WEBVTT

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PROFESSOR: Before we move on
to the rest of the topics,

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maybe just some administrative
stuff about the next

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assignment.

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So the idea is to model
a system, right?

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So the idea is to pick some
sort of dual system.

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In the past people have picked
stuff like applying for

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college because they knew
all about that.

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People have talked about any
type of idea, you know,

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running a nuclear reactor
or something.

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Specifically there's a--

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but hey, any of you nuclear
science majors?--

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oh, perfect.

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One of my favorite Apple II
games was actually nuclear

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reactor simulation, and
it always melted down.

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That's why it was fun.

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But pick a real world system
to start modeling.

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Obviously, you're trying
to find the fun.

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Obviously, you're trying to make
something that people are

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going to enjoy playing.

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But the idea is to start from
a slightly different place

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from where we had in the
first assignment.

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Now a couple of you guys already
did that for the first

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assignment, though.

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I mean things like picking
up girls at a party.

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You know, modeling real
systems and things.

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Still haven't played yet,
a genealogy game yet.

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So, we're going to
play next March.

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So [UNINTELLIGIBLE].

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The survival horror game, I
would say it's not a real

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world system.

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It was a system.

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Horror, wizards, trolls.

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So, yeah, pick something within

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games negotiating around--

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like negotiating greenhouse gas
emissions, that was one

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which was really, really
cutthroat.

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That's what probably
you imagine.

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Actually I'll try to get
that team to come in

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later in the semester.

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They did this and like talk
about their card game.

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It was a freshman team
on Terrascope.

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Let's see, On Wednesday, we're
going to do the usual

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brainstorming inside of
the second half of the

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upper-class.

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You know, everybody throw
out your ideas.

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Come in with a bunch of ideas,
we'll try to build on that.

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But this time around you're
allowed to actually

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pre-build your team.

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You're allowed to ask people,
hey, you guys

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want to work together?

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You don't actually have to
figure it out on the spot if

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you don't want to.

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I don't really care how you do
it, as long as by Friday you

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know who your team is.

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And who's on your team.

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Team sizes are the same.

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So, any questions?

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AUDIENCE: Are we allowed to
simulate things that aren't

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from this era?

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PROFESSOR: Yeah, like
normal history?

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AUDIENCE: Yeah.

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PROFESSOR: OK, not from
like the future.

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[INTERPOSING VOICES]

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PROFESSOR: Yeah, I'm serious.

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This is how I think
[INAUDIBLE].

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OK, yes, absolutely there are
no historical stuff--

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but you do have some
liberties.

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I'm not saying that your game
has to be a faithful

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simulation.

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You can even build your model
simulation [INAUDIBLE].

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But it doesn't have to be a
faithful simulation, that's

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certainly a poor design.

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But, you know, in a sense you're
trying to capture the

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spirit of it.

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If the point is, I'm running
a nuclear reactor.

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And you can sort of capture
the, oh my God, it's so

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dangerous , or the, oh my God,
it's so boring aspect of it.

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Have you actually put the
nuclear reactor--

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AUDIENCE:: Well, like,
what's there.

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And I know the mechanics of
it, I think, were there.

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PROFESSOR: I have been told it's
not necessarily the most

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exciting job in the world.

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AUDIENCE: No, you just sit there
and do your homework.

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And every once in a
while you look up.

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Very reasonable.

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And you get paid for it.

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Like $12 or $13 an hour.

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PROFESSOR: So if your whole idea
of the game is let's try

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to get as much homework done
without letting [INAUDIBLE].

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That might be more entertaining
than just looking

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[INAUDIBLE].

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But I got my problems in then.

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AUDIENCE: [UNINTELLIGIBLE].

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You have to do [UNINTELLIGIBLE].

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[INTERPOSING VOICES]

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PROFESSOR: And besides, I think
we still have a time

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limit, like half an hour.

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It's not [INAUDIBLE]

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homework, it's really
easy homework.

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Really not homework.

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Let's see, just a reminder for
everyone who has been falling

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off on the foreign posts, please
make sure that you keep

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up on your foreign posts.

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Those things actually do
affect your grade.

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[UNINTELLIGIBLE]

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one person, not one team.

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If you have any--

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since we're in between reading
assignments right now, you can

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write about the assignment.

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But if you wrote up something,
let's say a reflection on how

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the class assignment
went, that's fine.

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We're not expecting more than
one foreign post a week.

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Of course, feel free to comment
on other people's

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foreign posts as well.

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If a discussion or a point has
been raised that's kind of

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interesting, you want to kind
of develop on that.

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Put some thought into it.

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Write something interesting
you're going to keep on the

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compilation, that counts too.

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And that's fine.

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OK, so puzzles.

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So Brenda's, before we start
with Brenda's, let's start

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with Scott's.

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What were some of the
definitions, or some of the

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things that Scott's game was
mentioning, that were good for

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puzzle design

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AUDIENCE: The book or
not in the book?

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PROFESSOR: This was
on the web page.

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[INTERPOSING VOICES]

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AUDIENCE: --and had
the right answer.

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[UNINTELLIGIBLE].

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PROFESSOR: He didn't really
differentiate between puzzles

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that could be generated like a
pseudo-GUI or something, where

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you kind of have an algorithm
that lets you

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create multiple puzzles.

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But as long as that particular
iteration had one answer.

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So that was really there.

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Anything else you remember?

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AUDIENCE: Tactical difficulty.

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Make it accessible but
not super easy.

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I think targeting a
specific audience.

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It was also the ability to
change difficulty, it was

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dynamic difficulty.

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So some areas may actually be
easier settings, and then

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actually what they want to
be is harder settings.

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PROFESSOR: I think that
was Brenda's.

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But, yeah, am I wrong?

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AUDIENCE: There's also the
distinction between types of

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difficulty.

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Things where, you know, the
letter puzzle you had at the

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beginning where it requires
thinking about

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it, figuring it out.

00:07:35.960 --> 00:07:37.600 align:middle line:84%
It was patients versus
something else.

00:07:37.600 --> 00:07:39.365 align:middle line:84%
I can't remember what
the editor used.

00:07:39.365 --> 00:07:41.610 align:middle line:84%
But then you have things like
mazes and locations where you

00:07:41.610 --> 00:07:45.610 align:middle line:84%
have to be very careful, and
separate your way through.

00:07:45.610 --> 00:07:49.500 align:middle line:84%
PROFESSOR: And sometimes they
bring in information from

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other domains.

00:07:49.990 --> 00:07:52.770 align:middle line:84%
From outside the puzzle, it's
not just like all the

00:07:52.770 --> 00:07:57.320 align:middle line:84%
information that you currently
need in the puzzle.

00:07:57.320 --> 00:07:59.340 align:middle line:84%
But the interesting thing
about the puzzle that he

00:07:59.340 --> 00:08:03.050 align:middle line:84%
particularly shows, is that he
shows a range of different

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ways to actually solve it.

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None of which are actually
satisfying except for the

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final answer.

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Which irritated me,
I'm telling you.

00:08:10.515 --> 00:08:13.100 align:middle line:84%
I'm not giving you
another puzzle.

00:08:13.100 --> 00:08:15.440 align:middle line:90%
[UNINTELLIGIBLE]

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But it's kind of interesting to
think about, actually, what

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audience it's for those kinds
of specific puzzles.

00:08:21.420 --> 00:08:23.500 align:middle line:84%
I mean, there are magazines
out of there like Games

00:08:23.500 --> 00:08:27.670 align:middle line:84%
magazine in particular, but
sometimes you see stuff

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nestled into magazines that
are not just about games.

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You see stuff like crossword
puzzles in newspapers and

00:08:34.177 --> 00:08:34.880 align:middle line:90%
things like that.

00:08:34.880 --> 00:08:41.260 align:middle line:84%
And now things like Sudoku and
all that are way more popular

00:08:41.260 --> 00:08:43.510 align:middle line:84%
that are meant to be really
in mass audience.

00:08:43.510 --> 00:08:46.230 align:middle line:84%
Whereas a magazine that is
specifically targeted at

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puzzle enthusiasts can
be super hardcore.

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With puzzles through the whole
magazine then you can have a

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whole range of different
difficulties in there.

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The assumption that you can
solve something not so hard.

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AUDIENCE: I'm kind of
interested, does anybody know

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how people in newspapers
generate crossword puzzles and

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Sudoku puzzles?

00:09:06.940 --> 00:09:11.110 align:middle line:84%
Does anybody know what the
actual process behind that is?

00:09:11.110 --> 00:09:13.530 align:middle line:84%
I mean, I can imagine
how you might do it.

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You might start with the filled
out thing and then

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remove bits to get
your Sudoku.

00:09:17.815 --> 00:09:21.990 align:middle line:84%
Or you might brute force,
dictionary search to come up

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with words which fit together in
order to form a crossword.

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AUDIENCE: What they do with
Sudoku now is, they have some

00:09:26.820 --> 00:09:27.830 align:middle line:90%
computer algorithm--

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and it has scales
of difficulty--

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and it generates a random Sudoku
puzzle from your input.

00:09:37.775 --> 00:09:39.790 align:middle line:84%
AUDIENCE: Sudoku is solved
enough that you can actually

00:09:39.790 --> 00:09:42.660 align:middle line:84%
just algorithmically generate
[INAUDIBLE].

00:09:42.660 --> 00:09:46.360 align:middle line:84%
An actual numerical
difficulty.

00:09:46.360 --> 00:09:51.990 align:middle line:84%
You scale it from 1 to 10, 10
being where where there's like

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literally only one step
to take in each point.

00:09:53.650 --> 00:09:58.720 align:middle line:84%
AUDIENCE: The one that took them
three months to solve.

00:09:58.720 --> 00:10:02.190 align:middle line:84%
AUDIENCE: But like crosswords,
there's people who actually

00:10:02.190 --> 00:10:04.242 align:middle line:84%
just get paid to sit down
and generate those.

00:10:04.242 --> 00:10:07.190 align:middle line:90%


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AUDIENCE: I know that Premiere
takes submissions from other

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people and they're edited
by [INAUDIBLE].

00:10:13.580 --> 00:10:15.484 align:middle line:84%
And then people submit
that and he kind of

00:10:15.484 --> 00:10:18.010 align:middle line:90%
like steps it up.

00:10:18.010 --> 00:10:19.660 align:middle line:90%
AUDIENCE: So he kind of

00:10:19.660 --> 00:10:22.710 align:middle line:90%
crowdsources crossword puzzles.

00:10:22.710 --> 00:10:25.070 align:middle line:90%
[INTERPOSING VOICES]

00:10:25.070 --> 00:10:29.890 align:middle line:84%
PROFESSOR: But the difficulty
in a crossword puzzles isn't

00:10:29.890 --> 00:10:34.170 align:middle line:84%
just in the geometrically
how the words go.

00:10:34.170 --> 00:10:37.200 align:middle line:84%
The specific clues that they
give you can be more or less

00:10:37.200 --> 00:10:38.440 align:middle line:90%
obfuscated in some ways.

00:10:38.440 --> 00:10:40.280 align:middle line:84%
And New York Times, in
particular, is super

00:10:40.280 --> 00:10:41.670 align:middle line:90%
irritating with this.

00:10:41.670 --> 00:10:45.760 align:middle line:84%
They'll give you two words with
no grammatical context

00:10:45.760 --> 00:10:47.588 align:middle line:84%
about how they're supposed
to fit in.

00:10:47.588 --> 00:10:50.330 align:middle line:90%


00:10:50.330 --> 00:10:55.640 align:middle line:84%
So you can actually compare it
to see how they're difficulty

00:10:55.640 --> 00:10:57.230 align:middle line:84%
scaling just by looking
at the clues.

00:10:57.230 --> 00:10:59.044 align:middle line:84%
Not even looking at
the puzzle itself.

00:10:59.044 --> 00:11:02.800 align:middle line:84%
And I thought the other thing
about crosswords is, just to

00:11:02.800 --> 00:11:05.420 align:middle line:84%
bring up a point that we talked
about in the earlier

00:11:05.420 --> 00:11:08.770 align:middle line:84%
class, the crosswords,
[UNINTELLIGIBLE]

00:11:08.770 --> 00:11:11.080 align:middle line:84%
that these are dependent
upon the redundancy

00:11:11.080 --> 00:11:13.020 align:middle line:90%
of the English language.

00:11:13.020 --> 00:11:17.170 align:middle line:84%
You don't see every single
letter of a word in order to

00:11:17.170 --> 00:11:18.330 align:middle line:90%
figure out what the word is.

00:11:18.330 --> 00:11:20.250 align:middle line:84%
So that if it's a word that you
couldn't otherwise have

00:11:20.250 --> 00:11:23.265 align:middle line:84%
gotten from a clue, you can
still get just by seeing the

00:11:23.265 --> 00:11:23.880 align:middle line:90%
letters that are available.

00:11:23.880 --> 00:11:26.660 align:middle line:84%
Because the English language is
kind of about [INAUDIBLE],

00:11:26.660 --> 00:11:28.220 align:middle line:90%
redundant information.

00:11:28.220 --> 00:11:31.620 align:middle line:84%
If you dropped every single
vowel in a sentence, you could

00:11:31.620 --> 00:11:34.522 align:middle line:84%
probably still make out
what that sentence is.

00:11:34.522 --> 00:11:37.736 align:middle line:84%
And you don't necessarily
get that with Chinese.

00:11:37.736 --> 00:11:40.630 align:middle line:90%


00:11:40.630 --> 00:11:43.365 align:middle line:84%
How many folks here
have, [INAUDIBLE].

00:11:43.365 --> 00:11:45.470 align:middle line:84%
There are probably other
languages here where like

00:11:45.470 --> 00:11:48.635 align:middle line:84%
every single character means a
word or something like that.

00:11:48.635 --> 00:11:51.116 align:middle line:84%
AUDIENCE: Hebrew has
no vowels, right?

00:11:51.116 --> 00:11:55.070 align:middle line:84%
AUDIENCE: Well, they do up until
third grade and we start

00:11:55.070 --> 00:11:56.140 align:middle line:90%
dropping them after that.

00:11:56.140 --> 00:11:58.790 align:middle line:84%
So it's basically, because it
is understandable without

00:11:58.790 --> 00:12:01.300 align:middle line:84%
vowels, you eventually
just stop using them.

00:12:01.300 --> 00:12:02.970 align:middle line:84%
PROFESSOR: So that's
interesting.

00:12:02.970 --> 00:12:06.300 align:middle line:84%
If you had a crossword in
Hebrew, where you were

00:12:06.300 --> 00:12:08.530 align:middle line:84%
expected to write in the words
with vowels, you probably

00:12:08.530 --> 00:12:14.433 align:middle line:84%
could actually do one very
similar to an English one.

00:12:14.433 --> 00:12:16.650 align:middle line:84%
AUDIENCE: It's difficult because
the vowels in Hebrew

00:12:16.650 --> 00:12:19.010 align:middle line:84%
are attached to a letter, not
a separate character.

00:12:19.010 --> 00:12:21.370 align:middle line:84%
They're just down at the bottom
of the lower letter.

00:12:21.370 --> 00:12:22.620 align:middle line:90%
[INTERPOSING VOICES]

00:12:22.620 --> 00:12:27.880 align:middle line:90%


00:12:27.880 --> 00:12:31.110 align:middle line:84%
AUDIENCE: Another thing, in a
crossword the letter can make

00:12:31.110 --> 00:12:32.757 align:middle line:90%
a different sound in both.

00:12:32.757 --> 00:12:35.052 align:middle line:90%
[INTERPOSING VOICES]

00:12:35.052 --> 00:12:38.250 align:middle line:84%
AUDIENCE: Because a "v"
could be vo, or va, or

00:12:38.250 --> 00:12:39.710 align:middle line:90%
ve, you don't know.

00:12:39.710 --> 00:12:40.940 align:middle line:90%
You only know by context.

00:12:40.940 --> 00:12:41.940 align:middle line:90%
[UNINTELLIGIBLE]

00:12:41.940 --> 00:12:43.940 align:middle line:90%
like "c" could be sss or ca.

00:12:43.940 --> 00:12:45.320 align:middle line:90%
Like a hard or soft c.

00:12:45.320 --> 00:12:47.576 align:middle line:90%
Or "g" could be ga or ja.

00:12:47.576 --> 00:12:51.170 align:middle line:84%
PROFESSOR: That is true, but
although in English in

00:12:51.170 --> 00:12:56.110 align:middle line:84%
particular the phonetic meaning,
the way how a certain

00:12:56.110 --> 00:13:00.397 align:middle line:84%
word is pronounced isn't
necessarily essential for

00:13:00.397 --> 00:13:01.540 align:middle line:90%
solving a crossword puzzle.

00:13:01.540 --> 00:13:03.520 align:middle line:84%
Unless the clues happen
to be phonetic clues.

00:13:03.520 --> 00:13:05.710 align:middle line:90%
You know, sounds like a fish.

00:13:05.710 --> 00:13:09.060 align:middle line:90%


00:13:09.060 --> 00:13:12.700 align:middle line:84%
So that may not come in so much
to play when it comes to

00:13:12.700 --> 00:13:15.290 align:middle line:90%
finishing a part of it.

00:13:15.290 --> 00:13:17.445 align:middle line:84%
Jason, you had your hand up
earlier about Sudoku.

00:13:17.445 --> 00:13:20.190 align:middle line:84%
JASON: It was a comment about
the algorithmic [INAUDIBLE].

00:13:20.190 --> 00:13:23.773 align:middle line:84%
PROFESSOR: Also, one thing
about algorithmic, about

00:13:23.773 --> 00:13:27.310 align:middle line:84%
Sudoku difficulty, a lot of
it comes from the selected

00:13:27.310 --> 00:13:27.875 align:middle line:90%
removal of numbers.

00:13:27.875 --> 00:13:31.770 align:middle line:84%
There's not what is the final
pattern going to look like

00:13:31.770 --> 00:13:33.520 align:middle line:84%
that's actually the
difficulty.

00:13:33.520 --> 00:13:36.660 align:middle line:84%
It's how do we remove the
numbers in a way that gives

00:13:36.660 --> 00:13:41.900 align:middle line:84%
multiple possible answers or
multiple possible dead ends,

00:13:41.900 --> 00:13:45.690 align:middle line:84%
because really there's
only one solution.

00:13:45.690 --> 00:13:47.420 align:middle line:84%
I'm not actually familiar
with the algorithm with

00:13:47.420 --> 00:13:48.200 align:middle line:90%
which it does so.

00:13:48.200 --> 00:13:49.880 align:middle line:84%
But it seems to be very clear
that there are at least two

00:13:49.880 --> 00:13:50.130 align:middle line:90%
algorithms.

00:13:50.130 --> 00:13:54.910 align:middle line:84%
One of which is very easy,
which is just provide a

00:13:54.910 --> 00:13:57.080 align:middle line:90%
legitimate Sudoku solution.

00:13:57.080 --> 00:13:59.280 align:middle line:84%
And then the one that is
slightly harder is now which

00:13:59.280 --> 00:14:00.760 align:middle line:84%
number is to be removed so
that's it's still solvable.

00:14:00.760 --> 00:14:03.780 align:middle line:90%


00:14:03.780 --> 00:14:05.030 align:middle line:84%
PROFESSOR:: Have you
all played Picross?

00:14:05.030 --> 00:14:08.040 align:middle line:90%


00:14:08.040 --> 00:14:10.685 align:middle line:84%
Someone want to describe it
for the folks who aren't

00:14:10.685 --> 00:14:12.625 align:middle line:90%
familiar with it?

00:14:12.625 --> 00:14:17.475 align:middle line:84%
We can use the white
board if--

00:14:17.475 --> 00:14:19.415 align:middle line:90%
sure.

00:14:19.415 --> 00:14:23.650 align:middle line:84%
AUDIENCE: I think the green
one works better.

00:14:23.650 --> 00:14:25.600 align:middle line:84%
I remember green is
better than black.

00:14:25.600 --> 00:14:28.405 align:middle line:84%
NICK: I'm really only familiar
with the [INAUDIBLE]

00:14:28.405 --> 00:14:30.345 align:middle line:90%
3D [UNINTELLIGIBLE].

00:14:30.345 --> 00:14:34.710 align:middle line:90%


00:14:34.710 --> 00:14:37.012 align:middle line:84%
AUDIENCE:: Sorry to put you on
the spot Nick, as always.

