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PROFESSOR: OK, so today, we have
a guest lecturer, Clara.

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Some of you have probably
already taken her class.

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CLARA FERNANDEZ-VARA:
[UNINTELLIGIBLE].

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My current victims.

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PROFESSOR: And past victims.

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CLARA FERNANDEZ-VARA:
[UNINTELLIGIBLE].

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PROFESSOR: We'll probably
need to do

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something about the lights.

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[INAUDIBLE].

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I'm sorry, I'm sorry.

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I'm still operating on
Tylenol and caffeine.

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So today we're going to talk
about stories in games.

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And Clara teaches not just the
Intro to Video Game Studies

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class, but also the Writing
for Video Games

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class in the spring.

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I wanted her to come in and
bring her expertise because

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she's [UNINTELLIGIBLE]
probably a

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lot more than I have.

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CLARA FERNANDEZ-VARA:
Hello, perfect.

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[INAUDIBLE].

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So yeah, Philip asked me to
come here and talk about

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stories in games, and as far
as I remember, he said you

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guys had to read two
articles for today.

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Chapter four in [INAUDIBLE]

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and Soren Johnson's Theme
is Not Meaning.

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Didn't I [INAUDIBLE], too?

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PROFESSOR: Yes.

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CLARA FERNANDEZ-VARA:
And he's late, OK.

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PROFESSOR: Shh!

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CLARA FERNANDEZ-VARA: [LAUGHS]

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Anyway, so preparing
this has been kind

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of interesting because--

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I thought about this quite a bit
because there's this focus

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in my research studying how
games and stories can be

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brought together.

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What does it mean to have
a story in a game?

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Where do we put the story?

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But the interesting challenge
was thinking, well, the guys

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are working mostly on
non-visual games.

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And what do stories have to do
with non-fictional games.

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So here what I'm going to need
is your input, because you

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guys have been playing all these
board games, card games,

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and I want a bit of your input
of what you think.

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How you think these concepts
apply to non-digital games,

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because the part of digital
games I can do pretty

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confidently.

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But I don't know as much about
board games or card games.

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So I need your expertise.

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This is why you guys are here.

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So the first thing that I wanted
to ask you about is

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that we have two different
meetings, and one is sort of

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about fiction and the other
is sort of about theme.

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But what is the fiction
of a game?

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I turn it to you.

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AUDIENCE: The fiction of a game
is, well, whatever you

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want it to be.

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It could be the characters
in a digital game.

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It could be a real environment,
but you just have

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fictional characters.

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It could be an environment
that may not exist.

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It's pretty much up to the
designer to figure out what

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they want to--

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like with [INAUDIBLE] be in the
game that are real, or if

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they want it to be fiction.

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CLARA FERNANDEZ-VARA: Well,
there's something there, but

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it might be a bit more
intuitive than that.

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I think that you're on
the right track, yes.

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AUDIENCE: I'd say it's the
setting or the universe in

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which the user perceives the
events of the game to take

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place in, or the one that the
designer intends the user to

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see the game take place in.

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AUDIENCE: OK, so
you can mention

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environment as the big--

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what was the word you used--

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the universe, the setting,
something like that.

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Back there.

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AUDIENCE: Oh yeah, I was going
to say that the word that is

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used over and over is world.

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It's just a world,
pretty much.

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CLARA FERNANDEZ-VARA: And
that's the keyword.

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When [UNINTELLIGIBLE] is talking
about fiction, he's

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really talking all throughout
about fictional worlds.

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In a way, designing games and
designing video games

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specifically, is always thinking
about what is the

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world of this game.

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And at times there might be
games that don't have worlds.

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You can make Tetris.

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You could make--

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There's very few video
games without worlds.

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But there are some.

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Tetris--

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AUDIENCE: Peggle.

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So does Peggle.

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CLARA FERNANDEZ-VARA: Peggle?

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Well, Peggle has characters,
you know.

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You were talking about this.

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Characters are already
[UNINTELLIGIBLE] in fiction.

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AUDIENCE: You said it has
nothing to do with unicorns.

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CLARA FERNANDEZ-VARA: Yes.

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Who wants to say something?

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We have two hands here.

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AUDIENCE: I'm stealing it.

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OK, in print or with board
games, I think of fiction much

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more as the specific explicit
things they give you, like the

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pictures, the rules, and all of
that stuff versus what it

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feels like you're doing.

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So if they don't specifically
tell you you're in blah place,

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then that's not part
of the fiction.

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CLARA FERNANDEZ-VARA:
OK, yeah.

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So you put your finger on it,
but when we're talking about

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non-digital games, there are
some non-digital games where

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thinking about worlds
is a bit shaky.

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Do you want to say something?

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AUDIENCE: Yeah, just going to
add that in an environment,

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you have a set of things
you can do.

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So you're basically
given rules.

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Like in a board game, you could
be given a character

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that has to jump for
some reason.

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The board game could
say that they could

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jump some insane distance.

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Well, in real life, they
can't do that.

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That's just part
of the fiction.

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So it's whatever laws apply
within that world, as well.

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CLARA FERNANDEZ-VARA: This is
a very interesting point

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because when you were
talking about--

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what's that word
that he uses--

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incongruous worlds?

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Incoherent, incoherent.

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He talks about incoherent
worlds, and it's like, well,

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incoherent according to what?

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It's obviously not the rules
that are also creating part of

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the fiction.

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The rules are also creating what
are the laws of gravity

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in a specific world that we are
playing in, for example.

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So when we're talking about
fiction, we're mainly talking

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about fictional world.

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Now, how does that
relate to theme?

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And you were already kind
of hinting at that.

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That in fiction and board games,
it's kind of like,

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well, it almost can
be about anything.

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But what is the theme of a g--
when you-- if you remember

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Soren Johnson's discussion--

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what does he refer
to as a theme?

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He is not an academic, so he
has a more wobbly, loose

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definition.

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What is the theme of a game?

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AUDIENCE: The theme of the game
is what the designer says

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to the player, this is what
the game is about.

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CLARA FERNANDEZ-VARA:
But when--

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Soren Johnson is saying
theme is not meaning.

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So he's making a point that
theme might not be what the

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game is about.

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Right?

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AUDIENCE: This is what the
game designer tells you.

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CLARA FERNANDEZ-VARA: Yeah.

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The example that he gives is
Ticket to Ride, right?

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And Ticket to Ride is not
about riding trains.

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It's about--

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it's about--

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well, the description is
about going from one

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end to another, right?

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AUDIENCE: Yeah.

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And travelling across--

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CLARA FERNANDEZ-VARA:
Is building--

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AUDIENCE: It's about travelling

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across the United States.

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CLARA FERNANDEZ-VARA: But is it
really travelling, or is it

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building the--

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AUDIENCE: It's not even
a story about--

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the story's about travelling.

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CLARA FERNANDEZ-VARA: Yeah, the
story's about travelling,

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that's the theme.

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But what you actually do is--

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AUDIENCE: The official story
is that I think it's some

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number of years after the events
that were Around the

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World in Eighty Days, and to
commemorate that, the original

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people who were involved in
that race decided they're

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going to race across
America in trains.

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And that is the theme of the
game, according to--

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CLARA FERNANDEZ-VARA: Yeah,
that's the theme of the game.

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AUDIENCE: Well, that sort of
what drives to the point of

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what Sorenson's talking about,
that when theme and meaning

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are incongruous--

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as they are in Ticket to Ride to
an extreme extent-- it can

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actually turn people off from
the game sometimes.

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CLARA FERNANDEZ-VARA:
Well, and it's not

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that it's a bad game--

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AUDIENCE: Or Halo Wars.

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CLARA FERNANDEZ-VARA: Well,
not necessarily.

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AUDIENCE: The thing about Halo
Wars was that it sounded like

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you bought it thinking it was
going to be an action game,

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then got disappointed
and were like, blah!

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AUDIENCE: In the case with
Ticket to Ride, it is pretty

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much just what they were
saying there, right?

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That the theme seems to just
be whoever it is that wrote

00:08:42.210 --> 00:08:45.927 align:middle line:84%
the instruction booklet say that
you're doing, which may

00:08:45.927 --> 00:08:47.672 align:middle line:84%
not necessarily have anything
to do with the actual

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mechanics of the game.

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CLARA FERNANDEZ-VARA: Yeah,
I have the game.

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I didn't know if you guys
have played it.

00:08:51.855 --> 00:08:52.720 align:middle line:90%
I made you want to play it.

00:08:52.720 --> 00:08:54.620 align:middle line:90%
[INAUDIBLE]

00:08:54.620 --> 00:08:55.910 align:middle line:84%
As of right now,
[UNINTELLIGIBLE]

00:08:55.910 --> 00:08:59.400 align:middle line:84%
is a game called Too Many Cooks,
and it seems to be

00:08:59.400 --> 00:09:02.026 align:middle line:90%
about cooking.

00:09:02.026 --> 00:09:05.720 align:middle line:84%
Yeah, you have ingredients,
and you're

00:09:05.720 --> 00:09:08.160 align:middle line:90%
making a soup of sorts.

00:09:08.160 --> 00:09:11.050 align:middle line:84%
But really what you're doing
is resource management and

00:09:11.050 --> 00:09:11.920 align:middle line:90%
exchanging.

00:09:11.920 --> 00:09:14.690 align:middle line:84%
Just imagine being a cook and
having to, like, well, I have

00:09:14.690 --> 00:09:17.805 align:middle line:84%
to wait until I get the right
ingredient or maybe exchange

00:09:17.805 --> 00:09:18.970 align:middle line:90%
it for another.

00:09:18.970 --> 00:09:22.370 align:middle line:84%
That's not how you
cook really.

00:09:22.370 --> 00:09:26.700 align:middle line:84%
So there's always the clash of
how the fiction of the game

00:09:26.700 --> 00:09:27.720 align:middle line:90%
relates to the rules.

00:09:27.720 --> 00:09:31.050 align:middle line:84%
And the interesting distinction
between fiction

00:09:31.050 --> 00:09:33.612 align:middle line:84%
and theme is that theme seems
to be like a layer, seems to

00:09:33.612 --> 00:09:36.320 align:middle line:90%
be like a decoration.

00:09:36.320 --> 00:09:38.970 align:middle line:84%
At times, it can be
part of the title.

00:09:38.970 --> 00:09:42.170 align:middle line:84%
It can be how the tokens
look like, or what

00:09:42.170 --> 00:09:43.150 align:middle line:90%
the board looks like.

00:09:43.150 --> 00:09:47.620 align:middle line:84%
That is setting up the
fiction of the game.

00:09:47.620 --> 00:09:49.810 align:middle line:90%
Not the fiction, the theme.

00:09:49.810 --> 00:09:51.930 align:middle line:84%
But it doesn't really have
a fictional world.

00:09:51.930 --> 00:09:54.260 align:middle line:84%
When when you're playing Ticket
to Ride or when you're

00:09:54.260 --> 00:09:57.055 align:middle line:84%
playing Settlers, you
have a feeling

00:09:57.055 --> 00:09:58.305 align:middle line:90%
like you're in a world.

00:09:58.305 --> 00:10:00.498 align:middle line:90%


00:10:00.498 --> 00:10:04.980 align:middle line:84%
AUDIENCE: At least, more
so than Ticket to Ride.

00:10:04.980 --> 00:10:09.320 align:middle line:84%
So, I will argue that maybe the
world that you feel is not

00:10:09.320 --> 00:10:12.130 align:middle line:84%
that they're telling you
that you're in, right?

00:10:12.130 --> 00:10:14.800 align:middle line:84%
One of the problems of Ticket
to Ride is that you never

00:10:14.800 --> 00:10:18.100 align:middle line:84%
really feel these characters
exist.

00:10:18.100 --> 00:10:23.426 align:middle line:84%
But the world of the United
States is very, very present.

00:10:23.426 --> 00:10:27.175 align:middle line:84%
Like the positioning of the
cities, the fact that these

00:10:27.175 --> 00:10:31.250 align:middle line:84%
cities exist and can be
connected by land is very--

00:10:31.250 --> 00:10:33.360 align:middle line:84%
CLARA FERNANDEZ-VARA: You guys
have read the levels of

00:10:33.360 --> 00:10:33.610 align:middle line:90%
abstraction?

00:10:33.610 --> 00:10:35.610 align:middle line:84%
Talked about levels of
abstraction here at all?

00:10:35.610 --> 00:10:37.413 align:middle line:84%
PROFESSOR: Not in great
detail, but--

00:10:37.413 --> 00:10:40.670 align:middle line:84%
CLARA FERNANDEZ-VARA: OK, it's
the idea that it's a world,

00:10:40.670 --> 00:10:44.385 align:middle line:84%
but the way that it works is so
abstracted that it doesn't

00:10:44.385 --> 00:10:46.230 align:middle line:84%
really-- you're not in
a world anymore.

00:10:46.230 --> 00:10:49.860 align:middle line:84%
It's just these little
bits and pieces.

00:10:49.860 --> 00:10:53.560 align:middle line:84%
OK, we have fiction and
we have theme, but

00:10:53.560 --> 00:10:54.510 align:middle line:90%
we also have stories.

00:10:54.510 --> 00:10:57.790 align:middle line:84%
And what do stories have
to do with this?

00:10:57.790 --> 00:11:01.460 align:middle line:84%
How do we have the story
in non-digital games?

00:11:01.460 --> 00:11:02.525 align:middle line:90%
What principle--

00:11:02.525 --> 00:11:03.860 align:middle line:90%
a story--

00:11:03.860 --> 00:11:06.720 align:middle line:84%
I'm going to find it for
you to save time.

00:11:06.720 --> 00:11:10.540 align:middle line:84%
A story is a series of connected
events that involve

00:11:10.540 --> 00:11:12.300 align:middle line:90%
characters.

00:11:12.300 --> 00:11:15.260 align:middle line:84%
So those characters perform
actions, or there are

00:11:15.260 --> 00:11:18.940 align:middle line:84%
happenings, things that happen
to them, and those actions

00:11:18.940 --> 00:11:23.580 align:middle line:84%
happen in time and in a
specific setting, in a

00:11:23.580 --> 00:11:24.950 align:middle line:90%
specific place.

00:11:24.950 --> 00:11:27.700 align:middle line:84%
And in the case of games, they
also involve objects.

00:11:27.700 --> 00:11:32.730 align:middle line:84%
That's like my telegraphic
version of what a story is.

00:11:32.730 --> 00:11:38.720 align:middle line:84%
So what we do in games, in
games we have changes of

00:11:38.720 --> 00:11:39.730 align:middle line:90%
state, right?

00:11:39.730 --> 00:11:42.680 align:middle line:84%
Every step of a non-digital
game, particularly.

00:11:42.680 --> 00:11:46.660 align:middle line:84%
We can think about non-digital
games as changes of state, and

00:11:46.660 --> 00:11:49.790 align:middle line:84%
having a change of state can
constitute an event.

00:11:49.790 --> 00:11:51.120 align:middle line:90%
So that is one way.

00:11:51.120 --> 00:11:54.990 align:middle line:84%
So how do we generate rules that
generate changes of state

00:11:54.990 --> 00:11:59.080 align:middle line:84%
that can be thought of as
an event in the story?

00:11:59.080 --> 00:12:01.580 align:middle line:90%
But I want to know a bit more.

00:12:01.580 --> 00:12:04.650 align:middle line:84%
Of the games that you've
played so far, how can

00:12:04.650 --> 00:12:06.510 align:middle line:90%
non-digital games--

00:12:06.510 --> 00:12:10.805 align:middle line:84%
and maybe you've played more
board than card games than

00:12:10.805 --> 00:12:11.770 align:middle line:90%
anything, but--

00:12:11.770 --> 00:12:13.190 align:middle line:90%
how can we have a story?

00:12:13.190 --> 00:12:15.290 align:middle line:84%
How can we have those
events happen?

00:12:15.290 --> 00:12:17.495 align:middle line:84%
AUDIENCE: So one game that I've
played that has a really

00:12:17.495 --> 00:12:19.000 align:middle line:84%
nice story to it is Battlestar
Galactica.

00:12:19.000 --> 00:12:21.470 align:middle line:90%
In a way, that places--

00:12:21.470 --> 00:12:23.784 align:middle line:84%
it works off of what the
player already knows.

00:12:23.784 --> 00:12:27.270 align:middle line:84%
So it sort of assumes that the
player has a knowledge of the

00:12:27.270 --> 00:12:29.760 align:middle line:84%
Battlestar Galactica world,
and so it keeps

00:12:29.760 --> 00:12:30.756 align:middle line:90%
referring to that.

00:12:30.756 --> 00:12:33.246 align:middle line:84%
Whenever you play a card that
has special abilities,

00:12:33.246 --> 00:12:37.014 align:middle line:84%
[INAUDIBLE], so it relies
on previous knowledge.

00:12:37.014 --> 00:12:38.802 align:middle line:84%
CLARA FERNANDEZ-VARA: That's
a very good point.

00:12:38.802 --> 00:12:40.680 align:middle line:90%
The point of--

00:12:40.680 --> 00:12:43.690 align:middle line:84%
in digital games and non-digital
games, but is also

00:12:43.690 --> 00:12:44.790 align:middle line:90%
in digital games--

00:12:44.790 --> 00:12:49.370 align:middle line:84%
a lot of storytelling in games
happens in the player's head.

00:12:49.370 --> 00:12:52.240 align:middle line:90%
Is it evoking [INAUDIBLE]

00:12:52.240 --> 00:12:55.190 align:middle line:84%
, is tapping on the player's
knowledge.

00:12:55.190 --> 00:12:57.270 align:middle line:84%
Is not, as we've got to say,
is not so much about

00:12:57.270 --> 00:13:00.030 align:middle line:84%
storytelling, but like,
OK, what do you know?

00:13:00.030 --> 00:13:03.090 align:middle line:84%
We are making the player
fill in the gaps.

00:13:03.090 --> 00:13:06.640 align:middle line:84%
So that designing a game that
involves storytelling is

00:13:06.640 --> 00:13:10.180 align:middle line:84%
usually giving cues to the
player to create the story, if

00:13:10.180 --> 00:13:12.570 align:middle line:90%
that makes sense.

00:13:12.570 --> 00:13:13.415 align:middle line:90%
Patrick?

00:13:13.415 --> 00:13:17.290 align:middle line:84%
AUDIENCE: I was going to say
that a lot of board and card

00:13:17.290 --> 00:13:20.415 align:middle line:84%
games, a lot of the fiction just
comes from the metaphors

00:13:20.415 --> 00:13:21.930 align:middle line:90%
of the mechanics.

00:13:21.930 --> 00:13:25.650 align:middle line:84%
So, for example, in Settlers,
when you want to build a road,

00:13:25.650 --> 00:13:28.010 align:middle line:84%
if you strip away all the
fiction, it's just I have

00:13:28.010 --> 00:13:30.780 align:middle line:84%
these cards, I put them down,
I can put this piece here.

00:13:30.780 --> 00:13:36.500 align:middle line:84%
But adding the fiction to it,
you say now, I'm not just

00:13:36.500 --> 00:13:41.170 align:middle line:84%
putting cards down, I'm using
the resources to build a road.

00:13:41.170 --> 00:13:44.360 align:middle line:84%
And so that metaphorical
action is another

00:13:44.360 --> 00:13:45.630 align:middle line:90%
event in the story.

00:13:45.630 --> 00:13:47.790 align:middle line:84%
CLARA FERNANDEZ-VARA: Well, it
becomes a meaningful action.

00:13:47.790 --> 00:13:48.540 align:middle line:90%
That's another--

00:13:48.540 --> 00:13:50.310 align:middle line:84%
I'm sure that you guys have
been talking about that.

00:13:50.310 --> 00:13:51.600 align:middle line:90%
What is a meaningful action?

00:13:51.600 --> 00:13:55.300 align:middle line:84%
And at times, meaningful action
is it constitutes a

00:13:55.300 --> 00:13:56.880 align:middle line:90%
story event.

00:13:56.880 --> 00:13:57.995 align:middle line:90%
Yeah.

00:13:57.995 --> 00:14:00.290 align:middle line:84%
AUDIENCE: I think the whole
point of Munchkin and and

00:14:00.290 --> 00:14:03.750 align:middle line:84%
Shiggy and those games are
to construct stories.

00:14:03.750 --> 00:14:07.620 align:middle line:84%
When we played it, there was a
moment when someon trashed

00:14:07.620 --> 00:14:12.080 align:middle line:84%
someone else's shrooms, and then
the other person played a

00:14:12.080 --> 00:14:16.020 align:middle line:84%
Go Dumpster Diving card to go
pick up the shrooms and a bong

00:14:16.020 --> 00:14:17.810 align:middle line:90%
from the dumpster.

00:14:17.810 --> 00:14:21.330 align:middle line:84%
And this whole sequence of
events, the [UNINTELLIGIBLE]

00:14:21.330 --> 00:14:22.870 align:middle line:84%
text on the cards, what they
were, and the actions you were

00:14:22.870 --> 00:14:25.620 align:middle line:84%
taking, and you string them all
together, I did this, and

00:14:25.620 --> 00:14:28.040 align:middle line:84%
this happened, and this happened
with this object, and

00:14:28.040 --> 00:14:29.540 align:middle line:84%
you've got a perfect story,
because you know you're

00:14:29.540 --> 00:14:31.620 align:middle line:90%
playing the geek, and that--

00:14:31.620 --> 00:14:32.464 align:middle line:84%
CLARA FERNANDEZ-VARA:
Well, there's that.

00:14:32.464 --> 00:14:35.000 align:middle line:84%
But the other thing that is good
about Munchkin is that

00:14:35.000 --> 00:14:36.890 align:middle line:90%
reading the cards is fun.

00:14:36.890 --> 00:14:38.990 align:middle line:84%
There are bits of the story
you'll get in Munchkin that

00:14:38.990 --> 00:14:39.810 align:middle line:90%
are like, [INAUDIBLE].

00:14:39.810 --> 00:14:41.430 align:middle line:84%
That is kind of like
engaging already.

00:14:41.430 --> 00:14:42.630 align:middle line:84%
Oh, and you wanted
to say something?

00:14:42.630 --> 00:14:44.550 align:middle line:84%
AUDIENCE: I was just going to
say that there are some games

00:14:44.550 --> 00:14:46.470 align:middle line:84%
which are entirely about
telling stories.

00:14:46.470 --> 00:14:46.950 align:middle line:84%
CLARA FERNANDEZ-VARA:
Thank you.

00:14:46.950 --> 00:14:50.418 align:middle line:84%
AUDIENCE: Role-playing games are
the number one, and then

00:14:50.418 --> 00:14:53.452 align:middle line:84%
another example is something
like Once Upon a Time, which I

00:14:53.452 --> 00:14:57.060 align:middle line:90%
think is [INAUDIBLE].

00:14:57.060 --> 00:14:58.625 align:middle line:84%
And then they have, also,
The Adventures of Baron

00:14:58.625 --> 00:14:59.900 align:middle line:84%
Munchausen, if you've
ever seen--

00:14:59.900 --> 00:15:00.650 align:middle line:90%
CLARA FERNANDEZ-VARA: Yes.

00:15:00.650 --> 00:15:01.530 align:middle line:90%
Oh, I should bring it, yes.

00:15:01.530 --> 00:15:02.380 align:middle line:90%
I have it in my office.

00:15:02.380 --> 00:15:03.480 align:middle line:84%
Thought that's kind of
difficult to set

00:15:03.480 --> 00:15:05.160 align:middle line:90%
up in half an hour.

00:15:05.160 --> 00:15:05.400 align:middle line:90%
But yes.

00:15:05.400 --> 00:15:08.940 align:middle line:84%
AUDIENCE: And actually, a friend
of mine invented a game

00:15:08.940 --> 00:15:11.590 align:middle line:84%
which is vaguely based on
The Adventures of Baron

00:15:11.590 --> 00:15:16.387 align:middle line:84%
Munchausen, where each person
is telling a story and they

00:15:16.387 --> 00:15:19.598 align:middle line:84%
have cards in front of them
which needs to be flipped over

00:15:19.598 --> 00:15:21.080 align:middle line:84%
by incorporating the elements
of the story into

00:15:21.080 --> 00:15:23.550 align:middle line:90%
their hand of cards--

00:15:23.550 --> 00:15:24.305 align:middle line:90%
Anyway, don't worry about it.

00:15:24.305 --> 00:15:28.550 align:middle line:84%
AUDIENCE: Yeah, you're going a
bit faster, but that's fine

00:15:28.550 --> 00:15:31.940 align:middle line:84%
because yeah, there are games
that are about storytelling,

00:15:31.940 --> 00:15:33.640 align:middle line:84%
communal storytelling,
and role-playing

00:15:33.640 --> 00:15:34.500 align:middle line:90%
games are about that.

