> 00:08:51.760 align:middle line:90%


00:08:51.760 --> 00:08:57.760 align:middle line:84%
It is as if we were trying
to analyze something like

00:08:57.760 --> 00:08:59.220 align:middle line:90%
[INAUDIBLE]

00:08:59.220 --> 00:09:01.470 align:middle line:84%
and completely ignoring the fact
that you were playing it

00:09:01.470 --> 00:09:04.530 align:middle line:84%
with friends from
French class.

00:09:04.530 --> 00:09:07.120 align:middle line:84%
That would be an example of,
well that had nothing to do

00:09:07.120 --> 00:09:08.680 align:middle line:90%
with the game.

00:09:08.680 --> 00:09:11.238 align:middle line:84%
Well actually, it probably had
a lot to do with how you

00:09:11.238 --> 00:09:12.488 align:middle line:90%
experienced the game.

00:09:12.488 --> 00:09:15.510 align:middle line:90%


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Play, that's the
rules of chess.

00:09:18.920 --> 00:09:21.900 align:middle line:84%
And you could just look
at the game based on

00:09:21.900 --> 00:09:23.750 align:middle line:90%
the rules of chess.

00:09:23.750 --> 00:09:25.776 align:middle line:84%
You could also look at
the history of chess.

00:09:25.776 --> 00:09:28.644 align:middle line:84%
You could also look at who
you're playing it against.

00:09:28.644 --> 00:09:29.905 align:middle line:84%
Are you playing against
a random person or

00:09:29.905 --> 00:09:31.540 align:middle line:90%
against your dad?

00:09:31.540 --> 00:09:36.540 align:middle line:84%
Big difference, or in
my case my mom.

00:09:36.540 --> 00:09:39.580 align:middle line:90%
Are you playing it in a club?

00:09:39.580 --> 00:09:45.527 align:middle line:84%
Are you playing it against the
chess master in Harvard Square

00:09:45.527 --> 00:09:48.270 align:middle line:90%
or something like that?

00:09:48.270 --> 00:09:50.530 align:middle line:90%
What does this game mean?

00:09:50.530 --> 00:09:53.280 align:middle line:84%
Are you using the game
metaphorically in speech?

00:09:53.280 --> 00:09:58.320 align:middle line:90%


00:09:58.320 --> 00:10:02.820 align:middle line:84%
My opponent wasn't checking
his position.

00:10:02.820 --> 00:10:06.864 align:middle line:84%
Doesn't necessarily mean that
you were playing chess with

00:10:06.864 --> 00:10:09.920 align:middle line:84%
someone else in order to
get your point across.

00:10:09.920 --> 00:10:12.100 align:middle line:84%
There's a whole range of
different ways that you can

00:10:12.100 --> 00:10:15.058 align:middle line:84%
look at games, even as a game
designer, that isn't

00:10:15.058 --> 00:10:16.537 align:middle line:90%
specifically formalist.

00:10:16.537 --> 00:10:17.851 align:middle line:84%
That isn't specifically
just looking at

00:10:17.851 --> 00:10:20.481 align:middle line:90%
the form of the game.

00:10:20.481 --> 00:10:22.822 align:middle line:84%
Just understanding what context
people are going to be

00:10:22.822 --> 00:10:25.090 align:middle line:90%
playing the game in.

00:10:25.090 --> 00:10:27.090 align:middle line:84%
While a lot of the games that
you guys are going to be

00:10:27.090 --> 00:10:30.830 align:middle line:84%
designing this semester,
specifically in this class,

00:10:30.830 --> 00:10:32.890 align:middle line:84%
you have to think about the fact
that a lot of these games

00:10:32.890 --> 00:10:37.572 align:middle line:84%
are actually going to be played
by your instructors.

00:10:37.572 --> 00:10:39.840 align:middle line:84%
Are going to be played in a
setting very similar to this

00:10:39.840 --> 00:10:41.090 align:middle line:90%
by your colleagues.

00:10:41.090 --> 00:10:43.530 align:middle line:90%


00:10:43.530 --> 00:10:47.312 align:middle line:84%
Are probably going to end up
being tested by dorm mates,

00:10:47.312 --> 00:10:51.420 align:middle line:84%
fraternity friends, folks
around campus.

00:10:51.420 --> 00:10:54.066 align:middle line:84%
And all that is going to vividly
influence the kind of

00:10:54.066 --> 00:10:55.316 align:middle line:90%
game that you make.

00:10:55.316 --> 00:10:57.970 align:middle line:90%


00:10:57.970 --> 00:11:01.680 align:middle line:84%
For better or worse, you are
pretty much making a game for

00:11:01.680 --> 00:11:03.110 align:middle line:90%
an MIT audience.

00:11:03.110 --> 00:11:05.680 align:middle line:84%
I am trying to change that
a little bit for the last

00:11:05.680 --> 00:11:06.570 align:middle line:90%
assignment.

00:11:06.570 --> 00:11:11.910 align:middle line:84%
But keep in mind that's not
necessarily every single game

00:11:11.910 --> 00:11:13.560 align:middle line:84%
that you're going to
make in the future.

00:11:13.560 --> 00:11:14.960 align:middle line:90%
And that shouldn't be.

00:11:14.960 --> 00:11:18.443 align:middle line:84%
But, knowing that, you can try
to cater to the audience that

00:11:18.443 --> 00:11:19.693 align:middle line:90%
you've got.

00:11:19.693 --> 00:11:23.163 align:middle line:90%


00:11:23.163 --> 00:11:25.350 align:middle line:84%
That has very little, in some
ways, this is going to effect

00:11:25.350 --> 00:11:27.610 align:middle line:84%
the design decisions that
you make in your game.

00:11:27.610 --> 00:11:32.515 align:middle line:84%
What will be perfectly
acceptable to a competitive

00:11:32.515 --> 00:11:36.600 align:middle line:84%
MIT audience might not be
perfectly acceptable to your

00:11:36.600 --> 00:11:38.860 align:middle line:84%
average working buyer in Target
or something like that.

00:11:38.860 --> 00:11:42.260 align:middle line:90%


00:11:42.260 --> 00:11:46.440 align:middle line:84%
And so what may be a perfectly
engrossing game, mechanic,

00:11:46.440 --> 00:11:49.510 align:middle line:84%
dynamic, aesthetic experience,
that you will get.

00:11:49.510 --> 00:11:52.960 align:middle line:84%
But just like looking at the
formal aspects of one game,

00:11:52.960 --> 00:11:56.280 align:middle line:84%
this will be really cool if you
understood the mechanic,

00:11:56.280 --> 00:11:59.790 align:middle line:84%
played it out in the way the
creator designed the dynamic

00:11:59.790 --> 00:12:02.620 align:middle line:84%
to give you the aesthetic
experience.

00:12:02.620 --> 00:12:05.370 align:middle line:84%
But if you don't have the
standard context when you're

00:12:05.370 --> 00:12:08.846 align:middle line:84%
playing the game, as an example,
then your player may

00:12:08.846 --> 00:12:10.030 align:middle line:90%
not even get that far.

00:12:10.030 --> 00:12:12.870 align:middle line:84%
Your player may look at your
game and say this game is not

00:12:12.870 --> 00:12:17.230 align:middle line:90%
for me and just walk away.

00:12:17.230 --> 00:12:21.330 align:middle line:90%
It might mean that you might--

00:12:21.330 --> 00:12:24.393 align:middle line:84%
I'm thinking of things like we
just had this good discussion

00:12:24.393 --> 00:12:25.866 align:middle line:84%
over lunch about the sort of
games that you find on

00:12:25.866 --> 00:12:29.315 align:middle line:90%
Facebook for instance.

00:12:29.315 --> 00:12:32.442 align:middle line:90%
And a lot of social games--

00:12:32.442 --> 00:12:34.738 align:middle line:84%
I might have already made this
point, but it has been argued

00:12:34.738 --> 00:12:36.870 align:middle line:84%
that social games aren't
all that social.

00:12:36.870 --> 00:12:39.822 align:middle line:84%
All you do is really beg
and scam your friends.

00:12:39.822 --> 00:12:42.010 align:middle line:90%
That's the whole point--

00:12:42.010 --> 00:12:46.135 align:middle line:84%
In many ways, it's also the same
to your friends who are

00:12:46.135 --> 00:12:47.110 align:middle line:90%
doing the same thing.

00:12:47.110 --> 00:12:49.280 align:middle line:84%
And we may be separated by
time, and separated by

00:12:49.280 --> 00:12:51.520 align:middle line:84%
distance, we're all doing
the same thing.

00:12:51.520 --> 00:12:55.380 align:middle line:84%
And we could be playing this
game, we could be talking

00:12:55.380 --> 00:13:00.384 align:middle line:84%
about a show that we are
watching in our apartments and

00:13:00.384 --> 00:13:04.790 align:middle line:84%
get to discuss it, but in many
ways this is just me telling

00:13:04.790 --> 00:13:07.062 align:middle line:84%
you we're doing the same thing,
that we're part of the

00:13:07.062 --> 00:13:08.450 align:middle line:90%
same group.

00:13:08.450 --> 00:13:12.024 align:middle line:84%
And that serves a function that
has almost, that really

00:13:12.024 --> 00:13:14.820 align:middle line:84%
doesn't have anything to do with
the formal analysis of

00:13:14.820 --> 00:13:19.380 align:middle line:84%
how a game mechanic works, but
it's still incredibly crucial

00:13:19.380 --> 00:13:23.570 align:middle line:84%
to the popularity
of those games.

00:13:23.570 --> 00:13:27.180 align:middle line:84%
So keep that in mind,
that even though

00:13:27.180 --> 00:13:28.210 align:middle line:90%
Church makes his point--

00:13:28.210 --> 00:13:32.549 align:middle line:84%
I think a lot of designers
actually ignore that when you

00:13:32.549 --> 00:13:34.140 align:middle line:90%
read his essay--

00:13:34.140 --> 00:13:35.980 align:middle line:84%
that it's only one
set of tools.

00:13:35.980 --> 00:13:40.060 align:middle line:84%
The formal tools are only
one set of tools, even.

00:13:40.060 --> 00:13:49.370 align:middle line:84%
That our tools at looking at
games culturally, personally,

00:13:49.370 --> 00:13:54.170 align:middle line:84%
and other things that video
games cast into light--

00:13:54.170 --> 00:13:56.930 align:middle line:90%


00:13:56.930 --> 00:14:01.300 align:middle line:84%
that will effect how people
experience a game and how much

00:14:01.300 --> 00:14:01.870 align:middle line:84%
pleasure they're going
to get out of a game.

00:14:01.870 --> 00:14:04.200 align:middle line:84%
To understand video games doing
what it does right?

00:14:04.200 --> 00:14:08.310 align:middle line:90%


00:14:08.310 --> 00:14:11.520 align:middle line:84%
That aren't, that don't have
anything to do, necessarily,

00:14:11.520 --> 00:14:12.934 align:middle line:84%
with just by looking at
the self-contained

00:14:12.934 --> 00:14:14.184 align:middle line:90%
system of the game.

00:14:14.184 --> 00:14:18.510 align:middle line:90%


00:14:18.510 --> 00:14:22.370 align:middle line:84%
Just as a side note, how many of
you folks have heard of the

00:14:22.370 --> 00:14:27.182 align:middle line:84%
narrative versus ludology
debate?

00:14:27.182 --> 00:14:28.432 align:middle line:84%
How many of you are
sick of this?

00:14:28.432 --> 00:14:32.594 align:middle line:90%


00:14:32.594 --> 00:14:33.508 align:middle line:90%
I'm sick of it too.