00:14:37.012 --> 00:14:40.788 align:middle line:90%
NICK: [UNINTELLIGIBLE]

00:14:40.788 --> 00:14:45.324 align:middle line:84%
Here you'll have
written poems.

00:14:45.324 --> 00:14:49.992 align:middle line:84%
And then they all have something
[INAUDIBLE].

00:14:49.992 --> 00:14:51.560 align:middle line:90%
AUDIENCE: Oh, this.

00:14:51.560 --> 00:14:54.560 align:middle line:90%


00:14:54.560 --> 00:14:57.288 align:middle line:84%
This one where you spell
in the blocks.

00:14:57.288 --> 00:15:01.610 align:middle line:84%
NICK: And then given bits of
information, we have to work

00:15:01.610 --> 00:15:04.063 align:middle line:84%
out which of these blocks
is built and

00:15:04.063 --> 00:15:05.460 align:middle line:90%
which can be removed.

00:15:05.460 --> 00:15:09.340 align:middle line:84%
So the idea is the number tells
you the number of blocks

00:15:09.340 --> 00:15:14.285 align:middle line:84%
in that row or column which
has a filled block in it.

00:15:14.285 --> 00:15:19.060 align:middle line:84%
So in this case, nothing
is in it's column.

00:15:19.060 --> 00:15:23.562 align:middle line:84%
This column and that column
have nothing in it.

00:15:23.562 --> 00:15:27.936 align:middle line:84%
And this is probably not
actually a very good example

00:15:27.936 --> 00:15:31.270 align:middle line:84%
because I just pulled the
numbers out of my head.

00:15:31.270 --> 00:15:35.410 align:middle line:84%
AUDIENCE: Then you have the
sums are not the same.

00:15:35.410 --> 00:15:38.160 align:middle line:84%
NICK: So it's not going to work,
but you get the idea.

00:15:38.160 --> 00:15:40.800 align:middle line:84%
And things can get more
complicated, traditionally

00:15:40.800 --> 00:15:44.055 align:middle line:84%
there's just, I think,
three that are names.

00:15:44.055 --> 00:15:45.533 align:middle line:84%
That's there a connected
block of three.

00:15:45.533 --> 00:15:48.431 align:middle line:84%
So, for instance, this,
that, and that.

00:15:48.431 --> 00:15:49.710 align:middle line:84%
And I thought it had
to be broken.

00:15:49.710 --> 00:15:53.515 align:middle line:84%
But if there's a three which,
I think, is in a square or

00:15:53.515 --> 00:15:56.025 align:middle line:84%
something along these lines,
that means there are three in

00:15:56.025 --> 00:15:56.940 align:middle line:90%
that column.

00:15:56.940 --> 00:15:59.480 align:middle line:84%
But there's a gap in
there somewhere.

00:15:59.480 --> 00:16:03.360 align:middle line:84%
And then if it's like a three
inch circle or something else

00:16:03.360 --> 00:16:03.820 align:middle line:90%
complicated like that.

00:16:03.820 --> 00:16:05.650 align:middle line:84%
Then that means that there are
three but they all have gaps

00:16:05.650 --> 00:16:06.732 align:middle line:90%
between them.

00:16:06.732 --> 00:16:09.335 align:middle line:84%
AUDIENCE: But I've also seen
versions where they have just

00:16:09.335 --> 00:16:10.760 align:middle line:90%
a list of numbers.

00:16:10.760 --> 00:16:12.470 align:middle line:90%
And those are the--

00:16:12.470 --> 00:16:15.072 align:middle line:84%
there are [INAUDIBLE] blocks
of that length.

00:16:15.072 --> 00:16:19.000 align:middle line:84%
PROFESSOR: So if there's four in
a column you might say two,

00:16:19.000 --> 00:16:20.020 align:middle line:90%
three, five.

00:16:20.020 --> 00:16:22.260 align:middle line:84%
Which means there is a block of
two, followed by a block of

00:16:22.260 --> 00:16:23.674 align:middle line:84%
three, followed by
a block of five.

00:16:23.674 --> 00:16:25.884 align:middle line:84%
AUDIENCE: And they have to
have a gap between them.

00:16:25.884 --> 00:16:27.390 align:middle line:84%
PROFESSOR: And they will have to
have a gap in between them.

00:16:27.390 --> 00:16:29.413 align:middle line:84%
So it's not like you can
actually get a block of eight

00:16:29.413 --> 00:16:29.965 align:middle line:90%
in there somewhere.

00:16:29.965 --> 00:16:35.420 align:middle line:84%
But the whole idea is that
you've got this information

00:16:35.420 --> 00:16:37.021 align:middle line:90%
that is actually redundant.

00:16:37.021 --> 00:16:39.598 align:middle line:84%
You've got more information in
there than you necessarily

00:16:39.598 --> 00:16:43.001 align:middle line:84%
need to be able to figure out
which box and the situation to

00:16:43.001 --> 00:16:43.604 align:middle line:90%
be filled in.

00:16:43.604 --> 00:16:45.185 align:middle line:90%
Whether this should be empty.

00:16:45.185 --> 00:16:48.635 align:middle line:84%
But it's presented to you
in this obfuscated way.

00:16:48.635 --> 00:16:52.630 align:middle line:84%
The evidence, the clues that are
given to you in a way that

00:16:52.630 --> 00:16:55.750 align:middle line:84%
requires you to perform these
algorithms in order to figure

00:16:55.750 --> 00:16:56.840 align:middle line:84%
out which ones should
be changed.

00:16:56.840 --> 00:16:58.380 align:middle line:90%
And usually that's an algorithm

00:16:58.380 --> 00:17:00.070 align:middle line:90%
you can use to solve.

00:17:00.070 --> 00:17:03.960 align:middle line:84%
Although, I think Kim was the
one that was talking about

00:17:03.960 --> 00:17:05.210 align:middle line:90%
pattern matching.

00:17:05.210 --> 00:17:07.470 align:middle line:90%


00:17:07.470 --> 00:17:11.434 align:middle line:84%
But eventually as you get good
at these things, you start to

00:17:11.434 --> 00:17:13.505 align:middle line:84%
recognize patterns
right of the bat.

00:17:13.505 --> 00:17:14.270 align:middle line:90%
Like, that's a zero.

00:17:14.270 --> 00:17:16.800 align:middle line:90%
So that entire row is empty.

00:17:16.800 --> 00:17:19.612 align:middle line:84%
That's the sort of thing
that I do that becomes

00:17:19.612 --> 00:17:20.862 align:middle line:90%
automatic for you.

00:17:20.862 --> 00:17:25.645 align:middle line:90%


00:17:25.645 --> 00:17:28.210 align:middle line:90%
AUDIENCE: So, let's see.

00:17:28.210 --> 00:17:31.490 align:middle line:84%
I don't have much left more to
talk about Scott [INAUDIBLE].

00:17:31.490 --> 00:17:36.884 align:middle line:84%
Now these are, these are
more generated stuff.

00:17:36.884 --> 00:17:39.880 align:middle line:90%
[UNINTELLIGIBLE].

00:17:39.880 --> 00:17:46.750 align:middle line:84%
So this basically is along the
lines of what Scott [? Pim ?]

00:17:46.750 --> 00:17:48.040 align:middle line:90%
is talking about.

00:17:48.040 --> 00:17:50.613 align:middle line:84%
But obviously this is more
physical not the pen and paper

00:17:50.613 --> 00:17:51.084 align:middle line:90%
kind of thing.

00:17:51.084 --> 00:17:52.968 align:middle line:84%
AUDIENCE: Will you
print up a copy?

00:17:52.968 --> 00:17:54.852 align:middle line:84%
PROFESSOR: Oh, you
want the copy?

00:17:54.852 --> 00:17:58.080 align:middle line:84%
No, because I just want
you to look at this.

00:17:58.080 --> 00:18:00.336 align:middle line:84%
Look at this first, don't
look at that.

00:18:00.336 --> 00:18:02.135 align:middle line:90%
Don't look at that.

00:18:02.135 --> 00:18:06.390 align:middle line:84%
So the basic idea is, let me
just start with one, you get a

00:18:06.390 --> 00:18:10.455 align:middle line:84%
card that is actually
a puzzle.

00:18:10.455 --> 00:18:13.245 align:middle line:84%
I wish we were doing these
outside now, because we're

00:18:13.245 --> 00:18:15.240 align:middle line:90%
going to zoom this out.

00:18:15.240 --> 00:18:17.670 align:middle line:84%
But the puzzle basically just
tells you how you are supposed

00:18:17.670 --> 00:18:19.620 align:middle line:84%
to set up your board
initially.

00:18:19.620 --> 00:18:24.010 align:middle line:84%
So, there's a-- oops
wrong [INAUDIBLE].

00:18:24.010 --> 00:18:25.490 align:middle line:90%
There's a green guy there.

00:18:25.490 --> 00:18:26.960 align:middle line:90%
There's a green guy there.

00:18:26.960 --> 00:18:29.690 align:middle line:84%
This is supposed to be an easy
puzzle, I hope it is.

00:18:29.690 --> 00:18:32.028 align:middle line:84%
Because I'm getting
bad at this.

00:18:32.028 --> 00:18:35.352 align:middle line:90%
Red guy go to [INAUDIBLE]

00:18:35.352 --> 00:18:36.530 align:middle line:90%
I think.

00:18:36.530 --> 00:18:39.000 align:middle line:90%
Yeah, and that's the puzzle.

00:18:39.000 --> 00:18:41.850 align:middle line:84%
And there's one little
square on it, and

00:18:41.850 --> 00:18:43.130 align:middle line:90%
that you have to check.

00:18:43.130 --> 00:18:48.340 align:middle line:90%


00:18:48.340 --> 00:18:53.700 align:middle line:84%
So the basic idea is you
tip over the pieces so

00:18:53.700 --> 00:18:55.740 align:middle line:90%
that the guy moves.

00:18:55.740 --> 00:18:58.160 align:middle line:84%
And you don't want to be tipping
over the pieces in a

00:18:58.160 --> 00:19:03.180 align:middle line:84%
way where the white guy
can't move anymore.

00:19:03.180 --> 00:19:06.540 align:middle line:90%


00:19:06.540 --> 00:19:09.670 align:middle line:84%
AUDIENCE: Yeah, so you're
tipping over things to make a

00:19:09.670 --> 00:19:10.980 align:middle line:84%
path that he can walk
along, right.

00:19:10.980 --> 00:19:12.830 align:middle line:84%
AUDIENCE: If I make a
closed loop, he has

00:19:12.830 --> 00:19:13.480 align:middle line:90%
to touch every piece?

00:19:13.480 --> 00:19:15.520 align:middle line:84%
AUDIENCE: I think he just
has to get to this one.

00:19:15.520 --> 00:19:16.860 align:middle line:84%
PROFESSOR: Yeah, you have
to get to the red one.

00:19:16.860 --> 00:19:19.590 align:middle line:90%
AUDIENCE: There's a plus mark.

00:19:19.590 --> 00:19:20.840 align:middle line:90%
[INTERPOSING VOICES]

00:19:20.840 --> 00:19:22.525 align:middle line:90%


00:19:22.525 --> 00:19:25.220 align:middle line:84%
PROFESSOR: I'm not exactly sure
how to solve this one.

00:19:25.220 --> 00:19:28.370 align:middle line:84%
AUDIENCE: Yellow that way,
green, yellow that way.

00:19:28.370 --> 00:19:32.032 align:middle line:84%
AUDIENCE: Wait, you're allowed
to tip him over?

00:19:32.032 --> 00:19:33.330 align:middle line:90%
How do you die?

00:19:33.330 --> 00:19:36.570 align:middle line:84%
PROFESSOR: My understanding is
that he needs to fall onto

00:19:36.570 --> 00:19:38.370 align:middle line:90%
another piece, actually.

00:19:38.370 --> 00:19:40.905 align:middle line:84%
So let me just confirm I set
this up right, actually.

00:19:40.905 --> 00:19:41.690 align:middle line:90%
Yeah, I did.

00:19:41.690 --> 00:19:43.680 align:middle line:84%
AUDIENCE: No, so you push
the yellow that way.

00:19:43.680 --> 00:19:44.780 align:middle line:90%
And then the green that way.

00:19:44.780 --> 00:19:45.760 align:middle line:90%
And the other green that way.

00:19:45.760 --> 00:19:47.680 align:middle line:84%
AUDIENCE: So put the
yellow ones first?

00:19:47.680 --> 00:19:49.140 align:middle line:84%
AUDIENCE: So do the
green ones first.

00:19:49.140 --> 00:19:49.970 align:middle line:84%
AUDIENCE: Yeah, I don't
actually have the

00:19:49.970 --> 00:19:52.218 align:middle line:90%
rules for the guy.

00:19:52.218 --> 00:19:53.468 align:middle line:90%
[INTERPOSING VOICES]

00:19:53.468 --> 00:19:56.412 align:middle line:90%


00:19:56.412 --> 00:19:58.230 align:middle line:90%
AUDIENCE: How does he fall?

00:19:58.230 --> 00:19:59.480 align:middle line:90%
[INTERPOSING VOICES]

00:19:59.480 --> 00:20:01.590 align:middle line:90%


00:20:01.590 --> 00:20:06.160 align:middle line:84%
PROFESSOR: He's actually allowed
to move on anything

00:20:06.160 --> 00:20:08.340 align:middle line:90%
that's contiguously connected.

00:20:08.340 --> 00:20:12.770 align:middle line:84%
So, as long as you can
continuously connect up to

00:20:12.770 --> 00:20:14.160 align:middle line:90%
this, you're fine.

00:20:14.160 --> 00:20:15.940 align:middle line:90%
[INTERPOSING VOICES]

00:20:15.940 --> 00:20:18.310 align:middle line:84%
AUDIENCE: 10: So tip
that first green.

00:20:18.310 --> 00:20:19.560 align:middle line:90%
No, other one.

00:20:19.560 --> 00:20:22.380 align:middle line:90%


00:20:22.380 --> 00:20:25.555 align:middle line:84%
And then form a path, right
now, if you tip that.

00:20:25.555 --> 00:20:27.836 align:middle line:90%
Oh, there's a hole.

00:20:27.836 --> 00:20:30.110 align:middle line:84%
AUDIENCE: 11: Are you sure tip
them over means more brown

00:20:30.110 --> 00:20:31.065 align:middle line:90%
spot and not--

00:20:31.065 --> 00:20:32.920 align:middle line:84%
AUDIENCE: 12: Well, if doesn't
then you can't reach

00:20:32.920 --> 00:20:33.620 align:middle line:90%
the red after it.

00:20:33.620 --> 00:20:36.220 align:middle line:84%
PROFESSOR: Yeah, I am absolutely
sure it means that

00:20:36.220 --> 00:20:38.770 align:middle line:84%
you're supposed to tip it
over in a way that--

00:20:38.770 --> 00:20:41.440 align:middle line:90%
[INTERPOSING VOICES]

00:20:41.440 --> 00:20:43.530 align:middle line:84%
AUDIENCE: 13: Tip the
yellow one first.

00:20:43.530 --> 00:20:45.520 align:middle line:84%
Then move the guy out
to the green.

00:20:45.520 --> 00:20:47.420 align:middle line:90%
Then tip over the green.

00:20:47.420 --> 00:20:48.670 align:middle line:90%
[INTERPOSING VOICES]

00:20:48.670 --> 00:20:55.610 align:middle line:90%


00:20:55.610 --> 00:20:58.257 align:middle line:84%
PROFESSOR: That is why it's
supposed to begin a

00:20:58.257 --> 00:21:00.045 align:middle line:90%
[UNINTELLIGIBLE].

00:21:00.045 --> 00:21:01.503 align:middle line:90%
You can actually do it.

00:21:01.503 --> 00:21:03.800 align:middle line:84%
This is why this
is puzzle one.

00:21:03.800 --> 00:21:06.270 align:middle line:84%
AUDIENCE: 14: You can even
fall on top of anything?

00:21:06.270 --> 00:21:08.490 align:middle line:90%
That's bizarre.

00:21:08.490 --> 00:21:09.740 align:middle line:90%
[INTERPOSING VOICES]

00:21:09.740 --> 00:21:18.225 align:middle line:90%


00:21:18.225 --> 00:21:20.750 align:middle line:84%
PROFESSOR: But, you know, this
is not entirely unlike the

00:21:20.750 --> 00:21:22.020 align:middle line:84%
kind of puzzle that
Scott does.

00:21:22.020 --> 00:21:26.860 align:middle line:84%
I mean, sure, this is one
particular piece of plastic

00:21:26.860 --> 00:21:29.570 align:middle line:84%
that the game is designed
to work with.

00:21:29.570 --> 00:21:31.735 align:middle line:84%
But basically it's just
like a book, right?

00:21:31.735 --> 00:21:35.120 align:middle line:90%
It's like a book of puzzles.

00:21:35.120 --> 00:21:39.095 align:middle line:84%
So there are also solutions in
here, but I find the solutions

00:21:39.095 --> 00:21:41.873 align:middle line:90%
harder to read.

00:21:41.873 --> 00:21:43.040 align:middle line:90%
AUDIENCE: The [UNINTELLIGIBLE]

00:21:43.040 --> 00:21:44.825 align:middle line:90%
was in the book.

00:21:44.825 --> 00:21:45.800 align:middle line:84%
PROFESSOR: It was in
Brenda's book?

00:21:45.800 --> 00:21:46.320 align:middle line:90%
AUDIENCE: Yeah.

00:21:46.320 --> 00:21:50.700 align:middle line:84%
PROFESSOR: So, actually, that's
probably a good excuse

00:21:50.700 --> 00:21:53.380 align:middle line:90%
to switch over to Brenda's.

00:21:53.380 --> 00:21:55.102 align:middle line:84%
Well, actually, before
that I want to take

00:21:55.102 --> 00:21:57.706 align:middle line:90%
a look at the tangrams.

00:21:57.706 --> 00:21:58.956 align:middle line:90%
Everyone play the tangrams?

00:21:58.956 --> 00:22:02.100 align:middle line:90%


00:22:02.100 --> 00:22:04.808 align:middle line:84%
So, the basic idea is you've
got these shapes.

00:22:04.808 --> 00:22:08.055 align:middle line:84%
Does this one get
in, like this?

00:22:08.055 --> 00:22:13.980 align:middle line:84%
You've got these shapes, and if
you assemble them right as

00:22:13.980 --> 00:22:16.950 align:middle line:84%
is usually described on the
side of the box somewhere.

00:22:16.950 --> 00:22:18.420 align:middle line:90%
Where the heck?

00:22:18.420 --> 00:22:20.380 align:middle line:90%
AUDIENCE: It's on the inside.

00:22:20.380 --> 00:22:24.040 align:middle line:84%
PROFESSOR: I've got a big
picture on the side.

00:22:24.040 --> 00:22:28.430 align:middle line:84%
Is that you can actually fit
all of these shapes inside

00:22:28.430 --> 00:22:29.530 align:middle line:90%
that square.

00:22:29.530 --> 00:22:33.472 align:middle line:84%
So these are basically just a
square that's been divided in

00:22:33.472 --> 00:22:36.530 align:middle line:90%
a specific way.

00:22:36.530 --> 00:22:41.820 align:middle line:84%
So once I've got this assembled
everyone can just

00:22:41.820 --> 00:22:43.142 align:middle line:90%
pass this around.

00:22:43.142 --> 00:22:47.370 align:middle line:84%
Anyone who has already seen
it can pass it on.

00:22:47.370 --> 00:22:51.080 align:middle line:84%
That one doesn't fit very
well, but it works.

00:22:51.080 --> 00:22:52.480 align:middle line:90%
Hey, that's, ta da.

00:22:52.480 --> 00:22:55.110 align:middle line:90%
OK, so this is the basic side.

00:22:55.110 --> 00:22:58.690 align:middle line:90%


00:22:58.690 --> 00:23:02.410 align:middle line:84%
Now this is how it's been sold,
at least, is that this

00:23:02.410 --> 00:23:03.730 align:middle line:90%
is actually a calendar.

00:23:03.730 --> 00:23:08.260 align:middle line:84%
So every day you get
a different shape.

00:23:08.260 --> 00:23:10.200 align:middle line:90%
It's a cute little thing.

00:23:10.200 --> 00:23:12.780 align:middle line:84%
It's a pretty rudimentary
geometrical shape.

