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GUEST SPEAKER: --to Abe, who
is going to give us a guest

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lecture on art games.

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And today's reading, the proctor
reading is kind of

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like part two of a lot of the
things that Jason maybe talked

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about when we did simulations.

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If you guys remember, is a
quality reading that a

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[INAUDIBLE] question, where
that came from.

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One thing that I think was of
interest was that there are a

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couple of responses
to that article.

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If you scroll all the way down
to the bottom of the article

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that these responses
vary [INAUDIBLE]

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back to them.

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And those are kind of
interesting, because it just

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carries on a conversation.

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People actually just turning his
article into basically a

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blog post and then
write on it.

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And they were pretty good.

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But a lot of that was kind
of the state of art game

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discussion back in 1999, I
think, I think a pretty old

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article, where they were very
much thinking about games have

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to be simulations.

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Games and narratives, blaaach.

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Storytelling is like some
other mediums' domain.

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It's all about the simulation.

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Arguably at that time there
wasn't a big discussion of an

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art games movement.

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There were other games
movements, like new games

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which were really more about
people interacting with you,

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trying to get games to where
people were more cooperative,

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less competitive, and
less cutthroat.

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There were other movements
about people--

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they were probably advertising
game movements.

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And there was a lot of work
in people making months of

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computer games that effectively
made it

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unplayable, but made really
pretty images in the process.

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So that [UNINTELLIGIBLE], for
instance, where everything

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becomes black and white
and is striped,

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including the monsters.

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There's no way you can see what
the hell's going on, but

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they look pretty cool.

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AUDIENCE: Have you seen--

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I think it's 96 kilobytes--

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there was a competition in full
game [INAUDIBLE]-- no

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it's 4 kilobytes, I think.

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It's a 4-kilobyte game in full
3-D, with multiple levels,

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extremely clever, including
the music and everything.

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PROFESSOR: Yeah, yeah.

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AUDIENCE: Have you ever heard
of this or seen this?

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GUEST SPEAKER: There are
a couple of those.

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A lot of those come up
with the demoscene.

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Demoscene, which I will put
off to some other time--

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AUDIENCE: It's very
impressive, too.

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It's like very--

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GUEST SPEAKER: Yeah, yeah.

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It's kind of this weird thing
of computer hacking, really,

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really fast and really, really
compact coding, and visualized

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statics and music, which
goes more like a

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digital music video.

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Only there were some people who
added mouse control, and

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game play into it and made
these kind of games.

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But that's very different from
the art game scene that we

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have today, or at least
what's commonly

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described as art games.

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So I'd like Abe to talk about
what happened since then,

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since 1999.

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GUEST SPEAKER: Yeah, yeah.

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Hi, guys.

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I'm Abe.

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I work here at the lab.

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I play a bunch of your games.

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I've met a bunch of you.

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It's nice to be here.

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Phillip asked me to come
in to talk about,

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quote/unquote, art games.

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I think largely because it's a
kind of, I'll say, sector of

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game development that my work
at Gambit tends to intersect

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with, especially recently.

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And I think, too, that it's--

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AUDIENCE: Sorry.

00:04:06.024 --> 00:04:09.440 align:middle line:90%
I was choking from--

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GUEST SPEAKER: I think, too,
that it's a sector that's a

00:04:13.410 --> 00:04:15.860 align:middle line:90%
little bit confusing--

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and possibly confusing, too.

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And so, just to give
you guys a sense--

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when you asked me about this
it actually made me think,

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like, oh, yeah, cool, I'll
talk about this art games

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movement or whatever,
but that of course--

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ooh, wait.

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I'm locked into some kind
of weird mode right now.

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Sorry.

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OK.

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That brings up this question,
which is, are games art?

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And just to give you a sense
for how this little talk

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thing, whatever, is going to go,
I'm going to talk a little

00:04:46.660 --> 00:04:50.020 align:middle line:84%
bit about this question, give
you examples of what people

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have said about this, and
opinions that I think are

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particularly important,
particularly

00:04:54.420 --> 00:04:56.880 align:middle line:90%
valid on this subject.

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I also after that want to show
you some examples, some

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historical and then kind of
moving forward examples.

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I'm actually going to get some
of you guys to just come up

00:05:05.910 --> 00:05:08.020 align:middle line:84%
here and maybe even play some of
these examples that I think

00:05:08.020 --> 00:05:09.020 align:middle line:90%
are particularly important.

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And I'd really like it if we
can keep this less of a me

00:05:13.322 --> 00:05:17.150 align:middle line:84%
talking at you and you engaging
me as you have

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questions on this.

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Because me blabbing at you as
you fall asleep is maybe good

00:05:23.420 --> 00:05:28.050 align:middle line:84%
for a nap, but less useful for
getting anything out of this.

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So we'll try to structure this
as a conversation, and then

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I'll try to pull back, hearken
back, to any of my teacher

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instincts and see if I
can get you engaged.

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But we'll see.

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So are games art?

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I hate this question.

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Let's start off by saying that
I fundamentally find it

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abhorrent, and I hear
it all the time.

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And it's aggravating to me
because I think it's

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incontrovertibly yes.

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I think that you can't possibly
come up with any

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other answer other than yes,
games are art, games have art,

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yes, yes, yes, right?

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But it keeps coming up.

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And it keeps becoming a
question-- and I should say,

00:06:06.380 --> 00:06:11.910 align:middle line:84%
too, that this is a wholly
biased and slanted talk.

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This is my perspective on this,
and hopefully by the

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time-- you'll be like, wow,
he's absolutely right.

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There's no way that games could
be anything but art.

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Or at least they are
art, and then some.

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So this guy, who's a little
hard to see right now, but

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he's handily brought up,
recently brought into the

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fore, and that's Roger Ebert
of Siskel and Ebert fame.

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Or since you guys are, some of
you, younger than me, probably

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Ebert and Roeper.

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He had some interesting,

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controversial comments recently.

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And I pulled this quote,
"Nevertheless, I'm being

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convinced that in principle--"
I love that

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he put that in italics.

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"--video games cannot be art.

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Perhaps it is foolish for me to
say never, because never as

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Rick Wakeman informs us,
is a long, long time.

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Let me just say that no video
gamer now living will survive

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long enough to experience the
medium as an art form."

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So apparently we should all be
dead already, according to

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Ebert, because we wouldn't
have lived long enough to

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experience the medium
as an art form.

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But here's a guy who, even
though I don't think he's a

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particularly good film critic,
is a popular film critic.

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And he's weighing in on a
medium that he doesn't

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particularly understand.

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And I think it's important to
look at what exactly is he

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doing when he makes
this statement.

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He's in this business of
classification, right?

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He's in this business of saying,
all right, we've got

00:07:30.130 --> 00:07:31.480 align:middle line:90%
this subject called art.

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What can we say falls under that
subset and what does not?

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So he says things like painting,
sculpture, dance,

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opera, literature, film can all
be classified as art and

00:07:42.580 --> 00:07:46.110 align:middle line:90%
that games are not.

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Probably some other things.

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I don't know where he stands
on comic books.

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I don't think he's written about
it yet, but I'm sure

00:07:50.765 --> 00:07:51.190 align:middle line:90%
he'd probably--

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I don't know what he thinks
about pornography.

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Although, since it's in
film form, maybe he

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does think it's art.

00:07:56.520 --> 00:07:57.230 align:middle line:90%
It's unclear.

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He hasn't weighed
in on that yet.

00:07:59.650 --> 00:08:01.120 align:middle line:84%
But the interesting
thing about this

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is, this is not new.

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This is like a high-culture,
low-culture debate that's been

00:08:04.850 --> 00:08:06.550 align:middle line:84%
going on for a really
long time.

00:08:06.550 --> 00:08:08.560 align:middle line:84%
And I think it's particularly
hilarious because

00:08:08.560 --> 00:08:09.840 align:middle line:90%
he would use films.

00:08:09.840 --> 00:08:12.560 align:middle line:84%
And films had to fight out of
the low-culture phenomenon to

00:08:12.560 --> 00:08:15.020 align:middle line:84%
gain respect as a high-culture
medium.

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So he's working--

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reviewing a medium that was once
conceived as low culture,

00:08:19.860 --> 00:08:22.580 align:middle line:84%
had to work really hard to be
considered high culture.

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And now he's saying, look, my
films are high culture, your

00:08:25.620 --> 00:08:26.770 align:middle line:90%
video games are low culture.

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Which is totally hilarious
because in the past 50 years,

00:08:30.350 --> 00:08:32.780 align:middle line:84%
this has been completely
collapsed by post-modernism.

00:08:32.780 --> 00:08:36.031 align:middle line:84%
That's a whole 'nother
talk altogether.

00:08:36.031 --> 00:08:36.640 align:middle line:84%
Maybe high culture
and low culture

00:08:36.640 --> 00:08:38.360 align:middle line:90%
don't even exist anymore.

00:08:38.360 --> 00:08:39.950 align:middle line:90%
So Ebert brings us all back.

00:08:39.950 --> 00:08:40.780 align:middle line:90%
And you get everybody upset.

00:08:40.780 --> 00:08:42.840 align:middle line:84%
And a bunch of trolls are on
his website saying really

00:08:42.840 --> 00:08:45.240 align:middle line:84%
terrible things about him
and about what he said.

00:08:45.240 --> 00:08:48.450 align:middle line:84%
But he kind of reinvigorated
this talk.

00:08:48.450 --> 00:08:51.180 align:middle line:84%
And so new scientists, inspired
by this Ebert

00:08:51.180 --> 00:08:54.630 align:middle line:84%
controversy and looking for con
tips on CultureLab asked

00:08:54.630 --> 00:08:56.570 align:middle line:84%
the question, can
games be art?

00:08:56.570 --> 00:08:58.880 align:middle line:84%
And they sent it out to a bunch
of game scholars saying,

00:08:58.880 --> 00:09:01.725 align:middle line:90%
what is your opinion on this?

00:09:01.725 --> 00:09:06.340 align:middle line:84%
Ian Bogost is a very smart
guy and says some really

00:09:06.340 --> 00:09:06.850 align:middle line:90%
interesting things.

00:09:06.850 --> 00:09:08.420 align:middle line:84%
This is really why I'm not gonna
read the whole thing,

00:09:08.420 --> 00:09:13.170 align:middle line:84%
but in the first paragraph he
brings up things like Fountain

00:09:13.170 --> 00:09:16.550 align:middle line:84%
by Marcel Duchamp, which is a
urinal in a museum, for those

00:09:16.550 --> 00:09:17.400 align:middle line:84%
of you who don't
know about it.

00:09:17.400 --> 00:09:20.340 align:middle line:84%
And that was a statement, a
piece of art that he was

00:09:20.340 --> 00:09:23.020 align:middle line:84%
literally trying to confront,
what high culture defines as

00:09:23.020 --> 00:09:28.520 align:middle line:84%
art by taking, literally, a
urinal, putting it upside down

00:09:28.520 --> 00:09:30.270 align:middle line:84%
on a pedestal, entitling it
Fountain, and putting it in a

00:09:30.270 --> 00:09:32.180 align:middle line:84%
museum, which is the pinnacle
of high culture.

00:09:32.180 --> 00:09:34.530 align:middle line:84%
If you can make it in a
museum, you're art.

00:09:34.530 --> 00:09:36.996 align:middle line:84%
And so this is something
that--

00:09:36.996 --> 00:09:40.220 align:middle line:84%
He mentions Yoko Ono's
performance art, where she's

00:09:40.220 --> 00:09:43.247 align:middle line:84%
sitting in a chair, and she has
scissors next to her and

00:09:43.247 --> 00:09:45.510 align:middle line:84%
the audience is invited to come
cut her clothes off one

00:09:45.510 --> 00:09:47.500 align:middle line:90%
piece at a time.

00:09:47.500 --> 00:09:49.270 align:middle line:90%
A lot of this kind of stuff.

00:09:49.270 --> 00:09:52.480 align:middle line:84%
Andy Warhol pop culture
paintings,

00:09:52.480 --> 00:09:55.950 align:middle line:90%
Mondrian's abstract paintings.

00:09:55.950 --> 00:09:58.260 align:middle line:84%
And he says a lot in that
first paragraph.

00:09:58.260 --> 00:09:59.860 align:middle line:84%
But I think this interesting
part that I've

00:09:59.860 --> 00:10:01.730 align:middle line:84%
pseudo-highlighted down
here is interesting.

00:10:01.730 --> 00:10:02.940 align:middle line:90%
I'm starting in the middle.

00:10:02.940 --> 00:10:05.670 align:middle line:84%
He says if the purpose of art
is indeed to force us to see

00:10:05.670 --> 00:10:08.560 align:middle line:84%
something we thought we
understood in a new light,

00:10:08.560 --> 00:10:10.995 align:middle line:84%
perhaps the most fundamental
move video games have made in

00:10:10.995 --> 00:10:14.151 align:middle line:84%
the artistic tradition is in
the very eliciting of the

00:10:14.151 --> 00:10:15.640 align:middle line:84%
question, can video
games be art?

00:10:15.640 --> 00:10:17.000 align:middle line:84%
I think that's really
interesting.

00:10:17.000 --> 00:10:19.030 align:middle line:84%
So the fact that people are
even asking this question

00:10:19.030 --> 00:10:22.380 align:middle line:84%
suggests that video games are
doing something that we

00:10:22.380 --> 00:10:25.070 align:middle line:84%
traditionally conceive
of art doing.

00:10:25.070 --> 00:10:27.470 align:middle line:84%
That's, I think, a really
powerful statement, that we're

00:10:27.470 --> 00:10:31.840 align:middle line:84%
even having this discussion
renders the question moot in

00:10:31.840 --> 00:10:35.080 align:middle line:84%
some senses, which
is I would say

00:10:35.080 --> 00:10:39.698 align:middle line:90%
classic Bogostian wordplay.

00:10:39.698 --> 00:10:41.626 align:middle line:84%
I think I just made something
up called Bogostian.

00:10:41.626 --> 00:10:44.730 align:middle line:90%
I should tweet all about it.

00:10:44.730 --> 00:10:48.070 align:middle line:84%
John Sharp, from the Savannah
College of Art and Design, has

00:10:48.070 --> 00:10:50.050 align:middle line:90%
had a lot of thoughts on this.

00:10:50.050 --> 00:10:51.950 align:middle line:84%
He's actually a great person to
talk about this, because he

00:10:51.950 --> 00:10:53.870 align:middle line:84%
studies video games, but he does
it from an art history

00:10:53.870 --> 00:10:54.940 align:middle line:90%
background as well.

00:10:54.940 --> 00:10:56.750 align:middle line:90%
That's pretty good and useful.

00:10:56.750 --> 00:11:00.310 align:middle line:84%
He talks about some interesting
things here.

00:11:00.310 --> 00:11:03.750 align:middle line:84%
Similarly to what Ian is doing,
he's talking a bit

00:11:03.750 --> 00:11:08.340 align:middle line:84%
about how video games and art
are doing some similar things

00:11:08.340 --> 00:11:11.510 align:middle line:84%
at times, and yet games have
certain affordances that other

00:11:11.510 --> 00:11:14.638 align:middle line:90%
media do not.

00:11:14.638 --> 00:11:17.440 align:middle line:84%
He says at the end here, which
I think is interesting, all

00:11:17.440 --> 00:11:19.990 align:middle line:84%
this poses the question of why
are we concerned with giving

00:11:19.990 --> 00:11:21.220 align:middle line:90%
video games the status of art?

00:11:21.220 --> 00:11:23.010 align:middle line:84%
This is one of the reasons
why I hate this question.

00:11:23.010 --> 00:11:24.940 align:middle line:84%
Are we simply trying
to legitimize them?

00:11:24.940 --> 00:11:27.000 align:middle line:84%
Does being called, quote/unquote
art change the

00:11:27.000 --> 00:11:28.730 align:middle line:90%
qualities of video games.

00:11:28.730 --> 00:11:31.056 align:middle line:84%
Only if we can answer these
questions can we move the

00:11:31.056 --> 00:11:31.620 align:middle line:90%
conversation forward.

00:11:31.620 --> 00:11:34.500 align:middle line:84%
I think he's reacting here
to the question itself.

00:11:34.500 --> 00:11:36.730 align:middle line:84%
Actually, he and Ian both are
reacting to the question, Ian

00:11:36.730 --> 00:11:39.150 align:middle line:84%
saying the question invalidates
itself and John

00:11:39.150 --> 00:11:42.820 align:middle line:84%
Sharp now saying that this
question, it's not helping us.

00:11:42.820 --> 00:11:45.850 align:middle line:84%
Asking how does calling it art,
what does that do for the

00:11:45.850 --> 00:11:48.390 align:middle line:84%
medium, that's the important
question.

00:11:48.390 --> 00:11:51.470 align:middle line:84%
Here's some thoughts about the
question and some more

00:11:51.470 --> 00:11:54.340 align:middle line:84%
evidence for why I think the
question, are video games art

00:11:54.340 --> 00:11:57.898 align:middle line:90%
is just quite wrong.

00:11:57.898 --> 00:12:03.880 align:middle line:84%
Mary Flanagan takes it as being
assumed that video games

00:12:03.880 --> 00:12:05.170 align:middle line:84%
are art, which I think
is actually great.

00:12:05.170 --> 00:12:08.150 align:middle line:84%
In Critical Play she doesn't go
to great lengths to define

00:12:08.150 --> 00:12:08.910 align:middle line:90%
video games as art.

00:12:08.910 --> 00:12:10.710 align:middle line:84%
She just looks at art and
she looks at games

00:12:10.710 --> 00:12:11.830 align:middle line:90%
and compares them.

00:12:11.830 --> 00:12:14.580 align:middle line:84%
She just assumes that
this is so.

00:12:14.580 --> 00:12:17.500 align:middle line:84%
I think this is a really nice
quote from the beginning of

00:12:17.500 --> 00:12:19.520 align:middle line:84%
her Critical Play book, which
is that, "Critical Play is

00:12:19.520 --> 00:12:22.180 align:middle line:84%
built on the premise that, as
with other media, games carry

00:12:22.180 --> 00:12:24.620 align:middle line:84%
beliefs within their
representation systems and

00:12:24.620 --> 00:12:26.440 align:middle line:84%
mechanics." This is really
important. "Artists using

00:12:26.440 --> 00:12:29.012 align:middle line:84%
games as a medium of
expression--" Again, good use

00:12:29.012 --> 00:12:30.290 align:middle line:90%
of italics.

00:12:30.290 --> 00:12:32.230 align:middle line:84%
"--,then, manipulate elements
common to games--

00:12:32.230 --> 00:12:34.836 align:middle line:84%
representation systems and
styles, rules of progress,

00:12:34.836 --> 00:12:37.640 align:middle line:84%
codes of conduct, context of
reception, winning and losing

00:12:37.640 --> 00:12:40.442 align:middle line:84%
paradigms, ways of interacting
in a game-- for they are the

00:12:40.442 --> 00:12:43.220 align:middle line:84%
material properties of games,
much like marble and chisel or

00:12:43.220 --> 00:12:46.025 align:middle line:84%
pen and ink bring with them
their own intended

00:12:46.025 --> 00:12:48.350 align:middle line:84%
possibilities, limitations,
and conventions."

00:12:48.350 --> 00:12:49.280 align:middle line:90%
It's a great point.

00:12:49.280 --> 00:12:51.860 align:middle line:84%
You would have a really hard
time making a painting with a

00:12:51.860 --> 00:12:55.177 align:middle line:84%
chisel and no paint, like you
were using marble and a

00:12:55.177 --> 00:12:56.410 align:middle line:84%
chisel, a you were trying
to make a painting.

00:12:56.410 --> 00:12:57.360 align:middle line:90%
Two different things.

00:12:57.360 --> 00:12:58.130 align:middle line:90%
Both are art.

00:12:58.130 --> 00:12:59.670 align:middle line:84%
It's the same thing
with games.

00:12:59.670 --> 00:13:03.490 align:middle line:84%
Games have rule sets, games
have systems, games have

00:13:03.490 --> 00:13:04.730 align:middle line:90%
win-and-loss paradigms.

00:13:04.730 --> 00:13:07.955 align:middle line:84%
They have all these things
that are conventions and

00:13:07.955 --> 00:13:11.180 align:middle line:84%
things that we associate with
even our definition of what a

00:13:11.180 --> 00:13:14.280 align:middle line:84%
game is, which is
at times faulty.

00:13:14.280 --> 00:13:15.890 align:middle line:90%
But those are our tools.

00:13:15.890 --> 00:13:17.060 align:middle line:84%
Those are how we communicate
things.

00:13:17.060 --> 00:13:20.150 align:middle line:84%
I think her first sentence
is really important.

00:13:20.150 --> 00:13:22.210 align:middle line:84%
I'm guessing with the stuff
that you've been talking

00:13:22.210 --> 00:13:24.372 align:middle line:84%
about-- them and Gonzalo
Frasca--

00:13:24.372 --> 00:13:25.670 align:middle line:90%
that's coming through.

00:13:25.670 --> 00:13:27.190 align:middle line:84%
I actually see that
in your games.

00:13:27.190 --> 00:13:29.450 align:middle line:84%
You're trying to-- so, for
example I play-tested that

00:13:29.450 --> 00:13:32.800 align:middle line:84%
FedEx game, and I play-tested
the game about marriage.

00:13:32.800 --> 00:13:35.290 align:middle line:84%
There's all kinds of meaning in
those systems and meanings

00:13:35.290 --> 00:13:39.200 align:middle line:84%
in those choices that you get
that are being communicated.

00:13:39.200 --> 00:13:42.220 align:middle line:84%
And that's very similar to what
an artist would do with

00:13:42.220 --> 00:13:43.156 align:middle line:90%
any other medium.

00:13:43.156 --> 00:13:45.310 align:middle line:84%
You're communicating a message
through those.

00:13:45.310 --> 00:13:47.120 align:middle line:84%
And sometimes we do
it accidentally.

00:13:47.120 --> 00:13:49.200 align:middle line:90%
It's not always explicit.

00:13:49.200 --> 00:13:49.940 align:middle line:90%
We make something--

00:13:49.940 --> 00:13:54.020 align:middle line:84%
I would say that the graveyard
and when you get divorced and

00:13:54.020 --> 00:13:56.610 align:middle line:84%
you put your divorced person
in the graveyard is an

00:13:56.610 --> 00:13:59.360 align:middle line:84%
interesting choice for me,
because it was creating an

00:13:59.360 --> 00:14:01.473 align:middle line:84%
equivalence between divorce and
death, which I think is

00:14:01.473 --> 00:14:02.980 align:middle line:90%
kind of interesting.

00:14:02.980 --> 00:14:05.540 align:middle line:84%
That's just one interesting
example.

00:14:05.540 --> 00:14:08.790 align:middle line:84%
So Mary Flanagan in her book
talks about this art movement

00:14:08.790 --> 00:14:09.210 align:middle line:90%
called Fluxus.

00:14:09.210 --> 00:14:09.980 align:middle line:90%
Before I go into--

00:14:09.980 --> 00:14:13.550 align:middle line:84%
any kind of thoughts
or questions?

00:14:13.550 --> 00:14:15.680 align:middle line:84%
Does anybody else think-- does
anybody think video games

00:14:15.680 --> 00:14:16.833 align:middle line:90%
aren't art still?

00:14:16.833 --> 00:14:17.520 align:middle line:90%
It's okay.

00:14:17.520 --> 00:14:19.544 align:middle line:90%
Oh, crap, we're gonna fight.