00:15:34.500 --> 00:15:38.080 align:middle line:84%
And again, as game designers,
what we are given when we have

00:15:38.080 --> 00:15:41.060 align:middle line:84%
the rule book from D&D
is a fictional

00:15:41.060 --> 00:15:42.870 align:middle line:90%
world that has rules.

00:15:42.870 --> 00:15:48.150 align:middle line:84%
But then we have, as a designer,
as a DM, we are

00:15:48.150 --> 00:15:49.930 align:middle line:84%
coming up with what
is the situation?

00:15:49.930 --> 00:15:50.180 align:middle line:90%
What is the world?

00:15:50.180 --> 00:15:51.710 align:middle line:84%
What is the the specific
challenges that we're

00:15:51.710 --> 00:15:52.950 align:middle line:90%
situating in this world?

00:15:52.950 --> 00:15:54.920 align:middle line:90%
How are we going to do that?

00:15:54.920 --> 00:15:57.810 align:middle line:84%
But it's about communal
storytelling.

00:15:57.810 --> 00:16:00.040 align:middle line:84%
As we're going to see in a
minute, there are also games

00:16:00.040 --> 00:16:02.000 align:middle line:84%
that are about coming
up with stories.

00:16:02.000 --> 00:16:04.970 align:middle line:84%
We're being thrown in
a similar way--

00:16:04.970 --> 00:16:07.650 align:middle line:84%
well, in Munchkin, you're
kind of constructing the

00:16:07.650 --> 00:16:08.730 align:middle line:90%
story as you go.

00:16:08.730 --> 00:16:11.310 align:middle line:84%
But in the games that we're
going to play today, or some

00:16:11.310 --> 00:16:15.230 align:middle line:84%
of you are, like Gloom or Once
Upon a Time, the game is being

00:16:15.230 --> 00:16:17.180 align:middle line:90%
able to produce a narrative.

00:16:17.180 --> 00:16:20.110 align:middle line:84%
Being able to make sense given
the specific cues.

00:16:20.110 --> 00:16:21.660 align:middle line:90%
You've had your hand up?

00:16:21.660 --> 00:16:24.376 align:middle line:84%
AUDIENCE: I was going to do the
opposite extreme of a game

00:16:24.376 --> 00:16:29.420 align:middle line:84%
with a very basic story, and you
kind of make a story up as

00:16:29.420 --> 00:16:32.700 align:middle line:84%
you go along, but it's not
really that crazy.

00:16:32.700 --> 00:16:36.450 align:middle line:84%
This card game, Falling, where
pretty much the pretense is

00:16:36.450 --> 00:16:40.460 align:middle line:84%
you are [UNINTELLIGIBLE], and
you're falling to your demise.

00:16:40.460 --> 00:16:46.250 align:middle line:84%
And so while you guys are
falling, you guys decide we'll

00:16:46.250 --> 00:16:48.820 align:middle line:84%
make a contest of who hits
the ground last.

00:16:48.820 --> 00:16:51.630 align:middle line:84%
And so it's a real-time game,
and you're dealt cards in

00:16:51.630 --> 00:16:52.775 align:middle line:84%
order, and it keeps
going until you

00:16:52.775 --> 00:16:53.690 align:middle line:90%
reach the ground card.

00:16:53.690 --> 00:16:57.350 align:middle line:84%
And so you can attack
other people.

00:16:57.350 --> 00:16:59.427 align:middle line:84%
OK, this is going to
happen to you and

00:16:59.427 --> 00:17:00.381 align:middle line:90%
different effects happen.

00:17:00.381 --> 00:17:02.350 align:middle line:84%
And so when you're actually
playing it, it's kind of like

00:17:02.350 --> 00:17:03.900 align:middle line:84%
the intensity when
you're falling.

00:17:03.900 --> 00:17:07.630 align:middle line:84%
Like, oh, I'm going to die, I
have to do this fast because,

00:17:07.630 --> 00:17:10.300 align:middle line:84%
before you know it, the ground
is already at you.

00:17:10.300 --> 00:17:11.990 align:middle line:84%
AUDIENCE: It's interesting
because it creates a longer

00:17:11.990 --> 00:17:13.405 align:middle line:84%
event of something that's
supposed is

00:17:13.405 --> 00:17:14.170 align:middle line:90%
supposed to be, pop!

00:17:14.170 --> 00:17:14.380 align:middle line:90%
Gone.

00:17:14.380 --> 00:17:16.280 align:middle line:90%
Scratch, right?

00:17:16.280 --> 00:17:20.089 align:middle line:84%
But it's kind of zooming in on
how long that would feel if

00:17:20.089 --> 00:17:25.030 align:middle line:84%
you were actually falling,
making a mini-story of that.

00:17:25.030 --> 00:17:27.180 align:middle line:84%
It's interesting because I don't
know how strongly-- this

00:17:27.180 --> 00:17:29.380 align:middle line:84%
is one of the questions we'll be
talking about in stories in

00:17:29.380 --> 00:17:32.360 align:middle line:84%
games is what kind of an
event constitutes an

00:17:32.360 --> 00:17:33.980 align:middle line:90%
event in the story?

00:17:33.980 --> 00:17:35.680 align:middle line:84%
Is opening a door an
event in the story?

00:17:35.680 --> 00:17:39.300 align:middle line:84%
Well, in some games, it can be
because it might give you

00:17:39.300 --> 00:17:44.120 align:middle line:84%
access to new areas, there might
be someone showing up

00:17:44.120 --> 00:17:45.610 align:middle line:90%
that changes things.

00:17:45.610 --> 00:17:53.470 align:middle line:84%
But in other cases, like
Monopoly, going around and

00:17:53.470 --> 00:17:54.510 align:middle line:90%
getting the--

00:17:54.510 --> 00:17:55.530 align:middle line:90%
how many, $100?--

00:17:55.530 --> 00:18:00.140 align:middle line:90%
$200, is that an event?

00:18:00.140 --> 00:18:01.250 align:middle line:90%
AUDIENCE: Maybe it's not.

00:18:01.250 --> 00:18:03.250 align:middle line:84%
It doesn't seem like a story
event because it's such a

00:18:03.250 --> 00:18:06.333 align:middle line:84%
mundane thing that happens all
the time, although clearly, it

00:18:06.333 --> 00:18:07.501 align:middle line:90%
has [INAUDIBLE].

00:18:07.501 --> 00:18:08.870 align:middle line:84%
CLARA FERNANDEZ-VARA: Yeah, it
does have an effect, but as a

00:18:08.870 --> 00:18:14.320 align:middle line:84%
storytelling art, is kind
of questionable.

00:18:14.320 --> 00:18:16.240 align:middle line:84%
The other thing I wanted to ask
you, seeing as you guys

00:18:16.240 --> 00:18:20.670 align:middle line:84%
have been playing particular
board games, there are board

00:18:20.670 --> 00:18:22.100 align:middle line:84%
games that have similar
mechanics.

00:18:22.100 --> 00:18:25.900 align:middle line:84%
So, I played Race to the Galaxy,
which I really like.

00:18:25.900 --> 00:18:27.650 align:middle line:84%
And I've been told that
[? Potomac Coast ?]

00:18:27.650 --> 00:18:29.900 align:middle line:90%
is very similar, yes?

00:18:29.900 --> 00:18:33.370 align:middle line:90%
So does changing the theme--

00:18:33.370 --> 00:18:36.010 align:middle line:84%
those two games have
different themes--

00:18:36.010 --> 00:18:39.460 align:middle line:84%
but does changing the theme
affect the rules in any ways?

00:18:39.460 --> 00:18:41.372 align:middle line:84%
For those of you who might
have played both?

00:18:41.372 --> 00:18:45.000 align:middle line:90%
AUDIENCE: Not really.

00:18:45.000 --> 00:18:46.020 align:middle line:90%
Not for--

00:18:46.020 --> 00:18:46.830 align:middle line:90%
San Juan, I think is closer.

00:18:46.830 --> 00:18:49.650 align:middle line:90%
San Juan is with the cards.

00:18:49.650 --> 00:18:51.820 align:middle line:84%
But it doesn't really change
the game, because the

00:18:51.820 --> 00:18:52.880 align:middle line:84%
mechanics are almost
identical.

00:18:52.880 --> 00:18:56.660 align:middle line:84%
It's just covered in a different
shell, or whatever

00:18:56.660 --> 00:18:58.940 align:middle line:84%
it is, whatever the mechanic
they're trying to mimic.

00:18:58.940 --> 00:19:02.030 align:middle line:84%
CLARA FERNANDEZ-VARA: So it's
like maybe you don't like

00:19:02.030 --> 00:19:05.650 align:middle line:90%
colonial or whatever--

00:19:05.650 --> 00:19:08.540 align:middle line:84%
AUDIENCE: Yeah, if you
don't like the--

00:19:08.540 --> 00:19:09.884 align:middle line:84%
CLARA FERNANDEZ-VARA: The
science fiction part--

00:19:09.884 --> 00:19:12.370 align:middle line:84%
AUDIENCE: The science fiction
theme, you could go for this

00:19:12.370 --> 00:19:15.510 align:middle line:84%
more Earth town building
theme.

00:19:15.510 --> 00:19:19.150 align:middle line:84%
But if you don't like playing
the game itself, switching to

00:19:19.150 --> 00:19:20.428 align:middle line:84%
the other game is probably
not going

00:19:20.428 --> 00:19:21.508 align:middle line:90%
to be all that different.

00:19:21.508 --> 00:19:23.430 align:middle line:84%
CLARA FERNANDEZ-VARA: Yes, yeah,
which I think is kind of

00:19:23.430 --> 00:19:25.526 align:middle line:84%
interesting, and it's like,
so [INAUDIBLE].

00:19:25.526 --> 00:19:25.952 align:middle line:90%
Yes?

00:19:25.952 --> 00:19:27.790 align:middle line:84%
AUDIENCE: The interesting thing
is that in neither of

00:19:27.790 --> 00:19:31.245 align:middle line:84%
those cases, unlike, say,
Ticket to Ride, do these

00:19:31.245 --> 00:19:33.010 align:middle line:84%
things feel like they're
tacked onto the theme?

00:19:33.010 --> 00:19:37.580 align:middle line:84%
And in each case, the actual
mechanics of the card

00:19:37.580 --> 00:19:41.170 align:middle line:84%
faithfully represent what
they're supposed to be in the

00:19:41.170 --> 00:19:41.980 align:middle line:90%
game fiction, right?

00:19:41.980 --> 00:19:50.810 align:middle line:84%
So I feel that the fact that
the themes are essentially

00:19:50.810 --> 00:19:54.130 align:middle line:84%
interchangeable, or that the
same mechanics underlie both

00:19:54.130 --> 00:19:57.120 align:middle line:84%
games, despite the fact that
they have different themes,

00:19:57.120 --> 00:19:59.300 align:middle line:84%
doesn't necessarily mean
that there's something

00:19:59.300 --> 00:20:00.700 align:middle line:90%
wrong with the theme.

00:20:00.700 --> 00:20:01.861 align:middle line:90%
It's just that--

00:20:01.861 --> 00:20:03.070 align:middle line:84%
AUDIENCE: But the meaning
is similar--

00:20:03.070 --> 00:20:04.386 align:middle line:84%
AUDIENCE: It's just that the
mechanics are flexible, or

00:20:04.386 --> 00:20:04.650 align:middle line:90%
something like that.

00:20:04.650 --> 00:20:06.490 align:middle line:84%
AUDIENCE: But what I mean, the
meaning of what you actually

00:20:06.490 --> 00:20:08.040 align:middle line:90%
do in the games is similar.

00:20:08.040 --> 00:20:12.020 align:middle line:84%
Resource management, planning
ahead, knowing when you can

00:20:12.020 --> 00:20:14.170 align:middle line:90%
deploy a certain--

00:20:14.170 --> 00:20:16.280 align:middle line:84%
they are about the same
thing, even if they

00:20:16.280 --> 00:20:18.180 align:middle line:90%
have different settings.

00:20:18.180 --> 00:20:20.050 align:middle line:84%
So that's probably
the connection.

00:20:20.050 --> 00:20:22.980 align:middle line:84%
It's not about oh, if you like
science fiction games, you can

00:20:22.980 --> 00:20:26.160 align:middle line:84%
play the Battlestar Galactica
game, Race to the Galaxy,

00:20:26.160 --> 00:20:30.470 align:middle line:84%
whereas I'm guessing that for
most people, it's, well, if I

00:20:30.470 --> 00:20:33.540 align:middle line:84%
like Puerto Rico, or I'm
thinking of San Juan, sorry,

00:20:33.540 --> 00:20:35.470 align:middle line:90%
[UNINTELLIGIBLE] wrong place.

00:20:35.470 --> 00:20:38.000 align:middle line:84%
AUDIENCE: Their themes
are close enough.

00:20:38.000 --> 00:20:39.450 align:middle line:84%
CLARA FERNANDEZ-VARA:
But you would play

00:20:39.450 --> 00:20:40.624 align:middle line:90%
something that is similar.

00:20:40.624 --> 00:20:41.532 align:middle line:90%
Does that make sense?

00:20:41.532 --> 00:20:47.050 align:middle line:84%
AUDIENCE: If the meaning of both
games is really empire

00:20:47.050 --> 00:20:48.160 align:middle line:90%
building in some sense, right?

00:20:48.160 --> 00:20:51.213 align:middle line:84%
In San Juan, it's got historic
themes, and Race to the Galaxy

00:20:51.213 --> 00:20:52.119 align:middle line:90%
it's futuristic.

00:20:52.119 --> 00:20:55.800 align:middle line:84%
But they're both empire
building.

00:20:55.800 --> 00:21:00.090 align:middle line:84%
The theme is very well defined
in both of these games.

00:21:00.090 --> 00:21:02.304 align:middle line:84%
That will make sense because
both themes are about empire

00:21:02.304 --> 00:21:06.104 align:middle line:84%
building, only one's in the
future and one's in the past.

00:21:06.104 --> 00:21:08.790 align:middle line:84%
CLARA FERNANDEZ-VARA:
OK, so we have--

00:21:08.790 --> 00:21:10.590 align:middle line:84%
this has taken a bit of the
time, but these are the

00:21:10.590 --> 00:21:14.330 align:middle line:84%
foundations of the concepts that
I wanted to get across

00:21:14.330 --> 00:21:16.560 align:middle line:90%
today and discuss today.

00:21:16.560 --> 00:21:20.280 align:middle line:84%
When we talk about video games,
there's an extra layer,

00:21:20.280 --> 00:21:25.212 align:middle line:84%
which is video games that are
story driven versus just games

00:21:25.212 --> 00:21:26.760 align:middle line:90%
with a story.

00:21:26.760 --> 00:21:29.460 align:middle line:90%
An example I have here.

00:21:29.460 --> 00:21:32.333 align:middle line:84%
So this is Soul Calibur 2,
as far as I remember--

00:21:32.333 --> 00:21:33.319 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:21:33.319 --> 00:21:34.798 align:middle line:90%
Soul Calibur II--

00:21:34.798 --> 00:21:35.291 align:middle line:90%
[INAUDIBLE]

00:21:35.291 --> 00:21:36.277 align:middle line:90%
I think so.

00:21:36.277 --> 00:21:37.756 align:middle line:84%
CLARA FERNANDEZ-VARA:
I don't know.

00:21:37.756 --> 00:21:38.742 align:middle line:90%
[INAUDIBLE]

00:21:38.742 --> 00:21:42.010 align:middle line:84%
Soul Calibur hoping that it was
familiar to [INAUDIBLE]

00:21:42.010 --> 00:21:42.800 align:middle line:90%
designing.

00:21:42.800 --> 00:21:47.757 align:middle line:84%
Anyway, so in Soul Calibur,
what's the game about?

00:21:47.757 --> 00:21:48.751 align:middle line:90%
AUDIENCE: Fighting.

00:21:48.751 --> 00:21:51.280 align:middle line:84%
CLARA FERNANDEZ-VARA: It's about
fighting hand-to-hand.

00:21:51.280 --> 00:21:52.470 align:middle line:84%
AUDIENCE: It has some
weird story.

00:21:52.470 --> 00:21:55.470 align:middle line:84%
CLARA FERNANDEZ-VARA: And it
does have a weird story that's

00:21:55.470 --> 00:21:57.010 align:middle line:84%
like, well, does anybody
know the story?

00:21:57.010 --> 00:22:00.155 align:middle line:84%
I know that there's something,
and there's some reason why

00:22:00.155 --> 00:22:04.050 align:middle line:90%
Sandra or Sophitia--

00:22:04.050 --> 00:22:06.634 align:middle line:90%
Sophitia, right?

00:22:06.634 --> 00:22:07.586 align:middle line:90%
I don't know.

00:22:07.586 --> 00:22:08.538 align:middle line:90%
I think her sister is Sandra.

00:22:08.538 --> 00:22:11.230 align:middle line:84%
AUDIENCE: They're related
somehow, they're mother and

00:22:11.230 --> 00:22:13.870 align:middle line:84%
daughter or brothers or
sisters or something.

00:22:13.870 --> 00:22:15.790 align:middle line:90%
CLARA FERNANDEZ-VARA: Oh, OK.

00:22:15.790 --> 00:22:17.380 align:middle line:84%
Maybe that's what she's
asking for.

00:22:17.380 --> 00:22:18.744 align:middle line:90%
I didn't know.

00:22:18.744 --> 00:22:20.470 align:middle line:90%
I still like these games.

00:22:20.470 --> 00:22:22.010 align:middle line:90%
But do I know their stories?

00:22:22.010 --> 00:22:22.440 align:middle line:90%
No.

00:22:22.440 --> 00:22:24.310 align:middle line:90%
But does it?

00:22:24.310 --> 00:22:26.020 align:middle line:90%
Eh, not really.

00:22:26.020 --> 00:22:26.900 align:middle line:90%
Enough of these.

00:22:26.900 --> 00:22:29.030 align:middle line:84%
For some people, I'm sure that
they do care about the stories

00:22:29.030 --> 00:22:31.835 align:middle line:84%
of these, or the stories of
the characters in Street

00:22:31.835 --> 00:22:32.770 align:middle line:90%
Fighter, for example.

00:22:32.770 --> 00:22:33.040 align:middle line:90%
Yes?

00:22:33.040 --> 00:22:36.160 align:middle line:84%
AUDIENCE: Well I was going to
say for games like this, I

00:22:36.160 --> 00:22:39.220 align:middle line:84%
actually kind of like the
story because it adds--

00:22:39.220 --> 00:22:40.670 align:middle line:90%
the game is not the story.

00:22:40.670 --> 00:22:43.040 align:middle line:84%
There are two separate
entities.

00:22:43.040 --> 00:22:46.170 align:middle line:84%
But one kind of adds
to the other.

00:22:46.170 --> 00:22:47.530 align:middle line:90%
Like Diablo, for example.

00:22:47.530 --> 00:22:50.090 align:middle line:84%
There's lots of people that have
played Diablo II without

00:22:50.090 --> 00:22:52.520 align:middle line:84%
really caring about
the actual story--

00:22:52.520 --> 00:22:56.280 align:middle line:84%
AUDIENCE: Those cinematics were
so cool back in the day.

00:22:56.280 --> 00:23:01.020 align:middle line:84%
AUDIENCE: But even though you
can pretty much separate the

00:23:01.020 --> 00:23:03.435 align:middle line:84%
story from Diablo II and people
would probably still

00:23:03.435 --> 00:23:09.040 align:middle line:84%
play it, the story definitely
adds a layer of, I am attached

00:23:09.040 --> 00:23:09.740 align:middle line:90%
to this game.

00:23:09.740 --> 00:23:11.870 align:middle line:84%
CLARA FERNANDEZ-VARA: But
Diablo, in Diablo, the

00:23:11.870 --> 00:23:14.690 align:middle line:84%
difference is that Diablo's
closer to being a

00:23:14.690 --> 00:23:15.450 align:middle line:90%
story-driven game.

00:23:15.450 --> 00:23:18.000 align:middle line:84%
It's closer to being an
art-boutique game, where the

00:23:18.000 --> 00:23:21.840 align:middle line:84%
quests, you have to know who
you're going to talk to, what

00:23:21.840 --> 00:23:24.130 align:middle line:90%
are you going to do.

00:23:24.130 --> 00:23:28.430 align:middle line:84%
I had a friend, we were working
in this game service,

00:23:28.430 --> 00:23:32.500 align:middle line:84%
and we had to test all these
role-playing games.

00:23:32.500 --> 00:23:35.710 align:middle line:84%
And one of my coworkers was
like, oh, I have to play--

00:23:35.710 --> 00:23:38.140 align:middle line:90%
it was Baldur's Gate II.

00:23:38.140 --> 00:23:39.840 align:middle line:90%
One of the cool ones.

00:23:39.840 --> 00:23:42.620 align:middle line:84%
And he was like, OK, I have to
test this, and I just have to

00:23:42.620 --> 00:23:43.650 align:middle line:90%
see that it works.

00:23:43.650 --> 00:23:46.120 align:middle line:84%
And he was not paying attention
to any other text.

00:23:46.120 --> 00:23:48.890 align:middle line:84%
He was just doing the
technical testing.

00:23:48.890 --> 00:23:51.600 align:middle line:84%
But then he got stuck, and we
were supposed to finish the

00:23:51.600 --> 00:23:54.820 align:middle line:84%
games, and he was stuck, and he
was going slower because he

00:23:54.820 --> 00:23:55.290 align:middle line:90%
didn't know what to do.

00:23:55.290 --> 00:23:58.600 align:middle line:84%
I said, well, if you had read
what you actually had to do.

00:23:58.600 --> 00:24:00.760 align:middle line:84%
Well, for him, it was like,
it was just a story!

00:24:00.760 --> 00:24:03.330 align:middle line:90%
Well, you're playing an RPG.

00:24:03.330 --> 00:24:05.920 align:middle line:90%
You can't leave the story out.

00:24:05.920 --> 00:24:09.306 align:middle line:84%
Somebody's telling you that
you have to squash I don't

00:24:09.306 --> 00:24:13.660 align:middle line:84%
know how many arts, be happy
to know that you have to

00:24:13.660 --> 00:24:14.930 align:middle line:90%
support the arts.

00:24:14.930 --> 00:24:16.790 align:middle line:90%
You have to know where to go.

00:24:16.790 --> 00:24:20.120 align:middle line:84%
So in story-driven games, what
happens is that the story's

00:24:20.120 --> 00:24:23.810 align:middle line:84%
really so tied to the rules and
the goals of the game that

00:24:23.810 --> 00:24:26.570 align:middle line:84%
you have, as you advance in
the game, you're also

00:24:26.570 --> 00:24:29.110 align:middle line:90%
advancing in the story.

00:24:29.110 --> 00:24:34.210 align:middle line:84%
That something that, here, when
you beat up somebody in

00:24:34.210 --> 00:24:38.360 align:middle line:84%
Soul Calibur or Street Fighter,
whatever fighting

00:24:38.360 --> 00:24:42.970 align:middle line:84%
game you can think of, there
might be a little cut scene

00:24:42.970 --> 00:24:44.150 align:middle line:90%
that tells us who they are.

00:24:44.150 --> 00:24:46.010 align:middle line:90%
One thing that I like about--

00:24:46.010 --> 00:24:46.660 align:middle line:90%
is it Soul Calibur?

00:24:46.660 --> 00:24:47.530 align:middle line:90%
Yeah.

00:24:47.530 --> 00:24:50.000 align:middle line:84%
There's a bit of taunting,
like, oh, he beat me, or

00:24:50.000 --> 00:24:51.680 align:middle line:90%
something like that.

00:24:51.680 --> 00:24:55.730 align:middle line:84%
But that is building character a
bit, and that means writing.

00:24:55.730 --> 00:24:58.760 align:middle line:84%
But really, it's not really
story-driven.

00:24:58.760 --> 00:25:02.340 align:middle line:84%
The fact that we're getting
bits of the story as we

00:25:02.340 --> 00:25:05.610 align:middle line:84%
complete challenges, doesn't
mean that if we ignore the

00:25:05.610 --> 00:25:07.212 align:middle line:84%
game, we can still
complete the game

00:25:07.212 --> 00:25:07.715 align:middle line:90%
without knowing the story.

00:25:07.715 --> 00:25:08.930 align:middle line:90%
Does it make sense?

