WEBVTT

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PROFESSOR: Ok, cool.

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So we've been reading
the assignments.

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And we realize that there were
a couple of things about how

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to write rules that we hadn't
neccesarily gone through.

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One thing that we would like to
see in the next assignment

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are a couple things that I'm
going to read out now.

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But we'll probably send
out an email, as well.

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So you can have it
for reference.

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So having a paragraph or an
overview that broadly explains

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what the game is about
is actually

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really, really useful.

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Just jumping straight
into the--

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this is how you set up a border
and this is how you

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take a turn.

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That's the meat of
the assignment.

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But just to help people get
a grasp, especially if you

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thought about your theme
really, really hard.

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And this next coming assignment,
your theme is

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right there, explaining who
are you in this game?

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What are you trying to do?

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What's your overall goal
in broad terms?

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Not necessarily very specific
game terms.

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Just having one paragraph is
a really, really good idea.

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And really, that
[UNINTELLIGIBLE]

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paragraph.

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Two, list the components.

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In a card game, it would be
like we have this many red

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cards, this many blue cards.

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Just so we know that we've
got everything.

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It also helps, sometimes, to
be able to establish the

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vocabulary of the game
really, really early.

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So if all your red cards are
attack cards, and all your

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blue cards are defense cards,
you want to say your deck

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should have 25 red attack
cards and 25

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blue defense cards.

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And now we know if you use the
words attack card and defense

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card later, we now know
what it means.

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So this is obvious from just
looking at currents.

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But frankly, when we are
opening up these cards,

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usually, there is one person
looking at the cards and

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somebody else looking
at the rules.

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And just having the information

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redundant is kind of nice.

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Let me see.

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The number of players--

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in this particular assignment,
I'm trying to remember what

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the requirements are for.

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It was like two to four?

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AUDIENCE: Two to four.

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PROFESSOR: Two to four.

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A number of your previous
projects

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actually allow less players.

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We want an explicit line that
says this is how many players

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your game supports.

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Just one line.

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Make it like a bullet point.

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By the way, bullet points--

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be concise.

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Making things really easy to
read is highly valued.

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One thing that you absolutely
should do is make sure you're

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testing your written rules
as well as your game.

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Don't just test the rules
of your game.

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And then, you write it down.

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And you're never actually
testing the written version of

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your rules on someone.

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You need to be able to test
your rules, as well.

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There are some games that
clearly need that.

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And some games that
clearly don't.

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And it showed.

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By the way, no one really did
badly on the last assignment.

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I'm nitpicking because this
is, obviously, from

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B to A. Let's see.

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Expected playing time.

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Especially in this next
assignment, if a game tends to

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take 30 minutes, or if your
game tends to take 10.

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Just state it.

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In some games, it takes a really
long time to set up and

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a really fast time to play.

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Then, you just state expected
set up time, expected playing

00:03:58.360 --> 00:03:59.610 align:middle line:90%
time [UNINTELLIGIBLE].

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There was a lot of assumption in
the rules and in the design

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of the game that your
players are male.

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This is a very

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male-proportioned class right now.

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But don't assume that
your players are

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all going to be male.

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It's actually really kind of
off-putting to read a set of

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rules that just assumes that if
you're playing this game,

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you are a guy.

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There are a couple of things
that people have done in

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academia to address
that issue.

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I've seen papers where they've
used nonspecific

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third person pronouns.

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They just [UNINTELLIGIBLE]

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he/she all the time unless
they're talking about a

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specific person.

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But in your case, when you're
thinking about your themes,

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don't assume that your
players are male.

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You can cast them in
the role of a male.

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But don't assume that a player,
itself is male.

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AUDIENCE: So I'm just
going to say--

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put this out there.

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In the English language,
it's actually

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very masculine oriented.

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So the proper way to say in a
third person, if you're not

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saying one says this,
it's actually

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appropriate to say he.

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That's actually proper in
the English language.

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PROFESSOR: And I'm saying it's
off-putting from a marketing

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standpoint to assume that
your players is male.

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It goes more than just gender
specific pronouns.

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It goes way more than that.

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There were a lot of
assumptions--

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there were specific rules that
assumed that you were a

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straight male in a
couple of games.

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So let's be clear about that.

00:05:43.794 --> 00:05:44.770 align:middle line:90%
[UNINTELLIGIBLE].

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AUDIENCE: I was just going to
mention that from what I've

00:05:46.740 --> 00:05:49.140 align:middle line:84%
seen in a lot of rule books, it
seems like a lot of people

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solve this problem by just
replacing the assumption that

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the player's male with
the assumption that

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the player's female.

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Yeah, I've noticed this.

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Every single pronoun in every
like post second edition

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Dungeons and Dragons
book is female.

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It's kind of interesting.

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PROFESSOR: That's actually kind
of an interesting way to

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deal with it.

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It's just like you
have a lampshade.

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You've got to use a pronoun,
but we don't want to use

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language that's going to turn
people off the game.

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So we just want to swap all
the pronouns around.

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And all of a sudden, you
actually have a more

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marketable game.

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You have a game where someone
is going to read the rules.

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And if they're a straight
male reading the

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rules, it's like OK.

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Clearly it just was a
gender pronoun swap.

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But I can read these,
and it makes sense.

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Whereas, someone who
is not a straight

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male reading the rules.

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They're going, oh, this
game is not for me.

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So I'm not going to
play the game.

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That kind of reaction
does happen.

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Board games are supposed
to be inclusive.

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Board games and card cames are
supposed to kind of like be

00:06:46.885 --> 00:06:54.800 align:middle line:84%
these huge socially enabling
games and [UNINTELLIGIBLE].

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So keep that in mind.

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You want people to
feel welcome when

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they read the rules.

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AUDIENCE: If I could
just interject.

00:06:59.880 --> 00:07:02.760 align:middle line:84%
So something that I've seen
that happens a lot in like

00:07:02.760 --> 00:07:06.572 align:middle line:84%
[? bridge ?] literature, is they
make your partner-- so

00:07:06.572 --> 00:07:08.410 align:middle line:84%
one person, specifically,
is female and

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the others are male.

00:07:09.625 --> 00:07:11.890 align:middle line:84%
And that way, you kind of
have this inclusivity.

00:07:11.890 --> 00:07:14.810 align:middle line:84%
But that helps clarify who
you're talking about.

00:07:14.810 --> 00:07:18.801 align:middle line:84%
So if you are writing up
examples, or sample turns, or

00:07:18.801 --> 00:07:20.573 align:middle line:84%
that kind of thing, you
can think about doing

00:07:20.573 --> 00:07:21.380 align:middle line:90%
it that way as well.

00:07:21.380 --> 00:07:23.934 align:middle line:84%
Because it does the whole
inclusivity, but then again

00:07:23.934 --> 00:07:26.269 align:middle line:84%
kind of clarifies who you're
talking about in the set.

00:07:26.269 --> 00:07:29.080 align:middle line:90%


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PROFESSOR: And we're
in university.

00:07:30.540 --> 00:07:32.740 align:middle line:84%
We're trying to be professors
about this.

00:07:32.740 --> 00:07:34.910 align:middle line:84%
AUDIENCE: I find it, generally,
people's aversion

00:07:34.910 --> 00:07:43.639 align:middle line:84%
to writing using pronouns, which
are identity neutral

00:07:43.639 --> 00:07:48.372 align:middle line:84%
specifically, people worry
that there's an ambiguity

00:07:48.372 --> 00:07:49.821 align:middle line:90%
between singular and plural.

00:07:49.821 --> 00:07:52.720 align:middle line:84%
And that's why you shouldn't
use that kind of pronoun.

00:07:52.720 --> 00:07:57.390 align:middle line:84%
But, for the most part, it's
almost always obvious when

00:07:57.390 --> 00:07:59.127 align:middle line:84%
you're talking about one
person [INAUDIBLE].

00:07:59.127 --> 00:08:01.869 align:middle line:90%


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AUDIENCE: I don't even
see really why

00:08:02.990 --> 00:08:04.610 align:middle line:90%
this is still an issue.

00:08:04.610 --> 00:08:04.810 align:middle line:90%
GUEST SPEAKER: Yeah.

00:08:04.810 --> 00:08:07.060 align:middle line:84%
It's one of those things where
it's not technically correct

00:08:07.060 --> 00:08:09.000 align:middle line:84%
to say if I'm referring
to a single person

00:08:09.000 --> 00:08:11.035 align:middle line:90%
to say they or their.

00:08:11.035 --> 00:08:16.165 align:middle line:84%
But then, if you're reading,
other people will say do that.

00:08:16.165 --> 00:08:18.951 align:middle line:84%
A lot of people are just still
using he or she now.

00:08:18.951 --> 00:08:20.352 align:middle line:90%
It's certainly awkward.

00:08:20.352 --> 00:08:22.220 align:middle line:90%
It's kind of [INAUDIBLE].

00:08:22.220 --> 00:08:27.910 align:middle line:84%
PROFESSOR: You can also use
second person language-- you.

00:08:27.910 --> 00:08:30.265 align:middle line:84%
When it's your turn,
you blah blah blah.

00:08:30.265 --> 00:08:36.474 align:middle line:84%
And also, the one player is a
great substitue for all that.

00:08:36.474 --> 00:08:38.438 align:middle line:90%
Say player one, player two.

00:08:38.438 --> 00:08:39.688 align:middle line:90%
[UNINTELLIGIBLE].

00:08:39.688 --> 00:08:43.840 align:middle line:90%


00:08:43.840 --> 00:08:44.780 align:middle line:90%
And it's tough.

00:08:44.780 --> 00:08:46.110 align:middle line:84%
It's tough to write
stuff like this.

00:08:46.110 --> 00:08:48.990 align:middle line:84%
But sometimes I find writing
constraints, writing gets

00:08:48.990 --> 00:08:53.510 align:middle line:84%
better because you're more
focused on how your writing is

00:08:53.510 --> 00:08:54.480 align:middle line:90%
going to be received.

00:08:54.480 --> 00:08:57.250 align:middle line:84%
And we're, frankly, trying to
encourage everything in your

00:08:57.250 --> 00:09:00.390 align:middle line:90%
games to be better.

00:09:00.390 --> 00:09:04.200 align:middle line:84%
I guess this is something
that I hit on earlier.

00:09:04.200 --> 00:09:06.210 align:middle line:90%
Try to go for short sentences.

00:09:06.210 --> 00:09:08.070 align:middle line:90%
Not paragraphs or prose.

00:09:08.070 --> 00:09:10.030 align:middle line:84%
Those are actually difficult to
read when you're trying to

00:09:10.030 --> 00:09:13.210 align:middle line:84%
also process what the moves
are going to be.

00:09:13.210 --> 00:09:17.510 align:middle line:84%
Go for active voice, rather
than passive voice.

00:09:17.510 --> 00:09:20.925 align:middle line:84%
I personally, automatically,
write passive voice when I'm

00:09:20.925 --> 00:09:21.890 align:middle line:90%
writing in a report.

00:09:21.890 --> 00:09:27.010 align:middle line:84%
And I have to physically
change myself and tell

00:09:27.010 --> 00:09:29.520 align:middle line:84%
Microsoft Word to highlight
every single instance of

00:09:29.520 --> 00:09:33.190 align:middle line:84%
passive voice so that I can
accurately correct that.

00:09:33.190 --> 00:09:35.220 align:middle line:84%
Microsoft Word doesn't do a
great job in highlighting

00:09:35.220 --> 00:09:36.240 align:middle line:90%
every single instance.

00:09:36.240 --> 00:09:39.290 align:middle line:84%
But if you do this often enough,
you start picking it

00:09:39.290 --> 00:09:39.860 align:middle line:90%
out yourself.

00:09:39.860 --> 00:09:42.270 align:middle line:90%
It's actually easier to read.

00:09:42.270 --> 00:09:45.770 align:middle line:84%
It's uncomfortable if you're
moving from the field of

00:09:45.770 --> 00:09:50.390 align:middle line:84%
writing chemical papers into
writing for general public.

00:09:50.390 --> 00:09:53.562 align:middle line:84%
But active voice is easier
for someone to read.

00:09:53.562 --> 00:09:54.812 align:middle line:90%
[UNINTELLIGIBLE]

00:09:54.812 --> 00:09:57.734 align:middle line:90%


00:09:57.734 --> 00:10:00.810 align:middle line:84%
This one I might need more
help and detail.

00:10:00.810 --> 00:10:02.075 align:middle line:90%
These substeps of actions.

00:10:02.075 --> 00:10:06.500 align:middle line:90%


00:10:06.500 --> 00:10:07.630 align:middle line:84%
GUEST SPEAKER: When you're
going through the

00:10:07.630 --> 00:10:10.010 align:middle line:84%
instructions, it's really
helpful to have numbered

00:10:10.010 --> 00:10:14.254 align:middle line:84%
sequences instead of having a
chunk of prose that's saying

00:10:14.254 --> 00:10:15.222 align:middle line:90%
first do this.

00:10:15.222 --> 00:10:15.706 align:middle line:90%
Then you do this.

00:10:15.706 --> 00:10:16.674 align:middle line:90%
Just bullet point it.

00:10:16.674 --> 00:10:18.126 align:middle line:90%
Or make it a numbered list.

00:10:18.126 --> 00:10:21.520 align:middle line:84%
And it's a lot easier for
people to follow.

00:10:21.520 --> 00:10:24.400 align:middle line:84%
Generally speaking, bullets
versus numbers.

00:10:24.400 --> 00:10:27.165 align:middle line:84%
You should use a numbered list
if a sequence really matters

00:10:27.165 --> 00:10:29.917 align:middle line:84%
versus bulleted lists are more
like these are the things that

00:10:29.917 --> 00:10:30.518 align:middle line:90%
are important.

00:10:30.518 --> 00:10:32.434 align:middle line:84%
But there's not necessarily
a temporal relationship

00:10:32.434 --> 00:10:33.684 align:middle line:90%
[UNINTELLIGIBLE].

00:10:33.684 --> 00:10:35.790 align:middle line:90%


00:10:35.790 --> 00:10:37.410 align:middle line:90%
PROFESSOR: So just some tips.

00:10:37.410 --> 00:10:41.260 align:middle line:84%
In the end, every single game
that we played, we could play.

00:10:41.260 --> 00:10:45.020 align:middle line:84%
It didn't take us long to figure
out what was necessary.

00:10:45.020 --> 00:10:46.475 align:middle line:90%
The games were good.

00:10:46.475 --> 00:10:49.385 align:middle line:90%
The games were entertaining.

00:10:49.385 --> 00:10:51.810 align:middle line:90%
[UNINTELLIGIBLE]

00:10:51.810 --> 00:10:52.780 align:middle line:84%
extra people to come
in and play.

00:10:52.780 --> 00:10:55.205 align:middle line:90%
And we don't [UNINTELLIGIBLE]

00:10:55.205 --> 00:10:58.115 align:middle line:84%
to play again just
the two of us.

00:10:58.115 --> 00:10:59.090 align:middle line:90%
Yeah.

00:10:59.090 --> 00:11:02.532 align:middle line:84%
I'm actually really, really
impressed because it's a

00:11:02.532 --> 00:11:02.780 align:middle line:90%
marketing group.

00:11:02.780 --> 00:11:07.226 align:middle line:84%
I know with previous classes
[UNINTELLIGIBLE].

00:11:07.226 --> 00:11:10.190 align:middle line:90%
[APPLAUSE]

00:11:10.190 --> 00:11:12.660 align:middle line:90%
[UNINTELLIGIBLE]

00:11:12.660 --> 00:11:15.380 align:middle line:90%
Yay.

00:11:15.380 --> 00:11:15.740 align:middle line:90%
All right.

00:11:15.740 --> 00:11:19.182 align:middle line:84%
So that was the stuff
on your assignment.

00:11:19.182 --> 00:11:22.990 align:middle line:84%
And now onto intellectual
property.

00:11:22.990 --> 00:11:27.202 align:middle line:84%
Actually how many people figured
out that we had given

00:11:27.202 --> 00:11:28.525 align:middle line:90%
you the wrong chapter to read.

00:11:28.525 --> 00:11:29.845 align:middle line:90%
AUDIENCE: Yeah.

00:11:29.845 --> 00:11:30.280 align:middle line:90%
PROFESSOR: OK.

00:11:30.280 --> 00:11:30.660 align:middle line:90%
All right.

00:11:30.660 --> 00:11:32.320 align:middle line:84%
For those of you who
ended up rereading

00:11:32.320 --> 00:11:34.980 align:middle line:90%
chapter three, I'm sorry.

00:11:34.980 --> 00:11:36.340 align:middle line:90%
It's not a huge chapter.

00:11:36.340 --> 00:11:39.680 align:middle line:84%
But I kind of want to talk about
two different things,

00:11:39.680 --> 00:11:42.610 align:middle line:84%
both of which are related to
intellectual property.

00:11:42.610 --> 00:11:44.840 align:middle line:84%
What is the version of
intellectual property that

00:11:44.840 --> 00:11:47.380 align:middle line:90%
presented to you in the book.

00:11:47.380 --> 00:11:55.630 align:middle line:84%
In that sense, that's kind of
the game designer concept of

00:11:55.630 --> 00:11:57.570 align:middle line:90%
what intellectual property is.