00:14:19.544 --> 00:14:22.125 align:middle line:84%
AUDIENCE: [INAUDIBLE] when we
were designing art, so our art

00:14:22.125 --> 00:14:25.590 align:middle line:84%
project now is you have
to choose a real-world

00:14:25.590 --> 00:14:27.072 align:middle line:90%
system and relate it.

00:14:27.072 --> 00:14:28.740 align:middle line:84%
That's what we're
all working on.

00:14:28.740 --> 00:14:31.570 align:middle line:84%
And one of the big things that
really helped us get started

00:14:31.570 --> 00:14:34.303 align:middle line:84%
is, what is the message we want
to get across to each set

00:14:34.303 --> 00:14:34.580 align:middle line:90%
of ablutions?

00:14:34.580 --> 00:14:35.370 align:middle line:90%
What is a bad ablution?

00:14:35.370 --> 00:14:36.826 align:middle line:84%
Do you want to say that's
random, do you want to say

00:14:36.826 --> 00:14:37.690 align:middle line:90%
that's this?

00:14:37.690 --> 00:14:40.910 align:middle line:84%
And how do we express that,
which [UNINTELLIGIBLE]

00:14:40.910 --> 00:14:41.225 align:middle line:90%
GUEST SPEAKER: Totally.

00:14:41.225 --> 00:14:43.640 align:middle line:84%
And it gets even crazier
when you take--

00:14:43.640 --> 00:14:45.760 align:middle line:84%
when you try to look at
systems that are not

00:14:45.760 --> 00:14:48.590 align:middle line:90%
particularly tangible.

00:14:48.590 --> 00:14:52.500 align:middle line:84%
You maybe looked at it, but
Elude is a game about

00:14:52.500 --> 00:14:53.780 align:middle line:90%
depression.

00:14:53.780 --> 00:14:57.135 align:middle line:84%
There aren't exactly tangible
kind of road maps the way

00:14:57.135 --> 00:15:00.540 align:middle line:84%
there are with FedEx systems,
for clinical depression.

00:15:00.540 --> 00:15:02.570 align:middle line:84%
And yet you're looking at
things like emotions,

00:15:02.570 --> 00:15:06.660 align:middle line:84%
feelings, stuff like that, that
we might call abstract,

00:15:06.660 --> 00:15:08.410 align:middle line:90%
or just not immediate.

00:15:08.410 --> 00:15:12.205 align:middle line:84%
How do you communicate
those in systems?

00:15:12.205 --> 00:15:13.630 align:middle line:90%
It's really tricky.

00:15:13.630 --> 00:15:16.955 align:middle line:84%
AUDIENCE: I have friends that
talk about all their games

00:15:16.955 --> 00:15:21.626 align:middle line:84%
which are like more --genic
or more abstract.

00:15:21.626 --> 00:15:23.900 align:middle line:84%
Does Ebert [UNINTELLIGIBLE]
art?

00:15:23.900 --> 00:15:27.075 align:middle line:84%
GUEST SPEAKER: I mean, it's
a really good question.

00:15:27.075 --> 00:15:28.860 align:middle line:84%
AUDIENCE: What would
he say about that?

00:15:28.860 --> 00:15:31.400 align:middle line:84%
GUEST SPEAKER: I think that
falls along the same lines as,

00:15:31.400 --> 00:15:34.460 align:middle line:84%
like I said, does Ebert consider
pornography art?

00:15:34.460 --> 00:15:35.790 align:middle line:84%
It's a really difficult
question.

00:15:35.790 --> 00:15:41.460 align:middle line:84%
That's a much larger art history
debate, about has high

00:15:41.460 --> 00:15:43.200 align:middle line:84%
culture and low culture
completely collapsed?

00:15:43.200 --> 00:15:47.870 align:middle line:84%
Has mass-media proliferation
deteriorated conceptions of

00:15:47.870 --> 00:15:51.110 align:middle line:84%
what really high culture art
are, versus low culture.

00:15:51.110 --> 00:15:54.600 align:middle line:90%


00:15:54.600 --> 00:15:56.700 align:middle line:84%
I don't have particularly
good answers for that.

00:15:56.700 --> 00:16:00.000 align:middle line:84%
I think just as all of the other
media that we looked at,

00:16:00.000 --> 00:16:02.200 align:middle line:84%
does a Jerry Bruckheimer
film count as art?

00:16:02.200 --> 00:16:05.100 align:middle line:84%
Just like we would look at that
and ask that question, we

00:16:05.100 --> 00:16:08.720 align:middle line:84%
don't then deny the entire
medium of film from the

00:16:08.720 --> 00:16:10.600 align:middle line:90%
possibility of being artistic.

00:16:10.600 --> 00:16:13.310 align:middle line:84%
There seems to be this desire,
because the majority of games

00:16:13.310 --> 00:16:14.900 align:middle line:90%
in our sector--

00:16:14.900 --> 00:16:16.780 align:middle line:84%
which I actually do,
too, because if you

00:16:16.780 --> 00:16:18.290 align:middle line:90%
go far enough back--

00:16:18.290 --> 00:16:21.000 align:middle line:90%
I should say video games--

00:16:21.000 --> 00:16:24.847 align:middle line:84%
Because most video games are
commercially intended and

00:16:24.847 --> 00:16:28.280 align:middle line:84%
involve fairly similar things,
does that preclude the medium

00:16:28.280 --> 00:16:30.904 align:middle line:84%
from the possibility
of being artistic?

00:16:30.904 --> 00:16:35.140 align:middle line:84%
I go back to that Ebert comment
about he says they

00:16:35.140 --> 00:16:38.160 align:middle line:84%
can't possibly be, or at least
he says never is a long time.

00:16:38.160 --> 00:16:41.556 align:middle line:84%
But not in our lifetime, it
apparently is impossible.

00:16:41.556 --> 00:16:42.720 align:middle line:90%
It's a good point.

00:16:42.720 --> 00:16:46.600 align:middle line:84%
AUDIENCE: There's actually
interesting effects with the

00:16:46.600 --> 00:16:49.263 align:middle line:84%
game we're designing which is
essentially city building and

00:16:49.263 --> 00:16:53.380 align:middle line:84%
city creation in the time
of the Roman Empire.

00:16:53.380 --> 00:16:57.845 align:middle line:84%
And we actually didn't
intend to instill any

00:16:57.845 --> 00:16:58.880 align:middle line:90%
meaning in the game.

00:16:58.880 --> 00:17:01.090 align:middle line:84%
But once we actually designed
the mechanics and stuff, we

00:17:01.090 --> 00:17:02.940 align:middle line:84%
realized that it was essentially
a game about the

00:17:02.940 --> 00:17:05.760 align:middle line:84%
rich getting richer and trying
to control the board.

00:17:05.760 --> 00:17:08.170 align:middle line:84%
So it's like there's almost
this inherent meaning that

00:17:08.170 --> 00:17:09.780 align:middle line:84%
came out from just designing
the game.

00:17:09.780 --> 00:17:10.859 align:middle line:90%
GUEST SPEAKER: Yeah, yeah.

00:17:10.859 --> 00:17:14.050 align:middle line:84%
You almost can't help but have
it happen in some instances.

00:17:14.050 --> 00:17:17.449 align:middle line:84%
It reminds me of a good thing
that Brenda Brathwaite put in

00:17:17.449 --> 00:17:19.589 align:middle line:84%
one of her talks once, which
was about the game

00:17:19.589 --> 00:17:22.560 align:middle line:84%
Civilization, the mod
Colonization for sig IV, which

00:17:22.560 --> 00:17:24.970 align:middle line:84%
is a great mod in which you
play one of the European

00:17:24.970 --> 00:17:26.910 align:middle line:84%
colonizers and you come
over to the New World.

00:17:26.910 --> 00:17:30.530 align:middle line:84%
And there's indigenous
peoples there.

00:17:30.530 --> 00:17:32.450 align:middle line:84%
You have to negotiate with them
at first, but eventually

00:17:32.450 --> 00:17:36.010 align:middle line:84%
you just beat them up and take
their land, or they just give

00:17:36.010 --> 00:17:37.450 align:middle line:84%
it to you because you're more
powerful than they are.

00:17:37.450 --> 00:17:40.160 align:middle line:84%
And she was making the point,
there's this great box art,

00:17:40.160 --> 00:17:42.490 align:middle line:84%
the Native Americans in the
corner and the Conquistador in

00:17:42.490 --> 00:17:44.290 align:middle line:84%
the middle, the Spanish,
and the Dutch.

00:17:44.290 --> 00:17:46.380 align:middle line:84%
And it's like, if you were a
Native American how would you

00:17:46.380 --> 00:17:47.610 align:middle line:90%
respond to this game?

00:17:47.610 --> 00:17:50.850 align:middle line:84%
And I'm like, yeah, I'm totally
making America again.

00:17:50.850 --> 00:17:53.160 align:middle line:84%
And other people would be like,
oh my god, you basically

00:17:53.160 --> 00:17:56.080 align:middle line:84%
just wiped out my ancestors,
thanks.

00:17:56.080 --> 00:17:59.610 align:middle line:84%
So it's true, sometimes you
falling into meaning.

00:17:59.610 --> 00:18:00.918 align:middle line:90%
It's something.

00:18:00.918 --> 00:18:03.720 align:middle line:84%
And I think, again, a lot
of art does that, right?

00:18:03.720 --> 00:18:06.620 align:middle line:84%
And some art did it quite
purposely, where they weren't

00:18:06.620 --> 00:18:10.860 align:middle line:84%
divulging the meaning, they were
inviting readings on it.

00:18:10.860 --> 00:18:11.310 align:middle line:90%
So, Fluxus.

00:18:11.310 --> 00:18:14.770 align:middle line:84%
Fluxus is this really
interesting

00:18:14.770 --> 00:18:16.690 align:middle line:90%
mid-20th-century art--

00:18:16.690 --> 00:18:19.160 align:middle line:84%
they rejected the term
"movement," they called it an

00:18:19.160 --> 00:18:20.264 align:middle line:90%
"attitude"--

00:18:20.264 --> 00:18:23.200 align:middle line:84%
that Mary Flanagan talks
about a bit in her

00:18:23.200 --> 00:18:24.280 align:middle line:90%
Critical Play book.

00:18:24.280 --> 00:18:25.820 align:middle line:84%
It's actually quite
interesting.

00:18:25.820 --> 00:18:28.410 align:middle line:84%
It really starts out early
with John Cage.

00:18:28.410 --> 00:18:30.940 align:middle line:84%
Have you guys heard of
him, the composer?

00:18:30.940 --> 00:18:34.400 align:middle line:84%
He's most famous for this piece
of music that he wrote

00:18:34.400 --> 00:18:37.240 align:middle line:90%
where, I forget the duration,

00:18:37.240 --> 00:18:38.130 align:middle line:90%
AUDIENCE: 4'33".

00:18:38.130 --> 00:18:39.020 align:middle line:90%
GUEST SPEAKER: 4'33", yeah.

00:18:39.020 --> 00:18:44.070 align:middle line:84%
it's 4 minutes and 33 seconds
of not, well, not playing.

00:18:44.070 --> 00:18:44.740 align:middle line:90%
AUDIENCE: He rests.

00:18:44.740 --> 00:18:45.030 align:middle line:90%
GUEST SPEAKER: He rests.

00:18:45.030 --> 00:18:45.930 align:middle line:90%
Exactly.

00:18:45.930 --> 00:18:48.560 align:middle line:84%
So you'd sit down
at the piano.

00:18:48.560 --> 00:18:50.050 align:middle line:84%
You'd pull out the music and
everyone would hush.

00:18:50.050 --> 00:18:52.340 align:middle line:84%
And then for 4 minutes and 33
seconds you'd sit there,

00:18:52.340 --> 00:18:54.310 align:middle line:84%
possibly with your hands
on the keys.

00:18:54.310 --> 00:18:56.566 align:middle line:84%
And then after the time, you
would stand up, and you'd take

00:18:56.566 --> 00:18:58.670 align:middle line:84%
your bow, and the audience
would erupt

00:18:58.670 --> 00:19:02.370 align:middle line:90%
into incredible applause.

00:19:02.370 --> 00:19:06.110 align:middle line:84%
He was really testing the idea
of what they eventually called

00:19:06.110 --> 00:19:07.680 align:middle line:90%
scores, or event scores.

00:19:07.680 --> 00:19:13.090 align:middle line:84%
This idea that music is an art
form where you can write it

00:19:13.090 --> 00:19:15.060 align:middle line:84%
down, and then it becomes
performable.

00:19:15.060 --> 00:19:19.130 align:middle line:84%
It becomes this thing that
someone can engage with.

00:19:19.130 --> 00:19:21.280 align:middle line:84%
We don't think of paintings
that way.

00:19:21.280 --> 00:19:23.750 align:middle line:84%
We don't think of paintings as
having a score, having some

00:19:23.750 --> 00:19:26.060 align:middle line:84%
kind of, how do I engage
with this?

00:19:26.060 --> 00:19:29.790 align:middle line:84%
It sounds kind of like games,
in figuring out how does

00:19:29.790 --> 00:19:33.790 align:middle line:84%
interactivity work in
artistic mediums.

00:19:33.790 --> 00:19:37.080 align:middle line:84%
Really interested in
indeterminacy, too.

00:19:37.080 --> 00:19:40.230 align:middle line:84%
I think you'll see in some of
these examples, they're really

00:19:40.230 --> 00:19:44.480 align:middle line:84%
kind of pushing on the
boundaries of what art has

00:19:44.480 --> 00:19:46.010 align:middle line:90%
been doing to this point.

00:19:46.010 --> 00:19:50.910 align:middle line:84%
They call it intermedia, meaning
that the more multiple

00:19:50.910 --> 00:19:55.060 align:middle line:84%
modes that you can use for
communicating it was really

00:19:55.060 --> 00:19:57.520 align:middle line:90%
important to the attitude.

00:19:57.520 --> 00:20:01.390 align:middle line:84%
Simplicity was really
big, having basic

00:20:01.390 --> 00:20:03.450 align:middle line:90%
systems and basic scores.

00:20:03.450 --> 00:20:07.590 align:middle line:84%
And then this idea of play
was really important.

00:20:07.590 --> 00:20:11.020 align:middle line:84%
Yoko Ono, it's funny we sort
of just attach her to John

00:20:11.020 --> 00:20:15.405 align:middle line:84%
Lennon, but she was an artist
before she was in a

00:20:15.405 --> 00:20:16.270 align:middle line:90%
relationship with him.

00:20:16.270 --> 00:20:18.920 align:middle line:84%
She's actually well known as
one of these kind of Fluxus

00:20:18.920 --> 00:20:20.650 align:middle line:90%
practitioners.

00:20:20.650 --> 00:20:21.440 align:middle line:90%
This is interesting.

00:20:21.440 --> 00:20:24.460 align:middle line:90%
This is the Fluxus manifesto.

00:20:24.460 --> 00:20:27.090 align:middle line:84%
I wanted to put this up because
I think you can get a

00:20:27.090 --> 00:20:30.940 align:middle line:84%
little bit of a sense for what
they were trying to go for.

00:20:30.940 --> 00:20:34.810 align:middle line:84%
They were taking the word
"flux" and putting

00:20:34.810 --> 00:20:37.370 align:middle line:84%
definition-- but then they
were mending it here, so,

00:20:37.370 --> 00:20:41.310 align:middle line:84%
purge the world of Bourgeois
sickness, intellectual,

00:20:41.310 --> 00:20:43.220 align:middle line:84%
professional, and commercialized
culture.

00:20:43.220 --> 00:20:46.320 align:middle line:84%
Purge the world of dead art,
imitation, artificial art,

00:20:46.320 --> 00:20:48.150 align:middle line:84%
abstract art, illusionistic
art, mathematical art.

00:20:48.150 --> 00:20:51.762 align:middle line:84%
I like this, purge the
world of Europeanism.

00:20:51.762 --> 00:20:53.578 align:middle line:90%
I don't think that's a word.

00:20:53.578 --> 00:20:55.370 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

00:20:55.370 --> 00:20:56.120 align:middle line:84%
GUEST SPEAKER: Promote
a revolutionary

00:20:56.120 --> 00:20:58.000 align:middle line:90%
flood and tide in art.

00:20:58.000 --> 00:21:01.280 align:middle line:84%
Promote living art, anti-art,
non-art reality.

00:21:01.280 --> 00:21:03.860 align:middle line:84%
These things sound
totally crazy.

00:21:03.860 --> 00:21:06.720 align:middle line:84%
I love the, "to be fully
grasped," but then it crosses

00:21:06.720 --> 00:21:10.380 align:middle line:84%
out "fully." I don't doubt
that was completely

00:21:10.380 --> 00:21:12.440 align:middle line:84%
intentional, or if they wrote
fully grasped and were like,

00:21:12.440 --> 00:21:13.345 align:middle line:90%
oh, this is gonna be great.

00:21:13.345 --> 00:21:14.709 align:middle line:84%
I'm crossing it out so
you can see that I

00:21:14.709 --> 00:21:15.180 align:middle line:90%
crossed out fully grasped.

00:21:15.180 --> 00:21:17.790 align:middle line:84%
We want it to be not
fully grasped.

00:21:17.790 --> 00:21:20.860 align:middle line:84%
We want it to be partially
grasped by all people.

00:21:20.860 --> 00:21:24.690 align:middle line:84%
Not only critics feel this
class is professional.

00:21:24.690 --> 00:21:27.370 align:middle line:84%
It's just a really interesting
thing, and it sort of screams

00:21:27.370 --> 00:21:28.520 align:middle line:90%
the avant-garde.

00:21:28.520 --> 00:21:30.080 align:middle line:84%
They were trying to push
against boundaries.

00:21:30.080 --> 00:21:32.420 align:middle line:84%
They're trying to figure out
what is the edge of the medium

00:21:32.420 --> 00:21:35.770 align:middle line:84%
and then how can we
jump way off it?

00:21:35.770 --> 00:21:38.450 align:middle line:90%


00:21:38.450 --> 00:21:41.190 align:middle line:84%
Some of the classic Fluxus works
were these things called

00:21:41.190 --> 00:21:43.630 align:middle line:90%
Flux boxes or Flux kits.

00:21:43.630 --> 00:21:45.270 align:middle line:84%
Flux kits tended to
have event scores.

00:21:45.270 --> 00:21:46.580 align:middle line:84%
This is one of the most
famous called Water

00:21:46.580 --> 00:21:48.870 align:middle line:90%
Yam by George Brecht.

00:21:48.870 --> 00:21:53.930 align:middle line:84%
And basically this is a box
with 70 event scores.

00:21:53.930 --> 00:21:56.460 align:middle line:84%
These are an example of
these event scores.

00:21:56.460 --> 00:21:56.940 align:middle line:90%
It's interesting.

00:21:56.940 --> 00:21:59.160 align:middle line:84%
The event scores really seem
like rule systems.

00:21:59.160 --> 00:22:02.070 align:middle line:84%
They're like the instructions
to your board game, except

00:22:02.070 --> 00:22:03.803 align:middle line:90%
they're kind of whacky.

00:22:03.803 --> 00:22:06.960 align:middle line:84%
If you look at air conditioning,
the rule is move

00:22:06.960 --> 00:22:08.150 align:middle line:90%
through the place.

00:22:08.150 --> 00:22:09.880 align:middle line:90%
Which is really interesting.

00:22:09.880 --> 00:22:12.522 align:middle line:84%
If you encounter this game and
you're like, all right, I'm

00:22:12.522 --> 00:22:13.612 align:middle line:90%
gonna play Water Yam.

00:22:13.612 --> 00:22:15.540 align:middle line:84%
And you're like, move
through the place.

00:22:15.540 --> 00:22:18.840 align:middle line:84%
I think that's pretty
characteristic of movement,

00:22:18.840 --> 00:22:22.540 align:middle line:84%
right, present you with some
sort of objective or some sort

00:22:22.540 --> 00:22:27.601 align:middle line:84%
of requirement, but one that
is abstract or nebulous, or

00:22:27.601 --> 00:22:28.870 align:middle line:90%
just kind of strange.

00:22:28.870 --> 00:22:30.400 align:middle line:90%
This one's even better.

00:22:30.400 --> 00:22:34.490 align:middle line:84%
On a white chair, a great tape
measure, alphabet, flag,

00:22:34.490 --> 00:22:36.920 align:middle line:90%
black, and spectral color.

00:22:36.920 --> 00:22:38.680 align:middle line:84%
In this instance, it's not
even clear what you're

00:22:38.680 --> 00:22:39.920 align:middle line:90%
necessarily supposed to do.

00:22:39.920 --> 00:22:43.390 align:middle line:84%
Are you supposed to compile
these things on a white chair?

00:22:43.390 --> 00:22:45.370 align:middle line:84%
Are you supposed to sit on a
white chair and hold all of

00:22:45.370 --> 00:22:46.521 align:middle line:90%
these things?

00:22:46.521 --> 00:22:48.485 align:middle line:90%
It's not particularly clear.

00:22:48.485 --> 00:22:51.280 align:middle line:90%


00:22:51.280 --> 00:22:52.810 align:middle line:84%
This is the playfulness
of this movement.

00:22:52.810 --> 00:22:59.870 align:middle line:84%
This is the energy of this
of avant-garde movement.

00:22:59.870 --> 00:23:02.350 align:middle line:84%
You can see the relationship,
I hope, between

00:23:02.350 --> 00:23:03.800 align:middle line:90%
rule systems and these.

00:23:03.800 --> 00:23:06.386 align:middle line:84%
The next example is, I think,
an even better one.

00:23:06.386 --> 00:23:07.910 align:middle line:84%
But you can see how
they're playing

00:23:07.910 --> 00:23:08.560 align:middle line:90%
around with these ideas.

00:23:08.560 --> 00:23:10.625 align:middle line:84%
At least they're incorporating
interactivity

00:23:10.625 --> 00:23:12.070 align:middle line:90%
into these art movements.

00:23:12.070 --> 00:23:14.987 align:middle line:84%
And keep in mind, these are
being shown in galleries These

00:23:14.987 --> 00:23:17.740 align:middle line:84%
are being shown in
high-art places.

00:23:17.740 --> 00:23:23.285 align:middle line:84%
These are being sent out to
their friends as works of art.

00:23:23.285 --> 00:23:24.640 align:middle line:90%
This one's great.

00:23:24.640 --> 00:23:28.560 align:middle line:84%
This is White Chess
by Yoko Ono.

00:23:28.560 --> 00:23:31.490 align:middle line:84%
It's often depicted on its own
and you have to imagine what

00:23:31.490 --> 00:23:31.990 align:middle line:90%
the rules are.

00:23:31.990 --> 00:23:34.510 align:middle line:84%
But I actually think her rules
as they are written are

00:23:34.510 --> 00:23:36.010 align:middle line:84%
actually pretty important
to it.

00:23:36.010 --> 00:23:38.780 align:middle line:84%
She says, play it for as long
as you remember who is your

00:23:38.780 --> 00:23:41.640 align:middle line:84%
opponent and who is
your own self.

00:23:41.640 --> 00:23:44.750 align:middle line:90%
Very interesting wordage.

00:23:44.750 --> 00:23:46.665 align:middle line:84%
What are the complications
with white chess.

00:23:46.665 --> 00:23:47.160 align:middle line:90%
Anyone.

00:23:47.160 --> 00:23:47.440 align:middle line:90%
Any thoughts?

00:23:47.440 --> 00:23:50.750 align:middle line:84%
Based on your perceptions
of non-white chess or

00:23:50.750 --> 00:23:52.070 align:middle line:90%
white-and-black chess?

00:23:52.070 --> 00:23:55.070 align:middle line:84%
AUDIENCE: You'd get into arguing
about is that my pawn

00:23:55.070 --> 00:23:56.210 align:middle line:90%
or your pawn?

