WEBVTT

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PROFESSOR: Today is pretty
much just set aside for

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brainstorming.

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So we're probably going to
do about an hour of that.

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Just to throw the ideas that
people already have in their

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heads about what could be with
the problem space that we're

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working on.

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This whole preparing people to
deal with violence and folks

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suffering from an illness.

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And there's a whole bunch of
different things that people

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may be working on.

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And the idea is that hopefully
we can get this all out and

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then we can spend the next
half-hour, and frankly the

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rest of this week, trying
to figure out

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who's in which team.

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Who's collaborating on a
similar topic and who's

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interested in what.

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And then, anyone actually get
through any of the readings?

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OK, great.

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So there's a few things
up there.

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I realize that we don't have
a lot of time to read.

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And there's probably more stuff
up there to read that

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needs to be read necessarily.

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But it's all there
as resources.

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Any ideas that people
thought might be

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interesting to work on?

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Andrew?

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AUDIENCE: So one of the basic
issues I heard from the

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presentation, and the papers,
was communication.

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So this may work as a
simulation, but the real world

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system would be communication
between the psychiatrist and

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the patient.

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Along with the psychiatrist with
the person above them.

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PROFESSOR: Psychiatrist,
patient, communication?

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AUDIENCE: Yes.

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What do they call them?

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Not the patient.

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Patient, psychiatrist?

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AUDIENCE: Orderly?

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AUDIENCE: Nurse?

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AUDIENCE: What function
do they have?

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AUDIENCE: Give us more
information.

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AUDIENCE: Psychiatrist-Patient
for now that's fine.

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PROFESSOR: You know how talking
about psychiatrists

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there is patient.

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Psychiatrist, resident?

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AUDIENCE: Maybe like nurse,
patient, and then nurse

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reporting incidents
to supervisors?

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PROFESSOR:Three levels?

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AUDIENCE: Yes, that's the one.

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PROFESSOR: So it would go
supervisor, nurse--

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AUDIENCE: I'm sorry, guys.

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PROFESSOR: --and you
have the patient.

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Those kinds of reporting
up and reporting down.

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All right, yeah?

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AUDIENCE: So I had
a couple ideas.

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One of them was, every idea you
have a patient and there's

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two doctors or psychiatrists.

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And so one psychiatrist is
trying to calm the patient

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while the other is doing the
opposite and trying to make

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this patient as angry
as possible.

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So the way I was thinking was,
the psychiatrist that's trying

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to enrage the patient?

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That's training in
what not to say.

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While the doctor who is trying
to calm them down is--

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PROFESSOR: So by showing what's
the worst possible way?

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OK, I'm going to call that
good cop, bad cop.

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AUDIENCE: --Yeah, and then
another idea I had which I

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thought of with [UNINTELLIGIBLE]
yesterday was

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have a team of psychiatrists
working with one patient.

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But interlaced in one of the
psychiatrists is a saboteur

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trying to enrage the
patient as well.

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PROFESSOR: And what are the
target audiences going to be

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like actual residents.

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I'm just going to say a
saboteur in a group of

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psychiatrists.

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Because maybe there's an
idea under that dynamic

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that we can play with.

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OK?

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AUDIENCE: OK, so a
few quick things.

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One would be, I'm not
exactly sure how

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this fits into a game.

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But simulating people who are
delusional schizophrenic by

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either having every player have
a separate audio track

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playing in their ear
as they play?

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So there's voices speaking to
them and they have different

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audio experiences.

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Or having just one speaker that
everyone can hear that's

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playing audio.

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So incorporating audio into the
experience to simulate in

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some way the internal thought
processes and perhaps these

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delusional thoughts.

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The voice that tells you to go
kill your mother and what not.

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Which is a documented issue.

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PROFESSOR: This particular
game doesn't have to be a

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board game, doesn't have to be
a card game, you have a lot

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more flexibility in what
you want to do.

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I would suggest steering away
from doing anything that

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requires digital logic.

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But MP3 players would
be perfect.

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AUDIENCE: Exactly, something
like that.

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So the second thing would be a
board game where you're in

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charge of managing a ward.

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It's just a logistical game.

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Making sure that you don't
leave anyone neglected or

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forget anyone.

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So your patients have their
favorite nurse, and they have

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issues that you have to
uncover and deal with.

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And if you leave somebody
unattended and someone goes

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over they may become violent.

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So you've got to try
and make sure.

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And then the third idea would be
to have one player play as

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the patient and to simulate
their inability to communicate

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properly for whatever reason.

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The information of their
condition is

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hidden from the player.

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And so try to create a game
experience that is genuinely

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frustrating because the player
doesn't quite know what's

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wrong with them and can't
articulate it properly.

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And the other players are in
charge of finding it out.

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And putting some kind of
time-constraint things where

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it gets heated.

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PROFESSOR: There are a bunch
of improv games that are

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exactly that.

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I have something about me but
can't tell you what it is.

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AUDIENCE: But the players know
that it can get really, yeah.

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AUDIENCE: That's like the game
where you have, I can't

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remember what it's called, but
the one where you have to try

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to make the other person
say a word.

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But you can't use a certain
series of key words.

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AUDIENCE: I'm simulating
schizophrenia with audio tape.

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Being part of RPG's which
have done that well.

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So like live-action role
playing stuff.

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Which did it really well.

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It actually works.

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So I recommend that.

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It's been tried in a setting
which I've seen before and

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worked really well.

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So I think it could work out.

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PROFESSOR: You could do a
refinement on that idea.

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AUDIENCE: So I know one of the
main things that he was

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talking about was knowing what
to do and just going through

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the process of what happens when
somebody does something.

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And so that brought to mind
D & D, and how you have to

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prepare for the encounter and
then in the encounter you have

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certain actions that
you can do.

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Calm through speech, calm
through presenting some

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object, or some idea
or whatever.

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Which I think would map pretty
easily into the D & D space.

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And then you could also have
certain abilities which are

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natural to your character like
you're very charismatic which

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makes some things
easier and such.

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So simplify D & D to handle
interactions with patients.

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PROFESSOR: So table-top
RPG style.

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And the kind of things you want
to emphasize are things

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like preparation and playing
up your actual skills?

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AUDIENCE: Right.

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PROFESSOR: Things that
you're good at.

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So natural skills
and preparation.

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AUDIENCE: So I had an idea for
a game that could potentially

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be a card game.

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Where the player who's playing
as the patient and the player

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who's playing as the doctor
are operating

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under different rules.

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And one of the main points of
the game is they're not

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actually aware of the other
player's rules.

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So, for instance the patient
could have certain goals which

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he is trying to achieve.

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But he is unaware which of
these goals is completely

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unreasonable to the doctor.

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And the doctor has certain
actions he can take and is

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unaware which of these
are going to be

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threatening to the patient.

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And so, then there could be an
instance where the patient

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actually believes the only way
he is capable of winning the

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game is by using violence.

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And so that could be one
of the end conditions.

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PROFESSOR: So, sure.

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And you have to deduce
that out?

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Moving on to Michelle?

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AUDIENCE: I like the idea that
a psychiatrist has to really

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keep their composure when
dealing with a violent person.

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They can't raise their voice.

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They have to keep at
a certain distance.

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And they can't seem upset
for whatever reason.

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Sort of a party game idea, you
could have two people.

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Basically, one person would
just have to be throwing

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insults at the other person.

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And the person who's receiving
the insults would just have to

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stay calm the whole time and
continue to talking.

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Which is really hard to do even
if you know it's coming.

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PROFESSOR: So keep your cool.

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I mean, that could be a game
where you're literally

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insulting someone or it could
be a thing where you're

00:08:54.210 --> 00:08:56.630 align:middle line:84%
playing a character with a
certain amount of composure

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points or something and you're
planning actions and

00:09:01.045 --> 00:09:03.812 align:middle line:90%
maintaining notes.

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And different tactics to be
able to increase those or

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decrease those.

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AUDIENCE: A co-op type of game
where you are a bunch of

00:09:12.610 --> 00:09:14.830 align:middle line:84%
nurses trying to take
care of the ward.

00:09:14.830 --> 00:09:17.950 align:middle line:84%
This is a lot like Jeremy's
Diner Dash style game.

00:09:17.950 --> 00:09:20.370 align:middle line:84%
Except, you have a limitation
to how you can

00:09:20.370 --> 00:09:21.190 align:middle line:90%
actually do it once.

00:09:21.190 --> 00:09:23.865 align:middle line:84%
So you will be forced to
neglect one often.

00:09:23.865 --> 00:09:24.150 align:middle line:90%
PROFESSOR: A patient, one?

00:09:24.150 --> 00:09:25.400 align:middle line:90%
Neglect one patient?

00:09:25.400 --> 00:09:28.430 align:middle line:90%


00:09:28.430 --> 00:09:29.900 align:middle line:84%
AUDIENCE: So nurses
will get sick and

00:09:29.900 --> 00:09:31.150 align:middle line:90%
they'll have to leave.

00:09:31.150 --> 00:09:33.470 align:middle line:90%


00:09:33.470 --> 00:09:37.455 align:middle line:84%
PROFESSOR: So, rather you
have limited resources.

00:09:37.455 --> 00:09:40.365 align:middle line:84%
Not quite nearly enough to deal
with every single crisis

00:09:40.365 --> 00:09:42.800 align:middle line:90%
that's going to happen.

00:09:42.800 --> 00:09:45.570 align:middle line:84%
AUDIENCE: So the one thing I
found interesting in reading

00:09:45.570 --> 00:09:49.580 align:middle line:84%
this stuff is statistically the
amount of violence that

00:09:49.580 --> 00:09:54.996 align:middle line:84%
happens with mental patients is
not actually that different

00:09:54.996 --> 00:09:56.324 align:middle line:84%
from the amount of violence that
happens in the general

00:09:56.324 --> 00:09:57.190 align:middle line:90%
population.

00:09:57.190 --> 00:10:00.220 align:middle line:84%
And it talks about how people
going through this, and

00:10:00.220 --> 00:10:02.210 align:middle line:84%
deciding to go into the
profession, might actually

00:10:02.210 --> 00:10:03.640 align:middle line:84%
second guess themselves
because they have this

00:10:03.640 --> 00:10:05.095 align:middle line:84%
perception of there's
more violence.