00:11:57.570 --> 00:11:58.650 align:middle line:90%
Often it means a franchise.

00:11:58.650 --> 00:12:04.090 align:middle line:84%
Often it means somebody else's
story wall or characters.

00:12:04.090 --> 00:12:07.330 align:middle line:84%
Maybe it's real people
and images, like the

00:12:07.330 --> 00:12:08.725 align:middle line:90%
faces and the bodies.

00:12:08.725 --> 00:12:11.050 align:middle line:84%
In sports games, you have
to deal with that a lot.

00:12:11.050 --> 00:12:14.210 align:middle line:84%
There was a conference
this last weekend.

00:12:14.210 --> 00:12:20.100 align:middle line:84%
And one of the old guards of
the Boston game development

00:12:20.100 --> 00:12:24.080 align:middle line:84%
team, who now runs iRacing, was
talking about the amount

00:12:24.080 --> 00:12:27.232 align:middle line:84%
of effort it takes to actually
license a NASCAR car.

00:12:27.232 --> 00:12:28.520 align:middle line:90%
Because it's not just a car.

00:12:28.520 --> 00:12:33.220 align:middle line:84%
But every single logo that's on
their car, and the person

00:12:33.220 --> 00:12:35.560 align:middle line:84%
who's inside it, and the uniform
that they're wearing,

00:12:35.560 --> 00:12:37.876 align:middle line:84%
every single logo on their
uniform, and their face.

00:12:37.876 --> 00:12:40.732 align:middle line:90%


00:12:40.732 --> 00:12:44.205 align:middle line:84%
There's a lot that goes into
licensing for that.

00:12:44.205 --> 00:12:46.765 align:middle line:84%
It helps that the person who now
owns iRacing is also the

00:12:46.765 --> 00:12:48.698 align:middle line:84%
same person who owns
the Red Sox.

00:12:48.698 --> 00:12:53.420 align:middle line:84%
So they've got the bank roll to
be able to do all of this.

00:12:53.420 --> 00:12:57.620 align:middle line:84%
But that's the idea
of what IP is from

00:12:57.620 --> 00:12:58.920 align:middle line:90%
industry point of view.

00:12:58.920 --> 00:13:01.810 align:middle line:84%
And there's a couple of
things that you can

00:13:01.810 --> 00:13:06.040 align:middle line:90%
do to consider that.

00:13:06.040 --> 00:13:08.770 align:middle line:84%
Not just all right, how do we
design this game so that we

00:13:08.770 --> 00:13:12.290 align:middle line:84%
can minimize how much IP
we need to license?

00:13:12.290 --> 00:13:16.275 align:middle line:84%
Licensing IP generally means
licensing money that needs to

00:13:16.275 --> 00:13:17.640 align:middle line:90%
be exchanged.

00:13:17.640 --> 00:13:21.010 align:middle line:84%
That means that your splitting
up their royalties or you're

00:13:21.010 --> 00:13:22.310 align:middle line:84%
just putting up money
up front.

00:13:22.310 --> 00:13:24.550 align:middle line:84%
Of course, this goes for things
like licensed music,

00:13:24.550 --> 00:13:24.860 align:middle line:90%
for instance.

00:13:24.860 --> 00:13:26.770 align:middle line:84%
EA has an entire music
department.

00:13:26.770 --> 00:13:28.400 align:middle line:84%
Sega has an entire
music department.

00:13:28.400 --> 00:13:31.175 align:middle line:84%
Its job is either to create
their own music, or more

00:13:31.175 --> 00:13:34.380 align:middle line:90%
likely, license popular music.

00:13:34.380 --> 00:13:37.950 align:middle line:84%
And, of course, with Harmonix,
that's half the

00:13:37.950 --> 00:13:39.560 align:middle line:90%
business right there.

00:13:39.560 --> 00:13:42.786 align:middle line:84%
Probably be bought,
at this point.

00:13:42.786 --> 00:13:44.790 align:middle line:84%
The other thing they can do is
that, assuming that you are

00:13:44.790 --> 00:13:45.660 align:middle line:90%
working with a license.

00:13:45.660 --> 00:13:47.540 align:middle line:84%
And the reason why you're
working with licensing--

00:13:47.540 --> 00:13:51.160 align:middle line:84%
think of Star Wars, which came
up in the last class.

00:13:51.160 --> 00:13:52.640 align:middle line:90%
How do we do justice to it?

00:13:52.640 --> 00:13:55.550 align:middle line:84%
How do we sort of make sure
that the fans of those

00:13:55.550 --> 00:14:00.000 align:middle line:84%
particular intellectual property
franchises are going

00:14:00.000 --> 00:14:02.960 align:middle line:84%
to look at this game that we're
creating, and say, yeah,

00:14:02.960 --> 00:14:04.160 align:middle line:90%
that's faithful?

00:14:04.160 --> 00:14:06.050 align:middle line:90%
That makes sense.

00:14:06.050 --> 00:14:08.630 align:middle line:84%
We'll be actually playing a
lot more of those games, I

00:14:08.630 --> 00:14:10.410 align:middle line:90%
think, later on.

00:14:10.410 --> 00:14:13.200 align:middle line:84%
For things like Battlestar
Gallactica.

00:14:13.200 --> 00:14:17.330 align:middle line:84%
But let's take LEGO Star
Wars as one example.

00:14:17.330 --> 00:14:19.810 align:middle line:84%
If you're a fan of LEGO then,
you're probably a fan of

00:14:19.810 --> 00:14:22.030 align:middle line:84%
building things up with
little tiny blocks.

00:14:22.030 --> 00:14:25.570 align:middle line:90%
You like making stuff combine.

00:14:25.570 --> 00:14:28.990 align:middle line:84%
And you kind of like the whole
blockiness, that look of it.

00:14:28.990 --> 00:14:31.390 align:middle line:84%
So the folks who made
LEGO Star Wars--

00:14:31.390 --> 00:14:33.256 align:middle line:84%
I think they are called
Traveller's Tales.

00:14:33.256 --> 00:14:35.972 align:middle line:84%
And LEGO Indiana Jones
and those there

00:14:35.972 --> 00:14:37.163 align:middle line:90%
was a bunch of games--

00:14:37.163 --> 00:14:39.860 align:middle line:90%
kind of had to play that up.

00:14:39.860 --> 00:14:41.520 align:middle line:84%
They made a lot of obstacles
in the game.

00:14:41.520 --> 00:14:45.010 align:middle line:84%
Things that you had to put
together with parts.

00:14:45.010 --> 00:14:48.390 align:middle line:84%
Sure, it is holding one button
into assemble it from a bunch

00:14:48.390 --> 00:14:49.480 align:middle line:90%
of disconnected parts.

00:14:49.480 --> 00:14:52.760 align:middle line:84%
But creating all that animation
and sort of making--

00:14:52.760 --> 00:14:55.320 align:middle line:84%
this is one of the main game
mechanics of the entire game

00:14:55.320 --> 00:14:57.380 align:middle line:84%
was a decision they had to
make. and they're very

00:14:57.380 --> 00:14:59.750 align:middle line:84%
consciously making that because
with LEGO, we're going

00:14:59.750 --> 00:15:01.980 align:middle line:84%
to assume people are going
to make things.

00:15:01.980 --> 00:15:05.460 align:middle line:84%
And then you find parts in the
entire game that you can later

00:15:05.460 --> 00:15:08.480 align:middle line:84%
go back to a trophy room and
can see your trophies,

00:15:08.480 --> 00:15:11.830 align:middle line:84%
statues, and objects from the
game builds that you're trying

00:15:11.830 --> 00:15:14.080 align:middle line:90%
to do sort of built up.

00:15:14.080 --> 00:15:16.430 align:middle line:84%
So the more parts you find--
they're like the hidden

00:15:16.430 --> 00:15:18.650 align:middle line:84%
collectibles that you find
in Grand Theft Auto.

00:15:18.650 --> 00:15:21.110 align:middle line:84%
They're kind of hidden away
in secret locations.

00:15:21.110 --> 00:15:22.810 align:middle line:90%
And you find more of them--

00:15:22.810 --> 00:15:25.510 align:middle line:84%
you go back to your trophy room
and oh, wow, your X-wing.

00:15:25.510 --> 00:15:26.910 align:middle line:90%
Or you have part of an X-wing.

00:15:26.910 --> 00:15:28.400 align:middle line:90%
You haven't found half of it.

00:15:28.400 --> 00:15:30.810 align:middle line:84%
So all you've got
are the wings.

00:15:30.810 --> 00:15:34.600 align:middle line:84%
And none of the guns or
something like that.

00:15:34.600 --> 00:15:37.240 align:middle line:84%
They've actually figured out a
way how that weaves back into

00:15:37.240 --> 00:15:43.160 align:middle line:84%
basic game mechanics but is
still appealing to LEGO fans.

00:15:43.160 --> 00:15:45.840 align:middle line:84%
If you get chopped in half
by a lightsaber,

00:15:45.840 --> 00:15:47.170 align:middle line:90%
you fall into pieces.

00:15:47.170 --> 00:15:49.830 align:middle line:90%
You don't actually bleed.

00:15:49.830 --> 00:15:54.670 align:middle line:84%
When the characters walk, they
actually walk like that.

00:15:54.670 --> 00:15:55.910 align:middle line:84%
They're a little bit
more flexible

00:15:55.910 --> 00:15:57.290 align:middle line:90%
than actual LEGO pieces.

00:15:57.290 --> 00:15:59.475 align:middle line:84%
They don't just move down
like the right angles.

00:15:59.475 --> 00:16:02.010 align:middle line:90%


00:16:02.010 --> 00:16:02.970 align:middle line:90%
But they try.

00:16:02.970 --> 00:16:04.350 align:middle line:84%
They try really, really
hard to make

00:16:04.350 --> 00:16:05.600 align:middle line:90%
everything look plasticy.

00:16:05.600 --> 00:16:08.110 align:middle line:90%


00:16:08.110 --> 00:16:09.100 align:middle line:90%
And it's [UNINTELLIGIBLE].

00:16:09.100 --> 00:16:10.170 align:middle line:84%
The same thing goes
with Star Wars.

00:16:10.170 --> 00:16:11.350 align:middle line:90%
Right?

00:16:11.350 --> 00:16:15.730 align:middle line:84%
What are the things that people
expect from Star Wars?

00:16:15.730 --> 00:16:16.460 align:middle line:90%
AUDIENCE: Lightsabers.

00:16:16.460 --> 00:16:17.200 align:middle line:90%
PROFESSOR: Lightsabers.

00:16:17.200 --> 00:16:17.890 align:middle line:90%
OK.

00:16:17.890 --> 00:16:19.110 align:middle line:90%
Anything else?

00:16:19.110 --> 00:16:19.900 align:middle line:90%
AUDIENCE: The Force.

00:16:19.900 --> 00:16:20.520 align:middle line:90%
PROFESSOR: The Force.

00:16:20.520 --> 00:16:22.390 align:middle line:90%
OK.

00:16:22.390 --> 00:16:23.240 align:middle line:90%
AUDIENCE: Darth Vader.

00:16:23.240 --> 00:16:23.870 align:middle line:90%
PROFESSOR: Darth Vader.

00:16:23.870 --> 00:16:25.110 align:middle line:90%
You've got to have Darth--

00:16:25.110 --> 00:16:28.520 align:middle line:84%
Well, they're doing it on the
Episodes Four, Five, and Six.

00:16:28.520 --> 00:16:31.930 align:middle line:84%
Actually, I believe Darth Vader
is still unlockable on

00:16:31.930 --> 00:16:34.360 align:middle line:84%
Episode One, Two, and Three
because people expect there to

00:16:34.360 --> 00:16:36.260 align:middle line:90%
be a Darth Vader.

00:16:36.260 --> 00:16:37.580 align:middle line:84%
AUDIENCE: Generally,
they use the main

00:16:37.580 --> 00:16:38.850 align:middle line:90%
characters from the films.

00:16:38.850 --> 00:16:42.350 align:middle line:84%
PROFESSOR: Yeah, the main
characters from films.

00:16:42.350 --> 00:16:43.320 align:middle line:90%
AUDIENCE: Dog fights.

00:16:43.320 --> 00:16:43.540 align:middle line:90%
PROFESSOR: Dog fights?

00:16:43.540 --> 00:16:45.220 align:middle line:90%
You mean like--

00:16:45.220 --> 00:16:47.520 align:middle line:84%
that's actually interesting
because I believe they

00:16:47.520 --> 00:16:48.770 align:middle line:90%
actually didn't do that.

00:16:48.770 --> 00:16:51.490 align:middle line:90%


00:16:51.490 --> 00:16:53.620 align:middle line:84%
They didn't manage
to put that in.

00:16:53.620 --> 00:16:55.375 align:middle line:84%
But in a lot of other Lucas
games they did.

00:16:55.375 --> 00:16:58.924 align:middle line:84%
They focused mostly
on space fights.

00:16:58.924 --> 00:17:00.298 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:17:00.298 --> 00:17:00.760 align:middle line:90%
AUDIENCE: Catch phrases.

00:17:00.760 --> 00:17:02.400 align:middle line:90%
PROFESSOR: Catch phrases.

00:17:02.400 --> 00:17:04.890 align:middle line:84%
I think they've weaved the catch
phrases into the names

00:17:04.890 --> 00:17:07.420 align:middle line:84%
of the levels because
they can't--

00:17:07.420 --> 00:17:09.695 align:middle line:90%
not that [UNINTELLIGIBLE].

00:17:09.695 --> 00:17:11.742 align:middle line:84%
AUDIENCE: Nobody ever
says, I've got a bad

00:17:11.742 --> 00:17:13.310 align:middle line:90%
feeling about this?

00:17:13.310 --> 00:17:14.770 align:middle line:84%
PROFESSOR: I think there's a
title of a level that says,

00:17:14.770 --> 00:17:16.430 align:middle line:84%
I've got a bad feeling
about this.

00:17:16.430 --> 00:17:17.420 align:middle line:90%
Because there's no dialog.

00:17:17.420 --> 00:17:19.540 align:middle line:90%
No one says anything.

00:17:19.540 --> 00:17:22.966 align:middle line:84%
The only thing that says
anything is R2-D2.

00:17:22.966 --> 00:17:25.574 align:middle line:90%
And that's just a voice over.

00:17:25.574 --> 00:17:27.800 align:middle line:84%
AUDIENCE: Actually, I have a
really good example of catch

00:17:27.800 --> 00:17:31.930 align:middle line:84%
phrases in, I think Rogue
Squadron on Nintendo 64.

00:17:31.930 --> 00:17:35.015 align:middle line:84%
There's this line in the Star
Wars movies, where Luke is

00:17:35.015 --> 00:17:37.200 align:middle line:84%
like, that stabilizer's
broken loose.

00:17:37.200 --> 00:17:38.650 align:middle line:90%
If you can, lock it down.

00:17:38.650 --> 00:17:40.845 align:middle line:84%
Every like second time
you get shot,

00:17:40.845 --> 00:17:42.260 align:middle line:90%
they play that recording.

00:17:42.260 --> 00:17:44.400 align:middle line:90%
[LAUGHTER]

00:17:44.400 --> 00:17:46.400 align:middle line:84%
And it just even like cut scene
you where this other

00:17:46.400 --> 00:17:49.530 align:middle line:84%
pilot is like, Luke, my
stabilizer's broken loose.

00:17:49.530 --> 00:17:52.400 align:middle line:84%
And he's like, see if you
can't have your R2

00:17:52.400 --> 00:17:52.880 align:middle line:90%
unit lock it down.

00:17:52.880 --> 00:17:55.770 align:middle line:90%
[LAUGHTER]

00:17:55.770 --> 00:18:01.560 align:middle line:84%
So yeah, I mean a good example
of the worst end is that game.

00:18:01.560 --> 00:18:04.670 align:middle line:90%
PROFESSOR: You can over do it.

00:18:04.670 --> 00:18:06.460 align:middle line:84%
I'm trying to remember
how the force works.

00:18:06.460 --> 00:18:10.097 align:middle line:84%
I think you can assemble LEGO
blocks from a distance in Star

00:18:10.097 --> 00:18:12.910 align:middle line:84%
Wars if you're playing
Obi-Wan.

00:18:12.910 --> 00:18:15.520 align:middle line:84%
It's kind of, "oooo." And
then, [UNINTELLIGIBLE].

00:18:15.520 --> 00:18:17.290 align:middle line:90%
AUDIENCE: [LAUGHTER]

00:18:17.290 --> 00:18:19.520 align:middle line:90%
PROFESSOR: Call Yoda.

00:18:19.520 --> 00:18:21.860 align:middle line:84%
Obviously, Darth Vader
is in there.

00:18:21.860 --> 00:18:24.050 align:middle line:84%
Darth Vader is in the first
cut scene, obviously.

00:18:24.050 --> 00:18:25.420 align:middle line:90%
AUDIENCE: Yoda is?

00:18:25.420 --> 00:18:27.120 align:middle line:90%
PROFESSOR: Yeah.

00:18:27.120 --> 00:18:29.030 align:middle line:84%
All the big characters have
got to be there, right?

