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PROFESSOR: So a lot of folks,
for instance, the rise in

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online poker or something.

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And they will say that, oh,
we don't fall into the tax

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bracket for gambling because
we're a skill-based game.

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But literally [INAUDIBLE]

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is about competition.

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In some ways, you can
class it as sport.

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But the reason why I was asking
entirely is because the

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way how Caillois writes it, or
at least the way how Roger

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Caillois has been translated,
kind of makes it sound like

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he's actually drawing hard
divisions between all these

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categories.

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But really they're
all adjectives.

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AUDIENCE: What was the
original language?

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PROFESSOR: French, I believe.

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AUDIENCE: I believe that's
the original version.

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PROFESSOR: Correct
me if I'm wrong.

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[INTERPOSING  VOICES]

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PROFESSOR: If anyone
can confirm that,

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that would be awesome.

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Write a blog post about it.

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AUDIENCE: Jeremy,
you're on it.

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JEREMY: Yeah, I'll try
and confirm that

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it's actually French.

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I'll confirm it, and then write
an obnoxious post about

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translation errors.

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[INTERPOSING  VOICES]

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PROFESSOR: I'm sure it could
have been translated in far

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more interesting language,
because it's kind of dull.

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JEREMY: [INAUDIBLE]

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French [INAUDIBLE] if it
actually it is French.

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PROFESSOR: And then we
have more meetings

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on Caillois on Wednesday.

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Yay!

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But it's an important text.

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But [? Ellings ?]

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will be, I use the word vertigo
a lot, because it

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sometimes gets sort
of substituted.

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But vertigo, I think people
have a very specific

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understanding of vertigo
as getting

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dizzy because of heights.

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And obviously not all games
are about heights.

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But people, sure, they use it
to describe the sensation of

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taking a roller coaster, which
literally is about heights.

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But it's also about speed.

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And you can use the
same thing.

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Have everyone played the game
called Descent on the PC back

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in the day?

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So imagine a first-person
shooter.

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The game is filling up
the entire screen.

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But there is no up.

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There's no gravity.

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Whenever you want, you can
turn yourself this way.

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And you just stay that way
until you want to turn

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yourself again.

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By the way, the controls work
just pretty much the same way

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as a first-person shooter.

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That was Descent.

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And the whole pleasure of that
game, you'll be doing this all

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the friggin' time.

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I'm going down this
straight corridor.

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And I never just go down
the straight corridor.

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I go down the straight
corridor, and I turn

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[INAUDIBLE].

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AUDIENCE: Inception.

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[LAUGHTER]

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PROFESSOR: Yeah!

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That sort of thing.

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If you ever get a chance to play
the game Prey, which is

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probably like five dogs on like
a pre-owned nowadays.

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You have that same
sort of thing.

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And Portal has a lot of that
kind of loss of control,

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physical sensation.

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They're trying to get that.

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But obviously real physical
experiences

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that are half an inch.

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They're talking about
three-legged races or that

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horrible game where you
spin around on a

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bat with your head.

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[LAUGHTER]

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PROFESSOR: And [? Ellings ?]
can be used to describe any

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one of those things.

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I like to use it as describing
the sort of fun

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of the loss of control.

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But that's not necessarily
the case.

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Just the sheer physicality of
the game that's part of the

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experience in a way that digital
chess doesn't really

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have any of that.

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Even real chess [INAUDIBLE].

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So actually I'm just going to
write out those words for

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those folks who didn't
get a chance to read

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through that page.

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So [INAUDIBLE]

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is kind of like intercompetition
skill.

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I talked about [? Ellings ?]
which is kind of jumping down

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through the last one of
these such as-- am I

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spelling this right--

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where just kind of physicality
just kind of sucks.

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[LAUGHTER]

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PROFESSOR: Actually Jason,
can you turn the

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light in the room on.

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Its extremely dark.

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Loss of control.

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Other ones were--

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AUDIENCE: [INAUDIBLE].

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PROFESSOR: Javier, what
was that again?

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AUDIENCE: Chance.

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PROFESSOR: Chance, luck,
not skilled.

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You guys know the phrase
[INAUDIBLE]?

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AUDIENCE: The die
had been cast.

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PROFESSOR: Yes.

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Yes, the die has been cast
right before Caesar

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[INAUDIBLE]

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and says I now am able
to attack someone.

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I couldn't remember who.

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But Javier needs
dice basically.

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PROFESSOR: Actually--

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AUDIENCE: [UNINTELLIGIBLE].

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PROFESSOR: Say what?

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AUDIENCE: He matched on
the [UNINTELLIGIBLE].

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PROFESSOR: Matched?

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AUDIENCE: Matched on
[UNINTELLIGIBLE].

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PROFESSOR: Yeah.

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Although I've heard two
translations of The Die Has

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Been Cast as a phrase
actually.

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Because on one hand, you
can think of it as the

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die has been cast.

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So we'll see where fortune takes
us, and there's nothing

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we can do wrong.

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But I've also heard it described
as the die as in the

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thing that you put molten
metal into, as in cast.

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And so whatever we were
making is now set.

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And they had that same idea, but
because we had because one

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way that you can think of is
this is not auto control.

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And the other way you can think
of this is and now this

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is set in stone.

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Which are two very different
connotations, but both saying

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we don't really have control
of the situation.

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AUDIENCE: Yassa means thrown.

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PROFESSOR: Thrown away, yeah.

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Yeah.

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But the English phrase,
[INAUDIBLE].

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AUDIENCE: Are there words in
English that [UNINTELLIGIBLE]

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root to mean random?

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In French the word for
random is aleatoire.

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Come straight from
[UNINTELLIGIBLE].

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PROFESSOR: Sure.

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Yeah.

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PROFESSOR: Which is undoubtably
why he chose that

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word I just checked,
he is French.

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PROFESSOR: Obviously that's
why Caillois used it.

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But yeah, I can't think of any
English words that use that as

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a root, although there
might be some.

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I know there's a
game committee.

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And I think they actually
make strategic games.

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And there's one more
which is--

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AUDIENCE: Mimicry.

00:07:27.172 --> 00:07:32.188 align:middle line:90%


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PROFESSOR: Which is kind of odd
because that's in English,

00:07:35.160 --> 00:07:36.410 align:middle line:90%
not in French.

00:07:36.410 --> 00:07:38.630 align:middle line:90%


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Mimicry's mimicry.

00:07:41.750 --> 00:07:45.200 align:middle line:84%
It's actually in English,
so role playing,

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dress up, let's pretend.

00:07:48.790 --> 00:07:51.045 align:middle line:90%
Simulations sometimes?

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You know, it might actually
fall into that.

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So you can imagine in tactical
simulation, for instance,

00:07:58.660 --> 00:08:02.530 align:middle line:84%
being very much about
competition and skills.

00:08:02.530 --> 00:08:08.950 align:middle line:84%
But then if it's a tactical
simulation about Russian

00:08:08.950 --> 00:08:11.360 align:middle line:84%
[UNINTELLIGIBLE], something
like that, then

00:08:11.360 --> 00:08:12.610 align:middle line:90%
[UNINTELLIGIBLE]

00:08:12.610 --> 00:08:16.180 align:middle line:90%


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territory.

00:08:18.600 --> 00:08:18.875 align:middle line:90%
Do you--

00:08:18.875 --> 00:08:21.195 align:middle line:84%
It's part of the pleasure of
believing that you are

00:08:21.195 --> 00:08:24.200 align:middle line:84%
something else, as opposed
to I'm just guy playing

00:08:24.200 --> 00:08:25.280 align:middle line:90%
[INAUDIBLE]

00:08:25.280 --> 00:08:31.208 align:middle line:84%
as opposed to I am this 17th
century scholar [INAUDIBLE].

00:08:31.208 --> 00:08:35.100 align:middle line:90%
And making a game about that.

00:08:35.100 --> 00:08:40.340 align:middle line:84%
So these are the adjectives
that he talks about to

00:08:40.340 --> 00:08:43.640 align:middle line:84%
describe games, but in the bit
where we actually ask you to

00:08:43.640 --> 00:08:47.750 align:middle line:90%
read, it's more about why.

00:08:47.750 --> 00:08:51.600 align:middle line:84%
These words give you a clue to
think about why are people

00:08:51.600 --> 00:08:53.852 align:middle line:90%
playing games.

00:08:53.852 --> 00:08:58.393 align:middle line:84%
These are types of fun, much in
a way that gets touched on

00:08:58.393 --> 00:09:03.820 align:middle line:84%
by the MDA paper that we
had you read last week.

00:09:03.820 --> 00:09:06.090 align:middle line:84%
What are these aesthetics that
people are going for?

00:09:06.090 --> 00:09:09.892 align:middle line:84%
Are they going for the thrill
of competition or

00:09:09.892 --> 00:09:11.360 align:middle line:90%
the thrill of luck?

00:09:11.360 --> 00:09:14.901 align:middle line:84%
Are they going for physical
motion and how that feels, or

00:09:14.901 --> 00:09:18.510 align:middle line:84%
are they going for the feeling
of being someone else?

00:09:18.510 --> 00:09:20.330 align:middle line:90%
And it's not--

00:09:20.330 --> 00:09:22.980 align:middle line:84%
Again, these are not mutually
exclusive terms.

00:09:22.980 --> 00:09:25.220 align:middle line:84%
These are things that you could
have one game that has

00:09:25.220 --> 00:09:26.025 align:middle line:90%
all of this.

00:09:26.025 --> 00:09:29.400 align:middle line:84%
You could have one game that
has two in some strong

00:09:29.400 --> 00:09:33.136 align:middle line:84%
competition and the rest
are all minimized.

00:09:33.136 --> 00:09:33.905 align:middle line:90%
That's fine.

00:09:33.905 --> 00:09:36.977 align:middle line:84%
But understanding that this is
why people are enjoying the

00:09:36.977 --> 00:09:39.410 align:middle line:84%
game more, and more importantly
this is what

00:09:39.410 --> 00:09:43.950 align:middle line:84%
people are enjoying playing
with each other for.

00:09:43.950 --> 00:09:46.770 align:middle line:84%
One nice thing about this
is that fodder for

00:09:46.770 --> 00:09:47.580 align:middle line:90%
[UNINTELLIGIBLE]

00:09:47.580 --> 00:09:51.250 align:middle line:84%
and for mimicry, it's really,
really difficult to think

00:09:51.250 --> 00:09:53.960 align:middle line:84%
about those two in particular
without

00:09:53.960 --> 00:09:55.880 align:middle line:90%
thinking about the players.

00:09:55.880 --> 00:09:58.998 align:middle line:84%
Competition sucks if
there's no one else

00:09:58.998 --> 00:10:00.950 align:middle line:90%
you're competing with.

00:10:00.950 --> 00:10:05.342 align:middle line:84%
Sure playing against computers
nowadays, but

00:10:05.342 --> 00:10:08.270 align:middle line:90%
traditionally we couldn't.

00:10:08.270 --> 00:10:11.198 align:middle line:84%
At least you were playing
against the designer, and

00:10:11.198 --> 00:10:13.590 align:middle line:84%
especially when it
came puzzles.

00:10:13.590 --> 00:10:16.728 align:middle line:84%
It's really, really annoying to
pretend to be somebody else

00:10:16.728 --> 00:10:19.584 align:middle line:84%
when there's no audience, even
if that other person is

00:10:19.584 --> 00:10:21.488 align:middle line:84%
someone pretending
along with you.

00:10:21.488 --> 00:10:23.392 align:middle line:90%
[INAUDIBLE].

00:10:23.392 --> 00:10:24.670 align:middle line:90%
Now, luck--

00:10:24.670 --> 00:10:29.050 align:middle line:84%
you can continue to play
a game flipping a coin.

00:10:29.050 --> 00:10:32.080 align:middle line:84%
But even when it comes to
luck, and it comes to

00:10:32.080 --> 00:10:36.650 align:middle line:84%
experiences of physical motion,
these things tend to

00:10:36.650 --> 00:10:37.885 align:middle line:90%
be measurable [INAUDIBLE].

00:10:37.885 --> 00:10:42.355 align:middle line:84%
And that's why these four
particular divisions that

00:10:42.355 --> 00:10:43.285 align:middle line:90%
[INAUDIBLE]

00:10:43.285 --> 00:10:47.005 align:middle line:84%
picked out are really, really
good for [INAUDIBLE] social

00:10:47.005 --> 00:10:47.935 align:middle line:90%
[INAUDIBLE].

00:10:47.935 --> 00:10:52.280 align:middle line:84%
A game where is there a name for
this game where you put a

00:10:52.280 --> 00:10:55.745 align:middle line:84%
bat on the ground and
you go around?

00:10:55.745 --> 00:10:57.230 align:middle line:90%
AUDIENCE: Bat?

00:10:57.230 --> 00:10:59.705 align:middle line:90%
AUDIENCE: Bat irritating.

00:10:59.705 --> 00:11:02.680 align:middle line:84%
AUDIENCE: What is he
talking about?

00:11:02.680 --> 00:11:05.540 align:middle line:84%
AUDIENCE: Wait, wait, and
someone gets fixed and then?

00:11:05.540 --> 00:11:09.033 align:middle line:84%
PROFESSOR: So there's a type of
relay race where you pick

00:11:09.033 --> 00:11:11.175 align:middle line:84%
up a baseball bat, and you
put your head on it.

00:11:11.175 --> 00:11:14.870 align:middle line:84%
You go around it three times,
and then you just run back to

00:11:14.870 --> 00:11:19.504 align:middle line:84%
your team, carry the bat, and
try to hand the bat off to

00:11:19.504 --> 00:11:20.250 align:middle line:90%
somebody else on your team.

00:11:20.250 --> 00:11:23.130 align:middle line:84%
Usually ending up
hitting someone.

00:11:23.130 --> 00:11:24.710 align:middle line:84%
AUDIENCE: I've heard it
called Dizzy Bats.

00:11:24.710 --> 00:11:25.090 align:middle line:90%
AUDIENCE: Yeah.

00:11:25.090 --> 00:11:25.450 align:middle line:90%
AUDIENCE: Dizzy Bats.

00:11:25.450 --> 00:11:25.740 align:middle line:90%
AUDIENCE: Dizzy Bats.

00:11:25.740 --> 00:11:26.880 align:middle line:90%
PROFESSOR: Dizzy Bats.

00:11:26.880 --> 00:11:27.090 align:middle line:90%
Yeah.

00:11:27.090 --> 00:11:31.650 align:middle line:84%
So that game is a lot more
fun when there's

00:11:31.650 --> 00:11:33.130 align:middle line:90%
somebody else around.

00:11:33.130 --> 00:11:35.455 align:middle line:90%
[LAUGHTER]

00:11:35.455 --> 00:11:38.710 align:middle line:90%
AUDIENCE: I do that by myself.

00:11:38.710 --> 00:11:42.000 align:middle line:84%
AUDIENCE: You start handing
it off to yourself.

00:11:42.000 --> 00:11:44.172 align:middle line:90%
AUDIENCE: [INAUDIBLE].

00:11:44.172 --> 00:11:46.850 align:middle line:90%
AUDIENCE: Bats flying around.

00:11:46.850 --> 00:11:50.930 align:middle line:84%
PROFESSOR: And even with games
of chance, I mean sure, if you

00:11:50.930 --> 00:11:54.900 align:middle line:84%
cook the games of chance by
itself, but for the most part

00:11:54.900 --> 00:11:58.066 align:middle line:84%
most of my enjoyment of the game
of chance is usually with

00:11:58.066 --> 00:12:01.400 align:middle line:84%
a group of four people,
actually, either playing poker

00:12:01.400 --> 00:12:04.400 align:middle line:84%
or playing something
like mahjong.

00:12:04.400 --> 00:12:07.000 align:middle line:84%
So these are all very
support [INAUDIBLE].

00:12:07.000 --> 00:12:09.900 align:middle line:84%
If you think about when
someone's going to come down

00:12:09.900 --> 00:12:15.645 align:middle line:84%
and sit in front of your game,
and what sort of frame of mind

00:12:15.645 --> 00:12:20.409 align:middle line:84%
they're going to be in
to play your game?

00:12:20.409 --> 00:12:23.109 align:middle line:84%
What sort of frame of mind do
you want to put them in in

00:12:23.109 --> 00:12:24.130 align:middle line:90%
order to enjoy the games?

00:12:24.130 --> 00:12:27.136 align:middle line:84%
Think about why they
might want to hang

00:12:27.136 --> 00:12:28.369 align:middle line:90%
out with other people.

00:12:28.369 --> 00:12:29.619 align:middle line:90%
Because [INAUDIBLE].

00:12:29.619 --> 00:12:32.313 align:middle line:90%


00:12:32.313 --> 00:12:35.437 align:middle line:84%
So if there's this other person
they play with, that

00:12:35.437 --> 00:12:39.150 align:middle line:84%
you may or may not know, but try
to think about how you're

00:12:39.150 --> 00:12:40.530 align:middle line:84%
going to construct enough
clues to sort of get

00:12:40.530 --> 00:12:42.112 align:middle line:90%
them to enjoy it.