00:10:05.095 --> 00:10:08.365 align:middle line:84%
So I think incorporating
something where you have life

00:10:08.365 --> 00:10:13.050 align:middle line:84%
in the ward and life
outside of it.

00:10:13.050 --> 00:10:15.670 align:middle line:84%
So you incorporate both the
things where you're trying to

00:10:15.670 --> 00:10:18.700 align:middle line:84%
deal with patients but you're
also reinforcing this idea

00:10:18.700 --> 00:10:23.200 align:middle line:84%
that it's not significantly
more dangerous

00:10:23.200 --> 00:10:24.680 align:middle line:90%
than real life is.

00:10:24.680 --> 00:10:26.160 align:middle line:84%
AUDIENCE: None of your patients
stab you but you get

00:10:26.160 --> 00:10:26.610 align:middle line:90%
mugged on the way home.

00:10:26.610 --> 00:10:29.280 align:middle line:84%
AUDIENCE: Yeah, something
like that.

00:10:29.280 --> 00:10:31.140 align:middle line:90%
It's just life.

00:10:31.140 --> 00:10:34.100 align:middle line:90%


00:10:34.100 --> 00:10:39.950 align:middle line:84%
PROFESSOR: One thing that could
be really attractive is

00:10:39.950 --> 00:10:43.060 align:middle line:84%
that now broadens your audience
to people who aren't

00:10:43.060 --> 00:10:45.670 align:middle line:90%
just psychiatric residents.

00:10:45.670 --> 00:10:49.230 align:middle line:90%


00:10:49.230 --> 00:10:52.230 align:middle line:84%
AUDIENCE: So, I like the idea
of the patient and doctor

00:10:52.230 --> 00:10:55.590 align:middle line:84%
having different roles, rules,
goals, views, et cetera.

00:10:55.590 --> 00:10:59.740 align:middle line:84%
But I also like the idea of
incorporating an escalation

00:10:59.740 --> 00:11:02.330 align:middle line:84%
and de-escalation into
the conflict

00:11:02.330 --> 00:11:03.850 align:middle line:90%
between the two of them.

00:11:03.850 --> 00:11:07.160 align:middle line:84%
So I feel like part of the
thing which was really

00:11:07.160 --> 00:11:08.280 align:middle line:84%
compelling about the
role-playing scenario which

00:11:08.280 --> 00:11:12.250 align:middle line:84%
they showed was there was then
sense in which the doctor can

00:11:12.250 --> 00:11:17.054 align:middle line:84%
say things which can escalate or
de-escalate the situation.

00:11:17.054 --> 00:11:20.750 align:middle line:84%
Make it more or less likely that
things will go a bad way.

00:11:20.750 --> 00:11:24.577 align:middle line:84%
And one way which that could
be done partially through

00:11:24.577 --> 00:11:29.620 align:middle line:84%
roles would be to have hidden
keywords which the patient

00:11:29.620 --> 00:11:32.468 align:middle line:84%
responds to or what have you
and that moves them into a

00:11:32.468 --> 00:11:32.800 align:middle line:90%
different state.

00:11:32.800 --> 00:11:36.726 align:middle line:84%
And then transitioning between
these two states changes the

00:11:36.726 --> 00:11:41.780 align:middle line:84%
goals which the patient has so
maybe the intent on trying to

00:11:41.780 --> 00:11:43.480 align:middle line:84%
get Nurse-- what was
the nurse's name?

00:11:43.480 --> 00:11:43.810 align:middle line:90%
Dave?

00:11:43.810 --> 00:11:44.210 align:middle line:90%
AUDIENCE: John.

00:11:44.210 --> 00:11:46.000 align:middle line:90%
AUDIENCE: Nurse John.

00:11:46.000 --> 00:11:48.800 align:middle line:84%
But as they get de-escalated
then they just want to change

00:11:48.800 --> 00:11:49.210 align:middle line:90%
their meds.

00:11:49.210 --> 00:11:54.410 align:middle line:84%
But then as they get
de-escalated from that then

00:11:54.410 --> 00:11:56.010 align:middle line:84%
they just want to
go run back out.

00:11:56.010 --> 00:12:00.139 align:middle line:84%
PROFESSOR: Just coming up with
the rules that model what an

00:12:00.139 --> 00:12:05.290 align:middle line:84%
unreasonable patient would
do or what are you

00:12:05.290 --> 00:12:06.500 align:middle line:90%
willing to give up.

00:12:06.500 --> 00:12:10.144 align:middle line:84%
And actually putting somebody
in the shoes of that, is

00:12:10.144 --> 00:12:11.675 align:middle line:84%
essentially something
to think about what

00:12:11.675 --> 00:12:14.710 align:middle line:90%
I can do as a doctor.

00:12:14.710 --> 00:12:16.542 align:middle line:84%
AUDIENCE: So, there was this
guy we used to play in my

00:12:16.542 --> 00:12:19.700 align:middle line:84%
family where you're given a
scenario and certain number of

00:12:19.700 --> 00:12:23.830 align:middle line:90%
words you can't use.

00:12:23.830 --> 00:12:28.140 align:middle line:84%
Essentially, you choose random
words and you have a scenario.

00:12:28.140 --> 00:12:30.350 align:middle line:84%
Basically what you were saying
where certain keywords do

00:12:30.350 --> 00:12:30.950 align:middle line:90%
certain things.

00:12:30.950 --> 00:12:35.840 align:middle line:84%
But you have to somehow create
the best story or the best

00:12:35.840 --> 00:12:39.520 align:middle line:84%
calm-down passage to read
to the patient.

00:12:39.520 --> 00:12:44.220 align:middle line:84%
And then there's some
arbitrator, the GM of the

00:12:44.220 --> 00:12:47.640 align:middle line:84%
game, that decides which of
the three people that were

00:12:47.640 --> 00:12:52.400 align:middle line:84%
playing which one had the
best story out of those.

00:12:52.400 --> 00:12:56.280 align:middle line:84%
To get you to have to come up
with something to deal with,

00:12:56.280 --> 00:12:57.532 align:middle line:84%
You need Nurse John
right away.

00:12:57.532 --> 00:13:00.640 align:middle line:90%


00:13:00.640 --> 00:13:03.480 align:middle line:84%
PROFESSOR: You could do a thing
where you had to create

00:13:03.480 --> 00:13:06.995 align:middle line:84%
a story about a random
explanation

00:13:06.995 --> 00:13:08.960 align:middle line:90%
of elements or cards.

00:13:08.960 --> 00:13:14.984 align:middle line:84%
But then some number of those
cards, specifically the other

00:13:14.984 --> 00:13:16.418 align:middle line:84%
player or maybe the game of
other players specifically

00:13:16.418 --> 00:13:17.852 align:middle line:90%
just saying.

00:13:17.852 --> 00:13:20.720 align:middle line:84%
Those internally are supposed
to be our keywords.

00:13:20.720 --> 00:13:24.452 align:middle line:84%
And there's some 20 questions
type of way to try and figure

00:13:24.452 --> 00:13:27.350 align:middle line:90%
out what those cards are.

00:13:27.350 --> 00:13:31.710 align:middle line:84%
So that would be like a doctor
trying to figure out what

00:13:31.710 --> 00:13:34.454 align:middle line:84%
they're dealing with while
they're [INAUDIBLE].

00:13:34.454 --> 00:13:37.298 align:middle line:90%


00:13:37.298 --> 00:13:39.668 align:middle line:84%
AUDIENCE: You can make that
game like Guess Who.

00:13:39.668 --> 00:13:43.420 align:middle line:84%
Where each person draws a card
and you have to give a

00:13:43.420 --> 00:13:47.108 align:middle line:84%
statement to the other person
or ask them something.

00:13:47.108 --> 00:13:49.814 align:middle line:84%
And then you see whether they
escalate or de-escalate and

00:13:49.814 --> 00:13:52.520 align:middle line:84%
each individual card
has a trade story.

00:13:52.520 --> 00:13:53.012 align:middle line:84%
If you talk about
this that's bad.

00:13:53.012 --> 00:13:53.504 align:middle line:84%
If you talk about this
that's good.

00:13:53.504 --> 00:13:56.456 align:middle line:84%
PROFESSOR: I'm not familiar
with Guess Who.

00:13:56.456 --> 00:13:58.178 align:middle line:84%
AUDIENCE: OK, so it's
not really that

00:13:58.178 --> 00:14:01.870 align:middle line:90%
much like Guess Who.

00:14:01.870 --> 00:14:04.470 align:middle line:90%
AUDIENCE: 20 questions?

00:14:04.470 --> 00:14:06.650 align:middle line:84%
AUDIENCE: What I can think of
is everyone just has a whole

00:14:06.650 --> 00:14:09.670 align:middle line:84%
bunch of character cards and
each of them have traits.

00:14:09.670 --> 00:14:10.695 align:middle line:90%
Like, watch this.

00:14:10.695 --> 00:14:14.074 align:middle line:84%
If you you say this
they'll get upset.

00:14:14.074 --> 00:14:16.504 align:middle line:84%
If you say this, it's not
very fully fleshed out.

00:14:16.504 --> 00:14:17.962 align:middle line:84%
But everyone just randomly
draws traits.

00:14:17.962 --> 00:14:20.392 align:middle line:84%
And you just take turns speaking
to each other.

00:14:20.392 --> 00:14:21.910 align:middle line:84%
And then the patients
either will

00:14:21.910 --> 00:14:23.980 align:middle line:90%
respond or get more angry.

00:14:23.980 --> 00:14:29.130 align:middle line:84%
PROFESSOR: So it's almost like
your role is a collection of

00:14:29.130 --> 00:14:36.265 align:middle line:84%
randomized traits or randomized
behavioral rules.

00:14:36.265 --> 00:14:39.488 align:middle line:90%


00:14:39.488 --> 00:14:45.832 align:middle line:84%
So, rules determined by
randomized rules.

00:14:45.832 --> 00:14:48.760 align:middle line:90%


00:14:48.760 --> 00:14:50.548 align:middle line:84%
For those people in the
Assassin's Guild, or are

00:14:50.548 --> 00:14:55.592 align:middle line:84%
familiar with the Assassin's
Guild, there's the concept of

00:14:55.592 --> 00:14:56.630 align:middle line:90%
assignments.