00:18:29.030 --> 00:18:29.840 align:middle line:90%
You've got to have your Luke.

00:18:29.840 --> 00:18:31.210 align:middle line:90%
You've got to have your C-3PO.

00:18:31.210 --> 00:18:33.260 align:middle line:84%
And the interesting thing
about every LEGO game--

00:18:33.260 --> 00:18:36.710 align:middle line:84%
this is a nice mix between LEGO
and Star Wars is that you

00:18:36.710 --> 00:18:39.150 align:middle line:84%
can play any level with
any character.

00:18:39.150 --> 00:18:42.605 align:middle line:84%
So after you've beaten it once,
I think you unlock the

00:18:42.605 --> 00:18:45.440 align:middle line:84%
ability to swap characters in,
which is more of a LEGO kind

00:18:45.440 --> 00:18:46.090 align:middle line:90%
of thing, right?

00:18:46.090 --> 00:18:48.250 align:middle line:84%
I'm just going to take the
characters from the Harry

00:18:48.250 --> 00:18:51.130 align:middle line:84%
Potter set and put them in the
LEGO Star Wars game and see

00:18:51.130 --> 00:18:52.590 align:middle line:90%
what happens.

00:18:52.590 --> 00:18:55.290 align:middle line:84%
But that's one thing
that you get.

00:18:55.290 --> 00:18:56.550 align:middle line:84%
You get to unlock all
these characters.

00:18:56.550 --> 00:18:58.655 align:middle line:84%
So you can play the whole game
with [UNINTELLIGIBLE].

00:18:58.655 --> 00:19:03.400 align:middle line:90%


00:19:03.400 --> 00:19:05.110 align:middle line:84%
GUEST SPEAKER: You want
to add the locales?

00:19:05.110 --> 00:19:06.040 align:middle line:90%
[UNINTELLIGIBLE]

00:19:06.040 --> 00:19:06.220 align:middle line:90%
PROFESSOR: Oh yeah.

00:19:06.220 --> 00:19:07.470 align:middle line:90%
The locations.

00:19:07.470 --> 00:19:11.290 align:middle line:90%


00:19:11.290 --> 00:19:14.390 align:middle line:84%
At least some acknowledgment
that there is some sequence of

00:19:14.390 --> 00:19:15.820 align:middle line:90%
when people go to each locale.

00:19:15.820 --> 00:19:18.120 align:middle line:84%
GUEST SPEAKER: Yeah, the LEGO
games, in particular,

00:19:18.120 --> 00:19:21.040 align:middle line:84%
basically, follow the events of
the movies, specifically.

00:19:21.040 --> 00:19:23.700 align:middle line:84%
So it's like each separate event
in the movie is kind of

00:19:23.700 --> 00:19:26.410 align:middle line:90%
it's own level.

00:19:26.410 --> 00:19:28.340 align:middle line:84%
PROFESSOR: Mos Eisley
Cantina is one

00:19:28.340 --> 00:19:29.390 align:middle line:90%
chunk of this one level.

00:19:29.390 --> 00:19:32.752 align:middle line:84%
And you beat that, and you're
going to-- what happens after

00:19:32.752 --> 00:19:33.962 align:middle line:90%
the cantina?

00:19:33.962 --> 00:19:37.350 align:middle line:90%
[INTERPOSING VOICES]

00:19:37.350 --> 00:19:38.600 align:middle line:90%
Tatooine.

00:19:38.600 --> 00:19:40.840 align:middle line:90%


00:19:40.840 --> 00:19:43.170 align:middle line:84%
AUDIENCE: Probably in
some Death Star.

00:19:43.170 --> 00:19:44.110 align:middle line:90%
AUDIENCE: Death Star yeah.

00:19:44.110 --> 00:19:46.582 align:middle line:90%
PROFESSOR: Oh right, right.

00:19:46.582 --> 00:19:49.080 align:middle line:84%
I was going to say, someone
should invent a game where it

00:19:49.080 --> 00:19:51.554 align:middle line:90%
has all the LEGO games.

00:19:51.554 --> 00:19:52.462 align:middle line:84%
And you can any of the
characters, interchangably

00:19:52.462 --> 00:19:53.370 align:middle line:90%
between them.

00:19:53.370 --> 00:19:55.180 align:middle line:84%
PROFESSOR: Well, there's one
company that already has

00:19:55.180 --> 00:19:56.510 align:middle line:90%
technology for that.

00:19:56.510 --> 00:19:59.330 align:middle line:84%
And I would to see LEGO Star
Wars slash Indiana Jones.

00:19:59.330 --> 00:20:03.120 align:middle line:90%


00:20:03.120 --> 00:20:04.415 align:middle line:84%
Even better you can change
[UNINTELLIGIBLE]

00:20:04.415 --> 00:20:07.838 align:middle line:84%
Indiana Jones, which
is about it.

00:20:07.838 --> 00:20:09.332 align:middle line:84%
AUDIENCE: Like take
off the hat.

00:20:09.332 --> 00:20:09.830 align:middle line:90%
PROFESSOR: Blaster?

00:20:09.830 --> 00:20:12.330 align:middle line:90%
Whip!

00:20:12.330 --> 00:20:14.680 align:middle line:84%
One thing which these particular
games have done a

00:20:14.680 --> 00:20:16.110 align:middle line:84%
really good job with
is they'll always

00:20:16.110 --> 00:20:17.390 align:middle line:90%
bring the music over.

00:20:17.390 --> 00:20:20.090 align:middle line:84%
Actually, every single Star Wars
game has been very, very

00:20:20.090 --> 00:20:22.710 align:middle line:84%
careful about making sure that
it sounds like Star Wars.

00:20:22.710 --> 00:20:25.246 align:middle line:84%
The sound effects
and the music.

00:20:25.246 --> 00:20:26.560 align:middle line:90%
[INAUDIBLE]

00:20:26.560 --> 00:20:29.990 align:middle line:84%
A lot of it is actually
developed with the Lucas Arts

00:20:29.990 --> 00:20:33.680 align:middle line:84%
license, which is, obviously,
under the Lucas umbrella.

00:20:33.680 --> 00:20:37.090 align:middle line:84%
So it makes it a little
bit easier.

00:20:37.090 --> 00:20:43.860 align:middle line:84%
The company of the whole Lucas
family, Lucas Arts, Lucas Film

00:20:43.860 --> 00:20:47.940 align:middle line:84%
is actually really, really
tightly centrally controlled

00:20:47.940 --> 00:20:48.980 align:middle line:90%
by Lucas, himself.

00:20:48.980 --> 00:20:50.540 align:middle line:84%
Partly for quality control,
partly for

00:20:50.540 --> 00:20:53.570 align:middle line:90%
control freak issues.

00:20:53.570 --> 00:20:57.320 align:middle line:84%
In the end, what it does make it
really, really easy as for

00:20:57.320 --> 00:21:01.288 align:middle line:84%
say-- how many folks paid
for The Force Unleashed?

00:21:01.288 --> 00:21:02.212 align:middle line:84%
AUDIENCE: The live action
trailer was awesome.

00:21:02.212 --> 00:21:04.060 align:middle line:90%
The second one?

00:21:04.060 --> 00:21:06.186 align:middle line:84%
AUDIENCE: Oh, I haven't seen
live action trailer.

00:21:06.186 --> 00:21:08.222 align:middle line:84%
AUDIENCE: [UNINTELLIGIBLE] they
blend the in-game footage

00:21:08.222 --> 00:21:09.287 align:middle line:84%
and live action to get
back and forth.

00:21:09.287 --> 00:21:13.366 align:middle line:84%
And it's really hard to tell
where [UNINTELLIGIBLE].

00:21:13.366 --> 00:21:15.150 align:middle line:84%
PROFESSOR: I actually wonder
whether the character is

00:21:15.150 --> 00:21:17.170 align:middle line:84%
actually based on the case
of the real world.

00:21:17.170 --> 00:21:18.700 align:middle line:84%
AUDIENCE: It must be because
it's the exact same face.

00:21:18.700 --> 00:21:19.950 align:middle line:90%
PROFESSOR: OK.

00:21:19.950 --> 00:21:21.560 align:middle line:90%


00:21:21.560 --> 00:21:25.751 align:middle line:84%
A lot of the assets that are
used in the movies were

00:21:25.751 --> 00:21:27.190 align:middle line:90%
brought over into the game.

00:21:27.190 --> 00:21:29.920 align:middle line:84%
Obviously with with some tweaks
to make it run better

00:21:29.920 --> 00:21:31.380 align:middle line:90%
in the game.

00:21:31.380 --> 00:21:34.610 align:middle line:84%
A lot of stuff in the force
unleashed, like when you use

00:21:34.610 --> 00:21:37.859 align:middle line:84%
your force power and smash
things, which is actually most

00:21:37.859 --> 00:21:40.500 align:middle line:90%
of the game, if I recall.

00:21:40.500 --> 00:21:43.040 align:middle line:84%
A lot of that same technology
is actually technology that

00:21:43.040 --> 00:21:46.610 align:middle line:84%
they use in the films to
simulate things being smashed.

00:21:46.610 --> 00:21:49.970 align:middle line:84%
That being said, that particular
example is probably

00:21:49.970 --> 00:21:52.310 align:middle line:84%
not even a good instance of
something that any player is

00:21:52.310 --> 00:21:52.710 align:middle line:90%
going to notice.

00:21:52.710 --> 00:21:55.410 align:middle line:84%
It's like, why do I care that
things that are breaking in

00:21:55.410 --> 00:21:58.380 align:middle line:84%
the game, break exactly the
same way in the movie?

00:21:58.380 --> 00:21:59.630 align:middle line:90%
But they do.

00:21:59.630 --> 00:22:02.550 align:middle line:90%


00:22:02.550 --> 00:22:04.230 align:middle line:84%
More usefully you
see art assets.

00:22:04.230 --> 00:22:08.055 align:middle line:84%
You see the same concept art
moving between the games,

00:22:08.055 --> 00:22:08.960 align:middle line:90%
moving smoothly.

00:22:08.960 --> 00:22:11.730 align:middle line:84%
Traveller's Tales is actually
an illegal Star Wars game.

00:22:11.730 --> 00:22:14.080 align:middle line:84%
They're a little bit
further out.

00:22:14.080 --> 00:22:15.580 align:middle line:84%
Obviously, those are
third party.

00:22:15.580 --> 00:22:17.390 align:middle line:84%
Those are separate from
the Lucas family.

00:22:17.390 --> 00:22:21.340 align:middle line:84%
They had to actually license
both LEGO and Star Wars.

00:22:21.340 --> 00:22:24.050 align:middle line:84%
But they already had a
relationship with Star Wars.

00:22:24.050 --> 00:22:25.350 align:middle line:90%
[UNINTELLIGIBLE]

00:22:25.350 --> 00:22:28.445 align:middle line:84%
So it was a little bit easier
for them to negotiate that.

00:22:28.445 --> 00:22:31.790 align:middle line:84%
And as a game developer issue
issue, I believe, with the

00:22:31.790 --> 00:22:33.810 align:middle line:84%
[UNINTELLIGIBLE] and how they
actually managed that.

00:22:33.810 --> 00:22:39.500 align:middle line:90%


00:22:39.500 --> 00:22:42.880 align:middle line:84%
Again, they're going to
be very, very capital.

00:22:42.880 --> 00:22:45.308 align:middle line:84%
Even though it's not Lucas's own
company, they're going to

00:22:45.308 --> 00:22:49.060 align:middle line:84%
be very, very capital and at
least matching up with Lucas's

00:22:49.060 --> 00:22:51.660 align:middle line:90%
control of the product.

00:22:51.660 --> 00:22:55.440 align:middle line:84%
And if you're a developer
working with a license, often,

00:22:55.440 --> 00:22:58.590 align:middle line:84%
it's just a long process of just
earning trust back from

00:22:58.590 --> 00:23:01.090 align:middle line:90%
the original license holders.

00:23:01.090 --> 00:23:01.580 align:middle line:90%
[? Jason Beam ?]

00:23:01.580 --> 00:23:04.130 align:middle line:84%
is actually a partner
entering this lab.

00:23:04.130 --> 00:23:09.900 align:middle line:84%
And he used to work with THQ,
which made a lot of DS and Wii

00:23:09.900 --> 00:23:15.560 align:middle line:84%
titles, specifically on Disney
and Pixar products.

00:23:15.560 --> 00:23:19.330 align:middle line:84%
One problem with the DS is that
it doesn't have a huge

00:23:19.330 --> 00:23:23.500 align:middle line:84%
amount of 3D processing
quality.

00:23:23.500 --> 00:23:27.334 align:middle line:84%
Whereas, obviously Pixar movies
have all the power in

00:23:27.334 --> 00:23:30.060 align:middle line:84%
the world to do awesome
looking 3D.

00:23:30.060 --> 00:23:33.080 align:middle line:84%
So some of the tricks that they
have to do to be able to

00:23:33.080 --> 00:23:34.650 align:middle line:90%
get the characters--

00:23:34.650 --> 00:23:39.990 align:middle line:84%
to be faithful to the characters
in the movie are

00:23:39.990 --> 00:23:40.890 align:middle line:90%
kind of interesting.

00:23:40.890 --> 00:23:44.660 align:middle line:84%
So the folks who work
for Pixar films--

00:23:44.660 --> 00:23:47.460 align:middle line:84%
a lot of them have these opening
and closing sequences

00:23:47.460 --> 00:23:50.410 align:middle line:84%
that are actually animated in
completely different style.

00:23:50.410 --> 00:23:52.835 align:middle line:84%
Maybe it's hand drawn, maybe
it's paper cutouts.

00:23:52.835 --> 00:23:55.540 align:middle line:90%


00:23:55.540 --> 00:23:59.306 align:middle line:84%
And those are still emblematic
of Pixar style, even though

00:23:59.306 --> 00:24:03.600 align:middle line:84%
they're not super 3D,
realistically rendered.

00:24:03.600 --> 00:24:07.340 align:middle line:84%
And a lot of DS games that
[? Jason Beam ?] worked out

00:24:07.340 --> 00:24:08.480 align:middle line:90%
will use those tricks.

00:24:08.480 --> 00:24:09.360 align:middle line:90%
They'll make a game.

00:24:09.360 --> 00:24:12.220 align:middle line:84%
Instead of making it look like
it's all 3D, you can make it

00:24:12.220 --> 00:24:16.690 align:middle line:84%
look like it's all cut out of
cardboard because that's part

00:24:16.690 --> 00:24:18.400 align:middle line:90%
of the movies.

00:24:18.400 --> 00:24:20.985 align:middle line:84%
And the DS has a much easier
time with that.

00:24:20.985 --> 00:24:23.780 align:middle line:90%


00:24:23.780 --> 00:24:27.430 align:middle line:84%
One thing that's kind of useful
when you're thinking

00:24:27.430 --> 00:24:31.580 align:middle line:84%
about what to take from a
franchise or license is to

00:24:31.580 --> 00:24:37.920 align:middle line:84%
look at the verbs that come
out from that franchise.

00:24:37.920 --> 00:24:39.290 align:middle line:90%
I think we have enough time.

00:24:39.290 --> 00:24:44.320 align:middle line:84%
I'd like to do an exercise where
we pick out a franchise.

00:24:44.320 --> 00:24:48.860 align:middle line:84%
And you just try to come up
with a bunch of verbs that

00:24:48.860 --> 00:24:52.820 align:middle line:84%
make that franchise unique or at
least you expect to see in

00:24:52.820 --> 00:24:55.010 align:middle line:90%
a franchise.

00:24:55.010 --> 00:24:56.520 align:middle line:90%
But I'd like some examples.

00:24:56.520 --> 00:24:59.490 align:middle line:84%
I'm going to just start with
movies and see if you can get

00:24:59.490 --> 00:25:03.740 align:middle line:84%
at least one that everyone's
fairly familiar with.

00:25:03.740 --> 00:25:07.375 align:middle line:84%
And if not, then I'll try books
or other kinds of media

00:25:07.375 --> 00:25:08.310 align:middle line:90%
properties.

00:25:08.310 --> 00:25:11.080 align:middle line:84%
Anyone want to throw out a movie
that maybe everyone in

00:25:11.080 --> 00:25:13.250 align:middle line:90%
here should be familiar with?

00:25:13.250 --> 00:25:14.340 align:middle line:90%
AUDIENCE: Independence Day.

00:25:14.340 --> 00:25:15.810 align:middle line:90%
PROFESSOR: Independence Day?

00:25:15.810 --> 00:25:19.180 align:middle line:84%
Has anyone not seen
Independence Day?

00:25:19.180 --> 00:25:20.430 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:25:20.430 --> 00:25:22.180 align:middle line:90%


00:25:22.180 --> 00:25:24.180 align:middle line:84%
PROFESSOR: Actually, let's
just throw out a few

00:25:24.180 --> 00:25:25.180 align:middle line:90%
brainstorming ideas.

00:25:25.180 --> 00:25:26.180 align:middle line:90%
There's Independence Day.

00:25:26.180 --> 00:25:27.430 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:25:27.430 --> 00:25:29.320 align:middle line:90%


00:25:29.320 --> 00:25:32.542 align:middle line:84%
PROFESSOR: I'm going
to go this way.