00:12:42.112 --> 00:12:46.310 align:middle line:84%
So the game is about pretending
to be someone else.

00:12:46.310 --> 00:12:50.280 align:middle line:84%
I'm going to make a game where I
am playing a negotiator in a

00:12:50.280 --> 00:12:52.780 align:middle line:84%
hostage situation,
for instance.

00:12:52.780 --> 00:12:54.780 align:middle line:90%
[INAUDIBLE], awesome.

00:12:54.780 --> 00:12:55.968 align:middle line:84%
I'm going to be the
negotiator.

00:12:55.968 --> 00:13:00.380 align:middle line:84%
You all are going to be the
guy taking hostages.

00:13:00.380 --> 00:13:03.800 align:middle line:84%
And then you want to play
that out, and harm them.

00:13:03.800 --> 00:13:08.240 align:middle line:84%
Friday we had the game Crunch,
where people were playing

00:13:08.240 --> 00:13:11.570 align:middle line:90%
CEOs, I think.

00:13:11.570 --> 00:13:12.840 align:middle line:90%
I'm hoping [INAUDIBLE]

00:13:12.840 --> 00:13:14.813 align:middle line:84%
that you will already
hate [INAUDIBLE].

00:13:14.813 --> 00:13:16.005 align:middle line:90%
AUDIENCE: That's awesome.

00:13:16.005 --> 00:13:16.820 align:middle line:90%
PROFESSOR: [INAUDIBLE]

00:13:16.820 --> 00:13:17.840 align:middle line:90%
less corrupt.

00:13:17.840 --> 00:13:21.086 align:middle line:84%
And you think about how does the
game, even from the rules,

00:13:21.086 --> 00:13:24.167 align:middle line:84%
even from the design of the box,
get you into the mood of

00:13:24.167 --> 00:13:30.837 align:middle line:84%
thinking, OK, whoever I am in
real life, I'm going to take

00:13:30.837 --> 00:13:31.514 align:middle line:90%
on this persona.

00:13:31.514 --> 00:13:33.550 align:middle line:84%
And I'm going to enjoy taking
on this persona for a while.

00:13:33.550 --> 00:13:35.320 align:middle line:84%
AUDIENCE: Yeah, but then you're
really not [INAUDIBLE]

00:13:35.320 --> 00:13:37.382 align:middle line:84%
because they have this game's
kind of built in where you

00:13:37.382 --> 00:13:40.455 align:middle line:84%
actually hide cards
on yourself.

00:13:40.455 --> 00:13:42.880 align:middle line:84%
AUDIENCE: Did you guys catch
anyone doing that in the act?

00:13:42.880 --> 00:13:43.850 align:middle line:90%
AUDIENCE: I got caught.

00:13:43.850 --> 00:13:46.480 align:middle line:90%
AUDIENCE: No, I caught him.

00:13:46.480 --> 00:13:47.550 align:middle line:84%
AUDIENCE: I feel like
arguing about

00:13:47.550 --> 00:13:49.580 align:middle line:90%
that's part of the rules.

00:13:49.580 --> 00:13:50.920 align:middle line:90%
He already got it.

00:13:50.920 --> 00:13:53.455 align:middle line:84%
He had already hidden them away,
and then the cards were

00:13:53.455 --> 00:13:56.830 align:middle line:90%
sought way afterwards.

00:13:56.830 --> 00:13:59.980 align:middle line:84%
PROFESSOR: And even arguing
over whether something was

00:13:59.980 --> 00:14:02.670 align:middle line:84%
illegal or not, even when
there's evidence that it is,

00:14:02.670 --> 00:14:05.316 align:middle line:90%
no one caught you doing it.

00:14:05.316 --> 00:14:08.836 align:middle line:84%
It's appropriate for this theme
of being a CEO of a

00:14:08.836 --> 00:14:10.570 align:middle line:90%
failing bank.

00:14:10.570 --> 00:14:16.080 align:middle line:84%
It's like, well, so we have
all of these CDOs.

00:14:16.080 --> 00:14:18.180 align:middle line:84%
Yeah, we purchased them at some
point, but nobody caught

00:14:18.180 --> 00:14:19.270 align:middle line:90%
us while we were doing it.

00:14:19.270 --> 00:14:22.370 align:middle line:84%
So now you guys have
to help us fix it.

00:14:22.370 --> 00:14:23.850 align:middle line:90%
That's what the game's about.

00:14:23.850 --> 00:14:27.040 align:middle line:90%


00:14:27.040 --> 00:14:30.270 align:middle line:84%
Was there a game that was
particularly competitive that

00:14:30.270 --> 00:14:32.300 align:middle line:90%
people played on Friday?

00:14:32.300 --> 00:14:34.635 align:middle line:84%
AUDIENCE: That game
was pretty good.

00:14:34.635 --> 00:14:35.330 align:middle line:90%
PROFESSOR: Which one?

00:14:35.330 --> 00:14:36.272 align:middle line:90%
[INAUDIBLE].

00:14:36.272 --> 00:14:39.710 align:middle line:84%
AUDIENCE: There was a
competitive moment in Saboteur

00:14:39.710 --> 00:14:45.330 align:middle line:84%
when Alec, revealed himself to
be a saboteur and ruined our

00:14:45.330 --> 00:14:48.010 align:middle line:90%
chance to find the gold.

00:14:48.010 --> 00:14:52.770 align:middle line:84%
PROFESSOR: Saboteur is what I
would describe as cutthroat.

00:14:52.770 --> 00:14:57.610 align:middle line:84%
It's a game that's deliberately
about winning by

00:14:57.610 --> 00:15:00.120 align:middle line:90%
other people losing.

00:15:00.120 --> 00:15:02.702 align:middle line:84%
AUDIENCE: It made me
upset with Alec.

00:15:02.702 --> 00:15:04.520 align:middle line:90%
AUDIENCE: It made me cry.

00:15:04.520 --> 00:15:08.127 align:middle line:84%
PROFESSOR: And John Nash,
actually, [INAUDIBLE].

00:15:08.127 --> 00:15:20.880 align:middle line:90%


00:15:20.880 --> 00:15:21.330 align:middle line:90%
Oh.

00:15:21.330 --> 00:15:25.320 align:middle line:84%
Because he did spend some time
here at MIT, possibly when

00:15:25.320 --> 00:15:30.380 align:middle line:84%
visiting, but he designed one
game called Hex, which is

00:15:30.380 --> 00:15:36.345 align:middle line:84%
ostensibly designed based on the
washroom tiles of one of

00:15:36.345 --> 00:15:42.300 align:middle line:84%
the Building 39 or Building
37 bathrooms.

00:15:42.300 --> 00:15:47.070 align:middle line:84%
But anyway, that game and
another game called Screw Your

00:15:47.070 --> 00:15:50.330 align:middle line:84%
Buddies are all cutthroat
games.

00:15:50.330 --> 00:15:53.700 align:middle line:84%
The only way to get them to win
this game is by screwing

00:15:53.700 --> 00:15:57.730 align:middle line:90%
over the other person playing.

00:15:57.730 --> 00:16:00.430 align:middle line:84%
Screw Your Buddies in particular
is just like boiled

00:16:00.430 --> 00:16:02.702 align:middle line:90%
down diplomacy.

00:16:02.702 --> 00:16:04.892 align:middle line:84%
The only way you're going to
win this game is to betray

00:16:04.892 --> 00:16:05.520 align:middle line:90%
someone else.

00:16:05.520 --> 00:16:07.550 align:middle line:90%
AUDIENCE: Yes.

00:16:07.550 --> 00:16:09.026 align:middle line:90%
PROFESSOR: Let's see.

00:16:09.026 --> 00:16:09.938 align:middle line:90%
Games of chance.

00:16:09.938 --> 00:16:12.510 align:middle line:84%
What was kind of chancy
on Friday?

00:16:12.510 --> 00:16:13.120 align:middle line:90%
And you--

00:16:13.120 --> 00:16:14.370 align:middle line:90%
[INTERPOSING VOICES]

00:16:14.370 --> 00:16:16.820 align:middle line:90%


00:16:16.820 --> 00:16:18.045 align:middle line:90%
PROFESSOR: Think or go?

00:16:18.045 --> 00:16:18.400 align:middle line:90%
AUDIENCE: Yeah.

00:16:18.400 --> 00:16:21.200 align:middle line:90%
AUDIENCE: That's 17.

00:16:21.200 --> 00:16:23.010 align:middle line:90%
[INAUDIBLE]

00:16:23.010 --> 00:16:24.710 align:middle line:90%
4:00 AM you've got--

00:16:24.710 --> 00:16:26.045 align:middle line:84%
AUDIENCE: Every threat
was on the board.

00:16:26.045 --> 00:16:27.520 align:middle line:90%
Two people go in.

00:16:27.520 --> 00:16:28.550 align:middle line:90%
17 drops.

00:16:28.550 --> 00:16:30.400 align:middle line:90%
Oh my God.

00:16:30.400 --> 00:16:33.260 align:middle line:84%
PROFESSOR: It's a
press-your-luck game, right?

00:16:33.260 --> 00:16:34.550 align:middle line:90%
Do you dare?

00:16:34.550 --> 00:16:36.026 align:middle line:90%
Do you think you can?

00:16:36.026 --> 00:16:41.910 align:middle line:90%


00:16:41.910 --> 00:16:43.410 align:middle line:90%
I enjoy that game a lot.

00:16:43.410 --> 00:16:44.660 align:middle line:90%
[INAUDIBLE].

00:16:44.660 --> 00:16:47.540 align:middle line:90%


00:16:47.540 --> 00:16:49.890 align:middle line:84%
I don't think that we had any
influence specifically.

00:16:49.890 --> 00:16:54.550 align:middle line:84%
It's hard to get really physical
in card games.

00:16:54.550 --> 00:16:57.250 align:middle line:84%
AUDIENCE: Maybe in that
that game, Falling.

00:16:57.250 --> 00:16:57.505 align:middle line:90%
Yeah.

00:16:57.505 --> 00:16:59.940 align:middle line:90%
That was a pit.

00:16:59.940 --> 00:17:02.580 align:middle line:84%
PROFESSOR: Pit actually, you're
right, two weeks ago,

00:17:02.580 --> 00:17:04.295 align:middle line:84%
some of the games that
were played were

00:17:04.295 --> 00:17:06.644 align:middle line:90%
really kind of kinetic.

00:17:06.644 --> 00:17:10.684 align:middle line:84%
So even with card games, you
already have very good

00:17:10.684 --> 00:17:13.160 align:middle line:90%
examples of that.

00:17:13.160 --> 00:17:17.962 align:middle line:84%
I want you to keep in mind
because today we're actually

00:17:17.962 --> 00:17:20.940 align:middle line:84%
going to start the process of
getting new folks to think

00:17:20.940 --> 00:17:23.687 align:middle line:84%
about what you're going to do as
social assignment and break

00:17:23.687 --> 00:17:26.270 align:middle line:90%
you up into teams.

00:17:26.270 --> 00:17:31.585 align:middle line:84%
Before we continue , Jason, do
you have anything to raise

00:17:31.585 --> 00:17:33.070 align:middle line:90%
regarding [INAUDIBLE]?

00:17:33.070 --> 00:17:34.920 align:middle line:90%
No.

00:17:34.920 --> 00:17:36.660 align:middle line:90%
Anybody else?

00:17:36.660 --> 00:17:39.370 align:middle line:84%
AUDIENCE: I'm still confused
about the whole Eskimo part.

00:17:39.370 --> 00:17:41.770 align:middle line:90%
AUDIENCE: Agreed.

00:17:41.770 --> 00:17:43.020 align:middle line:90%
[INTERPOSING VOICES]

00:17:43.020 --> 00:17:47.480 align:middle line:90%


00:17:47.480 --> 00:17:48.950 align:middle line:90%
AUDIENCE: Eskimos.

00:17:48.950 --> 00:17:50.310 align:middle line:84%
PROFESSOR: Take a look
at the French.

00:17:50.310 --> 00:17:51.390 align:middle line:90%
[INAUDIBLE]

00:17:51.390 --> 00:17:52.710 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:17:52.710 --> 00:17:54.590 align:middle line:84%
and what took universities,
some are a good

00:17:54.590 --> 00:17:55.300 align:middle line:90%
friend of ours did.

00:17:55.300 --> 00:17:57.990 align:middle line:84%
I mean we might know someone
who knows him.

00:17:57.990 --> 00:17:59.980 align:middle line:90%
I'll find out tonight.

00:17:59.980 --> 00:18:00.500 align:middle line:90%
[INAUDIBLE]

00:18:00.500 --> 00:18:01.720 align:middle line:90%
is not that old.

00:18:01.720 --> 00:18:03.160 align:middle line:90%
So maybe--

00:18:03.160 --> 00:18:05.390 align:middle line:84%
AUDIENCE: We to just have him
come over over, chill at MIT

00:18:05.390 --> 00:18:07.365 align:middle line:90%
for a little bit.

00:18:07.365 --> 00:18:09.300 align:middle line:84%
We could talk to him
about the Eskimos.

00:18:09.300 --> 00:18:10.550 align:middle line:90%
[INTERPOSING VOICES]

00:18:10.550 --> 00:18:17.580 align:middle line:90%


00:18:17.580 --> 00:18:19.431 align:middle line:84%
AUDIENCE: He is dead, but
I might know some

00:18:19.431 --> 00:18:21.355 align:middle line:90%
people who knew him.

00:18:21.355 --> 00:18:23.700 align:middle line:84%
Just be a necromancer,
that's OK.

00:18:23.700 --> 00:18:24.210 align:middle line:90%
PROFESSOR: All right.

00:18:24.210 --> 00:18:27.910 align:middle line:84%
So this is what we're
going to do.

00:18:27.910 --> 00:18:30.630 align:middle line:84%
We're basically going to
do brainstorming today.

00:18:30.630 --> 00:18:33.662 align:middle line:84%
The basic idea is that we're
going to have a bunch of index

00:18:33.662 --> 00:18:39.670 align:middle line:84%
cards and one job to make it
easier on the job of the

00:18:39.670 --> 00:18:43.180 align:middle line:84%
secretary is that you'd actually
be reading off

00:18:43.180 --> 00:18:44.390 align:middle line:90%
something written.

00:18:44.390 --> 00:18:46.910 align:middle line:84%
So especially while other people
are throwing out their

00:18:46.910 --> 00:18:49.250 align:middle line:84%
ideas, and you get something,
and that

00:18:49.250 --> 00:18:50.030 align:middle line:90%
person's still talking.

00:18:50.030 --> 00:18:52.630 align:middle line:84%
You might as well just
write down your idea.

00:18:52.630 --> 00:18:54.470 align:middle line:84%
So we'll have a whole
bunch of cards.

00:18:54.470 --> 00:18:58.340 align:middle line:90%


00:18:58.340 --> 00:19:01.280 align:middle line:84%
I'd also like you to start
off by writing your

00:19:01.280 --> 00:19:03.280 align:middle line:90%
name right on top.

00:19:03.280 --> 00:19:06.280 align:middle line:84%
And the reason for this is
because I don't think every

00:19:06.280 --> 00:19:10.410 align:middle line:84%
single person in this room knows
each other's names yet.

00:19:10.410 --> 00:19:13.835 align:middle line:84%
As we do this process, it's
more that you remember oh

00:19:13.835 --> 00:19:17.080 align:middle line:84%
yeah, it's that guy who came
up with that idea.

00:19:17.080 --> 00:19:19.773 align:middle line:84%
Oh, and that person's
name is so-and-so.

00:19:19.773 --> 00:19:23.286 align:middle line:90%


00:19:23.286 --> 00:19:24.708 align:middle line:84%
AUDIENCE: That's
what you want?

00:19:24.708 --> 00:19:27.236 align:middle line:84%
To have all the ideas from each
person on one card, or

00:19:27.236 --> 00:19:29.190 align:middle line:90%
have one idea per card?

00:19:29.190 --> 00:19:30.100 align:middle line:90%
PROFESSOR: All on one.

00:19:30.100 --> 00:19:31.930 align:middle line:84%
AUDIENCE: What if the professors
took notes and we

00:19:31.930 --> 00:19:33.620 align:middle line:90%
could just bounce out ideas?

00:19:33.620 --> 00:19:35.920 align:middle line:84%
PROFESSOR: Well that's what
the tape recorder is for.

00:19:35.920 --> 00:19:38.330 align:middle line:84%
But the thing about writing
your ideas down is that

00:19:38.330 --> 00:19:41.600 align:middle line:84%
someone can look at the card
and say, yeah, that guy.

00:19:41.600 --> 00:19:43.150 align:middle line:84%
I want to follow up
with this guy.

