WEBVTT

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PROFESSOR: We'll start with a
little bit of recap from two

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Fridays ago.

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But just a reminder of things to
keep in mind while you guys

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are testing.

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On one hand, most of you are
pretty much the most expert

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players in your game at this
point in time, [INAUDIBLE]

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You know the game better
than anybody else.

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And the kind of things that--

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that means you suck
as a tester.

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That means you still have a
role to play as testers.

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You can be looking for the
degenerate strategies, and you

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can be looking for exploits.

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Sometimes it takes more
imagination than a

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sleep-deprived MIT student has
available to them, to be able

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to see these exploits.

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But, because you know the
systems better than anyone

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else, you're in a good position
to spot that.

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The kinds of things you're
looking for are obviously

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value [UNINTELLIGIBLE]

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strategy.

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I mentioned that the last time
we were in this room.

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But also, look for those
strategies were, like, OK, I

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have two [UNINTELLIGIBLE]

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those decision points where I
could do decision A or I could

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do the decision B, but if I
change my strategy, and nobody

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else has changed their strategy,
I'm screwed.

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And that makes it really really
hesitant for someone to

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say, well, Strategy B could be
really interesting, I can go

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for this kind of play, but on
the assumption that the only

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way how this is going to be
beneficial is if everybody

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else also changes
their strategy.

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Now you have a situation where
nobody wants to try that

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second option.

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That's one way to think
about cyberpunks.

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It's like, if you change your
position and the only way that

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you can change your position is
at a cost to yourself, then

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the benefits of changing that
position is going to be lower

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than the risk that you're taking
on, then you've got a

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situation where it's very
difficult to break out of one

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dominant strategy.

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So if you've got a situation
where there are three dominant

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strategies, then none of them
are dominant anymore that's

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great, now I have an
option of different

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things they can choose.

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So that's just one thing to keep
in mind if all you guys

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are looking at a game.

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If everyone just ends up
adopting the same strategy,

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and you're just hoping for a
chance of drawing the right

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cards, in order to win your
game, then [UNINTELLIGIBLE],

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then you've got a game where
the individual player's

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decisions aren't quite that
influential on the outcome.

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And I still need to play your
games to be able to see what

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you guys are going for.

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But, for the most part, it looks
like you guys are not

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going for a purely chance-based
game.

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You're looking for something
where someone's decision

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actually matters.

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So that's one reminder from the
game theory point of view.

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And the other one I never really
got time to talk about

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games or system of conflict,
and we don't have a huge

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amount of time because
we have today's

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readings to go through.

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But if you think about games as
games where multiple people

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are striving for some sort of
goal, and there are going to

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be winners and there are going
to be losers, then the idea of

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thinking of games as some kind
of conflict makes sense.

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If you think of them as, are
games competitive, or are

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games cooperative, for
throughout some games that are

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known to be cooperative
[UNINTELLIGIBLE]

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there are certain modes in
certain different games that

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flip it from competitive
to cooperative.

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AUDIENCE: [UNINTELLIGIBLE]

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PROFESSOR: But it is designed
for four people to play, all

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going for the same goal.

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AUDIENCE: Gears of War

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PROFESSOR: Gears of War
multiplayer, yeah.

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[UNINTELLIGIBLE] interesting,
yeah.

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Because it's kind of the
risk of cooperation.

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Pandemic is you against
the board, actually.

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You against the game rules.

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And actually, that leads into
today's lecture a bit.

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So hang onto that idea
of Pandemic.

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But there is one argument that
all games are competitive.

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Even games like Left for Dead,
where you're playing against

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the computer, or Pandemic, when
you're playing against

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the game rules.

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Or--

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AUDIENCE: Shelter
[UNINTELLIGIBLE].

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PROFESSOR: [UNINTELLIGIBLE]
a bit--

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[INTERPOSING VOICES]

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AUDIENCE: You're mostly playing

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against the game rules.

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Unless there's a trader,
there's not

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always one in the game.

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PROFESSOR: But the basic idea is
that even in a game that's

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generally assumed to be
co-op, you're still

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playing against the world.

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So as competitive against the
world, just not here,

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computing against the
other human people

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that are playing it.

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If they're competing against.

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Anyone is probably going to
decide who set it up, to

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[UNINTELLIGIBLE].

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So that's one way to think of
all games as competitive.

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Obviously, the games that people
generally think of as

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competitive, real-time games
like chess, for instance.

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There's one winner, there's one
loser, and if there's a

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draw then nobody wins.

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Or, those games people
generally think of as

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competitive.

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But then, the other way to think
about cooperation is

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that all games are
also cooperative.

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Because if you don't agree
on the rules--

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if you're all in fact not
playing the same rules, then

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you don't actually
have a game.

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So you all have to cooperate
to play.

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We have the same set of rules
and we're going to play

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according to them.

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That's not necessarily the
same thing as saying that

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everyone knows all the rules.

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There are plenty of games,
especially computer games,

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where you're going
into the game not

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knowing all the rules.

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You're going to try to figure
out the rules as the one

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system lets you.

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Role-playing games, where
you start off like,

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I want to do this.

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I want to-- you know,
get drunk now,

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and how do I do that?

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And then the GM tells
you the rules.

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Roll against your--

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AUDIENCE: Constitution.

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PROFESSOR: Constitution,
is it constitution?

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AUDIENCE: Yeah, [UNINTELLIGIBLE]
but.

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Drunkenness.

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PROFESSOR: Always good.

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Possibly.

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And then you get
told the rules.

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And then you go and do it.

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Live-action role-playing
games.

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I know there's a bunch of people
here who play them.

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You usually get a subset of
all the rules that were

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written for the game.

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You get the subset that
pertains to you.

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And you assume that everybody
else has the subset that

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pertains to them.

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And that they're playing
according to it.

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There's a strong honor system,
and even in a game, especially

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the kinds that are played in
MIT, which are fiercely

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competitive.

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There's literally
assassin games.

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You literally want to lead
someone into a dark alley and

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shoot them.

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Even then, you have to assume
that whatever rules that

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person, who you're leading down
a dark alley in order to

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shoot them.

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Whatever rules [UNINTELLIGIBLE]
they're

00:07:21.130 --> 00:07:21.910 align:middle line:90%
playing by those rules.

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They're not going to say--

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if you shoot them, they can
say, that didn't work.

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You have to assume that actually
didn't work, because

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they have rules that tell them
when it works and when it

00:07:32.410 --> 00:07:33.040 align:middle line:90%
didn't work.

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So it's still cooperative,
even though

00:07:35.820 --> 00:07:38.940 align:middle line:90%
it's competitive play.

00:07:38.940 --> 00:07:40.950 align:middle line:90%
And, some terminology now.

00:07:40.950 --> 00:07:44.810 align:middle line:84%
There's systemic cooperation,
which is what I'm describing.

00:07:44.810 --> 00:07:47.880 align:middle line:84%
It's the, you are agreeing
that the system works.

00:07:47.880 --> 00:07:50.740 align:middle line:84%
And you are agreeing how
the system works.

00:07:50.740 --> 00:07:52.530 align:middle line:84%
These are the ways
how I'm going to

00:07:52.530 --> 00:07:52.960 align:middle line:90%
interact with the system.

00:07:52.960 --> 00:07:55.810 align:middle line:90%
If I'm going to be playing--

00:07:55.810 --> 00:07:58.340 align:middle line:90%
Goldeneye or [UNINTELLIGIBLE]

00:07:58.340 --> 00:07:59.760 align:middle line:90%
on the split screen.

00:07:59.760 --> 00:08:01.140 align:middle line:90%
Or Halo on the split screen.

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And you agree not to look at
somebody else's screen.

00:08:06.890 --> 00:08:10.330 align:middle line:90%
Then, that's a systemic rule.

00:08:10.330 --> 00:08:13.460 align:middle line:84%
You might also decide, no, it's
on the screen, I can't

00:08:13.460 --> 00:08:15.710 align:middle line:84%
avoid seeing it, therefore
we can all look at

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each others' screens.

00:08:16.420 --> 00:08:17.830 align:middle line:90%
That would be a systemic rule.

00:08:17.830 --> 00:08:22.700 align:middle line:84%
Even though the goals are the
same, let's shoot each other.

00:08:22.700 --> 00:08:25.170 align:middle line:84%
And then there's clear
cooperation, which is a little

00:08:25.170 --> 00:08:28.232 align:middle line:84%
bit more like the games like
Pandemic and Left for Dead,

00:08:28.232 --> 00:08:31.220 align:middle line:84%
where you're explicitly trying
to help each other in your

00:08:31.220 --> 00:08:32.690 align:middle line:90%
team in a shared goal.

00:08:32.690 --> 00:08:37.669 align:middle line:84%
And I'm just trying to
differentiate them.

00:08:37.669 --> 00:08:42.110 align:middle line:84%
Because it's useful sometimes
to sort of try to figure out

00:08:42.110 --> 00:08:42.720 align:middle line:90%
the differences.

00:08:42.720 --> 00:08:45.672 align:middle line:84%
There's a game that I don't
think we're making you play,

00:08:45.672 --> 00:08:47.120 align:middle line:90%
called The War on Terror.

00:08:47.120 --> 00:08:50.130 align:middle line:90%
That we have in the lab.

00:08:50.130 --> 00:08:54.450 align:middle line:84%
And one of the things about this
game is that it actually

00:08:54.450 --> 00:08:55.230 align:middle line:90%
doesn't end.

00:08:55.230 --> 00:08:57.530 align:middle line:84%
If you look at the rules,
it seems that there are

00:08:57.530 --> 00:09:00.195 align:middle line:84%
conditions for the game end,
but they're really, really

00:09:00.195 --> 00:09:01.530 align:middle line:90%
hard to reach.

00:09:01.530 --> 00:09:05.356 align:middle line:84%
And if you're interested in
seeing how the game ends, I'll

00:09:05.356 --> 00:09:07.750 align:middle line:84%
be happy to pass you to Cory,
and he can try to figure it

00:09:07.750 --> 00:09:09.290 align:middle line:90%
out, or play it.

00:09:09.290 --> 00:09:11.006 align:middle line:84%
But of course, that's the point
that they're trying to

00:09:11.006 --> 00:09:11.325 align:middle line:90%
make, right?

00:09:11.325 --> 00:09:13.370 align:middle line:84%
It's a War on Terror, it
never really ends.

00:09:13.370 --> 00:09:15.720 align:middle line:90%
It'll keep going.

00:09:15.720 --> 00:09:20.140 align:middle line:84%
It perpetuates yourself, and
it's designed to be a

00:09:20.140 --> 00:09:21.420 align:middle line:90%
competitive game.

00:09:21.420 --> 00:09:24.910 align:middle line:84%
Everybody tries to take down
all the other states.

00:09:24.910 --> 00:09:28.300 align:middle line:84%
The other nation states, by
sponsoring terrorist activity,

00:09:28.300 --> 00:09:31.952 align:middle line:84%
or trying to defend themselves
from terrorist activity.

00:09:31.952 --> 00:09:35.068 align:middle line:84%
Which means everybody's
responsible for terrorism in

00:09:35.068 --> 00:09:37.360 align:middle line:90%
the end, in that game.

00:09:37.360 --> 00:09:41.310 align:middle line:84%
But in the end, what you're
hoping is at some point in

00:09:41.310 --> 00:09:43.853 align:middle line:84%
time, the players are going to
cooperate, because this game's

00:09:43.853 --> 00:09:44.680 align:middle line:90%
not going to end.

00:09:44.680 --> 00:09:48.380 align:middle line:84%
That's the whole point
of the game.

00:09:48.380 --> 00:09:51.980 align:middle line:84%
And the entire group coming to
that conclusion in a shared

00:09:51.980 --> 00:09:54.790 align:middle line:84%
way, is what the game
designers were

00:09:54.790 --> 00:09:55.690 align:middle line:90%
trying to go for.

00:09:55.690 --> 00:09:56.630 align:middle line:90%
It's a funny game.

00:09:56.630 --> 00:09:59.280 align:middle line:84%
Anybody who played Crunch, it
was done by the same folks.

00:09:59.280 --> 00:10:04.988 align:middle line:84%
But it's a little bit more of
the, we have an opinion and we

00:10:04.988 --> 00:10:07.398 align:middle line:84%
want you to share it, then
this is a game that you

00:10:07.398 --> 00:10:09.170 align:middle line:90%
actually want to try to win.

00:10:09.170 --> 00:10:10.910 align:middle line:90%
It's funny.

00:10:10.910 --> 00:10:12.160 align:middle line:90%
[UNINTELLIGIBLE PHRASE]

00:10:12.160 --> 00:10:21.160 align:middle line:90%


00:10:21.160 --> 00:10:25.430 align:middle line:84%
So, that's some opinions about
cooperation, and that is,

00:10:25.430 --> 00:10:27.620 align:middle line:84%
systemic cooperation, where
you're agreeing on the rules,

00:10:27.620 --> 00:10:30.500 align:middle line:84%
or you agree that the
system works.

00:10:30.500 --> 00:10:33.660 align:middle line:84%
And that's their cooperation,
where players are actually

00:10:33.660 --> 00:10:35.710 align:middle line:84%
agreeing towards some
sort of shared goal.

00:10:35.710 --> 00:10:39.100 align:middle line:84%
And there are games where
it flips between player

00:10:39.100 --> 00:10:41.220 align:middle line:84%
cooperation and player
competition.

00:10:41.220 --> 00:10:43.800 align:middle line:90%
It's like--

00:10:43.800 --> 00:10:47.820 align:middle line:84%
Castle Crashers, who's played
Castle Crashers?

00:10:47.820 --> 00:10:49.360 align:middle line:84%
It's a great game, xBox
Live arcade game.

00:10:49.360 --> 00:10:53.770 align:middle line:84%
You run around, it's a side
scrolling game, where a little

00:10:53.770 --> 00:10:55.830 align:middle line:90%
knight with a sword--

00:10:55.830 --> 00:10:56.320 align:middle line:90%
AUDIENCE: It's a sword?

00:10:56.320 --> 00:10:57.970 align:middle line:84%
AUDIENCE: No, it
can be an axe.

00:10:57.970 --> 00:11:00.310 align:middle line:90%
It can be a fish.

00:11:00.310 --> 00:11:03.178 align:middle line:84%
PROFESSOR: Some sort of
bludgeoning device.

00:11:03.178 --> 00:11:05.950 align:middle line:90%
Fish is awesome.

00:11:05.950 --> 00:11:08.400 align:middle line:84%
And in general, if you're
playing with three other

00:11:08.400 --> 00:11:10.840 align:middle line:84%
people with controllers right
to you on the couch, you're

00:11:10.840 --> 00:11:12.970 align:middle line:84%
pretty much going for
the same goal.

00:11:12.970 --> 00:11:15.520 align:middle line:84%
There are you four, and there
are a whole bunch of baddies

00:11:15.520 --> 00:11:18.350 align:middle line:84%
on screen, and you're trying
to kill it all.

00:11:18.350 --> 00:11:22.000 align:middle line:84%
But then, as soon as you beat
the last one, the game

00:11:22.000 --> 00:11:25.140 align:middle line:84%
switches from defeat all the
baddies to save the princess.

00:11:25.140 --> 00:11:26.280 align:middle line:90%
And, wait a minute--

00:11:26.280 --> 00:11:28.422 align:middle line:84%
AUDIENCE: No, you've already
saved the princess.

00:11:28.422 --> 00:11:32.100 align:middle line:90%
It goes to get the princess.

00:11:32.100 --> 00:11:33.470 align:middle line:84%
PROFESSOR: It becomes
get the princess.

00:11:33.470 --> 00:11:36.520 align:middle line:84%
There's one princess, there's
four knights, and it becomes a

00:11:36.520 --> 00:11:37.190 align:middle line:90%
competitive game.

00:11:37.190 --> 00:11:39.082 align:middle line:84%
All of a sudden, everything that
you were using against

00:11:39.082 --> 00:11:41.145 align:middle line:84%
the baddies becomes
something that

00:11:41.145 --> 00:11:43.680 align:middle line:90%
you use on your teammates.

00:11:43.680 --> 00:11:47.210 align:middle line:84%
And there are games that
flip-flop between that.

00:11:47.210 --> 00:11:51.460 align:middle line:84%
Diplomacy is a really fluid
game in that sense.

00:11:51.460 --> 00:11:54.260 align:middle line:84%
You have to assume everybody's
competitive in that game.

00:11:54.260 --> 00:11:57.600 align:middle line:84%
But the only way to obtain your
goals is to cooperate

00:11:57.600 --> 00:11:59.210 align:middle line:90%
occasionally.

00:11:59.210 --> 00:12:01.940 align:middle line:90%
And so you can adapt.

00:12:01.940 --> 00:12:03.140 align:middle line:90%
All that's clear cooperation.

00:12:03.140 --> 00:12:05.030 align:middle line:90%
No-one's disagreeing on rules.

00:12:05.030 --> 00:12:07.820 align:middle line:84%
So that's systemic cooperation
all the way through, but then

00:12:07.820 --> 00:12:09.755 align:middle line:84%
there's player competition
and cooperation

00:12:09.755 --> 00:12:12.940 align:middle line:90%
going back and forth.

00:12:12.940 --> 00:12:17.260 align:middle line:90%
So, that's cooperation.

00:12:17.260 --> 00:12:24.550 align:middle line:84%
Finally, think a little bit
about level playing field and

00:12:24.550 --> 00:12:26.820 align:middle line:84%
what it means in your games,
whether they're

00:12:26.820 --> 00:12:28.330 align:middle line:90%
[UNINTELLIGIBLE].

00:12:28.330 --> 00:12:30.500 align:middle line:84%
In many of your games,
especially card games, they're

00:12:30.500 --> 00:12:31.620 align:middle line:84%
going to start with
some sort of deal.

00:12:31.620 --> 00:12:34.000 align:middle line:84%
They're going to start with some
sort of hand, or maybe a

00:12:34.000 --> 00:12:36.750 align:middle line:84%
drawing in some sort
of systematic way

00:12:36.750 --> 00:12:38.095 align:middle line:90%
from a shuffled deck.

00:12:38.095 --> 00:12:41.560 align:middle line:84%
That pretty much means that
you're starting out with

00:12:41.560 --> 00:12:43.250 align:middle line:84%
something that's effectively
random.

00:12:43.250 --> 00:12:47.500 align:middle line:84%
But then it could be also
influenced by your knowledge

00:12:47.500 --> 00:12:50.410 align:middle line:84%
of the game, by your
skill at the game.

00:12:50.410 --> 00:12:54.260 align:middle line:90%
And you want to see how--

00:12:54.260 --> 00:12:57.100 align:middle line:84%
at what point, how do you want
to balance it between

00:12:57.100 --> 00:13:00.180 align:middle line:84%
someone's skill, familiarity
with the game,

00:13:00.180 --> 00:13:02.160 align:middle line:90%
against pure chance.

00:13:02.160 --> 00:13:06.980 align:middle line:84%
And a level playing field means
different things to a

00:13:06.980 --> 00:13:09.170 align:middle line:90%
lot of different people.

00:13:09.170 --> 00:13:13.177 align:middle line:84%
For some people, it may mean,
no matter what skill level I

00:13:13.177 --> 00:13:14.560 align:middle line:84%
am, I have a chance
at winning.

00:13:14.560 --> 00:13:16.500 align:middle line:84%
So you're sort of biasing
towards chance.

00:13:16.500 --> 00:13:21.500 align:middle line:84%
For some people a level playing
field is, no matter

00:13:21.500 --> 00:13:28.000 align:middle line:84%
what hand I get given, there
is a valid strategy.