00:25:32.542 --> 00:25:34.957 align:middle line:84%
AUDIENCE: Ferris Bueller's
Day Off.

00:25:34.957 --> 00:25:36.406 align:middle line:90%
AUDIENCE: Twilight.

00:25:36.406 --> 00:25:37.800 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:25:37.800 --> 00:25:39.910 align:middle line:90%
AUDIENCE: Lord of the Rings.

00:25:39.910 --> 00:25:40.640 align:middle line:90%
AUDIENCE: Inception.

00:25:40.640 --> 00:25:42.530 align:middle line:90%
AUDIENCE: Iron Man.

00:25:42.530 --> 00:25:43.310 align:middle line:90%
AUDIENCE: The Matrix.

00:25:43.310 --> 00:25:43.520 align:middle line:90%
PROFESSOR: OK.

00:25:43.520 --> 00:25:44.350 align:middle line:90%
We hit some in there.

00:25:44.350 --> 00:25:46.240 align:middle line:84%
And I think that's all
I can remember.

00:25:46.240 --> 00:25:52.036 align:middle line:84%
So Inception, Iron Man, The
Matrix, Ferris Bueller's Day

00:25:52.036 --> 00:25:58.330 align:middle line:84%
Off, Independence Day, Twilight,
Lord of the Rings.

00:25:58.330 --> 00:26:00.900 align:middle line:84%
AUDIENCE: I've never
seen Twilight.

00:26:00.900 --> 00:26:02.140 align:middle line:90%
I'm going to pick Inception.

00:26:02.140 --> 00:26:04.194 align:middle line:90%
Who has not seen Inception?

00:26:04.194 --> 00:26:05.150 align:middle line:90%
AUDIENCE: You should.

00:26:05.150 --> 00:26:06.460 align:middle line:84%
PROFESSOR: You haven't
seen Inception?

00:26:06.460 --> 00:26:08.020 align:middle line:90%
[INTERPOSING VOICES]

00:26:08.020 --> 00:26:10.310 align:middle line:84%
PROFESSOR: Which
have you seen?

00:26:10.310 --> 00:26:14.266 align:middle line:84%
AUDIENCE: I've seen all
the other ones.

00:26:14.266 --> 00:26:15.700 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:26:15.700 --> 00:26:19.524 align:middle line:84%
PROFESSOR: My problem with The
Matrix [UNINTELLIGIBLE].

00:26:19.524 --> 00:26:21.030 align:middle line:84%
AUDIENCE: Has everyone seen
Ferris Bueller's Day Off?

00:26:21.030 --> 00:26:22.464 align:middle line:90%
AUDIENCE: Nope.

00:26:22.464 --> 00:26:23.420 align:middle line:90%
AUDIENCE: Have you seen it?

00:26:23.420 --> 00:26:24.376 align:middle line:90%
AUDIENCE: Nope.

00:26:24.376 --> 00:26:25.626 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:26:25.626 --> 00:26:28.210 align:middle line:90%


00:26:28.210 --> 00:26:28.750 align:middle line:90%
AUDIENCE: Monty Python, yeah.

00:26:28.750 --> 00:26:29.930 align:middle line:90%
PROFESSOR: Monty Python?

00:26:29.930 --> 00:26:31.480 align:middle line:84%
Does anyone not know
Monty Python?

00:26:31.480 --> 00:26:32.170 align:middle line:90%
AUDIENCE: Wait--

00:26:32.170 --> 00:26:33.150 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:26:33.150 --> 00:26:34.980 align:middle line:90%
AUDIENCE: --Holy Grail.

00:26:34.980 --> 00:26:35.550 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:26:35.550 --> 00:26:36.535 align:middle line:90%
AUDIENCE: Home Alone.

00:26:36.535 --> 00:26:37.785 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:26:37.785 --> 00:26:40.840 align:middle line:90%


00:26:40.840 --> 00:26:42.562 align:middle line:84%
PROFESSOR: There might have been
a Home Alone game, but I

00:26:42.562 --> 00:26:44.540 align:middle line:90%
bet no one here has played it.

00:26:44.540 --> 00:26:45.500 align:middle line:90%
AUDIENCE: I have.

00:26:45.500 --> 00:26:46.460 align:middle line:90%
AUDIENCE: [LAUGHTER]

00:26:46.460 --> 00:26:48.860 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:26:48.860 --> 00:26:50.620 align:middle line:90%
PROFESSOR: That is impressive.

00:26:50.620 --> 00:26:52.470 align:middle line:84%
AUDIENCE: They're for the
original Game Boy.

00:26:52.470 --> 00:26:54.000 align:middle line:90%
PROFESSOR: Oh, okay.

00:26:54.000 --> 00:26:54.950 align:middle line:84%
AUDIENCE: It's actually one of
the first Game Boy games my

00:26:54.950 --> 00:26:56.090 align:middle line:90%
brother ever got.

00:26:56.090 --> 00:26:56.410 align:middle line:90%
AUDIENCE: That's old.

00:26:56.410 --> 00:26:57.930 align:middle line:90%
AUDIENCE: Yeah.

00:26:57.930 --> 00:27:00.566 align:middle line:90%
PROFESSOR: OK.

00:27:00.566 --> 00:27:03.068 align:middle line:84%
Let me try Lord of the Rings but
maybe a specific Lord of

00:27:03.068 --> 00:27:04.695 align:middle line:90%
the Rings movie.

00:27:04.695 --> 00:27:15.440 align:middle line:90%
AUDIENCE: [TRANSPOSING VOICES]

00:27:15.440 --> 00:27:15.910 align:middle line:90%
AUDIENCE: --The Matrix.

00:27:15.910 --> 00:27:17.550 align:middle line:90%
How about The Matrix.

00:27:17.550 --> 00:27:18.955 align:middle line:84%
PROFESSOR: No, the problem with
The Matrix is that there

00:27:18.955 --> 00:27:21.238 align:middle line:90%
are too many games on it.

00:27:21.238 --> 00:27:23.720 align:middle line:90%
AUDIENCE: The Two Towers?

00:27:23.720 --> 00:27:25.580 align:middle line:84%
PROFESSOR: I'm really curious
about Ferris Bueller's

00:27:25.580 --> 00:27:29.265 align:middle line:90%
Day Off as a game.

00:27:29.265 --> 00:27:33.050 align:middle line:84%
If somebody would like to
volunteer a quick summary of

00:27:33.050 --> 00:27:35.776 align:middle line:84%
what Ferris Bueller's
Day Off is about?

00:27:35.776 --> 00:27:37.060 align:middle line:90%
AUDIENCE: Which is Matthew --

00:27:37.060 --> 00:27:38.980 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:27:38.980 --> 00:27:39.500 align:middle line:90%
AUDIENCE: Well, OK.

00:27:39.500 --> 00:27:42.540 align:middle line:84%
So the basic idea is the main
character is Ferris Bueller

00:27:42.540 --> 00:27:45.390 align:middle line:90%
played by Matthew Broderick.

00:27:45.390 --> 00:27:51.710 align:middle line:84%
The idea is that he's the
infamously super popular like

00:27:51.710 --> 00:27:53.850 align:middle line:90%
class clown kid in school.

00:27:53.850 --> 00:27:58.420 align:middle line:84%
And he decides to just play
hooky with, essentially, his

00:27:58.420 --> 00:28:00.200 align:middle line:84%
girlfriend and his
best friend.

00:28:00.200 --> 00:28:03.130 align:middle line:84%
And the whole movie is them
going around the city getting

00:28:03.130 --> 00:28:07.240 align:middle line:84%
into wacky misadventures while
the principal tries to catch

00:28:07.240 --> 00:28:09.620 align:middle line:84%
him playing hooky because
he hates him.

00:28:09.620 --> 00:28:12.130 align:middle line:90%


00:28:12.130 --> 00:28:12.925 align:middle line:90%
AUDIENCE: That is awesome.

00:28:12.925 --> 00:28:15.050 align:middle line:90%
AUDIENCE: It is incredible.

00:28:15.050 --> 00:28:18.942 align:middle line:84%
PROFESSOR: So actually that
white board would be--

00:28:18.942 --> 00:28:21.498 align:middle line:84%
AUDIENCE: Has anyone heard the
Fight Club theory on Ferris

00:28:21.498 --> 00:28:21.864 align:middle line:90%
Bueller's Day Off?

00:28:21.864 --> 00:28:23.325 align:middle line:90%
AUDIENCE: No.

00:28:23.325 --> 00:28:23.812 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:28:23.812 --> 00:28:25.273 align:middle line:84%
AUDIENCE: Ferris Bueller
and his best friend.

00:28:25.273 --> 00:28:25.760 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

00:28:25.760 --> 00:28:26.880 align:middle line:90%
AUDIENCE: Yeah, Cameron.

00:28:26.880 --> 00:28:31.110 align:middle line:90%
AUDIENCE: [LAUGHTER]

00:28:31.110 --> 00:28:33.296 align:middle line:84%
PROFESSOR: I'm going to
stand at this screen.

00:28:33.296 --> 00:28:34.070 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:28:34.070 --> 00:28:35.870 align:middle line:84%
AUDIENCE: Wait, who hasn't
seen Fight Club.

00:28:35.870 --> 00:28:36.870 align:middle line:90%
AUDIENCE: Oh, Fight Club.

00:28:36.870 --> 00:28:38.370 align:middle line:90%
That's a pretty good movie.

00:28:38.370 --> 00:28:40.370 align:middle line:84%
AUDIENCE: Has everyone
seen Fight Club?

00:28:40.370 --> 00:28:42.370 align:middle line:90%
That's another one.

00:28:42.370 --> 00:28:43.620 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:28:43.620 --> 00:28:47.870 align:middle line:90%


00:28:47.870 --> 00:28:50.180 align:middle line:84%
PROFESSOR: --because I think,
that game would have

00:28:50.180 --> 00:28:53.472 align:middle line:84%
benefitted from the exercise
that we're about to do.

00:28:53.472 --> 00:28:54.722 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:28:54.722 --> 00:28:59.120 align:middle line:90%


00:28:59.120 --> 00:28:59.780 align:middle line:84%
AUDIENCE: Like do
both controllers

00:28:59.780 --> 00:29:00.890 align:middle line:90%
control the same character?

00:29:00.890 --> 00:29:03.330 align:middle line:90%
AUDIENCE: [LAUGHTER]

00:29:03.330 --> 00:29:04.580 align:middle line:84%
AUDIENCE: That's some Metal Gear
Solid stuff right there.

00:29:04.580 --> 00:29:07.880 align:middle line:90%


00:29:07.880 --> 00:29:10.325 align:middle line:84%
AUDIENCE: Psycho
[UNINTELLIGIBLE].

00:29:10.325 --> 00:29:11.575 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:29:11.575 --> 00:29:17.690 align:middle line:90%


00:29:17.690 --> 00:29:21.230 align:middle line:84%
PROFESSOR: So I just got to
bring out the note pad thing.

00:29:21.230 --> 00:29:24.370 align:middle line:84%
And I want people to start
thinking about verbs.

00:29:24.370 --> 00:29:29.054 align:middle line:84%
What are the verbs that
make Ferris Bueller's

00:29:29.054 --> 00:29:30.710 align:middle line:90%
Day Off kind of unique?

00:29:30.710 --> 00:29:35.544 align:middle line:84%
Or really that's what you think
of when you think of

00:29:35.544 --> 00:29:36.950 align:middle line:90%
Ferris Bueller's Day Off?

00:29:36.950 --> 00:29:37.830 align:middle line:90%
AUDIENCE: Verbs?

00:29:37.830 --> 00:29:38.260 align:middle line:90%
PROFESSOR: Yeah, verbs.

00:29:38.260 --> 00:29:39.980 align:middle line:90%
What do they do?

00:29:39.980 --> 00:29:41.610 align:middle line:90%
What do the characters do?

00:29:41.610 --> 00:29:42.498 align:middle line:90%
AUDIENCE: Bad karoake.

00:29:42.498 --> 00:29:44.670 align:middle line:90%
PROFESSOR: [UNINTELLIGIBLE]

00:29:44.670 --> 00:29:45.580 align:middle line:90%
AUDIENCE: Bad Karoake.

00:29:45.580 --> 00:29:46.300 align:middle line:90%
AUDIENCE: Sing.

00:29:46.300 --> 00:29:47.550 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:29:47.550 --> 00:29:55.600 align:middle line:90%


00:29:55.600 --> 00:29:57.050 align:middle line:84%
PROFESSOR: Let me make sure
we've got [UNINTELLIGIBLE].

00:29:57.050 --> 00:29:57.430 align:middle line:90%
AUDIENCE: Live life.

00:29:57.430 --> 00:29:57.810 align:middle line:90%
AUDIENCE: Lie.

00:29:57.810 --> 00:29:59.060 align:middle line:90%
They lie.

00:29:59.060 --> 00:30:02.040 align:middle line:90%


00:30:02.040 --> 00:30:02.395 align:middle line:90%
PROFESSOR: OK.

00:30:02.395 --> 00:30:05.850 align:middle line:90%
So they sing.

00:30:05.850 --> 00:30:08.072 align:middle line:90%
They deceive or lie.

00:30:08.072 --> 00:30:09.800 align:middle line:90%
AUDIENCE: They run.

00:30:09.800 --> 00:30:10.750 align:middle line:90%
PROFESSOR: They run?

00:30:10.750 --> 00:30:11.570 align:middle line:90%
AUDIENCE: Elude.

00:30:11.570 --> 00:30:14.690 align:middle line:90%
[LAUGHTER]

00:30:14.690 --> 00:30:15.800 align:middle line:84%
PROFESSOR: They definitely
elude.

00:30:15.800 --> 00:30:17.050 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:30:17.050 --> 00:30:21.630 align:middle line:90%


00:30:21.630 --> 00:30:23.490 align:middle line:90%
AUDIENCE: They drive.

00:30:23.490 --> 00:30:25.340 align:middle line:90%
AUDIENCE: Destroy.

00:30:25.340 --> 00:30:27.250 align:middle line:84%
AUDIENCE: They
[UNINTELLIGIBLE PHRASE].

00:30:27.250 --> 00:30:27.930 align:middle line:90%
They trick.

00:30:27.930 --> 00:30:29.630 align:middle line:90%
AUDIENCE: They trick?

00:30:29.630 --> 00:30:32.060 align:middle line:90%
That's deceive.

00:30:32.060 --> 00:30:33.340 align:middle line:84%
AUDIENCE: [UNINTELLIGIBLE]
be spontaneous.

00:30:33.340 --> 00:30:34.610 align:middle line:84%
PROFESSOR: They be
spontaneous.

00:30:34.610 --> 00:30:36.970 align:middle line:90%
AUDIENCE: [LAUGHTER]

00:30:36.970 --> 00:30:38.220 align:middle line:90%
PROFESSOR: They improvise.

00:30:38.220 --> 00:30:40.490 align:middle line:90%


00:30:40.490 --> 00:30:42.050 align:middle line:90%
AUDIENCE: They get in trouble.

00:30:42.050 --> 00:30:43.490 align:middle line:84%
PROFESSOR: They get
in trouble.

00:30:43.490 --> 00:30:46.390 align:middle line:84%
There's not a real
verb for that.

00:30:46.390 --> 00:30:47.378 align:middle line:84%
AUDIENCE: And get
out of trouble.

00:30:47.378 --> 00:30:47.876 align:middle line:90%
AUDIENCE: They mischief.

00:30:47.876 --> 00:30:49.868 align:middle line:90%
AUDIENCE: [LAUGHTER]

00:30:49.868 --> 00:30:51.660 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:30:51.660 --> 00:30:52.990 align:middle line:84%
PROFESSOR: Well, mischief
is a word that should

00:30:52.990 --> 00:30:54.510 align:middle line:90%
probably be in there.

00:30:54.510 --> 00:30:57.266 align:middle line:84%
That might be an actually a back
of the box or tagline.

00:30:57.266 --> 00:30:59.560 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

00:30:59.560 --> 00:31:01.470 align:middle line:90%
What else?

00:31:01.470 --> 00:31:02.970 align:middle line:90%
Anything else they do there?

00:31:02.970 --> 00:31:03.970 align:middle line:90%
AUDIENCE: They hide.

00:31:03.970 --> 00:31:04.970 align:middle line:90%
PROFESSOR: They hide?

00:31:04.970 --> 00:31:06.470 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

00:31:06.470 --> 00:31:07.880 align:middle line:90%
PROFESSOR: Hide, run, elude.

00:31:07.880 --> 00:31:09.540 align:middle line:90%
Those kind of [UNINTELLIGIBLE].

00:31:09.540 --> 00:31:10.330 align:middle line:90%
AUDIENCE: Exploit maybe?

00:31:10.330 --> 00:31:10.600 align:middle line:90%
PROFESSOR: Exploit?

00:31:10.600 --> 00:31:12.444 align:middle line:84%
AUDIENCE: Yeah, they
take advantage.

00:31:12.444 --> 00:31:16.030 align:middle line:90%


00:31:16.030 --> 00:31:17.510 align:middle line:90%
PROFESSOR: OK.

00:31:17.510 --> 00:31:19.400 align:middle line:90%
They exploit [UNINTELLIGIBLE].