00:19:43.150 --> 00:19:47.820 align:middle line:84%
Because we're not actually going
to form the teams for

00:19:47.820 --> 00:19:49.430 align:middle line:90%
you by the end of this class.

00:19:49.430 --> 00:19:56.360 align:middle line:84%
The idea is so that after this
brainstorm, you've got a pool

00:19:56.360 --> 00:20:00.620 align:middle line:84%
of ideas of which you
guys can make games.

00:20:00.620 --> 00:20:04.875 align:middle line:84%
Actually, frankly, we don't
care if two teams ended up

00:20:04.875 --> 00:20:07.947 align:middle line:84%
making pretty much the same
game, out of the same concept.

00:20:07.947 --> 00:20:09.903 align:middle line:84%
Because I know that two
different teams of two

00:20:09.903 --> 00:20:13.000 align:middle line:84%
different sets of people are
going end up making different

00:20:13.000 --> 00:20:16.750 align:middle line:84%
games anyway, even if you
start from the same.

00:20:16.750 --> 00:20:18.730 align:middle line:90%
That's not a requirement.

00:20:18.730 --> 00:20:21.700 align:middle line:90%
You folks can make--

00:20:21.700 --> 00:20:25.840 align:middle line:84%
you can take any set of ideas
from the book today.

00:20:25.840 --> 00:20:29.950 align:middle line:84%
Obviously, if you're the one who
pitch an idea and somebody

00:20:29.950 --> 00:20:32.750 align:middle line:84%
else thinks, hey, that was
actually pretty cool.

00:20:32.750 --> 00:20:35.215 align:middle line:84%
Take that opportunity to
talk to the person and

00:20:35.215 --> 00:20:37.790 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

00:20:37.790 --> 00:20:41.010 align:middle line:84%
That pretty much is going to
happen between classes.

00:20:41.010 --> 00:20:44.660 align:middle line:84%
So by Wednesday, I want
you all to come in.

00:20:44.660 --> 00:20:47.198 align:middle line:84%
This is basically one of the
ideas of the homework, is to

00:20:47.198 --> 00:20:51.460 align:middle line:84%
tell me which team you're on,
who's on your team, and what's

00:20:51.460 --> 00:20:56.210 align:middle line:84%
the general one line idea that
you're working with.

00:20:56.210 --> 00:20:57.960 align:middle line:84%
Now, the idea that they're
giving us is

00:20:57.960 --> 00:20:58.980 align:middle line:90%
what you started with.

00:20:58.980 --> 00:21:00.630 align:middle line:84%
It may not be what
you end with.

00:21:00.630 --> 00:21:01.900 align:middle line:90%
That's fine.

00:21:01.900 --> 00:21:04.560 align:middle line:84%
I'm very comfortable
that ideas change

00:21:04.560 --> 00:21:05.440 align:middle line:90%
while you guys work.

00:21:05.440 --> 00:21:06.400 align:middle line:90%
I think that's fine.

00:21:06.400 --> 00:21:07.800 align:middle line:90%
The teams shouldn't change.

00:21:07.800 --> 00:21:11.140 align:middle line:84%
So you're working with these
three other people,

00:21:11.140 --> 00:21:12.160 align:middle line:90%
or a team of a four.

00:21:12.160 --> 00:21:17.398 align:middle line:84%
Then that should be intact
for the rest of this--

00:21:17.398 --> 00:21:18.880 align:middle line:90%
for this assignment.

00:21:18.880 --> 00:21:23.820 align:middle line:90%


00:21:23.820 --> 00:21:25.580 align:middle line:90%
OK, so teams of four.

00:21:25.580 --> 00:21:28.700 align:middle line:90%


00:21:28.700 --> 00:21:33.565 align:middle line:84%
Now, one more clarification
about the project.

00:21:33.565 --> 00:21:39.460 align:middle line:84%
The card game, all the cards
need to be identically sized.

00:21:39.460 --> 00:21:42.940 align:middle line:84%
We do like cards that are going
to be legible, but you

00:21:42.940 --> 00:21:43.920 align:middle line:84%
don't need to spend
a whole lot of

00:21:43.920 --> 00:21:45.350 align:middle line:90%
time making them pretty.

00:21:45.350 --> 00:21:49.230 align:middle line:84%
I will just appreciate it that
by the time you actually hand

00:21:49.230 --> 00:21:53.760 align:middle line:84%
in your cards, you have
them written in ink.

00:21:53.760 --> 00:21:55.952 align:middle line:84%
Pencil is great when you're
prototyping because you can

00:21:55.952 --> 00:21:57.810 align:middle line:90%
erase [UNINTELLIGIBLE PHRASE].

00:21:57.810 --> 00:21:59.670 align:middle line:84%
Ink is great for creating the
[UNINTELLIGIBLE PHRASE].

00:21:59.670 --> 00:22:02.700 align:middle line:90%


00:22:02.700 --> 00:22:09.410 align:middle line:84%
Your game can be playable by
two, three, or four players.

00:22:09.410 --> 00:22:14.760 align:middle line:84%
It does not need to cater to any
grouping other than what

00:22:14.760 --> 00:22:15.385 align:middle line:90%
you decide.

00:22:15.385 --> 00:22:18.352 align:middle line:84%
So if you're saying, this is a
two-player game, we will test

00:22:18.352 --> 00:22:19.100 align:middle line:90%
it with two people.

00:22:19.100 --> 00:22:22.260 align:middle line:84%
If you're saying this is two
to four, we'll test it with

00:22:22.260 --> 00:22:24.420 align:middle line:84%
some number with however many
people we manage to

00:22:24.420 --> 00:22:25.660 align:middle line:90%
rustle up to test.

00:22:25.660 --> 00:22:28.160 align:middle line:84%
If you say it could be
two or four, but not

00:22:28.160 --> 00:22:29.392 align:middle line:90%
three, that's fine.

00:22:29.392 --> 00:22:31.865 align:middle line:84%
You think I kid, but there are
some games that work really,

00:22:31.865 --> 00:22:32.910 align:middle line:90%
really well with even numbers.

00:22:32.910 --> 00:22:34.160 align:middle line:90%
[INTERPOSING VOICES]

00:22:34.160 --> 00:22:38.270 align:middle line:90%


00:22:38.270 --> 00:22:40.920 align:middle line:84%
PROFESSOR: Keep it
four and under.

00:22:40.920 --> 00:22:45.540 align:middle line:84%
Or at least make it possible
for us to grade it with a

00:22:45.540 --> 00:22:46.650 align:middle line:90%
maximum of four people.

00:22:46.650 --> 00:22:49.780 align:middle line:84%
Because if you give us a game
that requires five people, we

00:22:49.780 --> 00:22:52.335 align:middle line:84%
have to find five people and get
them together in order to

00:22:52.335 --> 00:22:53.585 align:middle line:90%
create your [UNINTELLIGIBLE].

00:22:53.585 --> 00:22:58.240 align:middle line:90%


00:22:58.240 --> 00:23:01.420 align:middle line:84%
I think there was one more
requirement for how long the

00:23:01.420 --> 00:23:02.250 align:middle line:90%
game could take.

00:23:02.250 --> 00:23:03.270 align:middle line:84%
AUDIENCE: I think it's
5 to 10 minutes.

00:23:03.270 --> 00:23:04.040 align:middle line:90%
AUDIENCE: It was short.

00:23:04.040 --> 00:23:05.040 align:middle line:90%
AUDIENCE: That's really short.

00:23:05.040 --> 00:23:06.110 align:middle line:90%
AUDIENCE: That's super short.

00:23:06.110 --> 00:23:08.895 align:middle line:84%
AUDIENCE: Falling
is really short.

00:23:08.895 --> 00:23:09.440 align:middle line:90%
AUDIENCE: Yeah.

00:23:09.440 --> 00:23:11.025 align:middle line:90%
AUDIENCE: Crunch is not.

00:23:11.025 --> 00:23:12.275 align:middle line:90%
[INTERPOSING VOICES]

00:23:12.275 --> 00:23:14.000 align:middle line:90%


00:23:14.000 --> 00:23:16.370 align:middle line:84%
AUDIENCE: So when you're
brainstorming for game ideas,

00:23:16.370 --> 00:23:18.337 align:middle line:84%
how much do we
[UNINTELLIGIBLE PHRASE] come

00:23:18.337 --> 00:23:21.240 align:middle line:90%
to up with in our brainstorm?

00:23:21.240 --> 00:23:22.200 align:middle line:90%
It's a cool idea.

00:23:22.200 --> 00:23:24.536 align:middle line:90%
It's an amusing space.

00:23:24.536 --> 00:23:27.260 align:middle line:84%
PROFESSOR: I will say that if
the character's the thing

00:23:27.260 --> 00:23:29.860 align:middle line:84%
that's encouraging you to
[UNINTELLIGIBLE PHRASE].

00:23:29.860 --> 00:23:32.740 align:middle line:90%


00:23:32.740 --> 00:23:36.210 align:middle line:84%
I have this cool game
that comes to mind.

00:23:36.210 --> 00:23:40.855 align:middle line:84%
Then that's the thing that
you're throwing out.

00:23:40.855 --> 00:23:44.430 align:middle line:84%
If instead, I want to make
a game about fish.

00:23:44.430 --> 00:23:46.680 align:middle line:84%
I have no game mechanics
in mind, but I

00:23:46.680 --> 00:23:47.928 align:middle line:90%
think fish are awesome.

00:23:47.928 --> 00:23:49.302 align:middle line:90%
Then, OK.

00:23:49.302 --> 00:23:51.140 align:middle line:84%
That's the game you're
doing now.

00:23:51.140 --> 00:23:56.010 align:middle line:84%
Maybe that's the first bad idea
[UNINTELLIGIBLE PHRASE].

00:23:56.010 --> 00:23:59.230 align:middle line:84%
AUDIENCE: If we have like
several game ideas, should we

00:23:59.230 --> 00:24:02.500 align:middle line:84%
take several index cards
and write one per?

00:24:02.500 --> 00:24:05.210 align:middle line:84%
PROFESSOR: Actually, no I would
rather see them all on

00:24:05.210 --> 00:24:06.790 align:middle line:90%
one if you can fit them.

00:24:06.790 --> 00:24:09.210 align:middle line:84%
And if you run out of space,
flip them over.

00:24:09.210 --> 00:24:12.950 align:middle line:84%
Again, the idea of the index
cards is not just to record

00:24:12.950 --> 00:24:16.775 align:middle line:84%
the ideas down, because what I
am going to do is I'm going to

00:24:16.775 --> 00:24:19.250 align:middle line:84%
try to type them all out,
so that you can

00:24:19.250 --> 00:24:20.500 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

00:24:20.500 --> 00:24:22.940 align:middle line:90%


00:24:22.940 --> 00:24:25.740 align:middle line:84%
But also to find you
folks again.

00:24:25.740 --> 00:24:27.280 align:middle line:84%
So I said, yeah that was
that guy who had

00:24:27.280 --> 00:24:28.250 align:middle line:90%
this idea about fish.

00:24:28.250 --> 00:24:29.500 align:middle line:90%
Who was that again?

00:24:29.500 --> 00:24:34.555 align:middle line:90%


00:24:34.555 --> 00:24:39.170 align:middle line:90%
So I guess I will leave you.

00:24:39.170 --> 00:24:40.397 align:middle line:90%
[INTERPOSING VOICES]

00:24:40.397 --> 00:24:41.888 align:middle line:84%
AUDIENCE: Want me to
write them down?

00:24:41.888 --> 00:24:43.379 align:middle line:84%
PROFESSOR: I think that
[UNINTELLIGIBLE PHRASE].

00:24:43.379 --> 00:24:46.860 align:middle line:90%


00:24:46.860 --> 00:24:49.360 align:middle line:84%
AUDIENCE: I mean, you're
not a facilitator?

00:24:49.360 --> 00:24:50.656 align:middle line:84%
PROFESSOR: Yeah, I'm
facilitating.

00:24:50.656 --> 00:24:54.400 align:middle line:90%
AUDIENCE: I like clerk better.

00:24:54.400 --> 00:24:55.650 align:middle line:84%
AUDIENCE:
[UNINTELLIGIBLE PHRASE].

00:24:55.650 --> 00:25:02.730 align:middle line:90%


00:25:02.730 --> 00:25:03.980 align:middle line:90%
[INTERPOSING VOICES]

00:25:03.980 --> 00:25:10.003 align:middle line:90%


00:25:10.003 --> 00:25:11.422 align:middle line:84%
PROFESSOR: But I am actually
wonder whether we should

00:25:11.422 --> 00:25:14.400 align:middle line:90%
define this into two groups.

00:25:14.400 --> 00:25:15.780 align:middle line:84%
AUDIENCE: We get to
cross-pollinate.

00:25:15.780 --> 00:25:16.740 align:middle line:90%
[INTERPOSING VOICES]

00:25:16.740 --> 00:25:20.880 align:middle line:84%
PROFESSOR: Let's work as
a whole class first.

00:25:20.880 --> 00:25:23.290 align:middle line:84%
I know there were some folks who
actually started off with

00:25:23.290 --> 00:25:25.005 align:middle line:90%
ideas already on the forum.

00:25:25.005 --> 00:25:28.585 align:middle line:84%
So why don't those folks throw
your ideas first because you

00:25:28.585 --> 00:25:29.845 align:middle line:84%
already mentioned
in the forum.

00:25:29.845 --> 00:25:32.850 align:middle line:84%
AUDIENCE: Yeah, I wasn't part
of that group in the forum.

00:25:32.850 --> 00:25:35.250 align:middle line:84%
AUDIENCE: Well, to start off,
Jeremy and I have been sort of

00:25:35.250 --> 00:25:37.290 align:middle line:84%
discussing the idea, you
want to go ahead?

00:25:37.290 --> 00:25:37.590 align:middle line:90%
AUDIENCE: Sure.

00:25:37.590 --> 00:25:38.270 align:middle line:90%
AUDIENCE: Two ideas, I guess.

00:25:38.270 --> 00:25:39.450 align:middle line:84%
AUDIENCE: But yeah,
[UNINTELLIGIBLE]

00:25:39.450 --> 00:25:40.100 align:middle line:90%
titles.

00:25:40.100 --> 00:25:42.440 align:middle line:84%
So the basic concept of the
game in which players are

00:25:42.440 --> 00:25:46.790 align:middle line:84%
forced by some game mechanic to
refer to each other by name

00:25:46.790 --> 00:25:48.130 align:middle line:84%
constantly throughout
the game, and at

00:25:48.130 --> 00:25:51.490 align:middle line:90%
a very rapid pace.

00:25:51.490 --> 00:25:53.550 align:middle line:84%
Their name is generated by
the game and accumulate

00:25:53.550 --> 00:25:55.460 align:middle line:84%
increasingly longer
[UNINTELLIGIBLE] this game as

00:25:55.460 --> 00:25:55.990 align:middle line:90%
they succeed.

00:25:55.990 --> 00:25:56.790 align:middle line:90%
So you would start.

00:25:56.790 --> 00:25:58.900 align:middle line:84%
You would be the lord of
something, and then you could

00:25:58.900 --> 00:26:00.330 align:middle line:84%
accumulate extra title,
son of this.

00:26:00.330 --> 00:26:01.365 align:middle line:90%
Like bringer of flame.

00:26:01.365 --> 00:26:03.680 align:middle line:84%
And you could just like have all
these modifiers and just

00:26:03.680 --> 00:26:05.535 align:middle line:84%
kind of accumulate and
accumulate until your title

00:26:05.535 --> 00:26:06.120 align:middle line:90%
becomes ridiculous.

00:26:06.120 --> 00:26:08.270 align:middle line:84%
And then, have people
start screwing up as

00:26:08.270 --> 00:26:09.160 align:middle line:90%
they say your name.

00:26:09.160 --> 00:26:11.340 align:middle line:90%
And it'd just be hilarious.

00:26:11.340 --> 00:26:13.112 align:middle line:84%
PROFESSOR: OK, I'm just
going to write down

00:26:13.112 --> 00:26:15.060 align:middle line:90%
like, memory jogs.

00:26:15.060 --> 00:26:17.530 align:middle line:84%
AUDIENCE: So like procedurally
generated names, titles.

00:26:17.530 --> 00:26:18.770 align:middle line:90%
AUDIENCE: Name game.

00:26:18.770 --> 00:26:21.090 align:middle line:90%
AUDIENCE: Name game.

00:26:21.090 --> 00:26:22.744 align:middle line:90%
PROFESSOR: Yes.

00:26:22.744 --> 00:26:24.310 align:middle line:84%
AUDIENCE: You said you
had a second one?

00:26:24.310 --> 00:26:26.610 align:middle line:84%
AUDIENCE: Yeah, can I go
with the second one?