00:14:33.508 --> 00:14:36.140 align:middle line:84%
But I bring it up for one
reason, there is an

00:14:36.140 --> 00:14:40.250 align:middle line:84%
interesting case that if you
actually look at narratology

00:14:40.250 --> 00:14:44.390 align:middle line:84%
as a study and ludology
as a study, they're

00:14:44.390 --> 00:14:46.370 align:middle line:90%
both formalist studies.

00:14:46.370 --> 00:14:48.820 align:middle line:84%
In fact, they're more accurate
more precisely, they're both

00:14:48.820 --> 00:14:51.658 align:middle line:90%
structuralist.

00:14:51.658 --> 00:14:55.060 align:middle line:84%
If you look at philosophies as a
sub-sect of formalism, or at

00:14:55.060 --> 00:14:59.220 align:middle line:84%
least a more recent version of
it, they're both basically

00:14:59.220 --> 00:15:03.300 align:middle line:84%
focused on these are the
elements of this art form.

00:15:03.300 --> 00:15:05.120 align:middle line:84%
And this is how they
interact to produce

00:15:05.120 --> 00:15:07.570 align:middle line:90%
some sort of effect.

00:15:07.570 --> 00:15:11.890 align:middle line:84%
And all that matters is what's
contained in this art form.

00:15:11.890 --> 00:15:13.770 align:middle line:84%
What's outside this art
form doesn't matter.

00:15:13.770 --> 00:15:15.680 align:middle line:84%
That's what narratology
does for stories.

00:15:15.680 --> 00:15:19.000 align:middle line:84%
That's what ludology
does for games.

00:15:19.000 --> 00:15:22.340 align:middle line:84%
That's, in fact, probably why
most people who study games

00:15:22.340 --> 00:15:26.616 align:middle line:84%
have walked away from ludology
because it's not that

00:15:26.616 --> 00:15:26.840 align:middle line:90%
interesting.

00:15:26.840 --> 00:15:28.490 align:middle line:84%
You just study what's
inside a system.

00:15:28.490 --> 00:15:29.740 align:middle line:84%
People want to see
what's outside.

00:15:29.740 --> 00:15:31.580 align:middle line:90%


00:15:31.580 --> 00:15:34.620 align:middle line:84%
And so when you compare
structuralistic and

00:15:34.620 --> 00:15:39.690 align:middle line:84%
structuralism wins
that's one case.

00:15:39.690 --> 00:15:44.160 align:middle line:84%
And you only have, you may not
realize that you're actually

00:15:44.160 --> 00:15:47.090 align:middle line:84%
looking at your game through
a very, very, narrow lens.

00:15:47.090 --> 00:15:48.670 align:middle line:84%
So I'm trying to broaden
the range of

00:15:48.670 --> 00:15:49.884 align:middle line:90%
tools that you've got.

00:15:49.884 --> 00:15:52.630 align:middle line:84%
This class is going to give
you a small set of them.

00:15:52.630 --> 00:15:57.020 align:middle line:84%
And it's not by any means the
be all and end all of every

00:15:57.020 --> 00:16:01.150 align:middle line:84%
single way and that you
can look at a game.

00:16:01.150 --> 00:16:04.310 align:middle line:84%
And again, you're not just
restricted to the tools that I

00:16:04.310 --> 00:16:06.700 align:middle line:84%
specifically teach you
in this class.

00:16:06.700 --> 00:16:10.921 align:middle line:84%
So keep looking out for
all the new ones.

00:16:10.921 --> 00:16:12.171 align:middle line:90%
Let's see.

00:16:12.171 --> 00:16:14.190 align:middle line:90%


00:16:14.190 --> 00:16:15.640 align:middle line:90%
Any questions so far?

00:16:15.640 --> 00:16:16.890 align:middle line:90%
That was my rant.

00:16:16.890 --> 00:16:22.416 align:middle line:90%


00:16:22.416 --> 00:16:25.330 align:middle line:90%
OK, no more ranting.

00:16:25.330 --> 00:16:29.720 align:middle line:90%
We have an activity.

00:16:29.720 --> 00:16:32.660 align:middle line:90%
Do you want to run through?

00:16:32.660 --> 00:16:36.544 align:middle line:84%
GUEST SPEAKER: OK I'm going to
pass around-- this is my

00:16:36.544 --> 00:16:37.978 align:middle line:90%
crappy race game.

00:16:37.978 --> 00:16:42.182 align:middle line:84%
So you're going to be getting
one copy per pair.

00:16:42.182 --> 00:16:45.165 align:middle line:84%
There's also some nifty
set of dice.

00:16:45.165 --> 00:16:47.640 align:middle line:84%
You'll need one copy
per, one die per.

00:16:47.640 --> 00:16:54.570 align:middle line:90%


00:16:54.570 --> 00:16:56.776 align:middle line:84%
And then, each person's
going to need three

00:16:56.776 --> 00:16:59.050 align:middle line:90%
of these poker chips.

00:16:59.050 --> 00:17:00.792 align:middle line:84%
It doesn't matter the color
so just grab three.

00:17:00.792 --> 00:17:08.157 align:middle line:90%


00:17:08.157 --> 00:17:10.612 align:middle line:84%
You're each going to need a
marker to indicate yourself.

00:17:10.612 --> 00:17:13.558 align:middle line:84%
And I recommend just grabbing
any given value--

00:17:13.558 --> 00:17:21.414 align:middle line:90%


00:17:21.414 --> 00:17:22.887 align:middle line:84%
There should be more
than enough copies.

00:17:22.887 --> 00:17:31.860 align:middle line:90%


00:17:31.860 --> 00:17:33.110 align:middle line:84%
So you only need one
board per group.

00:17:33.110 --> 00:17:44.379 align:middle line:90%


00:17:44.379 --> 00:17:47.432 align:middle line:84%
PROFESSOR: So one die for
every two people?

00:17:47.432 --> 00:17:48.800 align:middle line:84%
GUEST SPEAKER: Yeah, one
of those six-sided

00:17:48.800 --> 00:17:50.170 align:middle line:90%
die for every two.

00:17:50.170 --> 00:17:51.960 align:middle line:84%
And then you need markers
for yourselves

00:17:51.960 --> 00:17:53.065 align:middle line:90%
and then bonus markers.

00:17:53.065 --> 00:17:56.830 align:middle line:84%
And that's what the poker
chips are for.

00:17:56.830 --> 00:17:58.640 align:middle line:84%
So keep the poker chips
circulating.

00:17:58.640 --> 00:17:59.120 align:middle line:90%
AUDIENCE: Three per person?

00:17:59.120 --> 00:17:59.920 align:middle line:84%
GUEST SPEAKER: Three
per person.

00:17:59.920 --> 00:18:02.800 align:middle line:84%
AUDIENCE: One playing
piece per person.

00:18:02.800 --> 00:18:04.892 align:middle line:84%
GUEST SPEAKER: You can use
coins, you can use die--

00:18:04.892 --> 00:18:06.940 align:middle line:90%
[INTERPOSING VOICES]

00:18:06.940 --> 00:18:08.190 align:middle line:90%
paper, whatever you want.

00:18:08.190 --> 00:18:17.070 align:middle line:90%


00:18:17.070 --> 00:18:19.410 align:middle line:84%
PROFESSOR: So we have three
of the important questions

00:18:19.410 --> 00:18:20.660 align:middle line:90%
[INAUDIBLE].

00:18:20.660 --> 00:18:26.940 align:middle line:90%


00:18:26.940 --> 00:18:28.240 align:middle line:84%
AUDIENCE: How many [INAUDIBLE]
take back?

00:18:28.240 --> 00:18:30.050 align:middle line:84%
GUEST SPEAKER: If you need
markers for yourself, you can

00:18:30.050 --> 00:18:33.724 align:middle line:84%
try one of the multi-sided
polyhedral dice over here.

00:18:33.724 --> 00:18:34.678 align:middle line:90%
I guess--

00:18:34.678 --> 00:18:37.270 align:middle line:90%
[INTERPOSING VOICES]

00:18:37.270 --> 00:18:38.520 align:middle line:90%
AUDIENCE: OK, OK, what now?

00:18:38.520 --> 00:18:45.715 align:middle line:90%


00:18:45.715 --> 00:18:46.705 align:middle line:84%
GUEST SPEAKER: I'm more
well-versed in the--

00:18:46.705 --> 00:19:04.544 align:middle line:84%
GUEST SPEAKER: The
die is to roll

00:19:04.544 --> 00:19:06.360 align:middle line:84%
GUEST SPEAKER: OK, so can
everyone hold on for a second?

00:19:06.360 --> 00:19:08.190 align:middle line:84%
So what we're going to ask you
to do is just play through

00:19:08.190 --> 00:19:09.690 align:middle line:90%
this game a couple times?

00:19:09.690 --> 00:19:13.030 align:middle line:84%
Then we're going to come back
and apply the MDA framework to

00:19:13.030 --> 00:19:13.860 align:middle line:90%
the game itself.

00:19:13.860 --> 00:19:15.510 align:middle line:84%
And then if we have time, I
think we're going to spend

00:19:15.510 --> 00:19:17.890 align:middle line:90%
some time tweaking it?

00:19:17.890 --> 00:19:18.890 align:middle line:90%
OK, cool.

00:19:18.890 --> 00:19:20.140 align:middle line:90%
So we'll interrupt you guys--

00:19:20.140 --> 00:19:24.238 align:middle line:90%


00:19:24.238 --> 00:19:25.729 align:middle line:84%
actually, ten minutes
probably.

00:19:25.729 --> 00:19:26.979 align:middle line:90%
It's a pretty quick game.

00:19:26.979 --> 00:19:30.815 align:middle line:90%


00:19:30.815 --> 00:19:32.960 align:middle line:90%
This has sort of gone flat.

00:19:32.960 --> 00:19:35.560 align:middle line:84%
So what we'd kind of like
to do is hear about--

00:19:35.560 --> 00:19:36.862 align:middle line:84%
I guess we'll just go around
the room in pairs

00:19:36.862 --> 00:19:38.140 align:middle line:90%
and ask you to talk.

00:19:38.140 --> 00:19:41.680 align:middle line:84%
Or do you want a minute to talk,
to apply MDA to this and

00:19:41.680 --> 00:19:43.030 align:middle line:90%
focus on some things?

00:19:43.030 --> 00:19:45.340 align:middle line:84%
So I'm not like calling
anyone on the spot.

00:19:45.340 --> 00:19:47.810 align:middle line:84%
PROFESSOR: Anybody want to
volunteer what, how they felt?

00:19:47.810 --> 00:19:49.846 align:middle line:84%
What was the aesthetic
of this game?

00:19:49.846 --> 00:19:51.096 align:middle line:90%
AUDIENCE: There is none.

00:19:51.096 --> 00:19:54.666 align:middle line:90%


00:19:54.666 --> 00:19:57.880 align:middle line:84%
GUEST SPEAKER: There's
no emotional affect.

00:19:57.880 --> 00:19:59.455 align:middle line:84%
PROFESSOR: It felt
competitive.

00:19:59.455 --> 00:20:02.070 align:middle line:84%
AUDIENCE: The thing is, it's
a very simple aesthetic.

00:20:02.070 --> 00:20:05.060 align:middle line:84%
So in the paper they say you're
going to the pleasure

00:20:05.060 --> 00:20:07.163 align:middle line:84%
of using the aesthetic, but here
you go straight to the

00:20:07.163 --> 00:20:08.413 align:middle line:84%
mechanic and you're wondering
about it.

00:20:08.413 --> 00:20:11.620 align:middle line:90%


00:20:11.620 --> 00:20:14.204 align:middle line:84%
PROFESSOR: You, it definitely
is easy especially because

00:20:14.204 --> 00:20:16.413 align:middle line:84%
especially for board games the
mechanics are written down

00:20:16.413 --> 00:20:17.772 align:middle line:84%
right in front of you,
it's really easy

00:20:17.772 --> 00:20:18.680 align:middle line:90%
when you look at that.