00:25:08.930 --> 00:25:13.390 align:middle line:84%
So this is something that video
games are doing that, to

00:25:13.390 --> 00:25:16.480 align:middle line:84%
a certain extent, some of the
board games that you might

00:25:16.480 --> 00:25:18.100 align:middle line:84%
have been playing
don't quite do.

00:25:18.100 --> 00:25:21.200 align:middle line:90%
Does it make sense?

00:25:21.200 --> 00:25:24.920 align:middle line:84%
We can still think of-- and
there might be some people who

00:25:24.920 --> 00:25:28.080 align:middle line:84%
play these board games still
at the mathematical level

00:25:28.080 --> 00:25:31.140 align:middle line:84%
without paying any attention
to what the event that's

00:25:31.140 --> 00:25:32.810 align:middle line:90%
representing of.

00:25:32.810 --> 00:25:36.160 align:middle line:84%
But that's one potential of
video games, that idea of

00:25:36.160 --> 00:25:38.480 align:middle line:84%
having a story-driven game where
you're playing a game,

00:25:38.480 --> 00:25:41.940 align:middle line:84%
you are interacting with the
world with a strong--

00:25:41.940 --> 00:25:44.523 align:middle line:84%
in the cases of story-driven
games, you also have the

00:25:44.523 --> 00:25:47.300 align:middle line:84%
struggle of a fictional world
that you are interacting with,

00:25:47.300 --> 00:25:50.810 align:middle line:84%
that you are exploring, that
you're poking around.

00:25:50.810 --> 00:25:55.960 align:middle line:84%
So one thing I wanted to make
clear here is that when we

00:25:55.960 --> 00:25:57.210 align:middle line:90%
talk about storytelling--

00:25:57.210 --> 00:25:59.820 align:middle line:90%
and let's try to use the term.

00:25:59.820 --> 00:26:01.640 align:middle line:84%
We're talking about the stories,
but is it really

00:26:01.640 --> 00:26:02.480 align:middle line:90%
storytelling?

00:26:02.480 --> 00:26:04.170 align:middle line:84%
And the thing is that
technically

00:26:04.170 --> 00:26:05.350 align:middle line:90%
games don't tell stories.

00:26:05.350 --> 00:26:06.730 align:middle line:90%
Who's telling the story?

00:26:06.730 --> 00:26:08.350 align:middle line:90%
Who's the narrator?

00:26:08.350 --> 00:26:10.910 align:middle line:84%
There might be games that have
a kind of gimmick of having

00:26:10.910 --> 00:26:14.630 align:middle line:84%
the narrator, like Prince of
Persia: Sands of Time.

00:26:14.630 --> 00:26:17.770 align:middle line:84%
When you make a mistake, and
he's supposed to be telling

00:26:17.770 --> 00:26:21.120 align:middle line:84%
what's happened to him, and he's
like, no, no, no, wait,

00:26:21.120 --> 00:26:22.150 align:middle line:84%
when are you guys going
to learn, no,

00:26:22.150 --> 00:26:24.860 align:middle line:90%
that's not how it happened.

00:26:24.860 --> 00:26:29.450 align:middle line:84%
But really, most games, again
like Baldur's Gate or Diablo,

00:26:29.450 --> 00:26:35.760 align:middle line:84%
or more recently like Mass
Effect, who is the

00:26:35.760 --> 00:26:37.370 align:middle line:90%
storyteller?

00:26:37.370 --> 00:26:40.100 align:middle line:84%
And the thing is that
there are also

00:26:40.100 --> 00:26:41.910 align:middle line:90%
different types of stories.

00:26:41.910 --> 00:26:44.590 align:middle line:84%
When we are interacting with a
game, what we are doing is

00:26:44.590 --> 00:26:48.310 align:middle line:84%
performing, and as we perform,
we are creating a story.

00:26:48.310 --> 00:26:52.460 align:middle line:84%
There's a story that has been
maybe prepared for us.

00:26:52.460 --> 00:26:55.580 align:middle line:84%
Going back to the Munchkin
thing, in every card, we have

00:26:55.580 --> 00:27:01.970 align:middle line:84%
a bit of the story, and we are
kind of putting it together,

00:27:01.970 --> 00:27:04.130 align:middle line:90%
laying it out.

00:27:04.130 --> 00:27:08.190 align:middle line:84%
So the game designers have
designed each game, each chunk

00:27:08.190 --> 00:27:09.710 align:middle line:84%
of the story, what
are the cues that

00:27:09.710 --> 00:27:10.650 align:middle line:90%
we're giving the player?

00:27:10.650 --> 00:27:14.230 align:middle line:84%
But then there's also what else
this player is bringing

00:27:14.230 --> 00:27:16.030 align:middle line:90%
to the game.

00:27:16.030 --> 00:27:19.260 align:middle line:84%
As I was saying before, there's
part that is the game

00:27:19.260 --> 00:27:22.330 align:middle line:84%
itself telling its story, and
the other is what we are

00:27:22.330 --> 00:27:27.200 align:middle line:84%
evoking, what we are having the
player bring to the game.

00:27:27.200 --> 00:27:29.300 align:middle line:84%
Is the story happening in
that player's head?

00:27:29.300 --> 00:27:31.190 align:middle line:84%
So what I'd like to say is
that it's not really

00:27:31.190 --> 00:27:34.270 align:middle line:84%
storytelling, it's about story
building, and as game

00:27:34.270 --> 00:27:37.800 align:middle line:84%
designers, we are designing
those little chunks.

00:27:37.800 --> 00:27:43.210 align:middle line:84%
We are creating stories that are
meant to be reconstructed,

00:27:43.210 --> 00:27:45.230 align:middle line:90%
that are meant to be together.

00:27:45.230 --> 00:27:47.890 align:middle line:84%
So the difference between
storytelling and story

00:27:47.890 --> 00:27:50.700 align:middle line:84%
building basically, when we
have storytelling, we have

00:27:50.700 --> 00:27:56.720 align:middle line:84%
somebody who's narrating, or
maybe there's someone who's

00:27:56.720 --> 00:27:58.900 align:middle line:84%
re-enacting what's happened,
so a thing like

00:27:58.900 --> 00:27:59.870 align:middle line:90%
theater, for example.

00:27:59.870 --> 00:28:02.560 align:middle line:84%
But this continuous, it's
something that just happens

00:28:02.560 --> 00:28:07.700 align:middle line:84%
and is not fragmented, which is
what story building means.

00:28:07.700 --> 00:28:11.040 align:middle line:84%
We have something that has
not already happened.

00:28:11.040 --> 00:28:16.540 align:middle line:84%
It's communicated one way, and
what those events are and what

00:28:16.540 --> 00:28:19.840 align:middle line:84%
order they're told, that's
determined by the author.

00:28:19.840 --> 00:28:24.000 align:middle line:84%
If we think about stories and
how stories apply to games in

00:28:24.000 --> 00:28:25.380 align:middle line:84%
terms of story building,
we're talking

00:28:25.380 --> 00:28:27.180 align:middle line:90%
about fragmented stories.

00:28:27.180 --> 00:28:27.970 align:middle line:90%
Stories in pieces.

00:28:27.970 --> 00:28:30.540 align:middle line:84%
Stories that we have to put
together like a puzzle.

00:28:30.540 --> 00:28:32.290 align:middle line:90%
And we're game designers.

00:28:32.290 --> 00:28:33.570 align:middle line:90%
We make puzzles.

00:28:33.570 --> 00:28:36.290 align:middle line:84%
That's one of the many things
that we can do.

00:28:36.290 --> 00:28:38.900 align:middle line:84%
What those fragments are, how
are we giving cues to the

00:28:38.900 --> 00:28:42.270 align:middle line:84%
player to put together those
fragments, or to come up with

00:28:42.270 --> 00:28:45.750 align:middle line:84%
their own ways of coming
up with the story.

00:28:45.750 --> 00:28:48.640 align:middle line:84%
In a way, it's a kind of
collaboration between the

00:28:48.640 --> 00:28:51.210 align:middle line:84%
designer and the player, because
we rely on the player

00:28:51.210 --> 00:28:54.480 align:middle line:84%
to put this story together, to
come up with their own ways of

00:28:54.480 --> 00:28:59.600 align:middle line:84%
filling the gaps, to really
have a proactive role in

00:28:59.600 --> 00:29:02.470 align:middle line:84%
figuring out what the story
is, and what the

00:29:02.470 --> 00:29:03.420 align:middle line:90%
order of events is.

00:29:03.420 --> 00:29:04.160 align:middle line:90%
But there are--

00:29:04.160 --> 00:29:08.510 align:middle line:84%
you guys have seen the games of
progression and the games

00:29:08.510 --> 00:29:09.780 align:middle line:90%
of emergence?

00:29:09.780 --> 00:29:10.472 align:middle line:90%
Yes?

00:29:10.472 --> 00:29:11.274 align:middle line:90%
You discussed that?

00:29:11.274 --> 00:29:13.998 align:middle line:84%
AUDIENCE: Could you
[INAUDIBLE]

00:29:13.998 --> 00:29:15.850 align:middle line:84%
I'm trying to remember
where this--

00:29:15.850 --> 00:29:17.220 align:middle line:84%
CLARA FERNANDEZ-VARA: It's like
the [INAUDIBLE] in the

00:29:17.220 --> 00:29:19.152 align:middle line:90%
first chapter, second chapter?

00:29:19.152 --> 00:29:19.976 align:middle line:84%
AUDIENCE: Well it's
a seperate--

00:29:19.976 --> 00:29:23.070 align:middle line:84%
I think we had actually looked
at the individual paper.

00:29:23.070 --> 00:29:26.180 align:middle line:84%
AUDIENCE: Yeah, we have the
individual, not the book.

00:29:26.180 --> 00:29:27.812 align:middle line:84%
CLARA FERNANDEZ-VARA:
Not the chapter?

00:29:27.812 --> 00:29:29.270 align:middle line:84%
AUDIENCE: But it's basically
the same thing.

00:29:29.270 --> 00:29:31.855 align:middle line:84%
CLARA FERNANDEZ-VARA: OK, yeah,
because he talked about

00:29:31.855 --> 00:29:35.090 align:middle line:84%
the same thing in a couple
of different places.

00:29:35.090 --> 00:29:39.590 align:middle line:84%
So what happens is that at
times, there are games that

00:29:39.590 --> 00:29:42.940 align:middle line:84%
have a specific order of events,
and there are some

00:29:42.940 --> 00:29:47.020 align:middle line:84%
adventure games, like Syberia
for example, where you have to

00:29:47.020 --> 00:29:50.840 align:middle line:84%
go through a very specific
sequence of events, and when

00:29:50.840 --> 00:29:53.450 align:middle line:84%
you get to a scene it's like,
you have to do this.

00:29:53.450 --> 00:30:01.370 align:middle line:84%
Things like Dragon's Lair,
the laser disc DVD.

00:30:01.370 --> 00:30:04.030 align:middle line:84%
When you go to a place and you
have to figure out what is the

00:30:04.030 --> 00:30:07.070 align:middle line:84%
action that you have to do, and
if you don't do it, you

00:30:07.070 --> 00:30:09.290 align:middle line:90%
die in horrible ways.

00:30:09.290 --> 00:30:15.520 align:middle line:84%
So those are games that set
the order of events very

00:30:15.520 --> 00:30:16.340 align:middle line:90%
specifically.

00:30:16.340 --> 00:30:19.550 align:middle line:84%
But most of the games tend to
have some more flexibility,

00:30:19.550 --> 00:30:22.490 align:middle line:84%
and let the players
explore the world.

00:30:22.490 --> 00:30:26.240 align:middle line:84%
Things that happen in the world
are generated by how the

00:30:26.240 --> 00:30:28.200 align:middle line:84%
player is interacting
with the world.

00:30:28.200 --> 00:30:31.010 align:middle line:84%
So in RPGs, for example,
depending on the RPG, there

00:30:31.010 --> 00:30:34.412 align:middle line:84%
might be the main quest and
the side quests, and there

00:30:34.412 --> 00:30:36.880 align:middle line:84%
might be flexibility in what
order that happens.

00:30:36.880 --> 00:30:41.320 align:middle line:84%
Even how a player might solve
a specific quest.

00:30:41.320 --> 00:30:48.050 align:middle line:84%
In terms of table top, who here
has been dungeon master?

00:30:48.050 --> 00:30:50.034 align:middle line:90%
OK, a bunch of you.

00:30:50.034 --> 00:30:51.902 align:middle line:90%
AUDIENCE: [LAUGHTER]

00:30:51.902 --> 00:30:53.925 align:middle line:84%
CLARA FERNANDEZ-VARA:
OK, so we have a

00:30:53.925 --> 00:30:55.400 align:middle line:90%
corner of dungeon masters.

00:30:55.400 --> 00:30:59.110 align:middle line:84%
So you probably know that when
you design a quest, and then

00:30:59.110 --> 00:31:01.600 align:middle line:84%
you set it up, and you have your
players, and then your

00:31:01.600 --> 00:31:03.760 align:middle line:84%
players come up with a couple of
different ways of tackling

00:31:03.760 --> 00:31:05.940 align:middle line:84%
your quest, whatever they
can come up with.

00:31:05.940 --> 00:31:08.610 align:middle line:84%
And you have to improvise
and try to--

00:31:08.610 --> 00:31:10.710 align:middle line:84%
you're building the rails
of their living.

00:31:10.710 --> 00:31:13.290 align:middle line:84%
It's like they're trying
to anticipate what

00:31:13.290 --> 00:31:15.010 align:middle line:90%
they're going to do.

00:31:15.010 --> 00:31:19.825 align:middle line:84%
So we're trying to get that into
video games, too, but we

00:31:19.825 --> 00:31:22.605 align:middle line:84%
don't have the improvisational
capacity built

00:31:22.605 --> 00:31:24.640 align:middle line:90%
into computers yet.

00:31:24.640 --> 00:31:29.195 align:middle line:84%
But as you see, it's like the
dungeon masters, as dungeon

00:31:29.195 --> 00:31:32.695 align:middle line:84%
masters, we're responding to
the actions of the player.

00:31:32.695 --> 00:31:33.945 align:middle line:90%
Does it make sense?

00:31:33.945 --> 00:31:35.560 align:middle line:90%


00:31:35.560 --> 00:31:38.170 align:middle line:84%
When we're talking about story
building, there are games, as

00:31:38.170 --> 00:31:41.170 align:middle line:84%
I was saying, that are about
story building, where the

00:31:41.170 --> 00:31:45.280 align:middle line:84%
challenge is constructing a
story, improvising as you go.

00:31:45.280 --> 00:31:47.770 align:middle line:84%
You're given chunks, and you
have to be able to be a

00:31:47.770 --> 00:31:49.300 align:middle line:90%
storyteller.

00:31:49.300 --> 00:31:50.940 align:middle line:90%
But you'll play these later.

00:31:50.940 --> 00:31:54.609 align:middle line:90%


00:31:54.609 --> 00:31:57.100 align:middle line:84%
We've actually talked
about this before.

00:31:57.100 --> 00:32:02.430 align:middle line:84%
So when we're talking about
building the fictional world

00:32:02.430 --> 00:32:04.140 align:middle line:90%
of the game--

00:32:04.140 --> 00:32:07.860 align:middle line:84%
I'm going to [UNINTELLIGIBLE]
through this a bit fast.

00:32:07.860 --> 00:32:09.910 align:middle line:90%
We have until 4:30, right?

00:32:09.910 --> 00:32:10.870 align:middle line:90%
PROFESSOR: Yes.

00:32:10.870 --> 00:32:12.310 align:middle line:90%
CLARA FERNANDEZ-VARA: OK.

00:32:12.310 --> 00:32:17.160 align:middle line:84%
So there are also very minimal
ways in which we can construct

00:32:17.160 --> 00:32:21.690 align:middle line:84%
our fiction, and these are
lessons that I've taken from

00:32:21.690 --> 00:32:22.620 align:middle line:90%
digital games.

00:32:22.620 --> 00:32:26.990 align:middle line:84%
But if you think about it, many
of these also apply to

00:32:26.990 --> 00:32:28.800 align:middle line:90%
non-digital games.

00:32:28.800 --> 00:32:34.330 align:middle line:84%
So for example, we have the
title of a game can tell us

00:32:34.330 --> 00:32:36.990 align:middle line:84%
something about the fictional
world, right?

00:32:36.990 --> 00:32:39.790 align:middle line:84%
What about board games
or card games?

00:32:39.790 --> 00:32:43.261 align:middle line:84%
How do the titles build
the fictional world?

00:32:43.261 --> 00:32:45.525 align:middle line:84%
AUDIENCE: The board game Mafia
Wars is pretty clear about

00:32:45.525 --> 00:32:46.700 align:middle line:90%
what you're doing.

00:32:46.700 --> 00:32:48.050 align:middle line:84%
CLARA FERNANDEZ-VARA:
So that's a way.

00:32:48.050 --> 00:32:49.840 align:middle line:84%
It's evoking some things,
like the type or

00:32:49.840 --> 00:32:52.720 align:middle line:90%
kind of world on itself.

00:32:52.720 --> 00:32:53.950 align:middle line:84%
And also setting
the situation.

00:32:53.950 --> 00:32:58.210 align:middle line:90%
So here, Mafia Wars is about

00:32:58.210 --> 00:32:59.000 align:middle line:90%
AUDIENCE: Mafia having--

00:32:59.000 --> 00:32:59.712 align:middle line:84%
CLARA FERNANDEZ-VARA: There's
different factions.

00:32:59.712 --> 00:33:00.940 align:middle line:90%
AUDIENCE: Getting in trouble--

00:33:00.940 --> 00:33:02.060 align:middle line:84%
CLARA FERNANDEZ-VARA:
There's going--

00:33:02.060 --> 00:33:02.970 align:middle line:90%
yeah.

00:33:02.970 --> 00:33:06.740 align:middle line:84%
There's going to be betrayal
probably, shooting down people

00:33:06.740 --> 00:33:08.155 align:middle line:90%
in horrible ways.

00:33:08.155 --> 00:33:09.308 align:middle line:90%
AUDIENCE: [INAUDIBLE].

00:33:09.308 --> 00:33:10.980 align:middle line:90%
AUDIENCE: Any licensed game?

00:33:10.980 --> 00:33:12.345 align:middle line:84%
CLARA FERNANDEZ-VARA:
Any licensed game?

00:33:12.345 --> 00:33:13.320 align:middle line:90%
Yes.

00:33:13.320 --> 00:33:18.560 align:middle line:84%
Thought at times, things like
versions of Monopoly or

00:33:18.560 --> 00:33:19.970 align:middle line:84%
Trivial Pursuit where
it's kind of like--

00:33:19.970 --> 00:33:21.075 align:middle line:90%
AUDIENCE: Star Wars--

00:33:21.075 --> 00:33:23.610 align:middle line:84%
CLARA FERNANDEZ-VARA: Star
Wars everything.

00:33:23.610 --> 00:33:26.360 align:middle line:84%
AUDIENCE: Risk gets
kind of broad.

00:33:26.360 --> 00:33:28.370 align:middle line:84%
CLARA FERNANDEZ-VARA: And there
are also skimmings of

00:33:28.370 --> 00:33:29.830 align:middle line:90%
Risk, right?

00:33:29.830 --> 00:33:31.110 align:middle line:90%
AUDIENCE: Yeah, lots.

00:33:31.110 --> 00:33:32.460 align:middle line:90%
AUDIENCE: Lord of the Rings.

00:33:32.460 --> 00:33:33.800 align:middle line:84%
CLARA FERNANDEZ-VARA: Lord of
the Rings everything, too.

00:33:33.800 --> 00:33:36.662 align:middle line:90%


00:33:36.662 --> 00:33:37.912 align:middle line:90%
Kind of like Barbie.

00:33:37.912 --> 00:33:40.001 align:middle line:90%


00:33:40.001 --> 00:33:41.909 align:middle line:84%
AUDIENCE: I just feel like
there are so many Risks.

00:33:41.909 --> 00:33:44.217 align:middle line:84%
AUDIENCE: I know there's
[? God's ?] which takes place

00:33:44.217 --> 00:33:46.882 align:middle line:84%
back in like mythological,
[INAUDIBLE]?

00:33:46.882 --> 00:33:50.396 align:middle line:84%
CLARA FERNANDEZ-VARA: Yeah,
apart from franchises, what

00:33:50.396 --> 00:33:50.945 align:middle line:90%
other titles are--

00:33:50.945 --> 00:33:52.485 align:middle line:84%
AUDIENCE: The Settlers
of Catan.

00:33:52.485 --> 00:33:55.272 align:middle line:84%
CLARA FERNANDEZ-VARA: Settlers
of Catan, which is evoking--?

00:33:55.272 --> 00:33:56.255 align:middle line:90%
AUDIENCE: Settling.

00:33:56.255 --> 00:33:57.700 align:middle line:90%
[LAUGHTER]

00:33:57.700 --> 00:34:00.020 align:middle line:90%
AUDIENCE: Building cities.

00:34:00.020 --> 00:34:00.330 align:middle line:84%
CLARA FERNANDEZ-VARA:
Building, sure.

00:34:00.330 --> 00:34:01.976 align:middle line:90%
AUDIENCE: San Juan.

00:34:01.976 --> 00:34:04.170 align:middle line:84%
CLARA FERNANDEZ-VARA: Yeah,
San Juan's going to--

00:34:04.170 --> 00:34:05.330 align:middle line:90%
that's what you told me, too.

00:34:05.330 --> 00:34:06.735 align:middle line:90%
AUDIENCE: Chinatown.

00:34:06.735 --> 00:34:07.620 align:middle line:84%
CLARA FERNANDEZ-VARA:
Chinatown?

00:34:07.620 --> 00:34:09.521 align:middle line:84%
AUDIENCE: It's set
in Chinatown.

00:34:09.521 --> 00:34:10.739 align:middle line:84%
CLARA FERNANDEZ-VARA:
And what do you do?

00:34:10.739 --> 00:34:13.239 align:middle line:84%
AUDIENCE: You build businesses
that are stereotypically

00:34:13.239 --> 00:34:15.579 align:middle line:84%
associated with being
in Chinatown.

00:34:15.579 --> 00:34:17.451 align:middle line:90%
[LAUGHTER]

00:34:17.451 --> 00:34:19.442 align:middle line:84%
CLARA FERNANDEZ-VARA: So with
one title, it's not only we're

00:34:19.442 --> 00:34:21.940 align:middle line:84%
evoking the world, but we
can also evoke rules.

00:34:21.940 --> 00:34:23.294 align:middle line:84%
What do you have
to do to here?

00:34:23.294 --> 00:34:25.635 align:middle line:84%
So like Mafia Wars,
you kill people.

00:34:25.635 --> 00:34:27.070 align:middle line:90%
But then, Settlers of Catan.

00:34:27.070 --> 00:34:28.320 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE].

00:34:28.320 --> 00:34:30.595 align:middle line:90%


00:34:30.595 --> 00:34:32.520 align:middle line:84%
CLARA FERNANDEZ-VARA: But you
are maybe playing what some of

00:34:32.520 --> 00:34:35.454 align:middle line:84%
the rules are, what the game
is about, which is what is

00:34:35.454 --> 00:34:36.260 align:middle line:90%
important here.

00:34:36.260 --> 00:34:41.030 align:middle line:84%
And again, Soren Johnson calls
attention to the fact that if

00:34:41.030 --> 00:34:44.219 align:middle line:84%
you're announcing that your game
is about something in the

00:34:44.219 --> 00:34:47.479 align:middle line:84%
description booklet, the people
might not always read,

00:34:47.479 --> 00:34:49.949 align:middle line:84%
or at least a part of
people don't read.

00:34:49.949 --> 00:34:53.260 align:middle line:84%
You should follow up with that,
because it's helping,

00:34:53.260 --> 00:34:57.000 align:middle line:84%
it's giving cues to the player
about how is the story of the

00:34:57.000 --> 00:34:57.660 align:middle line:90%
game going to build up.

00:34:57.660 --> 00:34:59.410 align:middle line:90%
What is the key?

00:34:59.410 --> 00:35:02.560 align:middle line:84%
I like talking about giving
keys to the player a lot

00:35:02.560 --> 00:35:04.800 align:middle line:90%
because I come from theater.

00:35:04.800 --> 00:35:06.880 align:middle line:84%
It's a very intuitive way
of understanding.

00:35:06.880 --> 00:35:09.650 align:middle line:84%
It's not about us selling the
story, it's about helping the

00:35:09.650 --> 00:35:11.590 align:middle line:90%
player construct the story.

00:35:11.590 --> 00:35:15.076 align:middle line:84%
So I have two examples from
video games I really like

00:35:15.076 --> 00:35:19.630 align:middle line:84%
about how to build a fictional
world with a title.