00:23:12.780 --> 00:23:15.035 align:middle line:84%
Some of them have, I think
this is supposed to be a

00:23:15.035 --> 00:23:16.340 align:middle line:90%
sphynx or something.

00:23:16.340 --> 00:23:20.164 align:middle line:90%
It looks like a frog.

00:23:20.164 --> 00:23:22.108 align:middle line:84%
This looks like a
Pac Man thing.

00:23:22.108 --> 00:23:30.460 align:middle line:90%


00:23:30.460 --> 00:23:35.455 align:middle line:84%
So the idea is that you
rearrange those particular

00:23:35.455 --> 00:23:37.780 align:middle line:84%
shapes into all of these
different shapes.

00:23:37.780 --> 00:23:44.260 align:middle line:84%
And you could play the game
without getting these puzzle

00:23:44.260 --> 00:23:44.970 align:middle line:90%
solutions, right?

00:23:44.970 --> 00:23:48.770 align:middle line:84%
And it talks a lot about, if
you've got a toy that's worth

00:23:48.770 --> 00:23:51.408 align:middle line:84%
playing with, you've got the
beginning of something that

00:23:51.408 --> 00:23:52.650 align:middle line:90%
might make a good game.

00:23:52.650 --> 00:23:52.818 align:middle line:84%
The nice thing about tipover
is that it's kind of fun to

00:23:52.818 --> 00:23:54.068 align:middle line:90%
tip over things.

00:23:54.068 --> 00:23:56.850 align:middle line:90%


00:23:56.850 --> 00:23:59.435 align:middle line:84%
And the thing about tangrams
is that I actually had more

00:23:59.435 --> 00:24:01.260 align:middle line:84%
fun playing with tangrams than
trying to solve specific

00:24:01.260 --> 00:24:03.440 align:middle line:84%
problems just by just trying
to rearrange these.

00:24:03.440 --> 00:24:06.210 align:middle line:90%
Who hasn't seen these before?

00:24:06.210 --> 00:24:08.750 align:middle line:90%
[INTERPOSING VOICES]

00:24:08.750 --> 00:24:09.580 align:middle line:84%
AUDIENCE: Kind of
embarrassing.

00:24:09.580 --> 00:24:13.420 align:middle line:84%
AUDIENCE: You should be
ashamed of yourself.

00:24:13.420 --> 00:24:15.936 align:middle line:84%
And all the work that
you did is gone.

00:24:15.936 --> 00:24:19.212 align:middle line:90%


00:24:19.212 --> 00:24:22.600 align:middle line:84%
PROFESSOR: But the thing is,
as a toy it doesn't really

00:24:22.600 --> 00:24:23.140 align:middle line:90%
matter, right?

00:24:23.140 --> 00:24:27.940 align:middle line:84%
Because it's just a certain
piece of anything.

00:24:27.940 --> 00:24:30.785 align:middle line:84%
And you kind of want to take it
apart and make new shapes

00:24:30.785 --> 00:24:34.860 align:middle line:90%
with it, like a little house.

00:24:34.860 --> 00:24:38.260 align:middle line:84%
So if you've got something
that's kind of fun to fiddle

00:24:38.260 --> 00:24:41.960 align:middle line:84%
with to begin with, you've got
possibly the beginning of a

00:24:41.960 --> 00:24:43.552 align:middle line:90%
game in general.

00:24:43.552 --> 00:24:47.120 align:middle line:84%
But the way how Scott was
talking about it, there's this

00:24:47.120 --> 00:24:49.490 align:middle line:84%
intermediate step where
it's a puzzle.

00:24:49.490 --> 00:24:51.940 align:middle line:84%
It's a toy with a specific
solution that you're

00:24:51.940 --> 00:24:52.820 align:middle line:90%
trying to get to.

00:24:52.820 --> 00:24:56.330 align:middle line:84%
And a game is kind of one step
beyond that where now there is

00:24:56.330 --> 00:24:59.010 align:middle line:84%
multiple solutions
and competitive.

00:24:59.010 --> 00:25:01.420 align:middle line:84%
At least, that's how
he's describing it.

00:25:01.420 --> 00:25:02.866 align:middle line:84%
He's not really a
game theorist.

00:25:02.866 --> 00:25:03.830 align:middle line:90%
He just works with puzzles.

00:25:03.830 --> 00:25:07.070 align:middle line:84%
AUDIENCE: He talks about it
in terms of a goal, right?

00:25:07.070 --> 00:25:08.910 align:middle line:84%
So then with a toy that you
don't have a goal with them.

00:25:08.910 --> 00:25:11.910 align:middle line:84%
With a puzzle, you have one
goal with no interaction.

00:25:11.910 --> 00:25:14.330 align:middle line:84%
And then a game is
with interaction.

00:25:14.330 --> 00:25:17.120 align:middle line:84%
PROFESSOR: And possibly multiple
goals as well.

00:25:17.120 --> 00:25:20.190 align:middle line:84%
But again it becomes more and
more directed as toys

00:25:20.190 --> 00:25:22.310 align:middle line:90%
are very free form.

00:25:22.310 --> 00:25:25.680 align:middle line:84%
So there are people who describe
games, like the Sims

00:25:25.680 --> 00:25:27.490 align:middle line:84%
for instance, as
actually toys.

00:25:27.490 --> 00:25:30.300 align:middle line:84%
In the same way that you
describe a doll house as a

00:25:30.300 --> 00:25:33.760 align:middle line:84%
toy, they're saying it's kind of
like a digital doll house.

00:25:33.760 --> 00:25:37.010 align:middle line:84%
But later versions of the
Sims added more and

00:25:37.010 --> 00:25:37.980 align:middle line:90%
more specific goals.

00:25:37.980 --> 00:25:41.090 align:middle line:84%
Like now you have to throw a
party with at least five

00:25:41.090 --> 00:25:42.490 align:middle line:90%
people in it.

00:25:42.490 --> 00:25:46.440 align:middle line:84%
Or you have to attain
career level five or

00:25:46.440 --> 00:25:47.468 align:middle line:90%
something like that.

00:25:47.468 --> 00:25:50.744 align:middle line:84%
I can't remember exactly
how they measured it.

00:25:50.744 --> 00:25:53.170 align:middle line:90%
But that kind of has a goal.

00:25:53.170 --> 00:25:55.585 align:middle line:84%
We are going to give more and
more specific things for you

00:25:55.585 --> 00:25:56.420 align:middle line:90%
to work towards.

00:25:56.420 --> 00:26:00.320 align:middle line:84%
But the Sims is very careful
not to lose it's toy sense.

00:26:00.320 --> 00:26:01.760 align:middle line:90%
This adds up.

00:26:01.760 --> 00:26:04.983 align:middle line:84%
If you really want to just dick
around with these guys,

00:26:04.983 --> 00:26:06.530 align:middle line:90%
go right ahead.

00:26:06.530 --> 00:26:11.540 align:middle line:84%
Just play around with them
and see what happens.

00:26:11.540 --> 00:26:15.280 align:middle line:84%
AUDIENCE: Why is there a
distinction for physical

00:26:15.280 --> 00:26:17.830 align:middle line:84%
objects between toys and games,
but for like video

00:26:17.830 --> 00:26:21.700 align:middle line:84%
games-- like Mindcraft it is
technically still a game but--

00:26:21.700 --> 00:26:23.880 align:middle line:84%
PROFESSOR: It kind of
has different modes.

00:26:23.880 --> 00:26:24.330 align:middle line:90%
Yeah.

00:26:24.330 --> 00:26:26.400 align:middle line:84%
AUDIENCE: I guess it has
different modes, but it's more

00:26:26.400 --> 00:26:26.890 align:middle line:90%
of a toy, I think.

00:26:26.890 --> 00:26:30.020 align:middle line:84%
PROFESSOR: I would say that's
entirely marketing.

00:26:30.020 --> 00:26:34.170 align:middle line:84%
The only reason is people
haven't figured out how to

00:26:34.170 --> 00:26:35.570 align:middle line:90%
sell digital toys.

00:26:35.570 --> 00:26:41.380 align:middle line:84%
And there are games aisles in
like Best Buy and so, well,

00:26:41.380 --> 00:26:43.160 align:middle line:84%
this is a fun thing we're
going to put it

00:26:43.160 --> 00:26:44.210 align:middle line:90%
into the game section.

00:26:44.210 --> 00:26:45.310 align:middle line:84%
Everyone starts calling
it games.

00:26:45.310 --> 00:26:46.980 align:middle line:84%
And that's kind of the same
thing with the Sims.

00:26:46.980 --> 00:26:49.800 align:middle line:84%
It's that really the Sims should
be it's own genre, but

00:26:49.800 --> 00:26:52.066 align:middle line:84%
you can't sell it's own
genre that well.

00:26:52.066 --> 00:26:53.316 align:middle line:90%
[INAUDIBLE]

00:26:53.316 --> 00:26:55.890 align:middle line:90%


00:26:55.890 --> 00:26:57.324 align:middle line:90%
Was there a hand over here?

00:26:57.324 --> 00:27:00.680 align:middle line:90%


00:27:00.680 --> 00:27:05.120 align:middle line:84%
OK, so let's start
with Brenda's--

00:27:05.120 --> 00:27:07.760 align:middle line:90%


00:27:07.760 --> 00:27:11.996 align:middle line:84%
if it stops reading, so let's
just move on to Brenda's.

00:27:11.996 --> 00:27:14.790 align:middle line:84%
And she's very specific about
the kinds of puzzles that

00:27:14.790 --> 00:27:15.530 align:middle line:90%
she's talking about.

00:27:15.530 --> 00:27:19.950 align:middle line:84%
Is that these things that get in
the way of a very specific

00:27:19.950 --> 00:27:21.690 align:middle line:84%
narrative experience
that a game wants

00:27:21.690 --> 00:27:24.070 align:middle line:90%
to guide you through.

00:27:24.070 --> 00:27:27.950 align:middle line:84%
She describes them more as
roadblocks than anything else.

00:27:27.950 --> 00:27:31.180 align:middle line:84%
But, you know, things to make
the challenge higher, but

00:27:31.180 --> 00:27:33.150 align:middle line:84%
possibly so high that no
one is going to be

00:27:33.150 --> 00:27:35.010 align:middle line:90%
able to get past them.

00:27:35.010 --> 00:27:37.307 align:middle line:84%
Some of her examples are things
that come up as, sort

00:27:37.307 --> 00:27:40.450 align:middle line:84%
of, intermittent but optional
mechanics like

00:27:40.450 --> 00:27:43.140 align:middle line:90%
hacking in Bio Shop.

00:27:43.140 --> 00:27:45.450 align:middle line:84%
And sometimes there are things
that you have to solve,

00:27:45.450 --> 00:27:47.445 align:middle line:90%
especially in adventure games.

00:27:47.445 --> 00:27:49.690 align:middle line:84%
There's this, you have to
combine this object with that

00:27:49.690 --> 00:27:52.050 align:middle line:84%
object and bring it to
a specific location.

00:27:52.050 --> 00:27:58.407 align:middle line:84%
And then now you can proceed
with whatever narrative

00:27:58.407 --> 00:27:58.896 align:middle line:90%
they've got.

00:27:58.896 --> 00:28:04.350 align:middle line:84%
AUDIENCE: She had this specific
axe to grind against

00:28:04.350 --> 00:28:07.675 align:middle line:84%
puzzles having meaningful
rewards or not being

00:28:07.675 --> 00:28:08.560 align:middle line:90%
completely bought in.

00:28:08.560 --> 00:28:12.200 align:middle line:84%
So, for instance, she says you
should never have a puzzle

00:28:12.200 --> 00:28:14.320 align:middle line:90%
being required to open a door.

00:28:14.320 --> 00:28:17.300 align:middle line:84%
She said, solve a puzzle and
then get some kind of tangible

00:28:17.300 --> 00:28:19.510 align:middle line:90%
reward like loot or something.

00:28:19.510 --> 00:28:24.240 align:middle line:84%
This is after I just spent the
bus ride to New York City

00:28:24.240 --> 00:28:25.570 align:middle line:90%
playing Professor Layton's.

00:28:25.570 --> 00:28:28.450 align:middle line:90%


00:28:28.450 --> 00:28:32.278 align:middle line:84%
Which was nonstop, with on the
door, it's got a lock on it,

00:28:32.278 --> 00:28:33.528 align:middle line:90%
looks like a puzzle.

00:28:33.528 --> 00:28:36.030 align:middle line:90%


00:28:36.030 --> 00:28:38.792 align:middle line:84%
So I wasn't entirely to sure
what to make of that.

00:28:38.792 --> 00:28:41.210 align:middle line:84%
I thought that my Professor
Layton experience was fine,

00:28:41.210 --> 00:28:45.510 align:middle line:84%
and I didn't need to get fat
Layton loot from some

00:28:45.510 --> 00:28:46.470 align:middle line:90%
[INAUDIBLE].

00:28:46.470 --> 00:28:50.760 align:middle line:84%
PROFESSOR: That's actually
something, and there's a

00:28:50.760 --> 00:28:53.140 align:middle line:84%
really good article actually
written by

00:28:53.140 --> 00:28:55.250 align:middle line:90%
Clara over in our lab.

00:28:55.250 --> 00:28:58.255 align:middle line:84%
Actually, it wasn't an article,
it was the transcript

00:28:58.255 --> 00:29:00.700 align:middle line:84%
of a talk that she gave
at Austin University--

00:29:00.700 --> 00:29:02.760 align:middle line:84%
I'll send on the link
to everyone--

00:29:02.760 --> 00:29:05.650 align:middle line:84%
about how you can integrate, and
why you should integrate,

00:29:05.650 --> 00:29:08.260 align:middle line:84%
puzzles really, really well
into the narrative.

00:29:08.260 --> 00:29:11.040 align:middle line:84%
It's like really why is there
a puzzle in your game at all

00:29:11.040 --> 00:29:14.470 align:middle line:84%
unless it's been integrated
into the narrative?

00:29:14.470 --> 00:29:18.750 align:middle line:84%
And Brenda seems to be, sort
of, providing a cautionary

00:29:18.750 --> 00:29:19.990 align:middle line:90%
tale of the--

00:29:19.990 --> 00:29:23.570 align:middle line:84%
But if you do it badly, no one
can get on with the story.

00:29:23.570 --> 00:29:25.150 align:middle line:84%
No one can enjoy the
rest of the game.

00:29:25.150 --> 00:29:27.770 align:middle line:84%
It becomes this one thing that
prevents you from proceeding?

00:29:27.770 --> 00:29:31.260 align:middle line:84%
Is there anyone who
had that moment?

00:29:31.260 --> 00:29:31.530 align:middle line:90%
Yeah.

00:29:31.530 --> 00:29:33.748 align:middle line:84%
AUDIENCE: About five
minutes into Mist.

00:29:33.748 --> 00:29:43.330 align:middle line:90%


00:29:43.330 --> 00:29:44.270 align:middle line:90%
I don't know.

00:29:44.270 --> 00:29:47.770 align:middle line:84%
It had some sort of cool live
action video and stuff.

00:29:47.770 --> 00:29:49.810 align:middle line:84%
And it looked like it could
be an interesting story.

00:29:49.810 --> 00:29:51.594 align:middle line:84%
That's kind using technological
prowess of

00:29:51.594 --> 00:29:54.050 align:middle line:90%
integrating video into 3D.

00:29:54.050 --> 00:29:56.396 align:middle line:84%
And then suddenly I looked
in to the picture

00:29:56.396 --> 00:29:57.322 align:middle line:90%
and I was on an island.

00:29:57.322 --> 00:29:59.637 align:middle line:84%
And then there was nothing
happening and I had to turn

00:29:59.637 --> 00:30:00.563 align:middle line:90%
things to face each other.

00:30:00.563 --> 00:30:04.070 align:middle line:90%
And I couldn't figure it out.

00:30:04.070 --> 00:30:07.620 align:middle line:84%
AUDIENCE: When I originally
played The Legend of Zelda.

00:30:07.620 --> 00:30:09.730 align:middle line:90%
The original one.

00:30:09.730 --> 00:30:13.960 align:middle line:84%
So they don't tell you
anything pretty much.

00:30:13.960 --> 00:30:17.620 align:middle line:84%
And so the temples, you just
walk around the sun, then it's

00:30:17.620 --> 00:30:19.850 align:middle line:84%
like, OK, there's a
tree and a forest.

00:30:19.850 --> 00:30:22.580 align:middle line:84%
You're supposed to
burn [INAUDIBLE]

00:30:22.580 --> 00:30:27.070 align:middle line:84%
and there's the entrance to
this temple that you can't

00:30:27.070 --> 00:30:29.350 align:middle line:84%
proceed until you
do this thing.

00:30:29.350 --> 00:30:33.750 align:middle line:84%
And so, it's just like, how am
I supposed to know that I'm

00:30:33.750 --> 00:30:35.720 align:middle line:84%
supposed to burn this particular
tree in the middle

00:30:35.720 --> 00:30:36.750 align:middle line:90%
of this huge map?

00:30:36.750 --> 00:30:40.230 align:middle line:84%
PROFESSOR: Did you beat
any of the other--

00:30:40.230 --> 00:30:41.340 align:middle line:84%
AUDIENCE: Yeah, and they
didn't say anything.

00:30:41.340 --> 00:30:43.320 align:middle line:84%
PROFESSOR: No, I mean
the other Zeldas?

00:30:43.320 --> 00:30:46.040 align:middle line:84%
AUDIENCE: Yeah, actually
yesterday we [INAUDIBLE].

00:30:46.040 --> 00:30:48.660 align:middle line:90%


00:30:48.660 --> 00:30:51.510 align:middle line:84%
AUDIENCE: I was just saying,
so the interesting thing is

00:30:51.510 --> 00:30:54.096 align:middle line:84%
most people nowadays they end
up playing, like the Ocarina

00:30:54.096 --> 00:30:56.740 align:middle line:84%
of Time, Majora's Mask, they
are moving backwards.

00:30:56.740 --> 00:30:59.115 align:middle line:84%
So they end up playing the
first Zelda after having

00:30:59.115 --> 00:31:00.470 align:middle line:90%
played these old ones.

00:31:00.470 --> 00:31:02.610 align:middle line:84%
So you sort of know that you're
expected to do these

00:31:02.610 --> 00:31:05.520 align:middle line:84%
random things to get
like across.

00:31:05.520 --> 00:31:07.670 align:middle line:84%
So I feel like it's easier
for people, but then--

00:31:07.670 --> 00:31:09.490 align:middle line:84%
AUDIENCE: But with the
original Zelda--

00:31:09.490 --> 00:31:14.086 align:middle line:84%
you know how in new ones they
have, let's say, a wall that

00:31:14.086 --> 00:31:14.840 align:middle line:90%
you can blow up.

00:31:14.840 --> 00:31:17.150 align:middle line:90%
It's discolored or something.

00:31:17.150 --> 00:31:20.510 align:middle line:84%
In this one every tree looks
exactly the same.

00:31:20.510 --> 00:31:21.840 align:middle line:90%
They use the same stripes.

00:31:21.840 --> 00:31:23.760 align:middle line:84%
AUDIENCE: If I remember
correctly, though, it's placed

00:31:23.760 --> 00:31:26.920 align:middle line:84%
such that it's in the center
of your screen, right?

00:31:26.920 --> 00:31:28.475 align:middle line:84%
So it does look a little
bit different.

00:31:28.475 --> 00:31:31.450 align:middle line:84%
AUDIENCE: No, it was
just a random tree.

00:31:31.450 --> 00:31:35.830 align:middle line:84%
It was just a whole
bunch of trees.

00:31:35.830 --> 00:31:41.520 align:middle line:84%
And so you just really have to
get, whatever a type of thing

00:31:41.520 --> 00:31:44.010 align:middle line:90%
to burn it-- a specific one--

00:31:44.010 --> 00:31:45.390 align:middle line:90%
and burn it.

00:31:45.390 --> 00:31:47.630 align:middle line:84%
AUDIENCE: I remember it was
a little suspicious.

00:31:47.630 --> 00:31:51.510 align:middle line:84%
Because I think there was a one
tile column, you kind of

00:31:51.510 --> 00:31:54.180 align:middle line:84%
navigate around just
this loop.

00:31:54.180 --> 00:31:56.350 align:middle line:90%
You just entered and--

00:31:56.350 --> 00:31:57.506 align:middle line:90%
AUDIENCE: That's suspicious.