00:20:18.680 --> 00:20:21.746 align:middle line:84%
But how did you feel while you
were playing this game?

00:20:21.746 --> 00:20:23.940 align:middle line:84%
AUDIENCE: There was a
sense of tension.

00:20:23.940 --> 00:20:29.264 align:middle line:84%
There was maybe a sense of
[INAUDIBLE] perhaps?

00:20:29.264 --> 00:20:30.480 align:middle line:90%
There was a sense of--

00:20:30.480 --> 00:20:38.470 align:middle line:84%
I mean there was the
intellectual challenge of

00:20:38.470 --> 00:20:40.440 align:middle line:84%
working out is there
really a meaningful

00:20:40.440 --> 00:20:41.690 align:middle line:90%
decision to be made here?

00:20:41.690 --> 00:20:44.358 align:middle line:90%


00:20:44.358 --> 00:20:47.775 align:middle line:84%
And if there is, what is
the correct decision?

00:20:47.775 --> 00:20:51.220 align:middle line:90%


00:20:51.220 --> 00:20:56.595 align:middle line:84%
PROFESSOR: So thinking
can I optimize this?

00:20:56.595 --> 00:20:59.553 align:middle line:84%
Especially with this crowd, I
think there was an immediate

00:20:59.553 --> 00:21:03.497 align:middle line:84%
try to figure out what
the right thing is.

00:21:03.497 --> 00:21:06.340 align:middle line:84%
And I know you were trying
to figure it out.

00:21:06.340 --> 00:21:10.300 align:middle line:84%
AUDIENCE: I think he correctly
figured it out.

00:21:10.300 --> 00:21:12.540 align:middle line:84%
PROFESSOR: So is there an
optimal way to play this game?

00:21:12.540 --> 00:21:16.800 align:middle line:84%
AUDIENCE: Yeah, OK, so
if you're losing--

00:21:16.800 --> 00:21:18.440 align:middle line:84%
If you keep putting
tokens down you're

00:21:18.440 --> 00:21:19.330 align:middle line:90%
going to lose anyway.

00:21:19.330 --> 00:21:21.080 align:middle line:84%
So you want to be rolling
in order to

00:21:21.080 --> 00:21:24.040 align:middle line:90%
increase the variance.

00:21:24.040 --> 00:21:27.541 align:middle line:84%
And if you're winning, you want
to be putting tokens down

00:21:27.541 --> 00:21:29.155 align:middle line:90%
in order to move the variance.

00:21:29.155 --> 00:21:30.700 align:middle line:84%
You can imagine if it's
like a distribution.

00:21:30.700 --> 00:21:34.190 align:middle line:90%


00:21:34.190 --> 00:21:37.625 align:middle line:84%
If you're below the winning line
you want to widen it out

00:21:37.625 --> 00:21:40.071 align:middle line:84%
as much as possible so as much
of that distribution is above

00:21:40.071 --> 00:21:41.810 align:middle line:90%
the winning line.

00:21:41.810 --> 00:21:42.825 align:middle line:84%
And if you're above the winning
line you want it to be

00:21:42.825 --> 00:21:44.660 align:middle line:84%
as narrow as possible so you
stay above the winning line.

00:21:44.660 --> 00:21:47.080 align:middle line:84%
PROFESSOR: So your strategy is
basically based on what's the

00:21:47.080 --> 00:21:48.050 align:middle line:90%
currency of the game.

00:21:48.050 --> 00:21:50.910 align:middle line:84%
AUDIENCE: Yeah, until the last
turn where obviously you don't

00:21:50.910 --> 00:21:52.160 align:middle line:84%
want to put a token down if
you're two from the end.

00:21:52.160 --> 00:21:54.770 align:middle line:90%


00:21:54.770 --> 00:21:59.090 align:middle line:84%
As long as no one can win on
this turn, if I'm behind him

00:21:59.090 --> 00:22:01.734 align:middle line:90%
I'm rolling the die.

00:22:01.734 --> 00:22:04.532 align:middle line:84%
And if I'm ahead of him I'm
putting down a token.

00:22:04.532 --> 00:22:07.750 align:middle line:84%
GUEST SPEAKER: Did anyone prefer
a strategy before you

00:22:07.750 --> 00:22:10.232 align:middle line:84%
started thinking about what
was the best one?

00:22:10.232 --> 00:22:11.708 align:middle line:84%
AUDIENCE: I'm too lazy
to use the tokens

00:22:11.708 --> 00:22:15.020 align:middle line:90%
so I just keep rolling.

00:22:15.020 --> 00:22:17.178 align:middle line:84%
GUEST SPEAKER: And that's
also part of the

00:22:17.178 --> 00:22:18.582 align:middle line:90%
aesthetic of it right?

00:22:18.582 --> 00:22:20.460 align:middle line:84%
You just happen to prefer
the die roll.

00:22:20.460 --> 00:22:22.680 align:middle line:84%
AUDIENCE: On the first three
spaces you should be getting

00:22:22.680 --> 00:22:24.748 align:middle line:84%
the average if you
roll [INAUDIBLE]

00:22:24.748 --> 00:22:25.732 align:middle line:90%
if you put a token down.

00:22:25.732 --> 00:22:27.208 align:middle line:84%
I personally like being
conservative.

00:22:27.208 --> 00:22:28.684 align:middle line:84%
PROFESSOR: You win
no matter what.

00:22:28.684 --> 00:22:31.634 align:middle line:90%


00:22:31.634 --> 00:22:32.116 align:middle line:90%
GUEST SPEAKER: I'm sorry what?

00:22:32.116 --> 00:22:33.080 align:middle line:84%
AUDIENCE: That's more
exciting because it

00:22:33.080 --> 00:22:35.972 align:middle line:90%
does different things.

00:22:35.972 --> 00:22:36.936 align:middle line:84%
AUDIENCE: The token gives you
the illusion that you're

00:22:36.936 --> 00:22:38.186 align:middle line:90%
actually playing.

00:22:38.186 --> 00:22:42.720 align:middle line:90%


00:22:42.720 --> 00:22:44.680 align:middle line:84%
PROFESSOR: Did anyone like get
in the situation where they

00:22:44.680 --> 00:22:46.490 align:middle line:84%
are really far behind in
a different color?

00:22:46.490 --> 00:22:47.740 align:middle line:90%
AUDIENCE: No.

00:22:47.740 --> 00:22:58.400 align:middle line:90%


00:22:58.400 --> 00:22:59.810 align:middle line:84%
PROFESSOR: The actual
difference--

00:22:59.810 --> 00:23:03.590 align:middle line:84%
one of the things that you do
get in this game is the

00:23:03.590 --> 00:23:06.530 align:middle line:84%
perceived distance
between players.

00:23:06.530 --> 00:23:10.872 align:middle line:90%
It's actually not that far.

00:23:10.872 --> 00:23:14.580 align:middle line:84%
If the one behind actually
has to still get in.

00:23:14.580 --> 00:23:17.010 align:middle line:84%
I think people refer
to this as the

00:23:17.010 --> 00:23:18.520 align:middle line:90%
American Gladiators effect.

00:23:18.520 --> 00:23:22.020 align:middle line:84%
You know how, American
Gladiators--

00:23:22.020 --> 00:23:24.700 align:middle line:84%
actually, is this your example
that I'm stealing?

00:23:24.700 --> 00:23:26.600 align:middle line:84%
GUEST SPEAKER: I don't
remember, honestly.

00:23:26.600 --> 00:23:28.090 align:middle line:84%
PROFESSOR: Someone I can't
help from stealing.

00:23:28.090 --> 00:23:30.110 align:middle line:84%
GUEST SPEAKER: I think it's in
the book at some point, but I

00:23:30.110 --> 00:23:31.380 align:middle line:84%
think we had applied
it to this.

00:23:31.380 --> 00:23:32.766 align:middle line:90%
AUDIENCE: Plagiarism!

00:23:32.766 --> 00:23:34.490 align:middle line:84%
PROFESSOR: Yes, yes,
well I'm crediting

00:23:34.490 --> 00:23:35.960 align:middle line:90%
someone for this question.

00:23:35.960 --> 00:23:41.020 align:middle line:90%


00:23:41.020 --> 00:23:42.270 align:middle line:90%
Citation needed.

00:23:42.270 --> 00:23:44.490 align:middle line:90%


00:23:44.490 --> 00:23:48.250 align:middle line:90%
The basic idea being--

00:23:48.250 --> 00:23:51.880 align:middle line:84%
who's seen American
Gladiators?

00:23:51.880 --> 00:23:53.788 align:middle line:84%
GUEST SPEAKER: They
might be too old.

00:23:53.788 --> 00:23:55.610 align:middle line:84%
AUDIENCE: No, no, we had
American Gladiators.

00:23:55.610 --> 00:23:56.220 align:middle line:90%
AUDIENCE: I've never--

00:23:56.220 --> 00:23:57.772 align:middle line:90%
I don't know what it is.

00:23:57.772 --> 00:24:00.445 align:middle line:84%
PROFESSOR: OK, there are also
a number of Japanese game

00:24:00.445 --> 00:24:02.146 align:middle line:84%
shows which are similar
to this.

00:24:02.146 --> 00:24:05.116 align:middle line:90%


00:24:05.116 --> 00:24:07.920 align:middle line:84%
The basic idea of American
Gladiators is that it's

00:24:07.920 --> 00:24:09.537 align:middle line:84%
basically an obstacle
course where the

00:24:09.537 --> 00:24:11.930 align:middle line:90%
obstacles are people.

00:24:11.930 --> 00:24:17.940 align:middle line:84%
Happen to be these athletic
dudes and women who are either

00:24:17.940 --> 00:24:20.603 align:middle line:84%
pummeling you with waffle sticks
or shooting tennis

00:24:20.603 --> 00:24:23.436 align:middle line:84%
balls at you out of a gun
and stuff like that.

00:24:23.436 --> 00:24:25.740 align:middle line:84%
And you basically have to get
from the beginning to the end

00:24:25.740 --> 00:24:27.710 align:middle line:90%
faster than the other team.

00:24:27.710 --> 00:24:29.310 align:middle line:84%
Actually, faster than
the other player.

00:24:29.310 --> 00:24:32.080 align:middle line:84%
So it's two regular dudes and a
whole bunch of athletes who

00:24:32.080 --> 00:24:33.330 align:middle line:90%
are throwing things at you.

00:24:33.330 --> 00:24:35.380 align:middle line:90%


00:24:35.380 --> 00:24:37.800 align:middle line:84%
Every time you get hit you have
to go back a little bit.

00:24:37.800 --> 00:24:42.540 align:middle line:84%
But the thing about American
Gladiators is that you have

00:24:42.540 --> 00:24:44.506 align:middle line:90%
this long obstacle course.

00:24:44.506 --> 00:24:45.550 align:middle line:84%
In fact, this was one
of the events.

00:24:45.550 --> 00:24:49.910 align:middle line:84%
This was always the final event
of the entire TV show.

00:24:49.910 --> 00:24:54.310 align:middle line:84%
Is that, you will have two
people doing the same course.

00:24:54.310 --> 00:24:56.470 align:middle line:84%
They will have to climb up a
wall and then they will have

00:24:56.470 --> 00:25:02.260 align:middle line:90%
to go down a zip line.

00:25:02.260 --> 00:25:04.600 align:middle line:84%
GUEST SPEAKER: But it was a
cargo net specifically.

00:25:04.600 --> 00:25:05.960 align:middle line:84%
So it was really difficult
to climb up it.

00:25:05.960 --> 00:25:09.990 align:middle line:84%
PROFESSOR: Yeah, the big
webbing kind of thing.

00:25:09.990 --> 00:25:11.610 align:middle line:84%
It was like climbing the
rigging off a ship.