00:26:26.610 --> 00:26:28.650 align:middle line:84%
AUDIENCE: OK, so I had this
idea of sort of like a

00:26:28.650 --> 00:26:31.410 align:middle line:84%
survival horror game, kind
of inspired by falling.

00:26:31.410 --> 00:26:34.880 align:middle line:84%
Like the premise is, you have
a group of like player

00:26:34.880 --> 00:26:37.365 align:middle line:84%
characters that are charging
through a building, and you

00:26:37.365 --> 00:26:39.760 align:middle line:84%
can have like a dealer that is
putting down hallways as

00:26:39.760 --> 00:26:41.070 align:middle line:90%
you're going through.

00:26:41.070 --> 00:26:43.420 align:middle line:84%
And occasionally threats come
up and you have to react

00:26:43.420 --> 00:26:45.120 align:middle line:84%
really quick and be like,
it's a zombie.

00:26:45.120 --> 00:26:46.380 align:middle line:90%
We have to go upstairs.

00:26:46.380 --> 00:26:47.700 align:middle line:84%
And thrown down a
card to do that.

00:26:47.700 --> 00:26:49.430 align:middle line:84%
Then you have to keep doing this
until you get to the end

00:26:49.430 --> 00:26:53.510 align:middle line:84%
of it and people can die, and
get eaten, and stuff.

00:26:53.510 --> 00:26:54.300 align:middle line:90%
AUDIENCE: That's good.

00:26:54.300 --> 00:26:55.410 align:middle line:90%
AUDIENCE: I like that a lot.

00:26:55.410 --> 00:26:56.970 align:middle line:84%
AUDIENCE: Kind of like
cooperative falling off?

00:26:56.970 --> 00:26:57.280 align:middle line:90%
AUDIENCE: Yeah.

00:26:57.280 --> 00:26:59.400 align:middle line:84%
AUDIENCE: Should we be writing
his ideas down?

00:26:59.400 --> 00:27:01.490 align:middle line:84%
AUDIENCE: No, I'm writing
mine down and then.

00:27:01.490 --> 00:27:02.010 align:middle line:90%
AUDIENCE: Cool.

00:27:02.010 --> 00:27:04.850 align:middle line:84%
PROFESSOR: Write down
your own ideas.

00:27:04.850 --> 00:27:06.430 align:middle line:90%
AUDIENCE: So I have an idea.

00:27:06.430 --> 00:27:09.070 align:middle line:84%
I made this up a year ago
when I took Game Design.

00:27:09.070 --> 00:27:12.590 align:middle line:84%
Or not Game Design, Intro
to Video Game Studies.

00:27:12.590 --> 00:27:14.500 align:middle line:84%
Actually, it's like
majority rule.

00:27:14.500 --> 00:27:17.320 align:middle line:84%
So it's kind of like crunch
where you can just

00:27:17.320 --> 00:27:18.860 align:middle line:90%
hide cars and stuff.

00:27:18.860 --> 00:27:22.320 align:middle line:84%
But if you get caught, then
you get called out.

00:27:22.320 --> 00:27:27.470 align:middle line:84%
And in order to be penalized
for it, you have to be--

00:27:27.470 --> 00:27:30.770 align:middle line:84%
a majority rule has to be
by every one playing.

00:27:30.770 --> 00:27:36.150 align:middle line:84%
And so you can actually bribe
people to vote for you.

00:27:36.150 --> 00:27:37.662 align:middle line:90%
It's more of like a--

00:27:37.662 --> 00:27:42.052 align:middle line:84%
yeah, and then the way you get
points is, it depends on how

00:27:42.052 --> 00:27:44.024 align:middle line:90%
we'd [UNINTELLIGIBLE] it.

00:27:44.024 --> 00:27:46.500 align:middle line:84%
PROFESSOR: I'm just going
to go around this way.

00:27:46.500 --> 00:27:46.640 align:middle line:90%
AUDIENCE: OK.

00:27:46.640 --> 00:27:50.120 align:middle line:84%
So I have an idea of a card
game based on like having

00:27:50.120 --> 00:27:50.700 align:middle line:90%
success in life.

00:27:50.700 --> 00:27:53.298 align:middle line:84%
So the beginning of the game,
all the players are randomly

00:27:53.298 --> 00:27:57.070 align:middle line:84%
assigned different goals in
order, which are like wealth,

00:27:57.070 --> 00:28:01.570 align:middle line:84%
and adventure, and love,
and things like this.

00:28:01.570 --> 00:28:03.310 align:middle line:84%
And then all the cards represent
different activities

00:28:03.310 --> 00:28:05.090 align:middle line:84%
that take up a different
amount of time.

00:28:05.090 --> 00:28:07.630 align:middle line:84%
So you all these activities you
can keep in front of you.

00:28:07.630 --> 00:28:10.120 align:middle line:84%
And then, however much free time
you have, you draw that

00:28:10.120 --> 00:28:12.180 align:middle line:84%
many cards looking for
new opportunities.

00:28:12.180 --> 00:28:14.630 align:middle line:84%
So it's like you take
opportunities and leave

00:28:14.630 --> 00:28:17.570 align:middle line:90%
opportunities and things.

00:28:17.570 --> 00:28:19.530 align:middle line:84%
PROFESSOR: I could write out
time and opportunities.

00:28:19.530 --> 00:28:23.450 align:middle line:90%


00:28:23.450 --> 00:28:24.430 align:middle line:90%
Let's see.

00:28:24.430 --> 00:28:26.410 align:middle line:90%
Who's next?

00:28:26.410 --> 00:28:29.000 align:middle line:84%
AUDIENCE: I have a very
mechanically oriented idea.

00:28:29.000 --> 00:28:31.790 align:middle line:84%
Essentially I'm stealing and
trying to improve the drop

00:28:31.790 --> 00:28:34.900 align:middle line:84%
mechanic from Magic the
Gathering booster draft.

00:28:34.900 --> 00:28:39.230 align:middle line:84%
For those who don't know, the
idea is that you're trying to

00:28:39.230 --> 00:28:40.930 align:middle line:90%
collect a set.

00:28:40.930 --> 00:28:45.820 align:middle line:84%
And so let's do it in terms
of regular card games.

00:28:45.820 --> 00:28:47.910 align:middle line:84%
You're trying to collect a
straight flush as long as

00:28:47.910 --> 00:28:50.620 align:middle line:84%
possible, as high valued
as possible.

00:28:50.620 --> 00:28:53.740 align:middle line:84%
But other people may be trying
to collect that same suit.

00:28:53.740 --> 00:28:55.230 align:middle line:84%
So you want to collect
a different

00:28:55.230 --> 00:28:57.300 align:middle line:90%
suit from other people.

00:28:57.300 --> 00:29:01.270 align:middle line:84%
And you do this by looking at
the cards in your hand,

00:29:01.270 --> 00:29:03.790 align:middle line:84%
picking one of them, passing
the rest to the

00:29:03.790 --> 00:29:04.760 align:middle line:90%
person on your right.

00:29:04.760 --> 00:29:06.590 align:middle line:84%
and then, continuing to do this,
and then going back in

00:29:06.590 --> 00:29:08.150 align:middle line:84%
the other direction
with a new hand.

00:29:08.150 --> 00:29:12.020 align:middle line:84%
And then in the same direction
again with a third hand.

00:29:12.020 --> 00:29:16.280 align:middle line:84%
And the object is collect
a big, straight flush.

00:29:16.280 --> 00:29:19.110 align:middle line:84%
Also, guess what the person to
your right was collecting, and

00:29:19.110 --> 00:29:21.190 align:middle line:84%
guess what the person to your
left was collecting.

00:29:21.190 --> 00:29:24.200 align:middle line:84%
So you're trying to signal the
other people what suits are

00:29:24.200 --> 00:29:26.509 align:middle line:84%
open and collect the
suit which is open.

00:29:26.509 --> 00:29:31.888 align:middle line:90%


00:29:31.888 --> 00:29:32.377 align:middle line:90%
PROFESSOR: Let's see.

00:29:32.377 --> 00:29:34.500 align:middle line:90%
Who's next.

00:29:34.500 --> 00:29:37.452 align:middle line:84%
AUDIENCE: So it's going to be
there are different types of

00:29:37.452 --> 00:29:40.404 align:middle line:84%
cards, like action cards, like
pick up cards or lose cards.

00:29:40.404 --> 00:29:41.880 align:middle line:90%
But then [UNINTELLIGIBLE]

00:29:41.880 --> 00:29:47.300 align:middle line:90%


00:29:47.300 --> 00:29:50.255 align:middle line:84%
Stock pile from your friend's
hand to the discard pile.

00:29:50.255 --> 00:29:52.084 align:middle line:84%
You can play a different card
in a different order so the

00:29:52.084 --> 00:29:53.249 align:middle line:90%
rule always changes.

00:29:53.249 --> 00:29:56.243 align:middle line:84%
Kind of mess other people
up or help yourself out.

00:29:56.243 --> 00:29:58.239 align:middle line:84%
PROFESSOR: I will just
write that the rules

00:29:58.239 --> 00:29:59.736 align:middle line:90%
are constantly changing.

00:29:59.736 --> 00:30:01.732 align:middle line:90%
AUDIENCE: Yeah, but you get--

00:30:01.732 --> 00:30:04.726 align:middle line:84%
so there's actually
an order to it.

00:30:04.726 --> 00:30:05.724 align:middle line:90%
So you can choose.

00:30:05.724 --> 00:30:08.718 align:middle line:84%
So if it's going to be your turn
and it says pick a free

00:30:08.718 --> 00:30:11.712 align:middle line:84%
card, you can put down, like
from a friend's hand or lose

00:30:11.712 --> 00:30:13.209 align:middle line:90%
three cards [UNINTELLIGIBLE].

00:30:13.209 --> 00:30:17.201 align:middle line:84%
Makes a lot of sense
in my mind.

00:30:17.201 --> 00:30:18.451 align:middle line:84%
PROFESSOR: So rules changing
with cards.

00:30:18.451 --> 00:30:27.050 align:middle line:90%


00:30:27.050 --> 00:30:30.340 align:middle line:84%
AUDIENCE: So one idea I have
is a game about character

00:30:30.340 --> 00:30:31.810 align:middle line:90%
growth through narrative arc.

00:30:31.810 --> 00:30:34.030 align:middle line:84%
So the start of the game you're
given a character, and

00:30:34.030 --> 00:30:36.670 align:middle line:84%
the idea is you want to follow
a certain narrative arc so

00:30:36.670 --> 00:30:38.950 align:middle line:84%
that they grow in terms
of the hands of

00:30:38.950 --> 00:30:39.830 align:middle line:90%
the game you're playing.

00:30:39.830 --> 00:30:41.890 align:middle line:84%
So if you start out with a cocky
character, then you may

00:30:41.890 --> 00:30:45.630 align:middle line:84%
want to actually lose a couple
of the hands of the game, such

00:30:45.630 --> 00:30:47.925 align:middle line:84%
that your character experiences
failure and his

00:30:47.925 --> 00:30:50.410 align:middle line:90%
character growth increases.

00:30:50.410 --> 00:30:53.425 align:middle line:84%
And so, basically the winner of
the game is determined by

00:30:53.425 --> 00:30:56.120 align:middle line:84%
who manages to get their
character to grow the most

00:30:56.120 --> 00:30:57.584 align:middle line:90%
emotionally.

00:30:57.584 --> 00:31:01.290 align:middle line:90%
AUDIENCE: It's very deep.

00:31:01.290 --> 00:31:03.430 align:middle line:84%
AUDIENCE: So I had this idea for
a poker-like game, except

00:31:03.430 --> 00:31:05.650 align:middle line:84%
it's played with more than one
deck, but the normal rules

00:31:05.650 --> 00:31:06.330 align:middle line:90%
still apply.

00:31:06.330 --> 00:31:09.412 align:middle line:84%
So if you get dealt five aces,
you can't actually play that

00:31:09.412 --> 00:31:11.200 align:middle line:84%
hand because that would
be cheating.

00:31:11.200 --> 00:31:14.630 align:middle line:84%
So you have an incentive to try
and like slip cards into

00:31:14.630 --> 00:31:16.050 align:middle line:84%
your sleeve, slip
back and forth.

00:31:16.050 --> 00:31:18.350 align:middle line:84%
So you're almost forced to cheat
at the game to be able

00:31:18.350 --> 00:31:21.900 align:middle line:90%
to actually play it.

00:31:21.900 --> 00:31:24.056 align:middle line:84%
AUDIENCE:
[UNINTELLIGIBLE PHRASE]

00:31:24.056 --> 00:31:28.657 align:middle line:84%
if you get caught then, just
pretty much you have to figure

00:31:28.657 --> 00:31:31.570 align:middle line:90%
out how to get out.

00:31:31.570 --> 00:31:34.070 align:middle line:84%
AUDIENCE: So the idea that
I had was kind of like

00:31:34.070 --> 00:31:35.070 align:middle line:84%
Bananagrams, but with
a card game.

00:31:35.070 --> 00:31:39.480 align:middle line:84%
So you have cards with lines
or preset lines or shapes,

00:31:39.480 --> 00:31:40.380 align:middle line:90%
just something on the card.

00:31:40.380 --> 00:31:43.890 align:middle line:84%
And you have to try to connect
them all in some way on your

00:31:43.890 --> 00:31:46.370 align:middle line:84%
personal board, so that it
forms a closed shape.

00:31:46.370 --> 00:31:49.250 align:middle line:84%
And once you're done, you have
to take another from the pile

00:31:49.250 --> 00:31:52.158 align:middle line:84%
and try to fix your shape so
that it's still closed while

00:31:52.158 --> 00:31:52.848 align:middle line:90%
trying to beat everyone else.

00:31:52.848 --> 00:31:55.308 align:middle line:84%
PROFESSOR: So collecting
cards, make shapes.

00:31:55.308 --> 00:31:59.250 align:middle line:90%


00:31:59.250 --> 00:32:02.766 align:middle line:84%
AUDIENCE: So my idea was just
using normal poker cards and

00:32:02.766 --> 00:32:04.100 align:middle line:90%
doing a trading game.

00:32:04.100 --> 00:32:07.110 align:middle line:84%
Just like trading four
kinds of pattern as

00:32:07.110 --> 00:32:08.165 align:middle line:90%
four kind of stocks.

00:32:08.165 --> 00:32:12.410 align:middle line:84%
And you can randomly draw the
card to be your own stock.

00:32:12.410 --> 00:32:15.875 align:middle line:84%
And everyday, you randomly
draw a card to

00:32:15.875 --> 00:32:16.865 align:middle line:90%
determine the day price.

00:32:16.865 --> 00:32:19.850 align:middle line:84%
And you can trade with bank
or other players.

00:32:19.850 --> 00:32:24.420 align:middle line:84%
I think you can use 8 and 10's
as the stocks and the J, Q,

00:32:24.420 --> 00:32:28.284 align:middle line:84%
and the K as the special
cards [UNINTELLIGIBLE].

00:32:28.284 --> 00:32:30.216 align:middle line:84%
AUDIENCE:
[UNINTELLIGIBLE PHRASE].

00:32:30.216 --> 00:32:31.670 align:middle line:90%
PROFESSOR: OK.

00:32:31.670 --> 00:32:34.740 align:middle line:84%
AUDIENCE: So this was another
procedurally generated idea.

00:32:34.740 --> 00:32:37.050 align:middle line:84%
The game generates for
you encounters.

00:32:37.050 --> 00:32:38.680 align:middle line:84%
And it's supposed
to be ridiculous

00:32:38.680 --> 00:32:40.125 align:middle line:90%
and somewhat humorous.

00:32:40.125 --> 00:32:43.300 align:middle line:84%
You'd have a base card,
like a bear.

00:32:43.300 --> 00:32:46.920 align:middle line:84%
And then there are various
modifiers that you would draw

00:32:46.920 --> 00:32:47.635 align:middle line:90%
to create that encounter.

00:32:47.635 --> 00:32:50.025 align:middle line:84%
Or it could be like a
ninja zombie pair in

00:32:50.025 --> 00:32:52.790 align:middle line:90%
space wrapped in bacon.

00:32:52.790 --> 00:32:54.030 align:middle line:84%
And then those would
all give different

00:32:54.030 --> 00:32:55.740 align:middle line:90%
attributes to that encounter.

00:32:55.740 --> 00:32:57.530 align:middle line:84%
And then you'd have to find
a way to beat it.

00:32:57.530 --> 00:32:59.220 align:middle line:84%
And your characters might also
maybe be procedurally

00:32:59.220 --> 00:33:01.395 align:middle line:84%
generated in similarly
ridiculous ways and you'd have

00:33:01.395 --> 00:33:03.020 align:middle line:90%
to counter it with--

00:33:03.020 --> 00:33:05.600 align:middle line:84%
basically, I like procedurally
generated ideas.

00:33:05.600 --> 00:33:07.540 align:middle line:84%
Cards games that are never
played the same way twice.