00:14:56.630 --> 00:15:05.055 align:middle line:84%
Things that you as an individual
player are given at

00:15:05.055 --> 00:15:06.892 align:middle line:84%
the beginning of the game as
things that you can do and

00:15:06.892 --> 00:15:07.750 align:middle line:90%
have to do.

00:15:07.750 --> 00:15:09.220 align:middle line:84%
Or if you do something you
have to do it in these

00:15:09.220 --> 00:15:10.210 align:middle line:90%
specific conditions.

00:15:10.210 --> 00:15:13.150 align:middle line:84%
Psychological limitations
is what they're called.

00:15:13.150 --> 00:15:14.488 align:middle line:84%
It could be something as simple
as you have to speak in

00:15:14.488 --> 00:15:17.771 align:middle line:84%
an accent all the time
or you have to limp.

00:15:17.771 --> 00:15:19.390 align:middle line:84%
It could be something more like
every time you see blood

00:15:19.390 --> 00:15:24.655 align:middle line:84%
you have to run away because
there's a [INAUDIBLE].

00:15:24.655 --> 00:15:26.317 align:middle line:84%
It might be interesting to think
of a collection of those

00:15:26.317 --> 00:15:30.370 align:middle line:84%
things and that crafts
how we play.

00:15:30.370 --> 00:15:32.340 align:middle line:84%
So this makes me think I
should probably do the

00:15:32.340 --> 00:15:36.264 align:middle line:84%
live-action class at some point
and talk about party

00:15:36.264 --> 00:15:39.722 align:middle line:90%
games and role-playing games.

00:15:39.722 --> 00:15:40.710 align:middle line:90%
I think you had your hands up?

00:15:40.710 --> 00:15:42.668 align:middle line:84%
AUDIENCE: No, my hands
are in my pocket.

00:15:42.668 --> 00:15:45.850 align:middle line:84%
PROFESSOR: Your hands are
just up, correct?

00:15:45.850 --> 00:15:48.697 align:middle line:84%
AUDIENCE: Another thing that
psychiatrists do when they're

00:15:48.697 --> 00:15:50.370 align:middle line:84%
talking to a patient is to try
and get the story out of them

00:15:50.370 --> 00:15:52.650 align:middle line:90%
as to why they're upset.

00:15:52.650 --> 00:15:57.840 align:middle line:84%
So you could have a game where
the patient has some set of

00:15:57.840 --> 00:16:03.965 align:middle line:84%
cards that has some set of story
with some keywords and

00:16:03.965 --> 00:16:07.145 align:middle line:84%
the doctor has to try and get
these words out of him.

00:16:07.145 --> 00:16:11.520 align:middle line:84%
But the patient, himself,
doesn't fully know his story

00:16:11.520 --> 00:16:12.720 align:middle line:90%
so it keeps on changing.

00:16:12.720 --> 00:16:14.910 align:middle line:84%
You can keep modifying your
story as you go by drawing

00:16:14.910 --> 00:16:16.620 align:middle line:90%
cards and putting them away.

00:16:16.620 --> 00:16:18.720 align:middle line:84%
And you can only really get the
full picture once you get

00:16:18.720 --> 00:16:20.950 align:middle line:84%
all the cards from the
patient that you can.

00:16:20.950 --> 00:16:24.500 align:middle line:84%
PROFESSOR: So, does the patient
have all the cards?

00:16:24.500 --> 00:16:26.930 align:middle line:84%
AUDIENCE: The patient
has his full story

00:16:26.930 --> 00:16:28.180 align:middle line:90%
but it keeps changing.

00:16:28.180 --> 00:16:30.820 align:middle line:90%


00:16:30.820 --> 00:16:38.110 align:middle line:84%
PROFESSOR: So, ever-changing
story and you want to stay on

00:16:38.110 --> 00:16:39.516 align:middle line:90%
top of [UNINTELLIGIBLE].

00:16:39.516 --> 00:16:41.981 align:middle line:90%
AUDIENCE: Yes.

00:16:41.981 --> 00:16:43.953 align:middle line:84%
AUDIENCE: This isn't really
a fleshed out idea.

00:16:43.953 --> 00:16:46.270 align:middle line:90%
But as a mechanic?

00:16:46.270 --> 00:16:49.270 align:middle line:84%
Say there's a doctor and
a patient and the only

00:16:49.270 --> 00:16:50.810 align:middle line:84%
communication is
through cards.

00:16:50.810 --> 00:16:54.245 align:middle line:84%
So the doctor will give the
patient two cards, and then

00:16:54.245 --> 00:16:57.906 align:middle line:84%
the third card is randomly
inserted off of a deck and

00:16:57.906 --> 00:16:58.490 align:middle line:90%
shuffled in.

00:16:58.490 --> 00:17:00.090 align:middle line:84%
The patient receives
all three.

00:17:00.090 --> 00:17:02.790 align:middle line:84%
So the patient might
be schizophrenic

00:17:02.790 --> 00:17:03.340 align:middle line:90%
and imagining things.

00:17:03.340 --> 00:17:06.255 align:middle line:84%
And they get what the doctor
is saying but they also get

00:17:06.255 --> 00:17:08.700 align:middle line:90%
other random things as points.

00:17:08.700 --> 00:17:14.071 align:middle line:84%
PROFESSOR: So as a mechanic
that would be--

00:17:14.071 --> 00:17:15.321 align:middle line:90%
man, that's hard to describe.

00:17:15.321 --> 00:17:17.589 align:middle line:90%


00:17:17.589 --> 00:17:19.890 align:middle line:84%
The idea that you will be adding
the randomized element.

00:17:19.890 --> 00:17:22.290 align:middle line:84%
AUDIENCE: So you get information
that is both what

00:17:22.290 --> 00:17:24.460 align:middle line:84%
the other person played, and
something random, and you

00:17:24.460 --> 00:17:25.710 align:middle line:84%
can't distinguish
which is which.

00:17:25.710 --> 00:17:28.050 align:middle line:90%


00:17:28.050 --> 00:17:29.296 align:middle line:84%
AUDIENCE: You have a
communication channel and

00:17:29.296 --> 00:17:30.490 align:middle line:90%
you're adding random noise.

00:17:30.490 --> 00:17:32.940 align:middle line:90%
PROFESSOR: Yeah.

00:17:32.940 --> 00:17:34.410 align:middle line:84%
Is that a question
[INAUDIBLE]?

00:17:34.410 --> 00:17:43.000 align:middle line:90%


00:17:43.000 --> 00:17:44.396 align:middle line:84%
I am running out of space,
so that's a good thing.

00:17:44.396 --> 00:17:48.229 align:middle line:90%


00:17:48.229 --> 00:17:51.708 align:middle line:90%
Any other ideas?

00:17:51.708 --> 00:17:52.958 align:middle line:90%
That's creepy.

00:17:52.958 --> 00:18:01.648 align:middle line:90%


00:18:01.648 --> 00:18:02.898 align:middle line:90%
Anyone else?

00:18:02.898 --> 00:18:06.618 align:middle line:90%


00:18:06.618 --> 00:18:07.612 align:middle line:84%
AUDIENCE: One concept I thought
was interesting,

00:18:07.612 --> 00:18:09.290 align:middle line:84%
though I'm not really sure how
to turn it into a game

00:18:09.290 --> 00:18:15.490 align:middle line:84%
immediately, is the idea of the
patient and specifically

00:18:15.490 --> 00:18:18.870 align:middle line:84%
the doctor or the rest of the
world having at the moment

00:18:18.870 --> 00:18:21.970 align:middle line:90%
irreconcilable narratives.

00:18:21.970 --> 00:18:26.670 align:middle line:84%
And the goal of bringing those
into some type of medium in

00:18:26.670 --> 00:18:31.326 align:middle line:84%
which the patient can
comfortably exist with this

00:18:31.326 --> 00:18:35.720 align:middle line:84%
narrative that's in line with
the rest of the world.

00:18:35.720 --> 00:18:41.950 align:middle line:84%
PROFESSOR: So the idea, again,
of narrative disruption is why

00:18:41.950 --> 00:18:44.430 align:middle line:84%
people get violent in
the first place.

00:18:44.430 --> 00:18:48.560 align:middle line:84%
So maybe even taking out the
question entirely of is this

00:18:48.560 --> 00:18:52.010 align:middle line:84%
person going to act violently,
but can you even work together

00:18:52.010 --> 00:18:55.886 align:middle line:84%
with somebody to change how they
see the world until it

00:18:55.886 --> 00:18:59.750 align:middle line:90%
makes sense on both sides.

00:18:59.750 --> 00:19:02.548 align:middle line:84%
AUDIENCE: So with that,
something I can't actually

00:19:02.548 --> 00:19:07.716 align:middle line:84%
think of a game for it right
now, be something like you

00:19:07.716 --> 00:19:13.766 align:middle line:90%
have the patient and doctor.

00:19:13.766 --> 00:19:16.742 align:middle line:84%
One person trying to figure
out the other person, the

00:19:16.742 --> 00:19:17.900 align:middle line:84%
other person trying to
trigger the other.

00:19:17.900 --> 00:19:20.730 align:middle line:84%
But there's something in the
middle that's changing

00:19:20.730 --> 00:19:22.050 align:middle line:90%
everything.

00:19:22.050 --> 00:19:26.292 align:middle line:84%
So it's just trying to reconcile
the difference.

00:19:26.292 --> 00:19:26.964 align:middle line:90%
Figuring out the connection and

00:19:26.964 --> 00:19:28.540 align:middle line:90%
communication between the two.

00:19:28.540 --> 00:19:31.010 align:middle line:84%
PROFESSOR: So you have a
situation where you actually

00:19:31.010 --> 00:19:32.490 align:middle line:90%
have three people playing.

00:19:32.490 --> 00:19:38.671 align:middle line:84%
And there's one person who's
changing information on some

00:19:38.671 --> 00:19:40.270 align:middle line:84%
predictable or unpredictable
way.

00:19:40.270 --> 00:19:42.850 align:middle line:84%
AUDIENCE: Maybe they have their
own objective in mind.

00:19:42.850 --> 00:19:45.590 align:middle line:90%


00:19:45.590 --> 00:19:48.620 align:middle line:84%
The two people on the ends are
trying to figure out what the

00:19:48.620 --> 00:19:51.712 align:middle line:84%
other one's saying and then one
person in the middle has

00:19:51.712 --> 00:19:56.710 align:middle line:84%
their own agenda, representing
schizophrenia.