00:25:11.610 --> 00:25:15.990 align:middle line:84%
It was really, really,
difficult.

00:25:15.990 --> 00:25:19.840 align:middle line:84%
So what happens is that if you
have two people who are

00:25:19.840 --> 00:25:20.690 align:middle line:90%
really, really, far apart--

00:25:20.690 --> 00:25:22.500 align:middle line:90%
one person is way ahead--

00:25:22.500 --> 00:25:24.700 align:middle line:84%
and that person starts climbing
the cargo net?

00:25:24.700 --> 00:25:26.795 align:middle line:84%
It takes that person forever to
get to the end of the cargo

00:25:26.795 --> 00:25:29.294 align:middle line:84%
net, because climbing up cargo
net is really, really, hard no

00:25:29.294 --> 00:25:30.340 align:middle line:90%
matter who you are.

00:25:30.340 --> 00:25:34.390 align:middle line:84%
That gives the person behind
plenty of time to catch up and

00:25:34.390 --> 00:25:36.510 align:middle line:90%
start climbing the cargo net.

00:25:36.510 --> 00:25:40.000 align:middle line:84%
But then, the person who was the
leader in the first place

00:25:40.000 --> 00:25:40.765 align:middle line:90%
hits the zip line.

00:25:40.765 --> 00:25:44.220 align:middle line:84%
And all of a sudden there's a
huge increase in distance.

00:25:44.220 --> 00:25:47.205 align:middle line:84%
So this whole idea that
they never really

00:25:47.205 --> 00:25:49.890 align:middle line:90%
were all that far--

00:25:49.890 --> 00:25:51.340 align:middle line:84%
they never really changed
their position.

00:25:51.340 --> 00:25:56.800 align:middle line:84%
For most Gladiators games the
winner has already been

00:25:56.800 --> 00:25:58.110 align:middle line:90%
decided by their points.

00:25:58.110 --> 00:26:01.240 align:middle line:84%
Because the first person who
reaches the cargo net tends to

00:26:01.240 --> 00:26:02.780 align:middle line:90%
win the match.

00:26:02.780 --> 00:26:06.950 align:middle line:84%
But it looks like the lead just
shrank because suddenly

00:26:06.950 --> 00:26:10.270 align:middle line:84%
you've got both of them
in one camera shot.

00:26:10.270 --> 00:26:13.140 align:middle line:84%
And then you've got
that cute--

00:26:13.140 --> 00:26:15.280 align:middle line:84%
mom likes to call that
dramatic tension.

00:26:15.280 --> 00:26:17.790 align:middle line:84%
Which I think is a better
description than it's other

00:26:17.790 --> 00:26:19.330 align:middle line:84%
term for the same thing
which is drama.

00:26:19.330 --> 00:26:20.320 align:middle line:90%
Because it's not drama.

00:26:20.320 --> 00:26:21.570 align:middle line:90%
It' s just tension really.

00:26:21.570 --> 00:26:23.720 align:middle line:90%


00:26:23.720 --> 00:26:25.290 align:middle line:90%
But that's an aesthetic.

00:26:25.290 --> 00:26:28.290 align:middle line:84%
You're going for the aesthetic
of tension and coming up with

00:26:28.290 --> 00:26:31.250 align:middle line:84%
a game that makes you feel like
the fight is closer than

00:26:31.250 --> 00:26:32.650 align:middle line:90%
it actually is.

00:26:32.650 --> 00:26:38.630 align:middle line:84%
Or allowing someone to close the
gap quickly because, many

00:26:38.630 --> 00:26:41.690 align:middle line:84%
of you have pointed about, these
things probabilistically

00:26:41.690 --> 00:26:43.040 align:middle line:84%
mean exactly the same
thing as a die roll.

00:26:43.040 --> 00:26:45.560 align:middle line:90%


00:26:45.560 --> 00:26:46.810 align:middle line:90%
Let's see.

00:26:46.810 --> 00:26:49.660 align:middle line:90%


00:26:49.660 --> 00:26:56.520 align:middle line:84%
But the ability to increase a
awkward gap to open up and

00:26:56.520 --> 00:26:59.410 align:middle line:84%
then to close, that's
actually a dynamic.

00:26:59.410 --> 00:27:02.410 align:middle line:84%
That's actually a result of a
number of different rules that

00:27:02.410 --> 00:27:05.480 align:middle line:84%
are in the particular
of the game.

00:27:05.480 --> 00:27:07.810 align:middle line:84%
It's not written down that
it's going to happen.

00:27:07.810 --> 00:27:10.505 align:middle line:84%
But it's pretty much going to
happen if you have two people

00:27:10.505 --> 00:27:13.112 align:middle line:84%
playing those particular
strategies, and one thing that

00:27:13.112 --> 00:27:14.362 align:middle line:90%
happens pretty often.

00:27:14.362 --> 00:27:22.850 align:middle line:90%


00:27:22.850 --> 00:27:27.200 align:middle line:84%
What are the constraints that
you're seeing in the design of

00:27:27.200 --> 00:27:28.450 align:middle line:90%
this game here?

00:27:28.450 --> 00:27:31.120 align:middle line:90%


00:27:31.120 --> 00:27:35.484 align:middle line:84%
What did this game have to do in
order for it to be a viable

00:27:35.484 --> 00:27:35.967 align:middle line:90%
in-class exercise?

00:27:35.967 --> 00:27:37.899 align:middle line:84%
AUDIENCE: Fit on a
sheet of paper.

00:27:37.899 --> 00:27:39.831 align:middle line:84%
PROFESSOR: Fit on a
sheet of paper.

00:27:39.831 --> 00:27:41.210 align:middle line:90%
That's a huge one actually.

00:27:41.210 --> 00:27:42.410 align:middle line:84%
Because first of all,
it limits how many

00:27:42.410 --> 00:27:44.590 align:middle line:90%
spaces you've got.

00:27:44.590 --> 00:27:47.130 align:middle line:84%
Assuming everyone's using
something like a die or a coin

00:27:47.130 --> 00:27:49.540 align:middle line:90%
or something.

00:27:49.540 --> 00:27:51.950 align:middle line:84%
GUEST SPEAKER: I mean, you can
laugh at that but it's

00:27:51.950 --> 00:27:53.930 align:middle line:90%
literally how it went.

00:27:53.930 --> 00:27:56.450 align:middle line:84%
I wanted it to fit on a sheet of
paper and the spaces had to

00:27:56.450 --> 00:27:58.000 align:middle line:90%
accommodate a die.

00:27:58.000 --> 00:28:01.430 align:middle line:84%
So the number of spaces
is a result of that.

00:28:01.430 --> 00:28:02.902 align:middle line:84%
AUDIENCE: It was almost
like an accident.

00:28:02.902 --> 00:28:06.830 align:middle line:90%


00:28:06.830 --> 00:28:08.410 align:middle line:84%
PROFESSOR: Well you probably
could have fit a few more

00:28:08.410 --> 00:28:09.725 align:middle line:90%
squares in there.

00:28:09.725 --> 00:28:11.697 align:middle line:84%
GUEST SPEAKER: Probably, but
you place some margins.

00:28:11.697 --> 00:28:12.947 align:middle line:90%
PROFESSOR: Yeah.

00:28:12.947 --> 00:28:15.641 align:middle line:90%


00:28:15.641 --> 00:28:16.873 align:middle line:84%
AUDIENCE: The rules
have to fit on one

00:28:16.873 --> 00:28:18.120 align:middle line:90%
sheet of paper as well.

00:28:18.120 --> 00:28:20.260 align:middle line:84%
So the rules can't be
that complicated.

00:28:20.260 --> 00:28:22.812 align:middle line:84%
PROFESSOR: Most of these rules
are single sentences for the

00:28:22.812 --> 00:28:26.060 align:middle line:84%
most part, because we are
more than [INAUDIBLE].

00:28:26.060 --> 00:28:30.963 align:middle line:90%


00:28:30.963 --> 00:28:32.248 align:middle line:90%
It had to be quick.

00:28:32.248 --> 00:28:34.538 align:middle line:84%
It had to work within
10 minutes.

00:28:34.538 --> 00:28:36.590 align:middle line:84%
In fact, it had to work so you
get through a few games within

00:28:36.590 --> 00:28:39.075 align:middle line:90%
10 minutes.

00:28:39.075 --> 00:28:40.325 align:middle line:84%
Anyone only manage to
get through one?

00:28:40.325 --> 00:28:43.051 align:middle line:90%


00:28:43.051 --> 00:28:44.301 align:middle line:84%
AUDIENCE: That'd
be really hard.

00:28:44.301 --> 00:28:53.270 align:middle line:90%


00:28:53.270 --> 00:28:56.930 align:middle line:84%
PROFESSOR: So different
aesthetics.

00:28:56.930 --> 00:29:01.490 align:middle line:84%
So, this game tries to get
really, really, tense.

00:29:01.490 --> 00:29:04.436 align:middle line:84%
But obviously, the decisions
that you're actually making in

00:29:04.436 --> 00:29:07.840 align:middle line:90%
this game is minimal.

00:29:07.840 --> 00:29:12.880 align:middle line:84%
You get to say, well if you are
already losing, that has

00:29:12.880 --> 00:29:14.680 align:middle line:90%
[INAUDIBLE].

00:29:14.680 --> 00:29:15.870 align:middle line:90%
One rational thing to do.

00:29:15.870 --> 00:29:19.935 align:middle line:84%
But if you were playing this
game, as Jason recommended, if

00:29:19.935 --> 00:29:22.198 align:middle line:84%
I were playing this game against
myself there really is

00:29:22.198 --> 00:29:23.325 align:middle line:90%
no optimal strategy.

00:29:23.325 --> 00:29:26.223 align:middle line:84%
I could pick two different
strategies for each side.

00:29:26.223 --> 00:29:27.990 align:middle line:84%
AUDIENCE: It's whoever plays
first basically.

00:29:27.990 --> 00:29:30.210 align:middle line:84%
Whoever plays first is by
default going to win.

00:29:30.210 --> 00:29:31.460 align:middle line:90%
PROFESSOR: On average.

00:29:31.460 --> 00:29:34.650 align:middle line:90%


00:29:34.650 --> 00:29:36.690 align:middle line:84%
AUDIENCE: I won every
game but one.

00:29:36.690 --> 00:29:38.740 align:middle line:90%
I did bad rolling dice.

00:29:38.740 --> 00:29:40.020 align:middle line:84%
GUEST SPEAKER: Because if
you roll them now--

00:29:40.020 --> 00:29:42.610 align:middle line:90%


00:29:42.610 --> 00:29:45.720 align:middle line:84%
PROFESSOR: So I would like
actually, folks to try mixing

00:29:45.720 --> 00:29:47.060 align:middle line:90%
this up a little bit.

00:29:47.060 --> 00:29:53.580 align:middle line:84%
Pick a rule in here, any
rule, and alter it.

00:29:53.580 --> 00:29:56.040 align:middle line:84%
You can do things like
adding more squares.

00:29:56.040 --> 00:29:57.340 align:middle line:84%
You can change the
movement chart.

00:29:57.340 --> 00:30:00.080 align:middle line:90%


00:30:00.080 --> 00:30:02.750 align:middle line:84%
One idea that I had, and someone
was thinking probably

00:30:02.750 --> 00:30:06.750 align:middle line:84%
more recent than me, which is
what happens if you use the

00:30:06.750 --> 00:30:10.340 align:middle line:84%
higher of two dice rolls
instead of just one?

00:30:10.340 --> 00:30:11.940 align:middle line:84%
[INAUDIBLE] to the
probability.

00:30:11.940 --> 00:30:15.290 align:middle line:90%
Play around with that.

00:30:15.290 --> 00:30:19.202 align:middle line:90%
See what that feels like.