00:13:28.000 --> 00:13:31.090 align:middle line:84%
Or the goals that get set
in a way that allows

00:13:31.090 --> 00:13:31.810 align:middle line:90%
me to obtain it.

00:13:31.810 --> 00:13:35.560 align:middle line:84%
A lot of trick-kicking games,
especially games with bidding,

00:13:35.560 --> 00:13:38.380 align:middle line:84%
actually have an automatic
ranking system.

00:13:38.380 --> 00:13:41.660 align:middle line:84%
In various lives that you
only bid a game that you

00:13:41.660 --> 00:13:44.160 align:middle line:90%
think you can win.

00:13:44.160 --> 00:13:47.290 align:middle line:84%
And the whole idea is, the game
is to push your opponent

00:13:47.290 --> 00:13:51.790 align:middle line:84%
to bid on something which they
couldn't actually get.

00:13:51.790 --> 00:13:54.640 align:middle line:84%
So, that's a level
playing field.

00:13:54.640 --> 00:14:01.460 align:middle line:84%
I can have a crappy hand, but
that's not chance so much as

00:14:01.460 --> 00:14:03.730 align:middle line:84%
the decisions that
you're making.

00:14:03.730 --> 00:14:13.680 align:middle line:84%
So, what I would advocate,
in this class, if

00:14:13.680 --> 00:14:14.930 align:middle line:90%
[UNINTELLIGIBLE PHRASE]

00:14:14.930 --> 00:14:19.380 align:middle line:90%


00:14:19.380 --> 00:14:23.550 align:middle line:84%
is, when you're trying to
balance it out towards

00:14:23.550 --> 00:14:26.330 align:middle line:84%
whatever your interpretation
of a level playing field is

00:14:26.330 --> 00:14:31.660 align:middle line:84%
going to be, try to pick
decisions that push you in the

00:14:31.660 --> 00:14:34.320 align:middle line:84%
direction of meaningful
decisions.

00:14:34.320 --> 00:14:37.610 align:middle line:84%
Things that players can make a
decision on, and can see the

00:14:37.610 --> 00:14:39.000 align:middle line:90%
consequences.

00:14:39.000 --> 00:14:40.050 align:middle line:84%
They can understand how
those consequences

00:14:40.050 --> 00:14:42.800 align:middle line:90%
play out in the game.

00:14:42.800 --> 00:14:46.099 align:middle line:84%
And the outcome of the
overall game is going

00:14:46.099 --> 00:14:50.720 align:middle line:90%
to be resolved then.

00:14:50.720 --> 00:14:53.020 align:middle line:84%
That is, again, not necessarily
the only

00:14:53.020 --> 00:14:53.750 align:middle line:90%
definition.

00:14:53.750 --> 00:14:55.430 align:middle line:84%
So I want to be very
very clear.

00:14:55.430 --> 00:14:58.220 align:middle line:84%
What I'm asking of you here is
not necessarily the only

00:14:58.220 --> 00:15:00.750 align:middle line:84%
definition of a well-designed
game.

00:15:00.750 --> 00:15:06.350 align:middle line:84%
Because designing a game to be
played from ages 3 to 90, you

00:15:06.350 --> 00:15:09.690 align:middle line:84%
probably want a game where
making a meaningful decision

00:15:09.690 --> 00:15:12.544 align:middle line:84%
isn't going to bias the game
to the point where

00:15:12.544 --> 00:15:16.360 align:middle line:84%
[UNINTELLIGIBLE] people, or
really smart because that's

00:15:16.360 --> 00:15:19.880 align:middle line:90%
just not [UNINTELLIGIBLE].

00:15:19.880 --> 00:15:22.110 align:middle line:90%
And this particular task.

00:15:22.110 --> 00:15:26.570 align:middle line:84%
Try and bias it so that, in that
competitive sense, you

00:15:26.570 --> 00:15:30.320 align:middle line:84%
want everyone to feel like they
have a chance of winning.

00:15:30.320 --> 00:15:34.080 align:middle line:84%
But I want you to bias your
game towards the--

00:15:34.080 --> 00:15:36.350 align:middle line:84%
and whether you win or lose is
going to be based on the

00:15:36.350 --> 00:15:37.490 align:middle line:90%
outcome of these decisions.

00:15:37.490 --> 00:15:40.358 align:middle line:84%
Clearly understanding the
outcome of the decision that

00:15:40.358 --> 00:15:41.100 align:middle line:90%
you make in the game.

00:15:41.100 --> 00:15:46.620 align:middle line:84%
Not necessarily just what you
wish , or what you were dealt.

00:15:46.620 --> 00:15:50.220 align:middle line:90%


00:15:50.220 --> 00:15:52.300 align:middle line:84%
You can still use those
things in your game.

00:15:52.300 --> 00:15:56.135 align:middle line:84%
Sometimes it's the whole idea of
the, oh my God, I hope it's

00:15:56.135 --> 00:15:59.440 align:middle line:90%
the right card, aargh.

00:15:59.440 --> 00:16:02.310 align:middle line:84%
But then there's things
like probability.

00:16:02.310 --> 00:16:05.640 align:middle line:84%
There's, how much information
are you giving to the player

00:16:05.640 --> 00:16:07.810 align:middle line:84%
about what the probability that
you have the right card

00:16:07.810 --> 00:16:08.410 align:middle line:90%
going to be.

00:16:08.410 --> 00:16:10.400 align:middle line:84%
Are you letting them look at
the deck ahead of time?

00:16:10.400 --> 00:16:12.510 align:middle line:84%
Are you giving them information
about how many of

00:16:12.510 --> 00:16:15.220 align:middle line:84%
those cards are in the deck, so
that you can actually make

00:16:15.220 --> 00:16:18.450 align:middle line:84%
guesses on-- all right, we
played through half this deck

00:16:18.450 --> 00:16:22.042 align:middle line:84%
and we haven't seen any of those
cards yet, that means

00:16:22.042 --> 00:16:23.410 align:middle line:84%
the probability of that card
showing up has now gone up.

00:16:23.410 --> 00:16:26.350 align:middle line:84%
And now we come to a decision
that you can make.

00:16:26.350 --> 00:16:29.180 align:middle line:90%
Do I draw, do I hold--

00:16:29.180 --> 00:16:32.000 align:middle line:90%
that sort of thing.

00:16:32.000 --> 00:16:35.030 align:middle line:84%
So that's my suggestion
for this class.

00:16:35.030 --> 00:16:40.884 align:middle line:84%
I would love to be able to see
those kinds of games come out

00:16:40.884 --> 00:16:42.134 align:middle line:90%
of this class.

00:16:42.134 --> 00:16:46.410 align:middle line:90%


00:16:46.410 --> 00:16:49.080 align:middle line:84%
So that's all the things
that [UNINTELLIGIBLE]

00:16:49.080 --> 00:16:53.530 align:middle line:90%


00:16:53.530 --> 00:16:58.360 align:middle line:84%
So, actually, before we move
on, does anyone have any

00:16:58.360 --> 00:16:59.610 align:middle line:90%
questions regarding that?

00:16:59.610 --> 00:17:06.535 align:middle line:90%


00:17:06.535 --> 00:17:08.900 align:middle line:90%
One point of administration.

00:17:08.900 --> 00:17:13.164 align:middle line:84%
Who here needs to print on
the Gambit printers?

00:17:13.164 --> 00:17:17.304 align:middle line:84%
Or who here has access to other
printers that you guys

00:17:17.304 --> 00:17:19.128 align:middle line:84%
are fairly confident about using
for your assignment?

00:17:19.128 --> 00:17:20.619 align:middle line:90%
You need a printer?

00:17:20.619 --> 00:17:24.757 align:middle line:84%
AUDIENCE: No, did you say that
you need a printer or that you

00:17:24.757 --> 00:17:25.140 align:middle line:90%
have access.

00:17:25.140 --> 00:17:25.700 align:middle line:90%
Because you said both?

00:17:25.700 --> 00:17:25.980 align:middle line:90%
PROFESSOR: Oh, right.

00:17:25.980 --> 00:17:29.460 align:middle line:84%
So who here needs to use
Gambit printers?

00:17:29.460 --> 00:17:32.600 align:middle line:84%
Who absolutely needs to
use Gambit printers.

00:17:32.600 --> 00:17:34.698 align:middle line:84%
Because we don't actually have
computers set up for

00:17:34.698 --> 00:17:35.948 align:middle line:90%
everybody to log in.

00:17:35.948 --> 00:17:40.846 align:middle line:90%


00:17:40.846 --> 00:17:43.552 align:middle line:84%
So I would suggest not using any
of the computers in this

00:17:43.552 --> 00:17:44.790 align:middle line:90%
lab because [UNINTELLIGIBLE]

00:17:44.790 --> 00:17:48.180 align:middle line:90%
lab work on it.

00:17:48.180 --> 00:17:51.971 align:middle line:84%
So you've all got access to
printers, that's awesome.

00:17:51.971 --> 00:17:53.221 align:middle line:84%
I think you sent out an e-mail
about card stock.

00:17:53.221 --> 00:17:55.580 align:middle line:90%


00:17:55.580 --> 00:17:58.064 align:middle line:84%
AUDIENCE: That card stock's
actually out of stock.

00:17:58.064 --> 00:17:59.810 align:middle line:90%
PROFESSOR: [UNINTELLIGIBLE]

00:17:59.810 --> 00:18:01.480 align:middle line:84%
AUDIENCE: I went to order and
I was like, oh, shit.

00:18:01.480 --> 00:18:02.730 align:middle line:90%
[UNINTELLIGIBLE]

00:18:02.730 --> 00:18:05.430 align:middle line:90%


00:18:05.430 --> 00:18:08.140 align:middle line:84%
AUDIENCE: Is there like a
Staples somewhere near here?

00:18:08.140 --> 00:18:09.290 align:middle line:84%
PROFESSOR: Harvard
has a Staples,

00:18:09.290 --> 00:18:10.850 align:middle line:90%
downtown has a staples.

00:18:10.850 --> 00:18:11.562 align:middle line:90%
AUDIENCE: CopyTech has--

00:18:11.562 --> 00:18:13.910 align:middle line:84%
AUDIENCE: I went to CopyTech and
they said they can print

00:18:13.910 --> 00:18:17.270 align:middle line:90%
and cut your cards for you.

00:18:17.270 --> 00:18:21.140 align:middle line:84%
PROFESSOR: They have a pretty
awesome card printer.

00:18:21.140 --> 00:18:24.805 align:middle line:90%
Their cutter is harsh, harsh.

00:18:24.805 --> 00:18:26.710 align:middle line:90%
AUDIENCE: What does that mean?

00:18:26.710 --> 00:18:28.910 align:middle line:84%
PROFESSOR: Well, first of all,
it's really pointy on the

00:18:28.910 --> 00:18:31.140 align:middle line:84%
corners, which is kind of
cool if that's what

00:18:31.140 --> 00:18:32.545 align:middle line:90%
you're going for.

00:18:32.545 --> 00:18:34.300 align:middle line:90%
But [UNINTELLIGIBLE]

00:18:34.300 --> 00:18:35.750 align:middle line:84%
AUDIENCE: Can they round it
or do we have to use--

00:18:35.750 --> 00:18:36.750 align:middle line:84%
AUDIENCE: I don't
think they can.

00:18:36.750 --> 00:18:37.330 align:middle line:90%
PROFESSOR: They can't.

00:18:37.330 --> 00:18:39.330 align:middle line:90%
I have a rounder.

00:18:39.330 --> 00:18:43.010 align:middle line:84%
I have a corner punch that, you
have to do it four times

00:18:43.010 --> 00:18:44.570 align:middle line:90%
for each card, but--

00:18:44.570 --> 00:18:45.537 align:middle line:90%
AUDIENCE: We'll do it.

00:18:45.537 --> 00:18:46.968 align:middle line:90%
We can do it.

00:18:46.968 --> 00:18:49.480 align:middle line:90%
[INTERPOSING VOICES]

00:18:49.480 --> 00:18:51.720 align:middle line:84%
PROFESSOR: Just ask me and
you can borrow it.

00:18:51.720 --> 00:18:54.450 align:middle line:84%
You may want to do it on some
test cards before you really

00:18:54.450 --> 00:18:56.150 align:middle line:90%
get a sense of how it works.

00:18:56.150 --> 00:18:58.540 align:middle line:90%
[UNINTELLIGIBLE]

00:18:58.540 --> 00:19:00.390 align:middle line:84%
And I wouldn't suggest
punching more than

00:19:00.390 --> 00:19:02.250 align:middle line:90%
one card at a time.

00:19:02.250 --> 00:19:07.870 align:middle line:84%
The other thing is, if you're
printing it on a, not like

00:19:07.870 --> 00:19:09.760 align:middle line:84%
CopyTech, where they obviously
know what kind of paper works

00:19:09.760 --> 00:19:11.664 align:middle line:90%
best with their printers.

00:19:11.664 --> 00:19:14.185 align:middle line:84%
If you're printing it on
something like a Laserjet, if

00:19:14.185 --> 00:19:18.280 align:middle line:84%
you go to the paper
manufacturer's website, a lot

00:19:18.280 --> 00:19:21.130 align:middle line:84%
of them actually specifically
state Laserjet compatible.

00:19:21.130 --> 00:19:23.270 align:middle line:84%
And the problem is actually
the width of the card.

00:19:23.270 --> 00:19:25.720 align:middle line:84%
There's not the folding
of the paper as it

00:19:25.720 --> 00:19:27.170 align:middle line:90%
goes through the printer.

00:19:27.170 --> 00:19:30.722 align:middle line:84%
It's whether the toner will
bond to the paper.

00:19:30.722 --> 00:19:33.984 align:middle line:84%
Like, does the paper get
hot enough, and open up

00:19:33.984 --> 00:19:35.180 align:middle line:90%
[UNINTELLIGIBLE].

00:19:35.180 --> 00:19:36.900 align:middle line:84%
Does the paper get hot
enough for the

00:19:36.900 --> 00:19:38.660 align:middle line:90%
toner to actually bind.

00:19:38.660 --> 00:19:40.940 align:middle line:84%
And a lot of card stocks
actually don't, because

00:19:40.940 --> 00:19:42.840 align:middle line:84%
they're so thick that the heat
doesn't transfer well.

00:19:42.840 --> 00:19:45.815 align:middle line:84%
And as a result of that, after
print it looks great when it

00:19:45.815 --> 00:19:47.530 align:middle line:84%
comes out and it
starts leaking.

00:19:47.530 --> 00:19:51.320 align:middle line:84%
So, that's the problem
with the card stock.

00:19:51.320 --> 00:19:54.890 align:middle line:84%
Some card stocks will jam your
printer, but the majority of

00:19:54.890 --> 00:19:58.940 align:middle line:84%
the modern Laserjets actually
deal pretty well with that.

00:19:58.940 --> 00:20:01.552 align:middle line:90%
[UNINTELLIGIBLE PHRASE]

00:20:01.552 --> 00:20:02.985 align:middle line:84%
AUDIENCE: Did you want us to
print on card stock for

00:20:02.985 --> 00:20:04.750 align:middle line:84%
Wednesday, or was that
for when it's due?

00:20:04.750 --> 00:20:06.058 align:middle line:90%
PROFESSOR: When it's due.

00:20:06.058 --> 00:20:06.348 align:middle line:90%
AUDIENCE: OK.

00:20:06.348 --> 00:20:07.770 align:middle line:90%
So Wednesday--

00:20:07.770 --> 00:20:09.430 align:middle line:84%
PROFESSOR: And in fact, printing
card stock for when

00:20:09.430 --> 00:20:12.640 align:middle line:90%
it's due is not necessary.

00:20:12.640 --> 00:20:14.740 align:middle line:90%
It is much appreciated.

00:20:14.740 --> 00:20:17.336 align:middle line:84%
It was a great thing for you
to do for yourself, if you

00:20:17.336 --> 00:20:20.232 align:middle line:84%
want to make copies for your
friends or your team, that you

00:20:20.232 --> 00:20:22.490 align:middle line:84%
actually want to
end up playing.

00:20:22.490 --> 00:20:25.210 align:middle line:84%
To be perfectly honest,
if you say--

00:20:25.210 --> 00:20:29.210 align:middle line:84%
if our printer wasn't working
and all we could do were these

00:20:29.210 --> 00:20:34.260 align:middle line:84%
regular white papers, if I also
cut them in the right

00:20:34.260 --> 00:20:37.570 align:middle line:84%
shape, so then we could just
play the game, that's fine.

00:20:37.570 --> 00:20:41.854 align:middle line:84%
We're not going to take the
weight of your paper and do

00:20:41.854 --> 00:20:42.620 align:middle line:90%
the [UNINTELLIGIBLE].

00:20:42.620 --> 00:20:43.896 align:middle line:84%
AUDIENCE: [UNINTELLIGIBLE]
the deck first, erm.

00:20:43.896 --> 00:20:45.146 align:middle line:90%
[INTERPOSING VOICES]

00:20:45.146 --> 00:20:50.305 align:middle line:90%


00:20:50.305 --> 00:20:53.868 align:middle line:84%
PROFESSOR: Has anyone played,
what was it, High Society

00:20:53.868 --> 00:20:54.784 align:middle line:90%
[UNINTELLIGIBLE]

00:20:54.784 --> 00:20:55.242 align:middle line:90%
AUDIENCE: Yes.

00:20:55.242 --> 00:20:57.310 align:middle line:90%
AUDIENCE: Those are awesome.

00:20:57.310 --> 00:21:00.974 align:middle line:84%
PROFESSOR: They were like
kids' books, you know?

00:21:00.974 --> 00:21:02.224 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

00:21:02.224 --> 00:21:04.190 align:middle line:90%


00:21:04.190 --> 00:21:07.100 align:middle line:84%
PROFESSOR: If anyone does have
issues printing, before you

00:21:07.100 --> 00:21:09.190 align:middle line:84%
jump straight into the
[UNINTELLIGIBLE]

00:21:09.190 --> 00:21:14.245 align:middle line:84%
talk to Jason and I. Jason
usually has room by the TV

00:21:14.245 --> 00:21:16.587 align:middle line:84%
lounge, my room is just
down the corridor.

00:21:16.587 --> 00:21:19.510 align:middle line:84%
And we might be able to
help you with that.

00:21:19.510 --> 00:21:23.681 align:middle line:84%
But in general, if you've got
access to other printers, go

00:21:23.681 --> 00:21:24.154 align:middle line:90%
right for it.

00:21:24.154 --> 00:21:27.000 align:middle line:84%
Because going through
us is a bottleneck.

00:21:27.000 --> 00:21:28.627 align:middle line:90%
Again, not for Wednesday.

00:21:28.627 --> 00:21:32.610 align:middle line:84%
For Wednesday just have
something testable so that we

00:21:32.610 --> 00:21:35.640 align:middle line:84%
can [UNINTELLIGIBLE] before
the date it's due, try to

00:21:35.640 --> 00:21:36.380 align:middle line:90%
print something.

00:21:36.380 --> 00:21:39.100 align:middle line:84%
You don't want to wait until the
last minute and you don't

00:21:39.100 --> 00:21:43.230 align:middle line:84%
want to suddenly realize that
your paper doesn't work very

00:21:43.230 --> 00:21:44.480 align:middle line:84%
well with the printer
at the last minute.

00:21:44.480 --> 00:21:48.290 align:middle line:90%


00:21:48.290 --> 00:21:54.782 align:middle line:84%
So, today's reading was Bartle
and Chapter 11, I think, of

00:21:54.782 --> 00:21:58.450 align:middle line:90%
the [UNINTELLIGIBLE].

00:21:58.450 --> 00:22:03.420 align:middle line:84%
And in general, both of them are
asking the same question.