00:31:19.400 --> 00:31:21.130 align:middle line:90%
AUDIENCE: They impress.

00:31:21.130 --> 00:31:23.520 align:middle line:90%
PROFESSOR: They impress.

00:31:23.520 --> 00:31:25.911 align:middle line:90%
AUDIENCE: Relax.

00:31:25.911 --> 00:31:26.700 align:middle line:90%
AUDIENCE: That's good.

00:31:26.700 --> 00:31:27.682 align:middle line:90%
At some point they relax.

00:31:27.682 --> 00:31:29.650 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES.

00:31:29.650 --> 00:31:31.905 align:middle line:84%
PROFESSOR: One guy
is very relaxed.

00:31:31.905 --> 00:31:32.650 align:middle line:90%
AUDIENCE: They kiss.

00:31:32.650 --> 00:31:34.171 align:middle line:90%
PROFESSOR: They kiss.

00:31:34.171 --> 00:31:36.095 align:middle line:90%
AUDIENCE: They hack.

00:31:36.095 --> 00:31:38.005 align:middle line:84%
PROFESSOR: Do they hack
into a computer?

00:31:38.005 --> 00:31:39.830 align:middle line:84%
AUDIENCE: Into the
school computer.

00:31:39.830 --> 00:31:40.790 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:31:40.790 --> 00:31:40.958 align:middle line:90%
PROFESSOR: Oh yeah.

00:31:40.958 --> 00:31:41.810 align:middle line:90%
I forgot about that.

00:31:41.810 --> 00:31:43.190 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:31:43.190 --> 00:31:45.030 align:middle line:84%
AUDIENCE: It's going to take
a little bit more interest.

00:31:45.030 --> 00:31:47.540 align:middle line:90%
AUDIENCE: [LAUGHTER]

00:31:47.540 --> 00:31:48.450 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:31:48.450 --> 00:31:51.725 align:middle line:84%
PROFESSOR: The school has
a [UNINTELLIGIBLE]

00:31:51.725 --> 00:31:52.110 align:middle line:90%
That's too easy.

00:31:52.110 --> 00:31:53.780 align:middle line:90%
There's a movie about that.

00:31:53.780 --> 00:31:55.030 align:middle line:84%
AUDIENCE:
[UNINTELLIGIBLE PHRASE].

00:31:55.030 --> 00:32:00.340 align:middle line:90%


00:32:00.340 --> 00:32:01.512 align:middle line:90%
AUDIENCE: That's War Games.

00:32:01.512 --> 00:32:03.230 align:middle line:90%
AUDIENCE: You ruined it.

00:32:03.230 --> 00:32:03.960 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:32:03.960 --> 00:32:04.155 align:middle line:90%
PROFESSOR: Let's see.

00:32:04.155 --> 00:32:05.591 align:middle line:90%
What else?

00:32:05.591 --> 00:32:06.962 align:middle line:90%
AUDIENCE: It's a classic line.

00:32:06.962 --> 00:32:07.680 align:middle line:90%
[UNINTELLIGIBLE]

00:32:07.680 --> 00:32:08.950 align:middle line:84%
PROFESSOR: Do they ever
support each other?

00:32:08.950 --> 00:32:12.476 align:middle line:84%
Or do they just stress
each other out?

00:32:12.476 --> 00:32:15.710 align:middle line:84%
AUDIENCE: They may just
stress each other out.

00:32:15.710 --> 00:32:17.100 align:middle line:90%
AUDIENCE: They plan.

00:32:17.100 --> 00:32:18.030 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:32:18.030 --> 00:32:18.136 align:middle line:90%
AUDIENCE: Scheme.

00:32:18.136 --> 00:32:19.350 align:middle line:90%
No, they scheme.

00:32:19.350 --> 00:32:20.260 align:middle line:90%
AUDIENCE: Scheme.

00:32:20.260 --> 00:32:23.120 align:middle line:84%
AUDIENCE: Scheme is so much
better than plan.

00:32:23.120 --> 00:32:26.720 align:middle line:84%
AUDIENCE: I don't like these
negative words for him.

00:32:26.720 --> 00:32:28.320 align:middle line:84%
PROFESSOR: This may not be what
the main characters do,

00:32:28.320 --> 00:32:31.920 align:middle line:90%
but they campaign.

00:32:31.920 --> 00:32:33.790 align:middle line:84%
They run a campaign
to save Ferris.

00:32:33.790 --> 00:32:36.330 align:middle line:90%


00:32:36.330 --> 00:32:40.502 align:middle line:84%
So the idea is that Ferris is
basically pretending that he's

00:32:40.502 --> 00:32:42.410 align:middle line:90%
deathly ill.

00:32:42.410 --> 00:32:45.560 align:middle line:84%
And so a bunch of the students
in the school are running a

00:32:45.560 --> 00:32:48.657 align:middle line:84%
campaign to raise funds for
his medical expenses.

00:32:48.657 --> 00:32:49.116 align:middle line:84%
AUDIENCE: Well, everyone
says it.

00:32:49.116 --> 00:32:52.330 align:middle line:84%
Like the police station says,
tell your brother feel better.

00:32:52.330 --> 00:32:57.215 align:middle line:84%
And also the water tower has
Save Ferris printed on it.

00:32:57.215 --> 00:32:57.660 align:middle line:90%
[UNINTELLIGIBLE]

00:32:57.660 --> 00:32:58.910 align:middle line:90%
PROFESSOR: Yeah.

00:32:58.910 --> 00:33:01.330 align:middle line:90%


00:33:01.330 --> 00:33:04.810 align:middle line:84%
And you can think about what
those verbs associated with

00:33:04.810 --> 00:33:06.890 align:middle line:84%
like putting signs
up and painting.

00:33:06.890 --> 00:33:09.767 align:middle line:90%


00:33:09.767 --> 00:33:13.450 align:middle line:84%
And if you look at this
list, the list can

00:33:13.450 --> 00:33:15.194 align:middle line:90%
probably get much longer.

00:33:15.194 --> 00:33:18.570 align:middle line:84%
But this is a fairly
unique collection.

00:33:18.570 --> 00:33:21.230 align:middle line:84%
Maybe it's all unique if you
compare it to other, sort of,

00:33:21.230 --> 00:33:22.790 align:middle line:90%
hijinks movies.

00:33:22.790 --> 00:33:25.510 align:middle line:84%
But it's not like we've had
a lot of video games, in

00:33:25.510 --> 00:33:28.390 align:middle line:84%
particular, that are
in that game.

00:33:28.390 --> 00:33:33.390 align:middle line:84%
And we probably should have
because it sounds like it's

00:33:33.390 --> 00:33:36.330 align:middle line:84%
going to be a heck
of a lot of fun.

00:33:36.330 --> 00:33:40.460 align:middle line:84%
Actually, the one theme that
reminds me of this is actually

00:33:40.460 --> 00:33:43.060 align:middle line:84%
Bully, which was released
by Rockstar.

00:33:43.060 --> 00:33:44.620 align:middle line:84%
Where you sort of
do these things.

00:33:44.620 --> 00:33:46.490 align:middle line:90%
But it's much more vengeful.

00:33:46.490 --> 00:33:52.710 align:middle line:84%
It's much more I'm going to show
the other bullies in the

00:33:52.710 --> 00:33:55.470 align:middle line:90%
school how [UNINTELLIGIBLE].

00:33:55.470 --> 00:33:58.090 align:middle line:84%
Whereas this one is kind
of more good natured.

00:33:58.090 --> 00:34:00.197 align:middle line:90%
They parade.

00:34:00.197 --> 00:34:01.447 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

00:34:01.447 --> 00:34:04.020 align:middle line:90%


00:34:04.020 --> 00:34:05.580 align:middle line:84%
AUDIENCE: [UNINTELLIGIBLE]
is also part of the

00:34:05.580 --> 00:34:06.850 align:middle line:90%
singing badly part.

00:34:06.850 --> 00:34:07.410 align:middle line:90%
PROFESSOR: Yeah.

00:34:07.410 --> 00:34:08.340 align:middle line:84%
AUDIENCE: You get the girlfriend
and then they sing

00:34:08.340 --> 00:34:09.629 align:middle line:90%
[UNINTELLIGIBLE]

00:34:09.629 --> 00:34:11.310 align:middle line:84%
PROFESSOR: But singing badly
wouldn't have the same impact

00:34:11.310 --> 00:34:12.900 align:middle line:84%
if there wasn't a brass
band behind him.

00:34:12.900 --> 00:34:15.760 align:middle line:90%


00:34:15.760 --> 00:34:19.360 align:middle line:84%
So you can think about how any
of these verbs-- and we've

00:34:19.360 --> 00:34:21.850 align:middle line:84%
done this exercise by taking
verbs and turning them into

00:34:21.850 --> 00:34:23.550 align:middle line:90%
game mechanics before.

00:34:23.550 --> 00:34:25.912 align:middle line:84%
And you can think about how
any of these verbs could

00:34:25.912 --> 00:34:27.162 align:middle line:84%
actually be turned
into a game.

00:34:27.162 --> 00:34:29.580 align:middle line:90%


00:34:29.580 --> 00:34:32.944 align:middle line:84%
Kiss might be a goal or it might
be a rule, a mechanic,

00:34:32.944 --> 00:34:36.020 align:middle line:84%
to be able to accomplish
something.

00:34:36.020 --> 00:34:37.389 align:middle line:90%
Parade might be a setting.

00:34:37.389 --> 00:34:41.785 align:middle line:84%
Campaign might be a collection
of mechanics that feed off

00:34:41.785 --> 00:34:42.150 align:middle line:90%
each other.

00:34:42.150 --> 00:34:44.229 align:middle line:84%
It could be a whole system that
tells you how successful

00:34:44.229 --> 00:34:46.340 align:middle line:84%
your Save Ferris campaign
is going.

00:34:46.340 --> 00:34:47.565 align:middle line:84%
You could make a game that's
just all about saving Ferris,

00:34:47.565 --> 00:34:50.570 align:middle line:84%
as opposed to playing Ferris
Bueller himself.

00:34:50.570 --> 00:34:56.020 align:middle line:90%


00:34:56.020 --> 00:35:00.070 align:middle line:84%
And that's kind of one exercise
that you can do when

00:35:00.070 --> 00:35:02.690 align:middle line:84%
you're thinking about your
reward systems and all the

00:35:02.690 --> 00:35:04.810 align:middle line:84%
systems that you guys have
[UNINTELLIGIBLE] as far as I

00:35:04.810 --> 00:35:06.050 align:middle line:90%
can recall.

00:35:06.050 --> 00:35:08.860 align:middle line:84%
You don't have to worry about
licensing the idea.

00:35:08.860 --> 00:35:10.880 align:middle line:84%
But you're basically working
with a real live franchise.

00:35:10.880 --> 00:35:14.880 align:middle line:84%
And if you're doing something
based on political diplomacy

00:35:14.880 --> 00:35:19.040 align:middle line:84%
or something like that, then
there are real life source

00:35:19.040 --> 00:35:21.345 align:middle line:84%
material things that you're
trying to be faithful to.

00:35:21.345 --> 00:35:22.940 align:middle line:84%
And going through
this exercise--

00:35:22.940 --> 00:35:23.860 align:middle line:90%
OK.

00:35:23.860 --> 00:35:26.890 align:middle line:84%
What are all the verbs in this
idea that we're working with?

00:35:26.890 --> 00:35:28.110 align:middle line:90%
This isn't going to work--

00:35:28.110 --> 00:35:29.710 align:middle line:90%
What do people actually do?

00:35:29.710 --> 00:35:33.142 align:middle line:84%
It's a good exercise to be able
to try to be faithful to

00:35:33.142 --> 00:35:34.830 align:middle line:90%
[UNINTELLIGIBLE].

00:35:34.830 --> 00:35:36.750 align:middle line:84%
And then, you don't have to pick
all of them, of course.

00:35:36.750 --> 00:35:37.440 align:middle line:84%
You're just going
to cherry pick.

00:35:37.440 --> 00:35:39.510 align:middle line:84%
And you want to prioritize
a little bit.

00:35:39.510 --> 00:35:39.980 align:middle line:90%
OK.

00:35:39.980 --> 00:35:42.990 align:middle line:84%
What things can we get rid of
and very still clearly be

00:35:42.990 --> 00:35:45.340 align:middle line:90%
Ferris Bueller game.

00:35:45.340 --> 00:35:47.720 align:middle line:90%
Running.

00:35:47.720 --> 00:35:50.890 align:middle line:84%
I think as long as we have some
kind of evation think,

00:35:50.890 --> 00:35:52.590 align:middle line:84%
physical running may
not be necessary.

00:35:52.590 --> 00:35:54.780 align:middle line:84%
You could do something like as
long as they're not in one

00:35:54.780 --> 00:35:56.520 align:middle line:84%
location where the principal
is at any given

00:35:56.520 --> 00:35:58.332 align:middle line:90%
time, you're good.

00:35:58.332 --> 00:36:00.180 align:middle line:84%
But you don't have to physically
move through

00:36:00.180 --> 00:36:02.716 align:middle line:84%
[UNINTELLIGIBLE] basically
in all that.

00:36:02.716 --> 00:36:03.550 align:middle line:90%
AUDIENCE: Drive, probably.

00:36:03.550 --> 00:36:03.820 align:middle line:90%
PROFESSOR: Driving.

00:36:03.820 --> 00:36:04.270 align:middle line:90%
Yeah.

00:36:04.270 --> 00:36:06.680 align:middle line:84%
It's such a minor part
of the film.

00:36:06.680 --> 00:36:07.840 align:middle line:90%
Yeah.

00:36:07.840 --> 00:36:11.293 align:middle line:84%
The actual driving is such a
minor part of the film that

00:36:11.293 --> 00:36:13.760 align:middle line:84%
you can probably do
without that.

00:36:13.760 --> 00:36:17.800 align:middle line:90%


00:36:17.800 --> 00:36:20.430 align:middle line:84%
And you might actually want to
think about what if instead of

00:36:20.430 --> 00:36:23.110 align:middle line:84%
this being Ferris Bueller's day
off into Ferris Bueller's

00:36:23.110 --> 00:36:24.500 align:middle line:90%
multiple days off.

00:36:24.500 --> 00:36:26.340 align:middle line:84%
Maybe just play each
day differently.

00:36:26.340 --> 00:36:29.030 align:middle line:84%
And just trying to stay out
more and more days.

00:36:29.030 --> 00:36:31.190 align:middle line:84%
Maybe a score or number
of days you don't go

00:36:31.190 --> 00:36:33.490 align:middle line:90%
to school or something.

00:36:33.490 --> 00:36:36.180 align:middle line:90%
So that's an idea.

00:36:36.180 --> 00:36:40.043 align:middle line:84%
That's one approach that you
can use in your projects.

00:36:40.043 --> 00:36:43.640 align:middle line:90%


00:36:43.640 --> 00:36:46.660 align:middle line:84%
Before we hit two, I just want
to touch on another point.

00:36:46.660 --> 00:36:51.590 align:middle line:84%
Before I transition,
any questions about

00:36:51.590 --> 00:36:53.930 align:middle line:90%
dealing with IP ?

00:36:53.930 --> 00:36:56.240 align:middle line:84%
There is a point that Brenda
makes in her book--

00:36:56.240 --> 00:36:57.640 align:middle line:90%
the Brenda [UNINTELLIGIBLE]

00:36:57.640 --> 00:36:59.230 align:middle line:84%
book-- that if you go
professionally in the game

00:36:59.230 --> 00:37:02.530 align:middle line:84%
industry, you will most likely
at some point in time,

00:37:02.530 --> 00:37:04.495 align:middle line:84%
probably many times in
your career, work

00:37:04.495 --> 00:37:06.060 align:middle line:90%
with a licensed product.

00:37:06.060 --> 00:37:08.900 align:middle line:84%
And it can be painful because
you do not have greater

00:37:08.900 --> 00:37:14.325 align:middle line:84%
control yet trying to be
faithful to what you're

00:37:14.325 --> 00:37:14.820 align:middle line:90%
working with.

00:37:14.820 --> 00:37:18.105 align:middle line:84%
And if you succeed, you
make a lot of money.

00:37:18.105 --> 00:37:19.720 align:middle line:84%
And maybe you get enough
money to start

00:37:19.720 --> 00:37:21.270 align:middle line:90%
working on your own projects.

00:37:21.270 --> 00:37:26.390 align:middle line:84%
But it's a reality because
franchises do sell.

00:37:26.390 --> 00:37:29.050 align:middle line:84%
And they're a lot lower risk
than dealing with a

00:37:29.050 --> 00:37:32.660 align:middle line:90%
completely new idea.

00:37:32.660 --> 00:37:34.430 align:middle line:84%
By the way, if you haven't
played the new Tomb Raider

00:37:34.430 --> 00:37:37.890 align:middle line:84%
game, which is actually kind
of interesting because it's

00:37:37.890 --> 00:37:39.140 align:middle line:90%
like Tomb Raider meets Diablo.

00:37:39.140 --> 00:37:41.920 align:middle line:90%


00:37:41.920 --> 00:37:44.010 align:middle line:90%
If people have never...

00:37:44.010 --> 00:37:47.580 align:middle line:84%
Whose played or seen some one
play Tomb Raider before?