00:30:19.202 --> 00:30:23.650 align:middle line:84%
And if that feels just boring
try doing something else.

00:30:23.650 --> 00:30:28.140 align:middle line:90%
So we've got 15 minutes?

00:30:28.140 --> 00:30:29.340 align:middle line:84%
GUEST SPEAKER: Yeah,
that's reasonable.

00:30:29.340 --> 00:30:32.870 align:middle line:84%
PROFESSOR: And then, you'll tell
the class about what you

00:30:32.870 --> 00:30:35.098 align:middle line:84%
changed and how that changed
the feeling of the game.

00:30:35.098 --> 00:30:38.080 align:middle line:90%
Cool?

00:30:38.080 --> 00:30:42.420 align:middle line:84%
So, every two people,
work with a team.

00:30:42.420 --> 00:30:46.630 align:middle line:84%
Explain how your game, how your
version works, and have

00:30:46.630 --> 00:30:52.570 align:middle line:84%
the other group play
it and vice versa.

00:30:52.570 --> 00:30:58.663 align:middle line:84%
And what we're going to do once
everyone's done, you will

00:30:58.663 --> 00:31:03.460 align:middle line:84%
tell the class what
you felt the other

00:31:03.460 --> 00:31:04.910 align:middle line:90%
group's game felt like.

00:31:04.910 --> 00:31:08.430 align:middle line:84%
So let someone else figure out
what your game aesthetic is.

00:31:08.430 --> 00:31:13.340 align:middle line:84%
So, does any team want to just
go first in describing the

00:31:13.340 --> 00:31:16.070 align:middle line:90%
other team's game?

00:31:16.070 --> 00:31:18.065 align:middle line:90%
OK, starting with you.

00:31:18.065 --> 00:31:19.425 align:middle line:84%
AUDIENCE: Do you want
us to describe

00:31:19.425 --> 00:31:20.700 align:middle line:90%
the rules they changed?

00:31:20.700 --> 00:31:21.100 align:middle line:90%
PROFESSOR: Uh, sure.

00:31:21.100 --> 00:31:23.130 align:middle line:90%
AUDIENCE: Or just say--

00:31:23.130 --> 00:31:26.520 align:middle line:84%
the main change in this version
was that it's modular.

00:31:26.520 --> 00:31:28.340 align:middle line:84%
So you have to land exactly
on the end or

00:31:28.340 --> 00:31:29.630 align:middle line:90%
otherwise you wrap around.

00:31:29.630 --> 00:31:32.170 align:middle line:90%


00:31:32.170 --> 00:31:35.010 align:middle line:84%
It changed the aesthetic a lot
because it stopped being a

00:31:35.010 --> 00:31:38.590 align:middle line:84%
race against your opponent and
became more of trying to

00:31:38.590 --> 00:31:41.630 align:middle line:84%
figure out how you can use your
tokens to precision just

00:31:41.630 --> 00:31:42.490 align:middle line:90%
hit the end.

00:31:42.490 --> 00:31:43.770 align:middle line:90%
PROFESSOR: Oh, OK.

00:31:43.770 --> 00:31:46.120 align:middle line:84%
AUDIENCE: More methodical
and thoughtful.

00:31:46.120 --> 00:31:48.740 align:middle line:84%
You decide whether or not you're
going to stockpile

00:31:48.740 --> 00:31:51.360 align:middle line:84%
tokens to give you more winning
squares and then you

00:31:51.360 --> 00:31:53.660 align:middle line:84%
just waited until you landed
on a winning square.

00:31:53.660 --> 00:31:54.960 align:middle line:84%
PROFESSOR: So you get
a dis-computational

00:31:54.960 --> 00:31:56.410 align:middle line:90%
motive to the game?

00:31:56.410 --> 00:31:59.280 align:middle line:84%
AUDIENCE: It was not
as competitive.

00:31:59.280 --> 00:32:01.270 align:middle line:84%
AUDIENCE: So one of the
discussions we had was, what

00:32:01.270 --> 00:32:03.070 align:middle line:84%
if you had three tokens you
could just get to the end.

00:32:03.070 --> 00:32:05.290 align:middle line:84%
Because we made our tokens
move four spaces.

00:32:05.290 --> 00:32:05.690 align:middle line:90%
PROFESSOR: OK.

00:32:05.690 --> 00:32:07.154 align:middle line:84%
AUDIENCE: But I just realized,
you have to do the die roll

00:32:07.154 --> 00:32:08.130 align:middle line:90%
after that.

00:32:08.130 --> 00:32:09.372 align:middle line:90%
AUDIENCE: Yeah.

00:32:09.372 --> 00:32:10.900 align:middle line:90%
AUDIENCE: Oh, yeah.

00:32:10.900 --> 00:32:17.370 align:middle line:90%


00:32:17.370 --> 00:32:20.090 align:middle line:84%
AUDIENCE: They had a really
creative role where

00:32:20.090 --> 00:32:22.790 align:middle line:90%
they had a 10 here.

00:32:22.790 --> 00:32:24.940 align:middle line:90%
So it goes from 0 to 9.

00:32:24.940 --> 00:32:27.670 align:middle line:84%
And you roll under a cup and
that's the number of spaces

00:32:27.670 --> 00:32:28.880 align:middle line:90%
away from the end.

00:32:28.880 --> 00:32:33.300 align:middle line:84%
So from 0 to 9 that the
winning point is.

00:32:33.300 --> 00:32:35.040 align:middle line:84%
And at your turn you can either
play normally or you

00:32:35.040 --> 00:32:37.910 align:middle line:84%
can check to see where
the winning point is.

00:32:37.910 --> 00:32:41.010 align:middle line:84%
If you've won, that triggers
you winning.

00:32:41.010 --> 00:32:42.510 align:middle line:84%
But you cannot win unless you
physically check and confirm

00:32:42.510 --> 00:32:45.228 align:middle line:90%
that you've won.

00:32:45.228 --> 00:32:49.195 align:middle line:84%
So it eats up a turn, but it
could be that after two rolls

00:32:49.195 --> 00:32:51.436 align:middle line:84%
of two and this was
a nine you've won.

00:32:51.436 --> 00:32:53.960 align:middle line:90%


00:32:53.960 --> 00:32:56.150 align:middle line:84%
And it was a lot of fun
basically because we had to

00:32:56.150 --> 00:33:00.240 align:middle line:84%
figure out the optimal strategy
but it was just fun.

00:33:00.240 --> 00:33:03.610 align:middle line:84%
PROFESSOR: So what's it feel
like when you're trying to

00:33:03.610 --> 00:33:05.310 align:middle line:84%
figure out what you're
going to do?

00:33:05.310 --> 00:33:07.840 align:middle line:84%
AUDIENCE: He beat me by checking
when it was far away

00:33:07.840 --> 00:33:09.090 align:middle line:90%
and being lucky.

00:33:09.090 --> 00:33:13.230 align:middle line:90%


00:33:13.230 --> 00:33:14.900 align:middle line:84%
PROFESSOR: So if you don't check
you have to reach the

00:33:14.900 --> 00:33:15.700 align:middle line:90%
end to win.

00:33:15.700 --> 00:33:19.330 align:middle line:84%
So you have to check,
usually, anyway.

00:33:19.330 --> 00:33:21.290 align:middle line:84%
AUDIENCE: One thing Alecia had
in mind when we were thinking

00:33:21.290 --> 00:33:27.000 align:middle line:84%
about the rule was there ought
to be information that you can

00:33:27.000 --> 00:33:28.902 align:middle line:84%
get from how your opponent
reacts after they

00:33:28.902 --> 00:33:31.130 align:middle line:90%
look under the cup.

00:33:31.130 --> 00:33:33.220 align:middle line:84%
So if they then go and start
rolling again or what have

00:33:33.220 --> 00:33:36.880 align:middle line:84%
you, or they then
start options.

00:33:36.880 --> 00:33:39.880 align:middle line:84%
But there must be some way that
you can get a leak of

00:33:39.880 --> 00:33:42.980 align:middle line:84%
information from their behavior
which makes it

00:33:42.980 --> 00:33:44.030 align:middle line:84%
interesting in a
different way.

00:33:44.030 --> 00:33:45.930 align:middle line:84%
AUDIENCE: If you've have already
seen the cup, and you

00:33:45.930 --> 00:33:50.000 align:middle line:84%
get past the point, do you
have to check to win?

00:33:50.000 --> 00:33:51.726 align:middle line:84%
AUDIENCE: Yeah, we played
two different variants.

00:33:51.726 --> 00:33:52.110 align:middle line:90%
One where you did.

00:33:52.110 --> 00:33:52.600 align:middle line:90%
One where you didn't.

00:33:52.600 --> 00:33:53.840 align:middle line:90%
AUDIENCE: Oh, I see.

00:33:53.840 --> 00:33:55.280 align:middle line:84%
AUDIENCE: Well, you don't have
to check the second time.

00:33:55.280 --> 00:33:57.970 align:middle line:84%
If you check the first time and
then you pass it you win.

00:33:57.970 --> 00:34:00.220 align:middle line:84%
AUDIENCE: So that's why there's
one way of playing it.

00:34:00.220 --> 00:34:03.480 align:middle line:84%
PROFESSOR: So the person who
checks could win even they're

00:34:03.480 --> 00:34:04.810 align:middle line:90%
already passed the point?

00:34:04.810 --> 00:34:07.830 align:middle line:90%
Am I understanding this right?

00:34:07.830 --> 00:34:09.820 align:middle line:84%
AUDIENCE: Well, if he's the
first past the point.

00:34:09.820 --> 00:34:14.324 align:middle line:84%
If you don't have check to win,
so if you just need the

00:34:14.324 --> 00:34:17.220 align:middle line:84%
knowledge of what the endpoint
is, then if he

00:34:17.220 --> 00:34:18.409 align:middle line:90%
passes it first he wins.

00:34:18.409 --> 00:34:20.444 align:middle line:84%
If when he checks both
players are at that

00:34:20.444 --> 00:34:21.600 align:middle line:90%
spot then it's a tie.

00:34:21.600 --> 00:34:23.484 align:middle line:90%
PROFESSOR: Oh, ok.

00:34:23.484 --> 00:34:25.239 align:middle line:84%
AUDIENCE: But since it's
a sequential game it's

00:34:25.239 --> 00:34:25.820 align:middle line:90%
impossible.

00:34:25.820 --> 00:34:28.170 align:middle line:84%
Other than, at the moment of the
check if both players are

00:34:28.170 --> 00:34:29.723 align:middle line:84%
at the same spot is it possible
for them to win at

00:34:29.723 --> 00:34:30.313 align:middle line:90%
the same time.

00:34:30.313 --> 00:34:32.250 align:middle line:90%
So that's not really an issue.

00:34:32.250 --> 00:34:34.659 align:middle line:84%
AUDIENCE: What if I check, and
you're past me, and you have

00:34:34.659 --> 00:34:35.440 align:middle line:90%
passed the check spot?

00:34:35.440 --> 00:34:36.565 align:middle line:90%
AUDIENCE: I don't win.

00:34:36.565 --> 00:34:37.179 align:middle line:90%
AUDIENCE: OK.

00:34:37.179 --> 00:34:38.110 align:middle line:84%
AUDIENCE: Because
I never checked.

00:34:38.110 --> 00:34:40.262 align:middle line:84%
So as long as I don't
know I don't win.

00:34:40.262 --> 00:34:42.840 align:middle line:90%


00:34:42.840 --> 00:34:44.790 align:middle line:84%
PROFESSOR: Hey, he makes me
think of a different variant.

00:34:44.790 --> 00:34:46.040 align:middle line:90%
But OK.