00:33:07.540 --> 00:33:10.528 align:middle line:90%


00:33:10.528 --> 00:33:12.022 align:middle line:84%
PROFESSOR: I need something
[UNINTELLIGIBLE].

00:33:12.022 --> 00:33:17.510 align:middle line:90%


00:33:17.510 --> 00:33:19.200 align:middle line:90%
AUDIENCE: With laser beams.

00:33:19.200 --> 00:33:19.535 align:middle line:90%
AUDIENCE: Of course.

00:33:19.535 --> 00:33:22.270 align:middle line:84%
AUDIENCE: Of course you
need laser beams.

00:33:22.270 --> 00:33:25.850 align:middle line:84%
AUDIENCE: So my idea was a
musical RPG in which players'

00:33:25.850 --> 00:33:27.860 align:middle line:90%
cards and musical notes.

00:33:27.860 --> 00:33:30.700 align:middle line:90%
And you build chords.

00:33:30.700 --> 00:33:33.130 align:middle line:84%
For example, to raise your
character's strength, you

00:33:33.130 --> 00:33:35.860 align:middle line:84%
might make an augmented
chord, et cetera.

00:33:35.860 --> 00:33:39.050 align:middle line:84%
And then you can chain chord
progression to attack players.

00:33:39.050 --> 00:33:40.870 align:middle line:90%
Diminished your life.

00:33:40.870 --> 00:33:43.600 align:middle line:90%


00:33:43.600 --> 00:33:45.309 align:middle line:84%
AUDIENCE: I just dominated
your [UNINTELLIGIBLE].

00:33:45.309 --> 00:33:50.468 align:middle line:90%


00:33:50.468 --> 00:33:52.455 align:middle line:84%
AUDIENCE: I got obsessed
with drafting.

00:33:52.455 --> 00:33:55.620 align:middle line:90%
I have another drafting game.

00:33:55.620 --> 00:33:57.420 align:middle line:84%
Uses the same drafting mechanic
except that you're

00:33:57.420 --> 00:33:58.300 align:middle line:90%
drafting tiles.

00:33:58.300 --> 00:34:02.020 align:middle line:84%
You play the tiles in front of
you and they make a machine.

00:34:02.020 --> 00:34:04.650 align:middle line:84%
Drafting the same color of
machine bit or same type of

00:34:04.650 --> 00:34:08.630 align:middle line:84%
machine bit, and then laying
it in consecutive blocks.

00:34:08.630 --> 00:34:09.560 align:middle line:90%
Multiple [UNINTELLIGIBLE]

00:34:09.560 --> 00:34:11.699 align:middle line:84%
makes them better, and then
your machines like attack

00:34:11.699 --> 00:34:13.121 align:middle line:90%
other people.

00:34:13.121 --> 00:34:15.017 align:middle line:90%
Or they can do crazy shit.

00:34:15.017 --> 00:34:18.820 align:middle line:90%


00:34:18.820 --> 00:34:20.929 align:middle line:84%
But the challenge being that
you have to drop the piece

00:34:20.929 --> 00:34:22.533 align:middle line:90%
that fits into your machine.

00:34:22.533 --> 00:34:24.250 align:middle line:84%
AUDIENCE: That can
do crazy shit.

00:34:24.250 --> 00:34:26.139 align:middle line:84%
AUDIENCE: That can
do crazy shit.

00:34:26.139 --> 00:34:28.656 align:middle line:84%
It has to be pronounced
like crazy.

00:34:28.656 --> 00:34:29.906 align:middle line:90%
[INTERPOSING VOICES]

00:34:29.906 --> 00:34:35.289 align:middle line:90%


00:34:35.289 --> 00:34:38.199 align:middle line:84%
AUDIENCE: So my idea to have
like a monarchy type thing.

00:34:38.199 --> 00:34:42.460 align:middle line:84%
So it starts out everyone is
like heir to the throne.

00:34:42.460 --> 00:34:45.464 align:middle line:84%
Everyone wants to become the
king, or queen, I guess.

00:34:45.464 --> 00:34:47.960 align:middle line:84%
And the point is you have to
get the king to really like

00:34:47.960 --> 00:34:49.862 align:middle line:90%
you, or to assassinate him.

00:34:49.862 --> 00:34:52.559 align:middle line:84%
But if you want to assassinate
him, you have to kill off all

00:34:52.559 --> 00:34:53.875 align:middle line:90%
the other players first.

00:34:53.875 --> 00:34:57.813 align:middle line:84%
So it's kind of a like a
betrayal and deciet game.

00:34:57.813 --> 00:35:00.807 align:middle line:90%
PROFESSOR: So a betrayal.

00:35:00.807 --> 00:35:03.310 align:middle line:90%
OK.

00:35:03.310 --> 00:35:03.580 align:middle line:90%
AUDIENCE: Yep.

00:35:03.580 --> 00:35:07.350 align:middle line:84%
So another game, it's about
reducing your opponents

00:35:07.350 --> 00:35:11.020 align:middle line:84%
mobility by placing cards that
represent walls, and placing

00:35:11.020 --> 00:35:13.010 align:middle line:84%
other cards to rotate
various walls.

00:35:13.010 --> 00:35:14.700 align:middle line:84%
And your opponent is doing
the same thing.

00:35:14.700 --> 00:35:17.390 align:middle line:84%
So you could sort of envision
the Tron Light Cycle game

00:35:17.390 --> 00:35:21.180 align:middle line:84%
without any hint of reflex
removed completely.

00:35:21.180 --> 00:35:23.740 align:middle line:84%
AUDIENCE: That would
be really cool.

00:35:23.740 --> 00:35:26.820 align:middle line:84%
AUDIENCE: So it's all just a
strategic placement of walls

00:35:26.820 --> 00:35:28.956 align:middle line:84%
to reduce your opponent's
mobility.

00:35:28.956 --> 00:35:32.948 align:middle line:90%


00:35:32.948 --> 00:35:34.870 align:middle line:84%
AUDIENCE: Yeah, I think you can
just make a Tetris box and

00:35:34.870 --> 00:35:38.302 align:middle line:84%
then every time you select one
give to the other player

00:35:38.302 --> 00:35:39.552 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

00:35:39.552 --> 00:35:44.206 align:middle line:90%


00:35:44.206 --> 00:35:46.174 align:middle line:90%
PROFESSOR: So Tetris blocks.

00:35:46.174 --> 00:35:48.142 align:middle line:90%
Got it.

00:35:48.142 --> 00:35:49.620 align:middle line:90%
OK?

00:35:49.620 --> 00:35:53.400 align:middle line:84%
AUDIENCE: This is kind of like
Pokemon, except now you raise

00:35:53.400 --> 00:35:55.060 align:middle line:90%
zombies or you catch zombies.

00:35:55.060 --> 00:35:58.450 align:middle line:84%
So you have different
types of zombies.

00:35:58.450 --> 00:36:01.940 align:middle line:84%
Like maybe you take some from
Left 4 Dead universe or

00:36:01.940 --> 00:36:07.950 align:middle line:84%
something, or just Resident Evil
or something, and you can

00:36:07.950 --> 00:36:10.760 align:middle line:84%
do like versus other people
or something.

00:36:10.760 --> 00:36:13.930 align:middle line:90%


00:36:13.930 --> 00:36:16.230 align:middle line:84%
AUDIENCE: I thought
of having cards--

00:36:16.230 --> 00:36:18.710 align:middle line:84%
I don't know whether they would
be like words or a few

00:36:18.710 --> 00:36:20.060 align:middle line:90%
words together.

00:36:20.060 --> 00:36:22.570 align:middle line:84%
But you would go around and each
round, the goal would be

00:36:22.570 --> 00:36:23.480 align:middle line:90%
to build a story.

00:36:23.480 --> 00:36:26.160 align:middle line:84%
So each person would play a card
face down, or something.

00:36:26.160 --> 00:36:28.610 align:middle line:84%
So it'd be a mechanic like
Apples to Apples, except

00:36:28.610 --> 00:36:32.320 align:middle line:84%
you're progressively building
a story and if people like

00:36:32.320 --> 00:36:34.470 align:middle line:90%
your addition to the story.

00:36:34.470 --> 00:36:36.736 align:middle line:84%
PROFESSOR: So Apples to Apples
[UNINTELLIGIBLE].

00:36:36.736 --> 00:36:37.986 align:middle line:90%
AUDIENCE: Yeah.

00:36:37.986 --> 00:36:40.117 align:middle line:90%


00:36:40.117 --> 00:36:41.367 align:middle line:90%
PROFESSOR: [UNINTELLIGIBLE].

00:36:41.367 --> 00:36:47.330 align:middle line:90%


00:36:47.330 --> 00:36:47.940 align:middle line:90%
AUDIENCE: Sure.

00:36:47.940 --> 00:36:51.246 align:middle line:90%
Moving away from drafting.

00:36:51.246 --> 00:36:54.510 align:middle line:84%
OK, so I have another game idea
called, Are you a Cylon?

00:36:54.510 --> 00:36:57.430 align:middle line:90%


00:36:57.430 --> 00:36:59.694 align:middle line:90%
Essentially--

00:36:59.694 --> 00:37:00.668 align:middle line:90%
PROFESSOR: [UNINTELLIGIBLE]?

00:37:00.668 --> 00:37:02.130 align:middle line:90%
AUDIENCE: Are you a Cyclon?

00:37:02.130 --> 00:37:03.160 align:middle line:90%
Are you a Cylon.

00:37:03.160 --> 00:37:07.840 align:middle line:84%
And essentially broad brush
strokes steals the skill

00:37:07.840 --> 00:37:10.000 align:middle line:84%
resolution that came from
Battlestar Galactica the board

00:37:10.000 --> 00:37:13.245 align:middle line:84%
game, and then strips
it down to secret

00:37:13.245 --> 00:37:15.170 align:middle line:90%
Cylons sabotaging people.

00:37:15.170 --> 00:37:16.320 align:middle line:90%
And then people accusing them.

00:37:16.320 --> 00:37:19.910 align:middle line:90%
And then everybody crying.

00:37:19.910 --> 00:37:22.680 align:middle line:84%
AUDIENCE: So I really like
Harvest Moon, so I was

00:37:22.680 --> 00:37:24.932 align:middle line:84%
thinking that maybe there
could be Harvest Moon

00:37:24.932 --> 00:37:26.315 align:middle line:90%
competitive card game.

00:37:26.315 --> 00:37:30.010 align:middle line:84%
And I guess you have a certain
amount of stamina each turn

00:37:30.010 --> 00:37:31.483 align:middle line:90%
and cards are actions.

00:37:31.483 --> 00:37:35.083 align:middle line:84%
And whoever has the biggest
harvest at the end of

00:37:35.083 --> 00:37:36.393 align:middle line:90%
the game would win.

00:37:36.393 --> 00:37:39.830 align:middle line:84%
I don't know how many turns
there would be.

00:37:39.830 --> 00:37:43.770 align:middle line:84%
PROFESSOR: So stamina
in farming.

00:37:43.770 --> 00:37:46.350 align:middle line:84%
AUDIENCE: So sort of building
on the monarchy of the trail

00:37:46.350 --> 00:37:49.440 align:middle line:84%
idea, this is a game about
the heir to the throne.

00:37:49.440 --> 00:37:51.240 align:middle line:90%
The king is dying in x turns.

00:37:51.240 --> 00:37:54.380 align:middle line:84%
You and the other players are
going to compete to prove who

00:37:54.380 --> 00:37:56.120 align:middle line:84%
is the correct heir
to the throne.

00:37:56.120 --> 00:37:58.190 align:middle line:84%
And you can do so through combat
directly with other

00:37:58.190 --> 00:38:02.020 align:middle line:84%
players, assassinations, or
political machinations, such

00:38:02.020 --> 00:38:04.440 align:middle line:84%
as like accusing other players
of being base born.

00:38:04.440 --> 00:38:07.849 align:middle line:90%


00:38:07.849 --> 00:38:09.099 align:middle line:90%
PROFESSOR: Assassinations.

00:38:09.099 --> 00:38:14.180 align:middle line:90%


00:38:14.180 --> 00:38:18.270 align:middle line:84%
AUDIENCE: Actually, I just have
the paper when you throw

00:38:18.270 --> 00:38:21.820 align:middle line:84%
out your idea, also throw out--
also mention your name

00:38:21.820 --> 00:38:23.920 align:middle line:84%
because I'm still learning
everyone's name.

00:38:23.920 --> 00:38:25.470 align:middle line:90%
AUDIENCE: OK, so I'm Ian.

00:38:25.470 --> 00:38:28.225 align:middle line:84%
So I had this idea for a game
called Admiral Snack Bar.

00:38:28.225 --> 00:38:32.000 align:middle line:90%


00:38:32.000 --> 00:38:34.520 align:middle line:84%
It's a competitive game where
each player is building up

00:38:34.520 --> 00:38:36.140 align:middle line:84%
their own sort of like
snack shop, and they

00:38:36.140 --> 00:38:38.510 align:middle line:90%
make a certain product.

00:38:38.510 --> 00:38:42.280 align:middle line:84%
And the other players need that
product in some way to

00:38:42.280 --> 00:38:43.600 align:middle line:90%
enhance their own things.

00:38:43.600 --> 00:38:46.180 align:middle line:84%
But you can see secretly poison
parts of your product,

00:38:46.180 --> 00:38:49.040 align:middle line:84%
so that when they purchase them,
they'll like get messed

00:38:49.040 --> 00:38:50.050 align:middle line:90%
up in some way.

00:38:50.050 --> 00:38:52.380 align:middle line:84%
So it's sort of like a trade-off
and you can make

00:38:52.380 --> 00:38:54.202 align:middle line:90%
alliances and stuff like that.

00:38:54.202 --> 00:38:56.086 align:middle line:84%
AUDIENCE: So it's sort
of like a trap?

00:38:56.086 --> 00:38:57.970 align:middle line:90%
AUDIENCE: It's a trap.

00:38:57.970 --> 00:39:00.368 align:middle line:84%
AUDIENCE: There's the
tagline right there.

00:39:00.368 --> 00:39:01.832 align:middle line:90%
AUDIENCE: It's a snack.

00:39:01.832 --> 00:39:04.400 align:middle line:90%


00:39:04.400 --> 00:39:09.780 align:middle line:84%
AUDIENCE: So I'm thinking of a
game, I guess to have like the

00:39:09.780 --> 00:39:12.730 align:middle line:84%
total wars mixed with
Nazi Germany.

00:39:12.730 --> 00:39:16.550 align:middle line:84%
So the point of the game is
you want to snatch up

00:39:16.550 --> 00:39:17.630 align:middle line:90%
territories.

00:39:17.630 --> 00:39:21.295 align:middle line:84%
And you can do this by maybe
attacking other players.

00:39:21.295 --> 00:39:24.160 align:middle line:84%
Well, in particular it's
just like cards.

00:39:24.160 --> 00:39:25.890 align:middle line:84%
And you can do this by attacking
other players who

00:39:25.890 --> 00:39:28.180 align:middle line:84%
may be making alliances, which
you can easily betray.

00:39:28.180 --> 00:39:32.300 align:middle line:84%
Or maybe have like all the cards
in a pile and every turn

00:39:32.300 --> 00:39:35.770 align:middle line:90%
you can take one and try it.

00:39:35.770 --> 00:39:39.680 align:middle line:84%
And you get points by getting
certain combinations of

00:39:39.680 --> 00:39:41.010 align:middle line:90%
[UNINTELLIGIBLE].

00:39:41.010 --> 00:39:43.855 align:middle line:84%
More like Risk right
there as well.

00:39:43.855 --> 00:39:45.105 align:middle line:84%
PROFESSOR:
[UNINTELLIGIBLE PHRASE].

00:39:45.105 --> 00:39:58.918 align:middle line:90%


00:39:58.918 --> 00:40:00.340 align:middle line:90%
AUDIENCE: I'm Brian.

00:40:00.340 --> 00:40:03.060 align:middle line:84%
So I was thinking of like
a trick taking game.

00:40:03.060 --> 00:40:06.490 align:middle line:84%
But the idea is there's four
players, and you're trying to

00:40:06.490 --> 00:40:08.230 align:middle line:84%
get the second most
tricks each round.

00:40:08.230 --> 00:40:11.250 align:middle line:84%
And then there are cards that
allow you to swap out other

00:40:11.250 --> 00:40:13.050 align:middle line:84%
cards at the end of
a round and other

00:40:13.050 --> 00:40:16.430 align:middle line:90%
things that are tricky.

00:40:16.430 --> 00:40:21.870 align:middle line:84%
PROFESSOR: So hit the
second-best trick?

00:40:21.870 --> 00:40:24.080 align:middle line:84%
AUDIENCE: Or second most tricks
or something like that.

00:40:24.080 --> 00:40:25.330 align:middle line:90%
But yeah.