00:19:56.710 --> 00:20:01.260 align:middle line:84%
PROFESSOR: So there's a noisy
communication channel with an

00:20:01.260 --> 00:20:02.510 align:middle line:90%
agenda --I like that.

00:20:02.510 --> 00:20:06.590 align:middle line:90%


00:20:06.590 --> 00:20:11.206 align:middle line:84%
That could be an algorithm or
that could be a person.

00:20:11.206 --> 00:20:13.520 align:middle line:84%
It could be a person running
an algorithm in their head.

00:20:13.520 --> 00:20:17.856 align:middle line:84%
AUDIENCE: I mean the noisy
communication channel, or the

00:20:17.856 --> 00:20:19.606 align:middle line:84%
actual state of mind of
the patient, that

00:20:19.606 --> 00:20:22.036 align:middle line:90%
is the point right?

00:20:22.036 --> 00:20:25.540 align:middle line:84%
And then depending on their
level of arousal, that could

00:20:25.540 --> 00:20:28.750 align:middle line:84%
change how everything
gets screened

00:20:28.750 --> 00:20:32.660 align:middle line:90%
into being very combative.

00:20:32.660 --> 00:20:37.682 align:middle line:84%
And so everything the doctor
says is taken as being.

00:20:37.682 --> 00:20:41.070 align:middle line:90%


00:20:41.070 --> 00:20:43.593 align:middle line:84%
PROFESSOR: Some sort of parable
that's actually going

00:20:43.593 --> 00:20:47.200 align:middle line:84%
to affect how they were
able to [INAUDIBLE].

00:20:47.200 --> 00:20:50.116 align:middle line:90%


00:20:50.116 --> 00:20:52.730 align:middle line:90%
OK.

00:20:52.730 --> 00:20:54.352 align:middle line:84%
AUDIENCE: This would probably
only work once, the first time

00:20:54.352 --> 00:20:57.800 align:middle line:84%
you play through, but again
you've concealed from the

00:20:57.800 --> 00:21:02.510 align:middle line:84%
players, or certain players,
themselves

00:21:02.510 --> 00:21:04.660 align:middle line:90%
what their goals are.

00:21:04.660 --> 00:21:06.760 align:middle line:84%
Or what they believe think
about the game.

00:21:06.760 --> 00:21:10.080 align:middle line:84%
Say, it is in fact a delusion
or not true.

00:21:10.080 --> 00:21:16.050 align:middle line:84%
So you might tell them that it's
about a game set in 2100

00:21:16.050 --> 00:21:18.180 align:middle line:84%
when you've been wrongly
imprisoned in a psychiatric

00:21:18.180 --> 00:21:20.210 align:middle line:84%
ward and you must fight
your way out or

00:21:20.210 --> 00:21:21.270 align:middle line:90%
something like that.

00:21:21.270 --> 00:21:24.440 align:middle line:84%
And there's a voice that will
guide you, or whatever.

00:21:24.440 --> 00:21:27.880 align:middle line:84%
And then you don't tell that
player that they're in fact

00:21:27.880 --> 00:21:29.660 align:middle line:84%
playing a schizophrenic player
who will [UNINTELLIGIBLE]

00:21:29.660 --> 00:21:30.080 align:middle line:90%
these things.

00:21:30.080 --> 00:21:32.629 align:middle line:84%
And then you use some sort of
live-action role playing or

00:21:32.629 --> 00:21:36.310 align:middle line:84%
not, I'm not exactly sure, but
this other guy is convinced

00:21:36.310 --> 00:21:38.995 align:middle line:84%
that this is what the
game is about.

00:21:38.995 --> 00:21:40.610 align:middle line:84%
PROFESSOR: I could write
a [UNINTELLIGIBLE]

00:21:40.610 --> 00:21:42.410 align:middle line:90%
rivals scenario.

00:21:42.410 --> 00:21:46.364 align:middle line:84%
The player's don't know that
going in, but folks have seen

00:21:46.364 --> 00:21:49.352 align:middle line:84%
the film The Cabinet
of Dr. Caligari.

00:21:49.352 --> 00:21:51.620 align:middle line:84%
It's an old German expressionist
[UNINTELLIGIBLE]

00:21:51.620 --> 00:21:53.290 align:middle line:90%
film.

00:21:53.290 --> 00:21:54.476 align:middle line:90%
I could spoil it?

00:21:54.476 --> 00:21:56.221 align:middle line:90%
Does anyone care?

00:21:56.221 --> 00:21:59.960 align:middle line:90%
It's an old 1920s.

00:21:59.960 --> 00:22:02.020 align:middle line:90%
AUDIENCE: I think you're fine.

00:22:02.020 --> 00:22:05.160 align:middle line:84%
PROFESSOR: But the basic idea
comes down to the hero of the

00:22:05.160 --> 00:22:07.450 align:middle line:84%
horror story is actually
just a patient in

00:22:07.450 --> 00:22:08.700 align:middle line:90%
a psychiatric ward.

00:22:08.700 --> 00:22:11.930 align:middle line:90%


00:22:11.930 --> 00:22:18.310 align:middle line:84%
And everybody who he believes
is part of the story he's

00:22:18.310 --> 00:22:20.720 align:middle line:84%
conquering is somebody else
in the psychiatric ward.

00:22:20.720 --> 00:22:23.800 align:middle line:84%
The big villain is actually the
person running the ward.

00:22:23.800 --> 00:22:24.730 align:middle line:84%
AUDIENCE: That's like
Shutter Island.

00:22:24.730 --> 00:22:27.130 align:middle line:84%
AUDIENCE: Yeah, it's
like Shutter Island

00:22:27.130 --> 00:22:31.050 align:middle line:84%
PROFESSOR: Not entirely unlike
a lot of different stories.

00:22:31.050 --> 00:22:37.080 align:middle line:84%
But similar idea of the
information being given is not

00:22:37.080 --> 00:22:38.740 align:middle line:90%
to be trusted.

00:22:38.740 --> 00:22:41.490 align:middle line:84%
AUDIENCE: Something to go
along like that, a game

00:22:41.490 --> 00:22:43.420 align:middle line:84%
mechanic for that would be
everyone's assigned a

00:22:43.420 --> 00:22:44.230 align:middle line:90%
different role.

00:22:44.230 --> 00:22:46.820 align:middle line:84%
And one of those roles
is patient.

00:22:46.820 --> 00:22:49.820 align:middle line:84%
So you don't know if you're
the patient or not.

00:22:49.820 --> 00:22:51.845 align:middle line:84%
And so in time as you do your
objectives, and as you play

00:22:51.845 --> 00:22:56.200 align:middle line:84%
along you may start to
realize things aren't

00:22:56.200 --> 00:22:58.515 align:middle line:90%
actually as they seem.

00:22:58.515 --> 00:22:59.556 align:middle line:84%
So eventually you may
figure out I'm

00:22:59.556 --> 00:23:00.830 align:middle line:90%
actually the patient here.

00:23:00.830 --> 00:23:04.120 align:middle line:84%
PROFESSOR: Right, almost
like primeval

00:23:04.120 --> 00:23:06.500 align:middle line:90%
authority in that sense.

00:23:06.500 --> 00:23:08.620 align:middle line:84%
AUDIENCE: Going along with that,
I think an interesting

00:23:08.620 --> 00:23:13.260 align:middle line:84%
mechanic would be like the
Battlestar Gallactica.

00:23:13.260 --> 00:23:15.710 align:middle line:84%
The person knows that they're
a Cylon but they can

00:23:15.710 --> 00:23:18.330 align:middle line:84%
infiltrate by doing that voting
system at the end.

00:23:18.330 --> 00:23:20.282 align:middle line:90%
What is that?

00:23:20.282 --> 00:23:21.750 align:middle line:90%
The [UNINTELLIGIBLE].

00:23:21.750 --> 00:23:25.141 align:middle line:84%
So you know that someone's
trying to sabotage you but you

00:23:25.141 --> 00:23:26.391 align:middle line:90%
don't know who.

00:23:26.391 --> 00:23:30.470 align:middle line:90%


00:23:30.470 --> 00:23:32.580 align:middle line:84%
PROFESSOR: So that's who's
the patient from a

00:23:32.580 --> 00:23:33.310 align:middle line:90%
different way, right?

00:23:33.310 --> 00:23:39.040 align:middle line:90%
One is, player knows who--

00:23:39.040 --> 00:23:42.272 align:middle line:84%
at least one person knows and
the other one is trying to

00:23:42.272 --> 00:23:44.445 align:middle line:84%
figure out whether
they are it.

00:23:44.445 --> 00:23:47.270 align:middle line:90%


00:23:47.270 --> 00:23:48.520 align:middle line:90%
[INAUDIBLE].

00:23:48.520 --> 00:23:53.222 align:middle line:90%


00:23:53.222 --> 00:23:55.035 align:middle line:84%
AUDIENCE: This is just an
interesting mechanic.

00:23:55.035 --> 00:23:58.390 align:middle line:84%
There was this RPG called,
Great [INAUDIBLE]

00:23:58.390 --> 00:24:02.760 align:middle line:84%
Game that had this really
interesting mechanic for

00:24:02.760 --> 00:24:04.830 align:middle line:84%
handling the dark side
that each player had.

00:24:04.830 --> 00:24:07.150 align:middle line:84%
Which might be relevant
in this situation.

00:24:07.150 --> 00:24:10.560 align:middle line:84%
Essentially you had a different
person who's also

00:24:10.560 --> 00:24:14.440 align:middle line:84%
playing another protagonist
also play your antagonist.

00:24:14.440 --> 00:24:17.740 align:middle line:84%
And so, they would either talk
to you and tell you things or

00:24:17.740 --> 00:24:20.485 align:middle line:84%
they would just directly control
your character like if

00:24:20.485 --> 00:24:23.070 align:middle line:84%
you fail at the composure
role.

00:24:23.070 --> 00:24:26.850 align:middle line:84%
And taking the adversarial side
of your character away

00:24:26.850 --> 00:24:33.060 align:middle line:84%
from your control, it means that
your character is more

00:24:33.060 --> 00:24:35.220 align:middle line:84%
likely to behave in a really
disruptive way.