00:23:56.210 --> 00:23:57.760 align:middle line:84%
GUEST SPEAKER: Yes, you
definitely-- it will be hard

00:23:57.760 --> 00:23:59.560 align:middle line:84%
to keep track of,
I would think.

00:23:59.560 --> 00:24:01.670 align:middle line:84%
That's why she said, "as long
as you can remember." Any

00:24:01.670 --> 00:24:04.920 align:middle line:90%
other weirdness from this?

00:24:04.920 --> 00:24:06.150 align:middle line:84%
AUDIENCE: Who is friend
and who is enemy?

00:24:06.150 --> 00:24:07.620 align:middle line:84%
GUEST SPEAKER: Yeah,
certainly.

00:24:07.620 --> 00:24:09.400 align:middle line:84%
This sort of like, wait,
was that my piece?

00:24:09.400 --> 00:24:10.100 align:middle line:90%
Was that your piece?

00:24:10.100 --> 00:24:13.200 align:middle line:84%
Not only does that complicate
your relationship to the other

00:24:13.200 --> 00:24:15.670 align:middle line:84%
player, but now it's like, to
the game itself, it's like,

00:24:15.670 --> 00:24:17.864 align:middle line:84%
wait, what was the strategy
I was doing?

00:24:17.864 --> 00:24:18.640 align:middle line:84%
AUDIENCE: Friendly or
unfriendly fire?

00:24:18.640 --> 00:24:20.472 align:middle line:84%
GUEST SPEAKER: I mean, it's
really hard to keep track of

00:24:20.472 --> 00:24:21.150 align:middle line:90%
stuff in chess.

00:24:21.150 --> 00:24:22.480 align:middle line:90%
What about the board?

00:24:22.480 --> 00:24:24.170 align:middle line:84%
AUDIENCE: He writes off the king
and the queen by mistake

00:24:24.170 --> 00:24:25.730 align:middle line:90%
because you don't have to--

00:24:25.730 --> 00:24:28.880 align:middle line:84%
AUDIENCE: There's not really any
actual boxes on the board.

00:24:28.880 --> 00:24:30.780 align:middle line:90%
AUDIENCE: There are boxes--

00:24:30.780 --> 00:24:33.740 align:middle line:84%
GUEST SPEAKER: Yeah,
they're all white.

00:24:33.740 --> 00:24:36.915 align:middle line:84%
That complicates things a little
bit, too, because you

00:24:36.915 --> 00:24:38.870 align:middle line:84%
need to remember how
you were moving.

00:24:38.870 --> 00:24:39.220 align:middle line:90%
AUDIENCE: How large is--

00:24:39.220 --> 00:24:39.712 align:middle line:84%
GUEST SPEAKER: This
one's really big.

00:24:39.712 --> 00:24:42.410 align:middle line:84%
This is like a garden
installment of White Chess.

00:24:42.410 --> 00:24:45.600 align:middle line:84%
And I think the cool thing, too,
this is another example

00:24:45.600 --> 00:24:47.020 align:middle line:90%
of the movement.

00:24:47.020 --> 00:24:48.690 align:middle line:84%
As long as you have
the components you

00:24:48.690 --> 00:24:49.710 align:middle line:90%
could play this game.

00:24:49.710 --> 00:24:51.090 align:middle line:84%
You could create
this art piece.

00:24:51.090 --> 00:24:54.190 align:middle line:84%
I think the intent
is not go play my

00:24:54.190 --> 00:24:55.560 align:middle line:90%
installation of White Chess.

00:24:55.560 --> 00:24:58.410 align:middle line:84%
It's that this is the
rules, these are the

00:24:58.410 --> 00:25:00.400 align:middle line:90%
pieces, it can be played.

00:25:00.400 --> 00:25:01.850 align:middle line:84%
That screams game,
that screams that

00:25:01.850 --> 00:25:04.540 align:middle line:90%
portability of a game.

00:25:04.540 --> 00:25:08.380 align:middle line:84%
Again, this wasn't considered
anything but art, except

00:25:08.380 --> 00:25:10.750 align:middle line:84%
probably by people who
turned their nose at

00:25:10.750 --> 00:25:14.260 align:middle line:90%
this sort of thing.

00:25:14.260 --> 00:25:20.100 align:middle line:84%
they've Any thoughts on
what White Chess could

00:25:20.100 --> 00:25:23.740 align:middle line:90%
be about, in a--

00:25:23.740 --> 00:25:26.150 align:middle line:84%
AUDIENCE: Two different
sides merging to one.

00:25:26.150 --> 00:25:31.500 align:middle line:84%
And so you eventually get,
why am I fighting?

00:25:31.500 --> 00:25:33.170 align:middle line:84%
Who is my enemy in
this situation?

00:25:33.170 --> 00:25:33.620 align:middle line:90%
GUEST SPEAKER: Sure, sure.

00:25:33.620 --> 00:25:35.440 align:middle line:90%
Any other thoughts?

00:25:35.440 --> 00:25:36.560 align:middle line:90%
AUDIENCE: Racial relations.

00:25:36.560 --> 00:25:38.830 align:middle line:84%
GUEST SPEAKER: Sure,
racial relations.

00:25:38.830 --> 00:25:41.730 align:middle line:84%
AUDIENCE: It's probably a whole
antiwar thing of, like,

00:25:41.730 --> 00:25:43.560 align:middle line:84%
are we actually destroying
ourselves?

00:25:43.560 --> 00:25:45.920 align:middle line:84%
GUEST SPEAKER: Yeah, and that's
an interesting thing.

00:25:45.920 --> 00:25:50.290 align:middle line:84%
Yoko Ono was a decidedly antiwar
activist at the time

00:25:50.290 --> 00:25:52.790 align:middle line:84%
she was making this
in the early '60s.

00:25:52.790 --> 00:25:54.975 align:middle line:84%
One thing-- you can't take
anything for granted, but the

00:25:54.975 --> 00:25:57.060 align:middle line:84%
pieces aren't all black,
they're all white.

00:25:57.060 --> 00:26:00.179 align:middle line:84%
So I think the race thing
does play a factor.

00:26:00.179 --> 00:26:02.892 align:middle line:84%
The inability to remember
who you're attacking and

00:26:02.892 --> 00:26:04.220 align:middle line:90%
who you are, even.

00:26:04.220 --> 00:26:06.320 align:middle line:84%
I think that's actually why
I really like her words.

00:26:06.320 --> 00:26:08.801 align:middle line:84%
Because, "for as long as you
can remember who's your

00:26:08.801 --> 00:26:10.170 align:middle line:84%
opponent and who is your own
self," there's something about

00:26:10.170 --> 00:26:13.650 align:middle line:84%
incorporating your own self in
there, not just saying what

00:26:13.650 --> 00:26:14.710 align:middle line:90%
your pieces are.

00:26:14.710 --> 00:26:16.740 align:middle line:84%
She's not saying can you
remember what your pieces are.

00:26:16.740 --> 00:26:19.100 align:middle line:84%
She's saying remember who you're
playing against versus

00:26:19.100 --> 00:26:20.996 align:middle line:90%
who you are.

00:26:20.996 --> 00:26:25.370 align:middle line:84%
That's very different
verbiage.

00:26:25.370 --> 00:26:28.680 align:middle line:84%
I think it's very much
a game about who are

00:26:28.680 --> 00:26:30.250 align:middle line:90%
you fighting, anyway?

00:26:30.250 --> 00:26:34.428 align:middle line:84%
What is the point of war, what
is the purpose of war?

00:26:34.428 --> 00:26:37.230 align:middle line:84%
And how does war particularly
function?

00:26:37.230 --> 00:26:39.116 align:middle line:84%
And in the rhetoric of
the time it makes a

00:26:39.116 --> 00:26:41.670 align:middle line:90%
lot of sense, right?

00:26:41.670 --> 00:26:44.140 align:middle line:84%
So that's Yoko Ono's White
Chess, which is part of the

00:26:44.140 --> 00:26:45.260 align:middle line:90%
Fluxus [UNINTELLIGIBLE].

00:26:45.260 --> 00:26:46.620 align:middle line:90%
Yes, it's pretty cool.

00:26:46.620 --> 00:26:49.566 align:middle line:84%
Actually, Fluxus and artists in
this period have a really

00:26:49.566 --> 00:26:51.180 align:middle line:84%
interesting relationship
with chess.

00:26:51.180 --> 00:26:52.526 align:middle line:84%
There's like some quote,
and I'm gonna

00:26:52.526 --> 00:26:53.640 align:middle line:90%
butcher it, but it's--

00:26:53.640 --> 00:26:57.690 align:middle line:84%
I think it was Marcel Duchamp
saying that not all chess

00:26:57.690 --> 00:27:00.350 align:middle line:84%
players are artists, but all
artists are chess players, or

00:27:00.350 --> 00:27:00.980 align:middle line:90%
something like that.

00:27:00.980 --> 00:27:04.050 align:middle line:84%
He is particularly fascinated
with chess, and you can see

00:27:04.050 --> 00:27:08.020 align:middle line:84%
elements of chess in
his work, ought to

00:27:08.020 --> 00:27:10.860 align:middle line:90%
be painted or whatever.

00:27:10.860 --> 00:27:12.110 align:middle line:84%
AUDIENCE: He was completely
obsessed with chess.

00:27:12.110 --> 00:27:12.830 align:middle line:90%
GUEST SPEAKER: Yeah.

00:27:12.830 --> 00:27:14.805 align:middle line:84%
AUDIENCE: He played
it really hard.

00:27:14.805 --> 00:27:17.140 align:middle line:84%
He wasn't necessarily
a very good player,

00:27:17.140 --> 00:27:18.120 align:middle line:90%
but he played a lot.

00:27:18.120 --> 00:27:20.080 align:middle line:90%
GUEST SPEAKER: Very into it.

00:27:20.080 --> 00:27:22.830 align:middle line:84%
So now I'm gonna move out
of this Fluxus movement.

00:27:22.830 --> 00:27:24.075 align:middle line:84%
I just wanted to show you
a couple examples.

00:27:24.075 --> 00:27:27.091 align:middle line:84%
But I think this next one is
actually an interesting-- this

00:27:27.091 --> 00:27:29.300 align:middle line:84%
is a current theme that I'm
really excited about, which is

00:27:29.300 --> 00:27:32.436 align:middle line:90%
called Sixteen Tons.

00:27:32.436 --> 00:27:34.700 align:middle line:84%
This is a game I unfortunately
have not been able to play

00:27:34.700 --> 00:27:37.070 align:middle line:84%
yet, but I've witnessed
play because it's a

00:27:37.070 --> 00:27:37.900 align:middle line:90%
game for four players.

00:27:37.900 --> 00:27:42.640 align:middle line:84%
This was created by Eric
Zimmerman and Nathalie Pozzi.

00:27:42.640 --> 00:27:43.560 align:middle line:84%
It's a really interesting
game.

00:27:43.560 --> 00:27:45.230 align:middle line:84%
It's a little hard to see
from these pictures.

00:27:45.230 --> 00:27:47.490 align:middle line:84%
But it's this giant circle, I
would say almost the size of

00:27:47.490 --> 00:27:50.775 align:middle line:84%
this room, of corrugated
cardboard, maybe even bigger,

00:27:50.775 --> 00:27:52.350 align:middle line:84%
a little bit bigger
than this room.

00:27:52.350 --> 00:27:57.840 align:middle line:84%
Inside you've got this array
of colored and circles in

00:27:57.840 --> 00:28:04.010 align:middle line:84%
these pretty hefty steel
tubes that have color.

00:28:04.010 --> 00:28:04.920 align:middle line:90%
Let's go through the rules.

00:28:04.920 --> 00:28:07.330 align:middle line:84%
The first thing you notice is
that they contextualize the

00:28:07.330 --> 00:28:11.790 align:middle line:84%
title, Sixteen Tons, with a
quote from the song, "You load

00:28:11.790 --> 00:28:13.412 align:middle line:90%
16 tons, and what do you get?

00:28:13.412 --> 00:28:15.070 align:middle line:84%
Another day older and
deeper in debt."

00:28:15.070 --> 00:28:18.766 align:middle line:84%
This is doing an interesting
thing that John Sharp, who you

00:28:18.766 --> 00:28:20.510 align:middle line:84%
can see in the middle, thinks
is actually particularly

00:28:20.510 --> 00:28:23.710 align:middle line:84%
important for games and games
that are working this art

00:28:23.710 --> 00:28:26.370 align:middle line:84%
movement is that they declare
their intentionality.

00:28:26.370 --> 00:28:29.570 align:middle line:84%
Whether they declare what
they're meaning is or not is

00:28:29.570 --> 00:28:30.640 align:middle line:90%
less important.

00:28:30.640 --> 00:28:33.650 align:middle line:84%
To be taken seriously, you take
yourself seriously, I

00:28:33.650 --> 00:28:35.030 align:middle line:84%
think was one of
things he said.

00:28:35.030 --> 00:28:38.450 align:middle line:84%
And I think this is another
good example when you talk

00:28:38.450 --> 00:28:40.600 align:middle line:84%
about how games maybe in the
digital space do this.

00:28:40.600 --> 00:28:44.480 align:middle line:84%
But right now they're already
priming you for reading the

00:28:44.480 --> 00:28:47.245 align:middle line:84%
rules in a way that is different
than just, ooh,

00:28:47.245 --> 00:28:48.750 align:middle line:90%
let's play.

00:28:48.750 --> 00:28:52.260 align:middle line:84%
Could you imagine if Monopoly
had some sort of Marxist quote

00:28:52.260 --> 00:28:53.940 align:middle line:84%
in the front of it, or something
like that, your

00:28:53.940 --> 00:28:57.360 align:middle line:84%
experience of it would be
completely different.

00:28:57.360 --> 00:29:00.460 align:middle line:84%
You set up, you put the pieces
in this array, you stand on a

00:29:00.460 --> 00:29:02.750 align:middle line:84%
number and that indicates
what color you are.

00:29:02.750 --> 00:29:04.480 align:middle line:84%
And this is great, you
take out $3.00.

00:29:04.480 --> 00:29:08.180 align:middle line:84%
Although you can see in this
second picture they're playing

00:29:08.180 --> 00:29:12.485 align:middle line:84%
what Eric the designer has
deemed high stakes.

00:29:12.485 --> 00:29:16.625 align:middle line:84%
Sixteen Tons where you pull out
three five-dollar bills.

00:29:16.625 --> 00:29:17.930 align:middle line:90%
It says, how to win.

00:29:17.930 --> 00:29:19.740 align:middle line:84%
You win when the two pieces
of your color are directly

00:29:19.740 --> 00:29:21.460 align:middle line:90%
adjacent to each other.

00:29:21.460 --> 00:29:24.142 align:middle line:84%
So diagonally adjacent does
not count for a win.

00:29:24.142 --> 00:29:25.660 align:middle line:84%
The way you play is, players
take turns, starting with

00:29:25.660 --> 00:29:26.285 align:middle line:90%
player one.

00:29:26.285 --> 00:29:28.320 align:middle line:84%
When it's your turn, you
say, put me to work.

00:29:28.320 --> 00:29:30.530 align:middle line:84%
Players may then offer to
pay you one or more

00:29:30.530 --> 00:29:31.880 align:middle line:90%
dollars in any order.

00:29:31.880 --> 00:29:34.060 align:middle line:84%
So anyone can just say,
I'll give you this.

00:29:34.060 --> 00:29:36.130 align:middle line:84%
You have to accept the highest
payment, except

00:29:36.130 --> 00:29:37.730 align:middle line:90%
if there's a tie.

00:29:37.730 --> 00:29:40.420 align:middle line:84%
Because with specific
denominations there is very

00:29:40.420 --> 00:29:41.140 align:middle line:90%
likely to be a tie.

00:29:41.140 --> 00:29:43.570 align:middle line:84%
Then you get to choose
which of the highest

00:29:43.570 --> 00:29:46.110 align:middle line:90%
bidders you can take.

00:29:46.110 --> 00:29:50.700 align:middle line:84%
The person who pays then tells
you what move to make.

00:29:50.700 --> 00:29:52.480 align:middle line:84%
And if no one offers to
pay you, you get to

00:29:52.480 --> 00:29:53.991 align:middle line:90%
decide what to do.

00:29:53.991 --> 00:29:56.877 align:middle line:84%
And then it's the next player's
turn, and you would

00:29:56.877 --> 00:29:59.980 align:middle line:84%
continue until one
player wins.

00:29:59.980 --> 00:30:02.000 align:middle line:84%
Just off the top of your heads,
having not even played

00:30:02.000 --> 00:30:04.370 align:middle line:84%
it-- it's tough to critique
games when you haven't played.

00:30:04.370 --> 00:30:06.302 align:middle line:84%
But just looking at the
rules and hearing

00:30:06.302 --> 00:30:06.850 align:middle line:90%
about it and even--

00:30:06.850 --> 00:30:09.970 align:middle line:84%
I love that picture on the left,
because it embodies some

00:30:09.970 --> 00:30:12.550 align:middle line:84%
of the spirit of
the play, too.

00:30:12.550 --> 00:30:14.755 align:middle line:84%
What are some interesting things
about this rule set of

00:30:14.755 --> 00:30:17.330 align:middle line:90%
that you notice?

00:30:17.330 --> 00:30:19.630 align:middle line:84%
AUDIENCE: You play with money,
but you won't win money?

00:30:19.630 --> 00:30:21.650 align:middle line:84%
GUEST SPEAKER: Well, that's
an interesting question.

00:30:21.650 --> 00:30:25.434 align:middle line:84%
What happens to the money
at the end of the game?

00:30:25.434 --> 00:30:25.915 align:middle line:90%
AUDIENCE: Who knows?

00:30:25.915 --> 00:30:26.396 align:middle line:90%
Do you keep it?

00:30:26.396 --> 00:30:27.839 align:middle line:90%
AUDIENCE: It's unclear.

00:30:27.839 --> 00:30:29.550 align:middle line:90%
GUEST SPEAKER: Very unclear.

00:30:29.550 --> 00:30:31.620 align:middle line:84%
That's one of the things that's
really great about this

00:30:31.620 --> 00:30:35.470 align:middle line:84%
game, is that it puts you to
into these social situations

00:30:35.470 --> 00:30:37.190 align:middle line:84%
where now you're playing
with real currency

00:30:37.190 --> 00:30:38.210 align:middle line:90%
that was your own.

00:30:38.210 --> 00:30:42.160 align:middle line:84%
And now it's like, what
happens to this?

00:30:42.160 --> 00:30:44.600 align:middle line:84%
It says you win if your piece--
but maybe you feel

00:30:44.600 --> 00:30:46.790 align:middle line:84%
like you win if you moved those
pieces and you have the

00:30:46.790 --> 00:30:48.500 align:middle line:84%
most money at the
end of the game.

00:30:48.500 --> 00:30:51.620 align:middle line:84%
You've got this kind of
weird economy in here.

00:30:51.620 --> 00:30:54.697 align:middle line:84%
I think the fact that
it's not explicit in

00:30:54.697 --> 00:30:56.230 align:middle line:90%
this rule set is great.

00:30:56.230 --> 00:30:59.590 align:middle line:84%
That's what creates this
potential for an interesting

00:30:59.590 --> 00:31:00.380 align:middle line:90%
social dynamic.

00:31:00.380 --> 00:31:02.870 align:middle line:84%
Other things that are
interesting about this game?

00:31:02.870 --> 00:31:05.060 align:middle line:84%
AUDIENCE: If you're the only
person who has money, then you

00:31:05.060 --> 00:31:05.360 align:middle line:90%
can basically win.

00:31:05.360 --> 00:31:07.230 align:middle line:84%
GUEST SPEAKER: You can basically
win if you're the

00:31:07.230 --> 00:31:08.090 align:middle line:84%
only person who has
money, yeah.

00:31:08.090 --> 00:31:11.590 align:middle line:84%
So it does require a little
bit of strategy, too.

00:31:11.590 --> 00:31:14.090 align:middle line:84%
AUDIENCE: Technically,
from that set of--

00:31:14.090 --> 00:31:16.725 align:middle line:84%
could you win on the first turn,
because it seems you

00:31:16.725 --> 00:31:20.640 align:middle line:84%
only have two pieces
of a certain color.

00:31:20.640 --> 00:31:22.630 align:middle line:84%
AUDIENCE: Yeah, but
the right is still

00:31:22.630 --> 00:31:23.410 align:middle line:90%
the starting position.

00:31:23.410 --> 00:31:24.250 align:middle line:90%
AUDIENCE: Yeah, Iknow.

00:31:24.250 --> 00:31:29.140 align:middle line:84%
And so on your turn, you could
take one-- your piece and have

00:31:29.140 --> 00:31:31.640 align:middle line:84%
it be moved to the square
right next to yours.

00:31:31.640 --> 00:31:32.200 align:middle line:90%
AUDIENCE: No.

00:31:32.200 --> 00:31:33.520 align:middle line:84%
AUDIENCE: Move to
any adjacent--

00:31:33.520 --> 00:31:35.290 align:middle line:84%
AUDIENCE: Oh, you have
to move it--

00:31:35.290 --> 00:31:37.305 align:middle line:84%
AUDIENCE: Read the rule
in the red there.

00:31:37.305 --> 00:31:39.125 align:middle line:84%
AUDIENCE: Oh, any adjacent
number,okay.

00:31:39.125 --> 00:31:40.490 align:middle line:84%
I didn't read the
adjacent part.

00:31:40.490 --> 00:31:42.203 align:middle line:84%
GUEST SPEAKER: Yeah, it's any
adjacent or empty square.

00:31:42.203 --> 00:31:43.600 align:middle line:84%
AUDIENCE: It's actually
really interesting.

00:31:43.600 --> 00:31:45.690 align:middle line:84%
GUEST SPEAKER: Yeah, it's
a really weird--

00:31:45.690 --> 00:31:51.250 align:middle line:84%
I also think you're not-- the
agency you have in the game to

00:31:51.250 --> 00:31:54.460 align:middle line:84%
win is not by moving your own
pieces, it's by paying someone

00:31:54.460 --> 00:31:56.030 align:middle line:90%
to do the work for you.

00:31:56.030 --> 00:31:58.448 align:middle line:84%
So then we get back to this
quote at the beginning, "You

00:31:58.448 --> 00:31:59.344 align:middle line:84%
load 16 tons and what
do you get?

00:31:59.344 --> 00:32:00.240 align:middle line:84%
Another day older and
deeper in debt."

00:32:00.240 --> 00:32:02.720 align:middle line:84%
It's like, what is
this game about.

00:32:02.720 --> 00:32:03.710 align:middle line:84%
It could be about
a lot of things.

00:32:03.710 --> 00:32:06.670 align:middle line:84%
And we honestly probably
shouldn't dissect it until

00:32:06.670 --> 00:32:08.610 align:middle line:90%
we've played it.

00:32:08.610 --> 00:32:12.940 align:middle line:84%
I think, too, the corrugated
cardboard, it gets hot inside

00:32:12.940 --> 00:32:14.330 align:middle line:84%
of there, if you're
not outside.

00:32:14.330 --> 00:32:15.910 align:middle line:84%
And that's a really interesting
thing, too.

00:32:15.910 --> 00:32:19.570 align:middle line:84%
You're in there, it's hot, it's
sweaty, you've got dirty

00:32:19.570 --> 00:32:23.010 align:middle line:84%
money in your hands, you're
moving around these sizable--

00:32:23.010 --> 00:32:24.249 align:middle line:90%
they have weight to them.

00:32:24.249 --> 00:32:25.686 align:middle line:84%
That was really important,
too.