00:35:19.630 --> 00:35:23.730 align:middle line:84%
One obvious one in video games
is Space Invaders, right?

00:35:23.730 --> 00:35:28.311 align:middle line:84%
Space Invaders means we're
on Earth and--

00:35:28.311 --> 00:35:28.780 align:middle line:90%
AUDIENCE: Invaders, aliens.

00:35:28.780 --> 00:35:31.360 align:middle line:84%
CLARA FERNANDEZ-VARA: Invaders
from space, and we'll probably

00:35:31.360 --> 00:35:32.140 align:middle line:90%
have a fight.

00:35:32.140 --> 00:35:33.580 align:middle line:90%
AUDIENCE: Invading from space.

00:35:33.580 --> 00:35:35.220 align:middle line:84%
CLARA FERNANDEZ-VARA:
Another good one,

00:35:35.220 --> 00:35:37.470 align:middle line:90%
Zombies Ate My Neighbors.

00:35:37.470 --> 00:35:39.032 align:middle line:84%
There's a whole story
right there.

00:35:39.032 --> 00:35:41.212 align:middle line:84%
So what's the story
of this game?

00:35:41.212 --> 00:35:42.156 align:middle line:84%
AUDIENCE: Zombies ate
the neighbors?

00:35:42.156 --> 00:35:43.970 align:middle line:84%
CLARA FERNANDEZ-VARA: The
zombies ate the neighbors?

00:35:43.970 --> 00:35:45.590 align:middle line:90%
So what do I do in this game?

00:35:45.590 --> 00:35:47.255 align:middle line:84%
AUDIENCE: Probably
kill zombies.

00:35:47.255 --> 00:35:48.185 align:middle line:84%
CLARA FERNANDEZ-VARA: So
probably killing zombies.

00:35:48.185 --> 00:35:49.755 align:middle line:84%
AUDIENCE: Are zombies
eating my neighbors?

00:35:49.755 --> 00:35:52.250 align:middle line:84%
Or the zombies ate my neighbors
and then just left.

00:35:52.250 --> 00:35:53.545 align:middle line:84%
AUDIENCE: Maybe the zombies
are your neighbors.

00:35:53.545 --> 00:35:55.310 align:middle line:84%
CLARA FERNANDEZ-VARA: Yeah,
maybe you have to kill your

00:35:55.310 --> 00:35:57.340 align:middle line:90%
neighbors, too, now.

00:35:57.340 --> 00:36:00.170 align:middle line:84%
If there's anything left,
because they ate them.

00:36:00.170 --> 00:36:04.540 align:middle line:90%
But this is a whole situation.

00:36:04.540 --> 00:36:05.000 align:middle line:90%
What do I have to do?

00:36:05.000 --> 00:36:06.220 align:middle line:90%
OK, zombies.

00:36:06.220 --> 00:36:09.010 align:middle line:84%
Whacking zombies, I'm sure,
or running away from them.

00:36:09.010 --> 00:36:11.320 align:middle line:84%
AUDIENCE: The fact that you
have neighbors in the

00:36:11.320 --> 00:36:12.550 align:middle line:90%
neighborhood, right?

00:36:12.550 --> 00:36:14.100 align:middle line:84%
It's not like a military
zombie shooter.

00:36:14.100 --> 00:36:16.715 align:middle line:84%
CLARA FERNANDEZ-VARA: Yes,
it's not Resident Evil.

00:36:16.715 --> 00:36:19.486 align:middle line:84%
AUDIENCE: They looked
vaguely like '50s.

00:36:19.486 --> 00:36:21.290 align:middle line:84%
CLARA FERNANDEZ-VARA: Yeah,
I'm not sure about that.

00:36:21.290 --> 00:36:24.820 align:middle line:90%
This is like a Genesis game.

00:36:24.820 --> 00:36:26.680 align:middle line:84%
AUDIENCE: I just played a
game with an old, like--

00:36:26.680 --> 00:36:27.145 align:middle line:90%
[UNINTELLIGIBLE]

00:36:27.145 --> 00:36:28.790 align:middle line:84%
CLARA FERNANDEZ-VARA:
Yeah, yeah, right.

00:36:28.790 --> 00:36:32.050 align:middle line:84%
AUDIENCE: Harkening back to the
zombie movies of the day.

00:36:32.050 --> 00:36:33.690 align:middle line:90%
CLARA FERNANDEZ-VARA: Yeah.

00:36:33.690 --> 00:36:37.770 align:middle line:84%
Another great title that I found
not too long ago, Earth

00:36:37.770 --> 00:36:38.890 align:middle line:90%
Dies Screaming.

00:36:38.890 --> 00:36:40.206 align:middle line:90%
[LAUGHTER]

00:36:40.206 --> 00:36:41.152 align:middle line:90%
AUDIENCE: Wow.

00:36:41.152 --> 00:36:42.870 align:middle line:84%
CLARA FERNANDEZ-VARA: Which is
actually about the '70s--

00:36:42.870 --> 00:36:46.026 align:middle line:90%
AUDIENCE: Whoa.

00:36:46.026 --> 00:36:48.770 align:middle line:84%
CLARA FERNANDEZ-VARA: The title
is from a '70s British

00:36:48.770 --> 00:36:53.040 align:middle line:84%
movie that I think has nothing
to do with the game.

00:36:53.040 --> 00:36:55.970 align:middle line:84%
This is like Space Invaders
in a way.

00:36:55.970 --> 00:36:59.440 align:middle line:84%
You are defending the earth,
it kind of looks like that.

00:36:59.440 --> 00:37:04.860 align:middle line:84%
You have your space ship, and
you have invaders, and you

00:37:04.860 --> 00:37:09.080 align:middle line:84%
have to destroy it before
it lands on earth.

00:37:09.080 --> 00:37:11.550 align:middle line:84%
But again, it's very
evocative.

00:37:11.550 --> 00:37:15.530 align:middle line:84%
It's more memorable than Space
Invaders in a way,

00:37:15.530 --> 00:37:17.770 align:middle line:90%
because it's got--

00:37:17.770 --> 00:37:20.600 align:middle line:84%
there's people attacking
earth, whoever it is.

00:37:20.600 --> 00:37:22.090 align:middle line:84%
And this is going
to end badly.

00:37:22.090 --> 00:37:24.370 align:middle line:84%
That's another thing, but Space
Invaders and things like

00:37:24.370 --> 00:37:24.850 align:middle line:90%
[UNINTELLIGIBLE]

00:37:24.850 --> 00:37:30.627 align:middle line:84%
and all those arcade games that
do have an ending, you

00:37:30.627 --> 00:37:31.908 align:middle line:90%
know the ending.

00:37:31.908 --> 00:37:33.402 align:middle line:90%
You cannot really save earth.

00:37:33.402 --> 00:37:37.510 align:middle line:90%
It's really ominous in a way.

00:37:37.510 --> 00:37:39.480 align:middle line:90%
But again, we have a whole.

00:37:39.480 --> 00:37:41.970 align:middle line:84%
We have a whole situation
is about--

00:37:41.970 --> 00:37:43.200 align:middle line:90%
in the title.

00:37:43.200 --> 00:37:43.830 align:middle line:90%
It's also very memorable.

00:37:43.830 --> 00:37:45.290 align:middle line:90%
I really like this title.

00:37:45.290 --> 00:37:48.770 align:middle line:84%
Another way in which
we can give cues to

00:37:48.770 --> 00:37:50.790 align:middle line:90%
players to build worlds--

00:37:50.790 --> 00:37:58.055 align:middle line:84%
and I had more of this, but
this applies more to video

00:37:58.055 --> 00:38:02.100 align:middle line:84%
games than to board games,
card games, and even

00:38:02.100 --> 00:38:05.380 align:middle line:84%
role-playing games, is
character design.

00:38:05.380 --> 00:38:07.690 align:middle line:90%
Because when we are making--

00:38:07.690 --> 00:38:09.960 align:middle line:84%
and tell me from your
own experience--

00:38:09.960 --> 00:38:12.450 align:middle line:84%
but when you're making
non-digital games, and even

00:38:12.450 --> 00:38:17.890 align:middle line:84%
when you're preparing your
Dungeons & Dragons campaign,

00:38:17.890 --> 00:38:20.150 align:middle line:84%
you don't really come up
with the characters.

00:38:20.150 --> 00:38:23.220 align:middle line:84%
The characters is something
that the player brings.

00:38:23.220 --> 00:38:25.670 align:middle line:84%
For card games, if you have any
examples that are counter

00:38:25.670 --> 00:38:28.470 align:middle line:84%
examples for this, please
let me know.

00:38:28.470 --> 00:38:31.660 align:middle line:84%
But character design is not
something that you do so much

00:38:31.660 --> 00:38:32.480 align:middle line:90%
in non-digital games.

00:38:32.480 --> 00:38:34.370 align:middle line:84%
Do you have any examples
of that?

00:38:34.370 --> 00:38:35.707 align:middle line:90%
AUDIENCE: Well, [UNINTELLIGIBLE]

00:38:35.707 --> 00:38:36.501 align:middle line:90%
can be.

00:38:36.501 --> 00:38:38.680 align:middle line:84%
CLARA FERNANDEZ-VARA:
Yeah, in a way, yes.

00:38:38.680 --> 00:38:42.020 align:middle line:84%
AUDIENCE: I was thinking
[? Acompora ?]

00:38:42.020 --> 00:38:45.645 align:middle line:84%
and other games where you have
a character which is assigned

00:38:45.645 --> 00:38:48.130 align:middle line:84%
to you and often they
have back story.

00:38:48.130 --> 00:38:50.576 align:middle line:84%
In [? Acompora ?] there's
[UNINTELLIGIBLE], Byron, or

00:38:50.576 --> 00:38:51.858 align:middle line:90%
what have you.

00:38:51.858 --> 00:38:55.490 align:middle line:84%
AUDIENCE: I was going to
say the game where

00:38:55.490 --> 00:38:56.160 align:middle line:90%
you're trying to--

00:38:56.160 --> 00:38:57.096 align:middle line:90%
Clue, Clue.

00:38:57.096 --> 00:38:59.620 align:middle line:84%
Where you choose a character
and they all have their

00:38:59.620 --> 00:39:01.300 align:middle line:90%
[INAUDIBLE] and whatnot.

00:39:01.300 --> 00:39:03.310 align:middle line:84%
CLARA FERNANDEZ-VARA:
The things that I--

00:39:03.310 --> 00:39:05.410 align:middle line:84%
As a player, are you really
involved with those

00:39:05.410 --> 00:39:06.475 align:middle line:90%
characters?

00:39:06.475 --> 00:39:08.530 align:middle line:84%
AUDIENCE: I think I can think
of one game which is an

00:39:08.530 --> 00:39:13.395 align:middle line:84%
example where you are, and
it's called Android.

00:39:13.395 --> 00:39:18.640 align:middle line:84%
This game was released, I think,
two years ago now, and

00:39:18.640 --> 00:39:19.820 align:middle line:90%
part of the--

00:39:19.820 --> 00:39:22.270 align:middle line:84%
actually, you should
probably play it--

00:39:22.270 --> 00:39:25.870 align:middle line:84%
part of the point is that
it was trying to include

00:39:25.870 --> 00:39:27.120 align:middle line:90%
developments of--

00:39:27.120 --> 00:39:29.370 align:middle line:90%


00:39:29.370 --> 00:39:31.830 align:middle line:84%
resolving characters' personal
stories through

00:39:31.830 --> 00:39:32.760 align:middle line:90%
mechanics in the game.

00:39:32.760 --> 00:39:33.590 align:middle line:84%
CLARA FERNANDEZ-VARA:
Oh, yeah.

00:39:33.590 --> 00:39:37.935 align:middle line:84%
AUDIENCE: So you're actually
playing through this choose

00:39:37.935 --> 00:39:42.070 align:middle line:84%
your own adventure-ish
type scenario.

00:39:42.070 --> 00:39:45.540 align:middle line:84%
And the choices that you make
throughout the game influence

00:39:45.540 --> 00:39:46.818 align:middle line:84%
what directions your
character's

00:39:46.818 --> 00:39:49.630 align:middle line:90%
personal story arc.

00:39:49.630 --> 00:39:51.793 align:middle line:90%
It's a very good game.

00:39:51.793 --> 00:39:53.090 align:middle line:90%
But it's interesting, right?

00:39:53.090 --> 00:39:55.820 align:middle line:84%
CLARA FERNANDEZ-VARA: Yeah, what
I'm trying to get at here

00:39:55.820 --> 00:39:58.150 align:middle line:84%
is that at times, the
characters are--

00:39:58.150 --> 00:40:01.650 align:middle line:84%
and again, evoking actions,
evoking certain emotions, too.

00:40:01.650 --> 00:40:05.560 align:middle line:84%
I think that that detachment
with non-digital games--

00:40:05.560 --> 00:40:06.990 align:middle line:84%
with role-playing games,
it's different.

00:40:06.990 --> 00:40:10.120 align:middle line:84%
But again, when you're building
your own characters

00:40:10.120 --> 00:40:12.630 align:middle line:84%
in role-playing, you have an
investment when you're making

00:40:12.630 --> 00:40:13.630 align:middle line:90%
it yourself.

00:40:13.630 --> 00:40:17.050 align:middle line:84%
I'm talking more of the point
of view of the designer.

00:40:17.050 --> 00:40:17.675 align:middle line:90%
Here?

00:40:17.675 --> 00:40:22.870 align:middle line:84%
AUDIENCE: So another
[UNINTELLIGIBLE] game again,

00:40:22.870 --> 00:40:23.830 align:middle line:90%
Battlestar Galactica.

00:40:23.830 --> 00:40:28.100 align:middle line:84%
You are assigned a character,
and if you know Battlestar

00:40:28.100 --> 00:40:30.370 align:middle line:84%
Galactica, you're probably
going to go for certain

00:40:30.370 --> 00:40:32.310 align:middle line:84%
characters, because like, oh,
that character's hilarious, I

00:40:32.310 --> 00:40:34.570 align:middle line:84%
want to be him, or,
I'm going to be

00:40:34.570 --> 00:40:37.030 align:middle line:90%
Starbuck, Starbuck's awesome.

00:40:37.030 --> 00:40:41.130 align:middle line:84%
And then each player actually
also has certain traits, which

00:40:41.130 --> 00:40:43.720 align:middle line:90%
are characteristic of their--

00:40:43.720 --> 00:40:46.652 align:middle line:84%
for the player in the
[UNINTELLIGIBLE], like

00:40:46.652 --> 00:40:51.000 align:middle line:84%
[? tie ?], except he's now
taller, so there's a certain

00:40:51.000 --> 00:40:54.451 align:middle line:84%
negative attribute to him if
you're in a certain situation.

00:40:54.451 --> 00:40:55.244 align:middle line:90%
CLARA FERNANDEZ-VARA: OK.

00:40:55.244 --> 00:40:56.900 align:middle line:90%
All right, we have--

00:40:56.900 --> 00:40:57.100 align:middle line:90%
near the back.

00:40:57.100 --> 00:40:59.620 align:middle line:84%
AUDIENCE: I was going to say
in live-action role-playing

00:40:59.620 --> 00:41:03.210 align:middle line:84%
games, like expansion,
Assassin's Guild, and stuff,

00:41:03.210 --> 00:41:04.880 align:middle line:90%
the characters are entirely

00:41:04.880 --> 00:41:08.070 align:middle line:90%
designed by the game designers.

00:41:08.070 --> 00:41:12.775 align:middle line:84%
But you still get the players
who take up this character and

00:41:12.775 --> 00:41:14.600 align:middle line:84%
become involved with it, because
all of their actions

00:41:14.600 --> 00:41:19.462 align:middle line:84%
are based on what the designer
chose to make that character.

00:41:19.462 --> 00:41:22.426 align:middle line:84%
CLARA FERNANDEZ-VARA: Yep, yep,
that's true, that's true.

00:41:22.426 --> 00:41:24.896 align:middle line:90%
And one?

00:41:24.896 --> 00:41:26.040 align:middle line:90%
AUDIENCE: Two other games.

00:41:26.040 --> 00:41:31.963 align:middle line:84%
Cosmic Encounter is where
probably a lot closer to the

00:41:31.963 --> 00:41:34.590 align:middle line:84%
thousand island kind of
situation you've got.

00:41:34.590 --> 00:41:38.396 align:middle line:84%
You pick a race at the beginning
of the game.

00:41:38.396 --> 00:41:39.815 align:middle line:84%
So it's not a single
character.

00:41:39.815 --> 00:41:43.247 align:middle line:84%
But that's effectively the same
thing in that, if you

00:41:43.247 --> 00:41:45.510 align:middle line:84%
pick something like the Cubans,
you have different

00:41:45.510 --> 00:41:48.750 align:middle line:84%
goals, and you have different
powers that you

00:41:48.750 --> 00:41:50.060 align:middle line:90%
can use in the game.

00:41:50.060 --> 00:41:52.687 align:middle line:84%
Whereas if you play a game like
Illuminati, instead of

00:41:52.687 --> 00:41:55.320 align:middle line:84%
playing an individual you're
playing a corporation, or

00:41:55.320 --> 00:41:56.560 align:middle line:90%
actually a [UNINTELLIGIBLE]

00:41:56.560 --> 00:42:00.120 align:middle line:84%
for society, for the most part,
and your actual game

00:42:00.120 --> 00:42:03.990 align:middle line:84%
winning goals are different,
depending on who you pick.

00:42:03.990 --> 00:42:09.420 align:middle line:84%
And part of the game is also
figuring out what certain

00:42:09.420 --> 00:42:11.442 align:middle line:84%
characters are trying-- how
certain characters are trying

00:42:11.442 --> 00:42:14.932 align:middle line:84%
to win the game, because not
everybody has the same game

00:42:14.932 --> 00:42:15.663 align:middle line:90%
winning goal.

00:42:15.663 --> 00:42:16.637 align:middle line:90%
CLARA FERNANDEZ-VARA: OK.

00:42:16.637 --> 00:42:18.098 align:middle line:90%
Patrick, last one.

00:42:18.098 --> 00:42:22.020 align:middle line:84%
AUDIENCE: In the card game
Saboteur, if your role is the

00:42:22.020 --> 00:42:25.320 align:middle line:84%
saboteur, then it is in the
player's best interest to act

00:42:25.320 --> 00:42:26.801 align:middle line:90%
in that role.

00:42:26.801 --> 00:42:28.460 align:middle line:84%
CLARA FERNANDEZ-VARA: To
perform like what?

00:42:28.460 --> 00:42:30.870 align:middle line:84%
AUDIENCE: Yes, to be some person
to the other players

00:42:30.870 --> 00:42:32.316 align:middle line:90%
without letting them catch on.

00:42:32.316 --> 00:42:33.510 align:middle line:84%
CLARA FERNANDEZ-VARA:
Well, awesome.

00:42:33.510 --> 00:42:36.590 align:middle line:84%
You see, and this is why, I
think, [UNINTELLIGIBLE]

00:42:36.590 --> 00:42:39.160 align:middle line:90%
I was asking.

00:42:39.160 --> 00:42:44.190 align:middle line:84%
Yeah, I think the LARPing one
is the obvious case, yeah.

00:42:44.190 --> 00:42:48.640 align:middle line:84%
In video games, what we do,
we can build character in

00:42:48.640 --> 00:42:53.070 align:middle line:84%
cinematic ways and cut scenes
and whatever, but really, it's

00:42:53.070 --> 00:42:56.740 align:middle line:84%
very difficult to build a
character that is at the same

00:42:56.740 --> 00:43:00.960 align:middle line:84%
time you, and not you are the
player and not the player.

00:43:00.960 --> 00:43:05.240 align:middle line:84%
And what we can do is give
them cues about the

00:43:05.240 --> 00:43:06.590 align:middle line:90%
personality of that character.

00:43:06.590 --> 00:43:10.190 align:middle line:84%
And one of the examples I wanted
to give was Sonic,

00:43:10.190 --> 00:43:11.960 align:middle line:84%
because Sonic is
not really you.

00:43:11.960 --> 00:43:13.310 align:middle line:90%
This is always the--

00:43:13.310 --> 00:43:15.905 align:middle line:84%
a bit of this trouble in a lot
of the examples that you were

00:43:15.905 --> 00:43:18.875 align:middle line:84%
doing, except for LARPing, where
LARPing is a bit more

00:43:18.875 --> 00:43:21.075 align:middle line:84%
involved, is that it's kind
of like you but not you.

00:43:21.075 --> 00:43:21.700 align:middle line:90%
Who am I?

00:43:21.700 --> 00:43:24.070 align:middle line:84%
I'm the saboteur, because
I'm doing this.

00:43:24.070 --> 00:43:26.820 align:middle line:90%


00:43:26.820 --> 00:43:30.050 align:middle line:84%
In games, we have Sonic,
for example.

00:43:30.050 --> 00:43:31.130 align:middle line:90%
We are Sonic.

00:43:31.130 --> 00:43:32.350 align:middle line:90%
What are we?

00:43:32.350 --> 00:43:34.645 align:middle line:90%
We are a blue hedgehog.

00:43:34.645 --> 00:43:35.844 align:middle line:90%
And what do we do?

00:43:35.844 --> 00:43:37.296 align:middle line:90%
AUDIENCE: Collect rings.

00:43:37.296 --> 00:43:38.486 align:middle line:90%
AUDIENCE: Run.

00:43:38.486 --> 00:43:42.610 align:middle line:84%
CLARA FERNANDEZ-VARA: So, run
and collect coins, and

00:43:42.610 --> 00:43:43.803 align:middle line:90%
liberating cute animals.

00:43:43.803 --> 00:43:45.070 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

00:43:45.070 --> 00:43:47.830 align:middle line:84%
CLARA FERNANDEZ-VARA:
Yes, that too.

00:43:47.830 --> 00:43:54.040 align:middle line:84%
And one of the things, one of
the goals of designing a

00:43:54.040 --> 00:43:55.740 align:middle line:84%
character, particularly
in video games, is

00:43:55.740 --> 00:43:57.510 align:middle line:90%
making it seem alive.

00:43:57.510 --> 00:44:00.550 align:middle line:84%
Making it go beyond the
functional part.

00:44:00.550 --> 00:44:04.350 align:middle line:84%
Like, oh, we are the saboteur,
we are whatever character in

00:44:04.350 --> 00:44:05.910 align:middle line:90%
Clue, for example.

00:44:05.910 --> 00:44:09.080 align:middle line:84%
Having that emotional
involvement, that is something

00:44:09.080 --> 00:44:12.650 align:middle line:84%
that we are trying to achieve
in video games.

00:44:12.650 --> 00:44:16.860 align:middle line:84%
And Sonic does it in a very
subtle, very cool way.

00:44:16.860 --> 00:44:19.720 align:middle line:84%
Does anybody know what
this picture is of?

00:44:19.720 --> 00:44:21.121 align:middle line:90%
What he's doing?

00:44:21.121 --> 00:44:23.827 align:middle line:84%
AUDIENCE: When you don't do
anything, he starts tapping

00:44:23.827 --> 00:44:24.729 align:middle line:90%
his foot and looking at you.

00:44:24.729 --> 00:44:25.803 align:middle line:84%
CLARA FERNANDEZ-VARA: So it's
kind of like, you're not

00:44:25.803 --> 00:44:26.290 align:middle line:90%
controlling me.

00:44:26.290 --> 00:44:27.330 align:middle line:90%
Come on.

00:44:27.330 --> 00:44:28.440 align:middle line:90%
I wanna go.

00:44:28.440 --> 00:44:29.270 align:middle line:90%
I really have to go.

00:44:29.270 --> 00:44:31.780 align:middle line:84%
I have to run, because
what I do is running.

00:44:31.780 --> 00:44:33.650 align:middle line:90%
So, let's go.

00:44:33.650 --> 00:44:35.370 align:middle line:90%
AUDIENCE: Mario goes to sleep.

00:44:35.370 --> 00:44:36.645 align:middle line:84%
CLARA FERNANDEZ-VARA:
Yeah, Mario goes to

00:44:36.645 --> 00:44:38.195 align:middle line:90%
sleep, that's right.

00:44:38.195 --> 00:44:38.920 align:middle line:90%
AUDIENCE: Starts--

00:44:38.920 --> 00:44:39.390 align:middle line:90%
[INAUDIBLE]

00:44:39.390 --> 00:44:42.180 align:middle line:84%
CLARA FERNANDEZ-VARA: And do
you remember any of the

00:44:42.180 --> 00:44:46.300 align:middle line:90%
Earthworm Jim games?