00:24:35.220 --> 00:24:38.080 align:middle line:84%
Rather than just a controllably
disruptive way

00:24:38.080 --> 00:24:41.870 align:middle line:84%
would be if you had a vested
interest in your character.

00:24:41.870 --> 00:24:46.430 align:middle line:84%
PROFESSOR: So, open end case
control of your character.

00:24:46.430 --> 00:24:48.606 align:middle line:84%
And that might work really well
with some of the ideas of

00:24:48.606 --> 00:24:51.534 align:middle line:84%
the good cop bad cop idea that
someone thought of already.

00:24:51.534 --> 00:25:02.270 align:middle line:90%


00:25:02.270 --> 00:25:07.120 align:middle line:84%
AUDIENCE: So, actually going
off of the audio idea of

00:25:07.120 --> 00:25:11.115 align:middle line:84%
someone is actually
hearing voices?

00:25:11.115 --> 00:25:12.930 align:middle line:90%
If it was the patient thing.

00:25:12.930 --> 00:25:16.290 align:middle line:84%
You could actually have things
where you have one player is

00:25:16.290 --> 00:25:19.240 align:middle line:84%
actually playing a patient who
is schizophrenic and another

00:25:19.240 --> 00:25:21.750 align:middle line:84%
player is playing the
voices in his head.

00:25:21.750 --> 00:25:24.140 align:middle line:84%
But they don't really
know that.

00:25:24.140 --> 00:25:28.560 align:middle line:84%
They are playing the scenario
where they have some delusion

00:25:28.560 --> 00:25:30.310 align:middle line:84%
that they're trapped
in whatever.

00:25:30.310 --> 00:25:33.680 align:middle line:90%


00:25:33.680 --> 00:25:38.460 align:middle line:84%
So having a person actually
being the--

00:25:38.460 --> 00:25:41.830 align:middle line:84%
as you're saying-- having an
actual person be the dark side

00:25:41.830 --> 00:25:43.340 align:middle line:90%
of the patient.

00:25:43.340 --> 00:25:46.422 align:middle line:90%


00:25:46.422 --> 00:25:49.700 align:middle line:84%
PROFESSOR: But neither of them
know who's the dark side?

00:25:49.700 --> 00:25:53.300 align:middle line:84%
AUDIENCE: The patient, yeah,
you could have it.

00:25:53.300 --> 00:25:55.310 align:middle line:84%
AUDIENCE: One way you could
arbitrate it is you could say,

00:25:55.310 --> 00:25:57.560 align:middle line:84%
the patient player is
just basically able

00:25:57.560 --> 00:25:58.510 align:middle line:90%
to do as they please.

00:25:58.510 --> 00:26:02.920 align:middle line:84%
But there are rules which govern
whether the dark side

00:26:02.920 --> 00:26:04.170 align:middle line:90%
character can take over.

00:26:04.170 --> 00:26:06.740 align:middle line:90%


00:26:06.740 --> 00:26:10.540 align:middle line:84%
And that means that the patient
is genuinely driven by

00:26:10.540 --> 00:26:13.150 align:middle line:84%
trying to reach a compromise but
they can just be overruled

00:26:13.150 --> 00:26:15.770 align:middle line:90%
by the dark side.

00:26:15.770 --> 00:26:18.750 align:middle line:84%
AUDIENCE: There could also be
things where it could be more

00:26:18.750 --> 00:26:20.080 align:middle line:84%
like a strong role-playing
thing?

00:26:20.080 --> 00:26:22.400 align:middle line:84%
Where the voice is actually just
trying to convince them

00:26:22.400 --> 00:26:24.720 align:middle line:84%
that yes, this delusion
is real.

00:26:24.720 --> 00:26:26.400 align:middle line:84%
PROFESSOR: So, do you
still think you

00:26:26.400 --> 00:26:27.495 align:middle line:90%
have a recorded thing?

00:26:27.495 --> 00:26:29.320 align:middle line:90%
Or two different?

00:26:29.320 --> 00:26:30.480 align:middle line:84%
AUDIENCE: You could actually
have two people just actually

00:26:30.480 --> 00:26:32.850 align:middle line:90%
standing there talking.

00:26:32.850 --> 00:26:36.640 align:middle line:84%
PROFESSOR: So two people playing
one character at once.

00:26:36.640 --> 00:26:39.140 align:middle line:84%
AUDIENCE: It would potentially
require a lot of suspension of

00:26:39.140 --> 00:26:41.500 align:middle line:84%
disbelief on the part of
the person playing the

00:26:41.500 --> 00:26:41.870 align:middle line:90%
psychiatrist.

00:26:41.870 --> 00:26:44.940 align:middle line:84%
PROFESSOR: It might be one of
those things that's easier to

00:26:44.940 --> 00:26:50.336 align:middle line:84%
mediate by having people
talk on screen or

00:26:50.336 --> 00:26:53.312 align:middle line:90%
something like that?

00:26:53.312 --> 00:26:55.296 align:middle line:84%
Or a microphone in a
speaker type thing?

00:26:55.296 --> 00:26:56.546 align:middle line:90%
[INAUDIBLE PHRASE]

00:26:56.546 --> 00:26:59.760 align:middle line:90%


00:26:59.760 --> 00:27:01.496 align:middle line:84%
I've not seen many games that
are designed specifically to

00:27:01.496 --> 00:27:03.460 align:middle line:90%
be played on the [INAUDIBLE]

00:27:03.460 --> 00:27:05.960 align:middle line:90%
function.

00:27:05.960 --> 00:27:07.466 align:middle line:84%
AUDIENCE: I definitely like
that idea, and I think it

00:27:07.466 --> 00:27:08.760 align:middle line:84%
could work well in a
card game as well.

00:27:08.760 --> 00:27:11.340 align:middle line:84%
If you have two players sharing
the same hand, and the

00:27:11.340 --> 00:27:13.950 align:middle line:84%
player who actually gets to play
the cards from the hand

00:27:13.950 --> 00:27:16.610 align:middle line:84%
is whoever's in control
of the patient.

00:27:16.610 --> 00:27:21.580 align:middle line:84%
And so the state basically
changes depending on what the

00:27:21.580 --> 00:27:22.690 align:middle line:90%
doctor does.

00:27:22.690 --> 00:27:26.110 align:middle line:84%
Different players come in
control of the patient's hand.

00:27:26.110 --> 00:27:28.300 align:middle line:84%
PROFESSOR: So it seems like
we actually have a lot of

00:27:28.300 --> 00:27:32.740 align:middle line:84%
different options on how we
could mechanic someone who's

00:27:32.740 --> 00:27:33.990 align:middle line:90%
going to be unstable.

00:27:33.990 --> 00:27:36.680 align:middle line:90%


00:27:36.680 --> 00:27:39.237 align:middle line:84%
And also, a bunch of ideas on
how that state switch could

00:27:39.237 --> 00:27:42.950 align:middle line:84%
happen or what makes
it take over.

00:27:42.950 --> 00:27:44.270 align:middle line:90%
So that's pretty cool.

00:27:44.270 --> 00:27:49.170 align:middle line:84%
And that's not mutually
exclusive from any other ideas

00:27:49.170 --> 00:27:49.930 align:middle line:84%
that are specifically
about the patient

00:27:49.930 --> 00:27:51.430 align:middle line:90%
and the doctor, right?

00:27:51.430 --> 00:27:55.570 align:middle line:84%
So we're talking about what
happens to the patient.

00:27:55.570 --> 00:27:57.610 align:middle line:84%
These are the rules a patient
could be operating under.

00:27:57.610 --> 00:27:59.176 align:middle line:84%
The doctor could have a
different set of rules.

00:27:59.176 --> 00:28:01.860 align:middle line:90%


00:28:01.860 --> 00:28:05.286 align:middle line:84%
AUDIENCE: I was reading about
this, and I think that it

00:28:05.286 --> 00:28:09.970 align:middle line:84%
turns out most violence in
psychiatric wards happens to

00:28:09.970 --> 00:28:13.130 align:middle line:84%
the patients themselves or to
other patients by patients.

00:28:13.130 --> 00:28:18.270 align:middle line:84%
Much more than it actually
happens towards practitioners.

00:28:18.270 --> 00:28:21.780 align:middle line:84%
And I'm just noticing that I
don't think any of our ideas

00:28:21.780 --> 00:28:24.560 align:middle line:90%
address any of those issues.

00:28:24.560 --> 00:28:28.570 align:middle line:84%
PROFESSOR: Ward management maybe
gets a little closer.

00:28:28.570 --> 00:28:31.410 align:middle line:84%
AUDIENCE: People start turning
on themselves.

00:28:31.410 --> 00:28:34.160 align:middle line:84%
And I was just thinking another
possible way you could

00:28:34.160 --> 00:28:37.230 align:middle line:84%
apply a lot of these
role-playing multiple role

00:28:37.230 --> 00:28:40.310 align:middle line:84%
auditory mechanics is
to a situation.

00:28:40.310 --> 00:28:44.490 align:middle line:84%
We should probably do research
in what situations lead to

00:28:44.490 --> 00:28:48.025 align:middle line:84%
patients coming in contact
with each other and the

00:28:48.025 --> 00:28:49.980 align:middle line:90%
encounter turning violent.

00:28:49.980 --> 00:28:51.940 align:middle line:84%
And all players be patients that
have various different

00:28:51.940 --> 00:28:56.140 align:middle line:84%
mental disorders, and just to
help you understand as a

00:28:56.140 --> 00:28:58.840 align:middle line:84%
patient what kinds of behaviors
and situations would

00:28:58.840 --> 00:29:03.450 align:middle line:84%
lead you to going violent
on someone else.

00:29:03.450 --> 00:29:05.870 align:middle line:84%
Just like one of those, be in
someone else's shoes helps you

00:29:05.870 --> 00:29:07.300 align:middle line:84%
understand the situation
better.

00:29:07.300 --> 00:29:12.520 align:middle line:84%
PROFESSOR: So we're just putting
them in an environment

00:29:12.520 --> 00:29:16.857 align:middle line:84%
where everything that is
necessary for a different

00:29:16.857 --> 00:29:21.828 align:middle line:84%
character to become upset and
violent and just see how it

00:29:21.828 --> 00:29:22.784 align:middle line:90%
naturally occurs.