00:22:03.420 --> 00:22:07.400 align:middle line:84%
Which is, who are you designing
your game for?

00:22:07.400 --> 00:22:08.852 align:middle line:84%
On the assumption that
you're not designing

00:22:08.852 --> 00:22:10.210 align:middle line:90%
the game for yourself.

00:22:10.210 --> 00:22:12.770 align:middle line:84%
Of course, realistically, if
you're going to get a job

00:22:12.770 --> 00:22:17.160 align:middle line:84%
making games, the majority of
the games that you're going to

00:22:17.160 --> 00:22:18.988 align:middle line:84%
design are not games for
yourself, they're going to be

00:22:18.988 --> 00:22:21.720 align:middle line:84%
games for some other
demographic.

00:22:21.720 --> 00:22:29.070 align:middle line:84%
And the Bartle paper is a little
bit more influential in

00:22:29.070 --> 00:22:32.330 align:middle line:84%
how people think about games,
because it shifted the

00:22:32.330 --> 00:22:36.760 align:middle line:84%
question from, what's the age
group, what's the demographic,

00:22:36.760 --> 00:22:39.340 align:middle line:84%
what are people out there
who are already buying

00:22:39.340 --> 00:22:42.060 align:middle line:90%
games going to want?

00:22:42.060 --> 00:22:45.530 align:middle line:84%
And you fit that into, what
sort of things are people

00:22:45.530 --> 00:22:48.250 align:middle line:90%
looking for in a game?

00:22:48.250 --> 00:22:49.650 align:middle line:84%
He doesn't actually take
it to the next

00:22:49.650 --> 00:22:50.960 align:middle line:90%
step, which is where--

00:22:50.960 --> 00:22:55.742 align:middle line:84%
I think he wrote that
in the 70s or late

00:22:55.742 --> 00:22:57.694 align:middle line:90%
80s, does anyone remember?

00:22:57.694 --> 00:22:58.190 align:middle line:90%
AUDIENCE: In the 90s.

00:22:58.190 --> 00:23:00.590 align:middle line:84%
AUDIENCE: I think it
was in, like, 1990.

00:23:00.590 --> 00:23:01.840 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

00:23:01.840 --> 00:23:11.140 align:middle line:90%


00:23:11.140 --> 00:23:15.260 align:middle line:84%
PROFESSOR: But a lot
of the ideas come

00:23:15.260 --> 00:23:16.430 align:middle line:90%
from the 70s, actually.

00:23:16.430 --> 00:23:19.610 align:middle line:84%
Because that's when he
made the first MUD.

00:23:19.610 --> 00:23:21.070 align:middle line:90%
RIchard Bartle [UNINTELLIGIBLE].

00:23:21.070 --> 00:23:22.340 align:middle line:84%
AUDIENCE: What exactly
is a MUD?

00:23:22.340 --> 00:23:24.430 align:middle line:84%
They never actually
described it.

00:23:24.430 --> 00:23:26.450 align:middle line:84%
They just assumed everyone
knew what a MUD was.

00:23:26.450 --> 00:23:27.870 align:middle line:84%
PROFESSOR: MUD stands for
Multi-User Dungeon.

00:23:27.870 --> 00:23:29.780 align:middle line:90%
Anyone want to describe one?

00:23:29.780 --> 00:23:36.360 align:middle line:84%
AUDIENCE: It's like, an online
text-adventure thing, where

00:23:36.360 --> 00:23:39.800 align:middle line:84%
everyone's interacting
with the same

00:23:39.800 --> 00:23:41.050 align:middle line:90%
text-based dungeon thing.

00:23:41.050 --> 00:23:45.040 align:middle line:84%
AUDIENCE: The best way to
describe it is, imagine if WoW

00:23:45.040 --> 00:23:48.100 align:middle line:84%
was presented entirely
[UNINTELLIGIBLE].

00:23:48.100 --> 00:23:51.000 align:middle line:90%


00:23:51.000 --> 00:23:53.180 align:middle line:84%
AUDIENCE: I found that kind
of annoying in the text.

00:23:53.180 --> 00:23:54.893 align:middle line:84%
He just assumed everyone
knew what a MUD was.

00:23:54.893 --> 00:23:58.060 align:middle line:84%
But never actually said,
this is what a MUD is.

00:23:58.060 --> 00:23:58.900 align:middle line:90%
PROFESSOR: Yeah.

00:23:58.900 --> 00:24:01.770 align:middle line:84%
Because the whole sort of,
reading the article, actually

00:24:01.770 --> 00:24:04.110 align:middle line:84%
I believe he formatted
that for a forum

00:24:04.110 --> 00:24:07.670 align:middle line:90%
post for for community.

00:24:07.670 --> 00:24:09.470 align:middle line:90%
So there's an assumption.

00:24:09.470 --> 00:24:13.350 align:middle line:90%
But yeah, apologies for that.

00:24:13.350 --> 00:24:15.330 align:middle line:84%
Actually, if you're interested--
and here he does

00:24:15.330 --> 00:24:16.620 align:middle line:90%
define it right at the bottom.

00:24:16.620 --> 00:24:18.607 align:middle line:84%
Which is right at the end
of the article here.

00:24:18.607 --> 00:24:22.708 align:middle line:84%
He talks about specifically,
this is what I mean by MUD.

00:24:22.708 --> 00:24:24.873 align:middle line:84%
Somewhere in the
footnotes--these text

00:24:24.873 --> 00:24:28.620 align:middle line:84%
adventures, text-style online
games where multiple people

00:24:28.620 --> 00:24:30.300 align:middle line:90%
are interacting.

00:24:30.300 --> 00:24:33.900 align:middle line:84%
And if you look at the rest of
the website, there's actually

00:24:33.900 --> 00:24:34.860 align:middle line:84%
a bunch of stuff about
how MUDs work.

00:24:34.860 --> 00:24:39.200 align:middle line:84%
But, for the most part, that was
sort of online multiplayer

00:24:39.200 --> 00:24:43.530 align:middle line:90%
gaming, back when he started.

00:24:43.530 --> 00:24:46.670 align:middle line:84%
He's credited for having
built the first MUD.

00:24:46.670 --> 00:24:50.690 align:middle line:84%
And, frankly, not all
that different from

00:24:50.690 --> 00:24:53.630 align:middle line:90%
MMOGs you get today.

00:24:53.630 --> 00:24:56.240 align:middle line:84%
The difference being that
they were all text.

00:24:56.240 --> 00:25:01.050 align:middle line:84%
But you still went out
hunting monsters.

00:25:01.050 --> 00:25:03.270 align:middle line:84%
They call them mobiles,
or mobs.

00:25:03.270 --> 00:25:05.592 align:middle line:84%
And in fact there's
still some of that

00:25:05.592 --> 00:25:08.270 align:middle line:90%
terminology going around.

00:25:08.270 --> 00:25:10.010 align:middle line:90%
They drop loot.

00:25:10.010 --> 00:25:11.570 align:middle line:84%
You will pick up loot
and show it off.

00:25:11.570 --> 00:25:13.995 align:middle line:84%
And sometimes, some games
[UNINTELLIGIBLE]

00:25:13.995 --> 00:25:15.180 align:middle line:90%
loot.

00:25:15.180 --> 00:25:16.960 align:middle line:84%
Most games let you
exchange loot.

00:25:16.960 --> 00:25:19.460 align:middle line:84%
And then you would use your
loot to go and kill other

00:25:19.460 --> 00:25:22.650 align:middle line:90%
monsters and get better loot.

00:25:22.650 --> 00:25:23.540 align:middle line:84%
Sometimes you'd do it
with other people.

00:25:23.540 --> 00:25:26.270 align:middle line:84%
Sometimes you attack
other people.

00:25:26.270 --> 00:25:28.620 align:middle line:84%
Sometimes you just hang around
and chat and talk about things

00:25:28.620 --> 00:25:30.180 align:middle line:84%
that are completely not in game,
like what did I have for

00:25:30.180 --> 00:25:32.200 align:middle line:90%
lunch today.

00:25:32.200 --> 00:25:33.450 align:middle line:90%
[UNINTELLIGIBLE]

00:25:33.450 --> 00:25:35.670 align:middle line:90%


00:25:35.670 --> 00:25:38.620 align:middle line:84%
And sometimes it will
take multiple

00:25:38.620 --> 00:25:41.664 align:middle line:90%
people to take a monster.

00:25:41.664 --> 00:25:43.628 align:middle line:84%
And it was just handled
on a how fast can you

00:25:43.628 --> 00:25:45.300 align:middle line:90%
type kind of thing.

00:25:45.300 --> 00:25:48.490 align:middle line:84%
Attack monster, attack
monster.

00:25:48.490 --> 00:25:57.380 align:middle line:84%
I think you can just hit repeat
and but, the behaviors

00:25:57.380 --> 00:26:00.260 align:middle line:84%
are also not all
that different.

00:26:00.260 --> 00:26:08.520 align:middle line:84%
And how he describes it is, a
game will sight itself in a

00:26:08.520 --> 00:26:13.860 align:middle line:84%
position where it is variably
appealing to

00:26:13.860 --> 00:26:15.990 align:middle line:90%
various kinds of players.

00:26:15.990 --> 00:26:18.110 align:middle line:84%
And that's how he
described it.

00:26:18.110 --> 00:26:21.100 align:middle line:84%
Where game studies has kind of
gone on to since then, is the

00:26:21.100 --> 00:26:25.830 align:middle line:84%
realization that just
because you're--

00:26:25.830 --> 00:26:27.080 align:middle line:84%
some people through all the
four types that you--

00:26:27.080 --> 00:26:31.116 align:middle line:90%


00:26:31.116 --> 00:26:32.426 align:middle line:90%
AUDIENCE: Explorer.

00:26:32.426 --> 00:26:34.716 align:middle line:90%
Killer.

00:26:34.716 --> 00:26:36.210 align:middle line:90%
[UNINTELLIGIBLE]

00:26:36.210 --> 00:26:38.190 align:middle line:84%
PROFESSOR: So, there are these
four types of players.

00:26:38.190 --> 00:26:41.185 align:middle line:84%
And just because you're an
achiever in one game doesn't

00:26:41.185 --> 00:26:43.460 align:middle line:84%
necessarily mean that you're
going to be an achiever in

00:26:43.460 --> 00:26:43.800 align:middle line:90%
another game.

00:26:43.800 --> 00:26:46.640 align:middle line:84%
Different people play different
games, or possibly

00:26:46.640 --> 00:26:48.030 align:middle line:84%
even different types
of the same game,

00:26:48.030 --> 00:26:50.440 align:middle line:90%
for different reasons.

00:26:50.440 --> 00:26:53.620 align:middle line:84%
And that's where we go back to
earlier concepts that we

00:26:53.620 --> 00:26:55.450 align:middle line:90%
brought up, is [UNINTELLIGIBLE]

00:26:55.450 --> 00:26:55.840 align:middle line:90%
kinds of fun.

00:26:55.840 --> 00:26:59.170 align:middle line:84%
What are people trying to get
out of their game playing?

00:26:59.170 --> 00:27:02.340 align:middle line:90%
So, but he was--

00:27:02.340 --> 00:27:05.050 align:middle line:84%
if you're looking at the content
of any one of MUD, and

00:27:05.050 --> 00:27:07.780 align:middle line:84%
a little slice of what you saw
of somebody's personality,

00:27:07.780 --> 00:27:08.754 align:middle line:90%
[UNINTELLIGIBLE]

00:27:08.754 --> 00:27:12.650 align:middle line:84%
and all the things that
they were doing.

00:27:12.650 --> 00:27:14.260 align:middle line:84%
And the kinds of things that you
tended to keep doing every

00:27:14.260 --> 00:27:17.360 align:middle line:84%
time you logged in, it was very
easy to stereotype them

00:27:17.360 --> 00:27:19.820 align:middle line:84%
into somewhere along
those lines.

00:27:19.820 --> 00:27:22.954 align:middle line:84%
Even he acknowledges that
nobody's really all the way on

00:27:22.954 --> 00:27:25.560 align:middle line:90%
one of these layers.

00:27:25.560 --> 00:27:29.502 align:middle line:84%
Griefers, I think, are the words
that I hear generally

00:27:29.502 --> 00:27:31.740 align:middle line:90%
used for killers nowadays.

00:27:31.740 --> 00:27:33.821 align:middle line:84%
But even then, that's
not quite the way

00:27:33.821 --> 00:27:34.580 align:middle line:90%
that he's using it.

00:27:34.580 --> 00:27:37.880 align:middle line:84%
He's actually using it as
somebody who's generally still

00:27:37.880 --> 00:27:40.270 align:middle line:84%
playing by the rules
of the game.

00:27:40.270 --> 00:27:43.740 align:middle line:84%
They are there to cause misery
to other people, but they're

00:27:43.740 --> 00:27:46.150 align:middle line:90%
not there to break the game.

00:27:46.150 --> 00:27:48.980 align:middle line:84%
There is a class of people
called griefers, who are

00:27:48.980 --> 00:27:51.962 align:middle line:84%
deliberately trying to find ways
to exploit the system, to

00:27:51.962 --> 00:27:56.550 align:middle line:84%
just make the game just
kind of silly.

00:27:56.550 --> 00:27:59.390 align:middle line:84%
But all the other dynamics
that he draws on

00:27:59.390 --> 00:28:00.320 align:middle line:90%
are very much there.

00:28:00.320 --> 00:28:01.480 align:middle line:84%
You get a whole bunch of
socializers together.

00:28:01.480 --> 00:28:05.330 align:middle line:84%
People who want to do nothing
but chat and have a good time,

00:28:05.330 --> 00:28:06.670 align:middle line:84%
they don't really care about the
game, and there's going to

00:28:06.670 --> 00:28:09.240 align:middle line:84%
be a whole bunch of people going
right after them, saying

00:28:09.240 --> 00:28:12.640 align:middle line:84%
these are great people
to grief.

00:28:12.640 --> 00:28:15.560 align:middle line:84%
Because they are enjoying
themselves so much.

00:28:15.560 --> 00:28:16.810 align:middle line:90%
We could end that.

00:28:16.810 --> 00:28:19.473 align:middle line:90%


00:28:19.473 --> 00:28:24.270 align:middle line:84%
Second Life gets a lot of this,
because Second Life has

00:28:24.270 --> 00:28:25.640 align:middle line:84%
that whole, you can do
anything you want.

00:28:25.640 --> 00:28:28.216 align:middle line:84%
And socializing is one
of the big things.

00:28:28.216 --> 00:28:33.110 align:middle line:84%
Personalizing is one
of the big things.

00:28:33.110 --> 00:28:39.380 align:middle line:84%
So, do keep in mind that the
way that he's talking about

00:28:39.380 --> 00:28:43.290 align:middle line:84%
it, sounds like all of these
different personalities are

00:28:43.290 --> 00:28:46.786 align:middle line:84%
somewhat mutually exclusive when
really the discussion has

00:28:46.786 --> 00:28:52.040 align:middle line:84%
now come to, how do you cater
to all of these different

00:28:52.040 --> 00:28:53.940 align:middle line:90%
desires at any given time?

00:28:53.940 --> 00:28:56.610 align:middle line:84%
I may be an achiever today, I
may be an explorer tomorrow.

00:28:56.610 --> 00:29:00.040 align:middle line:84%
And he even talks about
explorers thinking that

00:29:00.040 --> 00:29:04.600 align:middle line:84%
achievers are beginner
explorers, because it's like,

00:29:04.600 --> 00:29:07.260 align:middle line:84%
once you've already beaten the
game, what else is there left

00:29:07.260 --> 00:29:11.858 align:middle line:84%
to do but explore what
else you can do?

00:29:11.858 --> 00:29:15.714 align:middle line:84%
So he himself acknowledges that
there's some personality

00:29:15.714 --> 00:29:19.110 align:middle line:90%
transfer that can happen.

00:29:19.110 --> 00:29:22.280 align:middle line:84%
But it's kind of interesting
how he talks about the

00:29:22.280 --> 00:29:25.210 align:middle line:90%
feedback loops of people.

00:29:25.210 --> 00:29:32.760 align:middle line:84%
You'll get a whole bunch of
achievers, and you get a whole

00:29:32.760 --> 00:29:34.010 align:middle line:90%
bunch of socializers.

00:29:34.010 --> 00:29:39.030 align:middle line:90%


00:29:39.030 --> 00:29:41.060 align:middle line:90%
[INTERPOSING VOICES]

00:29:41.060 --> 00:29:43.360 align:middle line:84%
AUDIENCE: [UNINTELLIGIBLE]
killers, and achievers--

00:29:43.360 --> 00:29:44.660 align:middle line:84%
PROFESSOR: [UNINTELLIGIBLE]
you've got the competition

00:29:44.660 --> 00:29:47.340 align:middle line:90%
[UNINTELLIGIBLE]

00:29:47.340 --> 00:29:50.260 align:middle line:84%
But he also makes this weird
assumption that there is a

00:29:50.260 --> 00:29:52.560 align:middle line:84%
finite pool of people who are
going to be playing the game.

00:29:52.560 --> 00:29:59.940 align:middle line:84%
Which is actually true, even in
a 10-20 million player game

00:29:59.940 --> 00:30:02.330 align:middle line:90%
like in World of Warcraft.

00:30:02.330 --> 00:30:04.150 align:middle line:90%
All those things have to be--

00:30:04.150 --> 00:30:07.126 align:middle line:90%
we don't have 20 million people

00:30:07.126 --> 00:30:09.610 align:middle line:90%
logging onto one server.

00:30:09.610 --> 00:30:12.780 align:middle line:84%
They say, I have
[UNINTELLIGIBLE]

00:30:12.780 --> 00:30:14.190 align:middle line:90%
or something.

00:30:14.190 --> 00:30:15.600 align:middle line:90%
[UNINTELLIGIBLE]

00:30:15.600 --> 00:30:17.950 align:middle line:90%
AUDIENCE: Exactly, exactly.

00:30:17.950 --> 00:30:19.470 align:middle line:84%
AUDIENCE: And I'm like,
once [UNINTELLIGIBLE]

00:30:19.470 --> 00:30:21.450 align:middle line:90%
you can start [UNINTELLIGIBLE]

00:30:21.450 --> 00:30:24.420 align:middle line:84%
that are just really
big numbers.

00:30:24.420 --> 00:30:28.576 align:middle line:90%


00:30:28.576 --> 00:30:31.880 align:middle line:84%
Like, 25-- it's currently
25 is the highest.

00:30:31.880 --> 00:30:33.655 align:middle line:90%
They used to go to 40.

00:30:33.655 --> 00:30:35.815 align:middle line:84%
But yeah, and you just
kill bigger monsters

00:30:35.815 --> 00:30:39.520 align:middle line:90%
and get lots of loot.

00:30:39.520 --> 00:30:42.820 align:middle line:84%
And then there's PvP,
which you go--

00:30:42.820 --> 00:30:45.230 align:middle line:84%
the main thing right
now is arenas.

00:30:45.230 --> 00:30:48.930 align:middle line:84%
And you have the team of two
or three or five, and you

00:30:48.930 --> 00:30:52.767 align:middle line:84%
fight other players with your
gear by doing battlegrounds

00:30:52.767 --> 00:30:54.240 align:middle line:90%
and [UNINTELLIGIBLE]

00:30:54.240 --> 00:30:56.700 align:middle line:90%
arena.

00:30:56.700 --> 00:31:00.820 align:middle line:90%
And it's basically, WoW.

00:31:00.820 --> 00:31:01.609 align:middle line:90%
PROFESSOR: I can't remember.