00:40:25.330 --> 00:40:34.180 align:middle line:90%


00:40:34.180 --> 00:40:36.116 align:middle line:84%
AUDIENCE: So I was thinking
of sort of a--

00:40:36.116 --> 00:40:36.990 align:middle line:90%
put succinctly--

00:40:36.990 --> 00:40:38.970 align:middle line:90%
Scrabble meets chicken.

00:40:38.970 --> 00:40:40.698 align:middle line:90%
PROFESSOR: Hm?

00:40:40.698 --> 00:40:42.000 align:middle line:90%
AUDIENCE: What?

00:40:42.000 --> 00:40:43.180 align:middle line:84%
AUDIENCE: You have a
bunch of people.

00:40:43.180 --> 00:40:45.726 align:middle line:84%
And they play cards in the
middle and you have

00:40:45.726 --> 00:40:47.060 align:middle line:90%
to make words out.

00:40:47.060 --> 00:40:49.370 align:middle line:84%
And if you make longer
words, you get more

00:40:49.370 --> 00:40:51.230 align:middle line:90%
points and so forth.

00:40:51.230 --> 00:40:53.930 align:middle line:84%
So maybe your letter is more
rare, it gets more points.

00:40:53.930 --> 00:40:58.350 align:middle line:84%
But the catch is that if the
word is longer, you can't gain

00:40:58.350 --> 00:40:59.300 align:middle line:90%
as much point.

00:40:59.300 --> 00:41:01.350 align:middle line:90%
The point gain is--

00:41:01.350 --> 00:41:02.270 align:middle line:90%
AUDIENCE: Diminishing.

00:41:02.270 --> 00:41:04.780 align:middle line:84%
AUDIENCE: It's diminished
more.

00:41:04.780 --> 00:41:07.790 align:middle line:84%
It's proportional to how long
the word is you make.

00:41:07.790 --> 00:41:12.173 align:middle line:90%


00:41:12.173 --> 00:41:13.030 align:middle line:90%
AUDIENCE: I'm Bato.

00:41:13.030 --> 00:41:15.340 align:middle line:84%
And I wanted to combine Mario
Karts and Chrononauts.

00:41:15.340 --> 00:41:18.820 align:middle line:84%
So the idea of you're
racing through time.

00:41:18.820 --> 00:41:21.720 align:middle line:90%
Somebody is the main guy that's

00:41:21.720 --> 00:41:22.650 align:middle line:90%
trying to get to someplace.

00:41:22.650 --> 00:41:23.880 align:middle line:84%
Everyone else is trying
to stop him.

00:41:23.880 --> 00:41:27.060 align:middle line:84%
And your abilities or weapons
only work in certain time

00:41:27.060 --> 00:41:28.850 align:middle line:90%
periods and stuff like that.

00:41:28.850 --> 00:41:31.720 align:middle line:84%
And so you have the time travel
and the items from

00:41:31.720 --> 00:41:36.586 align:middle line:84%
Chrononauts and the racing and
attacking from Mario Kart.

00:41:36.586 --> 00:41:39.380 align:middle line:90%
AUDIENCE: Go, Michelle.

00:41:39.380 --> 00:41:40.950 align:middle line:90%
AUDIENCE: My name is Michelle.

00:41:40.950 --> 00:41:44.310 align:middle line:84%
So I was envisioning something
like Ricochet Robots but where

00:41:44.310 --> 00:41:48.070 align:middle line:84%
the two people-- basically, the
point is that everyone has

00:41:48.070 --> 00:41:52.565 align:middle line:84%
a set of cards that have
pathways or grids or walls

00:41:52.565 --> 00:41:53.350 align:middle line:90%
that you can bounce off of.

00:41:53.350 --> 00:41:55.940 align:middle line:84%
And you build a grid
with your opponent.

00:41:55.940 --> 00:42:00.190 align:middle line:84%
And there's one robot piece that
you have to try to bounce

00:42:00.190 --> 00:42:02.775 align:middle line:84%
off the walls to reach
some specific goal.

00:42:02.775 --> 00:42:05.250 align:middle line:84%
You can screw up the
other player.

00:42:05.250 --> 00:42:07.460 align:middle line:84%
PROFESSOR: Build walls and
bounce robots around.

00:42:07.460 --> 00:42:12.310 align:middle line:90%


00:42:12.310 --> 00:42:14.250 align:middle line:90%
Good.

00:42:14.250 --> 00:42:15.220 align:middle line:90%
AUDIENCE: I'm Patrick.

00:42:15.220 --> 00:42:15.705 align:middle line:90%
PROFESSOR: Go ahead.

00:42:15.705 --> 00:42:18.615 align:middle line:90%
Oh, Patrick, then Jeremy.

00:42:18.615 --> 00:42:22.240 align:middle line:84%
AUDIENCE: So this is a game
where the players are owners

00:42:22.240 --> 00:42:23.800 align:middle line:90%
of businesses.

00:42:23.800 --> 00:42:26.360 align:middle line:84%
And depending on the nature of
the business, they might have

00:42:26.360 --> 00:42:29.260 align:middle line:84%
mutual dependencies that would
be beneficial for people to

00:42:29.260 --> 00:42:29.940 align:middle line:90%
get more money.

00:42:29.940 --> 00:42:33.650 align:middle line:84%
But then as the market goes
bad, they'll have to play

00:42:33.650 --> 00:42:38.160 align:middle line:84%
cards to cut off the ties
between companies.

00:42:38.160 --> 00:42:43.715 align:middle line:84%
And so I call it Objectivism,
The Game.

00:42:43.715 --> 00:42:45.200 align:middle line:84%
AUDIENCE: That was
[UNINTELLIGIBLE].

00:42:45.200 --> 00:42:54.110 align:middle line:90%


00:42:54.110 --> 00:42:54.605 align:middle line:90%
PROFESSOR: OK.

00:42:54.605 --> 00:42:55.100 align:middle line:90%
You?

00:42:55.100 --> 00:42:58.890 align:middle line:84%
AUDIENCE: So just a slight
variation on the procedure

00:42:58.890 --> 00:43:03.680 align:middle line:84%
[UNINTELLIGIBLE] idea but now
I'm visioning it possibly as a

00:43:03.680 --> 00:43:05.710 align:middle line:84%
sort of Falling real-time
type deal.

00:43:05.710 --> 00:43:08.530 align:middle line:84%
So every turn, you're
getting dealt cards.

00:43:08.530 --> 00:43:13.060 align:middle line:84%
And you have cards that can
modify the dealing pattern so

00:43:13.060 --> 00:43:15.580 align:middle line:84%
they can discard other players'
cards or can get them

00:43:15.580 --> 00:43:17.030 align:middle line:84%
to be skipped, so
on and so forth.

00:43:17.030 --> 00:43:20.195 align:middle line:84%
And you also have cards that can
add various modifiers to

00:43:20.195 --> 00:43:20.570 align:middle line:90%
your beast.

00:43:20.570 --> 00:43:23.310 align:middle line:84%
And the goal of the game is that
by time the deck has been

00:43:23.310 --> 00:43:27.720 align:middle line:84%
entirely dealt, you have the
most bad-ass creature that

00:43:27.720 --> 00:43:30.265 align:middle line:84%
you've created and that-- you'd
have to figure out-- and

00:43:30.265 --> 00:43:31.850 align:middle line:84%
there might be an optimum way
to rearrange things, so as

00:43:31.850 --> 00:43:33.390 align:middle line:84%
you're getting cards, you have
to try to figure out how to

00:43:33.390 --> 00:43:33.860 align:middle line:90%
rearrange them.

00:43:33.860 --> 00:43:34.850 align:middle line:84%
And at the same time,
other players could

00:43:34.850 --> 00:43:36.120 align:middle line:90%
be discarding stuff.

00:43:36.120 --> 00:43:38.280 align:middle line:84%
And you have to deal with all
these things at the same time.

00:43:38.280 --> 00:43:40.300 align:middle line:84%
And then at the end of the game,
you have to freeze and

00:43:40.300 --> 00:43:41.320 align:middle line:90%
see who has the best one.

00:43:41.320 --> 00:43:43.653 align:middle line:84%
And it could be a really quick
game and very hilarious.

00:43:43.653 --> 00:43:46.018 align:middle line:84%
PROFESSOR: OK, so
[UNINTELLIGIBLE PHRASE].

00:43:46.018 --> 00:43:51.164 align:middle line:84%
AUDIENCE: So kind of like
building a creature, plus Uno.

00:43:51.164 --> 00:43:53.718 align:middle line:84%
AUDIENCE: OK, this game is
Monkey or Shakespeare?

00:43:53.718 --> 00:43:57.850 align:middle line:90%


00:43:57.850 --> 00:44:00.980 align:middle line:84%
So there are several different
piles of cards.

00:44:00.980 --> 00:44:03.900 align:middle line:84%
Each of them has words on them
in Shakespearean English.

00:44:03.900 --> 00:44:06.590 align:middle line:90%


00:44:06.590 --> 00:44:10.430 align:middle line:84%
Some of them are going to
be played by players.

00:44:10.430 --> 00:44:12.760 align:middle line:84%
Some of them are going to be
like random number generators,

00:44:12.760 --> 00:44:14.966 align:middle line:90%
essentially.

00:44:14.966 --> 00:44:19.000 align:middle line:84%
The players that are playing as
covert Shakespeares select

00:44:19.000 --> 00:44:22.506 align:middle line:84%
cards and then place them face
down in a common pool.

00:44:22.506 --> 00:44:24.770 align:middle line:84%
Then the top cards from all
the other decks get

00:44:24.770 --> 00:44:25.360 align:middle line:90%
placed in the pool.

00:44:25.360 --> 00:44:27.450 align:middle line:84%
And then everything
gets shuffled up.

00:44:27.450 --> 00:44:30.490 align:middle line:84%
And then each of these different
piles is going to be

00:44:30.490 --> 00:44:31.160 align:middle line:90%
a different color.

00:44:31.160 --> 00:44:34.130 align:middle line:84%
And so you will spell out
sentences in the color

00:44:34.130 --> 00:44:36.370 align:middle line:84%
progressively, based
on the card draws.

00:44:36.370 --> 00:44:39.075 align:middle line:84%
And the object of the game for
the other players who aren't

00:44:39.075 --> 00:44:42.640 align:middle line:84%
hidden Shakespeares is to try
to work out who's the

00:44:42.640 --> 00:44:45.900 align:middle line:84%
Shakespeare, who's just trying
to spell the prearranged

00:44:45.900 --> 00:44:49.904 align:middle line:84%
sentence beforehand is, and
who are just monkey piles.

00:44:49.904 --> 00:44:52.390 align:middle line:90%
All right.

00:44:52.390 --> 00:44:56.910 align:middle line:84%
So it's detect the random
number generator.

00:44:56.910 --> 00:44:57.780 align:middle line:90%
AUDIENCE: Bato, again.

00:44:57.780 --> 00:45:00.870 align:middle line:84%
I want to take that tanks versus
robot game that we

00:45:00.870 --> 00:45:03.340 align:middle line:84%
played before on the paper and
make it into a card game

00:45:03.340 --> 00:45:04.640 align:middle line:90%
between players.

00:45:04.640 --> 00:45:06.620 align:middle line:90%
And the tanks can level up.

00:45:06.620 --> 00:45:09.840 align:middle line:84%
And you could change your
specific strategy and that

00:45:09.840 --> 00:45:10.929 align:middle line:90%
kind of stuff.

00:45:10.929 --> 00:45:13.863 align:middle line:90%
PROFESSOR: [UNINTELLIGIBLE].

00:45:13.863 --> 00:45:15.330 align:middle line:84%
AUDIENCE: Would the
robots still be

00:45:15.330 --> 00:45:17.775 align:middle line:90%
deterministic from something?

00:45:17.775 --> 00:45:19.025 align:middle line:90%
AUDIENCE: Up in the air.

00:45:19.025 --> 00:45:21.687 align:middle line:90%


00:45:21.687 --> 00:45:22.665 align:middle line:90%
PROFESSOR: Let's see.

00:45:22.665 --> 00:45:25.110 align:middle line:84%
Who from this side
hasn't gone yet?

00:45:25.110 --> 00:45:26.088 align:middle line:90%
I don't think you--

00:45:26.088 --> 00:45:26.600 align:middle line:90%
AUDIENCE: I did.

00:45:26.600 --> 00:45:27.250 align:middle line:90%
I had my convoluted idea.

00:45:27.250 --> 00:45:28.260 align:middle line:84%
AUDIENCE: I think
everyone's gone.

00:45:28.260 --> 00:45:29.510 align:middle line:90%
[INTERPOSING VOICES]

00:45:29.510 --> 00:45:32.480 align:middle line:90%


00:45:32.480 --> 00:45:37.420 align:middle line:84%
AUDIENCE: So one mechanic is
any game that has a high

00:45:37.420 --> 00:45:40.430 align:middle line:90%
amount of trading of cards.

00:45:40.430 --> 00:45:43.440 align:middle line:84%
You can imagine anything from
a Go Fish type thing to

00:45:43.440 --> 00:45:44.800 align:middle line:90%
something more complicated.

00:45:44.800 --> 00:45:47.560 align:middle line:84%
However, you don't mechanically
enforce the

00:45:47.560 --> 00:45:48.110 align:middle line:90%
traded cards.

00:45:48.110 --> 00:45:52.560 align:middle line:84%
So there is basically lying
in that [UNINTELLIGIBLE].

00:45:52.560 --> 00:45:59.030 align:middle line:84%
Also, playing off of the robot
tank idea, a game where,

00:45:59.030 --> 00:46:02.350 align:middle line:84%
basically, your strategy is
mitigated by the cards you

00:46:02.350 --> 00:46:04.650 align:middle line:84%
play, rather than the actual
characteristics.

00:46:04.650 --> 00:46:09.810 align:middle line:84%
So the cards played dictate how
another deck or another

00:46:09.810 --> 00:46:12.640 align:middle line:84%
mechanic is run, rather
than you directly

00:46:12.640 --> 00:46:13.620 align:middle line:90%
interfacing with that.

00:46:13.620 --> 00:46:14.600 align:middle line:90%
PROFESSOR: Robots.

00:46:14.600 --> 00:46:18.520 align:middle line:84%
PROFESSOR: [UNINTELLIGIBLE]
robots with mechanical

00:46:18.520 --> 00:46:19.500 align:middle line:90%
modifications.

00:46:19.500 --> 00:46:20.750 align:middle line:90%
[UNINTELLIGIBLE].

00:46:20.750 --> 00:46:25.870 align:middle line:90%


00:46:25.870 --> 00:46:26.850 align:middle line:90%
AUDIENCE: I am Justin.

00:46:26.850 --> 00:46:30.770 align:middle line:84%
So I just have an idea about
your asylum game that seems

00:46:30.770 --> 00:46:31.950 align:middle line:90%
very interesting.

00:46:31.950 --> 00:46:32.390 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

00:46:32.390 --> 00:46:34.600 align:middle line:84%
Maybe it will help if
you can play two

00:46:34.600 --> 00:46:36.440 align:middle line:90%
characters instead of one.

00:46:36.440 --> 00:46:39.280 align:middle line:84%
So if you have four people,
you have eight characters

00:46:39.280 --> 00:46:40.530 align:middle line:84%
determined
[UNINTELLIGIBLE PHRASE].

00:46:40.530 --> 00:46:43.200 align:middle line:90%


00:46:43.200 --> 00:46:44.450 align:middle line:90%
So two player asylum.

00:46:44.450 --> 00:46:47.270 align:middle line:90%


00:46:47.270 --> 00:46:48.520 align:middle line:90%
Two characters.

00:46:48.520 --> 00:47:01.570 align:middle line:90%


00:47:01.570 --> 00:47:02.270 align:middle line:90%
AUDIENCE: Sure.

00:47:02.270 --> 00:47:03.150 align:middle line:90%
Andrew.

00:47:03.150 --> 00:47:05.680 align:middle line:84%
So you could have something
that's sort of an MIT case.

00:47:05.680 --> 00:47:07.590 align:middle line:90%
So you're an MIT student.

00:47:07.590 --> 00:47:10.402 align:middle line:84%
And you're going through pizzas,
you're doing energy

00:47:10.402 --> 00:47:12.620 align:middle line:84%
drinks to help you
along through the

00:47:12.620 --> 00:47:13.850 align:middle line:90%
night, social events.

00:47:13.850 --> 00:47:17.280 align:middle line:84%
You can hang out at Harvard
for a night.

00:47:17.280 --> 00:47:18.400 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

00:47:18.400 --> 00:47:19.782 align:middle line:84%
AUDIENCE: That would
be a debug.

00:47:19.782 --> 00:47:21.590 align:middle line:90%
AUDIENCE: Yeah, exactly.

00:47:21.590 --> 00:47:23.770 align:middle line:84%
Sorry, you'd force other people
to hang out at Harvard

00:47:23.770 --> 00:47:25.020 align:middle line:90%
for a night.