00:34:46.040 --> 00:34:48.420 align:middle line:90%


00:34:48.420 --> 00:34:51.810 align:middle line:84%
AUDIENCE: So what they did
was they introduced

00:34:51.810 --> 00:34:52.560 align:middle line:90%
a couple new rules.

00:34:52.560 --> 00:34:56.366 align:middle line:84%
The first rule being that, the
person who rolls first on

00:34:56.366 --> 00:34:59.100 align:middle line:84%
their first turn they cannot
put down a token.

00:34:59.100 --> 00:35:00.720 align:middle line:90%
So they actually have to roll.

00:35:00.720 --> 00:35:04.730 align:middle line:84%
The second rule is, whenever you
roll if you have a bonus

00:35:04.730 --> 00:35:06.990 align:middle line:84%
token on the stockpile
you have two

00:35:06.990 --> 00:35:08.160 align:middle line:90%
options after you roll.

00:35:08.160 --> 00:35:09.610 align:middle line:84%
One is, you can take
it off and move

00:35:09.610 --> 00:35:10.840 align:middle line:90%
two spaces like normal.

00:35:10.840 --> 00:35:14.030 align:middle line:84%
The second is, you can choose to
make that block impassible.

00:35:14.030 --> 00:35:17.640 align:middle line:84%
So what this does is your
opponent cannot

00:35:17.640 --> 00:35:18.265 align:middle line:90%
land on that block.

00:35:18.265 --> 00:35:21.095 align:middle line:84%
If they are already on that
block they get pushed one

00:35:21.095 --> 00:35:22.130 align:middle line:90%
block back.

00:35:22.130 --> 00:35:25.040 align:middle line:84%
If they are behind it, and they
roll and they move to

00:35:25.040 --> 00:35:27.460 align:middle line:84%
that block, they get pushed
one block behind it.

00:35:27.460 --> 00:35:28.763 align:middle line:84%
PROFESSOR: So they're
changing the block

00:35:28.763 --> 00:35:29.455 align:middle line:90%
while you're playing.

00:35:29.455 --> 00:35:30.165 align:middle line:90%
AUDIENCE: Yes.

00:35:30.165 --> 00:35:31.120 align:middle line:84%
PROFESSOR: And how did
that feel while you

00:35:31.120 --> 00:35:32.100 align:middle line:90%
were actually playing?

00:35:32.100 --> 00:35:33.350 align:middle line:84%
AUDIENCE: We didn't actually
use it that much.

00:35:33.350 --> 00:35:39.520 align:middle line:90%


00:35:39.520 --> 00:35:41.245 align:middle line:84%
AUDIENCE: I felt like the
penalty for the impassable

00:35:41.245 --> 00:35:42.540 align:middle line:90%
block should have been more.

00:35:42.540 --> 00:35:44.675 align:middle line:84%
Because if you land on the block
that they're on, and

00:35:44.675 --> 00:35:46.940 align:middle line:84%
make them move back one, that
token would otherwise have

00:35:46.940 --> 00:35:47.745 align:middle line:90%
made you move forward two.

00:35:47.745 --> 00:35:51.040 align:middle line:84%
So it doesn't really reward
you for that.

00:35:51.040 --> 00:35:53.830 align:middle line:84%
I felt it could have been really
awesome if the penalty

00:35:53.830 --> 00:35:55.640 align:middle line:90%
was significantly more severe.

00:35:55.640 --> 00:35:58.800 align:middle line:84%
Because it's hard to get in
front of them enough to

00:35:58.800 --> 00:36:01.945 align:middle line:84%
actually make a block impassable
and have them land

00:36:01.945 --> 00:36:04.710 align:middle line:90%
on it later.

00:36:04.710 --> 00:36:05.470 align:middle line:84%
AUDIENCE: Probably to all the
way back or something.

00:36:05.470 --> 00:36:07.240 align:middle line:90%
AUDIENCE: Yeah exactly.

00:36:07.240 --> 00:36:08.550 align:middle line:84%
PROFESSOR: So try multiplying
it by two

00:36:08.550 --> 00:36:09.800 align:middle line:90%
and see what happens.

00:36:09.800 --> 00:36:17.706 align:middle line:90%


00:36:17.706 --> 00:36:21.650 align:middle line:84%
AUDIENCE: Yeah, and then you
can always go land on it.

00:36:21.650 --> 00:36:23.570 align:middle line:84%
PROFESSOR: If you're like, hmm,
that should have changed

00:36:23.570 --> 00:36:24.820 align:middle line:90%
the game play but that didn't.

00:36:24.820 --> 00:36:27.410 align:middle line:90%


00:36:27.410 --> 00:36:31.020 align:middle line:84%
One of the tricks in chapter
one was just make it bigger

00:36:31.020 --> 00:36:32.090 align:middle line:90%
and see what happens.

00:36:32.090 --> 00:36:35.170 align:middle line:84%
If nothing else it will just
give you more information on

00:36:35.170 --> 00:36:36.430 align:middle line:84%
whether you should be
spending any more

00:36:36.430 --> 00:36:39.390 align:middle line:90%
time with this direction.

00:36:39.390 --> 00:36:43.373 align:middle line:84%
Or whether it really isn't going
to affect the way how

00:36:43.373 --> 00:36:45.510 align:middle line:84%
people play because people don't
end up caring about it.

00:36:45.510 --> 00:36:48.916 align:middle line:84%
So the rule of twos is just
multiply something by two, or

00:36:48.916 --> 00:36:50.807 align:middle line:84%
half it by two, and
see what happens.

00:36:50.807 --> 00:36:54.390 align:middle line:84%
Obviously halving by two
would not in this work.

00:36:54.390 --> 00:36:56.720 align:middle line:90%
Who else?

00:36:56.720 --> 00:36:59.660 align:middle line:84%
AUDIENCE: So actually they had
these tokens as power-ups.

00:36:59.660 --> 00:37:01.200 align:middle line:84%
And you would never actually
take them off

00:37:01.200 --> 00:37:02.530 align:middle line:90%
to move more spaces.

00:37:02.530 --> 00:37:05.400 align:middle line:84%
You would just keep adding
tokens and you could roll.

00:37:05.400 --> 00:37:09.570 align:middle line:84%
So you can spend one turn
to put a token on and in

00:37:09.570 --> 00:37:13.120 align:middle line:84%
consequent rolls you could
essentially say, I have N

00:37:13.120 --> 00:37:18.830 align:middle line:84%
tokens therefore I roll N plus
1 dice and subtract N.

00:37:18.830 --> 00:37:20.080 align:middle line:84%
PROFESSOR: I think
that's one dice.

00:37:20.080 --> 00:37:22.920 align:middle line:90%


00:37:22.920 --> 00:37:24.050 align:middle line:90%
[INTERPOSING VOICES]

00:37:24.050 --> 00:37:26.690 align:middle line:84%
AUDIENCE: --and then you roll a
die for each token you have,

00:37:26.690 --> 00:37:29.740 align:middle line:84%
and then you move back one space
for each token you have.

00:37:29.740 --> 00:37:30.500 align:middle line:90%
PROFESSOR: Interesting.

00:37:30.500 --> 00:37:31.300 align:middle line:84%
AUDIENCE: So it moves your
average and your

00:37:31.300 --> 00:37:33.091 align:middle line:90%
maximum up each time.

00:37:33.091 --> 00:37:35.130 align:middle line:84%
AUDIENCE: So you could act it
as a power yourself up.

00:37:35.130 --> 00:37:37.880 align:middle line:84%
AUDIENCE: And you could also
remove tokens to take away

00:37:37.880 --> 00:37:39.512 align:middle line:84%
tokens from the other
guy, right?

00:37:39.512 --> 00:37:41.074 align:middle line:90%
AUDIENCE: Yeah.

00:37:41.074 --> 00:37:42.550 align:middle line:84%
AUDIENCE: Which we never
actually did.

00:37:42.550 --> 00:37:46.540 align:middle line:90%


00:37:46.540 --> 00:37:49.835 align:middle line:84%
AUDIENCE: I guess we forgot to
go into that, you don't take

00:37:49.835 --> 00:37:52.190 align:middle line:84%
out all the tokens when you
do your special move.

00:37:52.190 --> 00:37:53.870 align:middle line:90%
They stay in there.

00:37:53.870 --> 00:37:55.670 align:middle line:84%
Because, mathematically speaking
if you take them off

00:37:55.670 --> 00:37:58.860 align:middle line:90%
it makes it worse.

00:37:58.860 --> 00:38:03.823 align:middle line:84%
PROFESSOR: So, I mean, that's an
important object lesson in

00:38:03.823 --> 00:38:06.520 align:middle line:84%
how to explain the rules
to the people.

00:38:06.520 --> 00:38:08.950 align:middle line:84%
How'd it feel while you were
playing their version?

00:38:08.950 --> 00:38:13.755 align:middle line:84%
AUDIENCE: It made my mind tired,
being N plus 1 minus N.

00:38:13.755 --> 00:38:15.240 align:middle line:90%
But, it was interesting.

00:38:15.240 --> 00:38:16.080 align:middle line:90%
I actually used it.

00:38:16.080 --> 00:38:18.530 align:middle line:84%
Before I said I would only use
the die, but this time I

00:38:18.530 --> 00:38:19.100 align:middle line:90%
actually used tokens.

00:38:19.100 --> 00:38:20.000 align:middle line:84%
PROFESSOR: And what
happened when you

00:38:20.000 --> 00:38:21.080 align:middle line:90%
actually used the token?

00:38:21.080 --> 00:38:23.394 align:middle line:90%
Was it like yes!

00:38:23.394 --> 00:38:27.870 align:middle line:84%
AUDIENCE: Like I said, the
math made it too hard.

00:38:27.870 --> 00:38:30.110 align:middle line:84%
PROFESSOR: Well something
happened.

00:38:30.110 --> 00:38:33.940 align:middle line:84%
It made you use the tokens as
opposed to ignoring them.

00:38:33.940 --> 00:38:35.190 align:middle line:90%
AUDIENCE: It was interesting.

00:38:35.190 --> 00:38:39.070 align:middle line:90%


00:38:39.070 --> 00:38:42.500 align:middle line:84%
AUDIENCE: So, the rule that they
gave was that if you are

00:38:42.500 --> 00:38:43.820 align:middle line:90%
behind the player--

00:38:43.820 --> 00:38:50.580 align:middle line:84%
by behind, they mean if your
piece is behind the other one.

00:38:50.580 --> 00:38:51.663 align:middle line:84%
AUDIENCE: Losing,
in second place.

00:38:51.663 --> 00:38:56.100 align:middle line:84%
AUDIENCE: Right, but not
in the imaginary sense.

00:38:56.100 --> 00:38:57.350 align:middle line:90%
Well, whatever.

00:38:57.350 --> 00:39:00.044 align:middle line:90%


00:39:00.044 --> 00:39:03.320 align:middle line:84%
If you're physically behind them
then when you use a token

00:39:03.320 --> 00:39:05.270 align:middle line:84%
you get to use one extra
space ahead.

00:39:05.270 --> 00:39:09.226 align:middle line:84%
PROFESSOR: OK, if you use two
tokens do you end up getting?

00:39:09.226 --> 00:39:10.590 align:middle line:84%
AUDIENCE: It's still
one space.

00:39:10.590 --> 00:39:12.380 align:middle line:84%
PROFESSOR: So how
did that feel?

00:39:12.380 --> 00:39:14.970 align:middle line:84%
AUDIENCE: It actually changed
the strategy a little bit

00:39:14.970 --> 00:39:16.590 align:middle line:84%
because in the beginning you
basically don't want to be the

00:39:16.590 --> 00:39:18.027 align:middle line:90%
person that moves first.

00:39:18.027 --> 00:39:21.010 align:middle line:84%
Because then your opponent can
just use all their tokens and

00:39:21.010 --> 00:39:22.470 align:middle line:90%
get a lot better than you.