00:37:47.580 --> 00:37:48.270 align:middle line:90%
OK.

00:37:48.270 --> 00:37:50.950 align:middle line:84%
Who knows about this latest game
that I'm talking about.

00:37:50.950 --> 00:37:53.410 align:middle line:84%
It's kind of like 3/4
isometric view.

00:37:53.410 --> 00:37:53.750 align:middle line:90%
Yeah.

00:37:53.750 --> 00:37:57.660 align:middle line:84%
It is Tomb Raider meets Diablo
but it still keeps in with the

00:37:57.660 --> 00:37:58.520 align:middle line:90%
puzzle solving.

00:37:58.520 --> 00:37:59.350 align:middle line:90%
It's cooperative.

00:37:59.350 --> 00:38:02.260 align:middle line:84%
It's a very, very different
game in terms of

00:38:02.260 --> 00:38:03.380 align:middle line:90%
how you play it.

00:38:03.380 --> 00:38:05.560 align:middle line:84%
But it will be an interesting
exercise to sort

00:38:05.560 --> 00:38:07.950 align:middle line:90%
of play that game.

00:38:07.950 --> 00:38:10.030 align:middle line:84%
Maybe I'll load it
up here sometime.

00:38:10.030 --> 00:38:12.950 align:middle line:84%
And you can take a look and
how does that resemble the

00:38:12.950 --> 00:38:15.545 align:middle line:84%
Tomb Raider franchise so that
people who look at the game

00:38:15.545 --> 00:38:19.050 align:middle line:84%
and still say, yeah that's Tomb
Raider even though it's a

00:38:19.050 --> 00:38:21.450 align:middle line:90%
very new game.

00:38:21.450 --> 00:38:22.850 align:middle line:84%
You can imagine like a Tomb
Raider board game, for

00:38:22.850 --> 00:38:24.950 align:middle line:84%
instance, and how would
that be different.

00:38:24.950 --> 00:38:26.590 align:middle line:84%
And how could that still
be faithful?

00:38:26.590 --> 00:38:28.382 align:middle line:84%
That's World of Warcraft games
and Starcraft board

00:38:28.382 --> 00:38:30.482 align:middle line:90%
games that we invent.

00:38:30.482 --> 00:38:33.380 align:middle line:90%
[UNINTELLIGIBLE PHRASE]

00:38:33.380 --> 00:38:36.290 align:middle line:90%
But I'd love to try it out.

00:38:36.290 --> 00:38:37.450 align:middle line:90%
Let's see.

00:38:37.450 --> 00:38:39.560 align:middle line:84%
So the other point I want
to get to is kind of the

00:38:39.560 --> 00:38:41.610 align:middle line:90%
legalistic definition of IP.

00:38:41.610 --> 00:38:45.710 align:middle line:84%
And I don't want to spend an
entire class on this because I

00:38:45.710 --> 00:38:48.350 align:middle line:90%
know you will all fall asleep.

00:38:48.350 --> 00:38:50.560 align:middle line:84%
I just want to point out that
there's quite a lot of

00:38:50.560 --> 00:38:51.570 align:middle line:90%
different ways that

00:38:51.570 --> 00:38:53.470 align:middle line:90%
intellectual property is protected.

00:38:53.470 --> 00:38:57.780 align:middle line:84%
People who are creating stuff
professionally, creatively,

00:38:57.780 --> 00:39:00.650 align:middle line:84%
want to make sure that they can
finish their product, they

00:39:00.650 --> 00:39:04.340 align:middle line:84%
can make sequels of their
product, they can maybe even

00:39:04.340 --> 00:39:07.510 align:middle line:84%
license their ideas
to someone else.

00:39:07.510 --> 00:39:11.810 align:middle line:84%
Make IP for some company without
having ideas copied

00:39:11.810 --> 00:39:15.230 align:middle line:84%
outright and not seeing any
compensation for that.

00:39:15.230 --> 00:39:20.030 align:middle line:84%
If it is copyrights, there's
trademarks, there's patents.

00:39:20.030 --> 00:39:21.280 align:middle line:84%
I feel like I'm missing
something.

00:39:21.280 --> 00:39:23.750 align:middle line:90%


00:39:23.750 --> 00:39:25.720 align:middle line:84%
I guess we have those
three first.

00:39:25.720 --> 00:39:27.920 align:middle line:90%
And if anything--

00:39:27.920 --> 00:39:31.440 align:middle line:84%
those are definitely
the three big ones.

00:39:31.440 --> 00:39:32.350 align:middle line:90%
Copyright.

00:39:32.350 --> 00:39:35.610 align:middle line:84%
Copyright basically protects
an expression of an idea.

00:39:35.610 --> 00:39:37.900 align:middle line:84%
The idea, itself, is
not protected.

00:39:37.900 --> 00:39:43.670 align:middle line:84%
If your basic idea is in a
world where aliens are

00:39:43.670 --> 00:39:47.010 align:middle line:84%
attacked by space marines,
the idea, itself, is not

00:39:47.010 --> 00:39:49.620 align:middle line:84%
protected, which is a relief
because a lot of people have

00:39:49.620 --> 00:39:51.810 align:middle line:90%
many games on that idea.

00:39:51.810 --> 00:39:53.140 align:middle line:90%
But the actual expression is.

00:39:53.140 --> 00:39:56.035 align:middle line:90%
So the actual--

00:39:56.035 --> 00:39:57.150 align:middle line:90%
say that you're an artist.

00:39:57.150 --> 00:39:59.350 align:middle line:84%
And you're creating concept
art based on that theme.

00:39:59.350 --> 00:40:04.740 align:middle line:84%
That piece of concept art is
copyrighted to either you or

00:40:04.740 --> 00:40:07.220 align:middle line:84%
if you're an employee of a
company then you've probably

00:40:07.220 --> 00:40:08.980 align:middle line:84%
signed over your rights
to the company.

00:40:08.980 --> 00:40:10.930 align:middle line:84%
That whatever you're creating
on their dime

00:40:10.930 --> 00:40:13.600 align:middle line:90%
belongs to the company.

00:40:13.600 --> 00:40:15.090 align:middle line:84%
And that's defensible
in court.

00:40:15.090 --> 00:40:16.930 align:middle line:84%
It's actually an automatic
protection.

00:40:16.930 --> 00:40:21.590 align:middle line:84%
But it's one of those things
where it helps to be able to

00:40:21.590 --> 00:40:23.980 align:middle line:84%
document that you've actually
created something.

00:40:23.980 --> 00:40:25.820 align:middle line:84%
There's a copyright office that
you can send things to.

00:40:25.820 --> 00:40:29.010 align:middle line:84%
But for the most part, internal
company documentation

00:40:29.010 --> 00:40:33.050 align:middle line:84%
saying, this piece of art was
created on the so and so date

00:40:33.050 --> 00:40:35.500 align:middle line:90%
by so and so person.

00:40:35.500 --> 00:40:39.610 align:middle line:84%
It's usually good enough to
stand up in court if there's

00:40:39.610 --> 00:40:41.710 align:middle line:90%
ever a dispute.

00:40:41.710 --> 00:40:46.070 align:middle line:84%
So the same thing goes
for writing.

00:40:46.070 --> 00:40:49.296 align:middle line:84%
The same thing goes for
audio and music.

00:40:49.296 --> 00:40:53.270 align:middle line:84%
A lot of music is protected
under copyright.

00:40:53.270 --> 00:40:55.860 align:middle line:84%
So if somebody creates a piece
of music that sounds an awful

00:40:55.860 --> 00:40:58.770 align:middle line:90%
lot like your piece of music.

00:40:58.770 --> 00:41:01.580 align:middle line:84%
There are specific rules that
allow for that to happen.

00:41:01.580 --> 00:41:08.600 align:middle line:84%
But I think, if you completely
reperform the piece, you are

00:41:08.600 --> 00:41:09.910 align:middle line:90%
allowed to do that.

00:41:09.910 --> 00:41:13.190 align:middle line:84%
But you may have to pay the
original composers the

00:41:13.190 --> 00:41:16.850 align:middle line:90%
royalties from the music.

00:41:16.850 --> 00:41:20.460 align:middle line:84%
This means that if person A
composes a song, then B

00:41:20.460 --> 00:41:29.860 align:middle line:84%
performs a song and releases
an album, then C could

00:41:29.860 --> 00:41:31.900 align:middle line:90%
actually reperform that song.

00:41:31.900 --> 00:41:33.860 align:middle line:84%
And the only royalties goes
back to the composer.

00:41:33.860 --> 00:41:41.770 align:middle line:84%
It doesn't necessarily go back
to Band B. However, Band B--

00:41:41.770 --> 00:41:44.600 align:middle line:84%
it depends on really how close
they sound to each other.

00:41:44.600 --> 00:41:46.860 align:middle line:84%
And, of course, if Band B
happens to be also the

00:41:46.860 --> 00:41:50.010 align:middle line:84%
composers, then they're going
to get royalties and win.

00:41:50.010 --> 00:41:54.120 align:middle line:84%
But you see this idea that
copyright protects the

00:41:54.120 --> 00:41:55.255 align:middle line:90%
expression of an idea.

00:41:55.255 --> 00:41:58.200 align:middle line:84%
The composers, at some point in
time, had to write down the

00:41:58.200 --> 00:42:00.357 align:middle line:84%
music, the notes,
and the lyrics.

00:42:00.357 --> 00:42:03.310 align:middle line:90%
And that is what is protected.

00:42:03.310 --> 00:42:06.656 align:middle line:84%
And you can't just copy that
without entering into some

00:42:06.656 --> 00:42:09.530 align:middle line:84%
sort of contract saying
that you can.

00:42:09.530 --> 00:42:12.890 align:middle line:84%
We have systems like Creative
Commons for instance that

00:42:12.890 --> 00:42:16.190 align:middle line:84%
basically, people who are
creating your IP say, under

00:42:16.190 --> 00:42:19.106 align:middle line:84%
these conditions, I am letting
people do whatever

00:42:19.106 --> 00:42:21.062 align:middle line:90%
they want with it.

00:42:21.062 --> 00:42:23.996 align:middle line:84%
And there are different kinds of
Creative Commons licensing.

00:42:23.996 --> 00:42:25.463 align:middle line:84%
Some of them that you do--
literally whatever

00:42:25.463 --> 00:42:26.441 align:middle line:90%
you want with it.

00:42:26.441 --> 00:42:28.890 align:middle line:84%
They're like open
source licenses.

00:42:28.890 --> 00:42:31.570 align:middle line:84%
And in some cases, it's like
well, you can do whatever you

00:42:31.570 --> 00:42:34.170 align:middle line:84%
want with it as long as it's for
non-commercial use and you

00:42:34.170 --> 00:42:37.610 align:middle line:84%
have to credit the origin
[UNINTELLIGIBLE]

00:42:37.610 --> 00:42:40.393 align:middle line:84%
So that's why Creative
Commons evolved.

00:42:40.393 --> 00:42:45.323 align:middle line:84%
So to enable people to freely
do stuff without necessarily

00:42:45.323 --> 00:42:48.527 align:middle line:84%
having to pay and enter into
separate contracts with

00:42:48.527 --> 00:42:50.750 align:middle line:90%
everybody who is creating IP.

00:42:50.750 --> 00:42:55.140 align:middle line:90%
So the problem is with code.

00:42:55.140 --> 00:42:58.970 align:middle line:84%
If code and game mechanics
actually for this class is

00:42:58.970 --> 00:42:59.980 align:middle line:90%
something I want to consider.

00:42:59.980 --> 00:43:02.410 align:middle line:84%
Because you can think
of code in two ways.

00:43:02.410 --> 00:43:04.620 align:middle line:84%
One, you can think of it
as a chunk of text.

00:43:04.620 --> 00:43:08.645 align:middle line:84%
It's a chunk of ASCII symbols
that you type into a

00:43:08.645 --> 00:43:11.150 align:middle line:84%
development environment
and you compile it.

00:43:11.150 --> 00:43:14.260 align:middle line:84%
And that's an expression
of an idea.

00:43:14.260 --> 00:43:17.130 align:middle line:84%
But the other way that you can
think of it is it's a machine.

00:43:17.130 --> 00:43:19.190 align:middle line:84%
It's a bunch of instructions
that you feed into a machine

00:43:19.190 --> 00:43:21.220 align:middle line:84%
for it to operate in
a certain way.

00:43:21.220 --> 00:43:24.796 align:middle line:84%
And those things, machines,
inventions basically, can be

00:43:24.796 --> 00:43:28.050 align:middle line:90%
protected by patents.

00:43:28.050 --> 00:43:31.120 align:middle line:84%
That's pretty much what the
patent system is designed for.

00:43:31.120 --> 00:43:33.600 align:middle line:84%
Patent system is a lot slower
because you actually have to

00:43:33.600 --> 00:43:36.880 align:middle line:84%
apply to central US Patent
Office to be able to secure

00:43:36.880 --> 00:43:39.519 align:middle line:84%
those, assuming that you're
looking for patent

00:43:39.519 --> 00:43:41.610 align:middle line:90%
protection in the US.

00:43:41.610 --> 00:43:43.440 align:middle line:84%
Every single country, every
single region has it's own

00:43:43.440 --> 00:43:44.940 align:middle line:84%
patent office and it's
own process.

00:43:44.940 --> 00:43:47.670 align:middle line:90%
It's really expensive.

00:43:47.670 --> 00:43:50.700 align:middle line:84%
What it does is basically give
you a temporary monopoly on

00:43:50.700 --> 00:43:52.280 align:middle line:90%
that invention.

00:43:52.280 --> 00:43:56.020 align:middle line:84%
At least, that's what they were
originally designed for.

00:43:56.020 --> 00:44:00.190 align:middle line:84%
You make an invention, and
you've got like 25 years or

00:44:00.190 --> 00:44:05.580 align:middle line:84%
something to be able to
capitalize on it before anyone

00:44:05.580 --> 00:44:06.830 align:middle line:90%
can use your idea.

00:44:06.830 --> 00:44:09.090 align:middle line:84%
And the whole reason why it was
invented is that you now

00:44:09.090 --> 00:44:12.270 align:middle line:84%
have an incentive to be able
to come up with inventions.

00:44:12.270 --> 00:44:14.565 align:middle line:84%
You might make some
profit off it.

00:44:14.565 --> 00:44:16.950 align:middle line:90%
And after the patent expires--

00:44:16.950 --> 00:44:19.190 align:middle line:90%
25 years or something--

00:44:19.190 --> 00:44:22.112 align:middle line:84%
because you've released your
information to the patent

00:44:22.112 --> 00:44:26.150 align:middle line:84%
office, now, all of society
can benefit.

00:44:26.150 --> 00:44:27.960 align:middle line:84%
Can make derivatives
of your invention.

00:44:27.960 --> 00:44:32.690 align:middle line:84%
So in a sense, it was invented
to eventually release great

00:44:32.690 --> 00:44:33.870 align:middle line:90%
monopolies.

00:44:33.870 --> 00:44:38.120 align:middle line:84%
I got this idea, and I am going
to be upfront and very

00:44:38.120 --> 00:44:40.940 align:middle line:84%
clear about how I make
this thing work.

00:44:40.940 --> 00:44:42.830 align:middle line:90%
Say Amazon patents 1-click.

00:44:42.830 --> 00:44:45.750 align:middle line:84%
And I'm going to say for the
next 25 years, Amazon now has

00:44:45.750 --> 00:44:50.820 align:middle line:84%
this lock on 1-click shipping
and purchasing, which is

00:44:50.820 --> 00:44:52.070 align:middle line:84%
[UNINTELLIGIBLE] but it's
been [UNINTELLIGIBLE].

00:44:52.070 --> 00:44:54.590 align:middle line:90%


00:44:54.590 --> 00:45:00.150 align:middle line:84%
But after 25 years, anyone
can do 1-click shipping.

00:45:00.150 --> 00:45:01.080 align:middle line:90%
But that's the problem, right?

00:45:01.080 --> 00:45:02.770 align:middle line:84%
25 years is a heck
of a long time.

00:45:02.770 --> 00:45:05.870 align:middle line:84%
And by then, whatever is
invented is kind of obsolete.

00:45:05.870 --> 00:45:08.340 align:middle line:84%
And a lot of the ideas that tend
to get approved by the

00:45:08.340 --> 00:45:11.430 align:middle line:84%
patent office are pretty
damn obvious.

00:45:11.430 --> 00:45:14.770 align:middle line:84%
I'm not going to discourage the
amount of work that Amazon

00:45:14.770 --> 00:45:17.240 align:middle line:84%
has actually put into
1-click shipping.

00:45:17.240 --> 00:45:21.300 align:middle line:84%
It's actually a really
complex process.

00:45:21.300 --> 00:45:24.700 align:middle line:84%
But I am going to discourage,
say there is a patent on the

00:45:24.700 --> 00:45:27.110 align:middle line:84%
giant floating arrow that
tells you where you're

00:45:27.110 --> 00:45:27.987 align:middle line:90%
supposed to go next.

00:45:27.987 --> 00:45:29.360 align:middle line:90%
They have a patent on this.