00:47:25.020 --> 00:47:29.670 align:middle line:90%


00:47:29.670 --> 00:47:30.650 align:middle line:90%
PROFESSOR: Anything else?

00:47:30.650 --> 00:47:33.110 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

00:47:33.110 --> 00:47:34.270 align:middle line:90%
AUDIENCE: Deion.

00:47:34.270 --> 00:47:38.120 align:middle line:90%
This is MIT or Harvard.

00:47:38.120 --> 00:47:41.740 align:middle line:90%


00:47:41.740 --> 00:47:43.580 align:middle line:84%
So let's say you're
in a design class.

00:47:43.580 --> 00:47:46.150 align:middle line:84%
And you're trying to
build a project.

00:47:46.150 --> 00:47:49.320 align:middle line:84%
So there's some students
that are MIT.

00:47:49.320 --> 00:47:49.720 align:middle line:90%
Most of them are.

00:47:49.720 --> 00:47:52.110 align:middle line:84%
But then there's one or
two Harvard students.

00:47:52.110 --> 00:47:54.100 align:middle line:84%
And so everyone's trying
to build this project.

00:47:54.100 --> 00:47:57.330 align:middle line:84%
But the Harvard student
is messing it up.

00:47:57.330 --> 00:47:59.730 align:middle line:84%
Or maybe it could be Harvard,
MIT, or Caltech.

00:47:59.730 --> 00:48:03.690 align:middle line:84%
So the other student, that's not
MIT, is trying to screw up

00:48:03.690 --> 00:48:04.220 align:middle line:90%
your project.

00:48:04.220 --> 00:48:07.150 align:middle line:84%
And so by the end of the game,
you want to figure out who

00:48:07.150 --> 00:48:10.280 align:middle line:90%
that person is.

00:48:10.280 --> 00:48:15.680 align:middle line:84%
Or maybe you take turns making
additions to it.

00:48:15.680 --> 00:48:18.994 align:middle line:90%
Something like that.

00:48:18.994 --> 00:48:22.770 align:middle line:84%
AUDIENCE: So this came up only a
few seconds ago in my brain.

00:48:22.770 --> 00:48:27.080 align:middle line:84%
The setting I imagine for this
might be something like a dark

00:48:27.080 --> 00:48:29.170 align:middle line:90%
elf realm underground.

00:48:29.170 --> 00:48:31.750 align:middle line:84%
And there's various
houses or various

00:48:31.750 --> 00:48:33.020 align:middle line:90%
families of dark elves.

00:48:33.020 --> 00:48:35.971 align:middle line:84%
And there's one that is not
controlled by players.

00:48:35.971 --> 00:48:38.797 align:middle line:84%
So I guess it's deterministic
[UNINTELLIGIBLE]

00:48:38.797 --> 00:48:39.850 align:middle line:90%
set rules.

00:48:39.850 --> 00:48:42.950 align:middle line:84%
And players every turn can
place written cards to

00:48:42.950 --> 00:48:46.420 align:middle line:84%
influence the behavior
of this non-player

00:48:46.420 --> 00:48:47.990 align:middle line:90%
entity the next turn.

00:48:47.990 --> 00:48:52.012 align:middle line:84%
And basically, players are vying
for influence over this

00:48:52.012 --> 00:48:54.322 align:middle line:84%
non-player entity, which would
then do benevolent or

00:48:54.322 --> 00:48:56.230 align:middle line:84%
malevolent things
towards players.

00:48:56.230 --> 00:48:59.980 align:middle line:84%
And it might be only
semi-obvious, depending on how

00:48:59.980 --> 00:49:04.590 align:middle line:84%
cards are played who exactly
took certain actions to get

00:49:04.590 --> 00:49:08.795 align:middle line:84%
this master house to give favor
or remove favor from one

00:49:08.795 --> 00:49:09.750 align:middle line:90%
player to another.

00:49:09.750 --> 00:49:11.130 align:middle line:84%
And so it would be a game where
you're trying to beat

00:49:11.130 --> 00:49:11.720 align:middle line:90%
other players.

00:49:11.720 --> 00:49:13.490 align:middle line:84%
At the same time, you're trying
to figure out who's on

00:49:13.490 --> 00:49:15.400 align:middle line:84%
your side, who's not on your
side, and forging alliances

00:49:15.400 --> 00:49:16.650 align:middle line:90%
and betraying each other.

00:49:16.650 --> 00:49:20.536 align:middle line:90%


00:49:20.536 --> 00:49:22.504 align:middle line:84%
AUDIENCE: Second one is
a guy at a party.

00:49:22.504 --> 00:49:26.932 align:middle line:84%
He's trying to get the girl
at the end of the night.

00:49:26.932 --> 00:49:28.920 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE].

00:49:28.920 --> 00:49:29.780 align:middle line:90%
AUDIENCE: Oh, frat boys.

00:49:29.780 --> 00:49:30.610 align:middle line:90%
AUDIENCE: Is that a card game?

00:49:30.610 --> 00:49:32.782 align:middle line:84%
AUDIENCE: You could screw other
people over by going up

00:49:32.782 --> 00:49:34.770 align:middle line:84%
to them and bringing up
embarrassing stories.

00:49:34.770 --> 00:49:36.586 align:middle line:84%
Or you could be really
nice and try to

00:49:36.586 --> 00:49:38.050 align:middle line:90%
meet the girl's friends.

00:49:38.050 --> 00:49:40.490 align:middle line:84%
It's all based off an AI kind
of [UNINTELLIGIBLE PHRASE].

00:49:40.490 --> 00:49:43.418 align:middle line:90%


00:49:43.418 --> 00:49:44.900 align:middle line:90%
AUDIENCE: And hook up.

00:49:44.900 --> 00:49:46.942 align:middle line:90%
AUDIENCE: I'm Ian.

00:49:46.942 --> 00:49:50.570 align:middle line:84%
You have a game where the
objective is all the players

00:49:50.570 --> 00:49:52.680 align:middle line:84%
are actually trying to build
a physical house of

00:49:52.680 --> 00:49:53.960 align:middle line:90%
cards out of the cards.

00:49:53.960 --> 00:49:58.990 align:middle line:84%
But each card has an in-game
mechanical effect as well.

00:49:58.990 --> 00:50:02.820 align:middle line:84%
And then there's possibly the
actual structure determines

00:50:02.820 --> 00:50:03.986 align:middle line:90%
something as well.

00:50:03.986 --> 00:50:07.070 align:middle line:84%
You'd have to do it with
very thick cards.

00:50:07.070 --> 00:50:07.555 align:middle line:90%
AUDIENCE: So--

00:50:07.555 --> 00:50:09.980 align:middle line:90%
[INTERPOSING VOICES]

00:50:09.980 --> 00:50:10.950 align:middle line:84%
AUDIENCE: Jenga with
the cards.

00:50:10.950 --> 00:50:13.375 align:middle line:90%
AUDIENCE: Jenga cards.

00:50:13.375 --> 00:50:16.285 align:middle line:84%
AUDIENCE: There would be a
mechanic-- actually, my idea

00:50:16.285 --> 00:50:18.225 align:middle line:84%
was building a house, but not
with a house of cards.

00:50:18.225 --> 00:50:20.165 align:middle line:90%
But that's a better idea.

00:50:20.165 --> 00:50:22.570 align:middle line:84%
Adding a mechanic who'd be like
you can play an action

00:50:22.570 --> 00:50:26.830 align:middle line:84%
card that's like, a storm
destroys the west wall of your

00:50:26.830 --> 00:50:28.626 align:middle line:90%
opponent's house or something.

00:50:28.626 --> 00:50:30.995 align:middle line:84%
In your case,
[UNINTELLIGIBLE PHRASE].

00:50:30.995 --> 00:50:32.245 align:middle line:90%
[INTERPOSING VOICES]

00:50:32.245 --> 00:50:36.710 align:middle line:90%


00:50:36.710 --> 00:50:37.170 align:middle line:90%
AUDIENCE: Jason.

00:50:37.170 --> 00:50:41.460 align:middle line:84%
So you're on a student project
or corporate project or some

00:50:41.460 --> 00:50:43.130 align:middle line:90%
team doomed to fail.

00:50:43.130 --> 00:50:46.170 align:middle line:84%
So your objective is to make you
look as good as you can,

00:50:46.170 --> 00:50:48.825 align:middle line:84%
whether by making the project
better, or by making sure

00:50:48.825 --> 00:50:51.048 align:middle line:84%
other people are responsible
for it being worse.

00:50:51.048 --> 00:50:52.298 align:middle line:90%
[INTERPOSING VOICES]

00:50:52.298 --> 00:50:55.830 align:middle line:90%


00:50:55.830 --> 00:51:00.996 align:middle line:84%
AUDIENCE: A terrible microcosm
for the first assignment.

00:51:00.996 --> 00:51:02.246 align:middle line:90%
[INTERPOSING VOICES]

00:51:02.246 --> 00:51:04.482 align:middle line:90%


00:51:04.482 --> 00:51:05.976 align:middle line:84%
AUDIENCE: Don't fail
too badly.

00:51:05.976 --> 00:51:09.470 align:middle line:90%
PROFESSOR: Who is next?

00:51:09.470 --> 00:51:09.775 align:middle line:90%
AUDIENCE: Brian.

00:51:09.775 --> 00:51:11.400 align:middle line:90%
PROFESSOR: Brian.

00:51:11.400 --> 00:51:13.960 align:middle line:84%
AUDIENCE: With all this talk
of drafting, I started

00:51:13.960 --> 00:51:15.400 align:middle line:90%
thinking about auction games.

00:51:15.400 --> 00:51:19.330 align:middle line:84%
So an auction game where there's
some different points.

00:51:19.330 --> 00:51:20.830 align:middle line:84%
And maybe if you collect
certain types of

00:51:20.830 --> 00:51:21.910 align:middle line:90%
points, it's good.

00:51:21.910 --> 00:51:24.582 align:middle line:84%
And then also some of the
cards, you can add a few

00:51:24.582 --> 00:51:25.534 align:middle line:90%
mechanics for yourself.

00:51:25.534 --> 00:51:27.438 align:middle line:84%
So you can bid for a card
that later you can play.

00:51:27.438 --> 00:51:29.342 align:middle line:90%
And have everyone else bid.

00:51:29.342 --> 00:51:30.786 align:middle line:84%
And then you have to go
bid after them, or

00:51:30.786 --> 00:51:32.300 align:middle line:90%
something like that.

00:51:32.300 --> 00:51:34.882 align:middle line:84%
But everyone has the same
amount of points at the

00:51:34.882 --> 00:51:36.132 align:middle line:84%
beginning
[UNINTELLIGIBLE PHRASE].

00:51:36.132 --> 00:51:43.733 align:middle line:90%


00:51:43.733 --> 00:51:44.860 align:middle line:84%
AUDIENCE: I'm Jason,
by the way.

00:51:44.860 --> 00:51:47.295 align:middle line:84%
Going back to my guys at a party
one, you could work in a

00:51:47.295 --> 00:51:51.247 align:middle line:84%
mechanic where people could
bring in real stories and real

00:51:51.247 --> 00:51:54.670 align:middle line:84%
traits that they have
[UNINTELLIGIBLE].

00:51:54.670 --> 00:51:55.920 align:middle line:90%
[INTERPOSING VOICES]

00:51:55.920 --> 00:51:58.250 align:middle line:90%


00:51:58.250 --> 00:52:00.240 align:middle line:84%
AUDIENCE: But you could honestly
lie and make it worse

00:52:00.240 --> 00:52:02.076 align:middle line:84%
for someone else, but then you
lose points for lying.

00:52:02.076 --> 00:52:02.750 align:middle line:90%
[UNINTELLIGIBLE PHRASE]

00:52:02.750 --> 00:52:04.480 align:middle line:90%
dishonest guy.

00:52:04.480 --> 00:52:05.730 align:middle line:90%
[INTERPOSING VOICES]

00:52:05.730 --> 00:52:08.650 align:middle line:90%


00:52:08.650 --> 00:52:13.610 align:middle line:84%
AUDIENCE: So again, it's like
an RPG card game, where you

00:52:13.610 --> 00:52:17.320 align:middle line:84%
each have your set of things
you can do and

00:52:17.320 --> 00:52:18.700 align:middle line:90%
equipment you have.

00:52:18.700 --> 00:52:20.410 align:middle line:84%
And then there's an
encounter deck.

00:52:20.410 --> 00:52:21.560 align:middle line:84%
And these keep getting
flipped over.

00:52:21.560 --> 00:52:23.270 align:middle line:84%
And then people have
to react to this.

00:52:23.270 --> 00:52:27.290 align:middle line:84%
But it's not quite cooperative
because at the end, there's

00:52:27.290 --> 00:52:30.770 align:middle line:84%
something that only one
person can get.

00:52:30.770 --> 00:52:33.575 align:middle line:84%
So maybe they have to duke it
out at the end if there's more

00:52:33.575 --> 00:52:35.224 align:middle line:90%
than one person left.

00:52:35.224 --> 00:52:37.192 align:middle line:84%
PROFESSOR: Sounds like
[UNINTELLIGIBLE].

00:52:37.192 --> 00:52:38.670 align:middle line:90%
AUDIENCE: Yeah, kind of.

00:52:38.670 --> 00:52:42.010 align:middle line:84%
AUDIENCE: So bringing up auction
mechanics, there's a

00:52:42.010 --> 00:52:44.690 align:middle line:84%
bidding mechanic that is
interesting from a theoretical

00:52:44.690 --> 00:52:48.110 align:middle line:84%
standpoint that I never see
implemented, where if you have

00:52:48.110 --> 00:52:53.230 align:middle line:84%
a thing that's being
bidded for--

00:52:53.230 --> 00:52:55.020 align:middle line:84%
or you have everyone assign
something that they

00:52:55.020 --> 00:52:56.320 align:middle line:90%
get from some pile.

00:52:56.320 --> 00:52:58.700 align:middle line:84%
And then if someone feels that
they are unhappy with what

00:52:58.700 --> 00:53:01.420 align:middle line:84%
they have, they trade it with
someone else's, and either put

00:53:01.420 --> 00:53:04.750 align:middle line:84%
some amount of money on the
other item or some decremental

00:53:04.750 --> 00:53:07.530 align:middle line:90%
type object on their item.

00:53:07.530 --> 00:53:09.760 align:middle line:84%
The bidding system comes out of
the pirates trying to split

00:53:09.760 --> 00:53:13.340 align:middle line:84%
up booty and making
everyone happy.

00:53:13.340 --> 00:53:19.925 align:middle line:84%
PROFESSOR: So bidding by
reducing other people's bids--

00:53:19.925 --> 00:53:22.730 align:middle line:90%
is that a good description?

00:53:22.730 --> 00:53:24.150 align:middle line:84%
AUDIENCE: It's a bidding
system in which

00:53:24.150 --> 00:53:25.070 align:middle line:90%
everyone has something.

00:53:25.070 --> 00:53:29.910 align:middle line:84%
And then you trade and add value
until everyone feels

00:53:29.910 --> 00:53:31.830 align:middle line:90%
it's equal.

00:53:31.830 --> 00:53:33.270 align:middle line:90%
PROFESSOR: [INAUDIBLE]

00:53:33.270 --> 00:53:34.520 align:middle line:90%
something.

00:53:34.520 --> 00:53:37.590 align:middle line:90%


00:53:37.590 --> 00:53:39.030 align:middle line:90%
Let's see.

00:53:39.030 --> 00:53:40.950 align:middle line:90%
Yeah?

00:53:40.950 --> 00:53:44.840 align:middle line:84%
AUDIENCE: So my idea
was you have two

00:53:44.840 --> 00:53:48.120 align:middle line:90%
teams, maybe four players.

00:53:48.120 --> 00:53:49.030 align:middle line:90%
It's like an RPG.

00:53:49.030 --> 00:53:55.640 align:middle line:84%
And so before you start, you
have to draft the equipment

00:53:55.640 --> 00:53:57.015 align:middle line:90%
and spells you can do.

00:53:57.015 --> 00:54:02.180 align:middle line:84%
And so then you have team
battles against each other.

00:54:02.180 --> 00:54:08.000 align:middle line:84%
And the way you determine what
happens is maybe a War-like

00:54:08.000 --> 00:54:12.320 align:middle line:84%
system, where each one has
a deck which is shuffled.

00:54:12.320 --> 00:54:13.770 align:middle line:90%
Take the top card of the deck.

00:54:13.770 --> 00:54:16.270 align:middle line:90%
The highest card wins.

00:54:16.270 --> 00:54:20.816 align:middle line:84%
And so that determines
damage and such done.

00:54:20.816 --> 00:54:21.540 align:middle line:90%
PROFESSOR: [UNINTELLIGIBLE].

00:54:21.540 --> 00:54:25.050 align:middle line:90%
AUDIENCE: I like it.