00:29:22.784 --> 00:29:24.034 align:middle line:90%
[INAUDIBLE].

00:29:24.034 --> 00:29:26.620 align:middle line:90%


00:29:26.620 --> 00:29:27.990 align:middle line:90%
OK.

00:29:27.990 --> 00:29:30.500 align:middle line:84%
AUDIENCE: They gave a persuasion
that's a cross

00:29:30.500 --> 00:29:32.500 align:middle line:90%
between BS and Uno.

00:29:32.500 --> 00:29:34.280 align:middle line:84%
So you have two doctors who are
trying to get rid of cards

00:29:34.280 --> 00:29:38.560 align:middle line:84%
in their hand, and the patient
wants a certain set of cards.

00:29:38.560 --> 00:29:40.985 align:middle line:84%
And he's saying, I'm
looking for John.

00:29:40.985 --> 00:29:45.182 align:middle line:84%
And the two doctors pull out a
hard and say, oh this is John.

00:29:45.182 --> 00:29:46.829 align:middle line:84%
Or they can be like, oh this
isn't John but I can

00:29:46.829 --> 00:29:48.079 align:middle line:90%
help you out later.

00:29:48.079 --> 00:29:50.520 align:middle line:90%


00:29:50.520 --> 00:29:54.496 align:middle line:84%
PROFESSOR: That almost seems
like it's intended to teach

00:29:54.496 --> 00:29:55.490 align:middle line:90%
people about lying.

00:29:55.490 --> 00:29:56.981 align:middle line:90%
AUDIENCE: Yes.

00:29:56.981 --> 00:30:02.448 align:middle line:84%
PROFESSOR: So, I'm going
to say it's almost

00:30:02.448 --> 00:30:04.436 align:middle line:90%
like BS and Go Fish.

00:30:04.436 --> 00:30:17.358 align:middle line:90%


00:30:17.358 --> 00:30:20.360 align:middle line:84%
So we have a pretty
good pile here.

00:30:20.360 --> 00:30:25.860 align:middle line:84%
A lot of these can obviously
be combined.

00:30:25.860 --> 00:30:28.890 align:middle line:84%
And there's no reason why
multiple groups couldn't

00:30:28.890 --> 00:30:30.940 align:middle line:90%
attempt to do similar topics.

00:30:30.940 --> 00:30:34.295 align:middle line:84%
In fact, you could take exactly
the same set and I'm

00:30:34.295 --> 00:30:36.760 align:middle line:84%
pretty sure you're going
to [INAUDIBLE].

00:30:36.760 --> 00:30:38.346 align:middle line:90%
So that's fine.

00:30:38.346 --> 00:30:42.420 align:middle line:84%
Again, a lot of things that
could probably be easier done

00:30:42.420 --> 00:30:43.200 align:middle line:90%
live-action.

00:30:43.200 --> 00:30:46.280 align:middle line:84%
Or easier to do a prototype
live-action.

00:30:46.280 --> 00:30:53.020 align:middle line:84%
The folks who were here on
Monday, they are actually

00:30:53.020 --> 00:30:58.912 align:middle line:84%
focused mostly on trying to see
what could be moved out to

00:30:58.912 --> 00:31:03.180 align:middle line:84%
more resonant things
in the future.

00:31:03.180 --> 00:31:04.785 align:middle line:84%
Your games don't necessarily
need to do that.

00:31:04.785 --> 00:31:08.910 align:middle line:84%
But you might want to
keep that in mind.

00:31:08.910 --> 00:31:12.834 align:middle line:84%
Because this assignment is a
game for a client after all.

00:31:12.834 --> 00:31:15.750 align:middle line:84%
And if you manage to
address that need--

00:31:15.750 --> 00:31:18.880 align:middle line:84%
here's something that doesn't
require one person from the

00:31:18.880 --> 00:31:20.477 align:middle line:90%
original GM team.

00:31:20.477 --> 00:31:24.149 align:middle line:90%


00:31:24.149 --> 00:31:28.620 align:middle line:84%
You can imagine the acting
exercise that we ran through,

00:31:28.620 --> 00:31:30.930 align:middle line:84%
beyond talented improvising
on their feet.

00:31:30.930 --> 00:31:35.280 align:middle line:90%


00:31:35.280 --> 00:31:40.456 align:middle line:84%
Requires people and requires
responses that may not

00:31:40.456 --> 00:31:44.963 align:middle line:84%
necessarily every gaming
environment's going to have.

00:31:44.963 --> 00:31:48.330 align:middle line:84%
Something that can be turned
into a very understandable set

00:31:48.330 --> 00:31:52.974 align:middle line:84%
of rules or using technologies
that are very accessible.

00:31:52.974 --> 00:31:56.132 align:middle line:84%
They're going to play your voice
and its going to be a

00:31:56.132 --> 00:32:00.102 align:middle line:84%
lot easier than something like
formulas or something like a

00:32:00.102 --> 00:32:04.638 align:middle line:84%
phone as opposed
to [INAUDIBLE].

00:32:04.638 --> 00:32:07.730 align:middle line:84%
AUDIENCE: It was a phone
conversation actually going?

00:32:07.730 --> 00:32:10.244 align:middle line:84%
So if it's live, and people are
in different rooms, and

00:32:10.244 --> 00:32:12.584 align:middle line:84%
actually talking to each other
over the phone or Skype or

00:32:12.584 --> 00:32:13.172 align:middle line:90%
something like that.

00:32:13.172 --> 00:32:14.980 align:middle line:90%
But you're talking to someone?

00:32:14.980 --> 00:32:17.159 align:middle line:84%
You have the phone-ups and then
that other person can

00:32:17.159 --> 00:32:19.270 align:middle line:84%
hear what you're saying
and be the evil voice?

00:32:19.270 --> 00:32:21.870 align:middle line:90%


00:32:21.870 --> 00:32:23.229 align:middle line:84%
PROFESSOR: That's the thing,
you don't even

00:32:23.229 --> 00:32:23.850 align:middle line:90%
need to do it on Skype.

00:32:23.850 --> 00:32:26.830 align:middle line:84%
You just get two cell phones
with [INTERPOSING VOICES]

00:32:26.830 --> 00:32:29.520 align:middle line:90%


00:32:29.520 --> 00:32:33.140 align:middle line:84%
Now, the technology just becomes
that much easier for

00:32:33.140 --> 00:32:34.390 align:middle line:90%
games [INAUDIBLE PHRASE].

00:32:34.390 --> 00:32:39.960 align:middle line:90%


00:32:39.960 --> 00:32:43.320 align:middle line:84%
AUDIENCE: Or you could make it
like if there's some game that

00:32:43.320 --> 00:32:44.100 align:middle line:90%
two people are playing.

00:32:44.100 --> 00:32:46.120 align:middle line:84%
The two groups that are playing
the same game but they

00:32:46.120 --> 00:32:47.530 align:middle line:90%
both hear the other group.

00:32:47.530 --> 00:32:49.230 align:middle line:84%
Like this group would
hear the other

00:32:49.230 --> 00:32:50.970 align:middle line:90%
group's playing the game.

00:32:50.970 --> 00:32:52.725 align:middle line:84%
So it's not even just a
random conversation.

00:32:52.725 --> 00:32:55.048 align:middle line:84%
They're playing the same game
you're playing but you're

00:32:55.048 --> 00:32:56.950 align:middle line:90%
hearing them play games.

00:32:56.950 --> 00:32:59.390 align:middle line:90%
PROFESSOR: Wow.

00:32:59.390 --> 00:33:00.845 align:middle line:90%
Wow.

00:33:00.845 --> 00:33:01.611 align:middle line:90%
AUDIENCE: That's deep.

00:33:01.611 --> 00:33:06.030 align:middle line:84%
PROFESSOR: I could
say two groups

00:33:06.030 --> 00:33:07.280 align:middle line:90%
eavesdropping same game.

00:33:07.280 --> 00:33:10.940 align:middle line:90%


00:33:10.940 --> 00:33:15.562 align:middle line:84%
AUDIENCE: I just wanted to say
that I think the thing which

00:33:15.562 --> 00:33:19.496 align:middle line:84%
is really hard if you're working
with people who like

00:33:19.496 --> 00:33:23.384 align:middle line:84%
don't really want to do a
role-playing thing is building

00:33:23.384 --> 00:33:28.990 align:middle line:84%
a level of emotional intensity
and the fear of violence.

00:33:28.990 --> 00:33:31.194 align:middle line:84%
Which is the point
of the training.

00:33:31.194 --> 00:33:34.330 align:middle line:84%
They want them to be able to
deal with that kind of

00:33:34.330 --> 00:33:37.520 align:middle line:90%
emotional stress on your feet.

00:33:37.520 --> 00:33:39.620 align:middle line:90%
So I was just wondering.

00:33:39.620 --> 00:33:41.460 align:middle line:84%
Because I don't have
any good ideas.

00:33:41.460 --> 00:33:44.554 align:middle line:84%
Can anyone think of something
which works out?

00:33:44.554 --> 00:33:45.891 align:middle line:84%
AUDIENCE: Which could genuinely
create a situation

00:33:45.891 --> 00:33:48.186 align:middle line:84%
where one could be afraid
of violence?

00:33:48.186 --> 00:33:51.138 align:middle line:84%
AUDIENCE: Without actually
having to

00:33:51.138 --> 00:33:53.620 align:middle line:90%
threaten another person.

00:33:53.620 --> 00:33:56.260 align:middle line:84%
AUDIENCE: I don't think you're
going to be able to do that.

00:33:56.260 --> 00:34:02.750 align:middle line:84%
AUDIENCE: Well, if one player's
role is actually not

00:34:02.750 --> 00:34:06.160 align:middle line:84%
to understand but to provide the
experience for the other?

00:34:06.160 --> 00:34:09.090 align:middle line:84%
And they are hearing the
recording that's giving them

00:34:09.090 --> 00:34:12.250 align:middle line:90%
cues as to what to do?

00:34:12.250 --> 00:34:13.679 align:middle line:84%
And the other player's not
agreed to this, and one of

00:34:13.679 --> 00:34:17.952 align:middle line:84%
their cues is like and now, grab
the other player by the

00:34:17.952 --> 00:34:20.949 align:middle line:84%
shoulders and shake them
violently and say something.