00:31:01.609 --> 00:31:03.565 align:middle line:84%
Are there role-playing
servers?

00:31:03.565 --> 00:31:04.054 align:middle line:90%
AUDIENCE: Yes.

00:31:04.054 --> 00:31:06.010 align:middle line:84%
There are role-playing
servers.

00:31:06.010 --> 00:31:09.759 align:middle line:84%
I have actually never visited
one, so I can't really talk

00:31:09.759 --> 00:31:10.900 align:middle line:90%
about that.

00:31:10.900 --> 00:31:12.150 align:middle line:84%
AUDIENCE: That's a
lot of dancing.

00:31:12.150 --> 00:31:15.877 align:middle line:90%


00:31:15.877 --> 00:31:16.860 align:middle line:90%
PROFESSOR: [UNINTELLIGIBLE]

00:31:16.860 --> 00:31:20.090 align:middle line:84%
slash dance, maybe, or your
character dances.

00:31:20.090 --> 00:31:23.360 align:middle line:84%
And it was those things that
really is popular among

00:31:23.360 --> 00:31:28.680 align:middle line:84%
socialized type players
all over--

00:31:28.680 --> 00:31:29.540 align:middle line:90%
and Diablo.

00:31:29.540 --> 00:31:31.160 align:middle line:84%
But it's not just
[UNINTELLIGIBLE].

00:31:31.160 --> 00:31:34.823 align:middle line:84%
I mean, slash dance means
other things now.

00:31:34.823 --> 00:31:37.264 align:middle line:90%
It could mean I'm bored.

00:31:37.264 --> 00:31:40.148 align:middle line:84%
It's like, I have nothing to do
right now, I have to wait

00:31:40.148 --> 00:31:42.970 align:middle line:84%
for this stupid thing to
respawn, slash dance.

00:31:42.970 --> 00:31:46.800 align:middle line:84%
It's more fun than just
standing there.

00:31:46.800 --> 00:31:52.050 align:middle line:90%
But there is a group in WoW.

00:31:52.050 --> 00:31:54.080 align:middle line:90%
And I guess--

00:31:54.080 --> 00:31:55.970 align:middle line:90%
maybe not a group.

00:31:55.970 --> 00:32:01.384 align:middle line:84%
There are folks who play World
of Warcraft and they engage

00:32:01.384 --> 00:32:03.400 align:middle line:90%
you to think on theory crafts.

00:32:03.400 --> 00:32:09.520 align:middle line:84%
Which is, how we optimize the
way how you build a character.

00:32:09.520 --> 00:32:13.500 align:middle line:84%
And the things that you equip a
character for, to make that

00:32:13.500 --> 00:32:16.140 align:middle line:84%
character really, really
good at doing one or

00:32:16.140 --> 00:32:17.780 align:middle line:90%
two different things.

00:32:17.780 --> 00:32:20.070 align:middle line:84%
So as you're building up a
character that's designed to

00:32:20.070 --> 00:32:23.230 align:middle line:84%
heal, what class should they be,
what race should they be,

00:32:23.230 --> 00:32:27.470 align:middle line:84%
what equipment should they be
getting, depending on what

00:32:27.470 --> 00:32:29.880 align:middle line:84%
[UNINTELLIGIBLE] you
are in the game.

00:32:29.880 --> 00:32:34.195 align:middle line:84%
And they're going to try to
derive as much of the math of

00:32:34.195 --> 00:32:40.800 align:middle line:84%
the cause and effect in the
game as they possibly can.

00:32:40.800 --> 00:32:42.050 align:middle line:84%
There is actually
[UNINTELLIGIBLE]

00:32:42.050 --> 00:32:44.500 align:middle line:90%


00:32:44.500 --> 00:32:46.120 align:middle line:90%
which is--

00:32:46.120 --> 00:32:47.370 align:middle line:90%
[UNINTELLIGIBLE PHRASE]

00:32:47.370 --> 00:32:54.160 align:middle line:90%


00:32:54.160 --> 00:32:56.280 align:middle line:90%
It's actually kind of funny.

00:32:56.280 --> 00:33:01.760 align:middle line:84%
The Elitist Jerks' forums had
one guy who just happened to

00:33:01.760 --> 00:33:07.760 align:middle line:84%
write a forum post about
dressing up in real life.

00:33:07.760 --> 00:33:11.648 align:middle line:84%
Like, this is how you get really
nice [UNINTELLIGIBLE]

00:33:11.648 --> 00:33:16.530 align:middle line:84%
because he worked at a
men's fashion place.

00:33:16.530 --> 00:33:19.608 align:middle line:84%
And it it turned out that that
community was really, really,

00:33:19.608 --> 00:33:22.476 align:middle line:84%
really interested in learning
more about that.

00:33:22.476 --> 00:33:24.320 align:middle line:84%
Which is actually not
all that weird.

00:33:24.320 --> 00:33:26.992 align:middle line:84%
It's like, you care about what
armor you get in the game.

00:33:26.992 --> 00:33:29.000 align:middle line:84%
You care about what you
wear in real life.

00:33:29.000 --> 00:33:32.160 align:middle line:84%
Especially if it might have some
impact on your real life.

00:33:32.160 --> 00:33:34.200 align:middle line:84%
What job that you're
looking for.

00:33:34.200 --> 00:33:36.590 align:middle line:90%
OK, you know.

00:33:36.590 --> 00:33:38.930 align:middle line:84%
So, I would actually put
those more in the

00:33:38.930 --> 00:33:40.700 align:middle line:90%
explorers part of things.

00:33:40.700 --> 00:33:42.310 align:middle line:84%
Sure, they're looking
to optimize.

00:33:42.310 --> 00:33:43.800 align:middle line:84%
They're looking to
do their best.

00:33:43.800 --> 00:33:45.990 align:middle line:84%
But they're not looking to be
necessarily rewarded by the

00:33:45.990 --> 00:33:46.585 align:middle line:90%
game system.

00:33:46.585 --> 00:33:49.760 align:middle line:84%
They're using the game system
to test their ideas against.

00:33:49.760 --> 00:33:55.452 align:middle line:84%
It's like, I'm looking for a
better way to suck up more

00:33:55.452 --> 00:33:57.460 align:middle line:90%
damage, because I'm a tank.

00:33:57.460 --> 00:34:00.110 align:middle line:84%
I'm supposed to be absorbing
all the damage.

00:34:00.110 --> 00:34:04.010 align:middle line:90%
Or the other as they call it.

00:34:04.010 --> 00:34:08.260 align:middle line:84%
Or the attentions of the
characters being controlled by

00:34:08.260 --> 00:34:12.010 align:middle line:84%
the computer, while the rest of
my folks put out a lot of

00:34:12.010 --> 00:34:14.739 align:middle line:90%
damage, can do their job.

00:34:14.739 --> 00:34:20.940 align:middle line:84%
But I am not interested in what
the system has deemed to

00:34:20.940 --> 00:34:24.639 align:middle line:84%
be, you have absorbed tons
of damage, good job.

00:34:24.639 --> 00:34:26.389 align:middle line:84%
I don't care what
the system says.

00:34:26.389 --> 00:34:29.130 align:middle line:84%
I care how the system operates,
so that I could

00:34:29.130 --> 00:34:32.746 align:middle line:84%
optimize it through some sort
of metric that I've figured

00:34:32.746 --> 00:34:35.226 align:middle line:84%
out and my friends have figured
out and the community

00:34:35.226 --> 00:34:36.714 align:middle line:90%
has figured out.

00:34:36.714 --> 00:34:38.512 align:middle line:84%
So I want to understand
the system.

00:34:38.512 --> 00:34:39.690 align:middle line:84%
Again, that's what
it comes down to.

00:34:39.690 --> 00:34:42.109 align:middle line:84%
The metric that they're using
is, how do I optimize it.

00:34:42.109 --> 00:34:45.866 align:middle line:84%
But for the most part, people
who engage in that kind of

00:34:45.866 --> 00:34:49.110 align:middle line:84%
theory craft, it's like about
this armor combined with those

00:34:49.110 --> 00:34:53.660 align:middle line:84%
pants, I've proven something,
those are well in the area of

00:34:53.660 --> 00:34:58.595 align:middle line:84%
explorers even though their
behavior seems very much,

00:34:58.595 --> 00:35:00.370 align:middle line:90%
that's the best solution.

00:35:00.370 --> 00:35:05.040 align:middle line:84%
Whereas achievers are very much
focused on, how do I get

00:35:05.040 --> 00:35:08.812 align:middle line:84%
to level-- it's like, how do
I get the coolest mount.

00:35:08.812 --> 00:35:13.340 align:middle line:84%
In World of Warcraft you can
ride around and every once in

00:35:13.340 --> 00:35:16.380 align:middle line:84%
a while, Blizzard, the company
that makes it, will release

00:35:16.380 --> 00:35:17.310 align:middle line:90%
some new stuff.

00:35:17.310 --> 00:35:21.540 align:middle line:84%
And the achievers will say,
I've got to get that.

00:35:21.540 --> 00:35:23.558 align:middle line:84%
Because the space
[UNINTELLIGIBLE]

00:35:23.558 --> 00:35:25.967 align:middle line:84%
it takes a lot of effort and a
lot of money to be able to get

00:35:25.967 --> 00:35:26.630 align:middle line:90%
one of those things.

00:35:26.630 --> 00:35:28.922 align:middle line:84%
But to be able to get it,
it gives you some

00:35:28.922 --> 00:35:30.305 align:middle line:90%
recognizable status.

00:35:30.305 --> 00:35:33.130 align:middle line:84%
You will see someone with
the limited edition of

00:35:33.130 --> 00:35:35.180 align:middle line:90%
some kind of mount.

00:35:35.180 --> 00:35:38.944 align:middle line:84%
And you'll know that
[UNINTELLIGIBLE] is to spend a

00:35:38.944 --> 00:35:41.070 align:middle line:84%
heck of a lot of time in this
game and play the game really

00:35:41.070 --> 00:35:43.490 align:middle line:84%
well, that's the kind
of recognition

00:35:43.490 --> 00:35:44.340 align:middle line:90%
they're looking for.

00:35:44.340 --> 00:35:45.535 align:middle line:84%
So that's the difference
between

00:35:45.535 --> 00:35:48.330 align:middle line:90%
achievers and explorers.

00:35:48.330 --> 00:35:50.930 align:middle line:84%
So I want to try one
little activity.

00:35:50.930 --> 00:35:58.240 align:middle line:84%
Which is, I've got the chart
that Bartle lays out.

00:35:58.240 --> 00:35:59.540 align:middle line:90%
The whole player versus--

00:35:59.540 --> 00:36:02.330 align:middle line:90%


00:36:02.330 --> 00:36:06.920 align:middle line:84%
interacting and acting,
player and the world.

00:36:06.920 --> 00:36:11.530 align:middle line:84%
And he uses this to describe
where your game could be at

00:36:11.530 --> 00:36:13.330 align:middle line:90%
any given time.

00:36:13.330 --> 00:36:19.080 align:middle line:84%
If you're acting on players
that your game's biased

00:36:19.080 --> 00:36:21.000 align:middle line:90%
towards killers.

00:36:21.000 --> 00:36:24.105 align:middle line:84%
If you're designing your game
to be more about interacting

00:36:24.105 --> 00:36:26.556 align:middle line:84%
with other players, then you're
somewhat biasing it

00:36:26.556 --> 00:36:27.830 align:middle line:90%
towards socializers.

00:36:27.830 --> 00:36:32.060 align:middle line:84%
Interacting with the world is
more for the achievers.

00:36:32.060 --> 00:36:34.620 align:middle line:84%
Acting on the world is more
for the achievers.

00:36:34.620 --> 00:36:38.132 align:middle line:84%
Given these quests, I've
beaten all the quests.

00:36:38.132 --> 00:36:41.660 align:middle line:84%
I have 100% of the
quests complete.

00:36:41.660 --> 00:36:42.700 align:middle line:90%
That's achievers.

00:36:42.700 --> 00:36:46.150 align:middle line:84%
And interacting with the world
is more of the explorers.

00:36:46.150 --> 00:36:49.800 align:middle line:84%
It's like, what else can
you do in this world?

00:36:49.800 --> 00:36:51.160 align:middle line:84%
There are these goals that
are set, that's great.

00:36:51.160 --> 00:36:53.635 align:middle line:84%
But how does this world work
that I can do cool stuff.

00:36:53.635 --> 00:36:56.110 align:middle line:84%
AUDIENCE: [UNINTELLIGIBLE]
distinction between acting and

00:36:56.110 --> 00:37:01.060 align:middle line:84%
interacting, incredibly
[UNINTELLIGIBLE], I didn't

00:37:01.060 --> 00:37:04.530 align:middle line:84%
really understand what
he was trying to say.

00:37:04.530 --> 00:37:05.210 align:middle line:84%
PROFESSOR: It was
[UNINTELLIGIBLE].

00:37:05.210 --> 00:37:07.610 align:middle line:84%
I think he came across
those terms because

00:37:07.610 --> 00:37:10.635 align:middle line:90%
they sounded cute.

00:37:10.635 --> 00:37:12.800 align:middle line:84%
Acting, interacting,
is like a--

00:37:12.800 --> 00:37:14.870 align:middle line:84%
AUDIENCE: I mean, can you
interact without action?

00:37:14.870 --> 00:37:16.640 align:middle line:84%
PROFESSOR: Well,
[UNINTELLIGIBLE]

00:37:16.640 --> 00:37:19.630 align:middle line:90%
AUDIENCE: What does that mean?

00:37:19.630 --> 00:37:22.750 align:middle line:84%
And, like, the really classic
example he gives.

00:37:22.750 --> 00:37:28.230 align:middle line:84%
Like, the acting on a play is
like a pure [UNINTELLIGIBLE]

00:37:28.230 --> 00:37:30.190 align:middle line:90%
the other player fights back.

00:37:30.190 --> 00:37:33.640 align:middle line:90%
There's an interaction there.

00:37:33.640 --> 00:37:33.970 align:middle line:90%
PROFESSOR: Sure.

00:37:33.970 --> 00:37:35.330 align:middle line:90%
But the thing about it--

00:37:35.330 --> 00:37:36.580 align:middle line:84%
AUDIENCE: But the difference
there--

00:37:36.580 --> 00:37:39.680 align:middle line:84%
PROFESSOR: So I believe what he
means by that is that the

00:37:39.680 --> 00:37:41.436 align:middle line:84%
killer is actually less
interested in what the player

00:37:41.436 --> 00:37:43.610 align:middle line:90%
does back to him.

00:37:43.610 --> 00:37:45.450 align:middle line:84%
In some sense, they are
interacting because they're

00:37:45.450 --> 00:37:48.050 align:middle line:84%
trying to see what sort
of response they get.

00:37:48.050 --> 00:37:50.674 align:middle line:84%
It's like, I'm going to do
something to this player.

00:37:50.674 --> 00:37:56.230 align:middle line:84%
This player's either going to
die, or fight back, or whine

00:37:56.230 --> 00:37:59.250 align:middle line:84%
about the fact that I'm
hitting him so much.

00:37:59.250 --> 00:38:02.650 align:middle line:84%
But they're not looking for
the competitive bit.

00:38:02.650 --> 00:38:06.718 align:middle line:84%
They're not really interested in
the, and now that person's

00:38:06.718 --> 00:38:07.702 align:middle line:84%
going to turn around
and attack me.

00:38:07.702 --> 00:38:11.115 align:middle line:84%
AUDIENCE: I know, but the whole
point is supposed to be

00:38:11.115 --> 00:38:14.660 align:middle line:84%
that killers are griefers, so
they really care about how

00:38:14.660 --> 00:38:16.210 align:middle line:90%
people respond to them.

00:38:16.210 --> 00:38:20.775 align:middle line:84%
He says later on that one of the
most annoying things you

00:38:20.775 --> 00:38:23.160 align:middle line:84%
can do to a griefer is
just ignore them and

00:38:23.160 --> 00:38:23.830 align:middle line:90%
not rise to the bait.

00:38:23.830 --> 00:38:27.930 align:middle line:84%
So interacting seems to
be the crucial thing.

00:38:27.930 --> 00:38:29.230 align:middle line:90%
Again, I feel like his--

00:38:29.230 --> 00:38:30.480 align:middle line:90%
[INTERPOSING VOICES]

00:38:30.480 --> 00:38:35.680 align:middle line:90%


00:38:35.680 --> 00:38:41.200 align:middle line:84%
AUDIENCE: I kind of see it as,
does the person care about how

00:38:41.200 --> 00:38:44.190 align:middle line:90%
the other works, in a sense?

00:38:44.190 --> 00:38:48.590 align:middle line:84%
And so it is the case that
a griefer wants to

00:38:48.590 --> 00:38:50.400 align:middle line:90%
get a certain reaction.

00:38:50.400 --> 00:38:53.540 align:middle line:84%
But beyond that it
doesn't matter.

00:38:53.540 --> 00:38:57.920 align:middle line:84%
So in the same case within the
game system, I want it to do

00:38:57.920 --> 00:39:00.390 align:middle line:84%
this thing, I want it to give me
points but why it did that

00:39:00.390 --> 00:39:03.440 align:middle line:84%
or how the mechanic works
is kind of irrelevant.

00:39:03.440 --> 00:39:06.740 align:middle line:84%
And that's how I
understood it.

00:39:06.740 --> 00:39:12.060 align:middle line:84%
AUDIENCE: Well, in particular,
with the interacting, when

00:39:12.060 --> 00:39:16.040 align:middle line:84%
somebody is like trying to
player kill or something, the

00:39:16.040 --> 00:39:19.300 align:middle line:84%
reaction is not necessarily--
the reaction they're looking

00:39:19.300 --> 00:39:22.700 align:middle line:84%
for is to piss somebody
off, right?

00:39:22.700 --> 00:39:26.940 align:middle line:84%
And that reaction is not
necessarily part of the game.

00:39:26.940 --> 00:39:34.000 align:middle line:84%
So, it is acting on them because
you are taking what

00:39:34.000 --> 00:39:36.680 align:middle line:84%
the game allows you to do, and
using this against a person.

00:39:36.680 --> 00:39:38.680 align:middle line:84%
But you don't care about
what they use in the

00:39:38.680 --> 00:39:39.630 align:middle line:90%
game against you.

00:39:39.630 --> 00:39:42.750 align:middle line:84%
You more care about this
abstract idea.

00:39:42.750 --> 00:39:46.000 align:middle line:84%
So I think the interaction is
not actually part of the game.

00:39:46.000 --> 00:39:46.600 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

00:39:46.600 --> 00:39:49.243 align:middle line:84%
specifically to do with game
mechanics, whereas interacting

00:39:49.243 --> 00:39:52.250 align:middle line:84%
is to do with something
which is--

00:39:52.250 --> 00:39:54.980 align:middle line:84%
so maybe acting is something
mechanical, whereas

00:39:54.980 --> 00:39:58.380 align:middle line:84%
interacting is something
dynamics-related?

00:39:58.380 --> 00:39:59.310 align:middle line:90%
Or?

00:39:59.310 --> 00:40:06.480 align:middle line:84%
AUDIENCE: Well, I see is as
like, acting is sort of like a

00:40:06.480 --> 00:40:09.000 align:middle line:84%
single direction
with mechanics.

00:40:09.000 --> 00:40:12.400 align:middle line:84%
So, for example, the mechanic
there is being able to hit

00:40:12.400 --> 00:40:15.380 align:middle line:84%
somebody in the head with
your [UNINTELLIGIBLE].

00:40:15.380 --> 00:40:19.280 align:middle line:84%
Whereas interacting would be the
case where you are hitting

00:40:19.280 --> 00:40:22.710 align:middle line:84%
each other on each others'
heads with your swords.