00:44:46.300 --> 00:44:47.590 align:middle line:90%
He does crazy stuff.

00:44:47.590 --> 00:44:49.540 align:middle line:90%
He starts--

00:44:49.540 --> 00:44:53.080 align:middle line:84%
he flips his head, and he
dresses up, like he is

00:44:53.080 --> 00:44:54.310 align:middle line:90%
thinking, why don't I--

00:44:54.310 --> 00:44:54.840 align:middle line:90%
Yeah.

00:44:54.840 --> 00:45:00.350 align:middle line:84%
Or he gets an afro wig
at some point.

00:45:00.350 --> 00:45:01.640 align:middle line:90%
What are you doing?

00:45:01.640 --> 00:45:04.300 align:middle line:84%
But it's pulling attention
to, who am I?

00:45:04.300 --> 00:45:06.905 align:middle line:84%
When you're not controlling me,
I'm gonna do it myself.

00:45:06.905 --> 00:45:10.530 align:middle line:84%
And is the case of Sonic, it's
like, OK, I'm a running guy,

00:45:10.530 --> 00:45:14.160 align:middle line:84%
but I need you to
run, so come on.

00:45:14.160 --> 00:45:16.057 align:middle line:84%
And it's very subtle, something
that is very

00:45:16.057 --> 00:45:19.248 align:middle line:84%
minimal, but is building
character, but is also telling

00:45:19.248 --> 00:45:22.160 align:middle line:84%
the player who this
character is.

00:45:22.160 --> 00:45:26.240 align:middle line:84%
The last thing-- and this is
something that, again, video

00:45:26.240 --> 00:45:28.380 align:middle line:84%
games can do very well-- is
something that role-playing

00:45:28.380 --> 00:45:34.950 align:middle line:84%
games can do very well, or
LARPing, but I'm not sure that

00:45:34.950 --> 00:45:38.270 align:middle line:84%
card games or board games can
do this, is environmental

00:45:38.270 --> 00:45:39.610 align:middle line:90%
storytelling.

00:45:39.610 --> 00:45:43.700 align:middle line:84%
It's telling the story in the
space as you go around, as

00:45:43.700 --> 00:45:47.680 align:middle line:84%
you're examining the space
and what's going on.

00:45:47.680 --> 00:45:51.710 align:middle line:84%
Video games, what they do very
well, is construction of a

00:45:51.710 --> 00:45:53.550 align:middle line:84%
virtual world that we can
navigate, that we can explore,

00:45:53.550 --> 00:45:55.960 align:middle line:90%
that we can interact with.

00:45:55.960 --> 00:45:58.170 align:middle line:90%
And one of--

00:45:58.170 --> 00:46:00.460 align:middle line:84%
those of you who've been in my
classes before, you know that

00:46:00.460 --> 00:46:02.290 align:middle line:84%
I love the beginning of Bioshock
as an example of

00:46:02.290 --> 00:46:05.840 align:middle line:84%
environmental story telling,
because you know what is this

00:46:05.840 --> 00:46:11.470 align:middle line:84%
world, what has happened before,
and they don't tell it

00:46:11.470 --> 00:46:11.880 align:middle line:90%
with a word.

00:46:11.880 --> 00:46:14.110 align:middle line:84%
It's just going to the
space and figuring

00:46:14.110 --> 00:46:15.530 align:middle line:90%
out what has happened.

00:46:15.530 --> 00:46:21.780 align:middle line:84%
Another example that I really
love is Portal where a lot of

00:46:21.780 --> 00:46:27.220 align:middle line:84%
the story is told, or you
figure it out, as

00:46:27.220 --> 00:46:28.470 align:middle line:90%
you explore the world.

00:46:28.470 --> 00:46:30.120 align:middle line:90%
So what is this in Portal?

00:46:30.120 --> 00:46:34.036 align:middle line:84%
So, first of all, what is the
premise of Portal, the story?

00:46:34.036 --> 00:46:36.780 align:middle line:84%
AUDIENCE: You're a test subject
testing a new device

00:46:36.780 --> 00:46:38.010 align:middle line:90%
at Aperture Labs.

00:46:38.010 --> 00:46:40.985 align:middle line:84%
CLARA FERNANDEZ-VARA: Yes,
so you're a test subject.

00:46:40.985 --> 00:46:42.670 align:middle line:84%
But very soon, you realize
that there's

00:46:42.670 --> 00:46:45.330 align:middle line:90%
something kind of wrong.

00:46:45.330 --> 00:46:49.440 align:middle line:84%
This voice that keeps talking
to, kind of warps around, and

00:46:49.440 --> 00:46:51.100 align:middle line:90%
she goes and comes back.

00:46:51.100 --> 00:46:54.010 align:middle line:84%
But there's something broken,
and you just go on because you

00:46:54.010 --> 00:46:55.670 align:middle line:90%
don't know what else to do.

00:46:55.670 --> 00:46:58.230 align:middle line:90%
But here, what is this?

00:46:58.230 --> 00:47:00.510 align:middle line:84%
Once you start realizing, OK,
there's something really

00:47:00.510 --> 00:47:01.460 align:middle line:90%
wrong, what is this?

00:47:01.460 --> 00:47:04.880 align:middle line:84%
AUDIENCE: This is when you're
trying to escape.

00:47:04.880 --> 00:47:06.110 align:middle line:84%
AUDIENCE: The hole
in the wall.

00:47:06.110 --> 00:47:06.710 align:middle line:84%
CLARA FERNANDEZ-VARA:
There's a hole--

00:47:06.710 --> 00:47:09.120 align:middle line:84%
AUDIENCE: One of the things is
stuck forward, and you can

00:47:09.120 --> 00:47:09.540 align:middle line:90%
sneak under it or something?

00:47:09.540 --> 00:47:11.980 align:middle line:84%
CLARA FERNANDEZ-VARA: Yeah, you
go behind the scenes and

00:47:11.980 --> 00:47:14.940 align:middle line:84%
you realize, OK, so there's
something really wrong here, I

00:47:14.940 --> 00:47:19.210 align:middle line:84%
kind of guessed it, but here
we have what looks like

00:47:19.210 --> 00:47:24.870 align:middle line:84%
somebody's refuge, like where
somebody was hiding, and they

00:47:24.870 --> 00:47:26.190 align:middle line:84%
were writing all
these messages.

00:47:26.190 --> 00:47:29.020 align:middle line:84%
And, of course, it's very funny,
because the famous "The

00:47:29.020 --> 00:47:32.880 align:middle line:84%
cake is a lie," is not something
that everybody has

00:47:32.880 --> 00:47:33.360 align:middle line:90%
to go through.

00:47:33.360 --> 00:47:35.080 align:middle line:90%
You have to find it.

00:47:35.080 --> 00:47:36.460 align:middle line:84%
You have to find
it in the game.

00:47:36.460 --> 00:47:38.160 align:middle line:84%
It's part of exploring
the game.

00:47:38.160 --> 00:47:42.110 align:middle line:90%
So the reason why I like--

00:47:42.110 --> 00:47:44.460 align:middle line:84%
I like Portal for many,
many reasons--

00:47:44.460 --> 00:47:47.820 align:middle line:84%
but one is because the
storytelling is very

00:47:47.820 --> 00:47:51.610 align:middle line:84%
brilliant--and is not something
that we're told,

00:47:51.610 --> 00:47:52.770 align:middle line:90%
this is what happened.

00:47:52.770 --> 00:47:55.830 align:middle line:84%
We figure it out. by listening
to the voice, by listening to

00:47:55.830 --> 00:47:58.040 align:middle line:84%
GlaDOS, by going behind
the scenes.

00:47:58.040 --> 00:47:59.980 align:middle line:84%
We are piecing the
story together.

00:47:59.980 --> 00:48:00.940 align:middle line:90%
Yes?

00:48:00.940 --> 00:48:03.820 align:middle line:84%
AUDIENCE: If you ever pay
attention to what's written on

00:48:03.820 --> 00:48:06.680 align:middle line:84%
the wall in the safe houses in
Left for Dead, there's a lot

00:48:06.680 --> 00:48:08.140 align:middle line:90%
of funny stuff, as well.

00:48:08.140 --> 00:48:10.600 align:middle line:84%
And I initially hadn't realized
Left for Dead had a

00:48:10.600 --> 00:48:11.320 align:middle line:90%
story, really.

00:48:11.320 --> 00:48:14.640 align:middle line:84%
And then, when you actually
pause and read what's written

00:48:14.640 --> 00:48:16.980 align:middle line:84%
on the walls in the safe houses,
there's almost flame

00:48:16.980 --> 00:48:19.710 align:middle line:84%
wars between different people
who run to the same houses and

00:48:19.710 --> 00:48:21.950 align:middle line:84%
are writing facts about the
zombie apocalypse, and saying,

00:48:21.950 --> 00:48:24.880 align:middle line:84%
oh, that's not true, that town
is completely overrun, no,

00:48:24.880 --> 00:48:27.200 align:middle line:84%
you're totally stupid, I was
there last week, and it had

00:48:27.200 --> 00:48:30.180 align:middle line:84%
these things going on and
various two bits of trivia and

00:48:30.180 --> 00:48:30.950 align:middle line:90%
facts about the world.

00:48:30.950 --> 00:48:32.935 align:middle line:84%
And it's very, very clever,
and often quite hilarious.

00:48:32.935 --> 00:48:35.900 align:middle line:84%
CLARA FERNANDEZ-VARA: Because
what environment storytelling

00:48:35.900 --> 00:48:38.570 align:middle line:84%
is doing, after all, we're
telling the story of the

00:48:38.570 --> 00:48:40.500 align:middle line:90%
fictional world.

00:48:40.500 --> 00:48:44.790 align:middle line:84%
That can be part of the goal of
solving games, figuring out

00:48:44.790 --> 00:48:46.735 align:middle line:84%
what is the story of the
fictional world?

00:48:46.735 --> 00:48:49.520 align:middle line:90%


00:48:49.520 --> 00:48:50.160 align:middle line:90%
Yes, Andrew?

00:48:50.160 --> 00:48:53.110 align:middle line:84%
AUDIENCE: Was there a conscious
decision to use

00:48:53.110 --> 00:48:57.260 align:middle line:84%
environmental storytelling as
opposed to story building?

00:48:57.260 --> 00:48:58.660 align:middle line:84%
Well, you mentioned the
difference between

00:48:58.660 --> 00:49:01.496 align:middle line:84%
storytelling and story building
earlier, and you

00:49:01.496 --> 00:49:03.248 align:middle line:84%
mentioned that that was
environmental story telling as

00:49:03.248 --> 00:49:04.010 align:middle line:90%
opposed to story building.

00:49:04.010 --> 00:49:05.110 align:middle line:84%
CLARA FERNANDEZ-VARA: Yeah,
and probably is

00:49:05.110 --> 00:49:07.510 align:middle line:90%
really story building.

00:49:07.510 --> 00:49:09.870 align:middle line:84%
So the thing is that
environmental storytelling is

00:49:09.870 --> 00:49:11.140 align:middle line:90%
what people call it.

00:49:11.140 --> 00:49:12.100 align:middle line:90%
I'm using a phrase.

00:49:12.100 --> 00:49:14.840 align:middle line:84%
But yeah, this is a type
of story building.

00:49:14.840 --> 00:49:18.030 align:middle line:84%
We're building a
[UNINTELLIGIBLE], build it for

00:49:18.030 --> 00:49:19.380 align:middle line:90%
the player.

00:49:19.380 --> 00:49:23.515 align:middle line:84%
But yeah, this is
story building.

00:49:23.515 --> 00:49:26.000 align:middle line:84%
PROFESSOR: More precisely,
you will see talks on

00:49:26.000 --> 00:49:29.880 align:middle line:84%
environmental storytelling when
you go to a conference.

00:49:29.880 --> 00:49:32.533 align:middle line:84%
But what they're really talking
about, so you know, is

00:49:32.533 --> 00:49:35.479 align:middle line:84%
just that [INAUDIBLE] involved
in research.

00:49:35.479 --> 00:49:38.920 align:middle line:84%
AUDIENCE: So maybe the closest
to this kind of thing is in

00:49:38.920 --> 00:49:41.480 align:middle line:84%
flavor text in CCG's and
other such stuff.

00:49:41.480 --> 00:49:43.770 align:middle line:84%
So if you think, for instance,
of Magic the Gathering, then

00:49:43.770 --> 00:49:46.100 align:middle line:84%
there is a back story
behind each of these

00:49:46.100 --> 00:49:48.390 align:middle line:90%
expansions which comes out.

00:49:48.390 --> 00:49:51.985 align:middle line:84%
And that's told through actual
fiction, where you can buy a

00:49:51.985 --> 00:49:53.000 align:middle line:90%
really trashy novel.

00:49:53.000 --> 00:49:54.920 align:middle line:90%
[LAUGHTER]

00:49:54.920 --> 00:49:57.860 align:middle line:84%
But it's also told through
little quotes between--

00:49:57.860 --> 00:50:01.010 align:middle line:84%
by significant the characters
in the fiction, also the

00:50:01.010 --> 00:50:02.300 align:middle line:84%
images which are presented
on the cards.

00:50:02.300 --> 00:50:04.544 align:middle line:84%
So, maybe that's the closest
thing to environmental story

00:50:04.544 --> 00:50:05.080 align:middle line:90%
telling in--

00:50:05.080 --> 00:50:06.900 align:middle line:84%
CLARA FERNANDEZ-VARA:
Yes, yeah.

00:50:06.900 --> 00:50:08.900 align:middle line:84%
Magic the Gathering has this
world, and it seems to be very

00:50:08.900 --> 00:50:11.060 align:middle line:90%
easy expand it.

00:50:11.060 --> 00:50:13.910 align:middle line:84%
I don't know if there's a
bible of the Magic the

00:50:13.910 --> 00:50:14.870 align:middle line:90%
Gathering world.

00:50:14.870 --> 00:50:17.290 align:middle line:84%
AUDIENCE: Yeah, yeah, there's an
entire creative department

00:50:17.290 --> 00:50:18.220 align:middle line:84%
at Wizards of the Coast that's
responsible for maintaining

00:50:18.220 --> 00:50:21.490 align:middle line:84%
the story and making sure it's
all consistent and stuff.

00:50:21.490 --> 00:50:23.780 align:middle line:84%
CLARA FERNANDEZ-VARA: So it's
not really something--

00:50:23.780 --> 00:50:27.712 align:middle line:84%
it's almost 4:00, so I have
still something, but we can go

00:50:27.712 --> 00:50:30.167 align:middle line:84%
through it very fast
if that works?

00:50:30.167 --> 00:50:32.627 align:middle line:84%
PROFESSOR: If we run out of
time, we can play these games

00:50:32.627 --> 00:50:33.521 align:middle line:90%
on Friday or something.

00:50:33.521 --> 00:50:33.970 align:middle line:90%
CLARA FERNANDEZ-VARA: OK.

00:50:33.970 --> 00:50:34.590 align:middle line:84%
PROFESSOR: If that sounds
like a good idea.

00:50:34.590 --> 00:50:35.720 align:middle line:90%
All right.

00:50:35.720 --> 00:50:38.850 align:middle line:84%
CLARA FERNANDEZ-VARA: So, we've
been talking so far

00:50:38.850 --> 00:50:43.592 align:middle line:84%
about designing the story of
world, designing the story of

00:50:43.592 --> 00:50:45.070 align:middle line:90%
the fictional world.

00:50:45.070 --> 00:50:47.890 align:middle line:84%
What we also have, as I was
saying before, the players

00:50:47.890 --> 00:50:50.910 align:middle line:84%
also construction a
story as we go.

00:50:50.910 --> 00:50:54.805 align:middle line:84%
Things that happen to the
player, things that happen in

00:50:54.805 --> 00:50:56.390 align:middle line:84%
the world, because they
happen to the player.

00:50:56.390 --> 00:50:59.245 align:middle line:84%
And again, one of the reasons
why I was talking about games

00:50:59.245 --> 00:51:02.850 align:middle line:84%
of progressions versus games
of emergence is that in

00:51:02.850 --> 00:51:08.630 align:middle line:84%
stories, we have a similar
parallel of stories that have

00:51:08.630 --> 00:51:14.590 align:middle line:84%
been designed for the player,
things that they have to do in

00:51:14.590 --> 00:51:18.590 align:middle line:84%
role-playing games, and I'm
talking about pen and pencil--

00:51:18.590 --> 00:51:22.560 align:middle line:84%
pen and paper role-playing
games, we have the story that

00:51:22.560 --> 00:51:26.280 align:middle line:84%
as the end we have designed,
and then there's what the

00:51:26.280 --> 00:51:27.600 align:middle line:90%
players are trying to do.

00:51:27.600 --> 00:51:32.140 align:middle line:84%
In video games, because
computers don't have the

00:51:32.140 --> 00:51:36.550 align:middle line:84%
capacity for improvisation, what
the player has to do is a

00:51:36.550 --> 00:51:39.170 align:middle line:90%
lot more constrained in a way.

00:51:39.170 --> 00:51:41.440 align:middle line:84%
So what are the bosses
that they have to--

00:51:41.440 --> 00:51:44.520 align:middle line:84%
how do they solve a specific
problem, or how do we get over

00:51:44.520 --> 00:51:45.610 align:middle line:90%
a specific problem.

00:51:45.610 --> 00:51:52.170 align:middle line:84%
So I like giving the example
of Legend of Zelda games,

00:51:52.170 --> 00:51:58.680 align:middle line:84%
where we do have a story that
we're completing almost in a

00:51:58.680 --> 00:52:01.670 align:middle line:84%
specific order, because if you
don't have certain objects,

00:52:01.670 --> 00:52:04.440 align:middle line:84%
you can't go to the next stage
until you have certain

00:52:04.440 --> 00:52:05.360 align:middle line:90%
properties.

00:52:05.360 --> 00:52:09.970 align:middle line:84%
So even though we have a really
nice, relatively open

00:52:09.970 --> 00:52:13.380 align:middle line:84%
world, a world that we can
navigate, we do have a

00:52:13.380 --> 00:52:16.020 align:middle line:84%
specific order of events
that we have to follow.

00:52:16.020 --> 00:52:19.750 align:middle line:84%
Adventure games, it might be
something like point and click

00:52:19.750 --> 00:52:23.795 align:middle line:84%
adventure games, again, things
like Syberia, things like

00:52:23.795 --> 00:52:26.510 align:middle line:84%
Myst, where there is a
pre-established sequence of

00:52:26.510 --> 00:52:29.290 align:middle line:84%
events that we have
to go settle.

00:52:29.290 --> 00:52:32.340 align:middle line:84%
And then, the other extreme, we
have games that are closer

00:52:32.340 --> 00:52:35.680 align:middle line:84%
to these games like Once Upon
a Time, or Gloom where the

00:52:35.680 --> 00:52:38.130 align:middle line:84%
system itself is producing
stories of

00:52:38.130 --> 00:52:40.300 align:middle line:90%
sorts, like in The Sims.

00:52:40.300 --> 00:52:43.470 align:middle line:84%
And in The Sims, the fact that
we have a way to record our

00:52:43.470 --> 00:52:48.560 align:middle line:84%
own stories and share them is
proof that that's a kind of

00:52:48.560 --> 00:52:51.170 align:middle line:84%
system closer to things
like Once Upon a Time.

00:52:51.170 --> 00:52:54.210 align:middle line:84%
That is, the system can generate
narratives, and that

00:52:54.210 --> 00:52:59.570 align:middle line:84%
playing with the system will
generate some narratives.

00:52:59.570 --> 00:53:06.200 align:middle line:84%
So we have ways in which, as
designers, we can provide cues

00:53:06.200 --> 00:53:11.350 align:middle line:84%
or ways to design the
story of the player.

00:53:11.350 --> 00:53:14.650 align:middle line:84%
And the first one is the
game premise, what is

00:53:14.650 --> 00:53:16.560 align:middle line:90%
the goal of the game?

00:53:16.560 --> 00:53:19.250 align:middle line:84%
Game events, I don't know if
I'll let that one, because

00:53:19.250 --> 00:53:21.070 align:middle line:90%
that was too long.

00:53:21.070 --> 00:53:23.130 align:middle line:84%
And we have [UNINTELLIGIBLE]
a narrative.

00:53:23.130 --> 00:53:25.490 align:middle line:84%
The game premise is who are
you in the game, what

00:53:25.490 --> 00:53:26.340 align:middle line:90%
do you do in it.

00:53:26.340 --> 00:53:30.660 align:middle line:84%
It's kind of similar to the
title, but in this case, is

00:53:30.660 --> 00:53:33.660 align:middle line:84%
very tied to who is the player,
what is the role of

00:53:33.660 --> 00:53:34.240 align:middle line:90%
the player in the game?

00:53:34.240 --> 00:53:36.550 align:middle line:84%
So things like Cooking
Mama, for example.

00:53:36.550 --> 00:53:39.005 align:middle line:84%
You're Cooking Mama, so who
are you, Cooking Mama?

00:53:39.005 --> 00:53:40.240 align:middle line:90%
You're not mama.

00:53:40.240 --> 00:53:42.418 align:middle line:90%
Mama's complaining about you.

00:53:42.418 --> 00:53:45.160 align:middle line:84%
You are the person who's
cooking for Mama.

00:53:45.160 --> 00:53:48.160 align:middle line:84%
That's the title they should
have, Cooking for Mama.

00:53:48.160 --> 00:53:50.900 align:middle line:84%
And then now they're getting
pissed off at you because you

00:53:50.900 --> 00:53:52.730 align:middle line:90%
didn't do it right.

00:53:52.730 --> 00:53:56.190 align:middle line:84%
But it tells you basically
so you're a cook.

00:53:56.190 --> 00:53:57.650 align:middle line:90%
Or what is it that you do.

00:53:57.650 --> 00:53:59.710 align:middle line:84%
You're trying to please
Mama by cooking

00:53:59.710 --> 00:54:01.100 align:middle line:90%
something nice and yummy.

00:54:01.100 --> 00:54:04.950 align:middle line:90%
Usually, also kind of weird.

00:54:04.950 --> 00:54:08.660 align:middle line:84%
A really good example of
creating the story of the

00:54:08.660 --> 00:54:12.170 align:middle line:84%
player by the premise of who you
are in the game is this.

00:54:12.170 --> 00:54:15.700 align:middle line:90%


00:54:15.700 --> 00:54:17.350 align:middle line:84%
CLARA FERNANDEZ-VARA:
I love this example.

00:54:17.350 --> 00:54:18.150 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

00:54:18.150 --> 00:54:19.840 align:middle line:84%
CLARA FERNANDEZ-VARA: Because
it's like, who are you?

00:54:19.840 --> 00:54:20.760 align:middle line:90%
You're a hacker.

00:54:20.760 --> 00:54:22.392 align:middle line:90%
And it gives you--

00:54:22.392 --> 00:54:24.890 align:middle line:84%
the cool thing about this
trailer is it gives you a list

00:54:24.890 --> 00:54:25.970 align:middle line:90%
of what you do.

00:54:25.970 --> 00:54:27.240 align:middle line:90%
This is your story.

00:54:27.240 --> 00:54:29.640 align:middle line:84%
You are framing people,
you are framing

00:54:29.640 --> 00:54:31.310 align:middle line:90%
innocent people, of course.

00:54:31.310 --> 00:54:33.960 align:middle line:84%
Maintaining people's academic
records, building their

00:54:33.960 --> 00:54:37.730 align:middle line:84%
devices, and all those are
activities in the game, but

00:54:37.730 --> 00:54:38.670 align:middle line:90%
it's also who you are.

00:54:38.670 --> 00:54:39.460 align:middle line:90%
That is your story.

00:54:39.460 --> 00:54:41.564 align:middle line:84%
Those are the kinds of things
that you're going to be doing

00:54:41.564 --> 00:54:43.800 align:middle line:90%
in the game.

00:54:43.800 --> 00:54:46.660 align:middle line:84%
So again, we were talking
about Saboteur before.

00:54:46.660 --> 00:54:50.415 align:middle line:84%
Well, as saboteur, you already
have a series of actions that

00:54:50.415 --> 00:54:52.720 align:middle line:84%
you associated with the
your character.

00:54:52.720 --> 00:54:55.780 align:middle line:84%
That is way that we can design
the story of the player, at

00:54:55.780 --> 00:54:59.670 align:middle line:84%
least at the higher level,
and give it that cue.

00:54:59.670 --> 00:55:02.480 align:middle line:84%
I'm skipping game events because
it's kind of long and

00:55:02.480 --> 00:55:04.770 align:middle line:90%
it's very, very strong.