00:32:25.686 --> 00:32:28.081 align:middle line:84%
This could have been played
around a table with go-pieces

00:32:28.081 --> 00:32:29.518 align:middle line:84%
or something, painted
go-pieces.

00:32:29.518 --> 00:32:34.077 align:middle line:84%
But these are substantial steel
pieces that you've got

00:32:34.077 --> 00:32:36.040 align:middle line:90%
to pick up and move.

00:32:36.040 --> 00:32:40.730 align:middle line:84%
Obviously the song was
about manual labor.

00:32:40.730 --> 00:32:42.530 align:middle line:84%
So this is a really
interesting game.

00:32:42.530 --> 00:32:44.270 align:middle line:84%
This was released at the
Art History of Games

00:32:44.270 --> 00:32:45.420 align:middle line:90%
conference last year.

00:32:45.420 --> 00:32:46.760 align:middle line:84%
And it did well at IndieCade
this year.

00:32:46.760 --> 00:32:48.840 align:middle line:84%
It won the Developers
Choice Award.

00:32:48.840 --> 00:32:50.890 align:middle line:90%
And it's really cool.

00:32:50.890 --> 00:32:52.640 align:middle line:84%
I want to try to get it
up to MIT so that we

00:32:52.640 --> 00:32:53.950 align:middle line:90%
can all play it.

00:32:53.950 --> 00:32:57.030 align:middle line:84%
AUDIENCE: It occurs to me that
if you went by rules where you

00:32:57.030 --> 00:32:59.400 align:middle line:84%
keep the money you get to the
end of the game, you basically

00:32:59.400 --> 00:33:01.580 align:middle line:84%
could throw the game to
get all the money.

00:33:01.580 --> 00:33:03.200 align:middle line:84%
GUEST SPEAKER: Yeah,
you could try.

00:33:03.200 --> 00:33:05.760 align:middle line:84%
But people are gonna know
what you're doing.

00:33:05.760 --> 00:33:06.870 align:middle line:84%
Because they're going
to see you're shiny.

00:33:06.870 --> 00:33:07.520 align:middle line:90%
So it's--

00:33:07.520 --> 00:33:08.660 align:middle line:84%
AUDIENCE: I'm not gonna
pay you back.

00:33:08.660 --> 00:33:10.020 align:middle line:84%
GUEST SPEAKER: Yeah, the
multiplayer gets--

00:33:10.020 --> 00:33:14.690 align:middle line:84%
the multiplayer, the
game gets in it.

00:33:14.690 --> 00:33:16.696 align:middle line:84%
Just cycling back to
what we're talking

00:33:16.696 --> 00:33:19.800 align:middle line:90%
about, is this art?

00:33:19.800 --> 00:33:24.260 align:middle line:84%
It would be hard for me to call
it much of anything else.

00:33:24.260 --> 00:33:28.000 align:middle line:84%
So this is one of my
favorite games.

00:33:28.000 --> 00:33:30.300 align:middle line:84%
It's certainly my favorite
that Jason's ever made.

00:33:30.300 --> 00:33:31.940 align:middle line:90%
Who's played Gravitation here?

00:33:31.940 --> 00:33:32.400 align:middle line:90%
A couple of games?

00:33:32.400 --> 00:33:33.070 align:middle line:90%
Alright, cool.

00:33:33.070 --> 00:33:34.070 align:middle line:90%
And a bunch of you haven't.

00:33:34.070 --> 00:33:34.785 align:middle line:90%
That's awesome.

00:33:34.785 --> 00:33:36.250 align:middle line:84%
So I'll get one of
you to play it.

00:33:36.250 --> 00:33:38.790 align:middle line:84%
One thing I want to point out
with this-- we can talk after

00:33:38.790 --> 00:33:43.150 align:middle line:84%
someone's played Gravitation,
a little bit about what we

00:33:43.150 --> 00:33:44.260 align:middle line:90%
think about the game itself.

00:33:44.260 --> 00:33:45.660 align:middle line:84%
But I think this quote
is interesting.

00:33:45.660 --> 00:33:47.980 align:middle line:84%
He has artist statements
with all of his games.

00:33:47.980 --> 00:33:50.510 align:middle line:84%
Some of them say more, some
of them say less.

00:33:50.510 --> 00:33:53.270 align:middle line:84%
This one responded briefly
'cause this was after Passage

00:33:53.270 --> 00:33:53.590 align:middle line:90%
was released.

00:33:53.590 --> 00:33:55.910 align:middle line:84%
And I think you guys have
all seen Passage, right?

00:33:55.910 --> 00:33:58.740 align:middle line:84%
You can immediately identify
the aesthetic similarities

00:33:58.740 --> 00:34:01.562 align:middle line:84%
because the character
is exactly the same.

00:34:01.562 --> 00:34:04.900 align:middle line:84%
He was responding to criticism
from people about his pixel

00:34:04.900 --> 00:34:07.435 align:middle line:84%
art, and why did he
go for Pixel art.

00:34:07.435 --> 00:34:10.639 align:middle line:84%
He says, "I now see ultra-low
res pixel art as a kind of

00:34:10.639 --> 00:34:12.159 align:middle line:90%
digital cartooning.

00:34:12.159 --> 00:34:14.150 align:middle line:84%
It stands right on the line
between the symbolic and the

00:34:14.150 --> 00:34:16.100 align:middle line:84%
representational, leaving plenty
of room for viewer

00:34:16.100 --> 00:34:17.360 align:middle line:90%
interpretation.

00:34:17.360 --> 00:34:20.565 align:middle line:84%
Why draw sideburns when the
viewers can imagine sideburns

00:34:20.565 --> 00:34:21.539 align:middle line:90%
on their own.

00:34:21.539 --> 00:34:22.876 align:middle line:84%
You just need to give them
something to pin their

00:34:22.876 --> 00:34:24.948 align:middle line:84%
imagination on, something
to guide them a bit.

00:34:24.948 --> 00:34:25.922 align:middle line:90%
Cartoons are perfect for that.

00:34:25.922 --> 00:34:27.889 align:middle line:84%
I think it's a really
interesting point.

00:34:27.889 --> 00:34:31.690 align:middle line:84%
And I think what he's also
suggesting here, which is

00:34:31.690 --> 00:34:34.260 align:middle line:84%
maybe not clear, is that this
is doing a similar thing to

00:34:34.260 --> 00:34:36.621 align:middle line:84%
what that quote from
the music does.

00:34:36.621 --> 00:34:39.384 align:middle line:84%
It's priming your experience
of the play.

00:34:39.384 --> 00:34:41.909 align:middle line:84%
You load up this game, you see
that it's got this low-res

00:34:41.909 --> 00:34:44.320 align:middle line:84%
pixel art that we now associate
with this kind of

00:34:44.320 --> 00:34:46.305 align:middle line:84%
art game movement, and
you're ready to read

00:34:46.305 --> 00:34:47.889 align:middle line:90%
this in another way.

00:34:47.889 --> 00:34:51.060 align:middle line:84%
If I gave you a first-person
shooter and told you nothing

00:34:51.060 --> 00:34:52.900 align:middle line:84%
about it except that it was
gonna be the fastest,

00:34:52.900 --> 00:34:54.469 align:middle line:84%
awesomest, multiplayer
first-person shooter

00:34:54.469 --> 00:34:59.800 align:middle line:84%
experience, but it looked like
this, would you be inclined to

00:34:59.800 --> 00:35:01.750 align:middle line:90%
read it like an art game?

00:35:01.750 --> 00:35:02.900 align:middle line:90%
I don't know.

00:35:02.900 --> 00:35:05.150 align:middle line:84%
But certainly in this instance
with these kind of little

00:35:05.150 --> 00:35:08.500 align:middle line:84%
games, this pixel-art aesthetic
that you see being

00:35:08.500 --> 00:35:14.110 align:middle line:84%
duplicated in a lot of places,
is sort of priming the pump.

00:35:14.110 --> 00:35:17.340 align:middle line:84%
It's establishing some sort
of context in which you

00:35:17.340 --> 00:35:18.580 align:middle line:90%
can read this game.

00:35:18.580 --> 00:35:22.285 align:middle line:84%
So who wants to play
Gravitation?

00:35:22.285 --> 00:35:25.231 align:middle line:84%
Oops, no, that's not what's
supposed to happen.

00:35:25.231 --> 00:35:26.704 align:middle line:90%
Why did it click on link.

00:35:26.704 --> 00:35:29.650 align:middle line:84%
Oh, 'cause I clicked on my
screen, not on this screen.

00:35:29.650 --> 00:35:30.091 align:middle line:84%
All that does is take
me out of here.

00:35:30.091 --> 00:35:31.341 align:middle line:90%
Yay.

00:35:31.341 --> 00:35:33.090 align:middle line:90%


00:35:33.090 --> 00:35:34.150 align:middle line:84%
AUDIENCE: Me not being here,
it might be a problem.

00:35:34.150 --> 00:35:36.954 align:middle line:90%
Let's see.

00:35:36.954 --> 00:35:40.950 align:middle line:84%
Let's see what screen
it's logged up on.

00:35:40.950 --> 00:35:42.950 align:middle line:90%
One.

00:35:42.950 --> 00:35:44.060 align:middle line:84%
GUEST SPEAKER: Hold
on one sec.

00:35:44.060 --> 00:35:45.310 align:middle line:84%
I've got a mirror
on my screen.

00:35:45.310 --> 00:35:49.930 align:middle line:90%


00:35:49.930 --> 00:35:53.840 align:middle line:84%
I should not be choosing
who plays.

00:35:53.840 --> 00:35:54.920 align:middle line:90%
Who wants to--

00:35:54.920 --> 00:35:55.433 align:middle line:90%
I can't make the choice.

00:35:55.433 --> 00:35:56.720 align:middle line:90%
Who wants to do it?

00:35:56.720 --> 00:35:58.740 align:middle line:84%
AUDIENCE: Interesting that
it's a version zero.

00:35:58.740 --> 00:36:00.940 align:middle line:84%
You have to explicitly
make that the case.

00:36:00.940 --> 00:36:03.450 align:middle line:90%


00:36:03.450 --> 00:36:04.870 align:middle line:90%
GUEST SPEAKER: Anybody.

00:36:04.870 --> 00:36:07.683 align:middle line:84%
It's free to download, so if you
don't play it now, you can

00:36:07.683 --> 00:36:08.510 align:middle line:90%
play it on your own.

00:36:08.510 --> 00:36:11.530 align:middle line:84%
AUDIENCE: We have a
few games, right?

00:36:11.530 --> 00:36:12.910 align:middle line:84%
GUEST SPEAKER: Yeah,
we have a few.

00:36:12.910 --> 00:36:16.720 align:middle line:84%
We have a few opportunities, so
anybody jump over and play.

00:36:16.720 --> 00:36:19.165 align:middle line:84%
AUDIENCE: Just talk with Jason,
and then we'll do join

00:36:19.165 --> 00:36:20.310 align:middle line:90%
me in Dubai--

00:36:20.310 --> 00:36:22.360 align:middle line:84%
GUEST SPEAKER: And actually, if
you wouldn't mind talking

00:36:22.360 --> 00:36:25.730 align:middle line:84%
about your experience to play
Gravitation as you play it.

00:36:25.730 --> 00:36:28.830 align:middle line:90%
Let's play, but live, say.

00:36:28.830 --> 00:36:29.140 align:middle line:90%
[GAME MUSIC]

00:36:29.140 --> 00:36:34.206 align:middle line:84%
AUDIENCE: I seem to
have a restricted

00:36:34.206 --> 00:36:38.560 align:middle line:90%
view, and it's falling.

00:36:38.560 --> 00:36:39.810 align:middle line:90%
I caught it.

00:36:39.810 --> 00:36:44.800 align:middle line:90%


00:36:44.800 --> 00:36:46.050 align:middle line:90%
AUDIENCE: She stole your ball.

00:36:46.050 --> 00:36:52.080 align:middle line:90%


00:36:52.080 --> 00:36:53.906 align:middle line:84%
GUEST SPEAKER: She seemed to
like you, but she stole it for

00:36:53.906 --> 00:36:54.080 align:middle line:90%
the moment.

00:36:54.080 --> 00:36:56.120 align:middle line:84%
Now she seems to be playing,
which is better.

00:36:56.120 --> 00:36:58.680 align:middle line:84%
AUDIENCE: We seem to-- he bats
it back and forth and my

00:36:58.680 --> 00:37:01.600 align:middle line:84%
screen gets bigger whenever
I especially do so.

00:37:01.600 --> 00:37:02.850 align:middle line:90%
And it's getting brighter.

00:37:02.850 --> 00:37:05.996 align:middle line:90%


00:37:05.996 --> 00:37:09.804 align:middle line:84%
AUDIENCE: It gets bigger
when she loves you.

00:37:09.804 --> 00:37:12.066 align:middle line:84%
AUDIENCE: It changes this fiery
thing and it seems to be

00:37:12.066 --> 00:37:13.316 align:middle line:90%
batting the ball more.

00:37:13.316 --> 00:37:17.890 align:middle line:90%


00:37:17.890 --> 00:37:20.060 align:middle line:90%
[UNINTELLIGIBLE]

00:37:20.060 --> 00:37:20.660 align:middle line:90%
AUDIENCE: You're on fire.

00:37:20.660 --> 00:37:21.910 align:middle line:90%
[UNINTELLIGIBLE]

00:37:21.910 --> 00:37:25.050 align:middle line:90%


00:37:25.050 --> 00:37:26.330 align:middle line:90%
AUDIENCE: I'm on fire.

00:37:26.330 --> 00:37:29.108 align:middle line:90%
This seems bad.

00:37:29.108 --> 00:37:29.571 align:middle line:90%
Now I'm really confused.

00:37:29.571 --> 00:37:31.250 align:middle line:84%
AUDIENCE: You should
go to the furnace.

00:37:31.250 --> 00:37:34.024 align:middle line:90%


00:37:34.024 --> 00:37:35.100 align:middle line:84%
AUDIENCE: Oh, now you're
not on fire.

00:37:35.100 --> 00:37:36.350 align:middle line:90%
That makes sense.

00:37:36.350 --> 00:37:38.870 align:middle line:90%


00:37:38.870 --> 00:37:40.120 align:middle line:90%
Whoa!

00:37:40.120 --> 00:37:42.650 align:middle line:90%


00:37:42.650 --> 00:37:44.840 align:middle line:84%
AUDIENCE: Wait, can you bounce
the ball up there?

00:37:44.840 --> 00:37:46.471 align:middle line:84%
I didn't see anything
that showing me

00:37:46.471 --> 00:37:47.770 align:middle line:90%
how to get up there.

00:37:47.770 --> 00:37:48.770 align:middle line:90%
Oh, here we go.

00:37:48.770 --> 00:37:50.020 align:middle line:84%
AUDIENCE: Isn't that
always the case?

00:37:50.020 --> 00:37:52.410 align:middle line:90%


00:37:52.410 --> 00:37:53.660 align:middle line:90%
AUDIENCE: What's that star?

00:37:53.660 --> 00:37:57.050 align:middle line:90%


00:37:57.050 --> 00:37:58.530 align:middle line:90%
Uh-oh.

00:37:58.530 --> 00:38:00.150 align:middle line:84%
Well, now you can bounce
the ball up here.

00:38:00.150 --> 00:38:03.660 align:middle line:84%
AUDIENCE: Oh, you can jump
higher when she loves you.

00:38:03.660 --> 00:38:04.927 align:middle line:84%
AUDIENCE: --the size
of the screen.

00:38:04.927 --> 00:38:06.940 align:middle line:84%
AUDIENCE: Yeah, that's how
high you can jump .

00:38:06.940 --> 00:38:08.770 align:middle line:90%
OK, so--

00:38:08.770 --> 00:38:10.450 align:middle line:84%
I guess maybe bounce it
more to get higher?

00:38:10.450 --> 00:38:16.240 align:middle line:90%


00:38:16.240 --> 00:38:17.490 align:middle line:90%
AUDIENCE: You're losing her.

00:38:17.490 --> 00:38:19.174 align:middle line:90%


00:38:19.174 --> 00:38:21.460 align:middle line:90%
AUDIENCE: I'm on fire again.

00:38:21.460 --> 00:38:22.910 align:middle line:84%
Oh, but you're gonna be
on fire in a while.

00:38:22.910 --> 00:38:25.790 align:middle line:84%
She's not gonna love
you very soon.

00:38:25.790 --> 00:38:27.760 align:middle line:84%
AUDIENCE: Yeah, apparently
getting the

00:38:27.760 --> 00:38:29.340 align:middle line:90%
stars is also good.

00:38:29.340 --> 00:38:34.860 align:middle line:90%


00:38:34.860 --> 00:38:36.862 align:middle line:84%
AUDIENCE: It seems it goes
faster and faster the higher

00:38:36.862 --> 00:38:38.330 align:middle line:90%
up you get, I think.

00:38:38.330 --> 00:38:41.140 align:middle line:84%
Or maybe the more
stars you eat.

00:38:41.140 --> 00:38:42.390 align:middle line:90%
AUDIENCE: And that's all ice.

00:38:42.390 --> 00:38:44.760 align:middle line:90%


00:38:44.760 --> 00:38:45.130 align:middle line:90%
Oh, yes.

00:38:45.130 --> 00:38:46.640 align:middle line:84%
She seems happier when
I bounce the ball.

00:38:46.640 --> 00:38:48.400 align:middle line:90%
I guess--

00:38:48.400 --> 00:38:53.720 align:middle line:84%
so I don't have a which is I
think the start of it because

00:38:53.720 --> 00:38:57.640 align:middle line:84%
the stars into the fire so that
they melt or something.

00:38:57.640 --> 00:38:58.890 align:middle line:90%
[UNINTELLIGIBLE]

00:38:58.890 --> 00:39:01.470 align:middle line:90%


00:39:01.470 --> 00:39:04.284 align:middle line:90%
AUDIENCE: Oh, now it's a star.

00:39:04.284 --> 00:39:05.700 align:middle line:90%
Interesting.

00:39:05.700 --> 00:39:07.600 align:middle line:84%
AUDIENCE: Well, there's
been [UNINTELLIGIBLE].

00:39:07.600 --> 00:39:10.090 align:middle line:90%
AUDIENCE: What?

00:39:10.090 --> 00:39:10.240 align:middle line:90%
AUDIENCE: All right.

00:39:10.240 --> 00:39:12.890 align:middle line:84%
Look what's [UNINTELLIGIBLE]
into the fire.

00:39:12.890 --> 00:39:13.810 align:middle line:84%
AUDIENCE: Otherwise, he's
gonna have a hammer.

00:39:13.810 --> 00:39:16.475 align:middle line:90%
AUDIENCE: Yeah, you're dead.

00:39:16.475 --> 00:39:20.570 align:middle line:90%


00:39:20.570 --> 00:39:25.080 align:middle line:84%
AUDIENCE: The numbers of the
stars are all going down.

00:39:25.080 --> 00:39:25.937 align:middle line:90%
The ball can't get to you.

00:39:25.937 --> 00:39:28.739 align:middle line:90%
It's [UNINTELLIGIBLE].

00:39:28.739 --> 00:39:29.989 align:middle line:90%
AUDIENCE: OK, now I can--

00:39:29.989 --> 00:39:32.182 align:middle line:90%


00:39:32.182 --> 00:39:34.724 align:middle line:90%
--push the ice into the fire?

00:39:34.724 --> 00:39:37.535 align:middle line:84%
AUDIENCE: And the number on
the top goes up every time

00:39:37.535 --> 00:39:40.655 align:middle line:84%
you-- yeah, the numbers on
the star corresponds

00:39:40.655 --> 00:39:41.905 align:middle line:90%
to how many, like--

00:39:41.905 --> 00:39:45.297 align:middle line:90%


00:39:45.297 --> 00:39:46.764 align:middle line:84%
AUDIENCE: You know, fire seems
like it would be bad.

00:39:46.764 --> 00:39:54.500 align:middle line:90%


00:39:54.500 --> 00:39:55.750 align:middle line:90%
AUDIENCE: Yeah.

00:39:55.750 --> 00:40:00.130 align:middle line:90%


00:40:00.130 --> 00:40:03.130 align:middle line:84%
AUDIENCE: Try to get
rid of the ice--

00:40:03.130 --> 00:40:05.400 align:middle line:84%
AUDIENCE: But she doesn't
want to play.

00:40:05.400 --> 00:40:06.870 align:middle line:84%
AUDIENCE: That's because
I got rid of the ice.

00:40:06.870 --> 00:40:08.220 align:middle line:90%
He was happy I think.

00:40:08.220 --> 00:40:11.108 align:middle line:84%
AUDIENCE: Oh, it's getting
icy, though.

00:40:11.108 --> 00:40:14.360 align:middle line:90%
It's getting colder.

00:40:14.360 --> 00:40:16.420 align:middle line:84%
There's no way to recharge
my thing, though.

00:40:16.420 --> 00:40:17.280 align:middle line:84%
GUEST SPEAKER: I think you
just have to go higher.

00:40:17.280 --> 00:40:18.883 align:middle line:84%
This is where you were
last time, I think.

00:40:18.883 --> 00:40:20.133 align:middle line:90%
Yeah, there.

00:40:20.133 --> 00:40:27.410 align:middle line:90%


00:40:27.410 --> 00:40:28.660 align:middle line:84%
AUDIENCE: That was
really like--

00:40:28.660 --> 00:40:32.540 align:middle line:90%


00:40:32.540 --> 00:40:34.340 align:middle line:84%
AUDIENCE: Do you think
[UNINTELLIGIBLE] too fast, and

00:40:34.340 --> 00:40:36.365 align:middle line:84%
your hair's burning, that means
you just gave him too

00:40:36.365 --> 00:40:38.030 align:middle line:84%
much love, and he starts
falling really fast.

00:40:38.030 --> 00:40:40.710 align:middle line:90%


00:40:40.710 --> 00:40:41.960 align:middle line:90%
AUDIENCE: Oh, no.

00:40:41.960 --> 00:40:44.600 align:middle line:90%


00:40:44.600 --> 00:40:47.445 align:middle line:84%
AUDIENCE: But there's a a
counter on the ice blocks of

00:40:47.445 --> 00:40:50.850 align:middle line:84%
the stars, and you get more
points if you get them into

00:40:50.850 --> 00:40:53.570 align:middle line:90%
the furnace faster.

00:40:53.570 --> 00:40:55.286 align:middle line:84%
I think they went down
and he started

00:40:55.286 --> 00:40:55.754 align:middle line:90%
warming up in the furnace.

00:40:55.754 --> 00:40:58.450 align:middle line:84%
The warmer the world, the less
points you get for de-icing?

00:40:58.450 --> 00:40:59.950 align:middle line:84%
AUDIENCE: Is this about
global warming?

00:40:59.950 --> 00:41:03.450 align:middle line:90%


00:41:03.450 --> 00:41:04.200 align:middle line:84%
AUDIENCE: I think
he's on drugs.

00:41:04.200 --> 00:41:08.290 align:middle line:84%
He gets love from this girl, and
then the ice and the stars

00:41:08.290 --> 00:41:10.140 align:middle line:84%
make you happy, but only
for a little bit.

00:41:10.140 --> 00:41:17.472 align:middle line:90%


00:41:17.472 --> 00:41:19.862 align:middle line:90%
Yeah.

00:41:19.862 --> 00:41:21.112 align:middle line:90%
Yeah.

00:41:21.112 --> 00:41:27.480 align:middle line:90%


00:41:27.480 --> 00:41:29.480 align:middle line:84%
AUDIENCE: So if I'm on fire it
seems to reduce at a much

00:41:29.480 --> 00:41:30.730 align:middle line:90%
faster rate.