00:40:22.710 --> 00:40:24.840 align:middle line:84%
Which is an entirely
different thing.

00:40:24.840 --> 00:40:28.290 align:middle line:84%
And it's more of a competitive
thing rather than the, I just

00:40:28.290 --> 00:40:30.540 align:middle line:90%
want to make you angry.

00:40:30.540 --> 00:40:33.110 align:middle line:84%
AUDIENCE: I think the
unidirectional perspective

00:40:33.110 --> 00:40:34.345 align:middle line:90%
makes sense.

00:40:34.345 --> 00:40:35.436 align:middle line:84%
You could think of it
as going with the

00:40:35.436 --> 00:40:36.570 align:middle line:90%
hitting on the head example.

00:40:36.570 --> 00:40:38.870 align:middle line:84%
If I'm acting, then I care
that information

00:40:38.870 --> 00:40:40.080 align:middle line:90%
is flowing one way.

00:40:40.080 --> 00:40:41.970 align:middle line:90%
I am dealing damage to you.

00:40:41.970 --> 00:40:45.610 align:middle line:84%
If I'm interacting, I'm curious
as to how that is

00:40:45.610 --> 00:40:48.483 align:middle line:84%
computed and what that means
for me in return.

00:40:48.483 --> 00:40:50.060 align:middle line:90%
Does that make sense?

00:40:50.060 --> 00:40:51.190 align:middle line:84%
AUDIENCE: So like, if I'm really
bad at terminology--

00:40:51.190 --> 00:40:52.942 align:middle line:90%
[INTERPOSING VOICES]

00:40:52.942 --> 00:40:56.692 align:middle line:84%
AUDIENCE: A bunch of other
examples of things that you do

00:40:56.692 --> 00:40:59.320 align:middle line:84%
to maximize interacting
versus acting.

00:40:59.320 --> 00:41:03.430 align:middle line:84%
There might be interesting
examples of things like make

00:41:03.430 --> 00:41:04.470 align:middle line:90%
super [UNINTELLIGIBLE].

00:41:04.470 --> 00:41:06.480 align:middle line:84%
And then the acting ones are
like, make [UNINTELLIGIBLE].

00:41:06.480 --> 00:41:11.880 align:middle line:90%


00:41:11.880 --> 00:41:16.950 align:middle line:84%
PROFESSOR: So, in the context
of a MUD, a puzzle is often

00:41:16.950 --> 00:41:18.670 align:middle line:90%
like a door.

00:41:18.670 --> 00:41:20.945 align:middle line:84%
So you've got to solve this
puzzle if you want to get into

00:41:20.945 --> 00:41:21.410 align:middle line:90%
a new area.

00:41:21.410 --> 00:41:24.530 align:middle line:84%
Because that's really
the only thing--

00:41:24.530 --> 00:41:27.034 align:middle line:90%
sometimes you get your loot.

00:41:27.034 --> 00:41:34.840 align:middle line:84%
And the idea behind that is, you
are either privileging it

00:41:34.840 --> 00:41:39.362 align:middle line:84%
to getting people to talk with
each other more and socialize

00:41:39.362 --> 00:41:40.670 align:middle line:90%
with each other more.

00:41:40.670 --> 00:41:42.600 align:middle line:84%
Or you're privileging it to
getting people to look at the

00:41:42.600 --> 00:41:46.330 align:middle line:84%
world more, see more
of the world and

00:41:46.330 --> 00:41:48.330 align:middle line:90%
understand how it works.

00:41:48.330 --> 00:41:52.040 align:middle line:84%
Then in a sense, you don't want
to put too many barriers

00:41:52.040 --> 00:41:56.320 align:middle line:84%
between the people who've been
in for a very long time and

00:41:56.320 --> 00:42:00.460 align:middle line:84%
the people who just started
playing, the people who are in

00:42:00.460 --> 00:42:02.498 align:middle line:84%
one area of the world
and people in

00:42:02.498 --> 00:42:03.120 align:middle line:90%
another area of the world.

00:42:03.120 --> 00:42:03.810 align:middle line:90%
You kind of want quick flow.

00:42:03.810 --> 00:42:07.593 align:middle line:84%
So in MUDs, that's one thing
where the definition of

00:42:07.593 --> 00:42:09.525 align:middle line:90%
puzzles is very specific.

00:42:09.525 --> 00:42:13.389 align:middle line:84%
It's like, but I have to move
this set of levers.

00:42:13.389 --> 00:42:14.390 align:middle line:84%
AUDIENCE: Another point that
I've found that's really

00:42:14.390 --> 00:42:18.690 align:middle line:84%
strange, because I would expect
an explorer, who is

00:42:18.690 --> 00:42:22.440 align:middle line:84%
supposed to be a world
interacting person to really

00:42:22.440 --> 00:42:26.430 align:middle line:84%
enjoy deep puzzles, which reward
them for knowing more

00:42:26.430 --> 00:42:27.840 align:middle line:90%
about the world.

00:42:27.840 --> 00:42:31.080 align:middle line:84%
PROFESSOR: But a problem with
puzzles in MUDs is that

00:42:31.080 --> 00:42:35.180 align:middle line:84%
they're usually simple
solutions.

00:42:35.180 --> 00:42:38.920 align:middle line:84%
So there's less pleasure to be
found in a very difficult

00:42:38.920 --> 00:42:40.635 align:middle line:84%
puzzle, because all that
told you was, you just

00:42:40.635 --> 00:42:41.530 align:middle line:90%
solved this one thing.

00:42:41.530 --> 00:42:44.170 align:middle line:84%
There is still some
pleasure there.

00:42:44.170 --> 00:42:49.650 align:middle line:84%
The interest that explorers are
way more compelled by--

00:42:49.650 --> 00:42:52.040 align:middle line:90%
kind of the latent dynamics--

00:42:52.040 --> 00:42:55.650 align:middle line:84%
is understanding the interaction
of how mechanics--

00:42:55.650 --> 00:42:59.180 align:middle line:84%
especially [UNINTELLIGIBLE] in a
way that might not have been

00:42:59.180 --> 00:43:01.260 align:middle line:90%
originally designed that way.

00:43:01.260 --> 00:43:02.303 align:middle line:84%
That's what they're
looking for.

00:43:02.303 --> 00:43:04.730 align:middle line:84%
They're not looking for, what
is the solution that was

00:43:04.730 --> 00:43:05.437 align:middle line:90%
designed in the game.

00:43:05.437 --> 00:43:07.950 align:middle line:84%
They're looking for, how am I
going to get this game to do

00:43:07.950 --> 00:43:11.082 align:middle line:84%
something that it might not
have been designed to do

00:43:11.082 --> 00:43:14.940 align:middle line:84%
originally, but would be cool
once I figure it out.

00:43:14.940 --> 00:43:17.980 align:middle line:90%
So that, unfortunately--

00:43:17.980 --> 00:43:19.440 align:middle line:90%
you are definitely right.

00:43:19.440 --> 00:43:22.660 align:middle line:84%
But that one suffers from the
very specific terminology of

00:43:22.660 --> 00:43:27.070 align:middle line:84%
what a puzzle is in a MUD, as
opposed to the more general

00:43:27.070 --> 00:43:30.090 align:middle line:84%
definition of what
a puzzle is.

00:43:30.090 --> 00:43:34.630 align:middle line:84%
The reason why, at least for
achievers, hard puzzles are

00:43:34.630 --> 00:43:38.500 align:middle line:84%
very important, because if you
make a puzzle that most people

00:43:38.500 --> 00:43:41.158 align:middle line:84%
aren't going to be able to get,
being able to get that

00:43:41.158 --> 00:43:43.910 align:middle line:84%
puzzle gives you some
[UNINTELLIGIBLE] status.

00:43:43.910 --> 00:43:46.290 align:middle line:84%
Usually some sort of visible
reward, even.

00:43:46.290 --> 00:43:50.090 align:middle line:84%
You are now in a location not
everybody else can get to, or

00:43:50.090 --> 00:43:52.251 align:middle line:84%
you now have a piece
of equipment

00:43:52.251 --> 00:43:53.970 align:middle line:90%
that no-one else has.

00:43:53.970 --> 00:44:01.390 align:middle line:84%
Whereas explorers, they will
probably have an advantage in

00:44:01.390 --> 00:44:03.180 align:middle line:90%
solving difficult puzzles.

00:44:03.180 --> 00:44:05.640 align:middle line:84%
But they're not necessarily the
sort of thing that makes

00:44:05.640 --> 00:44:08.840 align:middle line:84%
them want to interact
with the world.

00:44:08.840 --> 00:44:12.110 align:middle line:84%
Lots of the mechanics that
interact with each other in

00:44:12.110 --> 00:44:14.680 align:middle line:84%
and new and interesting ways,
are more likely to be

00:44:14.680 --> 00:44:15.930 align:middle line:90%
interesting to an explorer.

00:44:15.930 --> 00:44:18.580 align:middle line:90%


00:44:18.580 --> 00:44:21.446 align:middle line:84%
But you're right, acting and
interacting are crappy, crappy

00:44:21.446 --> 00:44:24.620 align:middle line:90%
terminology sort of thing.

00:44:24.620 --> 00:44:27.782 align:middle line:84%
AUDIENCE: Are you talking about
how griefers are more

00:44:27.782 --> 00:44:31.170 align:middle line:84%
like actors, where they just try
to get people to interact

00:44:31.170 --> 00:44:34.390 align:middle line:84%
with them, or try to get people
to get annoyed by them.

00:44:34.390 --> 00:44:36.780 align:middle line:84%
I've definitely seen,
[UNINTELLIGIBLE]

00:44:36.780 --> 00:44:37.490 align:middle line:90%
game design.

00:44:37.490 --> 00:44:39.720 align:middle line:90%
But [UNINTELLIGIBLE]

00:44:39.720 --> 00:44:40.400 align:middle line:90%
300.

00:44:40.400 --> 00:44:44.580 align:middle line:84%
Where we watched a video of
griefers in Team Fortress 2,

00:44:44.580 --> 00:44:49.410 align:middle line:84%
where there's a certain door
where, if they stand in a

00:44:49.410 --> 00:44:50.560 align:middle line:90%
certain spot, it won't open.

00:44:50.560 --> 00:44:52.610 align:middle line:84%
So this person started making
everyone interact.

00:44:52.610 --> 00:44:54.700 align:middle line:84%
OK, we're going to play
a game today.

00:44:54.700 --> 00:44:56.050 align:middle line:84%
If you want to leave, you have
to answer correctly.

00:44:56.050 --> 00:44:57.460 align:middle line:84%
PROFESSOR: Yeah, what
is the capital of--

00:44:57.460 --> 00:45:01.280 align:middle line:90%


00:45:01.280 --> 00:45:02.930 align:middle line:84%
AUDIENCE: That I see as more
of an explorer things.

00:45:02.930 --> 00:45:05.855 align:middle line:84%
Like, you bounce some weird
combination of the interaction

00:45:05.855 --> 00:45:09.320 align:middle line:84%
with the mechanics that allows
you to do something new, which

00:45:09.320 --> 00:45:12.783 align:middle line:84%
is turn Team Fortress
2 into a game show.

00:45:12.783 --> 00:45:14.110 align:middle line:90%
AUDIENCE: It was pretty funny.

00:45:14.110 --> 00:45:16.160 align:middle line:84%
AUDIENCE: But people
who can't play.

00:45:16.160 --> 00:45:18.172 align:middle line:84%
AUDIENCE: Griefers and explorers
are a combination of

00:45:18.172 --> 00:45:21.952 align:middle line:84%
bottle types, if you're going
to be a successful griefer.

00:45:21.952 --> 00:45:26.170 align:middle line:90%


00:45:26.170 --> 00:45:28.460 align:middle line:84%
PROFESSOR: And that's
absolutely true.

00:45:28.460 --> 00:45:30.740 align:middle line:84%
If your personality's oriented
one way, you may have to

00:45:30.740 --> 00:45:33.864 align:middle line:84%
engage with some other behaviors
in order to be able

00:45:33.864 --> 00:45:37.970 align:middle line:84%
to maximize that core behavior
they're looking for.

00:45:37.970 --> 00:45:43.385 align:middle line:84%
So there are people who are
looking at exploits and trying

00:45:43.385 --> 00:45:45.410 align:middle line:84%
to understand how the world
works so they can cause

00:45:45.410 --> 00:45:48.970 align:middle line:84%
maximum damage and maximum
grief to other people.

00:45:48.970 --> 00:45:51.090 align:middle line:84%
That's definitely one good
way of doing it.

00:45:51.090 --> 00:45:54.270 align:middle line:84%
But what I find is that as soon
as they find it, they are

00:45:54.270 --> 00:45:58.350 align:middle line:84%
not interested in finding
more ways until that

00:45:58.350 --> 00:45:59.600 align:middle line:90%
first way gets boring.

00:45:59.600 --> 00:46:02.160 align:middle line:90%


00:46:02.160 --> 00:46:04.110 align:middle line:90%
Or gets fixed.

00:46:04.110 --> 00:46:07.715 align:middle line:84%
So, people are going to say,
there's a lot of teleporting

00:46:07.715 --> 00:46:10.110 align:middle line:84%
you directly in front of a
turret, stuff like that.

00:46:10.110 --> 00:46:12.815 align:middle line:84%
Teleporting your own teammates
in front of a turret, that

00:46:12.815 --> 00:46:13.680 align:middle line:90%
sort of thing.

00:46:13.680 --> 00:46:14.930 align:middle line:90%
[UNINTELLIGIBLE]

00:46:14.930 --> 00:46:16.826 align:middle line:90%


00:46:16.826 --> 00:46:19.644 align:middle line:90%
AUDIENCE: I don't understand.

00:46:19.644 --> 00:46:20.956 align:middle line:84%
PROFESSOR: You don't
understand?

00:46:20.956 --> 00:46:21.630 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE].

00:46:21.630 --> 00:46:22.180 align:middle line:90%
PROFESSOR: It's fun.

00:46:22.180 --> 00:46:22.940 align:middle line:90%
AUDIENCE: Griefers.

00:46:22.940 --> 00:46:26.250 align:middle line:90%
AUDIENCE: No, it's not.

00:46:26.250 --> 00:46:28.590 align:middle line:84%
AUDIENCE: So, I'm going
to mess with you.

00:46:28.590 --> 00:46:30.750 align:middle line:90%
Just for the hell of it.

00:46:30.750 --> 00:46:34.020 align:middle line:84%
AUDIENCE: I remember in Sims
Online, an effective way to

00:46:34.020 --> 00:46:37.460 align:middle line:84%
grief would be to organize a
band of people and arrive on

00:46:37.460 --> 00:46:39.210 align:middle line:90%
that property.

00:46:39.210 --> 00:46:42.580 align:middle line:84%
Since there was a population
limit of 12 people or

00:46:42.580 --> 00:46:44.610 align:middle line:90%
something on any given lot.

00:46:44.610 --> 00:46:47.740 align:middle line:84%
In that lot, was a business that
required a lot of people

00:46:47.740 --> 00:46:48.460 align:middle line:90%
to come through.

00:46:48.460 --> 00:46:50.220 align:middle line:84%
And then you just had
12 of your people

00:46:50.220 --> 00:46:52.220 align:middle line:90%
show up and mill around.

00:46:52.220 --> 00:46:53.660 align:middle line:90%
And say a lot of profanities.

00:46:53.660 --> 00:46:56.323 align:middle line:84%
You could tag the place and
lock it up and no-one else

00:46:56.323 --> 00:46:58.078 align:middle line:84%
could go there and visit it,
sometimes including owners and

00:46:58.078 --> 00:46:58.360 align:middle line:90%
stuff like that.

00:46:58.360 --> 00:47:00.475 align:middle line:90%
It was very frustrating.

00:47:00.475 --> 00:47:04.430 align:middle line:84%
PROFESSOR: In fact, some of
the behavior they did got

00:47:04.430 --> 00:47:06.057 align:middle line:90%
towards organized crime level.

00:47:06.057 --> 00:47:11.145 align:middle line:84%
Actually, I mean it wasn't real
crime, it was virtual.

00:47:11.145 --> 00:47:14.290 align:middle line:84%
But there are actually a good
number of articles about the

00:47:14.290 --> 00:47:16.240 align:middle line:90%
Sims Online mafia.

00:47:16.240 --> 00:47:21.100 align:middle line:84%
Because that game had so
much built in for--

00:47:21.100 --> 00:47:23.140 align:middle line:90%
actually for socializers--

00:47:23.140 --> 00:47:25.550 align:middle line:84%
to be able to communicate,
express themselves.

00:47:25.550 --> 00:47:28.000 align:middle line:84%
I mean if you played the
original Sims, there's a whole

00:47:28.000 --> 00:47:30.372 align:middle line:84%
range of different expressive
things that you can do to

00:47:30.372 --> 00:47:33.810 align:middle line:84%
communicate how you're feeling
and to be able

00:47:33.810 --> 00:47:34.780 align:middle line:90%
to chat with people.

00:47:34.780 --> 00:47:38.320 align:middle line:84%
And someone, I think it might
have been Maxis itself,

00:47:38.320 --> 00:47:40.000 align:middle line:90%
actually charted out the web of

00:47:40.000 --> 00:47:41.740 align:middle line:90%
influence of all the players.

00:47:41.740 --> 00:47:46.670 align:middle line:84%
And there was one alpha player
who was in charge of

00:47:46.670 --> 00:47:49.240 align:middle line:90%
everything.

00:47:49.240 --> 00:47:55.010 align:middle line:84%
And if she decided that this
person wasn't wanted, she

00:47:55.010 --> 00:47:58.750 align:middle line:84%
didn't want, spending too much
time [UNINTELLIGIBLE]

00:47:58.750 --> 00:48:02.740 align:middle line:84%
because of how it pissed her off
or piss one of her friends

00:48:02.740 --> 00:48:05.080 align:middle line:84%
off or something, she'd organize
something like that.

00:48:05.080 --> 00:48:06.460 align:middle line:90%
Effectively.

00:48:06.460 --> 00:48:09.320 align:middle line:90%
It was called the Sims mafia.

00:48:09.320 --> 00:48:11.025 align:middle line:84%
and you get that
[UNINTELLIGIBLE PHRASE]

00:48:11.025 --> 00:48:15.780 align:middle line:90%


00:48:15.780 --> 00:48:18.520 align:middle line:84%
And it's kind of interesting
to see how different worlds

00:48:18.520 --> 00:48:19.918 align:middle line:90%
respond to that.

00:48:19.918 --> 00:48:22.980 align:middle line:84%
Even though in [UNINTELLIGIBLE]
which is--

00:48:22.980 --> 00:48:26.640 align:middle line:84%
actually, one thing I'd like
to do is, I'd like to throw

00:48:26.640 --> 00:48:29.900 align:middle line:84%
different games up
on that chart.

00:48:29.900 --> 00:48:36.060 align:middle line:84%
So I am looking mostly
at multiplayer games.

00:48:36.060 --> 00:48:39.470 align:middle line:84%
Preferably online multiplayer
games.

00:48:39.470 --> 00:48:42.200 align:middle line:84%
But, and I don't know all the
games that are out there.

00:48:42.200 --> 00:48:44.440 align:middle line:84%
So, I'd like people
to call-out games.

00:48:44.440 --> 00:48:47.070 align:middle line:84%
And tell me roughly what
I should put up.

00:48:47.070 --> 00:48:50.637 align:middle line:84%
If you disagree, then by all
means put up your hand and

00:48:50.637 --> 00:48:52.700 align:middle line:84%
suggest that it should
be moved.