00:55:04.770 --> 00:55:08.760 align:middle line:84%
Two basic video games, and
mostly [UNINTELLIGIBLE].

00:55:08.760 --> 00:55:12.810 align:middle line:84%
The other example that I
want to make here is

00:55:12.810 --> 00:55:13.600 align:middle line:90%
micronarratives.

00:55:13.600 --> 00:55:18.550 align:middle line:84%
And again, all these are more
video game things, but

00:55:18.550 --> 00:55:22.775 align:middle line:84%
micronarratives are little
events, they're not even cut

00:55:22.775 --> 00:55:25.820 align:middle line:84%
scenes, they're just little
events that happen as

00:55:25.820 --> 00:55:28.440 align:middle line:84%
reactions to the player's
actions.

00:55:28.440 --> 00:55:33.590 align:middle line:84%
In a way, Sonic tapping his foot
is a kind micronarrative.

00:55:33.590 --> 00:55:36.900 align:middle line:84%
You're not doing anything,
come on, I want to go.

00:55:36.900 --> 00:55:40.425 align:middle line:84%
Or Mario falling asleep
is kind of like a

00:55:40.425 --> 00:55:41.675 align:middle line:90%
micronarrative of sorts.

00:55:41.675 --> 00:55:44.420 align:middle line:90%


00:55:44.420 --> 00:55:46.430 align:middle line:84%
This is one of my favorite
micronarratives

00:55:46.430 --> 00:55:48.330 align:middle line:90%
in these video games.

00:55:48.330 --> 00:55:54.620 align:middle line:84%
This is the game Jet Set Willy,
which is from 1985,

00:55:54.620 --> 00:55:58.160 align:middle line:90%
maybe, something, middle '80s.

00:55:58.160 --> 00:56:00.110 align:middle line:90%
It was for Commodore 64.

00:56:00.110 --> 00:56:01.200 align:middle line:84%
Well, it was originally
for the--

00:56:01.200 --> 00:56:02.450 align:middle line:90%
AUDIENCE: Spectrum.

00:56:02.450 --> 00:56:05.013 align:middle line:84%
CLARA FERNANDEZ-VARA:
Yes, thank you.

00:56:05.013 --> 00:56:08.170 align:middle line:84%
He's prepared a presentation
on the Spectrum, yes.

00:56:08.170 --> 00:56:13.570 align:middle line:84%
Commodore 64 and surrounding
this world is Z80 platforms in

00:56:13.570 --> 00:56:17.534 align:middle line:84%
the '80s, and this was a
sequel to Manic Miner.

00:56:17.534 --> 00:56:22.044 align:middle line:84%
So Manic Miner, you were
Miner Willy, yes?

00:56:22.044 --> 00:56:22.950 align:middle line:90%
Miner Willy.

00:56:22.950 --> 00:56:25.310 align:middle line:84%
And you go down into the
earth, and you find a

00:56:25.310 --> 00:56:27.360 align:middle line:84%
treasure, and you become
immensely rich.

00:56:27.360 --> 00:56:31.140 align:middle line:84%
So with the money that you get
from the first game, you throw

00:56:31.140 --> 00:56:35.460 align:middle line:84%
a party, and you throw such a
big party that your house

00:56:35.460 --> 00:56:38.510 align:middle line:84%
becomes invaded by the weirdest
creatures ever.

00:56:38.510 --> 00:56:46.012 align:middle line:84%
There are flying toilet seats,
mutant pigs, I don't know.

00:56:46.012 --> 00:56:46.894 align:middle line:84%
AUDIENCE: Sounds like
a good party.

00:56:46.894 --> 00:56:49.780 align:middle line:84%
CLARA FERNANDEZ-VARA: Yeah, such
a good party that you get

00:56:49.780 --> 00:56:52.610 align:middle line:84%
people from other worlds
to come to your party.

00:56:52.610 --> 00:56:55.060 align:middle line:84%
But the thing was that it was
such a good party, you wanted

00:56:55.060 --> 00:56:55.920 align:middle line:90%
to go to bed.

00:56:55.920 --> 00:56:56.500 align:middle line:90%
This is Willy.

00:56:56.500 --> 00:56:57.830 align:middle line:90%
This is you in the game.

00:56:57.830 --> 00:57:01.850 align:middle line:84%
So in Jet Set Willy, this is the
day after, and Willy is is

00:57:01.850 --> 00:57:04.840 align:middle line:84%
hungover probably after
the super party.

00:57:04.840 --> 00:57:05.970 align:middle line:90%
And he was in a bed.

00:57:05.970 --> 00:57:11.080 align:middle line:84%
In the game, to the left, you
have the picture of the bed,

00:57:11.080 --> 00:57:13.470 align:middle line:84%
and that's your goal,
go to bed.

00:57:13.470 --> 00:57:17.130 align:middle line:84%
But this is your landlady, who's
seen how you trashed the

00:57:17.130 --> 00:57:20.830 align:middle line:84%
place, and she doesn't want you
to go to bed until you've

00:57:20.830 --> 00:57:22.230 align:middle line:90%
cleaned it up.

00:57:22.230 --> 00:57:25.500 align:middle line:84%
So the cool thing, they
really want to get--

00:57:25.500 --> 00:57:28.630 align:middle line:90%
and then, the animation here--

00:57:28.630 --> 00:57:32.370 align:middle line:84%
is that she has her
arms like this.

00:57:32.370 --> 00:57:35.290 align:middle line:84%
She's holding her arms like
this, and whenever

00:57:35.290 --> 00:57:37.599 align:middle line:90%
you get near her--

00:57:37.599 --> 00:57:39.048 align:middle line:90%
which arm is it?--

00:57:39.048 --> 00:57:41.946 align:middle line:84%
her left arm, she
goes like, ha!

00:57:41.946 --> 00:57:43.400 align:middle line:90%
Go.

00:57:43.400 --> 00:57:45.410 align:middle line:84%
And it's a reaction
to what you do.

00:57:45.410 --> 00:57:47.420 align:middle line:90%
With this, it's a few pixels.

00:57:47.420 --> 00:57:49.060 align:middle line:84%
It's probably four
or five pixels.

00:57:49.060 --> 00:57:51.940 align:middle line:84%
And in four or five pixels, this
game is telling you this

00:57:51.940 --> 00:57:52.950 align:middle line:90%
is what you have to do.

00:57:52.950 --> 00:57:54.190 align:middle line:90%
Go that way.

00:57:54.190 --> 00:57:55.020 align:middle line:84%
This is your goal,
you asked me.

00:57:55.020 --> 00:58:00.108 align:middle line:84%
You've gotta come here, go that
way, and clean it up.

00:58:00.108 --> 00:58:03.060 align:middle line:90%
And this is eight bit pixels!

00:58:03.060 --> 00:58:05.530 align:middle line:84%
And she's telling you all that
with just a few pixels.

00:58:05.530 --> 00:58:08.060 align:middle line:84%
You don't really
need that much.

00:58:08.060 --> 00:58:11.270 align:middle line:84%
But with that kind of reaction,
we always want to,

00:58:11.270 --> 00:58:12.950 align:middle line:90%
again, gives cues.

00:58:12.950 --> 00:58:14.650 align:middle line:84%
What is it that the
player has to do?

00:58:14.650 --> 00:58:17.250 align:middle line:90%
We don't need a cut scene.

00:58:17.250 --> 00:58:21.430 align:middle line:84%
With a few pixels, we know what
we have to do, right?

00:58:21.430 --> 00:58:22.540 align:middle line:90%
And it's a very difficult game,

00:58:22.540 --> 00:58:25.230 align:middle line:90%
too, for today's standards.

00:58:25.230 --> 00:58:29.120 align:middle line:84%
Anyway, so the conclusion
here is that

00:58:29.120 --> 00:58:30.220 align:middle line:90%
why do we need stories?

00:58:30.220 --> 00:58:31.200 align:middle line:90%
Why do we need fictions?

00:58:31.200 --> 00:58:33.700 align:middle line:84%
What do fictional worlds
do for us?

00:58:33.700 --> 00:58:36.140 align:middle line:90%
What do themes do for us?

00:58:36.140 --> 00:58:41.085 align:middle line:84%
As we were saying, humans have
a tendency the story-icize

00:58:41.085 --> 00:58:42.410 align:middle line:90%
everything.

00:58:42.410 --> 00:58:44.830 align:middle line:90%
We are natural storytellers.

00:58:44.830 --> 00:58:47.390 align:middle line:84%
Some of what these games like
Once Upon a Time or

00:58:47.390 --> 00:58:48.370 align:middle line:90%
[? Bloom ?]

00:58:48.370 --> 00:58:52.810 align:middle line:84%
are playing with is because we
tell other people what has

00:58:52.810 --> 00:58:54.330 align:middle line:90%
happened to us.

00:58:54.330 --> 00:58:56.520 align:middle line:84%
If you complain about something,
you're complaining

00:58:56.520 --> 00:58:58.550 align:middle line:84%
in the form of a story
if something might

00:58:58.550 --> 00:59:00.110 align:middle line:90%
have happened to you.

00:59:00.110 --> 00:59:04.810 align:middle line:84%
We understand our experiences
as stories, and there are

00:59:04.810 --> 00:59:08.320 align:middle line:84%
different disciplines that
have dealt with this from

00:59:08.320 --> 00:59:12.610 align:middle line:84%
computer science
to psychology.

00:59:12.610 --> 00:59:15.520 align:middle line:84%
How we are making stories about
ourselves, how we are

00:59:15.520 --> 00:59:17.050 align:middle line:84%
making stories about
our worlds.

00:59:17.050 --> 00:59:21.400 align:middle line:84%
So having a story, having a
game that has a fictional

00:59:21.400 --> 00:59:24.210 align:middle line:84%
world in which a story can
take place is a way of

00:59:24.210 --> 00:59:27.230 align:middle line:84%
understanding the underlying
system.

00:59:27.230 --> 00:59:30.300 align:middle line:84%
As I was saying, if we have a
game that is called Mafia

00:59:30.300 --> 00:59:35.230 align:middle line:84%
Wars, we already have a goal, we
have sets of rules, who we

00:59:35.230 --> 00:59:38.500 align:middle line:84%
are, what is it that
we have to do.

00:59:38.500 --> 00:59:40.680 align:middle line:90%
We don't need a lot of--

00:59:40.680 --> 00:59:44.400 align:middle line:84%
two words have been enough
to evoke a lot of that

00:59:44.400 --> 00:59:46.950 align:middle line:90%
information.

00:59:46.950 --> 00:59:50.830 align:middle line:84%
So the last thing, and this
applies a bit more to video

00:59:50.830 --> 00:59:54.470 align:middle line:84%
games, is that by having a
story, we're also providing

00:59:54.470 --> 00:59:56.800 align:middle line:90%
consistency to the world.

00:59:56.800 --> 01:00:02.660 align:middle line:84%
When Jesper Juul is talking
about incoherent worlds, he's

01:00:02.660 --> 01:00:05.090 align:middle line:84%
really talking about worlds
where there's not really a

01:00:05.090 --> 01:00:07.680 align:middle line:84%
story, and there are video games
that have awful stories,

01:00:07.680 --> 01:00:08.700 align:middle line:90%
that's true.

01:00:08.700 --> 01:00:11.030 align:middle line:84%
But when you're forced, or when
you're thinking about

01:00:11.030 --> 01:00:14.420 align:middle line:84%
your world not only as a
fictional world as a

01:00:14.420 --> 01:00:17.270 align:middle line:84%
simulation, but also as a world
that has to produce a

01:00:17.270 --> 01:00:20.460 align:middle line:84%
story that makes sense, that
is going to provide more

01:00:20.460 --> 01:00:22.340 align:middle line:84%
coherence to the world
hopefully.

01:00:22.340 --> 01:00:23.820 align:middle line:90%
We have to [UNINTELLIGIBLE].

01:00:23.820 --> 01:00:25.690 align:middle line:84%
But that means that you can take
the [UNINTELLIGIBLE] for

01:00:25.690 --> 01:00:26.940 align:middle line:90%
games, [UNINTELLIGIBLE].

01:00:26.940 --> 01:00:30.450 align:middle line:90%


01:00:30.450 --> 01:00:33.080 align:middle line:84%
And there are things that yes
there are complains about,

01:00:33.080 --> 01:00:38.510 align:middle line:84%
like why does Mario
have to realize?

01:00:38.510 --> 01:00:39.760 align:middle line:84%
Well, because it's
Mario, right?

01:00:39.760 --> 01:00:42.650 align:middle line:90%


01:00:42.650 --> 01:00:44.090 align:middle line:90%
Is that part of the story?

01:00:44.090 --> 01:00:49.310 align:middle line:84%
That's one of those no-man's
land issues.

01:00:49.310 --> 01:00:53.460 align:middle line:84%
Does that undermine the
consistency of the world?

01:00:53.460 --> 01:00:59.450 align:middle line:84%
Maybe the anthological level,
the level of the world itself.

01:00:59.450 --> 01:01:02.750 align:middle line:84%
But really, it's more about
making sense about the rules.

01:01:02.750 --> 01:01:04.310 align:middle line:90%
What is it--

01:01:04.310 --> 01:01:07.160 align:middle line:84%
being able to look at the
world in a critical way.

01:01:07.160 --> 01:01:10.070 align:middle line:84%
I'm trying to think
of an example of--

01:01:10.070 --> 01:01:13.028 align:middle line:84%
apart from the three
lives of Mario--

01:01:13.028 --> 01:01:14.462 align:middle line:90%
AUDIENCE: He was a plumber.

01:01:14.462 --> 01:01:15.418 align:middle line:90%
CLARA FERNANDEZ-VARA: What?

01:01:15.418 --> 01:01:16.646 align:middle line:84%
AUDIENCE: I thought you
said he was a plumber.

01:01:16.646 --> 01:01:17.330 align:middle line:90%
Oh no, that was in the theme.

01:01:17.330 --> 01:01:23.370 align:middle line:84%
CLARA FERNANDEZ-VARA: No,
but for example, Kirby.

01:01:23.370 --> 01:01:29.350 align:middle line:84%
He eats other creatures
and spits them.

01:01:29.350 --> 01:01:31.160 align:middle line:90%
Where does it come from?

01:01:31.160 --> 01:01:33.730 align:middle line:90%
Why does it do that?

01:01:33.730 --> 01:01:36.870 align:middle line:90%
What is the story of Kirby?

01:01:36.870 --> 01:01:39.330 align:middle line:84%
He's kind of cute, but hey, I
would watch out with him,

01:01:39.330 --> 01:01:40.770 align:middle line:84%
because he can eat almost
anything, and then

01:01:40.770 --> 01:01:41.190 align:middle line:90%
he just dumps it?

01:01:41.190 --> 01:01:43.560 align:middle line:84%
AUDIENCE: Kirby's a weirdly
disturbing character.

01:01:43.560 --> 01:01:45.042 align:middle line:90%
[LAUGHTER]

01:01:45.042 --> 01:01:46.153 align:middle line:84%
CLARA FERNANDEZ-VARA: Yes,
if you think about

01:01:46.153 --> 01:01:47.018 align:middle line:90%
it in terms of stories.

01:01:47.018 --> 01:01:48.994 align:middle line:90%
But this is kind of wow.

01:01:48.994 --> 01:01:49.982 align:middle line:90%
AUDIENCE: Yoshi, too, right?

01:01:49.982 --> 01:01:50.980 align:middle line:90%
CLARA FERNANDEZ-VARA: Yes.

01:01:50.980 --> 01:01:51.870 align:middle line:90%
And I love Yoshi.

01:01:51.870 --> 01:01:55.260 align:middle line:84%
AUDIENCE: Yeah, and that's
another video game character--

01:01:55.260 --> 01:01:58.340 align:middle line:84%
it seems like one of the reasons
why these arguments

01:01:58.340 --> 01:02:00.980 align:middle line:84%
have been raised is because
there have been these huge

01:02:00.980 --> 01:02:02.225 align:middle line:90%
piles of inconsistencies.

01:02:02.225 --> 01:02:04.340 align:middle line:84%
CLARA FERNANDEZ-VARA: But the
inconsistency has become--

01:02:04.340 --> 01:02:06.740 align:middle line:84%
I think that when you try
to write the story,

01:02:06.740 --> 01:02:07.990 align:middle line:90%
if that makes sense.

01:02:07.990 --> 01:02:10.650 align:middle line:90%


01:02:10.650 --> 01:02:14.662 align:middle line:90%
So Yoshi eats creatures and--

01:02:14.662 --> 01:02:16.030 align:middle line:84%
AUDIENCE: Then he
spits them out.

01:02:16.030 --> 01:02:17.280 align:middle line:90%
Each one.

01:02:17.280 --> 01:02:19.170 align:middle line:90%


01:02:19.170 --> 01:02:20.790 align:middle line:84%
Depends on which Mario you're
talking about, because if it's

01:02:20.790 --> 01:02:21.395 align:middle line:90%
Super Mario World--

01:02:21.395 --> 01:02:22.050 align:middle line:84%
CLARA FERNANDEZ-VARA: I'm
thinking of Yoshi's Island.

01:02:22.050 --> 01:02:22.960 align:middle line:84%
AUDIENCE: Okay, yeah,
in Yoshi's Island,

01:02:22.960 --> 01:02:23.792 align:middle line:90%
yeah, he poops eggs.

01:02:23.792 --> 01:02:25.966 align:middle line:84%
CLARA FERNANDEZ-VARA: Yeah, and
is like, hm, and then he

01:02:25.966 --> 01:02:27.690 align:middle line:84%
throws it, and they're
like bombs?

01:02:27.690 --> 01:02:29.350 align:middle line:84%
AUDIENCE: Yeah, he throws
his eggs at--

01:02:29.350 --> 01:02:30.600 align:middle line:90%
he uses his eggs as weapons.

01:02:30.600 --> 01:02:35.125 align:middle line:90%


01:02:35.125 --> 01:02:37.370 align:middle line:84%
CLARA FERNANDEZ-VARA: Yeah, but
all of those things become

01:02:37.370 --> 01:02:38.610 align:middle line:84%
evident the moment that
we start his story

01:02:38.610 --> 01:02:39.400 align:middle line:90%
[UNINTELLIGIBLE].

01:02:39.400 --> 01:02:41.500 align:middle line:84%
So who is this person, what do
they do, why do they do this?

01:02:41.500 --> 01:02:43.740 align:middle line:84%
Wow, it's kind of
falling apart.

01:02:43.740 --> 01:02:45.270 align:middle line:90%
So the incoherence--

01:02:45.270 --> 01:02:47.620 align:middle line:84%
and I'm just thinking that I
don't know if you guys will

01:02:47.620 --> 01:02:48.620 align:middle line:90%
really like this or not--

01:02:48.620 --> 01:02:51.640 align:middle line:84%
but the incoherence comes
from the impossibility--

01:02:51.640 --> 01:02:55.710 align:middle line:84%
or not impossibility, but the
problems of trying to make

01:02:55.710 --> 01:02:57.320 align:middle line:84%
this into a story and
realizing, well,

01:02:57.320 --> 01:02:58.610 align:middle line:90%
this has not been--

01:02:58.610 --> 01:03:01.040 align:middle line:84%
this has been thought out as a
cool game, and I love Yoshi's

01:03:01.040 --> 01:03:05.480 align:middle line:84%
Island, but as a story, it
kind of falls apart.

01:03:05.480 --> 01:03:08.222 align:middle line:90%
Yes?

01:03:08.222 --> 01:03:11.510 align:middle line:84%
AUDIENCE: I think one of the
really glaring inconsistencies

01:03:11.510 --> 01:03:14.760 align:middle line:84%
in a lot of RPGs in particular
is that in most of these

01:03:14.760 --> 01:03:19.550 align:middle line:84%
worlds, there's some kind of
resurrection card, and there

01:03:19.550 --> 01:03:21.865 align:middle line:84%
are a lot of plots which revolve
around character dying

01:03:21.865 --> 01:03:24.267 align:middle line:84%
and that being a bad thing,
but then you're like, why

01:03:24.267 --> 01:03:28.210 align:middle line:84%
don't you just use your
Phoenix Down or--

01:03:28.210 --> 01:03:30.500 align:middle line:84%
why do we care if the human is
being assassinated, I've got

01:03:30.500 --> 01:03:32.690 align:middle line:84%
this thing in my inventory which
will bring him back.

01:03:32.690 --> 01:03:35.232 align:middle line:84%
CLARA FERNANDEZ-VARA: Yes, I
wished that about Aeris like a

01:03:35.232 --> 01:03:37.990 align:middle line:84%
thousand times, and no, because
this guy kills her?

01:03:37.990 --> 01:03:38.580 align:middle line:90%
Then what kind of--

01:03:38.580 --> 01:03:41.000 align:middle line:84%
AUDIENCE: The actual conceit
there is you're not dead,

01:03:41.000 --> 01:03:43.750 align:middle line:90%
you're just knocked out.

01:03:43.750 --> 01:03:45.950 align:middle line:84%
So it's like smelling
salts or something.

01:03:45.950 --> 01:03:47.390 align:middle line:84%
CLARA FERNANDEZ-VARA: But
there are games like

01:03:47.390 --> 01:03:50.620 align:middle line:84%
Planescape: Torment where that
is incorporated in the--

01:03:50.620 --> 01:03:54.300 align:middle line:84%
you're immortal, and that's the
thing, figuring out why

01:03:54.300 --> 01:03:55.160 align:middle line:90%
you're immortal.

01:03:55.160 --> 01:03:58.520 align:middle line:84%
They make fun of you waking
up, and you go like, oh my

01:03:58.520 --> 01:04:02.950 align:middle line:84%
goodness, this really hurts,
I feel terrible!

01:04:02.950 --> 01:04:08.560 align:middle line:84%
And then making that
problem into an

01:04:08.560 --> 01:04:09.630 align:middle line:90%
essential part of the game.

01:04:09.630 --> 01:04:10.050 align:middle line:90%
Yes?

01:04:10.050 --> 01:04:14.500 align:middle line:84%
AUDIENCE: So, with the RPG
thing, the incoherency is how

01:04:14.500 --> 01:04:16.790 align:middle line:84%
so many times when you're in
these battles, you're doing

01:04:16.790 --> 01:04:18.000 align:middle line:90%
these incredible things.

01:04:18.000 --> 01:04:22.230 align:middle line:84%
Like you're summoning asteroids
or jumping in the

01:04:22.230 --> 01:04:22.460 align:middle line:90%
[UNINTELLIGIBLE].

01:04:22.460 --> 01:04:25.330 align:middle line:84%
But then in the game world,
you get to a ledge, and

01:04:25.330 --> 01:04:26.916 align:middle line:84%
they're like, oh,
it's a ledge.

01:04:26.916 --> 01:04:28.640 align:middle line:90%
I have to go around.

01:04:28.640 --> 01:04:30.430 align:middle line:90%
Or it's a gap like this wide.

01:04:30.430 --> 01:04:34.420 align:middle line:84%
I can't step over it because
of a bush, oh no!

01:04:34.420 --> 01:04:35.750 align:middle line:90%
What am I going to do?

01:04:35.750 --> 01:04:37.590 align:middle line:90%
There's a bush in the way.

01:04:37.590 --> 01:04:38.520 align:middle line:84%
CLARA FERNANDEZ-VARA:
But you're

01:04:38.520 --> 01:04:40.210 align:middle line:90%
thinking diagonals, too.

01:04:40.210 --> 01:04:41.090 align:middle line:90%
What?

01:04:41.090 --> 01:04:44.485 align:middle line:90%
No, I cannot do diagonals.

01:04:44.485 --> 01:04:46.670 align:middle line:84%
AUDIENCE: I think another
egregious inconsistency that

01:04:46.670 --> 01:04:49.820 align:middle line:90%
comes up a lot is the--

01:04:49.820 --> 01:04:52.140 align:middle line:84%
and I think it's explicitly
mentioned in the reading--

01:04:52.140 --> 01:04:56.580 align:middle line:84%
that you're the world savior
usually, and on the way,

01:04:56.580 --> 01:05:00.650 align:middle line:84%
you're going to pillage, steal,
kill innocent people,

01:05:00.650 --> 01:05:01.860 align:middle line:84%
and it's not going
to be a big deal.

01:05:01.860 --> 01:05:06.420 align:middle line:84%
And even in games where they
make the endpoint variable, so

01:05:06.420 --> 01:05:08.530 align:middle line:84%
all right, you can either save
the world to or be a total

01:05:08.530 --> 01:05:11.350 align:middle line:84%
jerk, and that fixes one
problem, they still have the

01:05:11.350 --> 01:05:13.880 align:middle line:84%
problem that during the game,
you can alternate back and

01:05:13.880 --> 01:05:16.330 align:middle line:84%
forth between being really good
and really bad, and all

01:05:16.330 --> 01:05:18.510 align:middle line:84%
it does is it kind of swings
you one way or the other.