00:45:29.360 --> 00:45:33.600 align:middle line:84%
Namco has a patent on mini games
that you play while your

00:45:33.600 --> 00:45:35.000 align:middle line:90%
game is loading.

00:45:35.000 --> 00:45:39.470 align:middle line:84%
That's why only Namco games
have mini games in those

00:45:39.470 --> 00:45:41.180 align:middle line:84%
screens because they have
a patent on that.

00:45:41.180 --> 00:45:43.600 align:middle line:84%
When it comes to game ideas
and game mechanics, I find

00:45:43.600 --> 00:45:45.360 align:middle line:90%
this really annoying.

00:45:45.360 --> 00:45:51.330 align:middle line:84%
It's a personal rant because I
think that's [UNINTELLIGIBLE]

00:45:51.330 --> 00:45:56.340 align:middle line:84%
creation is that opening it up
is really, really tough.

00:45:56.340 --> 00:45:59.304 align:middle line:84%
I don't really think game
mechanics fit in the

00:45:59.304 --> 00:45:59.720 align:middle line:90%
[UNINTELLIGIBLE].

00:45:59.720 --> 00:45:59.900 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

00:45:59.900 --> 00:46:02.220 align:middle line:84%
Apple has is on all
the touching.

00:46:02.220 --> 00:46:04.511 align:middle line:84%
On their gestures, a lot
of people can't get

00:46:04.511 --> 00:46:05.180 align:middle line:90%
off the same thing.

00:46:05.180 --> 00:46:08.400 align:middle line:84%
PROFESSOR: A lot of people have
the same issue that I

00:46:08.400 --> 00:46:10.990 align:middle line:84%
have with game mechanics, with
software, in general.

00:46:10.990 --> 00:46:14.530 align:middle line:84%
Software happens so quickly that
this kind of temporary

00:46:14.530 --> 00:46:20.765 align:middle line:84%
monopoly basically means a real
monopoly over that idea.

00:46:20.765 --> 00:46:25.675 align:middle line:84%
AUDIENCE: I thought that game
rules were not patented or

00:46:25.675 --> 00:46:27.148 align:middle line:90%
covered by a copyright.

00:46:27.148 --> 00:46:28.621 align:middle line:84%
I seem to remember hearing
that somewhere.

00:46:28.621 --> 00:46:31.570 align:middle line:90%


00:46:31.570 --> 00:46:35.480 align:middle line:84%
And this was an issue which came
up when Scrabulous and

00:46:35.480 --> 00:46:38.340 align:middle line:84%
Scrabble were at loggerheads
with one another.

00:46:38.340 --> 00:46:41.250 align:middle line:84%
There's some weird technical
detail that I don't really

00:46:41.250 --> 00:46:46.207 align:middle line:84%
know, but it kind of comes down
to the actual rules of

00:46:46.207 --> 00:46:50.430 align:middle line:84%
Scrabble, the actual game
rules themselves

00:46:50.430 --> 00:46:51.894 align:middle line:84%
[UNINTELLIGIBLE] are
not copyrightable.

00:46:51.894 --> 00:46:54.334 align:middle line:84%
But somehow, the look and
feel of your game is.

00:46:54.334 --> 00:46:57.270 align:middle line:90%


00:46:57.270 --> 00:46:58.710 align:middle line:84%
Do you know what the specific
details are?

00:46:58.710 --> 00:46:59.940 align:middle line:84%
PROFESSOR: I don't know
the specific details.

00:46:59.940 --> 00:47:04.350 align:middle line:84%
But how you outlined it is one
very clear way on how someone

00:47:04.350 --> 00:47:06.900 align:middle line:84%
who's created a game can
protect a game without

00:47:06.900 --> 00:47:09.450 align:middle line:84%
necessarily being protective
of the rules.

00:47:09.450 --> 00:47:13.150 align:middle line:84%
And Scrabble can protect the
layout of their board.

00:47:13.150 --> 00:47:17.310 align:middle line:84%
Because in order to come to
design the layout, they had to

00:47:17.310 --> 00:47:21.080 align:middle line:84%
express the idea of what the
board was with graphic design.

00:47:21.080 --> 00:47:22.600 align:middle line:84%
It's like here's where all the
triple word scores are.

00:47:22.600 --> 00:47:24.750 align:middle line:84%
Here are where the double
word scores.

00:47:24.750 --> 00:47:26.310 align:middle line:90%
That's an image.

00:47:26.310 --> 00:47:27.568 align:middle line:90%
Images can be copyrighted.

00:47:27.568 --> 00:47:29.844 align:middle line:84%
And that's protected under
copyrighting law, not under

00:47:29.844 --> 00:47:30.496 align:middle line:90%
patent law.

00:47:30.496 --> 00:47:33.330 align:middle line:84%
AUDIENCE: And I think
[UNINTELLIGIBLE] of copyrights

00:47:33.330 --> 00:47:36.470 align:middle line:84%
and trademarks, it comes down
to like confusion, right?

00:47:36.470 --> 00:47:39.712 align:middle line:84%
Like if someone could-- if
Scrabulous was similar enough

00:47:39.712 --> 00:47:42.936 align:middle line:84%
to Scrabble, superficially,
that if someone could use

00:47:42.936 --> 00:47:43.680 align:middle line:90%
their products.

00:47:43.680 --> 00:47:47.460 align:middle line:84%
I think that is like a major
criteria, right?

00:47:47.460 --> 00:47:50.940 align:middle line:84%
And then again, it comes down
to things like font, colors,

00:47:50.940 --> 00:47:52.820 align:middle line:90%
titles, [INAUDIBLE].

00:47:52.820 --> 00:47:54.967 align:middle line:84%
PROFESSOR: It's even more
specific when it comes to

00:47:54.967 --> 00:47:56.217 align:middle line:90%
trademarks.

00:47:56.217 --> 00:47:58.960 align:middle line:90%


00:47:58.960 --> 00:48:06.080 align:middle line:84%
If you can claim that the image
or a particular saying

00:48:06.080 --> 00:48:08.970 align:middle line:84%
or something is closely
associated with your company's

00:48:08.970 --> 00:48:12.100 align:middle line:84%
core brand, you can defend that
as a trademark if you

00:48:12.100 --> 00:48:14.340 align:middle line:84%
registered it with the
trademark office.

00:48:14.340 --> 00:48:16.428 align:middle line:84%
GAMBIT, the Singapore
[UNINTELLIGIBLE] game lab is

00:48:16.428 --> 00:48:19.780 align:middle line:84%
actually a registered trademark
in Singapore.

00:48:19.780 --> 00:48:23.255 align:middle line:84%
And actually, we had some
trouble registering that

00:48:23.255 --> 00:48:25.120 align:middle line:84%
because well, [UNINTELLIGIBLE]
not the first company to come

00:48:25.120 --> 00:48:26.580 align:middle line:90%
along with the word GAMBIT.

00:48:26.580 --> 00:48:29.970 align:middle line:84%
There's actually another MIT
product called GAMBIT.

00:48:29.970 --> 00:48:33.570 align:middle line:84%
It's a game theory
modeling system.

00:48:33.570 --> 00:48:36.610 align:middle line:84%
So we actually had to negotiate
some fine words to

00:48:36.610 --> 00:48:39.040 align:middle line:84%
be able to separate what we were
doing was not going to be

00:48:39.040 --> 00:48:41.690 align:middle line:84%
confused with what
they were doing.

00:48:41.690 --> 00:48:41.920 align:middle line:90%
[UNINTELLIGIBLE]?

00:48:41.920 --> 00:48:44.280 align:middle line:84%
AUDIENCE: Are copyrights and
trademarks also for 25 years?

00:48:44.280 --> 00:48:46.600 align:middle line:90%
Or are they different?

00:48:46.600 --> 00:48:47.850 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:48:47.850 --> 00:48:51.460 align:middle line:90%


00:48:51.460 --> 00:48:55.540 align:middle line:84%
PROFESSOR: Copyrights last as
long as Walt Disney is dead.

00:48:55.540 --> 00:49:01.060 align:middle line:84%
That is because the Disney
corp keeps lobbying the

00:49:01.060 --> 00:49:04.330 align:middle line:84%
various branches of the United
States to extend copyrights so

00:49:04.330 --> 00:49:05.580 align:middle line:84%
that they can lock
down Mickey.

00:49:05.580 --> 00:49:07.840 align:middle line:90%


00:49:07.840 --> 00:49:11.860 align:middle line:84%
That's the easiest way to
tell exactly how long.

00:49:11.860 --> 00:49:13.010 align:middle line:84%
In other words, right now,
you've got something

00:49:13.010 --> 00:49:14.770 align:middle line:84%
copyrighted, it's in perpetuity
until Disney loses.

00:49:14.770 --> 00:49:18.480 align:middle line:90%


00:49:18.480 --> 00:49:20.320 align:middle line:84%
This is actually really
annoying.

00:49:20.320 --> 00:49:22.820 align:middle line:84%
Which means there's a whole
bunch of works, literature

00:49:22.820 --> 00:49:25.100 align:middle line:90%
[UNINTELLIGIBLE]

00:49:25.100 --> 00:49:30.190 align:middle line:84%
that date back to the elite 20th
century that by all means

00:49:30.190 --> 00:49:32.285 align:middle line:84%
really should be public
domain at this point.

00:49:32.285 --> 00:49:34.490 align:middle line:84%
And then, they will pass
into public use.

00:49:34.490 --> 00:49:36.390 align:middle line:90%
But they aren't.

00:49:36.390 --> 00:49:37.570 align:middle line:90%
I know one thing for sure.

00:49:37.570 --> 00:49:40.330 align:middle line:84%
H.P. Lovecraft is definitely
in public domain.

00:49:40.330 --> 00:49:44.198 align:middle line:84%
That's why there are so
many games based on

00:49:44.198 --> 00:49:45.448 align:middle line:90%
H.P. Lovecraft material.

00:49:45.448 --> 00:49:47.890 align:middle line:90%


00:49:47.890 --> 00:49:49.900 align:middle line:84%
Whatever is based on Disney
material, has

00:49:49.900 --> 00:49:52.020 align:middle line:90%
to be made by Disney.

00:49:52.020 --> 00:49:53.192 align:middle line:90%
[UNINTELLIGIBLE]

00:49:53.192 --> 00:49:54.442 align:middle line:90%
of the copyright law.

00:49:54.442 --> 00:50:04.740 align:middle line:90%


00:50:04.740 --> 00:50:05.300 align:middle line:90%
Images.

00:50:05.300 --> 00:50:10.300 align:middle line:84%
If the Scrabble board is
identified as being key to the

00:50:10.300 --> 00:50:12.240 align:middle line:84%
Scrabble brand, you
might be able to

00:50:12.240 --> 00:50:14.570 align:middle line:90%
protect it under trademark.

00:50:14.570 --> 00:50:18.900 align:middle line:84%
And trademark is one of those
things where all you're saying

00:50:18.900 --> 00:50:20.660 align:middle line:90%
is that this is how our company

00:50:20.660 --> 00:50:22.410 align:middle line:90%
is identifying ourselves.

00:50:22.410 --> 00:50:27.700 align:middle line:84%
And if that is confused with
somebody else's product, that

00:50:27.700 --> 00:50:28.760 align:middle line:84%
product is now hurting
[UNINTELLIGIBLE]

00:50:28.760 --> 00:50:30.700 align:middle line:90%
to make money.

00:50:30.700 --> 00:50:33.350 align:middle line:84%
So there are a lot of steps to
allow you to fight that.

00:50:33.350 --> 00:50:34.950 align:middle line:84%
The problem with trademark
is that you have to

00:50:34.950 --> 00:50:36.810 align:middle line:90%
keep fighting back.

00:50:36.810 --> 00:50:40.300 align:middle line:84%
So Xerox, for instance,
constantly fights to keep

00:50:40.300 --> 00:50:43.090 align:middle line:84%
Xerox as a trademark because
people keep using the word,

00:50:43.090 --> 00:50:47.100 align:middle line:84%
Xerox, to mean photocopy, which
is a great problem for a

00:50:47.100 --> 00:50:47.950 align:middle line:90%
company to have.

00:50:47.950 --> 00:50:49.670 align:middle line:84%
But it's actually a cash
drain as well.

00:50:49.670 --> 00:50:55.690 align:middle line:84%
Because everyone's associating
your company's name--

00:50:55.690 --> 00:50:57.960 align:middle line:90%
you're thinking Google, right?

00:50:57.960 --> 00:50:59.170 align:middle line:84%
AUDIENCE: I think
[UNINTELLIGIBLE].

00:50:59.170 --> 00:51:01.510 align:middle line:90%
Too many people or lose it.

00:51:01.510 --> 00:51:02.450 align:middle line:90%
Band-aid would for sure.

00:51:02.450 --> 00:51:03.860 align:middle line:84%
PROFESSOR: So you have
to fight it.

00:51:03.860 --> 00:51:04.420 align:middle line:90%
AUDIENCE: And Kleenex, yeah.

00:51:04.420 --> 00:51:06.300 align:middle line:84%
PROFESSOR: As long as you keep
fighting it, you stand a

00:51:06.300 --> 00:51:07.790 align:middle line:90%
chance of hanging onto it.

00:51:07.790 --> 00:51:11.610 align:middle line:90%


00:51:11.610 --> 00:51:13.660 align:middle line:84%
Like [UNINTELLIGIBLE]
you blink.

00:51:13.660 --> 00:51:15.600 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:51:15.600 --> 00:51:17.540 align:middle line:84%
AUDIENCE: I remember hearing
about this, so I was looking

00:51:17.540 --> 00:51:18.025 align:middle line:90%
to find it.

00:51:18.025 --> 00:51:22.830 align:middle line:84%
But Richard Garfield, who
created Magic, has a patent on

00:51:22.830 --> 00:51:26.380 align:middle line:84%
methods of play for trading
card games.

00:51:26.380 --> 00:51:26.470 align:middle line:90%
PROFESSOR: Like the

00:51:26.470 --> 00:51:27.030 align:middle line:90%
[UNINTELLIGIBLE], for instance?

00:51:27.030 --> 00:51:29.925 align:middle line:84%
AUDIENCE: And the one who owns
the patent is playing a card

00:51:29.925 --> 00:51:32.850 align:middle line:84%
in a certain orientation and
then changing it's orientation

00:51:32.850 --> 00:51:36.650 align:middle line:84%
in the game field choosing to
buy a different state of that

00:51:36.650 --> 00:51:38.075 align:middle line:90%
character's embodiment.

00:51:38.075 --> 00:51:39.040 align:middle line:90%
AUDIENCE: What?

00:51:39.040 --> 00:51:39.690 align:middle line:90%
[LAUGHTER]

00:51:39.690 --> 00:51:40.997 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:51:40.997 --> 00:51:43.799 align:middle line:90%
AUDIENCE: That is stupid.

00:51:43.799 --> 00:51:45.200 align:middle line:84%
AUDIENCE: He has a patent
on tapping cards?

00:51:45.200 --> 00:51:46.440 align:middle line:84%
AUDIENCE: He has a patent on
tapping cards, among many

00:51:46.440 --> 00:51:47.600 align:middle line:84%
other things that
are basically--

00:51:47.600 --> 00:51:50.676 align:middle line:84%
So I suspect that he doesn't
enforce this patent or that it

00:51:50.676 --> 00:51:52.950 align:middle line:84%
is not enforceable because if
you try to enforce it, it gets

00:51:52.950 --> 00:51:54.240 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

00:51:54.240 --> 00:51:56.705 align:middle line:84%
PROFESSOR: It is possible, but
it's not [UNINTELLIGIBLE]

00:51:56.705 --> 00:51:58.160 align:middle line:84%
AUDIENCE: I heard
that the actual

00:51:58.160 --> 00:52:01.070 align:middle line:90%
manifestation of that is that--

00:52:01.070 --> 00:52:03.010 align:middle line:84%
I don't know whether
[UNINTELLIGIBLE] contested

00:52:03.010 --> 00:52:03.980 align:middle line:90%
people over it.

00:52:03.980 --> 00:52:07.030 align:middle line:84%
But definitely, they're
anti anyone else

00:52:07.030 --> 00:52:08.570 align:middle line:90%
using the term tap.

00:52:08.570 --> 00:52:11.730 align:middle line:84%
So which is why whenever you
go to look at Legend of the

00:52:11.730 --> 00:52:14.428 align:middle line:84%
Five Rings or whatever, they
have the turned sideways

00:52:14.428 --> 00:52:14.900 align:middle line:90%
[UNINTELLIGIBLE].

00:52:14.900 --> 00:52:17.530 align:middle line:90%
But it's called bowing.

00:52:17.530 --> 00:52:20.545 align:middle line:84%
And the same is true in any
collectible card game that has

00:52:20.545 --> 00:52:23.667 align:middle line:84%
a tap mechanic, they're not
allowed to use the word, tap.

00:52:23.667 --> 00:52:25.575 align:middle line:84%
AUDIENCE: But that's
a copyright.

00:52:25.575 --> 00:52:27.483 align:middle line:84%
AUDIENCE: Yeah, it's
a copyright.

00:52:27.483 --> 00:52:29.200 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:52:29.200 --> 00:52:31.938 align:middle line:84%
AUDIENCE: So I don't know it's
been tested because I don't

00:52:31.938 --> 00:52:33.720 align:middle line:84%
know if that patent has
been contested.