00:48:52.700 --> 00:48:55.390 align:middle line:84%
AUDIENCE: Minecraft should go
definitely toward world

00:48:55.390 --> 00:48:58.394 align:middle line:90%
interaction andexplorer type.

00:48:58.394 --> 00:48:59.795 align:middle line:90%
AUDIENCE: Like, [UNINTELLIGIBLE]

00:48:59.795 --> 00:49:03.070 align:middle line:90%
far, far.

00:49:03.070 --> 00:49:03.910 align:middle line:84%
AUDIENCE: So what
is Minecraft?

00:49:03.910 --> 00:49:07.093 align:middle line:84%
I've heard of it, I just don't
know what exactly it's about.

00:49:07.093 --> 00:49:08.837 align:middle line:84%
AUDIENCE: You basically go
around mining things and

00:49:08.837 --> 00:49:11.460 align:middle line:84%
creating objects, and you can
create your own worlds.

00:49:11.460 --> 00:49:13.080 align:middle line:90%
AUDIENCE: So it's like--

00:49:13.080 --> 00:49:14.240 align:middle line:90%
I guess?

00:49:14.240 --> 00:49:17.530 align:middle line:84%
AUDIENCE: EVE is definitely
world interacting as well.

00:49:17.530 --> 00:49:18.050 align:middle line:90%
AUDIENCE: Yeah.

00:49:18.050 --> 00:49:20.840 align:middle line:84%
AUDIENCE: So that's
same as EVE.

00:49:20.840 --> 00:49:22.985 align:middle line:84%
AUDIENCE: I would say EVE
is also player to player

00:49:22.985 --> 00:49:24.206 align:middle line:90%
interacting.

00:49:24.206 --> 00:49:25.345 align:middle line:90%
[INTERPOSING VOICES]

00:49:25.345 --> 00:49:27.910 align:middle line:84%
AUDIENCE: I'd see it as
in the middle, then.

00:49:27.910 --> 00:49:30.000 align:middle line:84%
AUDIENCE: In EVE you have to
form corporations with bunches

00:49:30.000 --> 00:49:33.450 align:middle line:84%
of people in order
to do anything.

00:49:33.450 --> 00:49:34.440 align:middle line:90%
PROFESSOR: That's true.

00:49:34.440 --> 00:49:39.403 align:middle line:84%
You have to be really good in
your social skills, actually.

00:49:39.403 --> 00:49:40.401 align:middle line:84%
It's one of the games that's
most ruthlessly

00:49:40.401 --> 00:49:41.651 align:middle line:90%
[UNINTELLIGIBLE].

00:49:41.651 --> 00:49:43.730 align:middle line:90%


00:49:43.730 --> 00:49:44.050 align:middle line:90%
[INTERPOSING VOICES]

00:49:44.050 --> 00:49:46.110 align:middle line:84%
AUDIENCE: If you interact
with the people

00:49:46.110 --> 00:49:47.340 align:middle line:90%
and the world a lot.

00:49:47.340 --> 00:49:50.800 align:middle line:84%
AUDIENCE: I think it's more
strongly player attracting and

00:49:50.800 --> 00:49:53.080 align:middle line:84%
is world attracting
than most games.

00:49:53.080 --> 00:49:54.330 align:middle line:84%
PROFESSOR: You cannot
[UNINTELLIGIBLE].

00:49:54.330 --> 00:49:57.360 align:middle line:90%


00:49:57.360 --> 00:50:01.770 align:middle line:84%
AUDIENCE: But there's also a
huge amount of achievement and

00:50:01.770 --> 00:50:03.700 align:middle line:84%
player versus player conflict
in this kind of stuff.

00:50:03.700 --> 00:50:04.776 align:middle line:90%
[UNINTELLIGIBLE]

00:50:04.776 --> 00:50:08.190 align:middle line:84%
AUDIENCE: You can die far down
the interacting scale.

00:50:08.190 --> 00:50:10.650 align:middle line:84%
I mean, consider things in
Second Life instead.

00:50:10.650 --> 00:50:14.560 align:middle line:84%
Which would be way further down
the interacting end of

00:50:14.560 --> 00:50:18.218 align:middle line:84%
the spectrum than EVE
Online, surely.

00:50:18.218 --> 00:50:20.906 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

00:50:20.906 --> 00:50:22.180 align:middle line:84%
AUDIENCE: Assuming that
[UNINTELLIGIBLE].

00:50:22.180 --> 00:50:23.215 align:middle line:84%
AUDIENCE: I'm not sure
it's hacking.

00:50:23.215 --> 00:50:25.080 align:middle line:84%
Like, PvP is the opposite
of [UNINTELLIGIBLE].

00:50:25.080 --> 00:50:26.606 align:middle line:90%
AUDIENCE: I mean it's not--

00:50:26.606 --> 00:50:28.240 align:middle line:84%
AUDIENCE: I think it's
definitely player interaction

00:50:28.240 --> 00:50:30.220 align:middle line:90%
more than player action.

00:50:30.220 --> 00:50:32.040 align:middle line:84%
AUDIENCE: Yeah, I believe
it's interaction.

00:50:32.040 --> 00:50:33.950 align:middle line:84%
AUDIENCE: Something like having
PvP tournaments, I

00:50:33.950 --> 00:50:36.690 align:middle line:84%
think, would be definitely
a lot of interaction.

00:50:36.690 --> 00:50:37.100 align:middle line:90%
AUDIENCE: Yeah.

00:50:37.100 --> 00:50:40.570 align:middle line:84%
I think that's the distinction
between griefing and like

00:50:40.570 --> 00:50:42.075 align:middle line:90%
people fighting each other.

00:50:42.075 --> 00:50:43.740 align:middle line:84%
AUDIENCE: Griefing can be
an [UNINTELLIGIBLE].

00:50:43.740 --> 00:50:47.550 align:middle line:84%
AUDIENCE: What I got from this
article is that acting is

00:50:47.550 --> 00:50:50.013 align:middle line:84%
like, I go and kill someone
and ha, I killed

00:50:50.013 --> 00:50:50.620 align:middle line:90%
them and that's it.

00:50:50.620 --> 00:50:52.475 align:middle line:84%
Or I go through the world, it's
like, I killed a monster,

00:50:52.475 --> 00:50:53.190 align:middle line:90%
I killed a monster.

00:50:53.190 --> 00:50:54.260 align:middle line:90%
And you just have a goal.

00:50:54.260 --> 00:50:55.480 align:middle line:84%
If you want to get the
goal instead of

00:50:55.480 --> 00:50:58.210 align:middle line:90%
diverting from your goal.

00:50:58.210 --> 00:50:58.800 align:middle line:90%
So, I don't know.

00:50:58.800 --> 00:51:02.710 align:middle line:84%
I definitely think griefing
can be hugely interactive.

00:51:02.710 --> 00:51:04.491 align:middle line:84%
But there could be a
whole bunch of--

00:51:04.491 --> 00:51:08.210 align:middle line:84%
in EVE if you infiltrate
someone's company and you--

00:51:08.210 --> 00:51:10.310 align:middle line:84%
AUDIENCE: Steal ten thousand
dollars' worth of their money.

00:51:10.310 --> 00:51:10.660 align:middle line:90%
AUDIENCE: Exactly.

00:51:10.660 --> 00:51:13.520 align:middle line:84%
That's hugely interactive
griefing.

00:51:13.520 --> 00:51:15.280 align:middle line:84%
AUDIENCE: I don't think
that's griefing.

00:51:15.280 --> 00:51:16.500 align:middle line:84%
AUDIENCE: Consider Team
Fortress, right.

00:51:16.500 --> 00:51:18.410 align:middle line:84%
There's Team Fortress
player interaction.

00:51:18.410 --> 00:51:21.910 align:middle line:84%
Because that means it's
a socializer game.

00:51:21.910 --> 00:51:24.020 align:middle line:84%
PROFESSOR: I personally do not
think Team Fortress falls

00:51:24.020 --> 00:51:27.850 align:middle line:84%
under player interacting
with team.

00:51:27.850 --> 00:51:29.240 align:middle line:90%
[INTERPOSING VOICES]

00:51:29.240 --> 00:51:32.121 align:middle line:84%
AUDIENCE: But Left
for Dead is.

00:51:32.121 --> 00:51:35.050 align:middle line:90%
PROFESSOR: [UNINTELLIGIBLE]

00:51:35.050 --> 00:51:35.940 align:middle line:84%
AUDIENCE: There's definitely
interaction happening--

00:51:35.940 --> 00:51:36.340 align:middle line:90%
[INTERPOSING VOICES]

00:51:36.340 --> 00:51:38.482 align:middle line:84%
AUDIENCE: I'd say probably
more-- it depends on what

00:51:38.482 --> 00:51:38.880 align:middle line:90%
you're doing

00:51:38.880 --> 00:51:41.600 align:middle line:90%
[INTERPOSING VOICES]

00:51:41.600 --> 00:51:43.170 align:middle line:84%
AUDIENCE: So with Left for Dead
you can play-- you're

00:51:43.170 --> 00:51:46.160 align:middle line:84%
interacting, but then you're
also online and you can go

00:51:46.160 --> 00:51:48.840 align:middle line:84%
against other players
who are actually the

00:51:48.840 --> 00:51:50.983 align:middle line:90%
zombies, against you.

00:51:50.983 --> 00:51:51.406 align:middle line:90%
PROFESSOR: Right.

00:51:51.406 --> 00:51:55.370 align:middle line:84%
So let's talk about the basic
[UNINTELLIGIBLE].

00:51:55.370 --> 00:52:02.430 align:middle line:84%
AUDIENCE: So the basic, most
common mode is going to be

00:52:02.430 --> 00:52:04.370 align:middle line:84%
four players playing
cooperatively

00:52:04.370 --> 00:52:07.440 align:middle line:90%
against the game world.

00:52:07.440 --> 00:52:09.860 align:middle line:84%
AUDIENCE: That's just
interacting with the world.

00:52:09.860 --> 00:52:17.790 align:middle line:84%
AUDIENCE: And there is a lot
of interaction that goes on

00:52:17.790 --> 00:52:20.808 align:middle line:84%
between players, because you
cannot basically survive

00:52:20.808 --> 00:52:22.640 align:middle line:84%
unless you get each
others' backs.

00:52:22.640 --> 00:52:24.080 align:middle line:84%
AUDIENCE: So I would
say it's--

00:52:24.080 --> 00:52:26.440 align:middle line:84%
AUDIENCE: And there's
built-in functions

00:52:26.440 --> 00:52:27.410 align:middle line:90%
to help other people.

00:52:27.410 --> 00:52:29.860 align:middle line:84%
So someone might get back up
on a ledge and he'll be

00:52:29.860 --> 00:52:31.130 align:middle line:84%
holding on and you have
to pull him back up.

00:52:31.130 --> 00:52:31.410 align:middle line:90%
AUDIENCE: Or smokers.

00:52:31.410 --> 00:52:34.730 align:middle line:84%
AUDIENCE: At the same time,
there's also an intelligent

00:52:34.730 --> 00:52:38.830 align:middle line:84%
engine that plans that level
for you and places zombies

00:52:38.830 --> 00:52:43.490 align:middle line:84%
specifically to maintain you
in a state of nervousness.

00:52:43.490 --> 00:52:45.830 align:middle line:84%
And so it's different every
single time you play.

00:52:45.830 --> 00:52:49.230 align:middle line:84%
So those balance out and
probably place it somewhere in

00:52:49.230 --> 00:52:49.590 align:middle line:90%
the middle.

00:52:49.590 --> 00:52:52.501 align:middle line:84%
Maybe a little bit more player
biased than world biased,

00:52:52.501 --> 00:52:55.500 align:middle line:84%
because you really have
to stick together.

00:52:55.500 --> 00:52:58.250 align:middle line:84%
PROFESSOR: So, it's weird
because it's almost like, you

00:52:58.250 --> 00:52:59.870 align:middle line:90%
want to have like a plane.

00:52:59.870 --> 00:53:01.120 align:middle line:90%
[INTERPOSING VOICES]

00:53:01.120 --> 00:53:03.725 align:middle line:90%


00:53:03.725 --> 00:53:05.460 align:middle line:84%
AUDIENCE: I think the big
problem with this sort of

00:53:05.460 --> 00:53:08.650 align:middle line:84%
graph is that you can't really
necessarily separate games

00:53:08.650 --> 00:53:11.570 align:middle line:90%
into one of these quadrants.

00:53:11.570 --> 00:53:12.820 align:middle line:90%
[INTERPOSING VOICES]

00:53:12.820 --> 00:53:15.146 align:middle line:90%


00:53:15.146 --> 00:53:16.760 align:middle line:84%
PROFESSOR: And that
is actually also--

00:53:16.760 --> 00:53:18.240 align:middle line:90%
[INTERPOSING VOICES]

00:53:18.240 --> 00:53:20.450 align:middle line:84%
AUDIENCE: It might be a little
more useful to actually draw

00:53:20.450 --> 00:53:25.090 align:middle line:84%
areas within the graph to
represent a game, I guess.

00:53:25.090 --> 00:53:29.230 align:middle line:84%
Draw the area that encompasses
all the pieces the game

00:53:29.230 --> 00:53:30.490 align:middle line:90%
represents.

00:53:30.490 --> 00:53:31.740 align:middle line:90%
[INTERPOSING VOICES]

00:53:31.740 --> 00:53:34.756 align:middle line:90%


00:53:34.756 --> 00:53:39.560 align:middle line:84%
PROFESSOR: Like Halo co-op and
Halo multiplayer, and player

00:53:39.560 --> 00:53:40.810 align:middle line:90%
versus player.

00:53:40.810 --> 00:53:43.560 align:middle line:90%


00:53:43.560 --> 00:53:47.075 align:middle line:84%
That will probably be a little
refinement, if I create some

00:53:47.075 --> 00:53:50.160 align:middle line:84%
sort of scatter chart
or Venn diagram.

00:53:50.160 --> 00:53:51.540 align:middle line:84%
AUDIENCE: Because I could
definitely see there being a

00:53:51.540 --> 00:53:54.450 align:middle line:84%
game where there's a lot of
acting on the world and

00:53:54.450 --> 00:53:55.760 align:middle line:90%
interacting with players.

00:53:55.760 --> 00:53:58.610 align:middle line:84%
And if you're just separating
these into distinct points,

00:53:58.610 --> 00:54:01.400 align:middle line:84%
that isn't possible
with this graph.

00:54:01.400 --> 00:54:03.810 align:middle line:84%
PROFESSOR: So that's another
problem, is the assumption

00:54:03.810 --> 00:54:08.980 align:middle line:84%
that acting and interacting
are--

00:54:08.980 --> 00:54:10.235 align:middle line:90%
AUDIENCE: Mutually exclusive?

00:54:10.235 --> 00:54:11.720 align:middle line:84%
PROFESSOR: They're mutually
opposite.

00:54:11.720 --> 00:54:12.970 align:middle line:90%
[UNINTELLIGIBLE]

00:54:12.970 --> 00:54:16.670 align:middle line:90%


00:54:16.670 --> 00:54:18.318 align:middle line:84%
Do people generally
accept this?

00:54:18.318 --> 00:54:18.766 align:middle line:90%
AUDIENCE: No, no.

00:54:18.766 --> 00:54:20.900 align:middle line:84%
They do less acting
than interacting.

00:54:20.900 --> 00:54:23.610 align:middle line:84%
AUDIENCE: If you just warp
space, then you can have

00:54:23.610 --> 00:54:24.000 align:middle line:90%
[UNINTELLIGIBLE].

00:54:24.000 --> 00:54:25.250 align:middle line:90%
[INTERPOSING VOICES]

00:54:25.250 --> 00:54:27.745 align:middle line:90%


00:54:27.745 --> 00:54:30.655 align:middle line:84%
AUDIENCE: I think if you had
different values for player

00:54:30.655 --> 00:54:32.110 align:middle line:84%
world interacting
and acting would

00:54:32.110 --> 00:54:34.540 align:middle line:90%
necessarily be connected.

00:54:34.540 --> 00:54:38.661 align:middle line:84%
I think EVE definitely in world
is very high, and in

00:54:38.661 --> 00:54:40.736 align:middle line:90%
player is very high.

00:54:40.736 --> 00:54:43.050 align:middle line:84%
PROFESSOR: World very high,
player very high.

00:54:43.050 --> 00:54:45.740 align:middle line:84%
But I mean, player is
interacting and world is

00:54:45.740 --> 00:54:46.650 align:middle line:90%
acting on the world.

00:54:46.650 --> 00:54:48.820 align:middle line:90%
AUDIENCE: On the world still.

00:54:48.820 --> 00:54:49.870 align:middle line:90%
[UNINTELLIGIBLE]

00:54:49.870 --> 00:54:52.210 align:middle line:90%
PROFESSOR: I mean, because--

00:54:52.210 --> 00:54:55.100 align:middle line:84%
you're exploring the world
spatially a lot.

00:54:55.100 --> 00:54:58.250 align:middle line:84%
Are you exploring the systems
of the world a lot?

00:54:58.250 --> 00:55:00.571 align:middle line:84%
Or are you really exploring the
systems set up by people?

00:55:00.571 --> 00:55:02.860 align:middle line:90%
AUDIENCE: That's true.

00:55:02.860 --> 00:55:07.930 align:middle line:84%
PROFESSOR: The nice thing about
things like EVE Online--

00:55:07.930 --> 00:55:08.660 align:middle line:90%
also [UNINTELLIGIBLE]

00:55:08.660 --> 00:55:13.958 align:middle line:84%
EVE Online [UNINTELLIGIBLE]
game basically, where you

00:55:13.958 --> 00:55:15.260 align:middle line:90%
start off as a captain.

00:55:15.260 --> 00:55:16.700 align:middle line:84%
Correct me if I'm
wrong with this.

00:55:16.700 --> 00:55:19.354 align:middle line:84%
AUDIENCE: It's a super-sandbox
game.

00:55:19.354 --> 00:55:22.198 align:middle line:84%
PROFESSOR: But for the
most part, you're

00:55:22.198 --> 00:55:24.094 align:middle line:90%
traveling in space.

00:55:24.094 --> 00:55:26.830 align:middle line:84%
AUDIENCE: Can you get out of
your ship and walk on foot?

00:55:26.830 --> 00:55:27.470 align:middle line:84%
AUDIENCE: Have they added that,
because I know they

00:55:27.470 --> 00:55:30.000 align:middle line:84%
wanted to add an expansion where
you could actually walk

00:55:30.000 --> 00:55:31.140 align:middle line:90%
on planets.

00:55:31.140 --> 00:55:32.950 align:middle line:84%
Last time I heard,
they hadn't.

00:55:32.950 --> 00:55:34.220 align:middle line:84%
AUDIENCE: Last I heard
they hadn't.

00:55:34.220 --> 00:55:37.370 align:middle line:84%
AUDIENCE: Dust 66 or something
like that.

00:55:37.370 --> 00:55:37.895 align:middle line:84%
PROFESSOR:
[UNINTELLIGIBLE PHRASE]

00:55:37.895 --> 00:55:40.340 align:middle line:84%
AUDIENCE: It's a
separate game.

00:55:40.340 --> 00:55:42.560 align:middle line:84%
PROFESSOR: No, you're traveling
through space.

00:55:42.560 --> 00:55:45.030 align:middle line:90%
[UNINTELLIGIBLE]

00:55:45.030 --> 00:55:48.895 align:middle line:84%
But the whole idea is that it's
all built around this

00:55:48.895 --> 00:55:50.875 align:middle line:84%
economy, where [UNINTELLIGIBLE]
mining,

00:55:50.875 --> 00:55:52.990 align:middle line:90%
[UNINTELLIGIBLE]

00:55:52.990 --> 00:55:53.285 align:middle line:90%
cash.