00:54:25.050 --> 00:54:28.650 align:middle line:84%
So searching off the RPG idea
but adding on a randomly

00:54:28.650 --> 00:54:32.665 align:middle line:84%
generated fort or castle that
one player has to defend and

00:54:32.665 --> 00:54:33.930 align:middle line:84%
everyone else is trying
to attack into.

00:54:33.930 --> 00:54:37.060 align:middle line:84%
And he has to set up his
defenses around.

00:54:37.060 --> 00:54:38.520 align:middle line:84%
But he's also controlling
a character.

00:54:38.520 --> 00:54:41.315 align:middle line:84%
And so he can move his guy
around the board to choose one

00:54:41.315 --> 00:54:42.650 align:middle line:90%
of the guys to defend against.

00:54:42.650 --> 00:54:44.558 align:middle line:84%
So essentially an RPG
with randomly

00:54:44.558 --> 00:54:45.056 align:middle line:90%
generated board as well.

00:54:45.056 --> 00:54:46.052 align:middle line:90%
PROFESSOR: Defend your castle?

00:54:46.052 --> 00:54:47.546 align:middle line:90%
AUDIENCE: Yeah, yeah.

00:54:47.546 --> 00:54:49.470 align:middle line:90%
AUDIENCE: Castle defense.

00:54:49.470 --> 00:54:50.380 align:middle line:90%
AUDIENCE: I like it.

00:54:50.380 --> 00:54:52.580 align:middle line:84%
AUDIENCE: So it's sort of
building off of the idea of

00:54:52.580 --> 00:54:53.450 align:middle line:90%
pirate's booty.

00:54:53.450 --> 00:54:55.300 align:middle line:84%
I like the idea that
you have a bunch of

00:54:55.300 --> 00:54:57.220 align:middle line:90%
items within the game.

00:54:57.220 --> 00:55:00.710 align:middle line:84%
The value for them is chosen
randomly so that it's unknown

00:55:00.710 --> 00:55:02.270 align:middle line:84%
what the value of
the items are.

00:55:02.270 --> 00:55:04.440 align:middle line:84%
So you just have the items and
various players can make

00:55:04.440 --> 00:55:06.580 align:middle line:84%
various moves like choose
to appraise an item

00:55:06.580 --> 00:55:07.690 align:middle line:90%
by paying some gold.

00:55:07.690 --> 00:55:09.800 align:middle line:84%
And the idea is you want to
try to get the item that's

00:55:09.800 --> 00:55:12.580 align:middle line:84%
worth the most amount of money
during any round to get the

00:55:12.580 --> 00:55:13.730 align:middle line:90%
most amount of gold.

00:55:13.730 --> 00:55:19.120 align:middle line:84%
PROFESSOR: Get the maximum
amount of [UNINTELLIGIBLE].

00:55:19.120 --> 00:55:23.078 align:middle line:84%
I'm running out of space, so I
better be ending this soon.

00:55:23.078 --> 00:55:26.550 align:middle line:90%


00:55:26.550 --> 00:55:27.542 align:middle line:90%
AUDIENCE: I'm out.

00:55:27.542 --> 00:55:30.022 align:middle line:90%
AUDIENCE: I'm Jason.

00:55:30.022 --> 00:55:31.510 align:middle line:90%
[INTERPOSING VOICES]

00:55:31.510 --> 00:55:33.460 align:middle line:84%
AUDIENCE: I kind of like the
bidding [UNINTELLIGIBLE].

00:55:33.460 --> 00:55:34.680 align:middle line:84%
So you build competing
factories

00:55:34.680 --> 00:55:36.910 align:middle line:90%
with different products.

00:55:36.910 --> 00:55:39.032 align:middle line:84%
So you want to bid on different
items, but for some

00:55:39.032 --> 00:55:40.830 align:middle line:84%
people, it might be necessary
to have a certain

00:55:40.830 --> 00:55:43.770 align:middle line:90%
[UNINTELLIGIBLE].

00:55:43.770 --> 00:55:44.750 align:middle line:84%
Things are going to have
different values

00:55:44.750 --> 00:55:45.875 align:middle line:90%
for different people.

00:55:45.875 --> 00:55:47.155 align:middle line:90%
And you could also get high-end

00:55:47.155 --> 00:55:48.230 align:middle line:90%
stuff or low-end stuff.

00:55:48.230 --> 00:55:49.600 align:middle line:84%
And the randomness is going
come in where if you have

00:55:49.600 --> 00:55:51.716 align:middle line:84%
low-end stuff, a user could
hate your product.

00:55:51.716 --> 00:55:53.144 align:middle line:84%
And then you lose money
and stuff like that.

00:55:53.144 --> 00:55:56.480 align:middle line:90%


00:55:56.480 --> 00:55:57.330 align:middle line:90%
PROFESSOR: Michelle?

00:55:57.330 --> 00:55:59.550 align:middle line:84%
AUDIENCE: In a bidding sort of
game, you could be bidding for

00:55:59.550 --> 00:56:03.100 align:middle line:84%
space, let's say, space to
use the Hubble Telescope.

00:56:03.100 --> 00:56:05.650 align:middle line:84%
But before you can do this, you
have to pass a couple of

00:56:05.650 --> 00:56:09.512 align:middle line:84%
hurdles, like taking
J-lab, or--

00:56:09.512 --> 00:56:10.230 align:middle line:90%
AUDIENCE: Bidding.

00:56:10.230 --> 00:56:10.711 align:middle line:90%
AUDIENCE: Use the Hubble.

00:56:10.711 --> 00:56:12.635 align:middle line:90%
That's awesome.

00:56:12.635 --> 00:56:15.530 align:middle line:84%
AUDIENCE: One of the
first hurdles.

00:56:15.530 --> 00:56:17.644 align:middle line:84%
PROFESSOR: I wrote it
down as bidding

00:56:17.644 --> 00:56:18.894 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

00:56:18.894 --> 00:56:22.180 align:middle line:90%


00:56:22.180 --> 00:56:23.870 align:middle line:84%
AUDIENCE: Tower Defense,
the card game.

00:56:23.870 --> 00:56:26.050 align:middle line:90%
Interpret as you will.

00:56:26.050 --> 00:56:28.726 align:middle line:90%
PROFESSOR: Tower defense.

00:56:28.726 --> 00:56:30.070 align:middle line:84%
AUDIENCE: That's
a lot of math.

00:56:30.070 --> 00:56:32.940 align:middle line:90%
[INTERPOSING VOICES]

00:56:32.940 --> 00:56:34.116 align:middle line:90%
AUDIENCE: Slight variation--

00:56:34.116 --> 00:56:35.990 align:middle line:90%
Dungeon keeper, the card game.

00:56:35.990 --> 00:56:39.170 align:middle line:84%
So I'd imagine that there would
be several lanes, down

00:56:39.170 --> 00:56:42.230 align:middle line:90%
which enemies would come.

00:56:42.230 --> 00:56:44.370 align:middle line:84%
And you would collaborate with
other players to create

00:56:44.370 --> 00:56:46.460 align:middle line:84%
buildings on the other end of
those lanes that would then

00:56:46.460 --> 00:56:50.300 align:middle line:84%
generate either traps along the
way or your own units that

00:56:50.300 --> 00:56:52.240 align:middle line:84%
would knock down the lanes,
taking out the enemies.

00:56:52.240 --> 00:56:55.230 align:middle line:84%
And every turn, you run
the game yourself.

00:56:55.230 --> 00:56:57.960 align:middle line:84%
So you run your opponent and it
automatically advances and

00:56:57.960 --> 00:56:59.390 align:middle line:84%
sends stuff at you that's
drawn from decks.

00:56:59.390 --> 00:57:01.290 align:middle line:84%
And you have to be able to time
stuff right and all that,

00:57:01.290 --> 00:57:04.394 align:middle line:84%
not to get your core destroyed,
basically.

00:57:04.394 --> 00:57:05.644 align:middle line:90%
PROFESSOR: [UNINTELLIGIBLE].

00:57:05.644 --> 00:57:08.300 align:middle line:90%


00:57:08.300 --> 00:57:09.940 align:middle line:84%
AUDIENCE: I'm just thinking
of the idea of Tower

00:57:09.940 --> 00:57:10.890 align:middle line:90%
Defense, the card game.

00:57:10.890 --> 00:57:13.953 align:middle line:84%
Combine that with Falling, the
idea that turns are happening

00:57:13.953 --> 00:57:14.720 align:middle line:90%
at the same time.

00:57:14.720 --> 00:57:16.890 align:middle line:84%
So you have one player who's
playing the zombies invading.

00:57:16.890 --> 00:57:19.980 align:middle line:84%
And he's just basically going,
one, two, three, four.

00:57:19.980 --> 00:57:22.260 align:middle line:84%
That's like a zombie advance,
four steps, or something, by

00:57:22.260 --> 00:57:23.340 align:middle line:90%
placing cards down.

00:57:23.340 --> 00:57:26.180 align:middle line:84%
And then the other player is
trying to place defenses just

00:57:26.180 --> 00:57:28.390 align:middle line:84%
as fast, but has to discard
cards as well.

00:57:28.390 --> 00:57:30.380 align:middle line:84%
So it's really a game
of how well you are

00:57:30.380 --> 00:57:33.196 align:middle line:90%
able to handle cards.

00:57:33.196 --> 00:57:35.170 align:middle line:90%
PROFESSOR: [UNINTELLIGIBLE].

00:57:35.170 --> 00:57:37.450 align:middle line:84%
AUDIENCE: I had another idea
in the vein of Falling.

00:57:37.450 --> 00:57:41.000 align:middle line:84%
But it would be like
Russian Roulette.

00:57:41.000 --> 00:57:42.930 align:middle line:84%
Everyone's trying
to have everyone

00:57:42.930 --> 00:57:43.990 align:middle line:90%
else die and not them.

00:57:43.990 --> 00:57:45.696 align:middle line:84%
And then you can play excuse
cards, be like, oh, I have to

00:57:45.696 --> 00:57:46.160 align:middle line:90%
go to the bathroom.

00:57:46.160 --> 00:57:47.240 align:middle line:90%
I'll be right back.

00:57:47.240 --> 00:57:49.470 align:middle line:84%
Or calling somebody else out and
calling them the chicken

00:57:49.470 --> 00:57:50.562 align:middle line:90%
or something.

00:57:50.562 --> 00:57:54.160 align:middle line:90%
You play with macho points.

00:57:54.160 --> 00:57:57.070 align:middle line:84%
PROFESSOR: I think that's
Russian Roulette with excuses.

00:57:57.070 --> 00:57:58.320 align:middle line:90%
[INTERPOSING VOICES]

00:57:58.320 --> 00:58:03.870 align:middle line:90%


00:58:03.870 --> 00:58:07.420 align:middle line:84%
AUDIENCE: So players take turns
being a prospective high

00:58:07.420 --> 00:58:08.620 align:middle line:84%
schooler who wants
to go to college.

00:58:08.620 --> 00:58:11.020 align:middle line:90%
And the other players are,

00:58:11.020 --> 00:58:13.730 align:middle line:90%
therefore, admissions officers.

00:58:13.730 --> 00:58:16.610 align:middle line:84%
And as a student, you're trying
to get into the college

00:58:16.610 --> 00:58:18.276 align:middle line:90%
that gives you the most--

00:58:18.276 --> 00:58:19.550 align:middle line:90%
AUDIENCE: Financial aid?

00:58:19.550 --> 00:58:20.882 align:middle line:90%
AUDIENCE: Most swag, anything.

00:58:20.882 --> 00:58:21.260 align:middle line:90%
[INTERPOSING VOICES]

00:58:21.260 --> 00:58:22.720 align:middle line:84%
AUDIENCE: And as admissions
officers, you're trying to

00:58:22.720 --> 00:58:23.740 align:middle line:90%
give them the least.

00:58:23.740 --> 00:58:25.876 align:middle line:84%
PROFESSOR: So admissions
[UNINTELLIGIBLE PHRASE].

00:58:25.876 --> 00:58:28.750 align:middle line:90%
[INTERPOSING VOICES]

00:58:28.750 --> 00:58:29.725 align:middle line:84%
AUDIENCE: Admissions
officer is easy.

00:58:29.725 --> 00:58:32.300 align:middle line:84%
You're just just like,
no, no, no.

00:58:32.300 --> 00:58:33.620 align:middle line:84%
You got into community
college.

00:58:33.620 --> 00:58:35.600 align:middle line:84%
AUDIENCE: I've come up with a
game mechanic for his idea.

00:58:35.600 --> 00:58:38.067 align:middle line:84%
So you could have bluffing where
you say, oh, I'm going

00:58:38.067 --> 00:58:38.311 align:middle line:90%
to the bathroom.

00:58:38.311 --> 00:58:40.746 align:middle line:84%
And then someone else could
call you out on it.

00:58:40.746 --> 00:58:42.450 align:middle line:84%
And you either have the bathroom
card and you're

00:58:42.450 --> 00:58:45.129 align:middle line:84%
actually going to the bathroom
or its an excuse.

00:58:45.129 --> 00:58:48.538 align:middle line:84%
So that's a mechanic
[UNINTELLIGIBLE].

00:58:48.538 --> 00:58:49.512 align:middle line:84%
PROFESSOR: That's
[UNINTELLIGIBLE].

00:58:49.512 --> 00:58:50.762 align:middle line:84%
AUDIENCE: Yeah, the
full bladder card.

00:58:50.762 --> 00:58:53.391 align:middle line:90%


00:58:53.391 --> 00:58:55.440 align:middle line:84%
AUDIENCE: Isn't there
a simple mechanic--

00:58:55.440 --> 00:58:58.350 align:middle line:84%
you basically place cards down
to try to create a path from

00:58:58.350 --> 00:59:01.480 align:middle line:84%
some predetermined point to
another but in that way, you

00:59:01.480 --> 00:59:03.550 align:middle line:84%
can block other players
by placing cards

00:59:03.550 --> 00:59:07.050 align:middle line:84%
PROFESSOR: So create impasse
and blocking them.

00:59:07.050 --> 00:59:07.280 align:middle line:90%
[INTERPOSING VOICES]

00:59:07.280 --> 00:59:08.852 align:middle line:90%
AUDIENCE: I think you're done.

00:59:08.852 --> 00:59:11.510 align:middle line:90%
AUDIENCE: I think we're done.

00:59:11.510 --> 00:59:12.760 align:middle line:84%
PROFESSOR:
[UNINTELLIGIBLE PHRASE].

00:59:12.760 --> 00:59:15.398 align:middle line:90%


00:59:15.398 --> 00:59:16.856 align:middle line:90%
All right.

00:59:16.856 --> 00:59:18.314 align:middle line:90%
AUDIENCE: Just use the bottom.

00:59:18.314 --> 00:59:20.510 align:middle line:84%
PROFESSOR: I guess I could write
down to the bottom, but

00:59:20.510 --> 00:59:22.530 align:middle line:84%
it would be a pain for
folks to look at.

00:59:22.530 --> 00:59:27.790 align:middle line:84%
So these are just memory jogs
of what we've got up here.

00:59:27.790 --> 00:59:32.170 align:middle line:84%
None of these ideas need to be
taken up wholesale for your

00:59:32.170 --> 00:59:34.690 align:middle line:90%
original idea for the team.

00:59:34.690 --> 00:59:36.350 align:middle line:90%
[UNINTELLIGIBLE PHRASE]

00:59:36.350 --> 00:59:38.394 align:middle line:84%
things that folks
[UNINTELLIGIBLE].

00:59:38.394 --> 00:59:42.330 align:middle line:84%
I would actually like folks to
grab one of the thumbtacks

00:59:42.330 --> 00:59:42.960 align:middle line:90%
over there.

00:59:42.960 --> 00:59:45.645 align:middle line:84%
Once you've written down your
ideas on the card and pinned

00:59:45.645 --> 00:59:47.270 align:middle line:90%
them up on the wall.

00:59:47.270 --> 00:59:49.230 align:middle line:84%
They don't have to be
closely packed.

00:59:49.230 --> 00:59:52.660 align:middle line:84%
In fact, spread them out a
little bit, so that people can

00:59:52.660 --> 00:59:54.780 align:middle line:90%
look at them one at a time.

00:59:54.780 --> 00:59:57.175 align:middle line:84%
And the rest of the class
basically is just time for you

00:59:57.175 --> 00:59:57.960 align:middle line:90%
guys to talk.

00:59:57.960 --> 01:00:00.370 align:middle line:90%
You [UNINTELLIGIBLE PHRASE]

01:00:00.370 --> 01:00:02.860 align:middle line:84%
get to know each other's
games better.

01:00:02.860 --> 01:00:06.280 align:middle line:84%
And start discussing
about projects that

01:00:06.280 --> 01:00:07.530 align:middle line:90%
you're working on.

01:00:07.530 --> 01:00:08.894 align:middle line:90%