01:05:18.510 --> 01:05:19.630 align:middle line:90%
It's one dimensional.

01:05:19.630 --> 01:05:22.045 align:middle line:84%
So you're sort of just in a
spectrum, and if you do five

01:05:22.045 --> 01:05:23.910 align:middle line:84%
really bad things and then
five really good things,

01:05:23.910 --> 01:05:25.280 align:middle line:84%
you're back to where
you started.

01:05:25.280 --> 01:05:29.750 align:middle line:84%
And that's not necessarily
consistent in terms

01:05:29.750 --> 01:05:30.210 align:middle line:90%
storytelling.

01:05:30.210 --> 01:05:33.580 align:middle line:84%
AUDIENCE: Well, there's also the
classic inconsistency of

01:05:33.580 --> 01:05:36.990 align:middle line:84%
if I don't save the world,
everything will be destroyed,

01:05:36.990 --> 01:05:38.422 align:middle line:84%
but you're still going
to charge me 100

01:05:38.422 --> 01:05:39.549 align:middle line:90%
gil for this phoenix?

01:05:39.549 --> 01:05:43.413 align:middle line:90%
[LAUGHTER]

01:05:43.413 --> 01:05:45.400 align:middle line:84%
AUDIENCE: It's still
inconsistent.

01:05:45.400 --> 01:05:48.130 align:middle line:84%
AUDIENCE: Or, I have to save
the world now because bad

01:05:48.130 --> 01:05:48.890 align:middle line:90%
things are happening.

01:05:48.890 --> 01:05:50.887 align:middle line:84%
Let me go do these 20
side quests first.

01:05:50.887 --> 01:05:52.835 align:middle line:84%
CLARA FERNANDEZ-VARA: The
whole world is that--

01:05:52.835 --> 01:05:54.783 align:middle line:84%
AUDIENCE: This cat's
stuck in a tree!

01:05:54.783 --> 01:05:56.244 align:middle line:90%
[LAUGHTER]

01:05:56.244 --> 01:05:57.687 align:middle line:84%
AUDIENCE: There're rats
in the cellar,

01:05:57.687 --> 01:05:58.310 align:middle line:90%
man, rats in the cellar.

01:05:58.310 --> 01:06:00.550 align:middle line:84%
CLARA FERNANDEZ-VARA: Yes, but
the end of the world is nigh.

01:06:00.550 --> 01:06:03.010 align:middle line:84%
Like in Final Fantasy, the end
of the world is nigh, but let

01:06:03.010 --> 01:06:03.160 align:middle line:90%
me go around--

01:06:03.160 --> 01:06:03.580 align:middle line:90%
AUDIENCE: Blitzball!

01:06:03.580 --> 01:06:06.767 align:middle line:84%
CLARA FERNANDEZ-VARA: --and get
more random encounters so

01:06:06.767 --> 01:06:08.350 align:middle line:90%
that I can bump up my stats.

01:06:08.350 --> 01:06:10.210 align:middle line:84%
AUDIENCE: So that actually
reminds me of--

01:06:10.210 --> 01:06:11.230 align:middle line:90%
I think it was a web-comic--

01:06:11.230 --> 01:06:15.880 align:middle line:84%
that I read around a month ago,
and it was based around,

01:06:15.880 --> 01:06:17.360 align:middle line:90%
oh my god, you're our savior!

01:06:17.360 --> 01:06:18.310 align:middle line:90%
You know how to solve it!

01:06:18.310 --> 01:06:21.310 align:middle line:84%
Yes, I am, and so the whole
time, he's just going on,

01:06:21.310 --> 01:06:22.802 align:middle line:90%
like, what are you doing?

01:06:22.802 --> 01:06:26.280 align:middle line:84%
They're raping and pillaging
everything, they're destroying

01:06:26.280 --> 01:06:27.820 align:middle line:84%
everything, what
are you doing?

01:06:27.820 --> 01:06:30.220 align:middle line:84%
Oh, I'll do that in a second,
I just have to get this

01:06:30.220 --> 01:06:32.960 align:middle line:90%
really, really cool shield.

01:06:32.960 --> 01:06:35.910 align:middle line:84%
And then at one point it's like,
why, what are you doing?

01:06:35.910 --> 01:06:38.620 align:middle line:84%
It's like, I'm fishing, so I
can get this lure, so I can

01:06:38.620 --> 01:06:41.700 align:middle line:90%
catch another fish.

01:06:41.700 --> 01:06:44.570 align:middle line:84%
Why would you ever be doing
this right now when the

01:06:44.570 --> 01:06:46.925 align:middle line:84%
world's about to end, and
evil is spreading across

01:06:46.925 --> 01:06:47.350 align:middle line:90%
everything?

01:06:47.350 --> 01:06:49.581 align:middle line:84%
He's like, don't worry
about it, I'm on it.

01:06:49.581 --> 01:06:51.145 align:middle line:84%
CLARA FERNANDEZ-VARA: Well,
it's very interesting.

01:06:51.145 --> 01:06:54.400 align:middle line:84%
And this is my last slide,
so if you want to--

01:06:54.400 --> 01:06:55.570 align:middle line:90%
we can go on discussing.

01:06:55.570 --> 01:06:56.442 align:middle line:90%
PROFESSOR: Sure.

01:06:56.442 --> 01:07:00.210 align:middle line:84%
CLARA FERNANDEZ-VARA: So at
times, the little cues that

01:07:00.210 --> 01:07:03.330 align:middle line:84%
are building world or building
character can also backfire.

01:07:03.330 --> 01:07:09.330 align:middle line:84%
So I've been playing one of the
DS Zelda games, and one of

01:07:09.330 --> 01:07:12.230 align:middle line:84%
the nicest touches is that
whenever you meet a character,

01:07:12.230 --> 01:07:14.800 align:middle line:84%
Link is going to look
at them in the eye.

01:07:14.800 --> 01:07:16.030 align:middle line:90%
Hi!

01:07:16.030 --> 01:07:18.700 align:middle line:84%
You're walking, and
it's like, hi.

01:07:18.700 --> 01:07:21.265 align:middle line:84%
And at times it's super weird,
because the characters look at

01:07:21.265 --> 01:07:21.730 align:middle line:90%
each other.

01:07:21.730 --> 01:07:24.960 align:middle line:84%
They acknowledge that they're
there, so they feel kind of

01:07:24.960 --> 01:07:29.600 align:middle line:84%
alive with a very simple
algorithm, where there's

01:07:29.600 --> 01:07:31.040 align:middle line:84%
another character, they
look at each other.

01:07:31.040 --> 01:07:33.520 align:middle line:84%
It's like, wow, they're alive,
cool, and they react.

01:07:33.520 --> 01:07:35.430 align:middle line:84%
But then, you go into somebody's
house, and they're

01:07:35.430 --> 01:07:37.140 align:middle line:84%
looking at you and
you're like, hi!

01:07:37.140 --> 01:07:38.100 align:middle line:90%
[BREAKING SOUND]

01:07:38.100 --> 01:07:38.720 align:middle line:90%
You know?

01:07:38.720 --> 01:07:40.584 align:middle line:84%
You break their pots
to get rupees.

01:07:40.584 --> 01:07:42.914 align:middle line:84%
And they're looking at you,
and you're breaking

01:07:42.914 --> 01:07:44.320 align:middle line:90%
everything.

01:07:44.320 --> 01:07:46.470 align:middle line:84%
And it's just like, this
is kind of weird.

01:07:46.470 --> 01:07:48.710 align:middle line:84%
They should react, because
they're looking at you while

01:07:48.710 --> 01:07:51.588 align:middle line:90%
you're breaking their house.

01:07:51.588 --> 01:07:57.880 align:middle line:84%
And that's, again, is giving a
touch that is making those

01:07:57.880 --> 01:08:00.610 align:middle line:84%
characters alive, but it's also
like breaking it, like,

01:08:00.610 --> 01:08:01.785 align:middle line:90%
I'm still breaking your pots.

01:08:01.785 --> 01:08:03.108 align:middle line:90%
I don't know what's better.

01:08:03.108 --> 01:08:08.440 align:middle line:84%
AUDIENCE: I think that
was subverted in--

01:08:08.440 --> 01:08:12.930 align:middle line:84%
no, in another Zelda game,
Link's Awakening?

01:08:12.930 --> 01:08:16.022 align:middle line:84%
You go into the shop, and the
shop owner is always looking

01:08:16.022 --> 01:08:18.136 align:middle line:84%
at you, so if you take something
off the shelf and

01:08:18.136 --> 01:08:19.850 align:middle line:84%
try to exit, he says, no,
you can't do that,

01:08:19.850 --> 01:08:20.990 align:middle line:90%
you can't steal it.

01:08:20.990 --> 01:08:24.040 align:middle line:84%
But if you run around him, he's
not fast enough to keep

01:08:24.040 --> 01:08:26.456 align:middle line:84%
his eye on you, so you run
around him until he's looking

01:08:26.456 --> 01:08:29.410 align:middle line:90%
away, and you can leave.

01:08:29.410 --> 01:08:31.979 align:middle line:84%
But if you come back in, he
says, you're the guy who stole

01:08:31.979 --> 01:08:33.689 align:middle line:84%
something, and he shoots
you with a laser.

01:08:33.689 --> 01:08:35.689 align:middle line:90%
[LAUGHTER]

01:08:35.689 --> 01:08:37.949 align:middle line:84%
AUDIENCE: And then every
character in the game calls

01:08:37.949 --> 01:08:39.355 align:middle line:84%
you "thief" for the
rest of the game.

01:08:39.355 --> 01:08:40.267 align:middle line:84%
CLARA FERNANDEZ-VARA: Ah,
that's really funny.

01:08:40.267 --> 01:08:42.547 align:middle line:90%
AUDIENCE: Yeah, it's awesome.

01:08:42.547 --> 01:08:45.798 align:middle line:84%
AUDIENCE: I was going to say,
Oblivion and Fallout do the

01:08:45.798 --> 01:08:49.330 align:middle line:84%
same, where everyone watches
you if they're within--

01:08:49.330 --> 01:08:51.380 align:middle line:84%
if they're acknowledging you,
and then you try to take

01:08:51.380 --> 01:08:53.470 align:middle line:84%
something, they're run up and be
like, why the hell are you

01:08:53.470 --> 01:08:56.640 align:middle line:84%
taking my stuff, or start
beating you up or whatever.

01:08:56.640 --> 01:08:56.979 align:middle line:90%
AUDIENCE: Or shooting you.

01:08:56.979 --> 01:08:59.180 align:middle line:84%
AUDIENCE: Or calling
the town guard.

01:08:59.180 --> 01:09:01.760 align:middle line:84%
But it's problematic when you're
powerful enough and you

01:09:01.760 --> 01:09:03.540 align:middle line:90%
can take the town guard.

01:09:03.540 --> 01:09:04.960 align:middle line:84%
Then it's just really annoying
because everywhere you go,

01:09:04.960 --> 01:09:07.116 align:middle line:84%
there's guys you can kill that
are kind of there, and you're

01:09:07.116 --> 01:09:10.920 align:middle line:84%
like, all right, come on,
get out of my way.

01:09:10.920 --> 01:09:14.629 align:middle line:84%
AUDIENCE: So there was a Mega
Man Legends which I don't know

01:09:14.629 --> 01:09:15.520 align:middle line:90%
if anybody ever played.

01:09:15.520 --> 01:09:17.590 align:middle line:84%
I don't think anyone ever
played that game.

01:09:17.590 --> 01:09:20.322 align:middle line:84%
But essentially it was like
Mega Man, but the

01:09:20.322 --> 01:09:22.050 align:middle line:90%
RPG style of game.

01:09:22.050 --> 01:09:25.279 align:middle line:84%
But it was actually slightly
different from most RPGs.

01:09:25.279 --> 01:09:27.500 align:middle line:84%
Most RPGs, you just walk around,
walking into people's

01:09:27.500 --> 01:09:29.020 align:middle line:90%
houses, looking for loot.

01:09:29.020 --> 01:09:31.740 align:middle line:84%
But you actually couldn't just
walk into people's houses.

01:09:31.740 --> 01:09:33.190 align:middle line:90%
Their doors would be locked.

01:09:33.190 --> 01:09:36.573 align:middle line:84%
And you could knock and see if
anybody was there, but it was

01:09:36.573 --> 01:09:38.284 align:middle line:84%
kind of interesting, because it
was actually consistent, in

01:09:38.284 --> 01:09:40.560 align:middle line:84%
the sense that you couldn't
just randomly walk into

01:09:40.560 --> 01:09:43.359 align:middle line:84%
somebody's house and
steal their crap.

01:09:43.359 --> 01:09:46.010 align:middle line:84%
CLARA FERNANDEZ-VARA: So one
thing that I wanted to ask--

01:09:46.010 --> 01:09:48.520 align:middle line:84%
because all these things in
video games, after a while,

01:09:48.520 --> 01:09:50.260 align:middle line:84%
they result in [UNINTELLIGIBLE],
right?

01:09:50.260 --> 01:09:53.510 align:middle line:84%
Because we have the possibility
of having a

01:09:53.510 --> 01:09:58.780 align:middle line:84%
fleshed out world that we can
interact with, that is

01:09:58.780 --> 01:10:03.280 align:middle line:84%
simulated, and the times where
those cracks are showing,

01:10:03.280 --> 01:10:05.080 align:middle line:84%
where the system is is showing,
when it's showing

01:10:05.080 --> 01:10:08.085 align:middle line:84%
that this is limited, that we've
chosen a specific level

01:10:08.085 --> 01:10:12.050 align:middle line:84%
of abstraction to simulate
the world.

01:10:12.050 --> 01:10:18.800 align:middle line:84%
But do those incongruencies
bother people in board games

01:10:18.800 --> 01:10:20.050 align:middle line:90%
or card games so much?

01:10:20.050 --> 01:10:22.680 align:middle line:90%


01:10:22.680 --> 01:10:25.490 align:middle line:84%
AUDIENCE: I would argue that
sometimes it's a little bit of

01:10:25.490 --> 01:10:30.440 align:middle line:84%
a speed bump to learning
what's going on.

01:10:30.440 --> 01:10:32.765 align:middle line:84%
Assuming some [UNINTELLIGIBLE],
assuming

01:10:32.765 --> 01:10:35.100 align:middle line:90%
that is incoherent.

01:10:35.100 --> 01:10:39.517 align:middle line:84%
It seems like because it's
almost impossible to play a

01:10:39.517 --> 01:10:41.409 align:middle line:84%
card game or a board game
without first understanding

01:10:41.409 --> 01:10:44.090 align:middle line:84%
the rules, unlike in video games
where you can just jump

01:10:44.090 --> 01:10:49.190 align:middle line:84%
right in, that is usually
something that can be

01:10:49.190 --> 01:10:53.772 align:middle line:84%
surmounted if people say, oh,
the rules say this, but the

01:10:53.772 --> 01:10:56.197 align:middle line:84%
theme says that, OK, I
understand how to play by the

01:10:56.197 --> 01:10:59.080 align:middle line:84%
rules, and be able to
step over that.

01:10:59.080 --> 01:11:00.340 align:middle line:84%
CLARA FERNANDEZ-VARA: Yeah,
and I think that that's an

01:11:00.340 --> 01:11:03.060 align:middle line:84%
excellent point, and when we
start playing a board game,

01:11:03.060 --> 01:11:05.970 align:middle line:84%
probably what you guys do in
this class, is you get a new

01:11:05.970 --> 01:11:06.480 align:middle line:90%
board game.

01:11:06.480 --> 01:11:07.020 align:middle line:90%
What do you do?

01:11:07.020 --> 01:11:09.865 align:middle line:84%
You pick up the instructions
and you're figuring out the

01:11:09.865 --> 01:11:11.630 align:middle line:84%
rules first, and
not the world.

01:11:11.630 --> 01:11:15.850 align:middle line:84%
In a lot of video games, we
figure out the world first,

01:11:15.850 --> 01:11:17.800 align:middle line:84%
and then by exploring
the world, we're

01:11:17.800 --> 01:11:18.640 align:middle line:90%
figuring out the rules.

01:11:18.640 --> 01:11:22.040 align:middle line:84%
And even if there are games that
are giving us tutorials

01:11:22.040 --> 01:11:24.320 align:middle line:90%
or manuals, who--

01:11:24.320 --> 01:11:28.370 align:middle line:84%
I don't know, not many people
read the manuals, if at all.

01:11:28.370 --> 01:11:29.330 align:middle line:84%
AUDIENCE: While the game
is installing.

01:11:29.330 --> 01:11:32.630 align:middle line:84%
CLARA FERNANDEZ-VARA:
Yes, [INAUDIBLE].

01:11:32.630 --> 01:11:35.450 align:middle line:84%
But manuals is not
something that--

01:11:35.450 --> 01:11:37.600 align:middle line:84%
even though it's going to be the
first thing to look at in

01:11:37.600 --> 01:11:41.260 align:middle line:90%
a board game and a card game.

01:11:41.260 --> 01:11:47.980 align:middle line:84%
And even, well, as a player, you
also look at the rule book

01:11:47.980 --> 01:11:51.750 align:middle line:84%
at least to built your own
character most times.

01:11:51.750 --> 01:11:53.240 align:middle line:84%
AUDIENCE: You mean on PC
and computer games?

01:11:53.240 --> 01:11:53.935 align:middle line:84%
CLARA FERNANDEZ-VARA: On
role-playing games.

01:11:53.935 --> 01:11:57.655 align:middle line:84%
AUDIENCE: Oh, are you
talking about table

01:11:57.655 --> 01:11:58.500 align:middle line:90%
top role-play games?

01:11:58.500 --> 01:11:59.400 align:middle line:84%
CLARA FERNANDEZ-VARA:
Yes, table top.

01:11:59.400 --> 01:12:01.115 align:middle line:84%
AUDIENCE: Oh yeah, even
table top role-playing

01:12:01.115 --> 01:12:02.340 align:middle line:90%
games you try to start.

01:12:02.340 --> 01:12:04.890 align:middle line:84%
People start by looking
at their handbooks.

01:12:04.890 --> 01:12:06.345 align:middle line:84%
CLARA FERNANDEZ-VARA:
LARPing might be a

01:12:06.345 --> 01:12:08.480 align:middle line:90%
good example of how--

01:12:08.480 --> 01:12:10.790 align:middle line:84%
LARPing, you're just
given your

01:12:10.790 --> 01:12:11.590 align:middle line:84%
AUDIENCE: Your character
sheet.

01:12:11.590 --> 01:12:11.900 align:middle line:90%
You have to read it.

01:12:11.900 --> 01:12:13.230 align:middle line:84%
CLARA FERNANDEZ-VARA: Your
character sheet, which is very

01:12:13.230 --> 01:12:15.250 align:middle line:90%
interesting.

01:12:15.250 --> 01:12:18.370 align:middle line:84%
AUDIENCE: For role-playing, I
know a lot of people who can't

01:12:18.370 --> 01:12:20.770 align:middle line:84%
really be bothered to learn the
rules that thoroughly and

01:12:20.770 --> 01:12:24.375 align:middle line:84%
prefer just to experience the
story and have somebody tell

01:12:24.375 --> 01:12:25.885 align:middle line:84%
them how to resolve
the mechanics and

01:12:25.885 --> 01:12:26.990 align:middle line:90%
that kind of thing.

01:12:26.990 --> 01:12:30.080 align:middle line:84%
CLARA FERNANDEZ-VARA: But it's
funny, because when you're

01:12:30.080 --> 01:12:34.000 align:middle line:84%
building your character in a
table top role-playing game,

01:12:34.000 --> 01:12:38.610 align:middle line:84%
you still have to have a look
at what is the race that you

01:12:38.610 --> 01:12:40.920 align:middle line:84%
want, what is your religion,
what is your powers that you

01:12:40.920 --> 01:12:43.490 align:middle line:90%
want to choose?

01:12:43.490 --> 01:12:46.717 align:middle line:84%
Even if you're only playing for
kicks, and you don't care

01:12:46.717 --> 01:12:47.989 align:middle line:90%
so much about the rule.

01:12:47.989 --> 01:12:51.375 align:middle line:84%
And I'm the type of table top
role-player that prefers the

01:12:51.375 --> 01:12:54.980 align:middle line:84%
story, and I don't care
so much about combat.

01:12:54.980 --> 01:12:58.270 align:middle line:84%
But you still have to know the
rules even before you start

01:12:58.270 --> 01:12:59.530 align:middle line:90%
playing, if that makes sense.

01:12:59.530 --> 01:13:01.390 align:middle line:84%
AUDIENCE: There are situations
[UNINTELLIGIBLE] described

01:13:01.390 --> 01:13:04.390 align:middle line:84%
where people don't look at the
rules, but then they're

01:13:04.390 --> 01:13:06.543 align:middle line:84%
usually relying on the GM to
tell them what's allowed and

01:13:06.543 --> 01:13:08.850 align:middle line:84%
what's not allowed, which means
someone read the rules.

01:13:08.850 --> 01:13:11.249 align:middle line:84%
It's no different from someone
explaining to you a card game,

01:13:11.249 --> 01:13:12.235 align:middle line:84%
as opposed to having
the rules--

01:13:12.235 --> 01:13:14.700 align:middle line:84%
AUDIENCE: It actually makes
the experience a bit like

01:13:14.700 --> 01:13:18.020 align:middle line:84%
playing a computer game,
that the GM does the

01:13:18.020 --> 01:13:19.270 align:middle line:90%
[UNINTELLIGIBLE].

01:13:19.270 --> 01:13:21.396 align:middle line:84%
AUDIENCE: Yeah, the GM is your
computer, and in fact it's

01:13:21.396 --> 01:13:23.952 align:middle line:84%
more powerful than a computer,
because a GM can figure out

01:13:23.952 --> 01:13:25.928 align:middle line:90%
what you're actually asking.

01:13:25.928 --> 01:13:29.880 align:middle line:90%
[LAUGHTER]

01:13:29.880 --> 01:13:32.350 align:middle line:90%
[INAUDIBLE]

01:13:32.350 --> 01:13:34.820 align:middle line:84%
AUDIENCE: I had a question
about the

01:13:34.820 --> 01:13:35.820 align:middle line:90%
[UNINTELLIGIBLE], actually.

01:13:35.820 --> 01:13:39.250 align:middle line:84%
So one thing about card games
and board games is that almost

01:13:39.250 --> 01:13:43.360 align:middle line:84%
everything that gets revealed or
that happens in the middle

01:13:43.360 --> 01:13:49.000 align:middle line:84%
of the game is usually
a player mechanics.

01:13:49.000 --> 01:13:52.310 align:middle line:84%
Sometimes there's some loose
flexibility, like games where

01:13:52.310 --> 01:13:56.910 align:middle line:84%
they allow open negotiation
between specific players.

01:13:56.910 --> 01:13:59.080 align:middle line:84%
But most of it's actually in the
play of a card, the move

01:13:59.080 --> 01:14:01.120 align:middle line:84%
of a piece, something
like that.

01:14:01.120 --> 01:14:04.270 align:middle line:84%
And especially when you're
playing cards, you have to

01:14:04.270 --> 01:14:07.980 align:middle line:84%
play flavor text, especially for
cards where you can just

01:14:07.980 --> 01:14:10.440 align:middle line:90%
play them at any time.

01:14:10.440 --> 01:14:14.100 align:middle line:84%
And I've seen micronarratives
done--

01:14:14.100 --> 01:14:16.034 align:middle line:84%
at least what I think a
micronarrative seems to be--

01:14:16.034 --> 01:14:19.065 align:middle line:84%
done pretty well in
those instances.

01:14:19.065 --> 01:14:23.320 align:middle line:84%
In fact, in the example of
cards, right, someone tries to

01:14:23.320 --> 01:14:25.410 align:middle line:84%
do something that might win them
the game, but you play

01:14:25.410 --> 01:14:29.390 align:middle line:84%
this card, and that denies them
the win, but it is tied

01:14:29.390 --> 01:14:32.490 align:middle line:84%
up with some sort of flavor
text, some sort of thematic

01:14:32.490 --> 01:14:33.810 align:middle line:90%
element to that card.

01:14:33.810 --> 01:14:36.786 align:middle line:84%
CLARA FERNANDEZ-VARA: Well,
it could be like--

01:14:36.786 --> 01:14:39.910 align:middle line:84%
in Monopoly, what is
the type of card?