00:55:53.285 --> 00:55:57.110 align:middle line:84%
But the real power in the game
comes when players start to

00:55:57.110 --> 00:55:59.040 align:middle line:90%
ally with each other.

00:55:59.040 --> 00:56:01.980 align:middle line:84%
Form armadas, form
trade groups.

00:56:01.980 --> 00:56:06.880 align:middle line:84%
Form areas that you can
patrol and control.

00:56:06.880 --> 00:56:09.325 align:middle line:84%
And areas where you want to
agree that if you don't get

00:56:09.325 --> 00:56:13.689 align:middle line:84%
along with the people who are in
control of this space, you

00:56:13.689 --> 00:56:14.516 align:middle line:84%
will die when you
fly in there.

00:56:14.516 --> 00:56:18.484 align:middle line:84%
And the only thing that's making
that happen are other

00:56:18.484 --> 00:56:20.964 align:middle line:84%
players deciding that this
social contract is

00:56:20.964 --> 00:56:21.460 align:middle line:90%
[UNINTELLIGIBLE].

00:56:21.460 --> 00:56:24.436 align:middle line:90%
So it's pretty damn amazing.

00:56:24.436 --> 00:56:27.466 align:middle line:84%
What some folks were talking
about earlier was a big story

00:56:27.466 --> 00:56:30.680 align:middle line:84%
about how, basically, one person
got into a very, very

00:56:30.680 --> 00:56:33.755 align:middle line:84%
powerful position in
one of these clans.

00:56:33.755 --> 00:56:35.540 align:middle line:90%
And decided to defect.

00:56:35.540 --> 00:56:42.360 align:middle line:84%
Take a majority of one clan's
financial resources with him.

00:56:42.360 --> 00:56:46.090 align:middle line:84%
And-- remember, this is a
fairly modern massive

00:56:46.090 --> 00:56:47.330 align:middle line:90%
multiplayer online game.

00:56:47.330 --> 00:56:50.370 align:middle line:84%
In-game assets can now be
traded for real money.

00:56:50.370 --> 00:56:51.350 align:middle line:84%
AUDIENCE: It's illegal
so that--

00:56:51.350 --> 00:56:52.000 align:middle line:90%
PROFESSOR: It's illegal.

00:56:52.000 --> 00:56:52.880 align:middle line:90%
AUDIENCE: Like, in-game.

00:56:52.880 --> 00:56:55.430 align:middle line:84%
So you can get your
account banned.

00:56:55.430 --> 00:56:59.000 align:middle line:84%
So what happened, if I'm talking
about the one that

00:56:59.000 --> 00:57:00.150 align:middle line:90%
you're talking about.

00:57:00.150 --> 00:57:03.080 align:middle line:84%
Someone got to a really
powerful place in

00:57:03.080 --> 00:57:04.110 align:middle line:90%
this banking clan.

00:57:04.110 --> 00:57:06.400 align:middle line:84%
And then took all of
their assets and

00:57:06.400 --> 00:57:07.510 align:middle line:90%
traded it for real money.

00:57:07.510 --> 00:57:11.130 align:middle line:84%
So he got $10,000 by
selling it off.

00:57:11.130 --> 00:57:13.070 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

00:57:13.070 --> 00:57:16.326 align:middle line:84%
AUDIENCE: One was a guy who
infiltrated the clan

00:57:16.326 --> 00:57:17.763 align:middle line:84%
[UNINTELLIGIBLE] that
much money.

00:57:17.763 --> 00:57:20.300 align:middle line:84%
One was like a parent who was
going into financial trouble

00:57:20.300 --> 00:57:24.285 align:middle line:84%
and held a fifth of the assets
of the major bank, and cashed

00:57:24.285 --> 00:57:28.575 align:middle line:84%
it in for $6,000 to help pay off
part of his house and his

00:57:28.575 --> 00:57:29.988 align:middle line:90%
kids' medical bills.

00:57:29.988 --> 00:57:32.350 align:middle line:84%
And then posted an apology on
the board and quit the game.

00:57:32.350 --> 00:57:34.360 align:middle line:84%
AUDIENCE: I thought he got
banned from the game.

00:57:34.360 --> 00:57:35.620 align:middle line:84%
AUDIENCE: He was banned
from the game, but he

00:57:35.620 --> 00:57:38.494 align:middle line:90%
also quit the game.

00:57:38.494 --> 00:57:40.949 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

00:57:40.949 --> 00:57:42.225 align:middle line:84%
AUDIENCE: He was like, I'm
sorry, everybody, but this is

00:57:42.225 --> 00:57:44.295 align:middle line:90%
kind of important.

00:57:44.295 --> 00:57:46.510 align:middle line:84%
AUDIENCE: The amazing one
was the guy who actually

00:57:46.510 --> 00:57:51.170 align:middle line:84%
infiltrated the company and
just took it down as a

00:57:51.170 --> 00:57:52.720 align:middle line:90%
years-long operation--

00:57:52.720 --> 00:57:53.328 align:middle line:84%
AUDIENCE: [UNINTELLIGIBLE]
thought he was a

00:57:53.328 --> 00:57:54.070 align:middle line:90%
friend and all that.

00:57:54.070 --> 00:57:55.550 align:middle line:90%
AUDIENCE: Yeah.

00:57:55.550 --> 00:57:57.870 align:middle line:84%
Trying to get in and then
managed to take down this

00:57:57.870 --> 00:58:00.060 align:middle line:90%
gigantic in-game corporation.

00:58:00.060 --> 00:58:01.318 align:middle line:84%
AUDIENCE: How many active
players are

00:58:01.318 --> 00:58:02.892 align:middle line:90%
there on EVE Online?

00:58:02.892 --> 00:58:04.620 align:middle line:90%
A hundred thousand?

00:58:04.620 --> 00:58:04.846 align:middle line:90%
AUDIENCE: No.

00:58:04.846 --> 00:58:07.400 align:middle line:84%
I feel like the active
players are--

00:58:07.400 --> 00:58:07.990 align:middle line:90%
PROFESSOR: [UNINTELLIGIBLE]

00:58:07.990 --> 00:58:11.230 align:middle line:90%
AUDIENCE: At any moment?

00:58:11.230 --> 00:58:14.960 align:middle line:84%
PROFESSOR: No, I mean active
current players who have

00:58:14.960 --> 00:58:16.720 align:middle line:90%
active accounts.

00:58:16.720 --> 00:58:18.070 align:middle line:84%
AUDIENCE: Do they
have new players

00:58:18.070 --> 00:58:19.100 align:middle line:90%
arriving regularly, or--

00:58:19.100 --> 00:58:20.360 align:middle line:90%
AUDIENCE: Occasionally.

00:58:20.360 --> 00:58:21.926 align:middle line:84%
AUDIENCE: They don't have
a game that's been--

00:58:21.926 --> 00:58:24.625 align:middle line:90%
[INTERPOSING VOICES]

00:58:24.625 --> 00:58:25.460 align:middle line:84%
AUDIENCE: It's like
a ridiculous

00:58:25.460 --> 00:58:26.870 align:middle line:90%
learning curve, yeah.

00:58:26.870 --> 00:58:29.220 align:middle line:84%
AUDIENCE: It's like four
months or something.

00:58:29.220 --> 00:58:31.186 align:middle line:90%
It's insane.

00:58:31.186 --> 00:58:33.080 align:middle line:84%
PROFESSOR: But the interesting
thing about the particular

00:58:33.080 --> 00:58:36.278 align:middle line:84%
case where someone infiltrated,
took all the

00:58:36.278 --> 00:58:41.710 align:middle line:84%
money and basically decimated
this clan deliberately, was

00:58:41.710 --> 00:58:44.540 align:middle line:84%
that that person
[UNINTELLIGIBLE]

00:58:44.540 --> 00:58:45.790 align:middle line:90%
[INTERPOSING VOICES]

00:58:45.790 --> 00:58:47.360 align:middle line:90%


00:58:47.360 --> 00:58:48.960 align:middle line:84%
AUDIENCE: The most recent
one that I read about,

00:58:48.960 --> 00:58:51.810 align:middle line:84%
theoretically had in the tens of
thousands of US dollars of

00:58:51.810 --> 00:58:54.910 align:middle line:84%
assets in the game and did not
cash in any of it for real

00:58:54.910 --> 00:58:57.385 align:middle line:84%
money because there is no
authorized mechanism.

00:58:57.385 --> 00:59:00.050 align:middle line:84%
And the article that I read,
basically, the end note was,

00:59:00.050 --> 00:59:01.170 align:middle line:84%
no-one knows what he
can do with it.

00:59:01.170 --> 00:59:05.420 align:middle line:84%
He's technically rich but
there's no legal mechanism

00:59:05.420 --> 00:59:07.330 align:middle line:90%
[UNINTELLIGIBLE]

00:59:07.330 --> 00:59:09.245 align:middle line:84%
I don't think he got banned
at all because--

00:59:09.245 --> 00:59:10.495 align:middle line:84%
PROFESSOR: Its part
of the game.

00:59:10.495 --> 00:59:12.890 align:middle line:90%


00:59:12.890 --> 00:59:15.740 align:middle line:84%
At least for the definition
of EVE.

00:59:15.740 --> 00:59:19.790 align:middle line:84%
Stories like that tend
to have earned its

00:59:19.790 --> 00:59:20.470 align:middle line:90%
reputation in a way.

00:59:20.470 --> 00:59:23.820 align:middle line:90%
This is lawless in space.

00:59:23.820 --> 00:59:27.315 align:middle line:84%
We're trying to encourage this
kind of player to player.

00:59:27.315 --> 00:59:29.215 align:middle line:90%
And [UNINTELLIGIBLE]

00:59:29.215 --> 00:59:32.150 align:middle line:90%


00:59:32.150 --> 00:59:34.466 align:middle line:84%
So I'm not entirely sure
if [UNINTELLIGIBLE]

00:59:34.466 --> 00:59:34.902 align:middle line:90%
griefing.

00:59:34.902 --> 00:59:37.580 align:middle line:84%
It was an incredibly
smart tactical--

00:59:37.580 --> 00:59:39.710 align:middle line:84%
AUDIENCE: See, I would not
call that griefing.

00:59:39.710 --> 00:59:44.110 align:middle line:84%
It may have been done to annoy
the people who were running

00:59:44.110 --> 00:59:45.450 align:middle line:90%
the company that he took down.

00:59:45.450 --> 00:59:48.750 align:middle line:90%
But see it as exploration.

00:59:48.750 --> 00:59:50.500 align:middle line:90%
I'm going to try and--

00:59:50.500 --> 00:59:52.080 align:middle line:84%
it's [UNINTELLIGIBLE]
player interaction.

00:59:52.080 --> 00:59:54.500 align:middle line:90%
PROFESSOR: [UNINTELLIGIBLE]

00:59:54.500 --> 00:59:54.950 align:middle line:90%
[INTERPOSING VOICES]

00:59:54.950 --> 00:59:57.080 align:middle line:84%
AUDIENCE: I started a major
corporation all by myself.

00:59:57.080 --> 00:59:58.420 align:middle line:84%
AUDIENCE: Yeah, might
actually be--

00:59:58.420 --> 01:00:00.900 align:middle line:90%
[INTERPOSING VOICES]

01:00:00.900 --> 01:00:02.940 align:middle line:84%
AUDIENCE: Do you put that
on your resume?

01:00:02.940 --> 01:00:05.340 align:middle line:90%
Single-handedly [UNINTELLIGIBLE]

01:00:05.340 --> 01:00:07.050 align:middle line:84%
AUDIENCE: [UNINTELLIGIBLE]
been hired by a lawyer.

01:00:07.050 --> 01:00:08.300 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

01:00:08.300 --> 01:00:11.960 align:middle line:90%


01:00:11.960 --> 01:00:13.250 align:middle line:84%
PROFESSOR: So, what
I would actually

01:00:13.250 --> 01:00:15.940 align:middle line:90%
like to end this with--

01:00:15.940 --> 01:00:18.280 align:middle line:90%
we've got about 15 minutes.

01:00:18.280 --> 01:00:19.545 align:middle line:90%
Is to spend some time--

01:00:19.545 --> 01:00:21.470 align:middle line:84%
I would say, how many
of you have we got?

01:00:21.470 --> 01:00:24.793 align:middle line:84%
One, two, three, four, five,
six, seven, eight, nine, 10,

01:00:24.793 --> 01:00:28.290 align:middle line:90%
11, 12, 13, 14, 15, 16.

01:00:28.290 --> 01:00:30.100 align:middle line:90%
So, groups of four.

01:00:30.100 --> 01:00:33.175 align:middle line:84%
And what I'd like
folks to do--

01:00:33.175 --> 01:00:34.425 align:middle line:90%
[UNINTELLIGIBLE] --

01:00:34.425 --> 01:00:38.760 align:middle line:90%


01:00:38.760 --> 01:00:41.610 align:middle line:84%
I'd like folks to come
up with other axes.

01:00:41.610 --> 01:00:46.110 align:middle line:84%
Not necessarily anything
having to do with

01:00:46.110 --> 01:00:46.920 align:middle line:90%
[UNINTELLIGIBLE].

01:00:46.920 --> 01:00:52.264 align:middle line:84%
Give me two things that you feel
are diametrically opposed

01:00:52.264 --> 01:00:56.580 align:middle line:84%
but in describing a game,
or any series of games.

01:00:56.580 --> 01:00:59.180 align:middle line:84%
You can place games
on other sub-axes.

01:00:59.180 --> 01:01:04.076 align:middle line:84%
If we have time, we can talk
about an attitude difference.

01:01:04.076 --> 01:01:08.230 align:middle line:84%
But something to help describe
two people, OK, this game is

01:01:08.230 --> 01:01:11.172 align:middle line:84%
on the hard extreme of one,
this game's on the hard

01:01:11.172 --> 01:01:13.630 align:middle line:90%
extreme of the other.

01:01:13.630 --> 01:01:16.860 align:middle line:84%
The goal here is to come up with
terms that will help you

01:01:16.860 --> 01:01:22.160 align:middle line:84%
identify who this game might
be target towards.

01:01:22.160 --> 01:01:24.950 align:middle line:84%
What kind of player might
this game be targeting?

01:01:24.950 --> 01:01:28.430 align:middle line:84%
Not necessarily using Bartle's
terminology at all.

01:01:28.430 --> 01:01:30.504 align:middle line:84%
Bartle's terminology, as we have
said, is kind of weak, so

01:01:30.504 --> 01:01:36.015 align:middle line:84%
let's throw out some
other words to

01:01:36.015 --> 01:01:37.970 align:middle line:90%
describe games already.

01:01:37.970 --> 01:01:41.486 align:middle line:84%
If that fails, because you
haven't really thought about

01:01:41.486 --> 01:01:44.150 align:middle line:84%
it, to come up with
some new words.

01:01:44.150 --> 01:01:45.686 align:middle line:90%
Real game-ish words.

01:01:45.686 --> 01:01:46.936 align:middle line:90%
[INTERPOSING VOICES]

01:01:46.936 --> 01:02:08.850 align:middle line:90%


01:02:08.850 --> 01:02:10.942 align:middle line:84%
AUDIENCE: Random versus
strategy.

01:02:10.942 --> 01:02:12.192 align:middle line:90%
PROFESSOR: Oh, very good.

01:02:12.192 --> 01:02:18.110 align:middle line:90%


01:02:18.110 --> 01:02:20.735 align:middle line:84%
AUDIENCE: Original
versus copy.

01:02:20.735 --> 01:02:21.985 align:middle line:84%
PROFESSOR:
[UNINTELLIGIBLE PHRASE]

01:02:21.985 --> 01:02:29.150 align:middle line:90%


01:02:29.150 --> 01:02:34.100 align:middle line:84%
I'd rather use more chance or
random to get the point across

01:02:34.100 --> 01:02:35.090 align:middle line:90%
pretty clearly.

01:02:35.090 --> 01:02:36.590 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

01:02:36.590 --> 01:02:36.950 align:middle line:90%
AUDIENCE: Right.

01:02:36.950 --> 01:02:41.220 align:middle line:84%
So I think that axis should be
random, deterministic and/or

01:02:41.220 --> 01:02:43.970 align:middle line:90%
reactive and deliberative.

01:02:43.970 --> 01:02:46.390 align:middle line:90%
[INTERPOSING VOICES]

01:02:46.390 --> 01:02:48.770 align:middle line:90%
AUDIENCE: It's fancy.

01:02:48.770 --> 01:02:51.175 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

01:02:51.175 --> 01:02:52.630 align:middle line:90%
PROFESSOR: Say that one again?

01:02:52.630 --> 01:02:53.600 align:middle line:90%
AUDIENCE: Reactive.

01:02:53.600 --> 01:02:56.034 align:middle line:84%
AUDIENCE: So reactive
and delibrative.

01:02:56.034 --> 01:02:58.140 align:middle line:84%
AUDIENCE: Reactive
and deliberative.

01:02:58.140 --> 01:02:59.475 align:middle line:84%
AUDIENCE: Or random
and deterministic.

01:02:59.475 --> 01:03:03.500 align:middle line:90%


01:03:03.500 --> 01:03:04.680 align:middle line:84%
AUDIENCE: So you can definitely
still have

01:03:04.680 --> 01:03:06.030 align:middle line:90%
randomness and have strategy.

01:03:06.030 --> 01:03:06.760 align:middle line:90%
AUDIENCE: Right.

01:03:06.760 --> 01:03:09.210 align:middle line:84%
AUDIENCE: But random
and deterministic.

01:03:09.210 --> 01:03:12.040 align:middle line:84%
AUDIENCE: They would be
somewhere on the axis, right?

01:03:12.040 --> 01:03:14.770 align:middle line:84%
AUDIENCE: So the problem is, you
can have incredible amount

01:03:14.770 --> 01:03:18.020 align:middle line:84%
of randomness but if you
can just figure out the

01:03:18.020 --> 01:03:19.520 align:middle line:84%
probabilities, you
can still have an

01:03:19.520 --> 01:03:21.330 align:middle line:90%
optimum strategy, right?

01:03:21.330 --> 01:03:22.752 align:middle line:84%
AUDIENCE: But then that's
less random.

01:03:22.752 --> 01:03:26.720 align:middle line:84%
PROFESSOR: In doing this, you
can't have a system that is so

01:03:26.720 --> 01:03:31.336 align:middle line:84%
complex yet deterministic that
there's no way you can predict

01:03:31.336 --> 01:03:32.580 align:middle line:90%
what's going to happen next.

01:03:32.580 --> 01:03:32.866 align:middle line:90%
AUDIENCE: Yeah.

01:03:32.866 --> 01:03:35.450 align:middle line:90%
Killer robot.

01:03:35.450 --> 01:03:37.775 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

01:03:37.775 --> 01:03:40.745 align:middle line:84%
PROFESSOR: It's theoretically
possible, but this is--

01:03:40.745 --> 01:03:41.995 align:middle line:90%
[INTERPOSING VOICES]

01:03:41.995 --> 01:03:45.360 align:middle line:90%


01:03:45.360 --> 01:03:47.802 align:middle line:84%
AUDIENCE: Player versus
system agency?

01:03:47.802 --> 01:03:51.300 align:middle line:84%
PROFESSOR: Player versus--
also system--

01:03:51.300 --> 01:03:54.270 align:middle line:84%
player versus system agency
is kind of your--

01:03:54.270 --> 01:03:56.370 align:middle line:90%
AUDIENCE: It's distributed.