00:39:22.470 --> 00:39:23.720 align:middle line:90%
PROFESSOR: Oh, I see.

00:39:23.720 --> 00:39:26.590 align:middle line:90%


00:39:26.590 --> 00:39:28.446 align:middle line:84%
GUEST SPEAKER: You may want to
talk about tokens and what it

00:39:28.446 --> 00:39:30.890 align:middle line:84%
feels playing it ahead of
you so that you can

00:39:30.890 --> 00:39:32.220 align:middle line:90%
use them, you can--

00:39:32.220 --> 00:39:34.372 align:middle line:90%
[INTERPOSING VOICES]

00:39:34.372 --> 00:39:35.815 align:middle line:84%
AUDIENCE: Rather then
you just sit at the

00:39:35.815 --> 00:39:37.790 align:middle line:90%
start point every time.

00:39:37.790 --> 00:39:40.254 align:middle line:84%
AUDIENCE: So pretty much the
person who goes second?

00:39:40.254 --> 00:39:43.160 align:middle line:90%
AUDIENCE: Is at an advantage.

00:39:43.160 --> 00:39:46.620 align:middle line:84%
PROFESSOR: So that should be a
negative feedback loop, which

00:39:46.620 --> 00:39:50.310 align:middle line:84%
we'll we get to I guess in the
next class, but the whole idea

00:39:50.310 --> 00:39:52.140 align:middle line:84%
being there is a gap
between players.

00:39:52.140 --> 00:39:55.250 align:middle line:84%
And you have game mechanics
specifically designed to

00:39:55.250 --> 00:39:56.380 align:middle line:90%
narrow the gap.

00:39:56.380 --> 00:39:58.580 align:middle line:84%
Those are negative
feedback loops.

00:39:58.580 --> 00:39:59.810 align:middle line:90%
AUDIENCE: Mario Kart!

00:39:59.810 --> 00:40:03.730 align:middle line:84%
PROFESSOR: Mario Kart's blue
shell, it's the other

00:40:03.730 --> 00:40:04.540 align:middle line:90%
direction right?

00:40:04.540 --> 00:40:07.565 align:middle line:84%
To knock back the person who's
leading rather than helping

00:40:07.565 --> 00:40:09.710 align:middle line:90%
you catch up.

00:40:09.710 --> 00:40:12.564 align:middle line:84%
Actually, a lot of Mario Kart's
mechanics are basically

00:40:12.564 --> 00:40:14.350 align:middle line:84%
designed to help reduce
the lead.

00:40:14.350 --> 00:40:15.600 align:middle line:90%
All right, cool.

00:40:15.600 --> 00:40:19.110 align:middle line:90%


00:40:19.110 --> 00:40:21.680 align:middle line:84%
AUDIENCE: They add one rule in
keeping everything else equal.

00:40:21.680 --> 00:40:26.030 align:middle line:84%
They add a second die and then
the way it worked was you

00:40:26.030 --> 00:40:29.280 align:middle line:84%
arbitrarily assigned people
odd or even numbers.

00:40:29.280 --> 00:40:32.580 align:middle line:84%
And then you roll and would go
on that particular turn.

00:40:32.580 --> 00:40:34.216 align:middle line:84%
And then that person,
whoever it was

00:40:34.216 --> 00:40:36.030 align:middle line:90%
assigned to, would play.

00:40:36.030 --> 00:40:37.660 align:middle line:84%
And then you would roll again to
see who would went the next

00:40:37.660 --> 00:40:40.660 align:middle line:90%
turn and so on and so forth?

00:40:40.660 --> 00:40:42.026 align:middle line:90%
PROFESSOR: How'd that feel?

00:40:42.026 --> 00:40:45.232 align:middle line:90%


00:40:45.232 --> 00:40:49.070 align:middle line:84%
AUDIENCE: I got a tad memory
with Mario Kart.

00:40:49.070 --> 00:40:50.320 align:middle line:84%
PROFESSOR: It's like
what, again?

00:40:50.320 --> 00:40:52.330 align:middle line:90%


00:40:52.330 --> 00:40:58.475 align:middle line:84%
AUDIENCE: Many mechanics
describe as very Mario Kart.

00:40:58.475 --> 00:41:00.840 align:middle line:84%
PROFESSOR: Well, Mario Kart is
actually a collection of a lot

00:41:00.840 --> 00:41:06.240 align:middle line:84%
of fairly fundamental
mechanics.

00:41:06.240 --> 00:41:11.080 align:middle line:84%
AUDIENCE: I felt like just
rolling to see who'd win.

00:41:11.080 --> 00:41:13.860 align:middle line:84%
The sense that you were
just playing for luck.

00:41:13.860 --> 00:41:16.210 align:middle line:84%
PROFESSOR: So it amplified
the randomness basically?

00:41:16.210 --> 00:41:18.704 align:middle line:84%
AUDIENCE: Yeah, which I actually
detest personally.

00:41:18.704 --> 00:41:21.692 align:middle line:90%


00:41:21.692 --> 00:41:24.606 align:middle line:84%
AUDIENCE: That rule is like
initiative rule in Star Wars

00:41:24.606 --> 00:41:25.856 align:middle line:84%
Miniatures and Dungeons
and Dragons.

00:41:25.856 --> 00:41:27.930 align:middle line:90%


00:41:27.930 --> 00:41:31.210 align:middle line:84%
And like in that case where
there's actual strategic

00:41:31.210 --> 00:41:34.370 align:middle line:84%
decisions to be made
it's actually cool.

00:41:34.370 --> 00:41:36.820 align:middle line:84%
Because it means that you never
know whether you're

00:41:36.820 --> 00:41:38.780 align:middle line:84%
going to be able to capitalize
on the position that you're in

00:41:38.780 --> 00:41:40.750 align:middle line:90%
at the end of the turn.

00:41:40.750 --> 00:41:43.530 align:middle line:84%
AUDIENCE: But since we both know
optimal strategy for the

00:41:43.530 --> 00:41:46.748 align:middle line:84%
original game it was
just pure luck.

00:41:46.748 --> 00:41:48.180 align:middle line:90%
So there was no strategy.

00:41:48.180 --> 00:41:49.680 align:middle line:84%
PROFESSOR: So it almost becomes
like a gambling game

00:41:49.680 --> 00:41:52.554 align:middle line:90%
or a game of chance.

00:41:52.554 --> 00:41:54.949 align:middle line:90%
Cool.

00:41:54.949 --> 00:41:58.084 align:middle line:84%
AUDIENCE: They added different
dice you could roll for

00:41:58.084 --> 00:42:00.008 align:middle line:90%
different effects.

00:42:00.008 --> 00:42:02.894 align:middle line:84%
Such as, if you roll the D20
you can go 10 spaces.

00:42:02.894 --> 00:42:04.337 align:middle line:90%
If you need to go 17, 18--

00:42:04.337 --> 00:42:04.818 align:middle line:90%
AUDIENCE: Or 18, 19, 20.

00:42:04.818 --> 00:42:04.978 align:middle line:90%
AUDIENCE: --

00:42:04.978 --> 00:42:06.742 align:middle line:90%
Or 18, 19, 20.

00:42:06.742 --> 00:42:11.492 align:middle line:84%
So they added the D10
which also had

00:42:11.492 --> 00:42:13.384 align:middle line:90%
similar effects and deviate.

00:42:13.384 --> 00:42:16.060 align:middle line:84%
So Patrick and I pretty much
experimented with-- well, he

00:42:16.060 --> 00:42:17.310 align:middle line:84%
just rolled D20 the
entire time.

00:42:17.310 --> 00:42:20.820 align:middle line:90%


00:42:20.820 --> 00:42:29.855 align:middle line:84%
And I experimented with rolling
the D8 and the D10.

00:42:29.855 --> 00:42:33.030 align:middle line:84%
AUDIENCE: Why would you
not roll the D10?

00:42:33.030 --> 00:42:35.886 align:middle line:84%
AUDIENCE: I started
feeling impatient.

00:42:35.886 --> 00:42:37.315 align:middle line:84%
I would forget everything
about Alec and what

00:42:37.315 --> 00:42:38.290 align:middle line:90%
he wanted to do.

00:42:38.290 --> 00:42:40.520 align:middle line:84%
And every turn I would roll
the D20 hoping to

00:42:40.520 --> 00:42:43.025 align:middle line:90%
get 18, 19, or 20.

00:42:43.025 --> 00:42:44.477 align:middle line:84%
AUDIENCE: By the way, with the
D20 if you don't roll any of

00:42:44.477 --> 00:42:46.070 align:middle line:90%
those you go zero spaces.

00:42:46.070 --> 00:42:48.216 align:middle line:90%
So that's actually the risk.

00:42:48.216 --> 00:42:50.940 align:middle line:84%
PROFESSOR: So you could either
win the game or go nowhere.

00:42:50.940 --> 00:42:54.390 align:middle line:90%


00:42:54.390 --> 00:42:55.390 align:middle line:84%
AUDIENCE: So I roll the D20
wanting to get 18,19, or 20.

00:42:55.390 --> 00:42:58.980 align:middle line:84%
And not until I roll the 18, 19,
or 20 would I care where

00:42:58.980 --> 00:43:01.592 align:middle line:90%
he was on the board.

00:43:01.592 --> 00:43:03.772 align:middle line:84%
PROFESSOR: It's you
and the dice.

00:43:03.772 --> 00:43:05.694 align:middle line:84%
It's just you and
the randomness.

00:43:05.694 --> 00:43:09.052 align:middle line:90%


00:43:09.052 --> 00:43:10.302 align:middle line:90%
AUDIENCE: I rolled twice too.

00:43:10.302 --> 00:43:13.870 align:middle line:90%


00:43:13.870 --> 00:43:16.090 align:middle line:84%
PROFESSOR: Like what you
described earlier is that

00:43:16.090 --> 00:43:19.220 align:middle line:84%
whether you're behind or in
front of someone changed the

00:43:19.220 --> 00:43:21.280 align:middle line:84%
way that you would play in
the original version.

00:43:21.280 --> 00:43:23.570 align:middle line:84%
Now, no longer really matters
anymore, right?

00:43:23.570 --> 00:43:26.110 align:middle line:90%
It's just you and the dice.

00:43:26.110 --> 00:43:28.104 align:middle line:84%
And when the universe
loves you, you just

00:43:28.104 --> 00:43:28.680 align:middle line:90%
automatically win.

00:43:28.680 --> 00:43:31.910 align:middle line:84%
AUDIENCE: The intention was to
have the D20 for when you were

00:43:31.910 --> 00:43:33.530 align:middle line:84%
way behind and the other
one if you were

00:43:33.530 --> 00:43:34.950 align:middle line:90%
only slightly behind.

00:43:34.950 --> 00:43:38.310 align:middle line:84%
Apparently that's not
how it was used.

00:43:38.310 --> 00:43:40.090 align:middle line:90%
[INAUDIBLE] design, right?

00:43:40.090 --> 00:43:42.415 align:middle line:84%
PROFESSOR: Well, a good example
of the aesthetic you

00:43:42.415 --> 00:43:44.522 align:middle line:84%
were going for not being the
aesthetic that was actually

00:43:44.522 --> 00:43:45.740 align:middle line:90%
experienced.

00:43:45.740 --> 00:43:48.821 align:middle line:84%
So, it's still a powerful
aesthetic it's just a

00:43:48.821 --> 00:43:51.767 align:middle line:84%
different thing than
what you planned.

00:43:51.767 --> 00:43:53.980 align:middle line:84%
I think I might have
skipped you guys?

00:43:53.980 --> 00:43:55.120 align:middle line:90%
Sorry about that.