00:34:20.949 --> 00:34:23.575 align:middle line:84%
You could possibly create
a situation where

00:34:23.575 --> 00:34:26.284 align:middle line:90%
you're like, whoa.

00:34:26.284 --> 00:34:27.449 align:middle line:84%
AUDIENCE: The problem is you
have to be able to get

00:34:27.449 --> 00:34:30.097 align:middle line:84%
somebody who can do that without
cracking up in the

00:34:30.097 --> 00:34:30.639 align:middle line:90%
middle of it.

00:34:30.639 --> 00:34:33.790 align:middle line:84%
Because people do that when
they're nervous and

00:34:33.790 --> 00:34:35.710 align:middle line:90%
uncomfortable.

00:34:35.710 --> 00:34:37.170 align:middle line:84%
So you'd pretty much be
reduced to finding

00:34:37.170 --> 00:34:39.060 align:middle line:90%
professional actors.

00:34:39.060 --> 00:34:42.676 align:middle line:84%
And that's a limited resource
that puts a limitation on how

00:34:42.676 --> 00:34:43.911 align:middle line:90%
widespread your game is.

00:34:43.911 --> 00:34:45.887 align:middle line:84%
PROFESSOR: Even people
who are [INAUDIBLE].

00:34:45.887 --> 00:34:49.345 align:middle line:90%


00:34:49.345 --> 00:34:52.556 align:middle line:84%
AUDIENCE: I had a thought where
you have a patient to

00:34:52.556 --> 00:34:53.791 align:middle line:90%
patient interaction.

00:34:53.791 --> 00:34:55.521 align:middle line:84%
So you have two people in
different rooms on the phone

00:34:55.521 --> 00:34:59.460 align:middle line:84%
with each other trying to
negotiate something.

00:34:59.460 --> 00:35:01.264 align:middle line:90%
I don't know what it would be.

00:35:01.264 --> 00:35:04.228 align:middle line:84%
AUDIENCE: And some other people
in each of their rooms

00:35:04.228 --> 00:35:07.192 align:middle line:84%
that are talking in their ear
and trying to distract them

00:35:07.192 --> 00:35:08.180 align:middle line:90%
from the conversation.

00:35:08.180 --> 00:35:13.120 align:middle line:84%
PROFESSOR: OK, so patient
talks to patient.

00:35:13.120 --> 00:35:15.096 align:middle line:84%
AUDIENCE: Maybe it could be
something like they're trying

00:35:15.096 --> 00:35:16.578 align:middle line:90%
to negotiate [INAUDIBLE].

00:35:16.578 --> 00:35:20.530 align:middle line:90%


00:35:20.530 --> 00:35:23.000 align:middle line:84%
PROFESSOR: With voices
in-person?

00:35:23.000 --> 00:35:28.930 align:middle line:90%


00:35:28.930 --> 00:35:33.258 align:middle line:84%
There is a specific article on
schizophrenia that I uploaded

00:35:33.258 --> 00:35:34.719 align:middle line:90%
in your resources.

00:35:34.719 --> 00:35:35.969 align:middle line:90%
[INTERPOSING VOICES]

00:35:35.969 --> 00:35:41.050 align:middle line:90%


00:35:41.050 --> 00:35:43.972 align:middle line:90%
Patrick first, then Michelle?

00:35:43.972 --> 00:35:46.200 align:middle line:84%
AUDIENCE: So I was thinking
something along the lines of

00:35:46.200 --> 00:35:46.540 align:middle line:90%
Battleship?

00:35:46.540 --> 00:35:49.445 align:middle line:84%
If you have a doctor player
and a patient player and

00:35:49.445 --> 00:35:53.860 align:middle line:84%
they're both looking at their
own version of the same board.

00:35:53.860 --> 00:35:58.640 align:middle line:84%
And if the patient wants to get
from one end to the other

00:35:58.640 --> 00:36:01.245 align:middle line:84%
and the doctor has to allow
whether or not they can make

00:36:01.245 --> 00:36:01.920 align:middle line:90%
their move.

00:36:01.920 --> 00:36:04.970 align:middle line:84%
But on the doctor's board they
have different obstacles.

00:36:04.970 --> 00:36:07.306 align:middle line:84%
And so the patient will
say, I want to move

00:36:07.306 --> 00:36:07.540 align:middle line:90%
from here to here.

00:36:07.540 --> 00:36:09.300 align:middle line:84%
And the doctor says, I can't
let you do that.

00:36:09.300 --> 00:36:11.490 align:middle line:84%
I can let you go from
here to here.

00:36:11.490 --> 00:36:13.590 align:middle line:84%
It'd be a game about
compromise.

00:36:13.590 --> 00:36:19.306 align:middle line:84%
PROFESSOR: OK, so sort
of a doctor mediated

00:36:19.306 --> 00:36:20.556 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

00:36:20.556 --> 00:36:27.810 align:middle line:90%


00:36:27.810 --> 00:36:32.003 align:middle line:84%
And the Battleship analogy is
good to help us remember where

00:36:32.003 --> 00:36:34.220 align:middle line:90%
the idea came from.

00:36:34.220 --> 00:36:35.170 align:middle line:90%
Michelle?

00:36:35.170 --> 00:36:38.030 align:middle line:84%
AUDIENCE: Yeah, so just
something that Owen said about

00:36:38.030 --> 00:36:39.890 align:middle line:90%
trying to simulate fear.

00:36:39.890 --> 00:36:43.060 align:middle line:84%
I mean, if you can add time
pressure to any game then I

00:36:43.060 --> 00:36:48.615 align:middle line:84%
think that strong of a stress
situation can almost be fear.

00:36:48.615 --> 00:36:49.895 align:middle line:90%
It can get [UNINTELLIGIBLE].

00:36:49.895 --> 00:36:54.363 align:middle line:84%
PROFESSOR: Because what you're
really going for is stress in

00:36:54.363 --> 00:36:55.000 align:middle line:90%
making decisions.

00:36:55.000 --> 00:36:57.876 align:middle line:84%
AUDIENCE: [UNINTELLIGIBLE]
created stress without the

00:36:57.876 --> 00:36:59.126 align:middle line:90%
[INTERPOSING VOICES]

00:36:59.126 --> 00:37:04.280 align:middle line:90%


00:37:04.280 --> 00:37:08.190 align:middle line:84%
AUDIENCE: So, an idea of how
to take the doctor mediated

00:37:08.190 --> 00:37:11.250 align:middle line:84%
board movement into
the real world?

00:37:11.250 --> 00:37:13.900 align:middle line:84%
We're talking about these phone
to phone conversations.

00:37:13.900 --> 00:37:19.340 align:middle line:84%
You could have the patient in
a room but he's blindfolded.

00:37:19.340 --> 00:37:22.210 align:middle line:84%
And he's trying to move through
the room towards an

00:37:22.210 --> 00:37:23.320 align:middle line:90%
exit in the room or something.

00:37:23.320 --> 00:37:25.920 align:middle line:84%
And the doctor has some limited
information about the

00:37:25.920 --> 00:37:29.700 align:middle line:84%
room and has to help him
navigate through the room.

00:37:29.700 --> 00:37:32.740 align:middle line:84%
And he'll say, I want
to move forward.

00:37:32.740 --> 00:37:36.460 align:middle line:84%
And he'll say, well I can't
really let you do that because

00:37:36.460 --> 00:37:38.910 align:middle line:84%
there's a pit fill of spikes
in front of you.

00:37:38.910 --> 00:37:40.740 align:middle line:84%
And you wouldn't necessarily
actually have a real pit full

00:37:40.740 --> 00:37:41.160 align:middle line:90%
of spikes in front of them.

00:37:41.160 --> 00:37:44.020 align:middle line:84%
But that kind of thing where
you're trying to gather

00:37:44.020 --> 00:37:46.690 align:middle line:84%
information and help
them through this.

00:37:46.690 --> 00:37:50.540 align:middle line:84%
And you could put time pressure
on it and say, well I

00:37:50.540 --> 00:37:54.205 align:middle line:84%
have to make a decision now
because he wants to move now.

00:37:54.205 --> 00:37:57.165 align:middle line:84%
But I might accidentally move
him into an obstacle and have

00:37:57.165 --> 00:37:59.750 align:middle line:90%
to deal with that.

00:37:59.750 --> 00:38:03.030 align:middle line:84%
PROFESSOR: You could have a
thing where there are some

00:38:03.030 --> 00:38:09.060 align:middle line:84%
things that the patient needs
to do that the patient can't

00:38:09.060 --> 00:38:11.407 align:middle line:90%
talk about.

00:38:11.407 --> 00:38:15.074 align:middle line:84%
And it might be something like
the patient has to move every

00:38:15.074 --> 00:38:15.808 align:middle line:90%
10 minutes.

00:38:15.808 --> 00:38:16.297 align:middle line:84%
And only the patient
knows this.

00:38:16.297 --> 00:38:17.770 align:middle line:90%
The doctor doesn't.

00:38:17.770 --> 00:38:20.710 align:middle line:84%
AUDIENCE: The patient has a fear
of moving to the left.

00:38:20.710 --> 00:38:22.315 align:middle line:84%
PROFESSOR: Or something
like that.

00:38:22.315 --> 00:38:22.750 align:middle line:90%
AUDIENCE: Things like that.

00:38:22.750 --> 00:38:23.620 align:middle line:84%
PROFESSOR: Patient has
to move left, right.

00:38:23.620 --> 00:38:26.820 align:middle line:84%
AUDIENCE: I think it also
emphasizes the thing they were

00:38:26.820 --> 00:38:28.850 align:middle line:84%
talking about on Monday
in that you are

00:38:28.850 --> 00:38:32.370 align:middle line:90%
both trying to not--

00:38:32.370 --> 00:38:35.840 align:middle line:84%
if it escalates to the point
where violence happens--

00:38:35.840 --> 00:38:38.270 align:middle line:84%
you're both trying to not let
yourself get hurt but you're

00:38:38.270 --> 00:38:40.790 align:middle line:90%
also trying to not hurt them.

00:38:40.790 --> 00:38:43.810 align:middle line:84%
And I think incorporating that
in some way might be cool.