01:03:56.370 --> 01:03:59.852 align:middle line:84%
PROFESSOR: It's the name
of your tactics, right?

01:03:59.852 --> 01:04:00.308 align:middle line:90%
AUDIENCE: Yes.

01:04:00.308 --> 01:04:01.220 align:middle line:90%
[UNINTELLIGIBLE]

01:04:01.220 --> 01:04:03.580 align:middle line:84%
AUDIENCE: You also had a low
learning curve versus high

01:04:03.580 --> 01:04:06.220 align:middle line:90%
learning curve.

01:04:06.220 --> 01:04:10.640 align:middle line:84%
You're definitely not on both
ends of that, and--

01:04:10.640 --> 01:04:12.090 align:middle line:90%
AUDIENCE: Fast versus slow.

01:04:12.090 --> 01:04:15.990 align:middle line:90%


01:04:15.990 --> 01:04:18.122 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

01:04:18.122 --> 01:04:19.535 align:middle line:90%
AUDIENCE: I like that idea.

01:04:19.535 --> 01:04:21.890 align:middle line:90%
Fast versus slow.

01:04:21.890 --> 01:04:29.570 align:middle line:84%
AUDIENCE: So, another axis you
may have was you could call it

01:04:29.570 --> 01:04:35.569 align:middle line:84%
freedom and predetermined
paths in the game.

01:04:35.569 --> 01:04:36.550 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

01:04:36.550 --> 01:04:37.490 align:middle line:90%
AUDIENCE: Huh?

01:04:37.490 --> 01:04:39.400 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

01:04:39.400 --> 01:04:41.760 align:middle line:84%
AUDIENCE: Freedom versus
constraint.

01:04:41.760 --> 01:04:43.980 align:middle line:84%
AUDIENCE: I can't remember the
terms, but ludus and pitheus,

01:04:43.980 --> 01:04:44.960 align:middle line:90%
something like that.

01:04:44.960 --> 01:04:47.630 align:middle line:90%
[INTERPOSING VOICES]

01:04:47.630 --> 01:04:49.905 align:middle line:84%
PROFESSOR: So one more that
I use here often,

01:04:49.905 --> 01:04:51.155 align:middle line:90%
[UNINTELLIGIBLE PHRASE]

01:04:51.155 --> 01:04:54.540 align:middle line:90%


01:04:54.540 --> 01:04:55.790 align:middle line:90%
[INTERPOSING VOICES]

01:04:55.790 --> 01:04:58.810 align:middle line:90%


01:04:58.810 --> 01:04:59.840 align:middle line:84%
PROFESSOR: 13 hours
of Final Fantasy--

01:04:59.840 --> 01:05:01.340 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

01:05:01.340 --> 01:05:02.590 align:middle line:90%
[INTERPOSING VOICES]

01:05:02.590 --> 01:05:08.722 align:middle line:90%


01:05:08.722 --> 01:05:11.140 align:middle line:90%
AUDIENCE: For 60 hours.

01:05:11.140 --> 01:05:12.390 align:middle line:90%
[INTERPOSING VOICES]

01:05:12.390 --> 01:05:20.076 align:middle line:90%


01:05:20.076 --> 01:05:24.028 align:middle line:84%
PROFESSOR: Sandbox, I would
say, [UNINTELLIGIBLE]

01:05:24.028 --> 01:05:26.004 align:middle line:90%
is a very broad one.

01:05:26.004 --> 01:05:29.280 align:middle line:84%
It's one that people generally
understand as embodying a sort

01:05:29.280 --> 01:05:30.750 align:middle line:90%
of freedom.

01:05:30.750 --> 01:05:33.660 align:middle line:84%
You get to dick around,
basically.

01:05:33.660 --> 01:05:36.950 align:middle line:84%
You get to play Grand Theft
Auto totally not

01:05:36.950 --> 01:05:39.119 align:middle line:90%
following the storyline.

01:05:39.119 --> 01:05:43.627 align:middle line:84%
And-- actually, it kind of goes
on, it becomes a little

01:05:43.627 --> 01:05:45.036 align:middle line:84%
bit less of that, you can get
to do , you get to play but

01:05:45.036 --> 01:05:47.970 align:middle line:84%
the whole idea is that that
world has ramps everywhere, so

01:05:47.970 --> 01:05:51.350 align:middle line:84%
that you can drive cars and
vehicles [UNINTELLIGIBLE]

01:05:51.350 --> 01:05:52.940 align:middle line:90%
Anything else?

01:05:52.940 --> 01:05:55.490 align:middle line:84%
AUDIENCE: There's realism
versus attraction.

01:05:55.490 --> 01:05:56.750 align:middle line:90%
AUDIENCE: Oooh.

01:05:56.750 --> 01:05:59.090 align:middle line:90%
AUDIENCE: What?

01:05:59.090 --> 01:06:02.310 align:middle line:84%
AUDIENCE: So the difference
between EVE Online, for

01:06:02.310 --> 01:06:03.640 align:middle line:84%
example, which is supposed
to be very

01:06:03.640 --> 01:06:05.710 align:middle line:90%
realistic, simulating something.

01:06:05.710 --> 01:06:09.750 align:middle line:84%
Whereas poker, for example,
is just cards and numbers.

01:06:09.750 --> 01:06:13.190 align:middle line:84%
AUDIENCE: Something on the
freedom sandbox versus

01:06:13.190 --> 01:06:15.530 align:middle line:84%
[UNINTELLIGIBLE] on rails,
there's a very interesting

01:06:15.530 --> 01:06:19.260 align:middle line:90%
thing in [UNINTELLIGIBLE PHRASE]

01:06:19.260 --> 01:06:21.530 align:middle line:84%
there's a feature in one of the
games where you were told

01:06:21.530 --> 01:06:24.240 align:middle line:84%
you need X amount of money to
be able to pay for the ship

01:06:24.240 --> 01:06:25.180 align:middle line:90%
out of here.

01:06:25.180 --> 01:06:27.220 align:middle line:84%
And you're placed in a sort
of sandbox environment.

01:06:27.220 --> 01:06:28.174 align:middle line:90%
And you're given--

01:06:28.174 --> 01:06:30.340 align:middle line:90%
you're not told, but--

01:06:30.340 --> 01:06:33.528 align:middle line:84%
whatever ways you can think of
to make that amount of money.

01:06:33.528 --> 01:06:34.560 align:middle line:84%
The amount of money
you need to leave

01:06:34.560 --> 01:06:34.710 align:middle line:90%
that part of the game.

01:06:34.710 --> 01:06:38.060 align:middle line:84%
So it's a predetermined
sandbox .

01:06:38.060 --> 01:06:39.190 align:middle line:90%
PROFESSOR: [UNINTELLIGIBLE]

01:06:39.190 --> 01:06:42.190 align:middle line:84%
a lot of adventure games, a lot
of roleplaying games, are

01:06:42.190 --> 01:06:44.535 align:middle line:90%
largely [UNINTELLIGIBLE]

01:06:44.535 --> 01:06:45.790 align:middle line:90%
areas of freedom.

01:06:45.790 --> 01:06:48.820 align:middle line:84%
Even in a game like Final
Fantasy, it is not something

01:06:48.820 --> 01:06:51.980 align:middle line:84%
[UNINTELLIGIBLE] in other games
in the series, the story

01:06:51.980 --> 01:06:53.330 align:middle line:90%
is largely predetermined.

01:06:53.330 --> 01:06:58.238 align:middle line:84%
But what you do in combat
is very, very fluid.

01:06:58.238 --> 01:07:01.880 align:middle line:84%
And that's kind of like
the dichotomy that

01:07:01.880 --> 01:07:02.310 align:middle line:90%
[UNINTELLIGIBLE]

01:07:02.310 --> 01:07:06.410 align:middle line:84%
Square Enix, or Square in
the past, have decided

01:07:06.410 --> 01:07:07.800 align:middle line:90%
that that was OK.

01:07:07.800 --> 01:07:11.990 align:middle line:84%
This helps us cater to people
who want some flexibility in

01:07:11.990 --> 01:07:16.090 align:middle line:84%
how they're going to play, by
making the combat system fluid

01:07:16.090 --> 01:07:16.825 align:middle line:90%
[UNINTELLIGIBLE]

01:07:16.825 --> 01:07:17.780 align:middle line:90%
they want.

01:07:17.780 --> 01:07:22.140 align:middle line:84%
But also lets us cater to people
who really want that

01:07:22.140 --> 01:07:24.513 align:middle line:84%
long, over-arching,
epic narrative.

01:07:24.513 --> 01:07:27.399 align:middle line:90%
And we can only pick one.

01:07:27.399 --> 01:07:29.323 align:middle line:84%
We can't branch
[UNINTELLIGIBLE PHRASE]

01:07:29.323 --> 01:07:34.614 align:middle line:90%


01:07:34.614 --> 01:07:36.080 align:middle line:90%
Are there others?

01:07:36.080 --> 01:07:37.160 align:middle line:84%
AUDIENCE: I mean,
[UNINTELLIGIBLE]

01:07:37.160 --> 01:07:38.570 align:middle line:90%
a lot of [UNINTELLIGIBLE PHRASE]

01:07:38.570 --> 01:07:42.980 align:middle line:90%


01:07:42.980 --> 01:07:45.406 align:middle line:84%
puzzle games there's only one
way to do it, whereas

01:07:45.406 --> 01:07:47.378 align:middle line:90%
[UNINTELLIGIBLE]

01:07:47.378 --> 01:07:48.628 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

01:07:48.628 --> 01:07:51.815 align:middle line:90%


01:07:51.815 --> 01:07:54.491 align:middle line:84%
PROFESSOR: I mean, you
could have multiple

01:07:54.491 --> 01:07:56.415 align:middle line:90%
solutions, I guess.

01:07:56.415 --> 01:07:58.339 align:middle line:90%
AUDIENCE: Multiple and single.

01:07:58.339 --> 01:08:01.225 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

01:08:01.225 --> 01:08:03.527 align:middle line:84%
PROFESSOR: I'm not so sure
if that tells you

01:08:03.527 --> 01:08:05.962 align:middle line:90%
[UNINTELLIGIBLE]

01:08:05.962 --> 01:08:09.858 align:middle line:84%
if I tell you something about
the constraints on

01:08:09.858 --> 01:08:12.293 align:middle line:90%
[UNINTELLIGIBLE] budget of--

01:08:12.293 --> 01:08:14.241 align:middle line:84%
AUDIENCE: I prefer games
that are much more

01:08:14.241 --> 01:08:15.215 align:middle line:90%
[UNINTELLIGIBLE PHRASE]

01:08:15.215 --> 01:08:18.649 align:middle line:84%
And I guess it goes back
to [UNINTELLIGIBLE]

01:08:18.649 --> 01:08:20.190 align:middle line:84%
PROFESSOR: Because the
interesting thing about

01:08:20.190 --> 01:08:23.735 align:middle line:84%
multiple solutions and single
solutions is that multiple

01:08:23.735 --> 01:08:26.620 align:middle line:84%
solutions-- it could
be all design.

01:08:26.620 --> 01:08:29.635 align:middle line:84%
I could design in the game-- in
fact, now, if you play Deus

01:08:29.635 --> 01:08:34.285 align:middle line:84%
Ex, or any of the sequels, they
specifically stated that

01:08:34.285 --> 01:08:38.734 align:middle line:84%
they made this game with
multiple solutions in mind.

01:08:38.734 --> 01:08:42.970 align:middle line:84%
And with the data sets to, they
designed it so that they

01:08:42.970 --> 01:08:45.243 align:middle line:84%
thought, this puzzle needs
to have three solutions.

01:08:45.243 --> 01:08:48.180 align:middle line:84%
And they actually will design
an environment for it.

01:08:48.180 --> 01:08:54.010 align:middle line:84%
So, while the game kind of tells
us, you get to play with

01:08:54.010 --> 01:08:56.120 align:middle line:84%
the system, you get to figure
out how all these things

01:08:56.120 --> 01:08:57.270 align:middle line:84%
combine and come up with
solutions on your own.

01:08:57.270 --> 01:09:03.524 align:middle line:84%
Really, they tried to design it
so that you have three very

01:09:03.524 --> 01:09:04.460 align:middle line:84%
clear options at
any given time.

01:09:04.460 --> 01:09:05.856 align:middle line:90%
[UNINTELLIGIBLE]

01:09:05.856 --> 01:09:07.790 align:middle line:84%
And so you can have multiple
solutions.

01:09:07.790 --> 01:09:12.040 align:middle line:84%
Whereas this is like freedom
sandboxing, kind of applies

01:09:12.040 --> 01:09:13.851 align:middle line:90%
not necessarily to design.

01:09:13.851 --> 01:09:17.503 align:middle line:84%
You've got lots of little things
that you can do and

01:09:17.503 --> 01:09:20.182 align:middle line:84%
lots of different spaces that
you can explore and design.

01:09:20.182 --> 01:09:23.104 align:middle line:84%
It's not like you've got one
obstacle and three different

01:09:23.104 --> 01:09:25.052 align:middle line:90%
ways to solve it.

01:09:25.052 --> 01:09:27.324 align:middle line:84%
You've got all kinds of
different things that you

01:09:27.324 --> 01:09:27.974 align:middle line:90%
could be doing.

01:09:27.974 --> 01:09:28.960 align:middle line:84%
You could be like
[UNINTELLIGIBLE].

01:09:28.960 --> 01:09:30.974 align:middle line:90%
So these are different axes.

01:09:30.974 --> 01:09:34.026 align:middle line:84%
I just want to point out that
these are different ways of

01:09:34.026 --> 01:09:36.698 align:middle line:90%
doing different things.

01:09:36.698 --> 01:09:40.060 align:middle line:84%
AUDIENCE: You can have, in terms
of rule changing games,

01:09:40.060 --> 01:09:41.766 align:middle line:84%
whether it's dynamic rules
or static rules.

01:09:41.766 --> 01:09:42.098 align:middle line:90%
AUDIENCE: Hmm.

01:09:42.098 --> 01:09:47.244 align:middle line:84%
So, hyper-dynamic, static,
and then [UNINTELLIGIBLE]

01:09:47.244 --> 01:09:52.722 align:middle line:90%


01:09:52.722 --> 01:09:55.010 align:middle line:84%
PROFESSOR: Are the rule going to
change if [UNINTELLIGIBLE]

01:09:55.010 --> 01:09:58.042 align:middle line:84%
AUDIENCE: There are some games
where the whole point is

01:09:58.042 --> 01:09:59.018 align:middle line:90%
changing rules.

01:09:59.018 --> 01:09:59.994 align:middle line:90%
AUDIENCE: Like Flux.

01:09:59.994 --> 01:10:02.434 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

01:10:02.434 --> 01:10:04.800 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

01:10:04.800 --> 01:10:06.050 align:middle line:90%
[INTERPOSING VOICES]

01:10:06.050 --> 01:10:13.160 align:middle line:90%


01:10:13.160 --> 01:10:14.410 align:middle line:84%
AUDIENCE: And assuming basically
[UNINTELLIGIBLE]

01:10:14.410 --> 01:10:18.156 align:middle line:90%


01:10:18.156 --> 01:10:19.647 align:middle line:84%
AUDIENCE: Timescale
of decisions.

01:10:19.647 --> 01:10:21.340 align:middle line:90%
PROFESSOR: So, short model?

01:10:21.340 --> 01:10:23.740 align:middle line:84%
AUDIENCE: Yeah, like twitch
games versus thought games.

01:10:23.740 --> 01:10:26.354 align:middle line:84%
AUDIENCE: [UNINTELLIGIBLE]
decisions.

01:10:26.354 --> 01:10:28.839 align:middle line:84%
Sort of like that are
contemplative and reactive.

01:10:28.839 --> 01:10:31.324 align:middle line:90%
[INTERPOSING VOICES]

01:10:31.324 --> 01:10:34.306 align:middle line:84%
PROFESSOR: Are you guys going
for basically the same thing.

01:10:34.306 --> 01:10:37.504 align:middle line:84%
Like, reactive means things are
coming at you and you have

01:10:37.504 --> 01:10:39.696 align:middle line:84%
to respond really,
really quickly.

01:10:39.696 --> 01:10:41.644 align:middle line:84%
Maybe [UNINTELLIGIBLE]
about it.

01:10:41.644 --> 01:10:45.540 align:middle line:84%
And deliberative is like
a trivia game.

01:10:45.540 --> 01:10:46.790 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

01:10:46.790 --> 01:10:48.960 align:middle line:90%


01:10:48.960 --> 01:10:51.280 align:middle line:84%
PROFESSOR: Doesn't necessarily
mean that.

01:10:51.280 --> 01:10:53.900 align:middle line:84%
The kind of turn-based game
is very fast-paced.

01:10:53.900 --> 01:10:58.202 align:middle line:84%
Because the weight of any given
decision is not going to

01:10:58.202 --> 01:10:59.180 align:middle line:90%
be so deep.

01:10:59.180 --> 01:11:02.158 align:middle line:90%
So, [UNINTELLIGIBLE]

01:11:02.158 --> 01:11:05.602 align:middle line:84%
I'm just going to put this up
here because I'm running out

01:11:05.602 --> 01:11:07.078 align:middle line:90%
of space [UNINTELLIGIBLE]

01:11:07.078 --> 01:11:11.020 align:middle line:90%


01:11:11.020 --> 01:11:14.580 align:middle line:84%
that's one way of describing
a game, reactive versus

01:11:14.580 --> 01:11:15.880 align:middle line:90%
deliberative.

01:11:15.880 --> 01:11:17.130 align:middle line:90%
[UNINTELLIGIBLE]

01:11:17.130 --> 01:11:19.230 align:middle line:90%


01:11:19.230 --> 01:11:23.633 align:middle line:84%
I bet you could take two of
these and put them on an axis

01:11:23.633 --> 01:11:24.945 align:middle line:84%
and then we could
talk about them.

01:11:24.945 --> 01:11:26.860 align:middle line:90%
On a [UNINTELLIGIBLE]

01:11:26.860 --> 01:11:30.490 align:middle line:84%
but every once in a while
we find a game that

01:11:30.490 --> 01:11:32.320 align:middle line:90%
[UNINTELLIGIBLE]

01:11:32.320 --> 01:11:33.430 align:middle line:90%
Which is fine.

01:11:33.430 --> 01:11:35.743 align:middle line:84%
Which is part of
[UNINTELLIGIBLE] to talk about

01:11:35.743 --> 01:11:36.993 align:middle line:90%
these games.

01:11:36.993 --> 01:11:38.810 align:middle line:90%


01:11:38.810 --> 01:11:42.838 align:middle line:84%
These are really, really
useful terms.

01:11:42.838 --> 01:11:44.088 align:middle line:90%
[UNINTELLIGIBLE]

01:11:44.088 --> 01:11:47.130 align:middle line:90%


01:11:47.130 --> 01:11:49.454 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

01:11:49.454 --> 01:11:50.704 align:middle line:90%
[INTERPOSING VOICES]

01:11:50.704 --> 01:11:54.264 align:middle line:90%


01:11:54.264 --> 01:11:55.707 align:middle line:90%
PROFESSOR: [UNINTELLIGIBLE]

01:11:55.707 --> 01:11:59.101 align:middle line:84%
it's a little bit more boxing,
it's a little bit more

01:11:59.101 --> 01:12:00.945 align:middle line:84%
restrictive than
predetermined.

01:12:00.945 --> 01:12:02.330 align:middle line:90%
[UNINTELLIGIBLE]

01:12:02.330 --> 01:12:05.350 align:middle line:84%
sandbox and rails are more like
[UNINTELLIGIBLE PHRASE]

01:12:05.350 --> 01:12:13.845 align:middle line:90%