00:43:55.120 --> 00:43:59.670 align:middle line:84%
AUDIENCE: So their new rule
was, if you are physically

00:43:59.670 --> 00:44:02.990 align:middle line:84%
ahead and you roll a six instead
of only going three

00:44:02.990 --> 00:44:04.220 align:middle line:90%
you would go four.

00:44:04.220 --> 00:44:06.340 align:middle line:84%
PROFESSOR: If you're physically
ahead and you roll

00:44:06.340 --> 00:44:07.790 align:middle line:90%
a six you go?

00:44:07.790 --> 00:44:09.040 align:middle line:90%
Oh, OK.

00:44:09.040 --> 00:44:11.040 align:middle line:90%


00:44:11.040 --> 00:44:12.290 align:middle line:90%
AUDIENCE: [INAUDIBLE].

00:44:12.290 --> 00:44:15.195 align:middle line:90%


00:44:15.195 --> 00:44:17.950 align:middle line:84%
AUDIENCE: At first, we tried
playing it in a similar way of

00:44:17.950 --> 00:44:18.750 align:middle line:90%
how we did before.

00:44:18.750 --> 00:44:20.710 align:middle line:84%
And it really felt like the
person who was ahead

00:44:20.710 --> 00:44:21.890 align:middle line:90%
was ahead even more.

00:44:21.890 --> 00:44:24.785 align:middle line:84%
And now everyone's rolling,
because as soon as you roll

00:44:24.785 --> 00:44:26.725 align:middle line:84%
you get a higher expectation
value.

00:44:26.725 --> 00:44:30.490 align:middle line:90%


00:44:30.490 --> 00:44:35.200 align:middle line:84%
PROFESSOR: So you prefer the
low-ball luck rather than the?

00:44:35.200 --> 00:44:39.740 align:middle line:84%
AUDIENCE: So the problem is if
you put a token down and they

00:44:39.740 --> 00:44:41.395 align:middle line:84%
roll at least a one so you're
guaranteed you're

00:44:41.395 --> 00:44:41.900 align:middle line:90%
going to be the high.

00:44:41.900 --> 00:44:44.870 align:middle line:84%
And then they have a
higher expectation.

00:44:44.870 --> 00:44:47.778 align:middle line:84%
PROFESSOR: How does
it feel to play?

00:44:47.778 --> 00:44:51.400 align:middle line:84%
Mathematically that's
what it means, but--

00:44:51.400 --> 00:44:52.090 align:middle line:90%
[INTERPOSING VOICES]

00:44:52.090 --> 00:44:56.253 align:middle line:84%
AUDIENCE: Actually, in playing
the first game I don't think

00:44:56.253 --> 00:44:57.500 align:middle line:90%
it actually came up at all.

00:44:57.500 --> 00:45:03.526 align:middle line:84%
AUDIENCE: And then in the second
game, I believe it did?

00:45:03.526 --> 00:45:06.610 align:middle line:84%
And to me it didn't really
feel like it changed.

00:45:06.610 --> 00:45:09.780 align:middle line:84%
AUDIENCE: For me, the entire
time I felt like the person

00:45:09.780 --> 00:45:13.460 align:middle line:90%
who was ahead was more ahead.

00:45:13.460 --> 00:45:15.900 align:middle line:84%
AUDIENCE: It would come up more
if your board was longer.

00:45:15.900 --> 00:45:18.114 align:middle line:84%
It really encourages you
to stockpile for

00:45:18.114 --> 00:45:20.524 align:middle line:90%
the first few turns.

00:45:20.524 --> 00:45:22.934 align:middle line:84%
But if you're encouraged more
than you might want to search.

00:45:22.934 --> 00:45:25.344 align:middle line:90%
That's contrary to--

00:45:25.344 --> 00:45:26.910 align:middle line:84%
GUEST SPEAKER: When you guys
were going over mistakes did

00:45:26.910 --> 00:45:29.220 align:middle line:84%
you feel like it changed
your strategy?

00:45:29.220 --> 00:45:30.470 align:middle line:90%
AUDIENCE: Yes.

00:45:30.470 --> 00:45:33.090 align:middle line:90%


00:45:33.090 --> 00:45:36.590 align:middle line:84%
AUDIENCE: It made rolling
feel like a [INAUDIBLE].

00:45:36.590 --> 00:45:38.060 align:middle line:90%
Which was the point right?

00:45:38.060 --> 00:45:39.802 align:middle line:84%
That's what you guys
were aiming for?

00:45:39.802 --> 00:45:42.540 align:middle line:84%
AUDIENCE: The alternate rule
that we had toyed with was, if

00:45:42.540 --> 00:45:45.895 align:middle line:84%
you're ahead and you put down
a token you have to roll.

00:45:45.895 --> 00:45:48.250 align:middle line:84%
And if you get a six you have
to move one step back.

00:45:48.250 --> 00:45:51.741 align:middle line:84%
So there's a one in six chance
that there'll be a penalty for

00:45:51.741 --> 00:45:52.540 align:middle line:90%
[INAUDIBLE].

00:45:52.540 --> 00:45:54.453 align:middle line:84%
Because precisely what you
mentioned, which is that when

00:45:54.453 --> 00:45:55.436 align:middle line:84%
you're ahead the dominant
strategy is

00:45:55.436 --> 00:45:56.300 align:middle line:90%
to reduce the variance.

00:45:56.300 --> 00:45:57.708 align:middle line:84%
So we were just playing with
stuff to make you want to roll

00:45:57.708 --> 00:45:59.190 align:middle line:90%
more basically.

00:45:59.190 --> 00:46:08.380 align:middle line:84%
PROFESSOR: OK, so dynamically
that tells you to roll more.

00:46:08.380 --> 00:46:10.700 align:middle line:84%
I would say aesthetically you
have the whole Monopoly

00:46:10.700 --> 00:46:12.140 align:middle line:84%
situation where the
person who's

00:46:12.140 --> 00:46:13.730 align:middle line:90%
winning just keeps winning.

00:46:13.730 --> 00:46:18.240 align:middle line:84%
And there are times when you
actually want that feeling.

00:46:18.240 --> 00:46:20.530 align:middle line:84%
Especially when it came to the
game of Monopoly, the whole

00:46:20.530 --> 00:46:24.003 align:middle line:84%
point of the game was huge
financial embarrassments.

00:46:24.003 --> 00:46:26.000 align:middle line:84%
And it's like, wow I have no
money and I'm just going to

00:46:26.000 --> 00:46:26.360 align:middle line:90%
keep losing money.

00:46:26.360 --> 00:46:27.220 align:middle line:84%
That was the point of
the game actually.

00:46:27.220 --> 00:46:30.660 align:middle line:84%
That's why it's called
Monopoly.

00:46:30.660 --> 00:46:31.780 align:middle line:84%
AUDIENCE: The thing about
it is, the person who's

00:46:31.780 --> 00:46:34.620 align:middle line:84%
physically ahead may not
actually be ahead in terms of

00:46:34.620 --> 00:46:37.490 align:middle line:84%
absolute game play because
the other person

00:46:37.490 --> 00:46:39.960 align:middle line:90%
has stockpiled tokens.

00:46:39.960 --> 00:46:42.909 align:middle line:84%
And we weren't sure whether
determining who was ahead by

00:46:42.909 --> 00:46:45.700 align:middle line:84%
counting the tokens in the
equation or not was a better

00:46:45.700 --> 00:46:48.700 align:middle line:84%
game rule if we didn't have
that type of test.

00:46:48.700 --> 00:46:51.430 align:middle line:84%
PROFESSOR: Give it a
shot [INAUDIBLE].

00:46:51.430 --> 00:46:54.530 align:middle line:84%
The one thing we came
up with was--

00:46:54.530 --> 00:46:56.140 align:middle line:84%
at first we thought it wouldn't
change the game at

00:46:56.140 --> 00:46:56.820 align:middle line:90%
all I guess.

00:46:56.820 --> 00:46:59.650 align:middle line:84%
Which was basically, instead
of spending tokens to go

00:46:59.650 --> 00:47:02.786 align:middle line:84%
forward two steps you spend
tokens to knock your opponent

00:47:02.786 --> 00:47:04.974 align:middle line:90%
back two steps.

00:47:04.974 --> 00:47:07.890 align:middle line:84%
Completely changed
the game play.

00:47:07.890 --> 00:47:08.862 align:middle line:90%
AUDIENCE: We tried that.

00:47:08.862 --> 00:47:10.112 align:middle line:90%
It sucks.

00:47:10.112 --> 00:47:12.680 align:middle line:90%


00:47:12.680 --> 00:47:15.280 align:middle line:84%
AUDIENCE: Stock piled first and
then you knock people back

00:47:15.280 --> 00:47:18.770 align:middle line:84%
so you didn't go anywhere
for the first 10 turns.

00:47:18.770 --> 00:47:20.198 align:middle line:84%
And then you realize that
nothing is going to happen.

00:47:20.198 --> 00:47:21.150 align:middle line:84%
AUDIENCE: And then we
just kept rolling.

00:47:21.150 --> 00:47:24.010 align:middle line:84%
AUDIENCE: Rolled the
rest of the time.

00:47:24.010 --> 00:47:24.860 align:middle line:84%
PROFESSOR: Which is a completely
different way to

00:47:24.860 --> 00:47:26.110 align:middle line:90%
play the game.

00:47:26.110 --> 00:47:27.830 align:middle line:90%


00:47:27.830 --> 00:47:30.000 align:middle line:84%
That whole process of
stockpiling right at the

00:47:30.000 --> 00:47:31.570 align:middle line:90%
beginning is--

00:47:31.570 --> 00:47:33.470 align:middle line:84%
sure, we could have both started
with a stack of three

00:47:33.470 --> 00:47:37.740 align:middle line:84%
each because that's really what
happened three turns in.

00:47:37.740 --> 00:47:39.940 align:middle line:90%
But the whole act of--

00:47:39.940 --> 00:47:43.960 align:middle line:90%


00:47:43.960 --> 00:47:46.860 align:middle line:84%
that felt really like,
OK clearly you're

00:47:46.860 --> 00:47:48.110 align:middle line:90%
setting out to kill me.

00:47:48.110 --> 00:47:53.656 align:middle line:90%


00:47:53.656 --> 00:47:54.800 align:middle line:90%
AUDIENCE: Can you move?

00:47:54.800 --> 00:47:57.500 align:middle line:84%
PROFESSOR: No, we had it so it
wouldn't be a point spending

00:47:57.500 --> 00:48:00.030 align:middle line:84%
it when you're right
at the beginning.

00:48:00.030 --> 00:48:02.960 align:middle line:84%
But there was that whole arms
race feel that really didn't

00:48:02.960 --> 00:48:04.210 align:middle line:90%
happen the first game.

00:48:04.210 --> 00:48:07.910 align:middle line:90%


00:48:07.910 --> 00:48:13.820 align:middle line:84%
All it did really was make the
game longer, but it felt mean.

00:48:13.820 --> 00:48:20.060 align:middle line:84%
OK, that's pretty much
it for today I guess.

00:48:20.060 --> 00:48:22.530 align:middle line:84%
GUEST SPEAKER: And we need the
poker chips and all the dice

00:48:22.530 --> 00:48:23.054 align:middle line:84%
back but you can keep the
game boards if you're

00:48:23.054 --> 00:48:24.304 align:middle line:90%
really happy with them.

00:48:24.304 --> 00:48:31.994 align:middle line:90%


00:48:31.994 --> 00:48:34.160 align:middle line:84%
AUDIENCE: How long did this
game take you to make?

00:48:34.160 --> 00:48:35.630 align:middle line:84%
GUEST SPEAKER: It took longer
to make the board

00:48:35.630 --> 00:48:36.880 align:middle line:90%
than to make the rules.

00:48:36.880 --> 00:48:42.449 align:middle line:90%