00:52:33.720 --> 00:52:34.270 align:middle line:90%
AUDIENCE: I would suspect not.

00:52:34.270 --> 00:52:34.990 align:middle line:90%
AUDIENCE: Probably not.

00:52:34.990 --> 00:52:37.120 align:middle line:90%
But it's interesting.

00:52:37.120 --> 00:52:40.290 align:middle line:84%
If you look at any of the
[UNINTELLIGIBLE], so

00:52:40.290 --> 00:52:40.682 align:middle line:90%
[UNINTELLIGIBLE]

00:52:40.682 --> 00:52:43.450 align:middle line:84%
Pokemon and I don't recall
what the others are.

00:52:43.450 --> 00:52:45.570 align:middle line:90%
They all use the term tap.

00:52:45.570 --> 00:52:49.810 align:middle line:84%
But because of the copyright
in which they hold, they're

00:52:49.810 --> 00:52:50.890 align:middle line:84%
allowed to do it, but
nobody else--

00:52:50.890 --> 00:52:51.020 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:52:51.020 --> 00:52:53.470 align:middle line:84%
PROFESSOR: The copyright
violation probably gives

00:52:53.470 --> 00:52:56.240 align:middle line:84%
evidence for a patent
violation.

00:52:56.240 --> 00:53:00.200 align:middle line:84%
So if you can stay clear of the
copyright violation, the

00:53:00.200 --> 00:53:04.030 align:middle line:84%
case that Wizards has to be
able to contest the same

00:53:04.030 --> 00:53:06.290 align:middle line:84%
mechanic that's under
[UNINTELLIGIBLE].

00:53:06.290 --> 00:53:07.890 align:middle line:84%
But they might still
have a case.

00:53:07.890 --> 00:53:11.052 align:middle line:84%
AUDIENCE: I suspect that they
think that their patent is not

00:53:11.052 --> 00:53:11.990 align:middle line:90%
enforceable.

00:53:11.990 --> 00:53:12.710 align:middle line:90%
PROFESSOR: It's possible.

00:53:12.710 --> 00:53:14.752 align:middle line:84%
AUDIENCE: Otherwise, you
wouldn't even be able to get

00:53:14.752 --> 00:53:16.429 align:middle line:84%
away with not even calling
it tapping.

00:53:16.429 --> 00:53:18.235 align:middle line:84%
As long as you turn a card,
you'd be able to say, hey, do

00:53:18.235 --> 00:53:18.850 align:middle line:90%
you have a method?

00:53:18.850 --> 00:53:19.650 align:middle line:90%
AUDIENCE: It's so ridiculous.

00:53:19.650 --> 00:53:22.380 align:middle line:84%
AUDIENCE: Entering
[UNINTELLIGIBLE PHRASE]

00:53:22.380 --> 00:53:26.850 align:middle line:84%
the first orientation at
the player's option.

00:53:26.850 --> 00:53:28.880 align:middle line:84%
Turning the trick card
another orientation

00:53:28.880 --> 00:53:29.900 align:middle line:90%
on the playing surface.

00:53:29.900 --> 00:53:32.440 align:middle line:84%
It doesn't even say
for any reason.

00:53:32.440 --> 00:53:33.960 align:middle line:84%
AUDIENCE: In Naval Battles,
you have to turn the card

00:53:33.960 --> 00:53:35.320 align:middle line:90%
upside down.

00:53:35.320 --> 00:53:39.488 align:middle line:84%
Like submarine cards, you can
put them upside down to

00:53:39.488 --> 00:53:41.710 align:middle line:90%
[UNINTELLIGIBLE].

00:53:41.710 --> 00:53:44.634 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:53:44.634 --> 00:53:46.520 align:middle line:84%
AUDIENCE: --method of playing
games when two or more players

00:53:46.520 --> 00:53:47.780 align:middle line:90%
blah, blah, blah.

00:53:47.780 --> 00:53:49.430 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:53:49.430 --> 00:53:51.390 align:middle line:84%
PROFESSOR: So you can see how
this gets annoying quick.

00:53:51.390 --> 00:53:54.870 align:middle line:84%
But there's actually an,
unfortunately, good reason why

00:53:54.870 --> 00:53:57.440 align:middle line:84%
things like game mechanics and
more often implementation of

00:53:57.440 --> 00:54:00.930 align:middle line:84%
game mechanisms code are
protected by patents.

00:54:00.930 --> 00:54:05.490 align:middle line:84%
Is in that because there are
already so many out there, if

00:54:05.490 --> 00:54:08.725 align:middle line:84%
your company is just trying to
make a game, the likelihood

00:54:08.725 --> 00:54:10.786 align:middle line:84%
that you're going to run into a
pile of patents is actually

00:54:10.786 --> 00:54:12.690 align:middle line:90%
pretty high.

00:54:12.690 --> 00:54:14.560 align:middle line:90%
So what do you do?

00:54:14.560 --> 00:54:18.670 align:middle line:84%
If you've got something that you
know that you created, a

00:54:18.670 --> 00:54:21.200 align:middle line:84%
lot of companies just
go and patent that.

00:54:21.200 --> 00:54:24.773 align:middle line:84%
In the event that it turns out
to be a case that you run

00:54:24.773 --> 00:54:27.490 align:middle line:84%
afoul of a different patent,
they might actually look at

00:54:27.490 --> 00:54:30.430 align:middle line:84%
the company that's suing them
and say, but you were running

00:54:30.430 --> 00:54:33.870 align:middle line:84%
to file our patents because we
just also patented something

00:54:33.870 --> 00:54:36.270 align:middle line:90%
pretty obvious.

00:54:36.270 --> 00:54:39.130 align:middle line:90%
EA, Activision what?

00:54:39.130 --> 00:54:41.020 align:middle line:84%
AUDIENCE: It's all just mutually
assured destruction.

00:54:41.020 --> 00:54:41.450 align:middle line:90%
PROFESSOR: Exactly.

00:54:41.450 --> 00:54:42.660 align:middle line:84%
I mean, well, it's
not destruction.

00:54:42.660 --> 00:54:45.000 align:middle line:84%
It's what they do is they
trade licenses.

00:54:45.000 --> 00:54:48.300 align:middle line:84%
It's like we will let you use
these patents if you will let

00:54:48.300 --> 00:54:51.415 align:middle line:84%
us use that patent and thus,
avoid a legal fight.

00:54:51.415 --> 00:54:52.080 align:middle line:90%
Final costs.

00:54:52.080 --> 00:54:53.372 align:middle line:90%
Lawyers are getting paid

00:54:53.372 --> 00:54:54.505 align:middle line:90%
throughout this entire process.

00:54:54.505 --> 00:54:56.450 align:middle line:90%
AUDIENCE: [LAUGHTER]

00:54:56.450 --> 00:54:57.446 align:middle line:84%
PROFESSOR: It's cheaper
than actually

00:54:57.446 --> 00:54:58.840 align:middle line:90%
bringing it to court because--

00:54:58.840 --> 00:55:02.535 align:middle line:84%
AUDIENCE: Your patent isn't
validated if you can be shown

00:55:02.535 --> 00:55:04.062 align:middle line:84%
someone else came up with
it and patented

00:55:04.062 --> 00:55:05.570 align:middle line:90%
it earlier in time.

00:55:05.570 --> 00:55:08.110 align:middle line:84%
You have to be the first person
to come up with it.

00:55:08.110 --> 00:55:09.360 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:55:09.360 --> 00:55:12.550 align:middle line:90%


00:55:12.550 --> 00:55:14.750 align:middle line:84%
AUDIENCE: And that's why I'm
sure that Wizard has never

00:55:14.750 --> 00:55:17.530 align:middle line:84%
tried to use their patent
against people because they

00:55:17.530 --> 00:55:20.070 align:middle line:84%
suspect that it's not going to
hold up [UNINTELLIGIBLE].

00:55:20.070 --> 00:55:20.570 align:middle line:90%
PROFESSOR: It's possible.

00:55:20.570 --> 00:55:21.620 align:middle line:90%
You may not want to fight it.

00:55:21.620 --> 00:55:23.890 align:middle line:84%
But sometimes, the threat
of a lawsuit is

00:55:23.890 --> 00:55:25.410 align:middle line:90%
a big enough threat.

00:55:25.410 --> 00:55:27.705 align:middle line:84%
It's like you don't even have
to be able to win it.

00:55:27.705 --> 00:55:29.740 align:middle line:84%
You just-- we are
a big company.

00:55:29.740 --> 00:55:30.720 align:middle line:90%
We have lawyers.

00:55:30.720 --> 00:55:31.634 align:middle line:90%
And we can pay them.

00:55:31.634 --> 00:55:32.884 align:middle line:90%
Do you?

00:55:32.884 --> 00:55:34.840 align:middle line:90%


00:55:34.840 --> 00:55:38.090 align:middle line:84%
So that's one reason I mean
why companies that are

00:55:38.090 --> 00:55:41.463 align:middle line:84%
otherwise opposed to legal
patents will still secure

00:55:41.463 --> 00:55:44.640 align:middle line:90%
patents to protect themselves.

00:55:44.640 --> 00:55:45.470 align:middle line:90%
It's kind of sad.

00:55:45.470 --> 00:55:47.790 align:middle line:84%
It's like one of those things
where in a city where everyone

00:55:47.790 --> 00:55:50.594 align:middle line:84%
owns a gun, you want
to own one, too.

00:55:50.594 --> 00:55:53.300 align:middle line:90%


00:55:53.300 --> 00:55:54.450 align:middle line:90%
So that's patents.

00:55:54.450 --> 00:55:55.000 align:middle line:90%
We talked about trademarks.

00:55:55.000 --> 00:55:57.180 align:middle line:90%
We talked about copyright.

00:55:57.180 --> 00:56:00.130 align:middle line:84%
One last thing I kind of want
to talk about is fair use.

00:56:00.130 --> 00:56:04.280 align:middle line:84%
Fair use is kind of the defense
that a lot of schools

00:56:04.280 --> 00:56:05.000 align:middle line:90%
fall back on.

00:56:05.000 --> 00:56:07.175 align:middle line:84%
The idea that if you're doing
something, or if you're

00:56:07.175 --> 00:56:11.515 align:middle line:84%
appropriating some sort of
material, or some sort of IP

00:56:11.515 --> 00:56:17.820 align:middle line:84%
for political or educational
reasons, you have a defense.

00:56:17.820 --> 00:56:21.688 align:middle line:84%
Should the case be brought to
court, you might be able to

00:56:21.688 --> 00:56:24.410 align:middle line:84%
defend yourself and win that
case by saying well, this was

00:56:24.410 --> 00:56:24.730 align:middle line:90%
the reason.

00:56:24.730 --> 00:56:26.500 align:middle line:84%
So am I doing something for
satirical purposes.

00:56:26.500 --> 00:56:30.850 align:middle line:84%
Am I doing something
to teach people

00:56:30.850 --> 00:56:34.130 align:middle line:90%
about games, for instance.

00:56:34.130 --> 00:56:36.385 align:middle line:84%
I'm going to reprint
rules or something.

00:56:36.385 --> 00:56:38.630 align:middle line:90%
And you guys can look at it.

00:56:38.630 --> 00:56:40.000 align:middle line:90%
And you guys can sue me.

00:56:40.000 --> 00:56:41.910 align:middle line:90%
And I can claim fair use.

00:56:41.910 --> 00:56:42.800 align:middle line:90%
I may not win.

00:56:42.800 --> 00:56:43.430 align:middle line:90%
That's the problem.

00:56:43.430 --> 00:56:45.130 align:middle line:90%
Fair use is only a defense.

00:56:45.130 --> 00:56:50.130 align:middle line:84%
Fair use is not a law that
automatically protects you

00:56:50.130 --> 00:56:52.330 align:middle line:90%
from being taken to court.

00:56:52.330 --> 00:56:53.750 align:middle line:90%
So lawyer's fees.

00:56:53.750 --> 00:56:57.920 align:middle line:90%


00:56:57.920 --> 00:57:01.580 align:middle line:84%
Who pays the lawyers' fees
depends on the case.

00:57:01.580 --> 00:57:04.710 align:middle line:84%
But frankly, I would rather not
be put in that position.

00:57:04.710 --> 00:57:05.960 align:middle line:84%
So there is that chilling
effect.

00:57:05.960 --> 00:57:09.100 align:middle line:90%


00:57:09.100 --> 00:57:13.160 align:middle line:84%
Just keep that in mind of the
games you guys are making for

00:57:13.160 --> 00:57:14.300 align:middle line:90%
the class assignments.

00:57:14.300 --> 00:57:18.000 align:middle line:84%
But, of course, we don't expect
you to be say, copying

00:57:18.000 --> 00:57:20.570 align:middle line:84%
text verbatim from
other rule sets.

00:57:20.570 --> 00:57:23.635 align:middle line:84%
In fact, I doubt any of you
would be particularly

00:57:23.635 --> 00:57:25.730 align:middle line:90%
interested in doing so.

00:57:25.730 --> 00:57:28.560 align:middle line:90%
Certainly not copying art.

00:57:28.560 --> 00:57:31.120 align:middle line:84%
But also, keep in mind that also
applies for things like

00:57:31.120 --> 00:57:34.420 align:middle line:90%
art that you find online.

00:57:34.420 --> 00:57:35.305 align:middle line:84%
You could protect yourself
under fair use.

00:57:35.305 --> 00:57:38.180 align:middle line:84%
This is for a class assignment,
darnit.

00:57:38.180 --> 00:57:40.720 align:middle line:84%
And for the most part, no one
is really going to notice.

00:57:40.720 --> 00:57:42.750 align:middle line:84%
But, of course, if you want to
take these games a little bit

00:57:42.750 --> 00:57:45.410 align:middle line:84%
further, maybe sell them in
the future, you'll want to

00:57:45.410 --> 00:57:47.620 align:middle line:84%
rethink about every single piece
of art, every single

00:57:47.620 --> 00:57:49.720 align:middle line:84%
piece of text that you're
using in your games.

00:57:49.720 --> 00:57:52.870 align:middle line:84%
Is that coming from somewhere
else or can we claim that we

00:57:52.870 --> 00:57:53.365 align:middle line:90%
invented that?

00:57:53.365 --> 00:57:56.824 align:middle line:84%
AUDIENCE: Have any past students
or groups tried to

00:57:56.824 --> 00:57:58.130 align:middle line:90%
pitch their games anywhere?

00:57:58.130 --> 00:58:01.080 align:middle line:84%
PROFESSOR: Oh, you mean like
turn it commercial?

00:58:01.080 --> 00:58:02.520 align:middle line:90%
Not to my knowledge.

00:58:02.520 --> 00:58:04.440 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES]

00:58:04.440 --> 00:58:04.930 align:middle line:90%
PROFESSOR: Yeah, do it.

00:58:04.930 --> 00:58:09.260 align:middle line:84%
I mean, based on the games that
we played on Tuesday,

00:58:09.260 --> 00:58:10.510 align:middle line:90%
absolutely.

00:58:10.510 --> 00:58:14.080 align:middle line:90%


00:58:14.080 --> 00:58:16.160 align:middle line:84%
Actually, one of the pieces of
feedback that we got from the

00:58:16.160 --> 00:58:17.790 align:middle line:84%
GAMBIT [UNINTELLIGIBLE] every
single one of those games has

00:58:17.790 --> 00:58:19.835 align:middle line:84%
something they have not seen
before in a card game.

00:58:19.835 --> 00:58:22.690 align:middle line:90%


00:58:22.690 --> 00:58:24.480 align:middle line:84%
Every one of those
projects had a

00:58:24.480 --> 00:58:25.910 align:middle line:90%
really interesting mechanic.

00:58:25.910 --> 00:58:27.260 align:middle line:84%
And as far as I can
tell, they've

00:58:27.260 --> 00:58:28.510 align:middle line:90%
all really been tested.

00:58:28.510 --> 00:58:31.450 align:middle line:90%


00:58:31.450 --> 00:58:33.035 align:middle line:90%
All right.

00:58:33.035 --> 00:58:33.510 align:middle line:90%
OK.

00:58:33.510 --> 00:58:37.040 align:middle line:84%
So I'm not going anymore
into IP discussions.

00:58:37.040 --> 00:58:40.015 align:middle line:84%
I spend too much time talking
to IP lawyers because we

00:58:40.015 --> 00:58:40.790 align:middle line:90%
create IP in this lab.

00:58:40.790 --> 00:58:42.390 align:middle line:90%
We create games.

00:58:42.390 --> 00:58:43.800 align:middle line:84%
And if anyone happens
to be interested.

00:58:43.800 --> 00:58:46.790 align:middle line:84%
I was considering
a career in law.

00:58:46.790 --> 00:58:50.420 align:middle line:84%
I'll be happy to go into
greater detail.

00:58:50.420 --> 00:58:54.270 align:middle line:84%
But for now, anymore
questions?

00:58:54.270 --> 00:58:54.570 align:middle line:90%
OK.

00:58:54.570 --> 00:58:55.820 align:middle line:90%
Let's just play games.

00:58:55.820 --> 00:58:56.720 align:middle line:90%