00:31:57.506 --> 00:32:02.470 align:middle line:84%
AUDIENCE: And I'll feel very
frustrated by games that

00:32:02.470 --> 00:32:04.830 align:middle line:84%
require walk-throughs in
order to play them.

00:32:04.830 --> 00:32:07.720 align:middle line:84%
PROFESSOR: Sure, and that was
the other thing that she

00:32:07.720 --> 00:32:09.230 align:middle line:84%
suggested some game
designers do.

00:32:09.230 --> 00:32:13.480 align:middle line:84%
They put the solution
in the Prima Guide.

00:32:13.480 --> 00:32:15.485 align:middle line:84%
So that you have to buy the
Prima Guide in order to

00:32:15.485 --> 00:32:16.880 align:middle line:90%
[INAUDIBLE].

00:32:16.880 --> 00:32:19.890 align:middle line:84%
AUDIENCE: Does Prima have
a deal with the--

00:32:19.890 --> 00:32:22.550 align:middle line:90%
PROFESSOR: Oh, they must have.

00:32:22.550 --> 00:32:26.786 align:middle line:84%
AUDIENCE: They say "official"
on the top for a reason.

00:32:26.786 --> 00:32:31.470 align:middle line:84%
AUDIENCE: It's also ironic,
because modern Zelda games,

00:32:31.470 --> 00:32:34.520 align:middle line:84%
it's very obvious that you have
to use this or that item.

00:32:34.520 --> 00:32:35.625 align:middle line:90%
AUDIENCE: You've got a key.

00:32:35.625 --> 00:32:36.270 align:middle line:90%
Use this key to open.

00:32:36.270 --> 00:32:38.110 align:middle line:84%
AUDIENCE: Oh, you got this
item in the dungeon.

00:32:38.110 --> 00:32:40.640 align:middle line:84%
You have to use this item
to kill the boss.

00:32:40.640 --> 00:32:42.480 align:middle line:90%
That sort of thing.

00:32:42.480 --> 00:32:43.950 align:middle line:90%
It's blatant.

00:32:43.950 --> 00:32:45.940 align:middle line:84%
AUDIENCE: Well, for people who
are really, really hopeless,

00:32:45.940 --> 00:32:47.930 align:middle line:90%
there's that little fairy.

00:32:47.930 --> 00:32:49.688 align:middle line:90%
[INTERPOSING VOICES]

00:32:49.688 --> 00:32:55.300 align:middle line:84%
PROFESSOR: They're usually less
useful than you think.

00:32:55.300 --> 00:32:58.590 align:middle line:84%
So one big difference between
the old Zelda games and the

00:32:58.590 --> 00:33:01.380 align:middle line:84%
new Zelda games is just this
continual refinement in their

00:33:01.380 --> 00:33:02.970 align:middle line:90%
user interface.

00:33:02.970 --> 00:33:09.880 align:middle line:84%
And it goes all the way from
little things like the notes

00:33:09.880 --> 00:33:11.650 align:middle line:84%
that you hear when you
find a new dungeon.

00:33:11.650 --> 00:33:16.462 align:middle line:84%
And exactly when, precisely,
you hear the sound of, you

00:33:16.462 --> 00:33:18.201 align:middle line:90%
know, too da loo--

00:33:18.201 --> 00:33:20.943 align:middle line:84%
at least I think that's
how it sounds.

00:33:20.943 --> 00:33:25.080 align:middle line:84%
You know, as a clue that now
you have opened a door.

00:33:25.080 --> 00:33:28.600 align:middle line:84%
That's one of those things
that, if you look at post

00:33:28.600 --> 00:33:29.030 align:middle line:90%
[INAUDIBLE]

00:33:29.030 --> 00:33:29.950 align:middle line:90%
Ocarina of Time.

00:33:29.950 --> 00:33:33.090 align:middle line:84%
I think there's a couple on
Gamasutra, exactly when that

00:33:33.090 --> 00:33:35.367 align:middle line:84%
sounds plays is a decision
that was

00:33:35.367 --> 00:33:36.920 align:middle line:90%
very carefully designed.

00:33:36.920 --> 00:33:39.750 align:middle line:84%
And it seems to me that in
digital puzzles those kinds

00:33:39.750 --> 00:33:42.620 align:middle line:84%
of, especially in some sort of
narrative structure like in

00:33:42.620 --> 00:33:45.680 align:middle line:90%
Ocarina, that's the big problem

00:33:45.680 --> 00:33:46.470 align:middle line:90%
that you have to solve.

00:33:46.470 --> 00:33:47.660 align:middle line:90%
You have to give enough clues.

00:33:47.660 --> 00:33:49.880 align:middle line:84%
You have to give enough
UI feedback.

00:33:49.880 --> 00:33:53.600 align:middle line:84%
And you have to think about your
UI so hard in a way that

00:33:53.600 --> 00:33:56.190 align:middle line:84%
is going to make it possible
so that we get all the

00:33:56.190 --> 00:33:56.910 align:middle line:90%
information [INAUDIBLE].

00:33:56.910 --> 00:34:01.580 align:middle line:84%
So, say that burning fire tree
situation, if there is nowhere

00:34:01.580 --> 00:34:04.615 align:middle line:84%
else in the world where you can
get that information, then

00:34:04.615 --> 00:34:05.690 align:middle line:90%
it's back inside puzzle.

00:34:05.690 --> 00:34:09.010 align:middle line:90%
If there is a guy in--

00:34:09.010 --> 00:34:09.850 align:middle line:90%
I can't remember Zelda I--

00:34:09.850 --> 00:34:12.699 align:middle line:84%
but there is a guy who actually
tells you that that's

00:34:12.699 --> 00:34:13.949 align:middle line:84%
the tree that you
need to burn.

00:34:13.949 --> 00:34:16.627 align:middle line:84%
But if it's not obvious,
especially for someone who

00:34:16.627 --> 00:34:18.730 align:middle line:84%
hasn't encountered that guy,
that that's where you get that

00:34:18.730 --> 00:34:20.750 align:middle line:84%
information it's still a
bad designed puzzle.

00:34:20.750 --> 00:34:23.260 align:middle line:84%
Even though now there's
a solution.

00:34:23.260 --> 00:34:27.000 align:middle line:84%
But thinking about, and some
examples will be in a lot of

00:34:27.000 --> 00:34:30.645 align:middle line:84%
tech space adventures as well
as text heavy graphical

00:34:30.645 --> 00:34:31.610 align:middle line:90%
adventures.

00:34:31.610 --> 00:34:35.260 align:middle line:84%
You have a, I can't solve this
puzzle, but what my character

00:34:35.260 --> 00:34:39.090 align:middle line:84%
says to the player about why you
can't solve the puzzle is

00:34:39.090 --> 00:34:40.250 align:middle line:90%
itself a clue.

00:34:40.250 --> 00:34:44.218 align:middle line:84%
It's like, hm, I must not
have the right item.

00:34:44.218 --> 00:34:46.110 align:middle line:84%
Maybe there's something
else I can use.

00:34:46.110 --> 00:34:48.016 align:middle line:90%
That's a huge clue.

00:34:48.016 --> 00:34:50.553 align:middle line:84%
AUDIENCE: I feel like digital
popular games have gotten

00:34:50.553 --> 00:34:56.120 align:middle line:84%
really good at integrating hint
systems in recent years.

00:34:56.120 --> 00:34:59.420 align:middle line:84%
But I can't think of any
physical puzzles that I've

00:34:59.420 --> 00:35:05.465 align:middle line:84%
come across that may just not
have quite been up to speed

00:35:05.465 --> 00:35:06.685 align:middle line:90%
with crossword puzzles.

00:35:06.685 --> 00:35:11.690 align:middle line:84%
That have that kind of not
totally revealing the solution

00:35:11.690 --> 00:35:14.002 align:middle line:84%
but giving you a gradual
hint which can help

00:35:14.002 --> 00:35:15.496 align:middle line:90%
you figure it out.

00:35:15.496 --> 00:35:20.560 align:middle line:84%
AUDIENCE: Well, mystery puzzles
kind of do that.

00:35:20.560 --> 00:35:21.810 align:middle line:90%
[INTERPOSING VOICES]

00:35:21.810 --> 00:35:23.930 align:middle line:90%


00:35:23.930 --> 00:35:26.515 align:middle line:84%
PROFESSOR: Describe the mystery
puzzle for folks who

00:35:26.515 --> 00:35:26.920 align:middle line:90%
don't have--

00:35:26.920 --> 00:35:30.740 align:middle line:84%
AUDIENCE: It's basically, it's
a competition run by MIT over

00:35:30.740 --> 00:35:34.890 align:middle line:84%
IAP where teams of people
compete to solve a bunch of

00:35:34.890 --> 00:35:38.085 align:middle line:84%
puzzles, like 70 puzzles, that
kind of build on each other.

00:35:38.085 --> 00:35:40.310 align:middle line:84%
So you have, say,
20 base puzzles.

00:35:40.310 --> 00:35:41.947 align:middle line:84%
And if you solve those
20 puzzles you

00:35:41.947 --> 00:35:43.255 align:middle line:90%
get 20 words as solutions.

00:35:43.255 --> 00:35:45.860 align:middle line:84%
And then those 20 words become
a new puzzle, and that's the

00:35:45.860 --> 00:35:46.790 align:middle line:90%
meta-puzzle.

00:35:46.790 --> 00:35:48.460 align:middle line:84%
And it kind of keeps them like
that for a couple layers.

00:35:48.460 --> 00:35:50.770 align:middle line:84%
But the point is the winning
team from the previous year

00:35:50.770 --> 00:35:52.950 align:middle line:84%
writes the next year's
mystery hunt.

00:35:52.950 --> 00:35:55.310 align:middle line:84%
So you get all kinds of varying
puzzles of varying

00:35:55.310 --> 00:35:57.610 align:middle line:90%
difficulties and styles.

00:35:57.610 --> 00:36:00.060 align:middle line:84%
A very well-designed puzzle
actually does that, because

00:36:00.060 --> 00:36:01.530 align:middle line:84%
you have this thing
called, flavor--

00:36:01.530 --> 00:36:03.840 align:middle line:84%
Oh, I guess I should say that
the puzzles aren't like Sudoku

00:36:03.840 --> 00:36:05.300 align:middle line:90%
or crosswords.

00:36:05.300 --> 00:36:07.730 align:middle line:84%
You literally just get something
on a screen or

00:36:07.730 --> 00:36:09.580 align:middle line:84%
something on a piece of paper,
and you have to figure out

00:36:09.580 --> 00:36:10.190 align:middle line:90%
what to do with it.

00:36:10.190 --> 00:36:11.861 align:middle line:84%
You're not given any
instructions for how to solve

00:36:11.861 --> 00:36:12.750 align:middle line:90%
it whatsoever.

00:36:12.750 --> 00:36:15.780 align:middle line:84%
And the only clues you get are
either by the title of the

00:36:15.780 --> 00:36:18.970 align:middle line:84%
puzzle, by the group of puzzles
that it's in, or by

00:36:18.970 --> 00:36:20.610 align:middle line:90%
this thing called flavor text.

00:36:20.610 --> 00:36:23.480 align:middle line:84%
Which is like, they say some
kind of random phrase that

00:36:23.480 --> 00:36:25.360 align:middle line:84%
seems to not have anything
to do with anything.

00:36:25.360 --> 00:36:28.140 align:middle line:84%
But that kind of gives you a
clue about what to do in the

00:36:28.140 --> 00:36:29.846 align:middle line:90%
thick of this puzzle.

00:36:29.846 --> 00:36:31.680 align:middle line:84%
So that's kind of like what
you were describing.

00:36:31.680 --> 00:36:33.380 align:middle line:84%
AUDIENCE: That's interesting,
because it's really

00:36:33.380 --> 00:36:36.022 align:middle line:84%
challenging when you don't have
any mechanism for giving

00:36:36.022 --> 00:36:39.860 align:middle line:84%
feedback to the person who
is working a puzzle.

00:36:39.860 --> 00:36:42.860 align:middle line:84%
In Zelda, or what have you, you
can see that they've spent

00:36:42.860 --> 00:36:46.410 align:middle line:90%
a long time dicking around.

00:36:46.410 --> 00:36:49.551 align:middle line:84%
PROFESSOR: It's kind of a
double-edged sword, in that

00:36:49.551 --> 00:36:51.380 align:middle line:84%
particular case, because you
have so many mechanisms and

00:36:51.380 --> 00:36:57.050 align:middle line:84%
now you're expected to use all
of them in a game like that.

00:36:57.050 --> 00:37:00.386 align:middle line:84%
You use sound, you have to use
contextual buttons, you have

00:37:00.386 --> 00:37:02.896 align:middle line:90%
to use the inventory.

00:37:02.896 --> 00:37:06.180 align:middle line:84%
The position of the player
matters or something.

00:37:06.180 --> 00:37:09.182 align:middle line:84%
I've seen games where the main
clues is what is the character

00:37:09.182 --> 00:37:11.270 align:middle line:90%
looking at, for instance.

00:37:11.270 --> 00:37:13.333 align:middle line:84%
And you walk around, why does my
character keep looking that

00:37:13.333 --> 00:37:14.660 align:middle line:84%
way every time something
happens?

00:37:14.660 --> 00:37:15.750 align:middle line:90%
Oh, that's because--

00:37:15.750 --> 00:37:17.470 align:middle line:90%
you know.

00:37:17.470 --> 00:37:22.490 align:middle line:84%
So, yeah, as far as of a lot of
physical stuff, I would say

00:37:22.490 --> 00:37:26.120 align:middle line:84%
that one of the reasons is
they're just starting to build

00:37:26.120 --> 00:37:27.420 align:middle line:84%
these physical games
from toys.

00:37:27.420 --> 00:37:31.080 align:middle line:90%


00:37:31.080 --> 00:37:34.490 align:middle line:84%
A lot of the importance is,
a lot of things you could

00:37:34.490 --> 00:37:37.650 align:middle line:84%
possibly do, are kind of built
into the physical object.

00:37:37.650 --> 00:37:40.650 align:middle line:84%
And if you're building a puzzle
based on what you could

00:37:40.650 --> 00:37:44.920 align:middle line:84%
do with these things as a toy,
then you're necessarily

00:37:44.920 --> 00:37:48.772 align:middle line:84%
already using the constraints of
what you can do with it as

00:37:48.772 --> 00:37:52.546 align:middle line:84%
a toy in order to create
the puzzle.

00:37:52.546 --> 00:37:55.480 align:middle line:90%


00:37:55.480 --> 00:37:59.080 align:middle line:84%
This might be a good exercise
actually, if time--

00:37:59.080 --> 00:38:00.490 align:middle line:90%
we could take a shot at this.

00:38:00.490 --> 00:38:01.930 align:middle line:84%
And just by, you know, trying
to come up with

00:38:01.930 --> 00:38:03.080 align:middle line:90%
a puzzle and see.

00:38:03.080 --> 00:38:06.870 align:middle line:84%
But instead of imagining one
in a digital space, try to

00:38:06.870 --> 00:38:07.620 align:middle line:84%
imagine one in a
physical space.

00:38:07.620 --> 00:38:12.680 align:middle line:84%
Because I suspect what you
actually get is, you get a

00:38:12.680 --> 00:38:14.880 align:middle line:84%
free language with
physical puzzles.

00:38:14.880 --> 00:38:18.998 align:middle line:84%
Because things physically have
interactions that we

00:38:18.998 --> 00:38:21.413 align:middle line:84%
[INAUDIBLE] from a
digital puzzle.

00:38:21.413 --> 00:38:26.170 align:middle line:84%
ADAM: I feel like Coral Reef
or something, and that's a

00:38:26.170 --> 00:38:30.770 align:middle line:90%
game where like the puzzle--

00:38:30.770 --> 00:38:33.480 align:middle line:84%
I mean obviously it's still a
digital game-- but the puzzles

00:38:33.480 --> 00:38:34.610 align:middle line:84%
are very much physical
puzzles.

00:38:34.610 --> 00:38:37.310 align:middle line:84%
Like you kind of have
an idea about what--

00:38:37.310 --> 00:38:39.940 align:middle line:84%
has Patrick played Portal,
of course?

00:38:39.940 --> 00:38:42.390 align:middle line:90%
Or know the idea?

00:38:42.390 --> 00:38:46.540 align:middle line:84%
I mean, you have these two
portals and you understand

00:38:46.540 --> 00:38:48.310 align:middle line:84%
what the physics is
going to be like.

00:38:48.310 --> 00:38:50.590 align:middle line:84%
So the puzzles aren't
frustrating in the sense that

00:38:50.590 --> 00:38:52.635 align:middle line:84%
it's like, oh, you realize
there's this

00:38:52.635 --> 00:38:53.420 align:middle line:90%
random statue here.

00:38:53.420 --> 00:38:56.610 align:middle line:84%
And if you pull the lever it
raises the water level or

00:38:56.610 --> 00:38:59.680 align:middle line:90%
something like that.

00:38:59.680 --> 00:39:01.610 align:middle line:90%
But it's very intuitive.

00:39:01.610 --> 00:39:04.800 align:middle line:84%
It feels like a physical puzzle
in a sense that I know

00:39:04.800 --> 00:39:06.900 align:middle line:90%
what will happen if I do this.

00:39:06.900 --> 00:39:09.470 align:middle line:84%
And I just figure out how to
put the pieces together.

00:39:09.470 --> 00:39:12.290 align:middle line:84%
And also Portal what I think it
does a really good job of,

00:39:12.290 --> 00:39:15.720 align:middle line:84%
as well as some physical
puzzles do, is having a

00:39:15.720 --> 00:39:16.545 align:middle line:90%
learning curve.

00:39:16.545 --> 00:39:20.430 align:middle line:84%
Like Tangram will have some
basic puzzles, or I'm sure the

00:39:20.430 --> 00:39:21.691 align:middle line:84%
falling thing, a lot
of them do it.

00:39:21.691 --> 00:39:25.255 align:middle line:84%
Physical puzzle things where you
like, I don't know, how to

00:39:25.255 --> 00:39:28.240 align:middle line:84%
jump over pieces or whatever,
have basic levels--

00:39:28.240 --> 00:39:30.260 align:middle line:90%
basic boards--

00:39:30.260 --> 00:39:32.810 align:middle line:84%
where they show you various
techniques.

00:39:32.810 --> 00:39:34.410 align:middle line:84%
And you only have to figure out
one technique, and it's

00:39:34.410 --> 00:39:35.460 align:middle line:84%
very obvious what
you have to do.

00:39:35.460 --> 00:39:37.530 align:middle line:84%
And later on you have to
use those techniques.

00:39:37.530 --> 00:39:40.530 align:middle line:84%
PROFESSOR: Well in Tickle Her,
this particular example does

00:39:40.530 --> 00:39:42.520 align:middle line:84%
something that multiple portals
does really well.

00:39:42.520 --> 00:39:45.710 align:middle line:84%
Is that the very first puzzle
that we did earlier only has

00:39:45.710 --> 00:39:46.650 align:middle line:90%
one solution.

00:39:46.650 --> 00:39:50.185 align:middle line:84%
And you do not get that solution
unless you understand

00:39:50.185 --> 00:39:51.550 align:middle line:90%
all the mechanics of the game.

00:39:51.550 --> 00:39:53.110 align:middle line:84%
But we tried to solve
it a whole bunch

00:39:53.110 --> 00:39:53.430 align:middle line:90%
of different times.

00:39:53.430 --> 00:39:55.220 align:middle line:84%
And it's like because we didn't
quite understand the

00:39:55.220 --> 00:39:57.868 align:middle line:84%
rules, we couldn't get it
until we understood the

00:39:57.868 --> 00:39:58.760 align:middle line:90%
mechanics of the game.

00:39:58.760 --> 00:40:00.150 align:middle line:90%
Now we can suddenly solve it.

00:40:00.150 --> 00:40:03.767 align:middle line:84%
So from puzzle number two
onwards, we can't be confident

00:40:03.767 --> 00:40:05.138 align:middle line:90%
unless you know it.

00:40:05.138 --> 00:40:06.970 align:middle line:90%
Portal, and even--

00:40:06.970 --> 00:40:09.210 align:middle line:84%
actually just about any
well-designed game-- but I

00:40:09.210 --> 00:40:11.160 align:middle line:84%
would say Portal is a fine
example-- if you've beaten a

00:40:11.160 --> 00:40:13.490 align:middle line:84%
game, you can play through the
game again with developer

00:40:13.490 --> 00:40:15.640 align:middle line:90%
commentary.