00:41:30.730 --> 00:41:43.210 align:middle line:90%


00:41:43.210 --> 00:41:45.290 align:middle line:90%
[INAUDIBLE]

00:41:45.290 --> 00:41:48.330 align:middle line:90%
said

00:41:48.330 --> 00:41:50.370 align:middle line:84%
AUDIENCE: I think it's
about drugs.

00:41:50.370 --> 00:41:51.810 align:middle line:84%
I think everything's
about drugs.

00:41:51.810 --> 00:41:53.230 align:middle line:90%
I mean, yeah, obviously.

00:41:53.230 --> 00:41:57.577 align:middle line:90%


00:41:57.577 --> 00:41:59.509 align:middle line:84%
AUDIENCE: You can actually
catch the purple

00:41:59.509 --> 00:42:00.759 align:middle line:90%
guy into that cave.

00:42:00.759 --> 00:42:04.836 align:middle line:90%


00:42:04.836 --> 00:42:05.655 align:middle line:90%
AUDIENCE: Oh, no.

00:42:05.655 --> 00:42:08.875 align:middle line:84%
AUDIENCE: It's a really stupid
design, going all the way back

00:42:08.875 --> 00:42:09.600 align:middle line:90%
down there.

00:42:09.600 --> 00:42:10.830 align:middle line:84%
GUEST SPEAKER: There's a
[INAUDIBLE] on the right, you

00:42:10.830 --> 00:42:12.578 align:middle line:90%
can fall faster.

00:42:12.578 --> 00:42:16.232 align:middle line:84%
AUDIENCE: The higher you climb,
the further you fall.

00:42:16.232 --> 00:42:17.630 align:middle line:90%
AUDIENCE: Ooh, poetic.

00:42:17.630 --> 00:42:20.622 align:middle line:84%
AUDIENCE: Now I probably have a
[UNINTELLIGIBLE] stars, so I

00:42:20.622 --> 00:42:22.066 align:middle line:90%
think they need to play--

00:42:22.066 --> 00:42:22.500 align:middle line:90%
AUDIENCE: She's gone.

00:42:22.500 --> 00:42:24.404 align:middle line:90%
AUDIENCE: She's dead.

00:42:24.404 --> 00:42:25.880 align:middle line:90%
You killed her.

00:42:25.880 --> 00:42:26.372 align:middle line:90%
AUDIENCE: So sad.

00:42:26.372 --> 00:42:29.940 align:middle line:90%
And it's not the fire left.

00:42:29.940 --> 00:42:31.090 align:middle line:90%
AUDIENCE: Oh, no.

00:42:31.090 --> 00:42:33.740 align:middle line:84%
AUDIENCE:And the fire isn't
bringing things back.

00:42:33.740 --> 00:42:34.630 align:middle line:90%
AUDIENCE: Oh, my god.

00:42:34.630 --> 00:42:37.445 align:middle line:84%
You didn't get any stars
for her, so she died.

00:42:37.445 --> 00:42:39.230 align:middle line:90%
She eats stars.

00:42:39.230 --> 00:42:40.510 align:middle line:90%
AUDIENCE: Oh, there you go.

00:42:40.510 --> 00:42:41.265 align:middle line:90%
Is she there now?

00:42:41.265 --> 00:42:42.960 align:middle line:84%
The fire started warming
you again.

00:42:42.960 --> 00:42:45.780 align:middle line:90%


00:42:45.780 --> 00:42:46.250 align:middle line:90%
AUDIENCE: Nope.

00:42:46.250 --> 00:42:47.530 align:middle line:90%
She's gone forever.

00:42:47.530 --> 00:42:48.800 align:middle line:90%
You can't play ball alone.

00:42:48.800 --> 00:42:49.880 align:middle line:90%
AUDIENCE: When she's gone.

00:42:49.880 --> 00:42:51.265 align:middle line:84%
Maybe she only comes
in the spring.

00:42:51.265 --> 00:42:52.490 align:middle line:90%
Maybe winter's too cold.

00:42:52.490 --> 00:42:54.720 align:middle line:84%
So maybe if I wait
by the fire.

00:42:54.720 --> 00:42:55.970 align:middle line:84%
AUDIENCE: Does is go
faster right there?

00:42:55.970 --> 00:43:01.150 align:middle line:90%


00:43:01.150 --> 00:43:03.790 align:middle line:84%
AUDIENCE: Yeah, why is
it getting bigger?

00:43:03.790 --> 00:43:05.160 align:middle line:84%
AUDIENCE: 'Cause he's
by the fire.

00:43:05.160 --> 00:43:06.298 align:middle line:90%
It's getting warmer.

00:43:06.298 --> 00:43:07.732 align:middle line:84%
AUDIENCE: That wasn't
working earlier.

00:43:07.732 --> 00:43:08.982 align:middle line:90%
AUDIENCE: Now it is.

00:43:08.982 --> 00:43:11.360 align:middle line:90%


00:43:11.360 --> 00:43:12.425 align:middle line:90%
AUDIENCE: He's at rock bottom.

00:43:12.425 --> 00:43:13.810 align:middle line:84%
AUDIENCE: Looks like
it's spring.

00:43:13.810 --> 00:43:16.600 align:middle line:90%
AUDIENCE: But when she--

00:43:16.600 --> 00:43:17.570 align:middle line:84%
AUDIENCE: How high can
you jump right now?

00:43:17.570 --> 00:43:20.130 align:middle line:84%
AUDIENCE: Can you
hit the ball?

00:43:20.130 --> 00:43:20.780 align:middle line:90%
AUDIENCE: Pretty high.

00:43:20.780 --> 00:43:23.342 align:middle line:90%
That's a lot of jumbos.

00:43:23.342 --> 00:43:25.306 align:middle line:84%
AUDIENCE: No, I can't
hit the ball.

00:43:25.306 --> 00:43:26.430 align:middle line:84%
AUDIENCE: Only she
can hit the ball.

00:43:26.430 --> 00:43:27.682 align:middle line:84%
AUDIENCE: While you're
increasing, you should

00:43:27.682 --> 00:43:29.460 align:middle line:90%
probably go up and get--

00:43:29.460 --> 00:43:30.500 align:middle line:90%
AUDIENCE: Go up.

00:43:30.500 --> 00:43:30.950 align:middle line:90%
Go up.

00:43:30.950 --> 00:43:32.301 align:middle line:90%
Go up.

00:43:32.301 --> 00:43:34.656 align:middle line:90%
AUDIENCE: Ah, there you go.

00:43:34.656 --> 00:43:35.930 align:middle line:84%
AUDIENCE: [INAUDIBLE]
stop [INAUDIBLE].

00:43:35.930 --> 00:43:39.570 align:middle line:90%
It stopped contracting, too.

00:43:39.570 --> 00:43:40.777 align:middle line:90%
AUDIENCE: You're on fire now.

00:43:40.777 --> 00:43:43.212 align:middle line:90%
AUDIENCE: He's on fire.

00:43:43.212 --> 00:43:44.673 align:middle line:84%
AUDIENCE: Can you go
[UNINTELLIGIBLE]

00:43:44.673 --> 00:43:45.923 align:middle line:90%
high if he's on fire?

00:43:45.923 --> 00:43:49.543 align:middle line:90%


00:43:49.543 --> 00:43:51.004 align:middle line:90%
AUDIENCE: Uh-oh.

00:43:51.004 --> 00:43:52.952 align:middle line:90%
Whoa.

00:43:52.952 --> 00:43:55.410 align:middle line:90%
Four stars.

00:43:55.410 --> 00:43:57.030 align:middle line:84%
AUDIENCE: Are you getting
all of them?

00:43:57.030 --> 00:44:01.750 align:middle line:84%
AUDIENCE: That might have
been a bit of overdose.

00:44:01.750 --> 00:44:05.170 align:middle line:84%
AUDIENCE: You totally OD'd
on stars just there.

00:44:05.170 --> 00:44:08.250 align:middle line:84%
AUDIENCE: Or, or, you can only
hold four, and then it

00:44:08.250 --> 00:44:11.480 align:middle line:84%
retracts and you get four
that turn to ice blocks.

00:44:11.480 --> 00:44:12.690 align:middle line:90%
AUDIENCE: What?

00:44:12.690 --> 00:44:13.800 align:middle line:90%
That was intense.

00:44:13.800 --> 00:44:15.950 align:middle line:84%
AUDIENCE: That's a
lot of falling.

00:44:15.950 --> 00:44:19.690 align:middle line:84%
AUDIENCE: There was
so much energy.

00:44:19.690 --> 00:44:20.940 align:middle line:90%
AUDIENCE: Wait.

00:44:20.940 --> 00:44:23.100 align:middle line:90%


00:44:23.100 --> 00:44:24.100 align:middle line:90%
No.

00:44:24.100 --> 00:44:25.350 align:middle line:90%
No.

00:44:25.350 --> 00:44:30.100 align:middle line:90%


00:44:30.100 --> 00:44:30.940 align:middle line:90%
AUDIENCE: You won.

00:44:30.940 --> 00:44:32.190 align:middle line:90%
Yay!

00:44:32.190 --> 00:44:33.820 align:middle line:90%


00:44:33.820 --> 00:44:36.390 align:middle line:84%
Now what you won is
a good question.

00:44:36.390 --> 00:44:37.500 align:middle line:84%
GUEST SPEAKER: That's
Gravitation.

00:44:37.500 --> 00:44:38.810 align:middle line:84%
Actually, I'm not
even kidding.

00:44:38.810 --> 00:44:42.460 align:middle line:84%
That's certainly my favorite
Jason Rohrer game.

00:44:42.460 --> 00:44:43.998 align:middle line:90%
It's one of my favorite games.

00:44:43.998 --> 00:44:46.722 align:middle line:84%
And I think even just the
example of you guys playing is

00:44:46.722 --> 00:44:49.740 align:middle line:84%
great, because you're just
shouting out all these

00:44:49.740 --> 00:44:51.400 align:middle line:84%
different ideas for what
it could be about.

00:44:51.400 --> 00:44:54.840 align:middle line:90%


00:44:54.840 --> 00:45:00.362 align:middle line:84%
There's some clear
intentionality in his design

00:45:00.362 --> 00:45:03.196 align:middle line:84%
with this game, in terms of
the system's trying to

00:45:03.196 --> 00:45:05.320 align:middle line:84%
communicate something that's
other than just

00:45:05.320 --> 00:45:09.470 align:middle line:90%
engagement or fun.

00:45:09.470 --> 00:45:10.758 align:middle line:90%
Was it fun?

00:45:10.758 --> 00:45:11.166 align:middle line:90%
AUDIENCE: Yeah.

00:45:11.166 --> 00:45:11.982 align:middle line:90%
GUEST SPEAKER: Oh, all right.

00:45:11.982 --> 00:45:13.330 align:middle line:90%
Cool.

00:45:13.330 --> 00:45:14.890 align:middle line:90%
Yeah, it's pretty good.

00:45:14.890 --> 00:45:16.090 align:middle line:90%
Thoughts on what it's about?

00:45:16.090 --> 00:45:17.428 align:middle line:84%
I heard a couple people
be like, drugs.

00:45:17.428 --> 00:45:19.212 align:middle line:84%
AUDIENCE: It's definitely
drugs.

00:45:19.212 --> 00:45:21.806 align:middle line:90%
I saw tons of analogies.

00:45:21.806 --> 00:45:24.250 align:middle line:84%
GUEST SPEAKER: Yeah, it's
kind of like drugs.

00:45:24.250 --> 00:45:24.670 align:middle line:90%
AUDIENCE: Or love.

00:45:24.670 --> 00:45:25.680 align:middle line:90%
Or both.

00:45:25.680 --> 00:45:27.370 align:middle line:90%
AUDIENCE: Love is a drug.

00:45:27.370 --> 00:45:29.410 align:middle line:84%
AUDIENCE: Your relationship
versus whatever you're trying

00:45:29.410 --> 00:45:30.790 align:middle line:90%
to do for your career.

00:45:30.790 --> 00:45:32.040 align:middle line:90%
GUEST SPEAKER: Yeah.

00:45:32.040 --> 00:45:33.655 align:middle line:90%


00:45:33.655 --> 00:45:36.570 align:middle line:84%
I think it's like the
ultimate MIT game.

00:45:36.570 --> 00:45:41.530 align:middle line:84%
If I told you that this was his
daughter, would it change

00:45:41.530 --> 00:45:44.050 align:middle line:84%
your interpretations
of the game?

00:45:44.050 --> 00:45:45.390 align:middle line:90%
AUDIENCE: Yes.

00:45:45.390 --> 00:45:47.940 align:middle line:84%
GUEST SPEAKER: So now, if you
know that that's his daughter,

00:45:47.940 --> 00:45:50.020 align:middle line:90%
what do you think it's about?

00:45:50.020 --> 00:45:51.680 align:middle line:90%
AUDIENCE: Neglect.

00:45:51.680 --> 00:45:55.550 align:middle line:90%
AUDIENCE: Job versus family.

00:45:55.550 --> 00:45:57.860 align:middle line:84%
GUEST SPEAKER: He says
explicitly, before you play,

00:45:57.860 --> 00:45:59.350 align:middle line:84%
that this is a game
of motivation.

00:45:59.350 --> 00:46:03.090 align:middle line:84%
He doesn't go too far into
telling you what the game is

00:46:03.090 --> 00:46:04.000 align:middle line:90%
specifically about.

00:46:04.000 --> 00:46:05.260 align:middle line:84%
I think playing through
it a couple times--

00:46:05.260 --> 00:46:09.350 align:middle line:84%
I will tell you the first time
I played and I came back down

00:46:09.350 --> 00:46:12.070 align:middle line:84%
and she was gone, it was
very upsetting for me.

00:46:12.070 --> 00:46:17.540 align:middle line:84%
I was like, and I don't know
if it's just I was ready to

00:46:17.540 --> 00:46:20.510 align:middle line:84%
play it that way, or my life
stage or something like that.

00:46:20.510 --> 00:46:23.647 align:middle line:84%
But the idea of he's playing
with his daughter, that

00:46:23.647 --> 00:46:26.700 align:middle line:84%
inspires him, he travels, and
then one of these days if

00:46:26.700 --> 00:46:29.530 align:middle line:84%
you're gone too long,
she grows up.

00:46:29.530 --> 00:46:31.330 align:middle line:84%
I don't know if she
dies, but--

00:46:31.330 --> 00:46:34.650 align:middle line:84%
AUDIENCE: He didn't bring
her any money.

00:46:34.650 --> 00:46:38.640 align:middle line:84%
Because she had no money,
she dies [INAUDIBLE].

00:46:38.640 --> 00:46:42.120 align:middle line:84%
GUEST SPEAKER: So I think
this is a really--

00:46:42.120 --> 00:46:43.360 align:middle line:84%
AUDIENCE: What did they say,
it's a game about motivation?

00:46:43.360 --> 00:46:45.660 align:middle line:90%
GUEST SPEAKER: It is, yeah.

00:46:45.660 --> 00:46:47.770 align:middle line:84%
AUDIENCE: Or she
OD'd on drugs.

00:46:47.770 --> 00:46:48.350 align:middle line:90%
GUEST SPEAKER: It's free.

00:46:48.350 --> 00:46:50.320 align:middle line:84%
If you just Google-search
Gravitation Jason Rohrer,

00:46:50.320 --> 00:46:51.600 align:middle line:90%
you'll find the links to it.

00:46:51.600 --> 00:46:53.510 align:middle line:84%
You'll find his artist
statement, which I think is

00:46:53.510 --> 00:46:55.070 align:middle line:90%
really good to read.

00:46:55.070 --> 00:46:57.850 align:middle line:84%
Again, with John Sharp's point
about declare your

00:46:57.850 --> 00:46:58.400 align:middle line:90%
intentionality.

00:46:58.400 --> 00:47:02.370 align:middle line:84%
Whatever you say what game's
about is important.

00:47:02.370 --> 00:47:05.800 align:middle line:84%
I think this qualifies, at
least for me, as art.

00:47:05.800 --> 00:47:11.230 align:middle line:84%
It's doing things that I see
other piece of art doing.

00:47:11.230 --> 00:47:12.710 align:middle line:84%
GUEST SPEAKER: OK, so
Paolo Pedercini--

00:47:12.710 --> 00:47:13.540 align:middle line:90%
how many over time?

00:47:13.540 --> 00:47:14.610 align:middle line:90%
Oh, good.

00:47:14.610 --> 00:47:17.240 align:middle line:84%
Paolo Pedercini is one
of my favorite game

00:47:17.240 --> 00:47:18.220 align:middle line:90%
designers right now.

00:47:18.220 --> 00:47:21.916 align:middle line:84%
This game actually is one of his
newest ones, and I think

00:47:21.916 --> 00:47:24.060 align:middle line:90%
it's hilarious and great.

00:47:24.060 --> 00:47:26.120 align:middle line:84%
It's called Memory Reloaded
The Downfall.

00:47:26.120 --> 00:47:28.480 align:middle line:84%
Test your concentration with
Memory Reloaded matching game

00:47:28.480 --> 00:47:29.995 align:middle line:90%
for these unstable times.

00:47:29.995 --> 00:47:32.830 align:middle line:84%
History may be different from
that which you remember.

00:47:32.830 --> 00:47:34.330 align:middle line:84%
Who would like to play
Memory Reloaded?

00:47:34.330 --> 00:47:35.950 align:middle line:84%
I'm laughing already,
because it's funny.

00:47:35.950 --> 00:47:36.750 align:middle line:90%
Has anybody played it?

00:47:36.750 --> 00:47:38.090 align:middle line:84%
I need somebody who's
not played it.

00:47:38.090 --> 00:47:38.690 align:middle line:90%
OK, good.

00:47:38.690 --> 00:47:39.450 align:middle line:90%
Do you [UNINTELLIGIBLE]?

00:47:39.450 --> 00:47:39.870 align:middle line:90%
AUDIENCE: Sure.

00:47:39.870 --> 00:47:41.120 align:middle line:90%
GUEST SPEAKER: Awesome.

00:47:41.120 --> 00:47:46.316 align:middle line:90%


00:47:46.316 --> 00:47:46.788 align:middle line:90%
OK.

00:47:46.788 --> 00:47:50.080 align:middle line:90%
You're up.

00:47:50.080 --> 00:47:52.140 align:middle line:90%
AUDIENCE: I will click.

00:47:52.140 --> 00:47:53.583 align:middle line:90%
AUDIENCE: Don't do it.

00:47:53.583 --> 00:47:55.270 align:middle line:90%
Oh, you're on.

00:47:55.270 --> 00:47:55.626 align:middle line:90%
AUDIENCE: You're done.

00:47:55.626 --> 00:47:58.120 align:middle line:90%
You lost already.

00:47:58.120 --> 00:47:59.302 align:middle line:90%
AUDIENCE: --go away.

00:47:59.302 --> 00:48:01.325 align:middle line:90%
It's kind of scary.

00:48:01.325 --> 00:48:02.560 align:middle line:84%
I could already see
what they can do.

00:48:02.560 --> 00:48:05.820 align:middle line:84%
You're gonna play a
game switch on me.

00:48:05.820 --> 00:48:06.580 align:middle line:90%
Afghan Freedom Fighters.

00:48:06.580 --> 00:48:08.460 align:middle line:84%
He's gonna be a terrorist
later.

00:48:08.460 --> 00:48:09.710 align:middle line:90%
Migrant Workforce.

00:48:09.710 --> 00:48:12.870 align:middle line:90%


00:48:12.870 --> 00:48:14.120 align:middle line:90%
Migrant workforce.

00:48:14.120 --> 00:48:17.780 align:middle line:90%


00:48:17.780 --> 00:48:19.538 align:middle line:90%
Iraqi Oil.

00:48:19.538 --> 00:48:20.810 align:middle line:90%
Afghan Freedom Fighter.

00:48:20.810 --> 00:48:23.945 align:middle line:84%
AUDIENCE: I bet if you grab
Iraqi Oil before Afghan

00:48:23.945 --> 00:48:25.525 align:middle line:84%
Freedom Fighter, it
becomes terrorist.

00:48:25.525 --> 00:48:28.630 align:middle line:90%


00:48:28.630 --> 00:48:29.620 align:middle line:90%
Global Inequality.

00:48:29.620 --> 00:48:30.470 align:middle line:90%
Peace in Palestine.

00:48:30.470 --> 00:48:32.220 align:middle line:90%
Global Inequality.

00:48:32.220 --> 00:48:34.311 align:middle line:90%
Global Inequality.

00:48:34.311 --> 00:48:35.340 align:middle line:90%
Yes.

00:48:35.340 --> 00:48:37.948 align:middle line:90%
Global Inequality.

00:48:37.948 --> 00:48:39.352 align:middle line:90%
Yes.

00:48:39.352 --> 00:48:40.290 align:middle line:90%
GUEST SPEAKER: All right.

00:48:40.290 --> 00:48:41.230 align:middle line:90%
AUDIENCE: I'm doing well.

00:48:41.230 --> 00:48:42.950 align:middle line:90%
Ruthless Banker.

00:48:42.950 --> 00:48:43.460 align:middle line:90%
Loan shark.

00:48:43.460 --> 00:48:46.250 align:middle line:90%
Was Iraqi Oil here?

00:48:46.250 --> 00:48:47.500 align:middle line:90%
No.

00:48:47.500 --> 00:48:52.680 align:middle line:90%


00:48:52.680 --> 00:48:54.590 align:middle line:90%
Universal Health Care.

00:48:54.590 --> 00:48:56.160 align:middle line:90%
Man-made Global Warming.

00:48:56.160 --> 00:48:57.442 align:middle line:90%
Natural Global Warming.

00:48:57.442 --> 00:48:59.366 align:middle line:90%
Ha!

00:48:59.366 --> 00:49:01.780 align:middle line:90%
Hey, not cool.

00:49:01.780 --> 00:49:03.290 align:middle line:90%
Universal Health Care.

00:49:03.290 --> 00:49:04.150 align:middle line:90%
Universal Health Care.

00:49:04.150 --> 00:49:05.491 align:middle line:90%
Sweet.

00:49:05.491 --> 00:49:06.385 align:middle line:90%
Oh.

00:49:06.385 --> 00:49:07.280 align:middle line:90%
One over.

00:49:07.280 --> 00:49:08.530 align:middle line:90%
There.

00:49:08.530 --> 00:49:12.180 align:middle line:90%


00:49:12.180 --> 00:49:13.430 align:middle line:90%
Peace in Palestine.

00:49:13.430 --> 00:49:17.341 align:middle line:90%


00:49:17.341 --> 00:49:18.460 align:middle line:90%
There we go.

00:49:18.460 --> 00:49:20.570 align:middle line:90%
Wait.

00:49:20.570 --> 00:49:21.650 align:middle line:90%
Needy Banker.

00:49:21.650 --> 00:49:24.000 align:middle line:90%
Ruthless Banker.

00:49:24.000 --> 00:49:25.860 align:middle line:84%
Does it matter, the order
you click them in?

00:49:25.860 --> 00:49:26.720 align:middle line:90%
Ruthless Banker.

00:49:26.720 --> 00:49:28.200 align:middle line:90%
What?

00:49:28.200 --> 00:49:30.590 align:middle line:84%
What did the other one
[UNINTELLIGIBLE]?

00:49:30.590 --> 00:49:32.382 align:middle line:90%
There we go.

00:49:32.382 --> 00:49:33.278 align:middle line:90%
Nice.