01:14:39.910 --> 01:14:40.510 align:middle line:90%
Those two types of cards.

01:14:40.510 --> 01:14:40.970 align:middle line:90%
AUDIENCE: Go to jail?

01:14:40.970 --> 01:14:41.962 align:middle line:90%
CLARA FERNANDEZ-VARA: No.

01:14:41.962 --> 01:14:42.760 align:middle line:84%
AUDIENCE: Community
Chest and Chance?

01:14:42.760 --> 01:14:44.690 align:middle line:84%
CLARA FERNANDEZ-VARA: Yeah,
like the Chance.

01:14:44.690 --> 01:14:46.930 align:middle line:84%
There's Chance when there's
something that happens to you,

01:14:46.930 --> 01:14:48.005 align:middle line:90%
but there's also--

01:14:48.005 --> 01:14:48.770 align:middle line:90%
AUDIENCE: Community Chest.

01:14:48.770 --> 01:14:50.730 align:middle line:84%
CLARA FERNANDEZ-VARA: --the
Community Chest, thank you,

01:14:50.730 --> 01:14:51.920 align:middle line:84%
which is something
that you play.

01:14:51.920 --> 01:14:55.200 align:middle line:84%
The differences in
micronarratives here, what it

01:14:55.200 --> 01:14:58.920 align:middle line:84%
means is something, it's a
reaction to player's events.

01:14:58.920 --> 01:15:03.680 align:middle line:84%
It's not something that the
player chooses to do.

01:15:03.680 --> 01:15:07.610 align:middle line:84%
Those reaction cards, those are
also part of the player's

01:15:07.610 --> 01:15:12.190 align:middle line:84%
narrative, and in a way, the
player is choosing, this is

01:15:12.190 --> 01:15:14.440 align:middle line:90%
going to happen now.

01:15:14.440 --> 01:15:16.470 align:middle line:84%
This is what Gloom is about, and
these are what these two

01:15:16.470 --> 01:15:18.420 align:middle line:84%
games are about most
of the time.

01:15:18.420 --> 01:15:22.110 align:middle line:84%
It's like you're trying to
construct a story, and you're

01:15:22.110 --> 01:15:25.500 align:middle line:84%
trying to tamper into somebody
else's story, so it's that

01:15:25.500 --> 01:15:27.400 align:middle line:90%
kind of reaction.

01:15:27.400 --> 01:15:29.720 align:middle line:84%
Yeah, we would have to
find a name for it.

01:15:29.720 --> 01:15:34.020 align:middle line:84%
But yeah, the micronarrative is
referring to something that

01:15:34.020 --> 01:15:35.490 align:middle line:90%
happens as reaction.

01:15:35.490 --> 01:15:38.696 align:middle line:84%
It's not something that
the player does.

01:15:38.696 --> 01:15:40.310 align:middle line:84%
AUDIENCE: It's often in reaction
to what another

01:15:40.310 --> 01:15:40.830 align:middle line:90%
player is doing.

01:15:40.830 --> 01:15:43.698 align:middle line:84%
So it depends on whose point
of view you are taking.

01:15:43.698 --> 01:15:47.480 align:middle line:84%
So, I've got a Community Chest
card, and I'm holding it until

01:15:47.480 --> 01:15:51.710 align:middle line:84%
somebody else is about to take
advantage of a position, and

01:15:51.710 --> 01:15:54.690 align:middle line:90%
then I deny them that.

01:15:54.690 --> 01:15:56.114 align:middle line:84%
So it's still a reaction
to what the

01:15:56.114 --> 01:15:57.060 align:middle line:90%
other player is doing.

01:15:57.060 --> 01:15:59.290 align:middle line:84%
AUDIENCE: Well, I just wanted
to mention, in terms of

01:15:59.290 --> 01:16:01.386 align:middle line:84%
micronarrative, I don't
know, would this

01:16:01.386 --> 01:16:02.600 align:middle line:90%
be a possible example?

01:16:02.600 --> 01:16:04.674 align:middle line:84%
In the board game that we're
designing, there's a computer

01:16:04.674 --> 01:16:06.909 align:middle line:84%
in the center that you want to
hack, and every time someone

01:16:06.909 --> 01:16:07.970 align:middle line:84%
tries to hack it,
it gets weaker.

01:16:07.970 --> 01:16:11.564 align:middle line:84%
So it's sort of a response to
someone doing an action on it.

01:16:11.564 --> 01:16:13.110 align:middle line:84%
Would that count as a
micronarrative, or is that

01:16:13.110 --> 01:16:15.441 align:middle line:90%
more of a mechanic?

01:16:15.441 --> 01:16:20.630 align:middle line:84%
CLARA FERNANDEZ-VARA: It
seems as an event it's

01:16:20.630 --> 01:16:21.360 align:middle line:90%
an important event.

01:16:21.360 --> 01:16:22.350 align:middle line:90%
It's a change of state.

01:16:22.350 --> 01:16:25.680 align:middle line:84%
But I don't know how much
of a story it is.

01:16:25.680 --> 01:16:29.370 align:middle line:84%
And there's no science to what
constitutes an event or not.

01:16:29.370 --> 01:16:31.636 align:middle line:84%
It's something that's part of
my research, it's something

01:16:31.636 --> 01:16:34.480 align:middle line:90%
that I'm going to figure out.

01:16:34.480 --> 01:16:38.160 align:middle line:84%
How can we identify what's an
event that is a rule and is

01:16:38.160 --> 01:16:40.550 align:middle line:90%
also an event in the story?

01:16:40.550 --> 01:16:42.650 align:middle line:84%
Because things like
disconnecting the computer, or

01:16:42.650 --> 01:16:46.320 align:middle line:84%
hacking the computer,
yeah, that seems to

01:16:46.320 --> 01:16:47.550 align:middle line:90%
be clearly an event.

01:16:47.550 --> 01:16:51.300 align:middle line:84%
What if we had each time that
it becomes weaker, there is

01:16:51.300 --> 01:16:53.440 align:middle line:84%
something else that
you can do.

01:16:53.440 --> 01:16:57.485 align:middle line:84%
So by hacking the computer,
there is a new action.

01:16:57.485 --> 01:17:00.610 align:middle line:84%
You get access to new areas
of the game, or you

01:17:00.610 --> 01:17:03.080 align:middle line:90%
get a new power up.

01:17:03.080 --> 01:17:05.500 align:middle line:90%
Or it's easier--

01:17:05.500 --> 01:17:06.890 align:middle line:90%
for example, if--

01:17:06.890 --> 01:17:10.060 align:middle line:84%
I'm totally hypothesizing
about what your game is

01:17:10.060 --> 01:17:13.040 align:middle line:84%
about-- but if you will have a
computer that is controlling

01:17:13.040 --> 01:17:16.660 align:middle line:84%
the security of a place,
whenever you hack a certain

01:17:16.660 --> 01:17:23.050 align:middle line:84%
part of the system, it's
letting you move faster

01:17:23.050 --> 01:17:25.600 align:middle line:90%
through the board.

01:17:25.600 --> 01:17:32.240 align:middle line:84%
In a way, that might be closer
to a micronarrative, because

01:17:32.240 --> 01:17:34.240 align:middle line:84%
it's a reaction, but it's
also a consequence.

01:17:34.240 --> 01:17:37.016 align:middle line:84%
AUDIENCE: In that case, in
Careers for Girls, when you

01:17:37.016 --> 01:17:39.140 align:middle line:84%
choose to go down a path, is
that a micronarrative?

01:17:39.140 --> 01:17:42.406 align:middle line:84%
Because the player chooses and
then sort of changes the

01:17:42.406 --> 01:17:43.550 align:middle line:90%
state, [INAUDIBLE].

01:17:43.550 --> 01:17:46.520 align:middle line:84%
CLARA FERNANDEZ-VARA: I don't
know the choices, but the

01:17:46.520 --> 01:17:50.420 align:middle line:84%
events that happen, like what
happens when you land on

01:17:50.420 --> 01:17:51.430 align:middle line:90%
something, might be closer.

01:17:51.430 --> 01:17:55.690 align:middle line:84%
And again, it's kind of like,
it's a micronarrative?

01:17:55.690 --> 01:18:00.480 align:middle line:84%
AUDIENCE: Careers and Careers
for Girls, which I both see as

01:18:00.480 --> 01:18:02.562 align:middle line:90%
really, really appalling--

01:18:02.562 --> 01:18:03.430 align:middle line:90%
CLARA FERNANDEZ-VARA: I agree.

01:18:03.430 --> 01:18:06.000 align:middle line:84%
AUDIENCE: Seems to be built on
micronarratives, the whole

01:18:06.000 --> 01:18:08.480 align:middle line:84%
idea that everywhere you land,
something's happening--

01:18:08.480 --> 01:18:09.660 align:middle line:90%
you're granted something.

01:18:09.660 --> 01:18:11.240 align:middle line:84%
CLARA FERNANDEZ-VARA: But the
choice-- what I'm saying is

01:18:11.240 --> 01:18:13.965 align:middle line:84%
that the choice itself is not
the micronarrative, it's the

01:18:13.965 --> 01:18:15.215 align:middle line:84%
landing and what happens
when you land.

01:18:15.215 --> 01:18:17.770 align:middle line:90%


01:18:17.770 --> 01:18:19.270 align:middle line:90%
Oh wow.

01:18:19.270 --> 01:18:20.770 align:middle line:90%
It's almost time.

01:18:20.770 --> 01:18:21.270 align:middle line:90%
Anything else?

01:18:21.270 --> 01:18:23.870 align:middle line:84%
AUDIENCE: I actually wanted to
make one last comment about

01:18:23.870 --> 01:18:27.530 align:middle line:84%
emergent stories, particularly
the example of The Sims.

01:18:27.530 --> 01:18:29.890 align:middle line:84%
Is anybody familiar with
Alice and Kev?

01:18:29.890 --> 01:18:31.030 align:middle line:90%
AUDIENCE: Yeah.

01:18:31.030 --> 01:18:32.840 align:middle line:84%
AUDIENCE: Yeah, so Alice
and Kev was this really

01:18:32.840 --> 01:18:35.430 align:middle line:84%
interesting experiment that this
guy did where he created

01:18:35.430 --> 01:18:37.630 align:middle line:84%
two homeless Sims,
a father and--

01:18:37.630 --> 01:18:38.360 align:middle line:90%
CLARA FERNANDEZ-VARA: Ah, yes!

01:18:38.360 --> 01:18:39.220 align:middle line:90%
AUDIENCE: --a daughter.

01:18:39.220 --> 01:18:40.050 align:middle line:84%
AUDIENCE: I think we
talked about this--

01:18:40.050 --> 01:18:46.020 align:middle line:84%
AUDIENCE: And just did a sort
of a web-comic style display

01:18:46.020 --> 01:18:49.630 align:middle line:84%
of the lives of these two
homeless Sims as she grew up

01:18:49.630 --> 01:18:51.470 align:middle line:90%
and he got older.

01:18:51.470 --> 01:18:58.680 align:middle line:84%
And it almost seemed like it
became a role-playing game,

01:18:58.680 --> 01:19:03.380 align:middle line:84%
where the guy playing The Sims
became the dungeon master, who

01:19:03.380 --> 01:19:07.470 align:middle line:84%
had created these characters,
and then the AIs were playing

01:19:07.470 --> 01:19:09.890 align:middle line:90%
these characters for him.

01:19:09.890 --> 01:19:14.380 align:middle line:84%
In particular, there was this
one moment where he gets to a

01:19:14.380 --> 01:19:18.990 align:middle line:84%
part of the story where the
daughter has just gotten her

01:19:18.990 --> 01:19:21.100 align:middle line:84%
first paycheck, and
she decides to

01:19:21.100 --> 01:19:22.580 align:middle line:90%
donate it to charity.

01:19:22.580 --> 01:19:25.316 align:middle line:84%
And he keeps trying to keep
her from donating it to

01:19:25.316 --> 01:19:27.740 align:middle line:84%
charity, but she keeps
saying I want to

01:19:27.740 --> 01:19:29.040 align:middle line:90%
donate it to charity.

01:19:29.040 --> 01:19:31.910 align:middle line:84%
So eventually he lets her
donate it to charity.

01:19:31.910 --> 01:19:33.710 align:middle line:84%
And it was almost like it
was the character's

01:19:33.710 --> 01:19:36.130 align:middle line:90%
choice to donate it.

01:19:36.130 --> 01:19:39.450 align:middle line:84%
At the end of this blog that
he did about this specific

01:19:39.450 --> 01:19:43.920 align:middle line:84%
event, he's talking about what
does it mean when a video game

01:19:43.920 --> 01:19:47.320 align:middle line:84%
character that you created makes
you question your own

01:19:47.320 --> 01:19:48.074 align:middle line:90%
life choices?

01:19:48.074 --> 01:19:49.062 align:middle line:90%
[LAUGHTER]

01:19:49.062 --> 01:19:51.370 align:middle line:84%
AUDIENCE: This is a really
interesting thing.

01:19:51.370 --> 01:19:52.630 align:middle line:84%
If you haven't read it, you
should check it out.

01:19:52.630 --> 01:19:53.710 align:middle line:84%
CLARA FERNANDEZ-VARA:
Yeah, on what blog?

01:19:53.710 --> 01:19:55.382 align:middle line:84%
CLARA FERNANDEZ-VARA: I think
it's aliceandkev.com,

01:19:55.382 --> 01:19:57.692 align:middle line:90%
something like that.

01:19:57.692 --> 01:20:00.060 align:middle line:84%
CLARA FERNANDEZ-VARA: It's
a story of the Sims 3.

01:20:00.060 --> 01:20:01.883 align:middle line:90%
AUDIENCE: Yeah.

01:20:01.883 --> 01:20:03.356 align:middle line:84%
CLARA FERNANDEZ-VARA:
Any more?

01:20:03.356 --> 01:20:06.547 align:middle line:84%
AUDIENCE: Talking about
non-digital games being very

01:20:06.547 --> 01:20:09.130 align:middle line:84%
involved in your character, and
I felt like one game I've

01:20:09.130 --> 01:20:11.405 align:middle line:84%
played where I've been very
involved with a character is

01:20:11.405 --> 01:20:13.750 align:middle line:84%
Mafia, where there's
not a lot of actual

01:20:13.750 --> 01:20:14.550 align:middle line:90%
information given to you.

01:20:14.550 --> 01:20:16.660 align:middle line:84%
People are yelling at you, like,
you're the Mafia, the

01:20:16.660 --> 01:20:18.560 align:middle line:90%
way you smiled at him!

01:20:18.560 --> 01:20:20.216 align:middle line:90%
Clearly you guys--

01:20:20.216 --> 01:20:20.572 align:middle line:90%
I don't know.

01:20:20.572 --> 01:20:23.280 align:middle line:84%
CLARA FERNANDEZ-VARA: So you
become the character more by

01:20:23.280 --> 01:20:27.570 align:middle line:84%
how people see you than
how you play it?

01:20:27.570 --> 01:20:29.690 align:middle line:84%
AUDIENCE: I guess you're also
assigning character to other

01:20:29.690 --> 01:20:33.660 align:middle line:84%
people, reading into their
actions and things.

01:20:33.660 --> 01:20:37.130 align:middle line:84%
PROFESSOR: That's a game where
the roles are designed by the

01:20:37.130 --> 01:20:38.035 align:middle line:90%
designer, right?

01:20:38.035 --> 01:20:39.470 align:middle line:84%
AUDIENCE: Yeah, but there's
only two roles.

01:20:39.470 --> 01:20:39.870 align:middle line:90%
It's not like--

01:20:39.870 --> 01:20:41.385 align:middle line:84%
AUDIENCE: Well no, there
can be a lot of roles.

01:20:41.385 --> 01:20:42.115 align:middle line:90%
AUDIENCE: There's a few roles.

01:20:42.115 --> 01:20:44.910 align:middle line:84%
AUDIENCE: I've seen websites
with a whole list of roles,

01:20:44.910 --> 01:20:46.870 align:middle line:84%
and some of them
are hilarious.

01:20:46.870 --> 01:20:49.930 align:middle line:90%
AUDIENCE: Seems good.

01:20:49.930 --> 01:20:54.697 align:middle line:84%
In digital games, I feel like
there are the games where you

01:20:54.697 --> 01:20:57.020 align:middle line:84%
have a very defined character,
unlike this.

01:20:57.020 --> 01:20:59.200 align:middle line:84%
If you have a very defined
character in a video game, you

01:20:59.200 --> 01:21:01.370 align:middle line:84%
tend to get into it more,
whereas Fable, your character

01:21:01.370 --> 01:21:04.205 align:middle line:84%
isn't defined, and changes based
on the actions you use.

01:21:04.205 --> 01:21:06.580 align:middle line:84%
If you're evil, he becomes
ugly and he gets

01:21:06.580 --> 01:21:07.530 align:middle line:90%
[UNINTELLIGIBLE] things.

01:21:07.530 --> 01:21:09.410 align:middle line:84%
But I never felt like I
identified with the character

01:21:09.410 --> 01:21:13.104 align:middle line:84%
at all versus games that already
give me a very strong

01:21:13.104 --> 01:21:15.444 align:middle line:84%
character, and I play
a certain way.

01:21:15.444 --> 01:21:18.850 align:middle line:84%
PROFESSOR: That's odd because
that's completely--

01:21:18.850 --> 01:21:21.110 align:middle line:84%
that runs against what you
would be trying to do, at

01:21:21.110 --> 01:21:23.100 align:middle line:84%
least, that's why they're
marketing games that are

01:21:23.100 --> 01:21:24.590 align:middle line:84%
trying to do it, to make you
feel closer to the character

01:21:24.590 --> 01:21:27.505 align:middle line:84%
because it's the reflection
of who you are.

01:21:27.505 --> 01:21:30.217 align:middle line:84%
AUDIENCE: I think that Bioshock
does a better job of

01:21:30.217 --> 01:21:32.075 align:middle line:84%
that, where you never
see the guy.

01:21:32.075 --> 01:21:35.610 align:middle line:84%
So you're always just looking
through his eyes, and he has

01:21:35.610 --> 01:21:40.021 align:middle line:84%
essentially no personality, at
least, no personality is

01:21:40.021 --> 01:21:41.500 align:middle line:90%
displayed in the game.

01:21:41.500 --> 01:21:43.030 align:middle line:84%
So it's almost as if
you are directly

01:21:43.030 --> 01:21:43.860 align:middle line:90%
interacting with the world.

01:21:43.860 --> 01:21:46.540 align:middle line:84%
PROFESSOR: You're given
a space to to be--

01:21:46.540 --> 01:21:50.570 align:middle line:84%
AUDIENCE: To actually project
yourself into the game, which

01:21:50.570 --> 01:21:55.030 align:middle line:84%
I think is sort of what Fable
was trying to do, but doesn't

01:21:55.030 --> 01:21:56.062 align:middle line:90%
really do a good job of it.

01:21:56.062 --> 01:21:57.890 align:middle line:84%
Because you see him
right there, and

01:21:57.890 --> 01:21:59.350 align:middle line:90%
he's clearly not you.

01:21:59.350 --> 01:22:01.580 align:middle line:84%
AUDIENCE: I feel like Torment
is a really--

01:22:01.580 --> 01:22:03.560 align:middle line:84%
Planescape: Torment has a really
interesting take on

01:22:03.560 --> 01:22:08.430 align:middle line:84%
this, where the character is
essentially who it is that you

01:22:08.430 --> 01:22:11.517 align:middle line:84%
play in that, but there's more
to it than that, because

01:22:11.517 --> 01:22:13.892 align:middle line:84%
there's also back story to the
character, which you, the

01:22:13.892 --> 01:22:15.660 align:middle line:84%
character, have forgotten,
and it's

01:22:15.660 --> 01:22:16.590 align:middle line:90%
revealed to you over time.

01:22:16.590 --> 01:22:21.550 align:middle line:84%
But you know more of that
character, who your character

01:22:21.550 --> 01:22:24.710 align:middle line:84%
was back then, than you know
about your character now.

01:22:24.710 --> 01:22:27.220 align:middle line:84%
So your nature changes over
time, and you've gone through

01:22:27.220 --> 01:22:29.140 align:middle line:90%
several iterations of this.

01:22:29.140 --> 01:22:31.371 align:middle line:84%
And none of them is the truer
or more correct you.

01:22:31.371 --> 01:22:33.450 align:middle line:84%
AUDIENCE: The funny thing about
Planescape: Torment,

01:22:33.450 --> 01:22:37.390 align:middle line:84%
it's kind of like a
personality test.

01:22:37.390 --> 01:22:41.450 align:middle line:84%
I've been playing it again, and
the first time I played

01:22:41.450 --> 01:22:45.040 align:middle line:90%
through, I was chaotic good?

01:22:45.040 --> 01:22:46.500 align:middle line:84%
And I was trying to
play different.

01:22:46.500 --> 01:22:49.200 align:middle line:90%
I'm still chaotic good.

01:22:49.200 --> 01:22:52.650 align:middle line:90%
So I'm kind of freaking out.

01:22:52.650 --> 01:22:56.150 align:middle line:84%
OK, I'm really trying to do
something different, but I'm

01:22:56.150 --> 01:22:58.390 align:middle line:90%
still in the same alignment.

01:22:58.390 --> 01:23:01.380 align:middle line:84%
Because a lot of your
definition of--

01:23:01.380 --> 01:23:04.940 align:middle line:84%
and actually, your alignment can
also decide items that you

01:23:04.940 --> 01:23:07.310 align:middle line:84%
can get or things that
you can do--

01:23:07.310 --> 01:23:13.360 align:middle line:84%
but it's based on your choices
and how you tackle a quest.

01:23:13.360 --> 01:23:16.410 align:middle line:84%
If you lie, for example, or
if you do crazy things.

01:23:16.410 --> 01:23:19.970 align:middle line:90%


01:23:19.970 --> 01:23:22.300 align:middle line:90%
It's not something--

01:23:22.300 --> 01:23:26.660 align:middle line:84%
once you realize what the effect
of your choices is, you

01:23:26.660 --> 01:23:27.720 align:middle line:90%
can kind of control it.

01:23:27.720 --> 01:23:29.010 align:middle line:90%
But there's--

01:23:29.010 --> 01:23:31.630 align:middle line:90%
playing Planescape is--

01:23:31.630 --> 01:23:35.490 align:middle line:84%
it's going to be about you and
how your game playing style is

01:23:35.490 --> 01:23:36.825 align:middle line:90%
[UNINTELLIGIBLE] humanity.

01:23:36.825 --> 01:23:39.437 align:middle line:84%
AUDIENCE: Yeah, there's
interesting effects in Knights

01:23:39.437 --> 01:23:43.670 align:middle line:84%
of the Old Republic if anybody's
played that.

01:23:43.670 --> 01:23:47.240 align:middle line:84%
You can explicitly
make decisions to

01:23:47.240 --> 01:23:49.470 align:middle line:90%
go to the dark side.

01:23:49.470 --> 01:23:52.770 align:middle line:84%
I remember when I played it,
every time it came up with a

01:23:52.770 --> 01:23:55.030 align:middle line:90%
decision where I could--

01:23:55.030 --> 01:23:56.970 align:middle line:84%
the dark side has all the
awesome powers, right?

01:23:56.970 --> 01:24:00.030 align:middle line:84%
So I kept thinking, I'm gonna be
on the dark side, I'm gonna

01:24:00.030 --> 01:24:02.620 align:middle line:84%
have all the awesome powers,
it's gonna be grand.

01:24:02.620 --> 01:24:06.210 align:middle line:84%
Then you get to the decisions,
and I was almost uncomfortable

01:24:06.210 --> 01:24:09.010 align:middle line:84%
with choosing the evil options,
such that I couldn't

01:24:09.010 --> 01:24:12.182 align:middle line:84%
actually bring myself to
go to the dark side.

01:24:12.182 --> 01:24:15.140 align:middle line:84%
PROFESSOR: We are actually
out of time.

01:24:15.140 --> 01:24:18.005 align:middle line:90%
But I wouldn't say that--

01:24:18.005 --> 01:24:22.630 align:middle line:84%
the options are thankfully all--
or, actually, let's save

01:24:22.630 --> 01:24:24.590 align:middle line:84%
discussion of Knights of the Old
Republic for another class

01:24:24.590 --> 01:24:26.930 align:middle line:90%
[UNINTELLIGIBLE].

01:24:26.930 --> 01:24:27.940 align:middle line:90%
PROFESSOR: Yeah.

01:24:27.940 --> 01:24:29.760 align:middle line:90%
OK, all right, well, thank you.

01:24:29.760 --> 01:24:31.010 align:middle line:90%