00:40:15.640 --> 00:40:19.780 align:middle line:84%
And when you show that, you
actually realize that every

00:40:19.780 --> 00:40:24.070 align:middle line:84%
single fairly intuitive physical
thing that you pick

00:40:24.070 --> 00:40:26.490 align:middle line:84%
up in the game had to
be taught to you.

00:40:26.490 --> 00:40:28.700 align:middle line:84%
And they've designed the
level very clearly.

00:40:28.700 --> 00:40:30.920 align:middle line:84%
So right in the beginning of
the game, if folks can't

00:40:30.920 --> 00:40:33.950 align:middle line:84%
remember, you're trapped
in the middle cell.

00:40:33.950 --> 00:40:41.410 align:middle line:84%
And the GlaDOS talk to you, and
a portal opens and you can

00:40:41.410 --> 00:40:42.230 align:middle line:90%
walk through it.

00:40:42.230 --> 00:40:44.935 align:middle line:84%
What do you see out of the
first portal that opens?

00:40:44.935 --> 00:40:46.830 align:middle line:84%
AUDIENCE: You see yourself
going into the other one.

00:40:46.830 --> 00:40:47.800 align:middle line:84%
PROFESSOR: You see
yourself going

00:40:47.800 --> 00:40:48.720 align:middle line:90%
through the other portal.

00:40:48.720 --> 00:40:53.180 align:middle line:84%
And it's like, they force you
to have to look at what the

00:40:53.180 --> 00:40:55.390 align:middle line:84%
basic game mechanic is going
to be before you can do

00:40:55.390 --> 00:40:57.580 align:middle line:84%
anything else that's productive
in the game.

00:40:57.580 --> 00:40:59.440 align:middle line:84%
You know, you can pick
up the radio, but--

00:40:59.440 --> 00:41:02.230 align:middle line:90%


00:41:02.230 --> 00:41:06.130 align:middle line:90%
So that was a design decision.

00:41:06.130 --> 00:41:08.860 align:middle line:84%
They could have decided
not to make it.

00:41:08.860 --> 00:41:10.690 align:middle line:84%
They could have just made you
go through that into a

00:41:10.690 --> 00:41:14.130 align:middle line:84%
different room, and the learning
opportunity would

00:41:14.130 --> 00:41:16.050 align:middle line:90%
have dissolved right there.

00:41:16.050 --> 00:41:19.335 align:middle line:84%
So if you've got a copy of
Portal, I would suggest go

00:41:19.335 --> 00:41:21.490 align:middle line:84%
back and page through
the commentaries

00:41:21.490 --> 00:41:23.670 align:middle line:90%
because they are hilarious.

00:41:23.670 --> 00:41:28.350 align:middle line:84%
And you're also rereading good
form, demonstrating in this

00:41:28.350 --> 00:41:30.390 align:middle line:84%
room, this is what we had
to do in order to

00:41:30.390 --> 00:41:32.025 align:middle line:90%
make people get it.

00:41:32.025 --> 00:41:35.490 align:middle line:84%
I'm also thinking of games like
Mario World I where you

00:41:35.490 --> 00:41:39.332 align:middle line:84%
don't get very far on
this kind of basic

00:41:39.332 --> 00:41:41.020 align:middle line:90%
game mechanics now.

00:41:41.020 --> 00:41:44.682 align:middle line:84%
But they make it really gentle
in that I don't think there

00:41:44.682 --> 00:41:47.880 align:middle line:84%
are any hits that instantly
kill you.

00:41:47.880 --> 00:41:50.340 align:middle line:84%
AUDIENCE: That's exactly what
I was thinking in Mario.

00:41:50.340 --> 00:41:53.195 align:middle line:84%
In the first Gamasutra article
we read on late-game

00:41:53.195 --> 00:41:56.042 align:middle line:84%
abstractions, we read
about a Mario world.

00:41:56.042 --> 00:41:59.444 align:middle line:84%
He's like, we expect the same
kind of actions, key the

00:41:59.444 --> 00:42:00.902 align:middle line:90%
system, all the time-jumping.

00:42:00.902 --> 00:42:03.818 align:middle line:84%
And I guess you can kind of
look at different things

00:42:03.818 --> 00:42:04.790 align:middle line:90%
there, like double-jumping.

00:42:04.790 --> 00:42:06.248 align:middle line:84%
And things like that in
a specific puzzle.

00:42:06.248 --> 00:42:08.010 align:middle line:84%
And the physical [INAUDIBLE]
also.

00:42:08.010 --> 00:42:11.380 align:middle line:84%
PROFESSOR: I mean a lot of
Mario's worlds are laid out

00:42:11.380 --> 00:42:13.980 align:middle line:84%
basically as spatial
puzzles, right?

00:42:13.980 --> 00:42:16.680 align:middle line:84%
It's like you know you have to
get there, but you don't know

00:42:16.680 --> 00:42:19.075 align:middle line:84%
exactly how you're going to use
all of the mechanics that

00:42:19.075 --> 00:42:19.844 align:middle line:90%
you've got.

00:42:19.844 --> 00:42:25.220 align:middle line:84%
AUDIENCE: In Mario 64, I think
their way of solving the

00:42:25.220 --> 00:42:28.355 align:middle line:84%
impasse problem of not locking
up all the content in the game

00:42:28.355 --> 00:42:30.520 align:middle line:84%
because of the one puzzle you
can't get, they're giving you

00:42:30.520 --> 00:42:33.680 align:middle line:84%
so much to do that even if they
don't really tell you--

00:42:33.680 --> 00:42:36.106 align:middle line:84%
even if a good 30%, 40% are
going to remain mysterious to

00:42:36.106 --> 00:42:38.050 align:middle line:84%
you, you're not really going
to figure them out--

00:42:38.050 --> 00:42:40.800 align:middle line:84%
there's so much [INAUDIBLE]
between, you never walked off

00:42:40.800 --> 00:42:42.106 align:middle line:84%
with a significant amount
of content.

00:42:42.106 --> 00:42:45.170 align:middle line:84%
PROFESSOR: So if you've got a
hub-like structure you can do

00:42:45.170 --> 00:42:48.360 align:middle line:84%
any one of five different things
at any given time.

00:42:48.360 --> 00:42:51.960 align:middle line:84%
Plus you have some secondary
solutions, like you can always

00:42:51.960 --> 00:42:54.450 align:middle line:84%
go back to a world that you've
been to before and try to

00:42:54.450 --> 00:42:56.780 align:middle line:84%
collect all the stars,
for instance.

00:42:56.780 --> 00:42:59.700 align:middle line:84%
I think that's kind of what
Brenda was kind of indicating.

00:42:59.700 --> 00:43:03.630 align:middle line:84%
You don't necessarily want, if
you're putting puzzles in your

00:43:03.630 --> 00:43:05.870 align:middle line:90%
game, she was advocating for--

00:43:05.870 --> 00:43:08.860 align:middle line:84%
Brenda and Ian were
advocating for--

00:43:08.860 --> 00:43:13.160 align:middle line:84%
something that wouldn't
necessarily progress

00:43:13.160 --> 00:43:14.390 align:middle line:90%
on to the next one.

00:43:14.390 --> 00:43:20.220 align:middle line:84%
But I think that's not
a requirement.

00:43:20.220 --> 00:43:23.400 align:middle line:84%
I think that's a, if you want to
make your life easier, this

00:43:23.400 --> 00:43:24.225 align:middle line:90%
is what you do.

00:43:24.225 --> 00:43:27.600 align:middle line:84%
If you decide that you're up to
the task, you can achieve

00:43:27.600 --> 00:43:30.980 align:middle line:84%
some really amazing effects
by having your puzzles

00:43:30.980 --> 00:43:33.075 align:middle line:90%
narratively incorporate it.

00:43:33.075 --> 00:43:36.340 align:middle line:90%


00:43:36.340 --> 00:43:38.840 align:middle line:84%
Has anyone heard of the game
called Eternal Darkness?

00:43:38.840 --> 00:43:44.235 align:middle line:84%
It's a sort of Lovecraftian
horror game on the GameCube.

00:43:44.235 --> 00:43:47.200 align:middle line:84%
I'll sort of describe it, but
basically the whole basic idea

00:43:47.200 --> 00:43:52.180 align:middle line:84%
is that you have four gods all
warring against each other.

00:43:52.180 --> 00:43:54.450 align:middle line:84%
Three of them hate one of them,
but then those three

00:43:54.450 --> 00:43:55.480 align:middle line:90%
also hate each other.

00:43:55.480 --> 00:43:58.750 align:middle line:84%
And most of the puzzles are
just sort of understanding

00:43:58.750 --> 00:44:03.010 align:middle line:84%
that there is this
mystical object.

00:44:03.010 --> 00:44:06.310 align:middle line:84%
One god defeats another god
defeats another god in a rock,

00:44:06.310 --> 00:44:07.300 align:middle line:90%
paper, scissors circle.

00:44:07.300 --> 00:44:10.500 align:middle line:84%
And all of them hate this
one other [INAUDIBLE].

00:44:10.500 --> 00:44:14.900 align:middle line:84%
So early on in the game there
is actually a puzzle, there

00:44:14.900 --> 00:44:17.100 align:middle line:84%
are actually a number of
different puzzles, where you

00:44:17.100 --> 00:44:18.020 align:middle line:90%
see the symbols of these gods.

00:44:18.020 --> 00:44:19.602 align:middle line:84%
And you have to kind
of rearrange them

00:44:19.602 --> 00:44:21.190 align:middle line:90%
in the correct order.

00:44:21.190 --> 00:44:23.800 align:middle line:84%
And the rest of the game is all
going to be variations of

00:44:23.800 --> 00:44:26.320 align:middle line:84%
understanding what these
gods do to each other.

00:44:26.320 --> 00:44:29.000 align:middle line:84%
So those are all puzzles
that inform you of

00:44:29.000 --> 00:44:32.132 align:middle line:90%
how the world works.

00:44:32.132 --> 00:44:34.640 align:middle line:84%
And that kind of works
in two ways.

00:44:34.640 --> 00:44:37.195 align:middle line:84%
One, information that you've
already gathered about the

00:44:37.195 --> 00:44:39.390 align:middle line:84%
world-- about how this
world works--

00:44:39.390 --> 00:44:42.390 align:middle line:84%
gives you clues on how
to beat the puzzles.

00:44:42.390 --> 00:44:44.650 align:middle line:84%
Beating the puzzles, finding the
solutions for the clues,

00:44:44.650 --> 00:44:46.810 align:middle line:84%
gives you information about
how the world works.

00:44:46.810 --> 00:44:49.740 align:middle line:84%
And that's kind of like the
holy grail for a puzzle

00:44:49.740 --> 00:44:52.710 align:middle line:84%
designer in a digital game, is
that you're going to design a

00:44:52.710 --> 00:44:55.130 align:middle line:84%
puzzle that's going to reinforce
how the world works.

00:44:55.130 --> 00:44:57.535 align:middle line:90%
There's a chap--

00:44:57.535 --> 00:45:00.175 align:middle line:84%
who gave a talk, and I believe
his name is Jeff Howard.

00:45:00.175 --> 00:45:05.290 align:middle line:84%
He came to Camp [INAUDIBLE]
and gave a talk last year.

00:45:05.290 --> 00:45:11.240 align:middle line:84%
And he makes this case that
games, and the logic that you

00:45:11.240 --> 00:45:19.750 align:middle line:84%
present in games, do basically
the equivalent of what magic

00:45:19.750 --> 00:45:22.370 align:middle line:84%
systems actually do
in the real world.

00:45:22.370 --> 00:45:28.530 align:middle line:84%
What people like cultists or
astrologers do is they

00:45:28.530 --> 00:45:35.340 align:middle line:84%
basically give you logics
that explain how the

00:45:35.340 --> 00:45:36.750 align:middle line:90%
world is going to work.

00:45:36.750 --> 00:45:39.012 align:middle line:84%
And while that may not
necessarily be obvious, but if

00:45:39.012 --> 00:45:41.420 align:middle line:84%
it is viewed as a whole
knowledge you'll be able to

00:45:41.420 --> 00:45:42.520 align:middle line:84%
understand how it's [INAUDIBLE]
in you.

00:45:42.520 --> 00:45:46.081 align:middle line:84%
But more importantly you'd be
able to do things in the world

00:45:46.081 --> 00:45:50.250 align:middle line:84%
that allow you to accomplish
things that you wouldn't

00:45:50.250 --> 00:45:51.420 align:middle line:90%
otherwise do.

00:45:51.420 --> 00:45:54.690 align:middle line:84%
Learning a game is very much
like that, it's like I don't

00:45:54.690 --> 00:45:56.580 align:middle line:84%
know how this world works but
if I understood these

00:45:56.580 --> 00:45:58.520 align:middle line:84%
particular rules I
could be able to

00:45:58.520 --> 00:46:01.180 align:middle line:90%
accomplish greater things.

00:46:01.180 --> 00:46:04.210 align:middle line:84%
And puzzles can be one
of those things where

00:46:04.210 --> 00:46:05.390 align:middle line:90%
it becomes a test.

00:46:05.390 --> 00:46:07.560 align:middle line:84%
And it becomes a test of, just
exactly how well do you

00:46:07.560 --> 00:46:08.850 align:middle line:90%
understand this?

00:46:08.850 --> 00:46:14.010 align:middle line:84%
Even if it is like in a combat
game like Quake or God of War

00:46:14.010 --> 00:46:15.030 align:middle line:90%
or something.

00:46:15.030 --> 00:46:17.710 align:middle line:84%
I can understand how the combat
system basically works

00:46:17.710 --> 00:46:20.088 align:middle line:84%
if I just keep mashing the
x button or something.

00:46:20.088 --> 00:46:23.200 align:middle line:84%
Or just shoot everything
with rockets.

00:46:23.200 --> 00:46:25.430 align:middle line:84%
But if I really, really
understand the combat system,

00:46:25.430 --> 00:46:27.390 align:middle line:84%
I might be able to hit something
that I wouldn't

00:46:27.390 --> 00:46:31.926 align:middle line:90%
necessarily be able to hit.

00:46:31.926 --> 00:46:36.900 align:middle line:84%
I might be able to take down a
horde of enemies instead of

00:46:36.900 --> 00:46:39.220 align:middle line:84%
hitting them down
one at a time.

00:46:39.220 --> 00:46:40.670 align:middle line:84%
I might be able to
beat a boss.

00:46:40.670 --> 00:46:43.940 align:middle line:84%
And actually a lot of boss
battles in digital games are

00:46:43.940 --> 00:46:44.760 align:middle line:90%
actually puzzles.

00:46:44.760 --> 00:46:48.700 align:middle line:84%
There's not, how well do you
generally react, it's can you

00:46:48.700 --> 00:46:50.740 align:middle line:90%
figure out the pattern.

00:46:50.740 --> 00:46:54.360 align:middle line:84%
But that pattern doesn't mean
anything unless [INAUDIBLE]

00:46:54.360 --> 00:46:57.370 align:middle line:84%
how all your other combat
skills work.

00:46:57.370 --> 00:47:01.930 align:middle line:84%
So a boss battle in Zelda only
makes sense if you figured out

00:47:01.930 --> 00:47:04.420 align:middle line:84%
how that one item that you
picked up in that dungeon

00:47:04.420 --> 00:47:07.010 align:middle line:90%
works really, really well.

00:47:07.010 --> 00:47:08.320 align:middle line:90%
OK, it shoots fire.

00:47:08.320 --> 00:47:11.890 align:middle line:84%
That means that not only does it
hurt them from distance, it

00:47:11.890 --> 00:47:14.110 align:middle line:84%
also lights some of the
things on fire.

00:47:14.110 --> 00:47:16.880 align:middle line:84%
And that's what I'll tell the
boss, basically, is combining

00:47:16.880 --> 00:47:19.700 align:middle line:84%
this leaders ability
to hook up.

00:47:19.700 --> 00:47:22.050 align:middle line:84%
Like everything else that
you've done before

00:47:22.050 --> 00:47:23.120 align:middle line:90%
into taking it out.

00:47:23.120 --> 00:47:26.015 align:middle line:84%
That's why boss battles, that
always kind of puzzled me.

00:47:26.015 --> 00:47:28.997 align:middle line:90%


00:47:28.997 --> 00:47:31.500 align:middle line:84%
AUDIENCE: One thing I wanted
to say, before I get going,

00:47:31.500 --> 00:47:34.210 align:middle line:84%
you were asking about hints
and a physical puzzle.

00:47:34.210 --> 00:47:38.240 align:middle line:84%
The one thing that jumped to my
mind was a couple years ago

00:47:38.240 --> 00:47:39.370 align:middle line:90%
the weekly Day--

00:47:39.370 --> 00:47:41.040 align:middle line:84%
I don't know if anyone
reads it, it's like

00:47:41.040 --> 00:47:42.030 align:middle line:90%
a free Boston newspaper.

00:47:42.030 --> 00:47:43.373 align:middle line:84%
And they always have
crossword puzzles.

00:47:43.373 --> 00:47:47.240 align:middle line:84%
For the longest time they were
thematic, and so you would

00:47:47.240 --> 00:47:49.260 align:middle line:90%
have a guest crossword.

00:47:49.260 --> 00:47:52.143 align:middle line:84%
The first one I ever
did was Hulk Hogan.

00:47:52.143 --> 00:47:55.800 align:middle line:84%
So all of the hints in the
crossword puzzles are related

00:47:55.800 --> 00:47:56.640 align:middle line:90%
to Hulk Hogan.

00:47:56.640 --> 00:47:59.320 align:middle line:84%
So it's a question of, not what
does this mean to me but

00:47:59.320 --> 00:48:02.740 align:middle line:84%
what would it mean
to Hulk Hogan?

00:48:02.740 --> 00:48:05.480 align:middle line:84%
And they don't do it anymore,
which is really depressing,

00:48:05.480 --> 00:48:08.560 align:middle line:84%
because every week it was
something different and it was

00:48:08.560 --> 00:48:10.735 align:middle line:84%
like a built-in hand
write as you went.

00:48:10.735 --> 00:48:13.465 align:middle line:84%
You didn't just pick them out
literally, you have to kind of

00:48:13.465 --> 00:48:13.920 align:middle line:90%
contextualize it.

00:48:13.920 --> 00:48:16.450 align:middle line:84%
PROFESSOR: You can think about
all the things that come with

00:48:16.450 --> 00:48:19.890 align:middle line:84%
the puzzle, that potential
hook, [INAUDIBLE].

00:48:19.890 --> 00:48:22.808 align:middle line:84%
Like a title, like a data
text-- as you were

00:48:22.808 --> 00:48:27.740 align:middle line:84%
describing-- the fact that you
get in puzzle and mystery

00:48:27.740 --> 00:48:29.490 align:middle line:84%
crimes, they may be
[UNINTELLIGIBLE] and they may

00:48:29.490 --> 00:48:32.830 align:middle line:84%
be disillusioned but it lies
on a different puzzle.

00:48:32.830 --> 00:48:35.630 align:middle line:84%
Not the one I'm currently
looking at right now, because

00:48:35.630 --> 00:48:36.880 align:middle line:90%
that's how [UNINTELLIGIBLE].

00:48:36.880 --> 00:48:41.860 align:middle line:90%


00:48:41.860 --> 00:48:46.290 align:middle line:84%
Metal Gear Solid has a really,
really bizarre one where--

00:48:46.290 --> 00:48:48.145 align:middle line:84%
AUDIENCE: Look in
the back case.

00:48:48.145 --> 00:48:50.890 align:middle line:84%
PROFESSOR: Where they tell you,
oh, there's a specific

00:48:50.890 --> 00:48:52.750 align:middle line:90%
radio frequency that you need.

00:48:52.750 --> 00:48:53.780 align:middle line:84%
It's written in the
back of box.

00:48:53.780 --> 00:48:56.560 align:middle line:84%
And it's like, the
back of the box?

00:48:56.560 --> 00:48:57.556 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:48:57.556 --> 00:48:58.060 align:middle line:90%
Anti-piracy.

00:48:58.060 --> 00:49:00.920 align:middle line:84%
PROFESSOR: Yes, but it's
still a puzzle.