00:49:33.278 --> 00:49:34.570 align:middle line:90%
So that means now--

00:49:34.570 --> 00:49:38.394 align:middle line:90%


00:49:38.394 --> 00:49:41.740 align:middle line:90%
He's never a satisfied banker.

00:49:41.740 --> 00:49:44.230 align:middle line:90%
What the hell?

00:49:44.230 --> 00:49:44.850 align:middle line:90%
Oh, dear.

00:49:44.850 --> 00:49:45.520 align:middle line:90%
Did we?

00:49:45.520 --> 00:49:47.420 align:middle line:90%
Shoot.

00:49:47.420 --> 00:49:50.730 align:middle line:90%
Better move.

00:49:50.730 --> 00:49:51.160 align:middle line:90%
GUEST SPEAKER: This--

00:49:51.160 --> 00:49:52.156 align:middle line:90%
[INAUDIBLE]

00:49:52.156 --> 00:49:53.650 align:middle line:90%
Natural Climate [INAUDIBLE].

00:49:53.650 --> 00:50:02.116 align:middle line:90%


00:50:02.116 --> 00:50:03.366 align:middle line:90%
AUDIENCE: Oh, I get it.

00:50:03.366 --> 00:50:19.580 align:middle line:90%


00:50:19.580 --> 00:50:20.550 align:middle line:90%
That's fun.

00:50:20.550 --> 00:50:21.940 align:middle line:90%
Is that the entire game?

00:50:21.940 --> 00:50:23.805 align:middle line:84%
GUEST SPEAKER: Yes, that
is the whole game.

00:50:23.805 --> 00:50:26.180 align:middle line:84%
Of course, you get different
outcomes.

00:50:26.180 --> 00:50:28.420 align:middle line:90%
Yeah, that's the idea.

00:50:28.420 --> 00:50:30.870 align:middle line:84%
I think you guys have seen some
of the Molleindustria's

00:50:30.870 --> 00:50:32.138 align:middle line:90%
[UNINTELLIGIBLE]

00:50:32.138 --> 00:50:33.954 align:middle line:84%
You guys saw Every Day
the Same Dream?

00:50:33.954 --> 00:50:34.792 align:middle line:90%
AUDIENCE: I like that one.

00:50:34.792 --> 00:50:36.470 align:middle line:84%
GUEST SPEAKER: Which
is interesting.

00:50:36.470 --> 00:50:39.940 align:middle line:84%
Yeah, that one's also one
of my favorite games.

00:50:39.940 --> 00:50:47.350 align:middle line:84%
This is looking at another kind
of sector of art, the

00:50:47.350 --> 00:50:49.135 align:middle line:84%
activist political statement
sector of art is doing that

00:50:49.135 --> 00:50:52.040 align:middle line:84%
through games, and it's
something-- this music too

00:50:52.040 --> 00:50:53.280 align:middle line:90%
[INAUDIBLE]--

00:50:53.280 --> 00:50:56.240 align:middle line:84%
something that he does
particularly

00:50:56.240 --> 00:50:56.990 align:middle line:90%
well with his games.

00:50:56.990 --> 00:51:01.163 align:middle line:84%
And I think this one's
particularly interesting and

00:51:01.163 --> 00:51:01.840 align:middle line:90%
kind of funny.

00:51:01.840 --> 00:51:10.050 align:middle line:84%
I love the reworking of a really
classic game mechanic.

00:51:10.050 --> 00:51:12.460 align:middle line:84%
The entire point of memory is
your expectation that they

00:51:12.460 --> 00:51:15.590 align:middle line:84%
would be the same the second
time you turn it over.

00:51:15.590 --> 00:51:19.420 align:middle line:84%
And when it changes on you, it
really worsens that kind of

00:51:19.420 --> 00:51:24.660 align:middle line:84%
perspective, I suppose
imbalance, that can exist when

00:51:24.660 --> 00:51:28.190 align:middle line:84%
you're not just turning over
Toadstools and Bowsers, but

00:51:28.190 --> 00:51:30.700 align:middle line:90%
actual, interesting things.

00:51:30.700 --> 00:51:36.180 align:middle line:84%
I love the crying, sweating
polar bear with a beach chair.

00:51:36.180 --> 00:51:38.720 align:middle line:90%
It actually cracks me up.

00:51:38.720 --> 00:51:39.750 align:middle line:84%
Humor is actually
something that

00:51:39.750 --> 00:51:40.510 align:middle line:90%
shouldn't be ignored here.

00:51:40.510 --> 00:51:43.260 align:middle line:84%
If we remember, that was one of
the central Fluxus things,

00:51:43.260 --> 00:51:44.750 align:middle line:90%
this idea of satire.

00:51:44.750 --> 00:51:47.230 align:middle line:90%
Humor is important.

00:51:47.230 --> 00:51:51.972 align:middle line:84%
So I think Paolo Pedercini's
work is really awesome.

00:51:51.972 --> 00:51:56.350 align:middle line:84%
Again, for me, it's certainly
arcing up.

00:51:56.350 --> 00:51:57.820 align:middle line:90%
This game's really cool.

00:51:57.820 --> 00:51:59.020 align:middle line:90%
Who's played Love?

00:51:59.020 --> 00:52:00.345 align:middle line:84%
A few people who's
played Love?

00:52:00.345 --> 00:52:01.015 align:middle line:90%
All right, cool.

00:52:01.015 --> 00:52:04.168 align:middle line:84%
I'd love someone who has not
played Love to play for a

00:52:04.168 --> 00:52:04.794 align:middle line:90%
little bit.

00:52:04.794 --> 00:52:07.950 align:middle line:84%
I don't know if we can
play the whole game.

00:52:07.950 --> 00:52:12.780 align:middle line:84%
This is actually a game that I
really don't like, but I like

00:52:12.780 --> 00:52:15.170 align:middle line:84%
the things that it does, if
that makes any sense.

00:52:15.170 --> 00:52:17.395 align:middle line:90%
It bothers me for some reason.

00:52:17.395 --> 00:52:19.200 align:middle line:90%
And yet--

00:52:19.200 --> 00:52:20.350 align:middle line:84%
it's such an articulate
statement, this

00:52:20.350 --> 00:52:23.860 align:middle line:90%
game bothers me--

00:52:23.860 --> 00:52:28.674 align:middle line:84%
but I think it's worth looking
at, because he's doing a

00:52:28.674 --> 00:52:31.530 align:middle line:84%
particularly interesting
thing, Alexander Ocias.

00:52:31.530 --> 00:52:34.865 align:middle line:84%
I suppose it's a
soft C, Ocias.

00:52:34.865 --> 00:52:43.773 align:middle line:90%


00:52:43.773 --> 00:52:46.268 align:middle line:90%
I have the sound turned off.

00:52:46.268 --> 00:52:47.765 align:middle line:90%
I'm sorry, top right.

00:52:47.765 --> 00:53:06.575 align:middle line:90%
[GAME MUSIC]

00:53:06.575 --> 00:53:09.212 align:middle line:84%
AUDIENCE: If you say, yes,
will he like not

00:53:09.212 --> 00:53:10.462 align:middle line:90%
teach you how to play?

00:53:10.462 --> 00:53:30.948 align:middle line:90%


00:53:30.948 --> 00:53:32.198 align:middle line:84%
AUDIENCE: Don't touch
the buttons.

00:53:32.198 --> 00:53:39.346 align:middle line:90%


00:53:39.346 --> 00:53:40.828 align:middle line:90%
It's like [UNINTELLIGIBLE].

00:53:40.828 --> 00:53:51.770 align:middle line:90%


00:53:51.770 --> 00:53:53.020 align:middle line:84%
GUEST SPEAKER: There's
two paths.

00:53:53.020 --> 00:54:01.353 align:middle line:90%


00:54:01.353 --> 00:54:02.850 align:middle line:90%
AUDIENCE: Can you find them?

00:54:02.850 --> 00:54:03.848 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE].

00:54:03.848 --> 00:54:04.846 align:middle line:90%
I'm not gonna listen--

00:54:04.846 --> 00:54:06.842 align:middle line:84%
AUDIENCE: It says travel
the lower paths.

00:54:06.842 --> 00:54:08.339 align:middle line:84%
AUDIENCE: Who's gonna be able
to listen to all this?

00:54:08.339 --> 00:54:12.331 align:middle line:90%


00:54:12.331 --> 00:54:13.828 align:middle line:90%
AUDIENCE: What's appearing?

00:54:13.828 --> 00:54:23.309 align:middle line:90%


00:54:23.309 --> 00:54:27.301 align:middle line:90%
GUEST SPEAKER: Weird slowdown.

00:54:27.301 --> 00:54:30.295 align:middle line:84%
AUDIENCE: You [UNINTELLIGIBLE]
disobey him.

00:54:30.295 --> 00:54:31.293 align:middle line:90%
AUDIENCE: What?

00:54:31.293 --> 00:54:32.543 align:middle line:84%
I can't hit the red
blocks now?

00:54:32.543 --> 00:54:38.778 align:middle line:90%


00:54:38.778 --> 00:54:40.028 align:middle line:90%
AUDIENCE: Disgusting.

00:54:40.028 --> 00:54:45.227 align:middle line:90%


00:54:45.227 --> 00:54:46.477 align:middle line:90%
[INAUDIBLE]

00:54:46.477 --> 00:54:49.210 align:middle line:90%


00:54:49.210 --> 00:54:50.410 align:middle line:84%
AUDIENCE: Just give us not
only art, it's all so

00:54:50.410 --> 00:54:51.660 align:middle line:90%
[UNINTELLIGIBLE].

00:54:51.660 --> 00:54:55.270 align:middle line:90%


00:54:55.270 --> 00:54:56.520 align:middle line:90%
AUDIENCE: Patience.

00:54:56.520 --> 00:54:59.644 align:middle line:90%


00:54:59.644 --> 00:55:01.600 align:middle line:90%
Yay.

00:55:01.600 --> 00:55:03.652 align:middle line:90%
AUDIENCE: Those are red.

00:55:03.652 --> 00:55:04.381 align:middle line:90%
AUDIENCE: I know.

00:55:04.381 --> 00:55:07.540 align:middle line:84%
That means they can't
touch him.

00:55:07.540 --> 00:55:08.440 align:middle line:90%
AUDIENCE: Don't do it.

00:55:08.440 --> 00:55:09.210 align:middle line:90%
Don't do it, dude.

00:55:09.210 --> 00:55:10.022 align:middle line:90%
AUDIENCE: Do it.

00:55:10.022 --> 00:55:11.274 align:middle line:90%
AUDIENCE: Do it.

00:55:11.274 --> 00:55:12.540 align:middle line:90%
AUDIENCE: Do it.

00:55:12.540 --> 00:55:14.351 align:middle line:84%
AUDIENCE: You're just gonna have
to go back to the part

00:55:14.351 --> 00:55:15.601 align:middle line:90%
that was just hard.

00:55:15.601 --> 00:55:21.560 align:middle line:90%


00:55:21.560 --> 00:55:23.160 align:middle line:84%
AUDIENCE: You get red blocks
when you disobey.

00:55:23.160 --> 00:55:26.240 align:middle line:90%


00:55:26.240 --> 00:55:27.490 align:middle line:84%
AUDIENCE: You still
can't touch them.

00:55:27.490 --> 00:55:31.179 align:middle line:90%


00:55:31.179 --> 00:55:33.167 align:middle line:84%
AUDIENCE: So if you disobey, it
hides from you what things

00:55:33.167 --> 00:55:34.417 align:middle line:90%
actually are.

00:55:34.417 --> 00:55:37.640 align:middle line:90%


00:55:37.640 --> 00:55:41.616 align:middle line:84%
Or if you obey, they're
getting the victory.

00:55:41.616 --> 00:55:49.568 align:middle line:90%


00:55:49.568 --> 00:55:50.562 align:middle line:90%
AUDIENCE: It's so funny.

00:55:50.562 --> 00:55:52.550 align:middle line:90%
Just that little--

00:55:52.550 --> 00:55:53.800 align:middle line:84%
AUDIENCE: What are the
controls for this?

00:55:53.800 --> 00:56:06.963 align:middle line:90%


00:56:06.963 --> 00:56:07.957 align:middle line:90%
AUDIENCE: You should disobey.

00:56:07.957 --> 00:56:09.245 align:middle line:90%
AUDIENCE: What?

00:56:09.245 --> 00:56:11.504 align:middle line:90%
Can you no longer jump?

00:56:11.504 --> 00:56:12.496 align:middle line:84%
AUDIENCE: I'm just
screwing around.

00:56:12.496 --> 00:56:13.746 align:middle line:90%
AUDIENCE: He's [UNINTELLIGIBLE].

00:56:13.746 --> 00:56:25.888 align:middle line:90%


00:56:25.888 --> 00:56:27.872 align:middle line:84%
AUDIENCE: Oh, I thought
that was bad.

00:56:27.872 --> 00:56:39.320 align:middle line:90%


00:56:39.320 --> 00:56:40.920 align:middle line:84%
GUEST SPEAKER: This game is
well aggravatingly tuned,

00:56:40.920 --> 00:56:43.872 align:middle line:90%
because it's difficult enough.

00:56:43.872 --> 00:56:54.696 align:middle line:90%


00:56:54.696 --> 00:56:57.156 align:middle line:84%
AUDIENCE: Are you doing
that intentionally?

00:56:57.156 --> 00:56:58.406 align:middle line:90%
AUDIENCE: I just like to.

00:56:58.406 --> 00:57:03.590 align:middle line:90%


00:57:03.590 --> 00:57:05.470 align:middle line:84%
GUEST SPEAKER: It's actually
a pretty long game.

00:57:05.470 --> 00:57:07.920 align:middle line:90%
I encourage you guys to--

00:57:07.920 --> 00:57:09.720 align:middle line:84%
it's pretty- it's
all flash-based.

00:57:09.720 --> 00:57:11.549 align:middle line:90%
AUDIENCE: What's the message?

00:57:11.549 --> 00:57:13.545 align:middle line:84%
GUEST SPEAKER: It's a really
good question.

00:57:13.545 --> 00:57:15.042 align:middle line:84%
Let me just jump in and go back
to that place where--

00:57:15.042 --> 00:57:17.038 align:middle line:90%
thank you for playing.

00:57:17.038 --> 00:57:19.540 align:middle line:90%
Thank you for playing.

00:57:19.540 --> 00:57:20.350 align:middle line:90%
AUDIENCE: Disgusting.

00:57:20.350 --> 00:57:23.920 align:middle line:84%
AUDIENCE: You are a changed
person because of it.

00:57:23.920 --> 00:57:26.150 align:middle line:84%
So the question then becomes
what's the point, which

00:57:26.150 --> 00:57:28.060 align:middle line:84%
already we're in a position
now where we're asking

00:57:28.060 --> 00:57:28.910 align:middle line:90%
questions like that.

00:57:28.910 --> 00:57:31.330 align:middle line:84%
Which is, if you were playing
Modern Warfare II, you might

00:57:31.330 --> 00:57:33.350 align:middle line:84%
say what's the point, and
be like, to blow a lot

00:57:33.350 --> 00:57:35.210 align:middle line:90%
of stuff up, right?

00:57:35.210 --> 00:57:38.850 align:middle line:84%
This is the response he had in
one of his interviews he gave

00:57:38.850 --> 00:57:40.690 align:middle line:84%
after his release and said, I
wanted to get people to wake

00:57:40.690 --> 00:57:42.830 align:middle line:84%
up and think about the games
they are playing.

00:57:42.830 --> 00:57:44.680 align:middle line:84%
Much of the industry appears to
be pushing in the opposite

00:57:44.680 --> 00:57:46.790 align:middle line:84%
direction, as we'll have
tutorials, holding your hand

00:57:46.790 --> 00:57:49.650 align:middle line:84%
from beginning to end in
subtext, screens for pointless

00:57:49.650 --> 00:57:50.540 align:middle line:90%
exposition.

00:57:50.540 --> 00:57:52.320 align:middle line:84%
It is treating players
like idiots.

00:57:52.320 --> 00:57:53.480 align:middle line:90%
It is absolutely infuriating.

00:57:53.480 --> 00:57:55.960 align:middle line:84%
When you think about it in terms
of the tutorial, if this

00:57:55.960 --> 00:57:57.066 align:middle line:90%
is the tutorial for playing the

00:57:57.066 --> 00:57:59.370 align:middle line:90%
game, it's pretty obnoxious.

00:57:59.370 --> 00:58:01.240 align:middle line:84%
But it's not that much different
than the kind of

00:58:01.240 --> 00:58:03.600 align:middle line:84%
tutorials we encounter in
a lot of games that just

00:58:03.600 --> 00:58:06.440 align:middle line:84%
basically hold your hand and
tell you how to do everything.

00:58:06.440 --> 00:58:10.290 align:middle line:84%
I think he's really
confronting that.

00:58:10.290 --> 00:58:12.140 align:middle line:84%
I guess if I were to say the
reasons that I don't like this

00:58:12.140 --> 00:58:14.790 align:middle line:84%
game, I think the control
scheme is

00:58:14.790 --> 00:58:17.040 align:middle line:90%
actually, it's a weakness.

00:58:17.040 --> 00:58:21.242 align:middle line:84%
The game is so hard that, I
mean, you saw you couldn't

00:58:21.242 --> 00:58:22.475 align:middle line:84%
even get to the things that he
was trying to communicate.

00:58:22.475 --> 00:58:24.610 align:middle line:84%
It gets weirder, the further
along you get,

00:58:24.610 --> 00:58:25.530 align:middle line:90%
I can promise you.

00:58:25.530 --> 00:58:29.610 align:middle line:84%
It's just you have to get really
skilled at doing it.

00:58:29.610 --> 00:58:34.480 align:middle line:84%
There's kind of like a play
barrier for entry on it.

00:58:34.480 --> 00:58:40.856 align:middle line:84%
It's also, for me, I think dare
I say, it almost gets too

00:58:40.856 --> 00:58:43.818 align:middle line:84%
abstract for me at
certain points.

00:58:43.818 --> 00:58:46.220 align:middle line:84%
Clearly he's trying to say
something, but there's nothing

00:58:46.220 --> 00:58:48.140 align:middle line:84%
I can latch onto to understand
what it is.

00:58:48.140 --> 00:58:50.420 align:middle line:84%
That's entirely his prerogative,
but for me, I'm

00:58:50.420 --> 00:58:52.290 align:middle line:90%
just like, what?

00:58:52.290 --> 00:58:55.760 align:middle line:84%
I have no clue what this
is about at all.

00:58:55.760 --> 00:58:59.045 align:middle line:84%
So that's a little tricky,
not fully grasping.

00:58:59.045 --> 00:59:00.905 align:middle line:90%
Clearly I'm not--

00:59:00.905 --> 00:59:02.950 align:middle line:84%
I'm partially, so it's
like the perfect

00:59:02.950 --> 00:59:05.820 align:middle line:90%
Fluxus piece of art.

00:59:05.820 --> 00:59:07.980 align:middle line:84%
OK, so I've only got a couple
more to talk about.

00:59:07.980 --> 00:59:09.357 align:middle line:90%
I've got about 15 minutes.

00:59:09.357 --> 00:59:11.422 align:middle line:84%
This, I think, is actually one
of the most important games we

00:59:11.422 --> 00:59:13.490 align:middle line:84%
can talk about today, which
is Cow Clicker.

00:59:13.490 --> 00:59:14.320 align:middle line:90%
Who's played Cow Clicker?

00:59:14.320 --> 00:59:16.310 align:middle line:90%
Yay.

00:59:16.310 --> 00:59:20.260 align:middle line:84%
This is by Ian Bogost-- that's
the guy we saw earlier.

00:59:20.260 --> 00:59:22.240 align:middle line:84%
And he said, Cow Clicker
is a Facebook game

00:59:22.240 --> 00:59:23.900 align:middle line:90%
about Facebook games.

00:59:23.900 --> 00:59:26.470 align:middle line:84%
It's partly a satire and partly
a playable theory of

00:59:26.470 --> 00:59:29.000 align:middle line:84%
today's social games, and partly
an earnest example of

00:59:29.000 --> 00:59:30.350 align:middle line:90%
that genre.

00:59:30.350 --> 00:59:32.370 align:middle line:84%
So this is kind of like
a classic sort of

00:59:32.370 --> 00:59:33.520 align:middle line:90%
art thing to do.

00:59:33.520 --> 00:59:36.310 align:middle line:84%
You take something that you're
going to satire, and you make

00:59:36.310 --> 00:59:40.770 align:middle line:84%
a version of that, that maybe
does something differently,

00:59:40.770 --> 00:59:43.190 align:middle line:84%
but it's fundamentally what
you are satiring.

00:59:43.190 --> 00:59:46.620 align:middle line:84%
It's like the Andy Kaufman
comedic kind of style.

00:59:46.620 --> 00:59:50.460 align:middle line:84%
You just assume that kind
of character or role.

00:59:50.460 --> 00:59:57.150 align:middle line:84%
It's something that I think is
like joyfully subversive in

00:59:57.150 --> 00:59:58.120 align:middle line:90%
doing satire.

00:59:58.120 --> 01:00:00.110 align:middle line:84%
So hopefully I'm logged into
Facebook so you can see.

01:00:00.110 --> 01:00:01.587 align:middle line:84%
I haven't clicked recently,
so you guys can

01:00:01.587 --> 01:00:03.610 align:middle line:90%
witness one of my clicks.

01:00:03.610 --> 01:00:04.860 align:middle line:90%
[UNINTELLIGIBLE]

01:00:04.860 --> 01:00:07.047 align:middle line:90%


01:00:07.047 --> 01:00:09.011 align:middle line:90%
Facebook is down.

01:00:09.011 --> 01:00:10.975 align:middle line:90%
Facebook is canceled forever.

01:00:10.975 --> 01:00:12.225 align:middle line:90%
AUDIENCE: Yes.

01:00:12.225 --> 01:00:14.920 align:middle line:90%


01:00:14.920 --> 01:00:18.770 align:middle line:90%
[LAUGHTER]

01:00:18.770 --> 01:00:20.400 align:middle line:90%
It actually has no friends.

01:00:20.400 --> 01:00:22.720 align:middle line:84%
It's also possible that
the wireless--

01:00:22.720 --> 01:00:25.560 align:middle line:84%
the wireless in that corner
is kind of bad.

01:00:25.560 --> 01:00:26.810 align:middle line:84%
GUEST SPEAKER: Should I switch
to Google Guest?

01:00:26.810 --> 01:00:34.000 align:middle line:90%


01:00:34.000 --> 01:00:36.610 align:middle line:84%
I can actually, before we can
see it, I can talk a little

01:00:36.610 --> 01:00:38.740 align:middle line:84%
bit about the sort of
interesting controversy that

01:00:38.740 --> 01:00:41.410 align:middle line:90%
Cow Clicker is creating.

01:00:41.410 --> 01:00:43.040 align:middle line:90%
It's making money.

01:00:43.040 --> 01:00:48.050 align:middle line:90%


01:00:48.050 --> 01:00:51.585 align:middle line:90%
Let me try Google Guest.

01:00:51.585 --> 01:00:53.070 align:middle line:90%
I'm not connected.

01:00:53.070 --> 01:00:55.050 align:middle line:90%
How about now?

01:00:55.050 --> 01:00:58.590 align:middle line:90%
It seems to be working better.

01:00:58.590 --> 01:00:59.840 align:middle line:90%
AUDIENCE: You're still not--

01:00:59.840 --> 01:01:03.030 align:middle line:90%


01:01:03.030 --> 01:01:05.130 align:middle line:84%
GUEST SPEAKER: The last part of
his statement is about an

01:01:05.130 --> 01:01:06.580 align:middle line:90%
earnest effort at a game.