00:49:00.920 --> 00:49:02.485 align:middle line:84%
And I was like, I know
how to solve that.

00:49:02.485 --> 00:49:05.800 align:middle line:84%
I mean, it was pretty obvious,
because maybe it's just me,

00:49:05.800 --> 00:49:09.200 align:middle line:84%
because it about half an hour
to figure that one out.

00:49:09.200 --> 00:49:10.180 align:middle line:90%
It took me some effort.

00:49:10.180 --> 00:49:12.750 align:middle line:84%
AUDIENCE: I mean Metal
Gear Solid a lot of

00:49:12.750 --> 00:49:14.200 align:middle line:90%
meta-puzzles like that.

00:49:14.200 --> 00:49:17.910 align:middle line:84%
Like when you fought Psycho
Mantis for the first time.

00:49:17.910 --> 00:49:20.925 align:middle line:84%
Well, so the scene you had to do
is you went to unplug your

00:49:20.925 --> 00:49:22.610 align:middle line:84%
controller and plug it into
the second port because he

00:49:22.610 --> 00:49:24.620 align:middle line:90%
would read your movements.

00:49:24.620 --> 00:49:28.850 align:middle line:84%
And it was this cool, physical
layer of it where you're

00:49:28.850 --> 00:49:29.490 align:middle line:90%
playing the game.

00:49:29.490 --> 00:49:31.510 align:middle line:84%
Then you realize I have to
interact with the physical

00:49:31.510 --> 00:49:33.420 align:middle line:84%
world so that he can't
see what I'm doing.

00:49:33.420 --> 00:49:36.100 align:middle line:84%
PROFESSOR: But that one
[? cannot do, ?]

00:49:36.100 --> 00:49:40.770 align:middle line:84%
because in that particular
example that one gave you a

00:49:40.770 --> 00:49:44.600 align:middle line:84%
very big clue because right at
the beginning of that match

00:49:44.600 --> 00:49:46.920 align:middle line:84%
that boss tells you to put your
control on the ground.

00:49:46.920 --> 00:49:48.860 align:middle line:84%
And he says, I'm going
to control this

00:49:48.860 --> 00:49:49.840 align:middle line:90%
controller with my mind.

00:49:49.840 --> 00:49:52.210 align:middle line:84%
And actually, just
[INAUDIBLE].

00:49:52.210 --> 00:49:53.810 align:middle line:84%
AUDIENCE: That's only if
you have dualtech.

00:49:53.810 --> 00:49:57.480 align:middle line:84%
So, because on PlayStation,
if you didn't he just

00:49:57.480 --> 00:49:58.390 align:middle line:90%
ignored that part.

00:49:58.390 --> 00:50:00.750 align:middle line:84%
And you didn't get
that clue at all.

00:50:00.750 --> 00:50:02.695 align:middle line:84%
PROFESSOR: Yeah, and
that's a problem.

00:50:02.695 --> 00:50:04.536 align:middle line:90%
But it's still very cool.

00:50:04.536 --> 00:50:09.060 align:middle line:84%
AUDIENCE: There were other
clues, like you would talk

00:50:09.060 --> 00:50:11.830 align:middle line:84%
about how you had been playing
certain games by reading saves

00:50:11.830 --> 00:50:13.920 align:middle line:90%
on your [INAUDIBLE].

00:50:13.920 --> 00:50:15.590 align:middle line:90%
At least not in Castlevania.

00:50:15.590 --> 00:50:17.630 align:middle line:90%
I just remember being like--

00:50:17.630 --> 00:50:17.895 align:middle line:90%
[INAUDIBLE].

00:50:17.895 --> 00:50:22.390 align:middle line:84%
PROFESSOR: So basically it's
giving you a clue that there's

00:50:22.390 --> 00:50:24.310 align:middle line:84%
got to be something better
about the way that you're

00:50:24.310 --> 00:50:25.296 align:middle line:90%
currently playing.

00:50:25.296 --> 00:50:29.130 align:middle line:84%
The funny thing about the radio
channel is that one

00:50:29.130 --> 00:50:31.050 align:middle line:84%
really did not give you
any clue that there

00:50:31.050 --> 00:50:31.630 align:middle line:90%
was something better.

00:50:31.630 --> 00:50:34.130 align:middle line:84%
It just told you about
the back of the box.

00:50:34.130 --> 00:50:38.672 align:middle line:84%
It was like, it didn't tell you
the back of the video game

00:50:38.672 --> 00:50:39.550 align:middle line:90%
case, right.

00:50:39.550 --> 00:50:40.870 align:middle line:84%
It's not going to be
that specific.

00:50:40.870 --> 00:50:43.800 align:middle line:84%
AUDIENCE: It said CD
case, specifically.

00:50:43.800 --> 00:50:47.394 align:middle line:84%
I was really confused, because I
think mine came in a slip of

00:50:47.394 --> 00:50:48.602 align:middle line:90%
paper or something.

00:50:48.602 --> 00:50:50.650 align:middle line:84%
AUDIENCE: Yeah, if you buy
it used or something.

00:50:50.650 --> 00:50:53.590 align:middle line:84%
PROFESSOR: Yeah, so it's
anti-used game

00:50:53.590 --> 00:50:54.560 align:middle line:90%
protection, as well.

00:50:54.560 --> 00:50:58.176 align:middle line:84%
But yeah, mine was I think I
actually said on the back of

00:50:58.176 --> 00:51:00.384 align:middle line:84%
the CD case, but I was playing
like a [INAUDIBLE] or

00:51:00.384 --> 00:51:03.040 align:middle line:84%
something and that came
in the DVD case.

00:51:03.040 --> 00:51:05.680 align:middle line:90%
So I didn't make a connection.

00:51:05.680 --> 00:51:10.010 align:middle line:84%
But if you look at the back of
it, you see what the radio

00:51:10.010 --> 00:51:14.090 align:middle line:84%
frequency is in the
screenshot.

00:51:14.090 --> 00:51:17.590 align:middle line:84%
One of the eight screenshots
that they show to demonstrate

00:51:17.590 --> 00:51:20.180 align:middle line:84%
this is what the game is all
about, there's the number and

00:51:20.180 --> 00:51:21.660 align:middle line:90%
it's just right in there.

00:51:21.660 --> 00:51:24.380 align:middle line:90%
And then key it in.

00:51:24.380 --> 00:51:27.665 align:middle line:84%
AUDIENCE: Has anyone played any
of those breakout games?

00:51:27.665 --> 00:51:30.830 align:middle line:84%
Where it's lock you in a
room and you have to--

00:51:30.830 --> 00:51:33.316 align:middle line:90%
[INTERPOSING VOICES]

00:51:33.316 --> 00:51:36.910 align:middle line:84%
AUDIENCE: Yeah, you find the
thing, you find a slip of

00:51:36.910 --> 00:51:38.300 align:middle line:90%
paper and escape [INAUDIBLE].

00:51:38.300 --> 00:51:42.670 align:middle line:84%
PROFESSOR: So, actually
who doesn't know

00:51:42.670 --> 00:51:43.976 align:middle line:90%
what these are about?

00:51:43.976 --> 00:51:44.892 align:middle line:90%
Escape the room.

00:51:44.892 --> 00:51:49.764 align:middle line:84%
OK, so escape the room--
actually, could we bring up

00:51:49.764 --> 00:51:51.210 align:middle line:90%
something on your computer?

00:51:51.210 --> 00:51:52.656 align:middle line:84%
AUDIENCE: I have to go
grab the video thing.

00:51:52.656 --> 00:51:54.102 align:middle line:84%
PROFESSOR: Oh, the
video cable.

00:51:54.102 --> 00:51:55.820 align:middle line:84%
AUDIENCE: It's back there
in my office.

00:51:55.820 --> 00:51:57.519 align:middle line:90%
PROFESSOR: Oh, OK cool.

00:51:57.519 --> 00:52:00.200 align:middle line:90%
Call [? Becky ?] to send it.

00:52:00.200 --> 00:52:02.420 align:middle line:84%
Escape the room games are
typically flash games.

00:52:02.420 --> 00:52:07.150 align:middle line:84%
And they're kind of like
adventure games because

00:52:07.150 --> 00:52:10.250 align:middle line:84%
there's usually only one room,
although sometimes you have

00:52:10.250 --> 00:52:10.720 align:middle line:90%
multiple rooms.

00:52:10.720 --> 00:52:12.870 align:middle line:84%
It's a much smaller world
in most adventure games.

00:52:12.870 --> 00:52:14.100 align:middle line:84%
But the basic idea
is the same.

00:52:14.100 --> 00:52:20.390 align:middle line:84%
You pick up objects, you use
objects in a room, and you try

00:52:20.390 --> 00:52:21.050 align:middle line:90%
to make things happen.

00:52:21.050 --> 00:52:24.490 align:middle line:84%
You know, if you haven't made
anything, you are not

00:52:24.490 --> 00:52:25.360 align:middle line:90%
progressing in the game.

00:52:25.360 --> 00:52:27.560 align:middle line:84%
If you made something happen,
you are almost always making

00:52:27.560 --> 00:52:29.870 align:middle line:90%
forward progress in the game.

00:52:29.870 --> 00:52:33.965 align:middle line:84%
And there is, actually, a guide
for playing adventure

00:52:33.965 --> 00:52:38.850 align:middle line:84%
games written by Roberta
Williams, who did the Original

00:52:38.850 --> 00:52:39.480 align:middle line:90%
King's Quest series.

00:52:39.480 --> 00:52:43.640 align:middle line:84%
And her guide is like, pick-up
everything, go everywhere, use

00:52:43.640 --> 00:52:46.020 align:middle line:90%
everything on everything.

00:52:46.020 --> 00:52:47.450 align:middle line:84%
That's actually what escape
the room really is.

00:52:47.450 --> 00:52:49.460 align:middle line:84%
But there's a little bit more to
escape the room games, but

00:52:49.460 --> 00:52:51.420 align:middle line:84%
there's just not that many
things that you can explore.

00:52:51.420 --> 00:52:55.120 align:middle line:84%
That's the idea is that you're
stuck in a room.

00:52:55.120 --> 00:52:58.485 align:middle line:84%
And basically it comes down
to just use everything on

00:52:58.485 --> 00:53:01.440 align:middle line:84%
everything until you figure
out what comes up.

00:53:01.440 --> 00:53:04.860 align:middle line:84%
Rarely is it logical, often
pretty entertaining, because

00:53:04.860 --> 00:53:05.530 align:middle line:90%
they're animation heavy.

00:53:05.530 --> 00:53:07.470 align:middle line:84%
So every time you do something
right, you

00:53:07.470 --> 00:53:08.520 align:middle line:90%
get some crazy animation.

00:53:08.520 --> 00:53:12.410 align:middle line:84%
I put the fish into
the mail slot and

00:53:12.410 --> 00:53:15.490 align:middle line:90%
out appears an octopus.

00:53:15.490 --> 00:53:17.870 align:middle line:90%
It's fun to watch.

00:53:17.870 --> 00:53:22.210 align:middle line:84%
For us, the kind of
comparatively opposite of

00:53:22.210 --> 00:53:25.040 align:middle line:90%
those are the Grow games.

00:53:25.040 --> 00:53:28.870 align:middle line:84%
And they're a series of
games called Grow.

00:53:28.870 --> 00:53:30.840 align:middle line:84%
I think the guy who does them
is called Eyezmaze.

00:53:30.840 --> 00:53:34.070 align:middle line:90%


00:53:34.070 --> 00:53:40.280 align:middle line:84%
And the whole basic idea is that
imagine that you have a

00:53:40.280 --> 00:53:41.850 align:middle line:90%
flower pot.

00:53:41.850 --> 00:53:44.705 align:middle line:84%
And every time you
add something to

00:53:44.705 --> 00:53:46.260 align:middle line:90%
it something happens.

00:53:46.260 --> 00:53:49.077 align:middle line:84%
But the order in which you are
adding things to it makes

00:53:49.077 --> 00:53:50.210 align:middle line:90%
different things happen.

00:53:50.210 --> 00:53:54.680 align:middle line:84%
And there are solutions,
basically, in making the

00:53:54.680 --> 00:53:59.490 align:middle line:84%
optimal number of things happen
if you do it right.

00:53:59.490 --> 00:54:03.920 align:middle line:84%
So what you can do is not
a mystery at all.

00:54:03.920 --> 00:54:07.470 align:middle line:84%
You have these six things that
I could add to my pot.

00:54:07.470 --> 00:54:11.050 align:middle line:84%
And I know those are the only
six things I could add.

00:54:11.050 --> 00:54:14.030 align:middle line:84%
The question is what
order do I do them?

00:54:14.030 --> 00:54:15.830 align:middle line:84%
And doing them in different
orders give

00:54:15.830 --> 00:54:19.160 align:middle line:90%
you different results.

00:54:19.160 --> 00:54:23.750 align:middle line:84%
And I feel that these two genres
are kind of linked, but

00:54:23.750 --> 00:54:26.060 align:middle line:84%
they're playing off very
different things.

00:54:26.060 --> 00:54:28.090 align:middle line:84%
One of them is, I don't know
what I'm going to do.

00:54:28.090 --> 00:54:31.710 align:middle line:84%
But I know that whatever I do
has got to leave this space.

00:54:31.710 --> 00:54:33.810 align:middle line:84%
And the other one is very much,
I know exactly what I

00:54:33.810 --> 00:54:37.462 align:middle line:84%
can possibly do, I just don't
know what order to do them in.

00:54:37.462 --> 00:54:39.430 align:middle line:84%
So a couple of puzzles
that you see online.

00:54:39.430 --> 00:54:43.830 align:middle line:84%
These are fairly encapsulated
things.

00:54:43.830 --> 00:54:45.712 align:middle line:84%
One game is one series
of puzzles.

00:54:45.712 --> 00:54:48.142 align:middle line:84%
There's not like a
professor-made encyclopedia

00:54:48.142 --> 00:54:49.392 align:middle line:90%
puzzle kind of thing.

00:54:49.392 --> 00:54:54.460 align:middle line:90%


00:54:54.460 --> 00:54:56.420 align:middle line:90%
What time is it?

00:54:56.420 --> 00:55:01.075 align:middle line:84%
OK, I think I'm actually going
to grab a few more puzzles and

00:55:01.075 --> 00:55:01.690 align:middle line:90%
bring them in.

00:55:01.690 --> 00:55:05.360 align:middle line:84%
But I do actually want to try
to see whether we can put

00:55:05.360 --> 00:55:07.540 align:middle line:84%
together a list of the kinds
of puzzles that we haven't

00:55:07.540 --> 00:55:09.430 align:middle line:90%
talked about today.

00:55:09.430 --> 00:55:11.260 align:middle line:84%
These could be physical puzzles,
these could be

00:55:11.260 --> 00:55:14.700 align:middle line:84%
puzzles that you've seen in
a book by their genre.

00:55:14.700 --> 00:55:17.550 align:middle line:84%
Logic puzzles, you know, of a
certain kind that you either

00:55:17.550 --> 00:55:20.270 align:middle line:84%
really, really like or you
really, really loathe.

00:55:20.270 --> 00:55:23.283 align:middle line:84%
And just break up
in groups of--

00:55:23.283 --> 00:55:27.046 align:middle line:84%
three, six, nine, Heather
[INAUDIBLE], ten, eleven,

00:55:27.046 --> 00:55:30.648 align:middle line:90%
twelve, seventeen people.

00:55:30.648 --> 00:55:32.121 align:middle line:90%
Seventeen people?

00:55:32.121 --> 00:55:34.085 align:middle line:90%
That doesn't divide at all.

00:55:34.085 --> 00:55:41.020 align:middle line:90%


00:55:41.020 --> 00:55:42.330 align:middle line:90%
OK, two or three.

00:55:42.330 --> 00:55:44.430 align:middle line:84%
Groups of two or three
and just like--

00:55:44.430 --> 00:55:45.965 align:middle line:84%
AUDIENCE: Jason should
be back.

00:55:45.965 --> 00:55:48.630 align:middle line:84%
PROFESSOR: OK, all right,
then groups of three.

00:55:48.630 --> 00:55:54.485 align:middle line:90%


00:55:54.485 --> 00:55:56.080 align:middle line:90%
How about we--

00:55:56.080 --> 00:55:58.634 align:middle line:90%
just like--

00:55:58.634 --> 00:56:00.360 align:middle line:84%
you know, just a couple of
puzzles that we haven't

00:56:00.360 --> 00:56:04.670 align:middle line:84%
discussed and a description
about what they're like.

00:56:04.670 --> 00:56:07.715 align:middle line:84%
And we'll quickly run through
the class to sort of give

00:56:07.715 --> 00:56:11.030 align:middle line:90%
everyone an idea of what--

00:56:11.030 --> 00:56:14.980 align:middle line:84%
As a toy, playing with a Rubik's
Cube is more fun than

00:56:14.980 --> 00:56:16.530 align:middle line:90%
the algorithm to solve it.

00:56:16.530 --> 00:56:18.252 align:middle line:84%
That's not fun at all,
in my opinion.

00:56:18.252 --> 00:56:21.030 align:middle line:84%
AUDIENCE: It's fascinating,
you can also solve it.

00:56:21.030 --> 00:56:23.013 align:middle line:84%
But it's [INAUDIBLE],
very tempting when

00:56:23.013 --> 00:56:24.486 align:middle line:90%
you look at it also.

00:56:24.486 --> 00:56:27.923 align:middle line:90%


00:56:27.923 --> 00:56:30.869 align:middle line:84%
AUDIENCE: So, one of the things
you were talking about

00:56:30.869 --> 00:56:34.797 align:middle line:90%
was interactive fiction.

00:56:34.797 --> 00:56:36.280 align:middle line:90%
Text adventures.

00:56:36.280 --> 00:56:40.882 align:middle line:84%
And how sometimes they could
be considered just like if

00:56:40.882 --> 00:56:43.056 align:middle line:84%
you're playing a regular
adventure game but just with

00:56:43.056 --> 00:56:44.042 align:middle line:90%
text instead.

00:56:44.042 --> 00:56:48.600 align:middle line:84%
And so the puzzle could be how
you interact with the world,

00:56:48.600 --> 00:56:51.540 align:middle line:84%
or it could be trying to figure
out what actions are

00:56:51.540 --> 00:56:53.110 align:middle line:90%
available to the user.

00:56:53.110 --> 00:56:54.950 align:middle line:84%
Like sometimes not all
actions are there.

00:56:54.950 --> 00:57:00.510 align:middle line:84%
But also in some games the
nature of text gives you

00:57:00.510 --> 00:57:02.250 align:middle line:84%
different ways to
have a puzzle.

00:57:02.250 --> 00:57:05.800 align:middle line:84%
Like in Lost Pig, because
you're playing an orc he

00:57:05.800 --> 00:57:08.440 align:middle line:84%
doesn't know English
very well.

00:57:08.440 --> 00:57:12.498 align:middle line:84%
Or doesn't have full control of
language, so you're trying

00:57:12.498 --> 00:57:14.161 align:middle line:84%
to decipher his words
to figure out what

00:57:14.161 --> 00:57:15.991 align:middle line:90%
he's actually seeing.

00:57:15.991 --> 00:57:18.005 align:middle line:84%
PROFESSOR: Do you have an
example you can do?

00:57:18.005 --> 00:57:19.775 align:middle line:84%
To give with that to
make it clearer?

00:57:19.775 --> 00:57:20.660 align:middle line:90%
Because I haven't played it.

00:57:20.660 --> 00:57:24.320 align:middle line:84%
AUDIENCE: In that game, there
is one part where he's

00:57:24.320 --> 00:57:27.500 align:middle line:84%
describing a box and
it has a slot.

00:57:27.500 --> 00:57:30.790 align:middle line:84%
And you put something in it
and then it gives you

00:57:30.790 --> 00:57:31.120 align:middle line:90%
something out.

00:57:31.120 --> 00:57:32.740 align:middle line:84%
But the way he's describing it,
you don't really know what

00:57:32.740 --> 00:57:34.672 align:middle line:84%
he's describing until you
realize he's talking about a

00:57:34.672 --> 00:57:36.675 align:middle line:90%
vending machine.

00:57:36.675 --> 00:57:42.260 align:middle line:84%
He describes it as a tall
box with a slot in it.