01:01:06.580 --> 01:01:08.340 align:middle line:84%
It is fundamentally
a Facebook game.

01:01:08.340 --> 01:01:14.170 align:middle line:84%
You can see I've got 5 mooney
and my next click is in a

01:01:14.170 --> 01:01:15.920 align:middle line:84%
minute and 40-- ah, man, I
missed one of my clicks.

01:01:15.920 --> 01:01:18.240 align:middle line:84%
But maybe if we wait while I
talk about it you can witness

01:01:18.240 --> 01:01:20.170 align:middle line:90%
one of my clicks.

01:01:20.170 --> 01:01:22.490 align:middle line:84%
Oh, wait, I actually have
some clicks left.

01:01:22.490 --> 01:01:24.120 align:middle line:90%
I've got one this week.

01:01:24.120 --> 01:01:27.010 align:middle line:90%
AUDIENCE: That's in two hours?

01:01:27.010 --> 01:01:28.030 align:middle line:84%
GUEST SPEAKER: Yeah, it
looks like that's when

01:01:28.030 --> 01:01:29.630 align:middle line:90%
I get my next one.

01:01:29.630 --> 01:01:31.475 align:middle line:84%
So basically you can
click your cow.

01:01:31.475 --> 01:01:35.570 align:middle line:90%


01:01:35.570 --> 01:01:40.220 align:middle line:84%
Why can I not click
my cow here.

01:01:40.220 --> 01:01:42.260 align:middle line:84%
But you can click your cow, and
then you can-- oh, it's

01:01:42.260 --> 01:01:43.510 align:middle line:90%
because I'm on scroll?

01:01:43.510 --> 01:01:46.400 align:middle line:90%


01:01:46.400 --> 01:01:48.380 align:middle line:84%
Anyway, you can click your cow,
and then you can use your

01:01:48.380 --> 01:01:52.510 align:middle line:84%
mooney to buy new cows that
are fundamentally the same

01:01:52.510 --> 01:01:56.945 align:middle line:84%
thing as other cows, just with
aesthetic differences.

01:01:56.945 --> 01:01:59.960 align:middle line:90%
So plain cow.

01:01:59.960 --> 01:02:00.930 align:middle line:90%
These are the cows I have.

01:02:00.930 --> 01:02:02.350 align:middle line:84%
I have a plain cow
and a steel cow.

01:02:02.350 --> 01:02:04.640 align:middle line:84%
I haven't been playing
a lot of Cow Clicker.

01:02:04.640 --> 01:02:06.630 align:middle line:84%
If I go to buy a cow,
I can buy a new cow.

01:02:06.630 --> 01:02:09.270 align:middle line:90%


01:02:09.270 --> 01:02:11.490 align:middle line:84%
So you can see lots
of different cows.

01:02:11.490 --> 01:02:15.110 align:middle line:84%
They cost you in
game currency.

01:02:15.110 --> 01:02:16.090 align:middle line:90%
AUDIENCE: Paisley cow.

01:02:16.090 --> 01:02:19.190 align:middle line:90%
GUEST SPEAKER: Holy cow.

01:02:19.190 --> 01:02:19.880 align:middle line:90%
Oil cow [UNINTELLIGIBLE].

01:02:19.880 --> 01:02:22.180 align:middle line:90%
It's got a BP logo.

01:02:22.180 --> 01:02:23.626 align:middle line:90%
Cute.

01:02:23.626 --> 01:02:25.554 align:middle line:84%
Like the [UNINTELLIGIBLE]
cows.

01:02:25.554 --> 01:02:27.000 align:middle line:90%
That's pretty good.

01:02:27.000 --> 01:02:28.350 align:middle line:84%
So there's lots of
different cows.

01:02:28.350 --> 01:02:30.820 align:middle line:84%
You can buy cows, you can give
cows, you can invite a cow,

01:02:30.820 --> 01:02:32.680 align:middle line:90%
there's cow rankings.

01:02:32.680 --> 01:02:34.450 align:middle line:90%
AUDIENCE: You can buy a cow.

01:02:34.450 --> 01:02:37.780 align:middle line:84%
GUEST SPEAKER: So you can see,
mooney's actually pretty

01:02:37.780 --> 01:02:38.910 align:middle line:90%
inflated at this point.

01:02:38.910 --> 01:02:40.680 align:middle line:84%
You can get 10 mooney for 50
cents, which is pretty good,

01:02:40.680 --> 01:02:44.060 align:middle line:84%
1,000 for $10, which
is awesome.

01:02:44.060 --> 01:02:45.840 align:middle line:90%
And collect a lot of cows.

01:02:45.840 --> 01:02:46.970 align:middle line:90%
You can trade cows.

01:02:46.970 --> 01:02:49.460 align:middle line:84%
And you can go to your friends
barns and see how

01:02:49.460 --> 01:02:51.200 align:middle line:90%
many cows they have.

01:02:51.200 --> 01:02:55.070 align:middle line:84%
And you can click on your cows
when you make your appointment

01:02:55.070 --> 01:02:56.850 align:middle line:90%
to actually visit a cow.

01:02:56.850 --> 01:03:01.360 align:middle line:84%
So I think you can see how he's
poking fun at things like

01:03:01.360 --> 01:03:03.735 align:middle line:84%
FarmVille things like Ravenwood
Fair, which I'm

01:03:03.735 --> 01:03:07.750 align:middle line:84%
obsessed with now, actually,
these kind of games where all

01:03:07.750 --> 01:03:10.565 align:middle line:84%
you're fundamentally doing is
clicking and acquiring an

01:03:10.565 --> 01:03:12.020 align:middle line:84%
in-game currency that's
you can then

01:03:12.020 --> 01:03:13.510 align:middle line:90%
use for in-game goods.

01:03:13.510 --> 01:03:15.700 align:middle line:84%
But then, of course, you reach
this barrier where you don't

01:03:15.700 --> 01:03:17.940 align:middle line:84%
have enough in-game currency
and you use moo currency.

01:03:17.940 --> 01:03:20.820 align:middle line:84%
Of course the interesting thing
is there are 500,000

01:03:20.820 --> 01:03:21.920 align:middle line:90%
people playing this.

01:03:21.920 --> 01:03:22.430 align:middle line:84%
I don't know if it's
that many.

01:03:22.430 --> 01:03:23.822 align:middle line:90%
It's a lot.

01:03:23.822 --> 01:03:26.650 align:middle line:84%
If you go to the Cow Clicker
front page it'll tell us.

01:03:26.650 --> 01:03:27.900 align:middle line:90%
It just [UNINTELLIGIBLE].

01:03:27.900 --> 01:03:30.361 align:middle line:90%


01:03:30.361 --> 01:03:31.822 align:middle line:84%
Where does it say how many
players there are?

01:03:31.822 --> 01:03:33.283 align:middle line:84%
AUDIENCE: Ranking, probably
in ranking.

01:03:33.283 --> 01:03:37.666 align:middle line:90%


01:03:37.666 --> 01:03:41.080 align:middle line:90%
He's milking the cow clicker.

01:03:41.080 --> 01:03:42.950 align:middle line:90%
You can see this person's--

01:03:42.950 --> 01:03:44.830 align:middle line:90%
Monica's--

01:03:44.830 --> 01:03:46.112 align:middle line:90%
AUDIENCE: Is the cow--

01:03:46.112 --> 01:03:48.620 align:middle line:90%


01:03:48.620 --> 01:03:49.334 align:middle line:84%
AUDIENCE: Is that their
all-time clicks

01:03:49.334 --> 01:03:50.910 align:middle line:90%
or this week's clicks?

01:03:50.910 --> 01:03:52.770 align:middle line:90%
AUDIENCE: Is there a--

01:03:52.770 --> 01:03:56.630 align:middle line:84%
GUEST SPEAKER: Here
we go, yeah, yeah.

01:03:56.630 --> 01:03:57.840 align:middle line:90%
12,000 monthly active users.

01:03:57.840 --> 01:04:00.410 align:middle line:84%
That's 500,000 in a business
[UNINTELLIGIBLE].

01:04:00.410 --> 01:04:01.490 align:middle line:90%
But that's a lot of people.

01:04:01.490 --> 01:04:02.930 align:middle line:84%
And he's making some interesting
money on it.

01:04:02.930 --> 01:04:04.680 align:middle line:84%
And I think one of the things
that was important that he did

01:04:04.680 --> 01:04:06.290 align:middle line:84%
is there's an active
forum where people

01:04:06.290 --> 01:04:07.495 align:middle line:90%
can talk about it.

01:04:07.495 --> 01:04:10.500 align:middle line:84%
So it is a little bit weirdly
controversial, 'cause he made

01:04:10.500 --> 01:04:13.320 align:middle line:84%
this game that is poking
fun at Facebook games.

01:04:13.320 --> 01:04:16.935 align:middle line:84%
And yet it is a Facebook game
and presumably making some

01:04:16.935 --> 01:04:18.960 align:middle line:90%
money, too.

01:04:18.960 --> 01:04:21.115 align:middle line:90%
But I think it's really good.

01:04:21.115 --> 01:04:23.640 align:middle line:84%
This is the kind of art that's
also important, where it's

01:04:23.640 --> 01:04:27.930 align:middle line:84%
taking what we do and purposely
looking at how is it

01:04:27.930 --> 01:04:32.080 align:middle line:84%
constructed and how it's set up
and forcing us to kind of

01:04:32.080 --> 01:04:34.619 align:middle line:84%
be introspective about the
things that we do and the way

01:04:34.619 --> 01:04:35.910 align:middle line:90%
that we engage.

01:04:35.910 --> 01:04:38.340 align:middle line:84%
So this is a kind of subversive
game design that I

01:04:38.340 --> 01:04:42.430 align:middle line:84%
think along the lines of Paolo
Pedercini's work and even

01:04:42.430 --> 01:04:45.820 align:middle line:84%
Gonzalo Frasca if forcing us
to look at how we interact.

01:04:45.820 --> 01:04:47.070 align:middle line:90%
And Cow Clicker--

01:04:47.070 --> 01:04:49.950 align:middle line:90%


01:04:49.950 --> 01:04:50.620 align:middle line:90%
So that's that one.

01:04:50.620 --> 01:04:51.880 align:middle line:90%
And I've got like 15 minutes.

01:04:51.880 --> 01:04:55.340 align:middle line:84%
Phillip asked me to talk a
little bit about some work

01:04:55.340 --> 01:04:58.450 align:middle line:90%
that I'm doing in this space.

01:04:58.450 --> 01:05:01.210 align:middle line:84%
So I'm gonna talk to you
about a game, it's

01:05:01.210 --> 01:05:02.670 align:middle line:90%
still a work in progress.

01:05:02.670 --> 01:05:04.010 align:middle line:84%
It's tentatively entitled
Before and

01:05:04.010 --> 01:05:07.950 align:middle line:90%
Now, and it's by me.

01:05:07.950 --> 01:05:14.521 align:middle line:84%
And the idea from it is it's
inspired by Fluxus boxes and

01:05:14.521 --> 01:05:16.710 align:middle line:90%
those Flux kits.

01:05:16.710 --> 01:05:19.470 align:middle line:84%
I'm really interested in
physically tangible games.

01:05:19.470 --> 01:05:22.370 align:middle line:84%
I don't know why I'm all
of a sudden obsessed

01:05:22.370 --> 01:05:23.370 align:middle line:90%
with holding something.

01:05:23.370 --> 01:05:26.790 align:middle line:84%
But I was at IndieCade and I
heard again-- and this is the

01:05:26.790 --> 01:05:31.385 align:middle line:84%
question that drives me more
nuts than the are video games

01:05:31.385 --> 01:05:33.940 align:middle line:84%
art question, although they're
interestingly related.

01:05:33.940 --> 01:05:37.160 align:middle line:84%
But it's when will we have the
Citizen Kane in video games?

01:05:37.160 --> 01:05:38.390 align:middle line:90%
It drives me absolutely nuts.

01:05:38.390 --> 01:05:41.000 align:middle line:84%
I think 80% of the time people
who say that have never seen

01:05:41.000 --> 01:05:42.830 align:middle line:90%
Citizen Kane.

01:05:42.830 --> 01:05:44.720 align:middle line:90%
I don't really know that.

01:05:44.720 --> 01:05:47.220 align:middle line:84%
But I heard it for the umpteenth
time at IndieCade.

01:05:47.220 --> 01:05:50.015 align:middle line:84%
I wanted to throw the television
out of my hotel

01:05:50.015 --> 01:05:51.120 align:middle line:90%
room window.

01:05:51.120 --> 01:05:52.350 align:middle line:90%
And I was going nuts.

01:05:52.350 --> 01:05:55.630 align:middle line:84%
And I was like, all right, what
is Citizen Kane about?

01:05:55.630 --> 01:05:56.780 align:middle line:90%
I don't want to spoil it.

01:05:56.780 --> 01:05:59.160 align:middle line:84%
Who's seen Citizen Kane
in this room actually?

01:05:59.160 --> 01:06:01.680 align:middle line:90%
All right, good.

01:06:01.680 --> 01:06:08.060 align:middle line:84%
So I see Citizen Kane and it's
about this very interesting

01:06:08.060 --> 01:06:14.595 align:middle line:84%
idea about presents and mementos
and happiness in a

01:06:14.595 --> 01:06:15.590 align:middle line:90%
very kind of real way.

01:06:15.590 --> 01:06:17.710 align:middle line:84%
And the temporality
of happiness, like

01:06:17.710 --> 01:06:18.690 align:middle line:90%
are you happy now?

01:06:18.690 --> 01:06:19.630 align:middle line:90%
Were you happy then?

01:06:19.630 --> 01:06:20.640 align:middle line:90%
Do you remember being happy?

01:06:20.640 --> 01:06:22.820 align:middle line:90%
When is happiness?

01:06:22.820 --> 01:06:25.150 align:middle line:84%
And so I was like, well, I'm
going to make a Citizen Kane

01:06:25.150 --> 01:06:28.810 align:middle line:84%
in video games, but it's not
gonna be known for being

01:06:28.810 --> 01:06:32.690 align:middle line:84%
epically innovative with
camera movement.

01:06:32.690 --> 01:06:34.240 align:middle line:84%
It's going to be about
the things I think

01:06:34.240 --> 01:06:36.760 align:middle line:90%
Citizen Kane are about.

01:06:36.760 --> 01:06:42.590 align:middle line:84%
So it's basically in this form,
although I'm rethinking

01:06:42.590 --> 01:06:44.290 align:middle line:84%
what kind of box it's
gonna be in.

01:06:44.290 --> 01:06:45.760 align:middle line:90%
But in this form it's a box.

01:06:45.760 --> 01:06:49.760 align:middle line:84%
And inside of it are various
objects that start out as--

01:06:49.760 --> 01:06:51.900 align:middle line:84%
the starting objects of the box
are the things that have

01:06:51.900 --> 01:06:53.900 align:middle line:90%
personal significance to me.

01:06:53.900 --> 01:06:55.980 align:middle line:84%
One of the rules of the game,
in fact, I think the most

01:06:55.980 --> 01:06:58.305 align:middle line:84%
important rule of the
game is this one.

01:06:58.305 --> 01:07:00.710 align:middle line:84%
Rule number one, you may
permanently exchange an object

01:07:00.710 --> 01:07:03.580 align:middle line:84%
of personal significance for
any object of equal value.

01:07:03.580 --> 01:07:05.240 align:middle line:84%
So when you're playing this
game, you can take something

01:07:05.240 --> 01:07:07.770 align:middle line:84%
that belongs to you, and you can
exchange it for anything

01:07:07.770 --> 01:07:09.370 align:middle line:90%
in the box.

01:07:09.370 --> 01:07:13.560 align:middle line:84%
And of course, the interesting
thing is these objects in the

01:07:13.560 --> 01:07:17.350 align:middle line:84%
box are of varying degrees
of interactivity.

01:07:17.350 --> 01:07:18.590 align:middle line:90%
You can [INAUDIBLE]

01:07:18.590 --> 01:07:23.050 align:middle line:84%
so you can draw something
on the Etch A Sketch.

01:07:23.050 --> 01:07:25.050 align:middle line:84%
The rules are kind of veiled
at this moment now, where's

01:07:25.050 --> 01:07:26.890 align:middle line:84%
there's like a couple
other rules that

01:07:26.890 --> 01:07:27.900 align:middle line:90%
are causing to reflect.

01:07:27.900 --> 01:07:31.050 align:middle line:84%
This is actually an extension
of Yup on Word which is a

01:07:31.050 --> 01:07:33.430 align:middle line:84%
project we worked on in the
summer, which was a game that

01:07:33.430 --> 01:07:35.680 align:middle line:84%
as you're playing it's a
platform where you're typing,

01:07:35.680 --> 01:07:38.440 align:middle line:84%
and the game stops and asks
you personal questions.

01:07:38.440 --> 01:07:40.480 align:middle line:84%
What I really liked about that
is it was doing something that

01:07:40.480 --> 01:07:45.982 align:middle line:84%
I was referring to as a mechanic
of reflection, where

01:07:45.982 --> 01:07:50.440 align:middle line:84%
the activity of playing is
reflecting, is thinking, is

01:07:50.440 --> 01:07:51.800 align:middle line:90%
contemplating.

01:07:51.800 --> 01:07:56.120 align:middle line:84%
It's not interactive in a very
active way as we think of it,

01:07:56.120 --> 01:07:57.470 align:middle line:90%
it's more reflective.

01:07:57.470 --> 01:07:59.950 align:middle line:84%
I liken it to the moments
in chess where you're

01:07:59.950 --> 01:08:00.640 align:middle line:90%
planning your move.

01:08:00.640 --> 01:08:02.530 align:middle line:84%
There's not a lot of
action in chess.

01:08:02.530 --> 01:08:04.740 align:middle line:84%
But it's a lot of contemplation
in chess.

01:08:04.740 --> 01:08:06.290 align:middle line:90%
So if it's personal--

01:08:06.290 --> 01:08:07.820 align:middle line:90%
what if that were personal.

01:08:07.820 --> 01:08:11.590 align:middle line:84%
And so what I didn't
particularly care about with

01:08:11.590 --> 01:08:16.420 align:middle line:84%
Yup on Word it inspires you to
reflect, but it doesn't do it

01:08:16.420 --> 01:08:18.380 align:middle line:90%
with tremendous grace.

01:08:18.380 --> 01:08:19.540 align:middle line:90%
It just asks you a question.

01:08:19.540 --> 01:08:23.210 align:middle line:84%
It just comes up out of the blue
and and says, hey, when

01:08:23.210 --> 01:08:24.830 align:middle line:90%
was the last time you lied?

01:08:24.830 --> 01:08:27.250 align:middle line:84%
Sometimes you're surprised by
that, and that's a good

01:08:27.250 --> 01:08:30.319 align:middle line:84%
effect, but it's also
not subtle.

01:08:30.319 --> 01:08:33.279 align:middle line:84%
So I'm trying to explore how
can we be subtle in causing

01:08:33.279 --> 01:08:34.109 align:middle line:90%
reflection.

01:08:34.109 --> 01:08:35.180 align:middle line:84%
So there are a few
things here.

01:08:35.180 --> 01:08:36.750 align:middle line:84%
The value question
is interesting.

01:08:36.750 --> 01:08:39.890 align:middle line:84%
How do you know what the value
of the object is in the box?

01:08:39.890 --> 01:08:42.210 align:middle line:84%
Do you think of it as
monetary value?

01:08:42.210 --> 01:08:44.300 align:middle line:84%
Do you think of it as value in
terms of significance to the

01:08:44.300 --> 01:08:45.950 align:middle line:90%
person who put that in there?

01:08:45.950 --> 01:08:48.649 align:middle line:84%
Why is it significant to the
person who put that in there?

01:08:48.649 --> 01:08:49.790 align:middle line:90%
What is this thing?

01:08:49.790 --> 01:08:50.729 align:middle line:84%
You can look at it
and reflect.

01:08:50.729 --> 01:08:54.090 align:middle line:84%
And then when you leave a trace
of yourself in this box,

01:08:54.090 --> 01:08:57.100 align:middle line:84%
the next person who comes and
plays is going to see that.

01:08:57.100 --> 01:08:58.979 align:middle line:84%
And they're going to wonder
what was that.

01:08:58.979 --> 01:09:06.810 align:middle line:84%
So I'm also kind of interested
the organicness, the kind of

01:09:06.810 --> 01:09:10.180 align:middle line:84%
never-ending, interminable
nature of a game that carries

01:09:10.180 --> 01:09:14.240 align:middle line:84%
the effect of the person who's
played it on and on and on.

01:09:14.240 --> 01:09:16.519 align:middle line:84%
The next iteration of this that
I want to do-- actually

01:09:16.519 --> 01:09:18.819 align:middle line:84%
this was an idea that Jason
Bean gave me was to use an

01:09:18.819 --> 01:09:20.200 align:middle line:90%
apothecary chest.

01:09:20.200 --> 01:09:22.279 align:middle line:84%
Because one of the things that
we play-tested it here with--

01:09:22.279 --> 01:09:24.523 align:middle line:84%
I left it out for two weeks
and people-- you

01:09:24.523 --> 01:09:25.430 align:middle line:90%
probably saw it.

01:09:25.430 --> 01:09:25.939 align:middle line:90%
It's right there.

01:09:25.939 --> 01:09:27.074 align:middle line:90%
People were engaging in--

01:09:27.074 --> 01:09:31.020 align:middle line:84%
this is a photo with objects
that people had left in.

01:09:31.020 --> 01:09:33.326 align:middle line:84%
So it was really fun for me
after two weeks to go into

01:09:33.326 --> 01:09:36.300 align:middle line:84%
this box and be like, what
is all this stuff.

01:09:36.300 --> 01:09:37.210 align:middle line:90%
What got left?

01:09:37.210 --> 01:09:39.109 align:middle line:84%
I was actually surprised the
Etch A Sketch was left.

01:09:39.109 --> 01:09:40.920 align:middle line:84%
And then I was like,
what is this stuff?

01:09:40.920 --> 01:09:43.963 align:middle line:84%
And to give you one really good
example, one person at

01:09:43.963 --> 01:09:49.970 align:middle line:84%
the lab put in a Nintendo DS
flash card, which was really a

01:09:49.970 --> 01:09:51.660 align:middle line:90%
wrapped DS flash card.

01:09:51.660 --> 01:09:54.130 align:middle line:84%
So now there's this kind
of next level.

01:09:54.130 --> 01:09:55.810 align:middle line:84%
The game has changed with
another level of

01:09:55.810 --> 01:09:59.340 align:middle line:84%
interactivity, where it's like,
if I want to get at what

01:09:59.340 --> 01:10:03.630 align:middle line:84%
was the significance of this
object to this person, I need

01:10:03.630 --> 01:10:06.110 align:middle line:90%
to get a DS and play this.

01:10:06.110 --> 01:10:10.920 align:middle line:84%
So I open up the-- it's got
folders, and it's got a copy

01:10:10.920 --> 01:10:12.130 align:middle line:90%
of the game Lemming.

01:10:12.130 --> 01:10:13.870 align:middle line:90%
It's got some music in it.

01:10:13.870 --> 01:10:15.610 align:middle line:90%
So now it's kind of like you've

01:10:15.610 --> 01:10:16.940 align:middle line:90%
uncovered this next layer.

01:10:16.940 --> 01:10:19.980 align:middle line:84%
And it's like the interesting
traces of the people who

01:10:19.980 --> 01:10:24.990 align:middle line:84%
played this game are now marked
onto this box forever.