00:57:42.260 --> 00:57:44.110 align:middle line:84%
And another example we were
talking about was the game

00:57:44.110 --> 00:57:49.870 align:middle line:84%
Aisle, which is you're this
guy in a grocery store.

00:57:49.870 --> 00:57:53.250 align:middle line:84%
And it gives you this
big prologue.

00:57:53.250 --> 00:57:55.440 align:middle line:84%
And you have one action
that you can do.

00:57:55.440 --> 00:57:58.700 align:middle line:84%
So after you type in your one
action, it tells you what

00:57:58.700 --> 00:58:01.780 align:middle line:84%
happens and gives
you an epilogue.

00:58:01.780 --> 00:58:03.990 align:middle line:90%
And then the game starts over.

00:58:03.990 --> 00:58:07.490 align:middle line:84%
But then using the information
from that epilogue, you have a

00:58:07.490 --> 00:58:09.560 align:middle line:84%
different choice of actions
that you can take and

00:58:09.560 --> 00:58:10.770 align:middle line:90%
different key words to use.

00:58:10.770 --> 00:58:14.752 align:middle line:84%
And so by playing it over and
over you're uncovering more of

00:58:14.752 --> 00:58:17.630 align:middle line:84%
the story until you
get somewhere.

00:58:17.630 --> 00:58:19.390 align:middle line:90%
[INTERPOSING VOICES]

00:58:19.390 --> 00:58:20.270 align:middle line:90%
AUDIENCE: Aisle.

00:58:20.270 --> 00:58:27.206 align:middle line:90%
A-I-S-L-E.

00:58:27.206 --> 00:58:32.170 align:middle line:84%
AUDIENCE: We also thought about
puzzles that were games

00:58:32.170 --> 00:58:34.250 align:middle line:84%
put into a very contrived
scenario.

00:58:34.250 --> 00:58:37.250 align:middle line:84%
Like bridge puzzles, or chess
puzzles, or back when the

00:58:37.250 --> 00:58:39.700 align:middle line:84%
Duelist magazine still existed
they had Magic

00:58:39.700 --> 00:58:40.680 align:middle line:90%
the Gathering puzzles.

00:58:40.680 --> 00:58:42.637 align:middle line:84%
PROFESSOR: So like
chess puzzles are

00:58:42.637 --> 00:58:43.780 align:middle line:90%
like, here's this board.

00:58:43.780 --> 00:58:46.210 align:middle line:84%
What was the move that
led to this board.

00:58:46.210 --> 00:58:49.640 align:middle line:84%
AUDIENCE: Or like, black
to win in three moves.

00:58:49.640 --> 00:58:51.110 align:middle line:90%
Something like that.

00:58:51.110 --> 00:58:54.040 align:middle line:84%
PROFESSOR: So that's like, you
are now placing additional

00:58:54.040 --> 00:58:56.620 align:middle line:90%
constraints on the game.

00:58:56.620 --> 00:58:57.940 align:middle line:90%
AUDIENCE: Yeah, exactly.

00:58:57.940 --> 00:59:00.630 align:middle line:84%
It already puts you in a
situation like, pretend you're

00:59:00.630 --> 00:59:01.490 align:middle line:90%
in this game.

00:59:01.490 --> 00:59:04.220 align:middle line:84%
Now, we promise you there's a
way you can automatically win,

00:59:04.220 --> 00:59:07.255 align:middle line:90%
you have to find it.

00:59:07.255 --> 00:59:10.876 align:middle line:84%
PROFESSOR: There's a number of
computer games like ChuChu

00:59:10.876 --> 00:59:12.700 align:middle line:84%
Rocket and everything
where it does like

00:59:12.700 --> 00:59:14.008 align:middle line:90%
completely separate modes.

00:59:14.008 --> 00:59:17.880 align:middle line:90%


00:59:17.880 --> 00:59:21.130 align:middle line:84%
ChuChu Rocket is a frenetic
both player--

00:59:21.130 --> 00:59:24.800 align:middle line:84%
AUDIENCE: It's a mice-herding
game.

00:59:24.800 --> 00:59:27.750 align:middle line:84%
You have to get them
into rocket ships,

00:59:27.750 --> 00:59:29.000 align:middle line:90%
so they go in space.

00:59:29.000 --> 00:59:31.222 align:middle line:90%


00:59:31.222 --> 00:59:32.980 align:middle line:90%
It was for the Dreamcast.

00:59:32.980 --> 00:59:34.230 align:middle line:90%
It's so good.

00:59:34.230 --> 00:59:37.230 align:middle line:90%


00:59:37.230 --> 00:59:38.180 align:middle line:90%
The idea's really simple.

00:59:38.180 --> 00:59:40.486 align:middle line:84%
A bunch of mice wander around
the streets, and each player

00:59:40.486 --> 00:59:41.930 align:middle line:90%
gets to place three arrows.

00:59:41.930 --> 00:59:43.525 align:middle line:84%
And when the mice run
under the arrow

00:59:43.525 --> 00:59:44.705 align:middle line:90%
they follow the arrow.

00:59:44.705 --> 00:59:47.010 align:middle line:84%
So you want to get all your mice
on your ship, and want to

00:59:47.010 --> 00:59:48.880 align:middle line:84%
get the cats on the other ship
so that they eat their mice.

00:59:48.880 --> 00:59:52.090 align:middle line:84%
PROFESSOR: In puzzle-mode, you
have three arrows in these

00:59:52.090 --> 00:59:52.735 align:middle line:90%
particular directions.

00:59:52.735 --> 00:59:55.308 align:middle line:84%
But the way you place them, you
have as much time as you

00:59:55.308 --> 00:59:57.070 align:middle line:84%
want, but there's only
one right answer.

00:59:57.070 --> 00:59:58.790 align:middle line:84%
And that immediately shows you
the difference between a game

00:59:58.790 --> 00:59:59.030 align:middle line:90%
and puzzle.

00:59:59.030 --> 00:59:59.990 align:middle line:90%
Right there.

00:59:59.990 --> 01:00:03.350 align:middle line:84%
Even though they are all
in the same package.

01:00:03.350 --> 01:00:07.720 align:middle line:84%
AUDIENCE: So, first off I don't
like jigsaw puzzles, but

01:00:07.720 --> 01:00:10.070 align:middle line:90%
Michelle loves them.

01:00:10.070 --> 01:00:12.390 align:middle line:84%
And then we also talked
about whodunit's.

01:00:12.390 --> 01:00:15.190 align:middle line:84%
And I really love whodunit's
because you have to pay

01:00:15.190 --> 01:00:16.820 align:middle line:84%
attention to the detail
in the stories.

01:00:16.820 --> 01:00:18.990 align:middle line:90%
Like the one thing that--

01:00:18.990 --> 01:00:21.690 align:middle line:84%
I guess the example that we
were talking about is, if

01:00:21.690 --> 01:00:24.480 align:middle line:84%
there's a mailman and it happens
to be on a Sunday, he

01:00:24.480 --> 01:00:25.290 align:middle line:90%
probably committed the crime.

01:00:25.290 --> 01:00:26.860 align:middle line:84%
Because they don't have
mail on Sundays.

01:00:26.860 --> 01:00:28.675 align:middle line:84%
And it's like small
details like that.

01:00:28.675 --> 01:00:30.995 align:middle line:84%
PROFESSOR: Are you talking about
mystery books or just

01:00:30.995 --> 01:00:31.995 align:middle line:90%
like little paragraphs?

01:00:31.995 --> 01:00:34.302 align:middle line:84%
AUDIENCE: Well, it's usually
like a story.

01:00:34.302 --> 01:00:36.360 align:middle line:84%
And they say, oh, here's the
scenario, here's the

01:00:36.360 --> 01:00:39.188 align:middle line:84%
background story, who
is the murderer?

01:00:39.188 --> 01:00:43.571 align:middle line:84%
PROFESSOR: They compare it
though, [INAUDIBLE].

01:00:43.571 --> 01:00:46.725 align:middle line:84%
AUDIENCE: People have parties
like that, like full-on

01:00:46.725 --> 01:00:47.060 align:middle line:90%
whodunit parties.

01:00:47.060 --> 01:00:48.430 align:middle line:90%
AUDIENCE: That's very true.

01:00:48.430 --> 01:00:50.366 align:middle line:84%
I didn't see who was talking
for a second.

01:00:50.366 --> 01:00:54.240 align:middle line:90%


01:00:54.240 --> 01:00:55.490 align:middle line:90%
Who's talking?

01:00:55.490 --> 01:01:02.610 align:middle line:90%


01:01:02.610 --> 01:01:06.620 align:middle line:84%
AUDIENCE: Another puzzle we
came up with, was the ones

01:01:06.620 --> 01:01:09.725 align:middle line:84%
that you did in elementary
school with like the big grid.

01:01:09.725 --> 01:01:12.350 align:middle line:84%
And you would have someone's
name, and maybe their favorite

01:01:12.350 --> 01:01:14.693 align:middle line:84%
food, that you would give them
a bunch of clues and you have

01:01:14.693 --> 01:01:15.760 align:middle line:90%
to match them.

01:01:15.760 --> 01:01:17.640 align:middle line:84%
Yes, with something like the
checks and the xs and stuff.

01:01:17.640 --> 01:01:21.045 align:middle line:84%
PROFESSOR: So, that's just
generally called logic

01:01:21.045 --> 01:01:22.400 align:middle line:90%
puzzles, I believe.

01:01:22.400 --> 01:01:26.540 align:middle line:84%
It's just you are given the
incomplete set of information

01:01:26.540 --> 01:01:30.331 align:middle line:84%
but enough constraints that you
can figure out the rest of

01:01:30.331 --> 01:01:31.450 align:middle line:90%
the information.

01:01:31.450 --> 01:01:34.870 align:middle line:84%
And really the way to solve it
is just write everybody's

01:01:34.870 --> 01:01:39.440 align:middle line:84%
name, all the characters that
you're given in the prose.

01:01:39.440 --> 01:01:41.400 align:middle line:84%
Write down all the characters
on one column.

01:01:41.400 --> 01:01:43.770 align:middle line:84%
Write down all the things you're
trying to figure out,

01:01:43.770 --> 01:01:46.662 align:middle line:84%
like who's wearing what colored
shirt, for instance,

01:01:46.662 --> 01:01:49.080 align:middle line:84%
so just write out all the colors
on the other column.

01:01:49.080 --> 01:01:52.540 align:middle line:84%
And just by the process of
elimination, just figuring

01:01:52.540 --> 01:01:56.610 align:middle line:84%
out, usually the answers
are mutually exclusive.

01:01:56.610 --> 01:01:59.772 align:middle line:84%
So if somebody is wearing a red
shirt, can not be wearing

01:01:59.772 --> 01:02:02.128 align:middle line:90%
a green shirt.

01:02:02.128 --> 01:02:07.584 align:middle line:84%
AUDIENCE: So part of the much
harder ones are every fourth

01:02:07.584 --> 01:02:08.576 align:middle line:90%
statement is false.

01:02:08.576 --> 01:02:11.056 align:middle line:84%
Like you don't know if one
statement is definitely false.

01:02:11.056 --> 01:02:12.792 align:middle line:84%
And I've seen one where
every statement is

01:02:12.792 --> 01:02:14.032 align:middle line:90%
false except for one.

01:02:14.032 --> 01:02:17.860 align:middle line:84%
And I can bring in my book and
there's like [INAUDIBLE].

01:02:17.860 --> 01:02:23.452 align:middle line:84%
PROFESSOR: The worst version
of it is figuring out how

01:02:23.452 --> 01:02:25.444 align:middle line:84%
puzzles see people
in the world.

01:02:25.444 --> 01:02:29.926 align:middle line:90%


01:02:29.926 --> 01:02:32.416 align:middle line:84%
AUDIENCE: They wouldn't fix it
before because he pushed it

01:02:32.416 --> 01:02:33.666 align:middle line:90%
out last week.

01:02:33.666 --> 01:02:36.948 align:middle line:90%


01:02:36.948 --> 01:02:38.766 align:middle line:84%
PROFESSOR: You guys want
to throw in any?

01:02:38.766 --> 01:02:42.715 align:middle line:84%
AUDIENCE: Sure, we started by
trying to think of all the

01:02:42.715 --> 01:02:44.170 align:middle line:84%
puzzles that we really
dislike.

01:02:44.170 --> 01:02:47.080 align:middle line:84%
And we came up with
a couple here.

01:02:47.080 --> 01:02:49.505 align:middle line:84%
The sliding square puzzles, you
know where you have like--

01:02:49.505 --> 01:02:52.420 align:middle line:90%


01:02:52.420 --> 01:02:55.069 align:middle line:84%
Basically just a variation on
a jigsaw puzzle where the

01:02:55.069 --> 01:02:57.803 align:middle line:90%
rules are more constrained.

01:02:57.803 --> 01:02:59.791 align:middle line:84%
I don't like jigsaw
puzzles either.

01:02:59.791 --> 01:03:03.270 align:middle line:90%
So we're like-minded there.

01:03:03.270 --> 01:03:05.258 align:middle line:90%
And then John had a couple.

01:03:05.258 --> 01:03:08.737 align:middle line:84%
I guess there's a Light's
Out puzzle.

01:03:08.737 --> 01:03:14.204 align:middle line:84%
Inside the image you touch
certain areas and [INAUDIBLE].

01:03:14.204 --> 01:03:17.640 align:middle line:84%
PROFESSOR: So you've got like
a grid of buttons and every

01:03:17.640 --> 01:03:23.085 align:middle line:84%
button you push will invert all
those neighboring buttons.

01:03:23.085 --> 01:03:26.830 align:middle line:84%
Like implanting the top button,
left and right, will--

01:03:26.830 --> 01:03:28.080 align:middle line:90%
[UNINTELLIGIBLE].

01:03:28.080 --> 01:03:29.954 align:middle line:90%


01:03:29.954 --> 01:03:34.924 align:middle line:84%
AUDIENCE: And then I guess
I already described the

01:03:34.924 --> 01:03:36.070 align:middle line:90%
concentric circle thing.

01:03:36.070 --> 01:03:38.481 align:middle line:84%
Yeah, their puzzles are similar
that we're taking an

01:03:38.481 --> 01:03:40.270 align:middle line:84%
action on one item
in the scene.

01:03:40.270 --> 01:03:42.982 align:middle line:84%
These are incredibly difficult,
the concentric

01:03:42.982 --> 01:03:45.994 align:middle line:84%
circle ones, will have
an effect on other

01:03:45.994 --> 01:03:47.850 align:middle line:90%
things in the system.

01:03:47.850 --> 01:03:52.061 align:middle line:84%
And typically these are used in
games where there will be a

01:03:52.061 --> 01:03:55.260 align:middle line:84%
center podium with a pathway
leading off.

01:03:55.260 --> 01:03:56.760 align:middle line:84%
On one side of the podium,
then there will be a

01:03:56.760 --> 01:03:59.821 align:middle line:84%
concentric circle around the
concentric ring with a pathway

01:03:59.821 --> 01:04:01.533 align:middle line:84%
off of that ring and
another interval.

01:04:01.533 --> 01:04:05.498 align:middle line:84%
Then more and more circles to
each side and you get to

01:04:05.498 --> 01:04:08.746 align:middle line:84%
rotate individual circles and
that will rotate the other

01:04:08.746 --> 01:04:09.674 align:middle line:90%
circles different ways.

01:04:09.674 --> 01:04:10.975 align:middle line:84%
And you need to create
a pathway.

01:04:10.975 --> 01:04:12.310 align:middle line:84%
AUDIENCE: Every time I
rotate one, something

01:04:12.310 --> 01:04:13.535 align:middle line:90%
else is going to rotate.

01:04:13.535 --> 01:04:17.720 align:middle line:84%
AUDIENCE: Then it's always
going right before you're

01:04:17.720 --> 01:04:19.100 align:middle line:90%
[INAUDIBLE].

01:04:19.100 --> 01:04:23.062 align:middle line:84%
AUDIENCE: I guess three of those
are examples of games

01:04:23.062 --> 01:04:26.020 align:middle line:84%
where you have to take action
on an environment, but your

01:04:26.020 --> 01:04:28.732 align:middle line:84%
action has direct effects
throughout the environment.

01:04:28.732 --> 01:04:32.018 align:middle line:84%
And it's just really annoying
figuring out

01:04:32.018 --> 01:04:33.190 align:middle line:90%
how to optimize that.

01:04:33.190 --> 01:04:35.020 align:middle line:84%
PROFESSOR: But they are
predictable effects.

01:04:35.020 --> 01:04:37.225 align:middle line:84%
It's like every time I rotate
this one left, that one's

01:04:37.225 --> 01:04:39.960 align:middle line:90%
going to rotate right.

01:04:39.960 --> 01:04:42.290 align:middle line:84%
AUDIENCE: I think it's kind of
funny how the context has a

01:04:42.290 --> 01:04:44.490 align:middle line:84%
lot to do with whether these
puzzles are annoying or not.

01:04:44.490 --> 01:04:47.911 align:middle line:84%
Because I do enjoy Professor
Layton quite a bit.

01:04:47.911 --> 01:04:54.170 align:middle line:84%
And it's the most, through an
arbitrary character in order

01:04:54.170 --> 01:04:57.040 align:middle line:84%
to justifying that you're
trying [INAUDIBLE].

01:04:57.040 --> 01:04:58.393 align:middle line:90%
It's just fun.

01:04:58.393 --> 01:05:01.045 align:middle line:84%
Your intention on even playing
the game is that you're going

01:05:01.045 --> 01:05:01.570 align:middle line:90%
to be solving puzzles.

01:05:01.570 --> 01:05:03.340 align:middle line:90%
Not as [INAUDIBLE].

01:05:03.340 --> 01:05:03.700 align:middle line:90%
[INTERPOSING VOICES]

01:05:03.700 --> 01:05:08.880 align:middle line:84%
AUDIENCE: Also, the way that is
presented makes it funny in

01:05:08.880 --> 01:05:09.850 align:middle line:90%
that as well, right.

01:05:09.850 --> 01:05:12.705 align:middle line:84%
So the mafia goons come up to
you and say, we're going to

01:05:12.705 --> 01:05:14.660 align:middle line:84%
stop you from coming in here
unless you solve this puzzle.

01:05:14.660 --> 01:05:17.392 align:middle line:90%


01:05:17.392 --> 01:05:20.780 align:middle line:90%
Shouldn't you just shoot me?

01:05:20.780 --> 01:05:22.420 align:middle line:84%
It would solve all
your problems.

01:05:22.420 --> 01:05:23.740 align:middle line:90%
No, no, solve this puzzle.

01:05:23.740 --> 01:05:26.542 align:middle line:90%


01:05:26.542 --> 01:05:30.750 align:middle line:84%
PROFESSOR: It's like they're
making fun of themselves even.

01:05:30.750 --> 01:05:32.000 align:middle line:90%
All right, cool.

01:05:32.000 --> 01:05:34.735 align:middle line:90%


01:05:34.735 --> 01:05:37.475 align:middle line:84%
AUDIENCE: I'm not sure if we
really commented on what we

01:05:37.475 --> 01:05:38.670 align:middle line:90%
liked or didn't like.

01:05:38.670 --> 01:05:42.415 align:middle line:84%
But some things that we came
up with that haven't been

01:05:42.415 --> 01:05:46.880 align:middle line:84%
brought up yet are cryptics,
which are kind of a

01:05:46.880 --> 01:05:52.780 align:middle line:84%
combination between crosswords
and riddles, riddles,

01:05:52.780 --> 01:05:54.740 align:middle line:84%
combinatory games as
a puzzle apparatus.

01:05:54.740 --> 01:05:57.270 align:middle line:90%


01:05:57.270 --> 01:06:00.636 align:middle line:84%
Logic puzzles in general, not
just like typical logic

01:06:00.636 --> 01:06:01.450 align:middle line:90%
puzzles like that.

01:06:01.450 --> 01:06:07.280 align:middle line:84%
You can have state machines,
or Sudoku, or any type of

01:06:07.280 --> 01:06:08.710 align:middle line:90%
numerical puzzle.

01:06:08.710 --> 01:06:12.340 align:middle line:84%
We also want to differentiate
that a lot of those games, or

01:06:12.340 --> 01:06:13.670 align:middle line:84%
some of those games,
are spatially

01:06:13.670 --> 01:06:15.020 align:middle line:90%
oriented and some aren't.