01:10:24.990 --> 01:10:26.140 align:middle line:90%
Marley even said to me--

01:10:26.140 --> 01:10:29.020 align:middle line:84%
I was talking to her about her
play after she had done it,

01:10:29.020 --> 01:10:30.940 align:middle line:90%
and I was like--

01:10:30.940 --> 01:10:33.660 align:middle line:84%
She told me she wanted to
take the instructions.

01:10:33.660 --> 01:10:34.680 align:middle line:90%
She wanted to take the rules.

01:10:34.680 --> 01:10:36.800 align:middle line:84%
That's one of the objects that
she could take out of that.

01:10:36.800 --> 01:10:38.610 align:middle line:84%
And I told her I had thought
about that actually when I was

01:10:38.610 --> 01:10:40.474 align:middle line:84%
designing it, that someone might
be like, ha, I'm going

01:10:40.474 --> 01:10:41.160 align:middle line:90%
to take the rules.

01:10:41.160 --> 01:10:43.660 align:middle line:84%
And I was going to put in
a rule that said you can

01:10:43.660 --> 01:10:46.120 align:middle line:84%
permanently exchange for an
object that's not the rules,

01:10:46.120 --> 01:10:47.640 align:middle line:84%
so that the game
could persist.

01:10:47.640 --> 01:10:51.010 align:middle line:84%
But I didn't want to
artificially impose that.

01:10:51.010 --> 01:10:53.050 align:middle line:84%
If someone takes the rules
because that's what they want,

01:10:53.050 --> 01:10:54.780 align:middle line:90%
and now the game has changed.

01:10:54.780 --> 01:10:58.060 align:middle line:84%
And maybe someone comes along
later and modifies it.

01:10:58.060 --> 01:11:00.000 align:middle line:84%
And maybe they put something in
that makes it a whole new,

01:11:00.000 --> 01:11:00.650 align:middle line:90%
different game.

01:11:00.650 --> 01:11:03.410 align:middle line:84%
And I really liked the idea that
you could encounter this

01:11:03.410 --> 01:11:07.110 align:middle line:84%
game and that it's gonna be in
this state of flux, I guess

01:11:07.110 --> 01:11:09.430 align:middle line:90%
you could say.

01:11:09.430 --> 01:11:10.810 align:middle line:84%
That's what I'm working
on now.

01:11:10.810 --> 01:11:13.095 align:middle line:84%
And like I said, I think one of
the things I didn't like is

01:11:13.095 --> 01:11:15.600 align:middle line:84%
that all of the objects are
accessible all at once.

01:11:15.600 --> 01:11:18.150 align:middle line:84%
So if it's an apothecary chest
with lots of drawers, this was

01:11:18.150 --> 01:11:20.590 align:middle line:84%
Jason Bean's idea, then you have
to do a little exploring.

01:11:20.590 --> 01:11:22.860 align:middle line:84%
And maybe the rules are in
one of those drawers.

01:11:22.860 --> 01:11:24.280 align:middle line:84%
And maybe you see
the rules first.

01:11:24.280 --> 01:11:25.730 align:middle line:84%
Maybe you see the rules
way after you've

01:11:25.730 --> 01:11:26.350 align:middle line:90%
looked at a lot of stuff.

01:11:26.350 --> 01:11:28.280 align:middle line:84%
And now you've seen all this
stuff and played with it all

01:11:28.280 --> 01:11:29.435 align:middle line:90%
and you really like something.

01:11:29.435 --> 01:11:32.520 align:middle line:84%
And now it's like, ooh,
what do I trade?

01:11:32.520 --> 01:11:38.560 align:middle line:84%
And yeah, I also am trying to
find a way to give the box a

01:11:38.560 --> 01:11:39.960 align:middle line:90%
history as well.

01:11:39.960 --> 01:11:43.670 align:middle line:84%
I've contemplated some ideas
of putting in some kind of

01:11:43.670 --> 01:11:47.230 align:middle line:84%
clues that you could then, if
you felt, if you thought about

01:11:47.230 --> 01:11:49.040 align:middle line:84%
it or looked it up, you might
be able to find a

01:11:49.040 --> 01:11:50.745 align:middle line:90%
story to this box.

01:11:50.745 --> 01:11:52.710 align:middle line:84%
Like if you did an Internet
search you might come up on a

01:11:52.710 --> 01:11:55.000 align:middle line:84%
fake website-- well, it wouldn't
be fake, it'd just be

01:11:55.000 --> 01:11:58.800 align:middle line:84%
a website-- but a website with
a fake story that tells you a

01:11:58.800 --> 01:12:00.893 align:middle line:84%
little bit about this box, and
then it gives you a few more

01:12:00.893 --> 01:12:03.200 align:middle line:84%
hooks into what the meaning of
this game or the inspiration

01:12:03.200 --> 01:12:05.740 align:middle line:90%
for this game was.

01:12:05.740 --> 01:12:07.850 align:middle line:84%
And so this is one of my
projects that I'm working on

01:12:07.850 --> 01:12:10.430 align:middle line:84%
right now, like I said, I'm
interested in essentially.

01:12:10.430 --> 01:12:13.460 align:middle line:84%
But you can see where a lot of
the other things that I was

01:12:13.460 --> 01:12:17.700 align:middle line:84%
talking about are inspiring
this work.

01:12:17.700 --> 01:12:22.415 align:middle line:84%
And so we come back to that
question of, are games art?

01:12:22.415 --> 01:12:23.410 align:middle line:84%
Of course we only have
five minutes.

01:12:23.410 --> 01:12:24.380 align:middle line:84%
I don't know if you guys have
administrative stuff

01:12:24.380 --> 01:12:24.840 align:middle line:90%
afterwards.

01:12:24.840 --> 01:12:31.120 align:middle line:84%
But this is, like I said,
this is my viewpoint.

01:12:31.120 --> 01:12:34.690 align:middle line:84%
It's certainly shared with
a lot of people.

01:12:34.690 --> 01:12:39.093 align:middle line:90%
But it's not guaranteed truth.

01:12:39.093 --> 01:12:44.470 align:middle line:84%
This is an opinion that
I have just shared.

01:12:44.470 --> 01:12:48.500 align:middle line:84%
Any thoughts you guys have about
this subject or these

01:12:48.500 --> 01:12:51.222 align:middle line:90%
ideas or these games?

01:12:51.222 --> 01:12:54.680 align:middle line:90%
Anything at all?

01:12:54.680 --> 01:12:57.200 align:middle line:90%
Yesterday's football game?

01:12:57.200 --> 01:12:58.450 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

01:12:58.450 --> 01:13:01.460 align:middle line:90%


01:13:01.460 --> 01:13:02.110 align:middle line:90%
GUEST SPEAKER: Well, cool.

01:13:02.110 --> 01:13:03.230 align:middle line:90%
I hope this was useful.

01:13:03.230 --> 01:13:05.000 align:middle line:90%
I hope it was helpful.

01:13:05.000 --> 01:13:08.280 align:middle line:84%
I think if, at the very least,
it causes you to continue to

01:13:08.280 --> 01:13:10.920 align:middle line:84%
think about your own games that
you're developing and how

01:13:10.920 --> 01:13:14.660 align:middle line:84%
meaning can be embedded in the
play that you might not even

01:13:14.660 --> 01:13:16.080 align:middle line:90%
realize is there.

01:13:16.080 --> 01:13:17.830 align:middle line:84%
And also just to count the
possibility space.

01:13:17.830 --> 01:13:19.510 align:middle line:90%
I really am excited by--

01:13:19.510 --> 01:13:23.710 align:middle line:84%
I'm discouraged by the safe
choices that a lot of

01:13:23.710 --> 01:13:25.675 align:middle line:84%
independent game developers
make and excited when some

01:13:25.675 --> 01:13:29.160 align:middle line:84%
game developers really
push on the edge.

01:13:29.160 --> 01:13:30.960 align:middle line:84%
I don't think we have a clear
understanding of what the

01:13:30.960 --> 01:13:34.190 align:middle line:84%
rules are or what even
constitutes a game.

01:13:34.190 --> 01:13:37.010 align:middle line:84%
Or what degree of interactivity
is appropriate

01:13:37.010 --> 01:13:38.800 align:middle line:90%
for a quote/unquote game.

01:13:38.800 --> 01:13:42.260 align:middle line:84%
And I think some of these
designers are really testing

01:13:42.260 --> 01:13:45.072 align:middle line:84%
the waters of the medium,
you know, what can we

01:13:45.072 --> 01:13:45.990 align:middle line:90%
really do with this?

01:13:45.990 --> 01:13:47.760 align:middle line:90%
Where can we go?

01:13:47.760 --> 01:13:49.975 align:middle line:84%
How edgy and satirical and
avant-garde can we be?

01:13:49.975 --> 01:13:53.090 align:middle line:90%


01:13:53.090 --> 01:13:55.571 align:middle line:90%
I think that's always good.

01:13:55.571 --> 01:13:59.954 align:middle line:84%
'Cause I'm a revolutionary,
crazy person.

01:13:59.954 --> 01:14:01.204 align:middle line:90%
AUDIENCE: Crazy person.

01:14:01.204 --> 01:14:07.760 align:middle line:90%


01:14:07.760 --> 01:14:11.280 align:middle line:84%
AUDIENCE: Hope 7 played yet one
more this year, which were

01:14:11.280 --> 01:14:14.568 align:middle line:84%
some of the games that Abe
worked with the team on over

01:14:14.568 --> 01:14:15.570 align:middle line:90%
the summer.

01:14:15.570 --> 01:14:19.492 align:middle line:84%
Those are all on our GAMBIT
website, just until 2010 and

01:14:19.492 --> 01:14:21.690 align:middle line:84%
as yet [UNINTELLIGIBLE]
which we're

01:14:21.690 --> 01:14:23.220 align:middle line:90%
booked about this summer.

01:14:23.220 --> 01:14:26.480 align:middle line:84%
This sounds like tri-season
will be digital work.

01:14:26.480 --> 01:14:27.790 align:middle line:84%
GUEST SPEAKER: Yeah, and please
play them and give us

01:14:27.790 --> 01:14:28.620 align:middle line:90%
feedback, too, right?

01:14:28.620 --> 01:14:29.784 align:middle line:84%
Because that's the
other thing.

01:14:29.784 --> 01:14:32.860 align:middle line:84%
These are not perfect
articulations of game as the

01:14:32.860 --> 01:14:34.654 align:middle line:90%
pure art form.

01:14:34.654 --> 01:14:37.039 align:middle line:84%
We're constantly evolving and
trying to improve, so any

01:14:37.039 --> 01:14:39.435 align:middle line:84%
feedback you can give us on
this stuff is greatly

01:14:39.435 --> 01:14:40.685 align:middle line:90%
appreciated.

01:14:40.685 --> 01:14:42.420 align:middle line:90%


01:14:42.420 --> 01:14:44.520 align:middle line:84%
AUDIENCE: Do you still have
that box, like somewhere?

01:14:44.520 --> 01:14:45.100 align:middle line:90%
GUEST SPEAKER: Yeah, yeah.

01:14:45.100 --> 01:14:45.805 align:middle line:90%
It's in my office.

01:14:45.805 --> 01:14:46.250 align:middle line:90%
Yeah, totally.

01:14:46.250 --> 01:14:50.970 align:middle line:84%
I have the box and the other
part of it is when I do the

01:14:50.970 --> 01:14:54.760 align:middle line:84%
second version of it in the
apothecary kind of chest--

01:14:54.760 --> 01:14:57.620 align:middle line:84%
The one thing that's important
to me is that each of the--

01:14:57.620 --> 01:15:00.470 align:middle line:84%
For the prototype I just sort
of threw some reasonably

01:15:00.470 --> 01:15:02.210 align:middle line:90%
meaningful objects in there.

01:15:02.210 --> 01:15:05.020 align:middle line:84%
But I want it to be populated
with objects that are

01:15:05.020 --> 01:15:08.350 align:middle line:84%
personally significant to myself
or symbolic to myself.

01:15:08.350 --> 01:15:13.270 align:middle line:84%
And populating that box at the
outset with meaningful objects

01:15:13.270 --> 01:15:19.050 align:middle line:84%
I think is important, because
once it's released into the

01:15:19.050 --> 01:15:22.100 align:middle line:84%
world for play that it's
constantly changing.

01:15:22.100 --> 01:15:27.460 align:middle line:84%
So that first instantiation of
the game is the one that's

01:15:27.460 --> 01:15:30.210 align:middle line:84%
about me in some sense, and
about my experiences and then

01:15:30.210 --> 01:15:32.520 align:middle line:84%
it becomes the world's
to just play.

01:15:32.520 --> 01:15:36.210 align:middle line:84%
AUDIENCE: So the way that your
game kind of reminds me of is

01:15:36.210 --> 01:15:38.740 align:middle line:84%
I'm pretty sure I heard
somewhere that some

01:15:38.740 --> 01:15:41.950 align:middle line:90%
person had a pen.

01:15:41.950 --> 01:15:44.824 align:middle line:84%
He started with a pen
and kept trading--

01:15:44.824 --> 01:15:46.290 align:middle line:90%
AUDIENCE: The red paper--

01:15:46.290 --> 01:15:46.980 align:middle line:90%
AUDIENCE: No.

01:15:46.980 --> 01:15:48.210 align:middle line:90%
This is a different one.

01:15:48.210 --> 01:15:49.500 align:middle line:84%
Not the red paper
clip for a car.

01:15:49.500 --> 01:15:52.120 align:middle line:84%
I think someone started with
a pen or something and kept

01:15:52.120 --> 01:15:52.450 align:middle line:90%
trading it.

01:15:52.450 --> 01:15:57.140 align:middle line:84%
And over the course of a
year or two, he'd got--

01:15:57.140 --> 01:16:00.314 align:middle line:84%
From that initial pen,
he was able to trade

01:16:00.314 --> 01:16:01.640 align:middle line:90%
for a house or something.

01:16:01.640 --> 01:16:03.940 align:middle line:84%
GUEST SPEAKER: It was
[UNINTELLIGIBLE].

01:16:03.940 --> 01:16:06.980 align:middle line:84%
And that was sort of
an interesting--

01:16:06.980 --> 01:16:09.860 align:middle line:84%
I think it was on eBay, too,
or something like that.

01:16:09.860 --> 01:16:12.460 align:middle line:84%
And that's even using a pretty
well-designed game system--

01:16:12.460 --> 01:16:14.560 align:middle line:84%
'cause eBay is totally
a game--

01:16:14.560 --> 01:16:17.850 align:middle line:84%
and using a game system and
subverting the system itself

01:16:17.850 --> 01:16:19.970 align:middle line:84%
to do something really
interesting.

01:16:19.970 --> 01:16:21.170 align:middle line:90%
Yeah, that's a really great--

01:16:21.170 --> 01:16:23.190 align:middle line:90%
it's a game inside of a game.

01:16:23.190 --> 01:16:23.820 align:middle line:90%
I love that.

01:16:23.820 --> 01:16:26.320 align:middle line:84%
It's kind of like the Cow
Clicker, like making a game

01:16:26.320 --> 01:16:29.612 align:middle line:84%
inside of the game
that subverts--

01:16:29.612 --> 01:16:31.430 align:middle line:84%
AUDIENCE: Are you familiar
with the concept of

01:16:31.430 --> 01:16:33.500 align:middle line:90%
geo-caching?

01:16:33.500 --> 01:16:35.596 align:middle line:90%
When I first saw--

01:16:35.596 --> 01:16:37.488 align:middle line:84%
the game you were talking about
using [UNINTELLIGIBLE]

01:16:37.488 --> 01:16:38.907 align:middle line:90%
reminded me of it.

01:16:38.907 --> 01:16:40.700 align:middle line:84%
So initially what it was, was
when GPS's first came out,

01:16:40.700 --> 01:16:42.310 align:middle line:84%
people were like, oh, hey,
this is really cool

01:16:42.310 --> 01:16:42.460 align:middle line:90%
technology.

01:16:42.460 --> 01:16:44.190 align:middle line:84%
We should think of something
fun to do with it.

01:16:44.190 --> 01:16:49.255 align:middle line:84%
So what they did was, these
people started hiding empty

01:16:49.255 --> 01:16:53.770 align:middle line:84%
tins of little trinkets and
stuff on various hiking trails

01:16:53.770 --> 01:16:55.080 align:middle line:90%
or other locations.

01:16:55.080 --> 01:16:56.840 align:middle line:84%
And you would look up the
coordinates on your GPS

01:16:56.840 --> 01:16:59.622 align:middle line:84%
finder, and you would
find this box.

01:16:59.622 --> 01:17:02.646 align:middle line:84%
And then you'd trade trinkets,
and you get them.

01:17:02.646 --> 01:17:05.020 align:middle line:84%
And you keep traveling
to these other--

01:17:05.020 --> 01:17:06.330 align:middle line:84%
GUEST SPEAKER: Yeah, and in
that sense this whole

01:17:06.330 --> 01:17:09.930 align:middle line:90%
worldwide game becomes--

01:17:09.930 --> 01:17:12.690 align:middle line:84%
There's some shared ideas with
some location-based games that

01:17:12.690 --> 01:17:17.110 align:middle line:84%
do some really interesting
things with that, whether it's

01:17:17.110 --> 01:17:19.885 align:middle line:84%
alternate reality, but not
even with the narrative.

01:17:19.885 --> 01:17:23.867 align:middle line:84%
There was one I was reading
about that was, come out and

01:17:23.867 --> 01:17:26.850 align:middle line:84%
play, I think, in New York
City at one point.

01:17:26.850 --> 01:17:29.280 align:middle line:84%
It was Cruel to be Kind,
it was called.

01:17:29.280 --> 01:17:33.526 align:middle line:84%
It was a game where you don't
know who's playing, you don't

01:17:33.526 --> 01:17:36.900 align:middle line:84%
know who's on what team, but you
get missions and you get a

01:17:36.900 --> 01:17:40.630 align:middle line:84%
weapon that's a complement, like
to kill someone who's on

01:17:40.630 --> 01:17:42.660 align:middle line:84%
the other team, mistake them
for a celebrity, or

01:17:42.660 --> 01:17:44.110 align:middle line:90%
something like that.

01:17:44.110 --> 01:17:46.740 align:middle line:84%
So you're using these random
acts of kindness-- you know,

01:17:46.740 --> 01:17:48.140 align:middle line:84%
helping somebody across
the street--

01:17:48.140 --> 01:17:51.672 align:middle line:84%
and you don't know, it's in New
York City, so you don't

01:17:51.672 --> 01:17:52.580 align:middle line:84%
know if someone's playing
the game.

01:17:52.580 --> 01:17:54.890 align:middle line:84%
So now all of a sudden you're
wandering around doing really

01:17:54.890 --> 01:17:58.140 align:middle line:84%
nice things for people on the
chance, on a hunch that you

01:17:58.140 --> 01:18:00.310 align:middle line:84%
have that maybe they're
playing the game.

01:18:00.310 --> 01:18:01.830 align:middle line:84%
And maybe they're not, so you've
just helped somebody

01:18:01.830 --> 01:18:03.777 align:middle line:84%
across the street, which
is totally nice.

01:18:03.777 --> 01:18:07.156 align:middle line:84%
And it comes to this massive
conclusion where you just have

01:18:07.156 --> 01:18:10.300 align:middle line:84%
these two giant teams who meet
up in a location to "nice"

01:18:10.300 --> 01:18:13.520 align:middle line:84%
each other to death,
basically.

01:18:13.520 --> 01:18:16.920 align:middle line:84%
There's a lot of really, really
interesting stuff,

01:18:16.920 --> 01:18:20.370 align:middle line:84%
especially in the
location-based, around.

01:18:20.370 --> 01:18:21.780 align:middle line:90%
Big games are really cool.

01:18:21.780 --> 01:18:23.230 align:middle line:84%
There's a lot of people
doing really neat

01:18:23.230 --> 01:18:25.550 align:middle line:90%
stuff with big games.

01:18:25.550 --> 01:18:28.000 align:middle line:84%
AUDIENCE: I think in particular
with the box and

01:18:28.000 --> 01:18:31.877 align:middle line:84%
the geo-caching idea, and
talking about the

01:18:31.877 --> 01:18:35.740 align:middle line:84%
paperclip-for-a-house thing,
it's really interesting how

01:18:35.740 --> 01:18:37.710 align:middle line:90%
people value things.

01:18:37.710 --> 01:18:40.380 align:middle line:84%
In particular, you have this
very vague rule, and it just

01:18:40.380 --> 01:18:42.690 align:middle line:90%
says something of equal value.

01:18:42.690 --> 01:18:43.940 align:middle line:84%
And what does it
actually mean?

01:18:43.940 --> 01:18:46.910 align:middle line:90%


01:18:46.910 --> 01:18:50.230 align:middle line:84%
Like what someone is willing to
trade for something else.

01:18:50.230 --> 01:18:51.720 align:middle line:84%
GUEST SPEAKER: Yeah, those are
the kind of implicit rules

01:18:51.720 --> 01:18:53.715 align:middle line:84%
like you see in Sixteen Tons,
where it's like, what happens

01:18:53.715 --> 01:18:56.210 align:middle line:90%
with the money?

01:18:56.210 --> 01:18:57.800 align:middle line:84%
Jason Bean really pointed it
out, 'cause he was thinking

01:18:57.800 --> 01:18:59.400 align:middle line:84%
about value when he was
doing the trading.

01:18:59.400 --> 01:19:01.530 align:middle line:84%
And it's such a good word,
because value is such a

01:19:01.530 --> 01:19:03.110 align:middle line:84%
different thing to
different people.

01:19:03.110 --> 01:19:08.190 align:middle line:84%
Someone might see the flash card
for the DS, which has a

01:19:08.190 --> 01:19:12.330 align:middle line:84%
very clear, higher monetary
value than an Etch A Sketch.

01:19:12.330 --> 01:19:14.500 align:middle line:84%
And yet, maybe you played with
an Etch A Sketch when you were

01:19:14.500 --> 01:19:17.080 align:middle line:84%
a kid, and all of a sudden it
floods back these memories

01:19:17.080 --> 01:19:19.110 align:middle line:90%
that you have.

01:19:19.110 --> 01:19:21.670 align:middle line:84%
There's also a component to it
that I didn't really talk

01:19:21.670 --> 01:19:23.815 align:middle line:84%
about, which is the sacrificing
of an object.

01:19:23.815 --> 01:19:30.080 align:middle line:84%
And I think, too, that we tend
to be beholden to our material

01:19:30.080 --> 01:19:32.400 align:middle line:90%
objects too much.

01:19:32.400 --> 01:19:36.225 align:middle line:84%
In giving it up, in sacrificing
it to this game so

01:19:36.225 --> 01:19:37.580 align:middle line:84%
that you don't have it anymore,
if it's something of

01:19:37.580 --> 01:19:40.650 align:middle line:84%
personal significance, you're
letting go and being able to

01:19:40.650 --> 01:19:42.040 align:middle line:84%
say, OK, the memory
is one thing.

01:19:42.040 --> 01:19:43.170 align:middle line:90%
I don't need to--

01:19:43.170 --> 01:19:46.355 align:middle line:84%
And that's how it relates a
bit back to Citizen Kane,

01:19:46.355 --> 01:19:49.265 align:middle line:84%
which is a movie you should
see, because it is good.

01:19:49.265 --> 01:19:54.115 align:middle line:84%
It's everything they said it is,
depending on who they are.

01:19:54.115 --> 01:19:58.490 align:middle line:90%


01:19:58.490 --> 01:19:58.960 align:middle line:90%
Cool.

01:19:58.960 --> 01:20:00.210 align:middle line:90%
Thanks, guys.

01:20:00.210 --> 01:20:01.110 align:middle line:90%