01:06:15.020 --> 01:06:17.010 align:middle line:84%
Which we thought was an
important aspect, but not

01:06:17.010 --> 01:06:19.590 align:middle line:84%
necessarily definitive of a
completely different genre.

01:06:19.590 --> 01:06:21.830 align:middle line:84%
PROFESSOR: I'm not sure I've
seen a state machine puzzle,

01:06:21.830 --> 01:06:24.702 align:middle line:84%
actually, outside of a computer
science textbook.

01:06:24.702 --> 01:06:26.094 align:middle line:90%
AUDIENCE: I know some.

01:06:26.094 --> 01:06:28.916 align:middle line:90%
PROFESSOR: I'll never ask you.

01:06:28.916 --> 01:06:30.850 align:middle line:84%
I expect it's going to
be more involved than

01:06:30.850 --> 01:06:33.470 align:middle line:90%
we have time for.

01:06:33.470 --> 01:06:36.340 align:middle line:84%
By combinatory puzzles
you mean stuff like--

01:06:36.340 --> 01:06:38.450 align:middle line:90%
AUDIENCE: Combinatory games.

01:06:38.450 --> 01:06:42.260 align:middle line:84%
All the games that fall under
combinatory game theory.

01:06:42.260 --> 01:06:44.590 align:middle line:90%
AUDIENCE: Like Nim's.

01:06:44.590 --> 01:06:47.400 align:middle line:90%
[INAUDIBLE]

01:06:47.400 --> 01:06:51.110 align:middle line:84%
AUDIENCE: These are sort of
exploration, so games where

01:06:51.110 --> 01:06:56.690 align:middle line:84%
you have to see everything
around you to know what is

01:06:56.690 --> 01:06:58.900 align:middle line:90%
available for use.

01:06:58.900 --> 01:07:00.600 align:middle line:90%
On the [INAUDIBLE]

01:07:00.600 --> 01:07:02.995 align:middle line:84%
so in the book they
talked about

01:07:02.995 --> 01:07:06.530 align:middle line:90%
actually Zelda, and just--

01:07:06.530 --> 01:07:10.780 align:middle line:84%
So a situation in a game that
I didn't like is, you're

01:07:10.780 --> 01:07:14.270 align:middle line:84%
playing a game and something
happens you don't step too

01:07:14.270 --> 01:07:15.640 align:middle line:90%
fast or something.

01:07:15.640 --> 01:07:17.820 align:middle line:84%
And because of that,
you get too inert.

01:07:17.820 --> 01:07:20.960 align:middle line:84%
You're in a spot where you don't
have the tools necessary

01:07:20.960 --> 01:07:23.140 align:middle line:84%
to beat the enemy right
in front of you.

01:07:23.140 --> 01:07:25.990 align:middle line:84%
But you also are trapped
and can't go back.

01:07:25.990 --> 01:07:27.420 align:middle line:90%
It happened to me one time.

01:07:27.420 --> 01:07:30.005 align:middle line:84%
It was the Star Wars: Knights
of the Old Republic.

01:07:30.005 --> 01:07:34.390 align:middle line:90%


01:07:34.390 --> 01:07:37.530 align:middle line:84%
There's an enemy, you couldn't
go forward, and there was a

01:07:37.530 --> 01:07:39.800 align:middle line:84%
cliff so you couldn't
get back up.

01:07:39.800 --> 01:07:43.550 align:middle line:84%
And so, since I couldn't do
anything I was forced to

01:07:43.550 --> 01:07:46.410 align:middle line:84%
completely go back
to the last save.

01:07:46.410 --> 01:07:50.652 align:middle line:84%
PROFESSOR: But is that a puzzle,
or is that just a bug?

01:07:50.652 --> 01:07:55.130 align:middle line:84%
AUDIENCE: I mean, it's time
worth expiration and

01:07:55.130 --> 01:07:57.010 align:middle line:90%
it's an item use.

01:07:57.010 --> 01:08:00.360 align:middle line:84%
So you need to get an
item to go ahead.

01:08:00.360 --> 01:08:04.185 align:middle line:84%
If you have this item, then
the enemy that you--

01:08:04.185 --> 01:08:06.650 align:middle line:84%
I think it was like a Rancor
or something--

01:08:06.650 --> 01:08:08.950 align:middle line:84%
you could beat the Rancor or at
least put it to sleep and

01:08:08.950 --> 01:08:09.970 align:middle line:90%
walk by it.

01:08:09.970 --> 01:08:13.340 align:middle line:84%
But without it, you had
to try and beat it or

01:08:13.340 --> 01:08:15.480 align:middle line:90%
it would kill you.

01:08:15.480 --> 01:08:19.569 align:middle line:84%
PROFESSOR: OK, so it was a
item that would have made

01:08:19.569 --> 01:08:21.270 align:middle line:90%
combat easier, basically.

01:08:21.270 --> 01:08:25.990 align:middle line:84%
But they kind of made it
this one way with--

01:08:25.990 --> 01:08:27.010 align:middle line:90%
yeah.

01:08:27.010 --> 01:08:29.136 align:middle line:84%
So you see a lot of puzzle games
where they have easy

01:08:29.136 --> 01:08:29.930 align:middle line:90%
reset, right.

01:08:29.930 --> 01:08:32.875 align:middle line:84%
And it's like you can stop
trying to solve it and you

01:08:32.875 --> 01:08:35.485 align:middle line:84%
really screw up something along
the way You hit reset

01:08:35.485 --> 01:08:36.970 align:middle line:84%
and go right back to
the beginning.

01:08:36.970 --> 01:08:40.435 align:middle line:84%
Nice that the Republic
has no easy reset.

01:08:40.435 --> 01:08:42.167 align:middle line:84%
You live with the consequences,
I guess that's

01:08:42.167 --> 01:08:43.900 align:middle line:84%
what they were trying
to go for.

01:08:43.900 --> 01:08:48.688 align:middle line:84%
AUDIENCE: All right,
so we've also had a

01:08:48.688 --> 01:08:50.770 align:middle line:90%
loathing sliding puzzles--

01:08:50.770 --> 01:08:52.731 align:middle line:84%
AUDIENCE: Either with numbers or
pictures, both of them are

01:08:52.731 --> 01:08:55.540 align:middle line:90%
equally annoying.

01:08:55.540 --> 01:09:00.829 align:middle line:84%
But, on the other hand,
Alec loves Rush Hour.

01:09:00.829 --> 01:09:03.170 align:middle line:84%
AUDIENCE: It's the traffic red
light game where you have to

01:09:03.170 --> 01:09:06.186 align:middle line:84%
fly cars out of the way
to form a path.

01:09:06.186 --> 01:09:08.951 align:middle line:84%
AUDIENCE: In Professor Layton
there are an awful lot of

01:09:08.951 --> 01:09:12.270 align:middle line:84%
sliding puzzles that have
differently shaped pieces, or

01:09:12.270 --> 01:09:14.069 align:middle line:90%
oddly shaped pieces.

01:09:14.069 --> 01:09:18.200 align:middle line:84%
Which is slightly more
interesting, or less annoying

01:09:18.200 --> 01:09:22.520 align:middle line:84%
than regular sliding puzzles
but it's still incredibly

01:09:22.520 --> 01:09:22.820 align:middle line:90%
frustrating.

01:09:22.820 --> 01:09:24.769 align:middle line:84%
AUDIENCE: Well, I think the
difference there is that when

01:09:24.769 --> 01:09:27.189 align:middle line:84%
you have differently
sized pieces--

01:09:27.189 --> 01:09:29.310 align:middle line:84%
When you're doing just like a
sliding puzzle where you're

01:09:29.310 --> 01:09:32.010 align:middle line:84%
trying to recreate an image
there's definite patterns that

01:09:32.010 --> 01:09:33.800 align:middle line:84%
you keep using over and over
again, because you're just

01:09:33.800 --> 01:09:36.520 align:middle line:90%
like a rotating spaces.

01:09:36.520 --> 01:09:37.700 align:middle line:84%
So it's not actually
interesting.

01:09:37.700 --> 01:09:39.899 align:middle line:84%
Whereas Rush Hour you actually
have to think

01:09:39.899 --> 01:09:41.840 align:middle line:90%
about things fit together.

01:09:41.840 --> 01:09:43.800 align:middle line:84%
So one other puzzle type that
we haven't really mentioned,

01:09:43.800 --> 01:09:47.350 align:middle line:84%
that I actually really enjoy,
is pictographic puzzles.

01:09:47.350 --> 01:09:50.689 align:middle line:84%
Where it relies on sort of your
association with visual

01:09:50.689 --> 01:09:52.979 align:middle line:90%
images and wordplay and stuff.

01:09:52.979 --> 01:09:56.580 align:middle line:84%
Like, for example, you'll have
a puzzle that's just an image

01:09:56.580 --> 01:10:02.210 align:middle line:84%
of an eyeball, a bumblebee,
and a screen shot of Judi

01:10:02.210 --> 01:10:05.090 align:middle line:90%
Dench in a James Bond movie.

01:10:05.090 --> 01:10:09.390 align:middle line:90%
And the idea is it's IBM.

01:10:09.390 --> 01:10:12.310 align:middle line:90%
So I love puzzles like that.

01:10:12.310 --> 01:10:13.560 align:middle line:90%
[INTERPOSING VOICES]

01:10:13.560 --> 01:10:15.130 align:middle line:90%


01:10:15.130 --> 01:10:17.760 align:middle line:84%
AUDIENCE: Yeah, so stuff like
that where it relies on

01:10:17.760 --> 01:10:20.820 align:middle line:84%
someone, like a human being,
actually associating

01:10:20.820 --> 01:10:23.490 align:middle line:84%
information with something
visual.

01:10:23.490 --> 01:10:26.290 align:middle line:84%
Rather than it being just a
straight modern puzzle where

01:10:26.290 --> 01:10:30.337 align:middle line:84%
you have this information and
you use this to derive the

01:10:30.337 --> 01:10:30.880 align:middle line:90%
rest of the information.

01:10:30.880 --> 01:10:35.110 align:middle line:84%
PROFESSOR: There's R-E-B-U-S,
and of course those are very

01:10:35.110 --> 01:10:37.935 align:middle line:84%
language focused even though
they're image-based.

01:10:37.935 --> 01:10:41.476 align:middle line:84%
AUDIENCE: What one has the two
lines and then [INAUDIBLE] in

01:10:41.476 --> 01:10:42.260 align:middle line:90%
the middle?

01:10:42.260 --> 01:10:44.470 align:middle line:84%
AUDIENCE: Well, things
like that, yeah.

01:10:44.470 --> 01:10:47.340 align:middle line:84%
PROFESSOR: You had Rebus where
you are trying to basically

01:10:47.340 --> 01:10:48.420 align:middle line:90%
reconstruct a sentence.

01:10:48.420 --> 01:10:53.060 align:middle line:84%
And then I forget what's the
classification of puzzles

01:10:53.060 --> 01:10:56.693 align:middle line:84%
where you're given a certain
lead of images and you're

01:10:56.693 --> 01:10:58.052 align:middle line:90%
trying to write enough.

01:10:58.052 --> 01:11:05.790 align:middle line:90%
But if I wrote it in--

01:11:05.790 --> 01:11:10.882 align:middle line:84%
this is not a good puzzle but
just to give an example-- if I

01:11:10.882 --> 01:11:14.470 align:middle line:90%
put [INAUDIBLE].

01:11:14.470 --> 01:11:18.950 align:middle line:90%


01:11:18.950 --> 01:11:22.640 align:middle line:84%
I think there is a specific word
for these kind of things.

01:11:22.640 --> 01:11:24.781 align:middle line:84%
But the whole idea is you're
trying to reconstruct these

01:11:24.781 --> 01:11:26.900 align:middle line:90%
sayings or these [INAUDIBLE]

01:11:26.900 --> 01:11:28.295 align:middle line:90%
from individual theories.

01:11:28.295 --> 01:11:32.180 align:middle line:90%


01:11:32.180 --> 01:11:39.236 align:middle line:84%
So I mean, these are usually
spatial to begin with.

01:11:39.236 --> 01:11:41.447 align:middle line:84%
I think there was a whole
game show in the '80s

01:11:41.447 --> 01:11:42.790 align:middle line:90%
that was just all--

01:11:42.790 --> 01:11:45.590 align:middle line:90%
[INTERPOSING VOICES]

01:11:45.590 --> 01:11:47.954 align:middle line:84%
AUDIENCE: Australia had
a show called Catch

01:11:47.954 --> 01:11:49.415 align:middle line:90%
Phrase which was--

01:11:49.415 --> 01:11:51.850 align:middle line:84%
AUDIENCE: Yeah, I think Catch
Phrase was the show.

01:11:51.850 --> 01:11:56.770 align:middle line:84%
AUDIENCE: So we wrote a B-list
of different types of puzzles,

01:11:56.770 --> 01:11:59.770 align:middle line:84%
so let's just run
through them.

01:11:59.770 --> 01:12:00.750 align:middle line:84%
All right, we've got
lots of different

01:12:00.750 --> 01:12:01.900 align:middle line:90%
sliding puzzle variants.

01:12:01.900 --> 01:12:04.315 align:middle line:84%
We've got hidden object finding,
the variance on

01:12:04.315 --> 01:12:08.560 align:middle line:84%
Where's Waldo and then it's
kind of [INAUDIBLE].

01:12:08.560 --> 01:12:13.165 align:middle line:84%
We have riddles, various kinds
of logic puzzles, particularly

01:12:13.165 --> 01:12:16.170 align:middle line:84%
two of which we've
mentioned before.

01:12:16.170 --> 01:12:17.760 align:middle line:84%
Several people, witnesses,
give statements.

01:12:17.760 --> 01:12:19.376 align:middle line:84%
One of them is a liar,
which one's the liar.

01:12:19.376 --> 01:12:21.756 align:middle line:84%
So find the hidden
sinister person.

01:12:21.756 --> 01:12:25.700 align:middle line:84%
And then there's the figment
property x is next to figment

01:12:25.700 --> 01:12:28.030 align:middle line:84%
property y, what order
are they sitting in?

01:12:28.030 --> 01:12:28.992 align:middle line:90%
That kind of puzzle.

01:12:28.992 --> 01:12:33.330 align:middle line:84%
There's a million of them
in Professor Layton.

01:12:33.330 --> 01:12:37.890 align:middle line:84%
There's these kinds
of unraveling, or

01:12:37.890 --> 01:12:39.570 align:middle line:84%
reverse-engineering
type, puzzles.

01:12:39.570 --> 01:12:43.110 align:middle line:84%
Where some system has been
permuted and you have to

01:12:43.110 --> 01:12:44.750 align:middle line:84%
restore it to its
original state.

01:12:44.750 --> 01:12:47.908 align:middle line:84%
Which Rubik's Cube is like the
canonical example, I guess.

01:12:47.908 --> 01:12:50.830 align:middle line:84%
But then there's a bunch of
other different good ones.

01:12:50.830 --> 01:12:52.679 align:middle line:84%
PROFESSOR: I mean that chess
games is kind of in that

01:12:52.679 --> 01:12:53.752 align:middle line:90%
category too.

01:12:53.752 --> 01:12:58.850 align:middle line:84%
AUDIENCE: There's tile rotation
and swapping puzzles.

01:12:58.850 --> 01:13:01.690 align:middle line:84%
One example of this is Bioshock
hacking, but then

01:13:01.690 --> 01:13:05.875 align:middle line:84%
there are 1 million other
variations on exchanging tiles

01:13:05.875 --> 01:13:08.470 align:middle line:84%
or swapping them around
or this kind of thing.

01:13:08.470 --> 01:13:11.732 align:middle line:84%
Lots of different kinds
of math puzzles.

01:13:11.732 --> 01:13:14.575 align:middle line:84%
This particular word
transformation puzzle type

01:13:14.575 --> 01:13:17.750 align:middle line:84%
that I used to see all the time
when I was a kid, where

01:13:17.750 --> 01:13:22.480 align:middle line:84%
by changing one letter or word
per step, you had to transform

01:13:22.480 --> 01:13:24.610 align:middle line:90%
one word into another.

01:13:24.610 --> 01:13:32.890 align:middle line:84%
Mazes, jigsaw puzzles, code
breaking nobody mentioned yet.

01:13:32.890 --> 01:13:38.360 align:middle line:84%
And then also, these kind of
full experiment type puzzles.

01:13:38.360 --> 01:13:40.660 align:middle line:84%
I don't know how else
you categorize them.

01:13:40.660 --> 01:13:41.797 align:middle line:90%
PROFESSOR: Give us an example.

01:13:41.797 --> 01:13:49.480 align:middle line:84%
AUDIENCE: All right, so I'm
trying to remember how this

01:13:49.480 --> 01:13:52.400 align:middle line:90%
works but I think it is--

01:13:52.400 --> 01:13:55.780 align:middle line:84%
this one popped up on Day(9)s
podcast the other day.

01:13:55.780 --> 01:13:59.245 align:middle line:84%
I only give it because otherwise
if I get it wrong

01:13:59.245 --> 01:14:02.490 align:middle line:84%
then people will go oh my God,
and try and puzzle it out.

01:14:02.490 --> 01:14:04.860 align:middle line:84%
So it has to do with the piece
of string and burning.

01:14:04.860 --> 01:14:06.666 align:middle line:90%
AUDIENCE: Oh, the 13 minutes?

01:14:06.666 --> 01:14:10.681 align:middle line:84%
AUDIENCE: Yeah, do you remember
exactly how it goes?

01:14:10.681 --> 01:14:13.536 align:middle line:84%
AUDIENCE: OK, you have
two pieces of string.

01:14:13.536 --> 01:14:17.030 align:middle line:84%
You know that the whole string
takes an hour to burn but it's

01:14:17.030 --> 01:14:18.280 align:middle line:90%
not linear.

01:14:18.280 --> 01:14:20.200 align:middle line:90%


01:14:20.200 --> 01:14:23.130 align:middle line:84%
You have an infinite supply of
matches, how can you measure

01:14:23.130 --> 01:14:26.560 align:middle line:90%
15 minutes with this string?

01:14:26.560 --> 01:14:29.990 align:middle line:84%
AUDIENCE: One of those lateral
thinking puzzles.

01:14:29.990 --> 01:14:35.380 align:middle line:84%
AUDIENCE: I would classify
this under riddles, but--

01:14:35.380 --> 01:14:37.570 align:middle line:90%
[INTERPOSING VOICES]

01:14:37.570 --> 01:14:40.402 align:middle line:84%
AUDIENCE: Let them go, but
they both take an hour--

01:14:40.402 --> 01:14:41.818 align:middle line:90%
[INAUDIBLE]

01:14:41.818 --> 01:14:44.178 align:middle line:84%
but they both take an hour
to burn, non-linearly.

01:14:44.178 --> 01:14:48.310 align:middle line:84%
AUDIENCE: Couldn't you just be
lighting matches the entire

01:14:48.310 --> 01:14:50.350 align:middle line:84%
time, and see how many matches
you can burn an hour.

01:14:50.350 --> 01:14:52.005 align:middle line:84%
After that, just take four
to that number--

01:14:52.005 --> 01:14:56.160 align:middle line:90%


01:14:56.160 --> 01:14:57.470 align:middle line:84%
AUDIENCE: Then how are
you going to measure

01:14:57.470 --> 01:14:59.250 align:middle line:90%
that original hour?

01:14:59.250 --> 01:14:59.743 align:middle line:90%
[INAUDIBLE]

01:14:59.743 --> 01:15:02.577 align:middle line:84%
AUDIENCE: But you know that
the thing takes an hour to

01:15:02.577 --> 01:15:03.200 align:middle line:90%
burn, yeah?

01:15:03.200 --> 01:15:04.577 align:middle line:90%
AUDIENCE: The whole thing.

01:15:04.577 --> 01:15:06.767 align:middle line:84%
PROFESSOR: It will take slightly
longer than the

01:15:06.767 --> 01:15:10.410 align:middle line:84%
amount of time it takes
to get to class.

01:15:10.410 --> 01:15:11.310 align:middle line:90%
We close by then.

01:15:11.310 --> 01:15:12.250 align:middle line:84%
It would be nice to give
people time to

01:15:12.250 --> 01:15:13.870 align:middle line:90%
think about it too.

01:15:13.870 --> 01:15:15.970 align:middle line:90%
So answer on Wednesday.

01:15:15.970 --> 01:15:19.027 align:middle line:90%