00:38:43.810 --> 00:38:47.290 align:middle line:84%
PROFESSOR: Definitely a lot
of these ideas are sort of

00:38:47.290 --> 00:38:51.010 align:middle line:84%
mechanicing the patient's
limitations are really,

00:38:51.010 --> 00:38:52.250 align:middle line:90%
really, cool.

00:38:52.250 --> 00:38:55.700 align:middle line:84%
But again, remember the audience
is the residents.

00:38:55.700 --> 00:38:57.910 align:middle line:84%
So understanding what
a patient is

00:38:57.910 --> 00:39:00.168 align:middle line:90%
going through is useful.

00:39:00.168 --> 00:39:04.309 align:middle line:84%
But also thinking of rules
that help a resident

00:39:04.309 --> 00:39:07.385 align:middle line:84%
understand what they can do
is also really important.

00:39:07.385 --> 00:39:09.114 align:middle line:84%
So don't just think about
throwing a ton of limitations

00:39:09.114 --> 00:39:12.986 align:middle line:84%
on them without also given
them a release.

00:39:12.986 --> 00:39:14.922 align:middle line:84%
Things that they can
actively do.

00:39:14.922 --> 00:39:16.858 align:middle line:90%
Words that they can carry out.

00:39:16.858 --> 00:39:20.488 align:middle line:84%
AUDIENCE: So, working off the
time pressure thing, I think

00:39:20.488 --> 00:39:23.700 align:middle line:84%
that it might make sense for
these kinds of escalation,

00:39:23.700 --> 00:39:28.470 align:middle line:84%
negotiation type, situations
for the person who's

00:39:28.470 --> 00:39:32.600 align:middle line:84%
controlling the patient to know
what their triggers are.

00:39:32.600 --> 00:39:37.390 align:middle line:84%
And every time a bad thing is
said, they just reduce the

00:39:37.390 --> 00:39:40.555 align:middle line:84%
amount of time that the doctor
has to deal with them.

00:39:40.555 --> 00:39:45.400 align:middle line:84%
And they say that, they just
say minus 10 seconds.

00:39:45.400 --> 00:39:48.015 align:middle line:84%
And they have a timer and it
ticks down to reach the

00:39:48.015 --> 00:39:50.600 align:middle line:84%
conclusion of the doctor getting
them to where they

00:39:50.600 --> 00:39:53.166 align:middle line:90%
want to be.

00:39:53.166 --> 00:39:56.060 align:middle line:84%
And rather than like raising
their voice, or being

00:39:56.060 --> 00:40:00.229 align:middle line:84%
physically in some way, they
just adjust a timer.

00:40:00.229 --> 00:40:03.652 align:middle line:84%
And when it gets down
to zero it's over.

00:40:03.652 --> 00:40:05.608 align:middle line:90%
PROFESSOR: I can see that.

00:40:05.608 --> 00:40:06.858 align:middle line:90%
[UNINTELLIGIBLE PHRASE]

00:40:06.858 --> 00:40:14.900 align:middle line:90%


00:40:14.900 --> 00:40:16.720 align:middle line:84%
AUDIENCE: I'd just like to say,
one way you could make

00:40:16.720 --> 00:40:18.860 align:middle line:84%
your players feel pressure is
to give them a really flat

00:40:18.860 --> 00:40:20.870 align:middle line:90%
goal hierarchy.

00:40:20.870 --> 00:40:21.160 align:middle line:90%
Right?

00:40:21.160 --> 00:40:24.250 align:middle line:84%
So a good example is
Missile Command.

00:40:24.250 --> 00:40:25.930 align:middle line:90%
Does everyone know that game?

00:40:25.930 --> 00:40:27.440 align:middle line:84%
Missile Command is
just six cities.

00:40:27.440 --> 00:40:29.020 align:middle line:84%
And there's missiles coming
in and you have to

00:40:29.020 --> 00:40:29.930 align:middle line:90%
shoot them all down.

00:40:29.930 --> 00:40:32.460 align:middle line:84%
And each city is equally
valuable.

00:40:32.460 --> 00:40:37.920 align:middle line:84%
So if you lose one you're in a
drastically reduced position.

00:40:37.920 --> 00:40:40.870 align:middle line:84%
Whereas games that tend to have
a more structured goal

00:40:40.870 --> 00:40:44.570 align:middle line:84%
hierarchy basically means
you can afford a loss.

00:40:44.570 --> 00:40:44.900 align:middle line:90%
Right?

00:40:44.900 --> 00:40:46.440 align:middle line:84%
So like chess is
a good example.

00:40:46.440 --> 00:40:48.450 align:middle line:84%
Where you can say, OK I can
afford to lose this.

00:40:48.450 --> 00:40:51.720 align:middle line:84%
Whereas in Missile Command you
can't afford to lose anything.

00:40:51.720 --> 00:40:56.832 align:middle line:84%
So by really capping what the
player has, what they can

00:40:56.832 --> 00:41:00.340 align:middle line:84%
afford to lose, and then making
sure that all of their

00:41:00.340 --> 00:41:03.260 align:middle line:84%
goals have equal value, that
means that every loss and

00:41:03.260 --> 00:41:06.400 align:middle line:84%
every failure is felt
much more strongly.

00:41:06.400 --> 00:41:11.250 align:middle line:84%
And I felt like, Dion when you
were doing your role play,

00:41:11.250 --> 00:41:14.932 align:middle line:84%
there was this sense, especially
coming from Caesar,

00:41:14.932 --> 00:41:19.010 align:middle line:84%
that any one thing that goes
wrong is really bad.

00:41:19.010 --> 00:41:21.260 align:middle line:84%
There's a really thin
line there.

00:41:21.260 --> 00:41:23.150 align:middle line:84%
PROFESSOR: That's especially
applicable when talking about

00:41:23.150 --> 00:41:25.020 align:middle line:84%
the doctor's goals,
not necessarily

00:41:25.020 --> 00:41:26.430 align:middle line:90%
the patient's goals.

00:41:26.430 --> 00:41:28.820 align:middle line:84%
AUDIENCE: I mean, from the
doctors' position right?

00:41:28.820 --> 00:41:31.711 align:middle line:84%
You can't really afford a
lot of mistakes in these

00:41:31.711 --> 00:41:32.961 align:middle line:90%
situations.

00:41:32.961 --> 00:41:37.612 align:middle line:90%


00:41:37.612 --> 00:41:40.738 align:middle line:84%
AUDIENCE: I'm kind of aghast,
but I was listening to what

00:41:40.738 --> 00:41:45.700 align:middle line:84%
you were saying and I have a
thought on how to combine lots

00:41:45.700 --> 00:41:47.895 align:middle line:90%
of these different ideas.

00:41:47.895 --> 00:41:50.800 align:middle line:84%
I'm envisioning a game where
there'd be two types of

00:41:50.800 --> 00:41:52.320 align:middle line:90%
players, like you were

00:41:52.320 --> 00:41:54.680 align:middle line:90%
mentioning, doctors and patients.

00:41:54.680 --> 00:41:58.180 align:middle line:84%
And there'd be one doctor
and multiple patients.

00:41:58.180 --> 00:42:00.950 align:middle line:84%
It would be a turn based game
where you go around and give

00:42:00.950 --> 00:42:01.950 align:middle line:90%
each person a turn.

00:42:01.950 --> 00:42:04.500 align:middle line:84%
The doctor would always be
in relationship to each

00:42:04.500 --> 00:42:06.210 align:middle line:90%
individual one.

00:42:06.210 --> 00:42:11.100 align:middle line:84%
And limited vocabulary I thought
was important, taking

00:42:11.100 --> 00:42:12.660 align:middle line:84%
that from a couple
of the ideas.

00:42:12.660 --> 00:42:14.950 align:middle line:84%
The patient and the doctor each
have their own set of

00:42:14.950 --> 00:42:16.970 align:middle line:84%
vocabularies and the
clash of that would

00:42:16.970 --> 00:42:20.380 align:middle line:90%
introduce mechanic there.

00:42:20.380 --> 00:42:25.375 align:middle line:84%
Where the patient has their own
vocabulary describing to

00:42:25.375 --> 00:42:28.030 align:middle line:84%
the doctor what they like,
what they don't like.

00:42:28.030 --> 00:42:29.240 align:middle line:90%
They know what they like.

00:42:29.240 --> 00:42:37.510 align:middle line:84%
You could extract it to describe
anything the doctor

00:42:37.510 --> 00:42:39.090 align:middle line:84%
would have in their
vocabulary.

00:42:39.090 --> 00:42:43.072 align:middle line:84%
So, as one example the doctor
could give the patient a card

00:42:43.072 --> 00:42:45.530 align:middle line:84%
with a shape or some
item on it.

00:42:45.530 --> 00:42:48.920 align:middle line:84%
And the item has attributes like
color, shape, something

00:42:48.920 --> 00:42:51.190 align:middle line:84%
that somebody could
like or dislike.

00:42:51.190 --> 00:42:56.820 align:middle line:84%
In their list they could look
at this and see one of these

00:42:56.820 --> 00:43:00.450 align:middle line:84%
things clashes with something
in my list of dislikes.

00:43:00.450 --> 00:43:01.460 align:middle line:90%
I don't like that card.

00:43:01.460 --> 00:43:05.760 align:middle line:84%
I'm going to escalate my anger,
my displeasure, with

00:43:05.760 --> 00:43:07.170 align:middle line:90%
the situation.

00:43:07.170 --> 00:43:10.480 align:middle line:84%
And so, the doctor has a limited
amount of time to deal

00:43:10.480 --> 00:43:12.270 align:middle line:90%
with each patient.

00:43:12.270 --> 00:43:16.800 align:middle line:84%
As the patient's escalation
increases, they have less and

00:43:16.800 --> 00:43:18.250 align:middle line:90%
less time to be dealt with.

00:43:18.250 --> 00:43:21.460 align:middle line:84%
After a certain point the doctor
loses that patient, so

00:43:21.460 --> 00:43:24.300 align:middle line:90%
you have that loss brought in.

00:43:24.300 --> 00:43:27.860 align:middle line:84%
And then after all the patients
have been lost the

00:43:27.860 --> 00:43:29.050 align:middle line:90%
game is over.

00:43:29.050 --> 00:43:32.050 align:middle line:84%
The way that it would be won
is that the doctor is

00:43:32.050 --> 00:43:34.180 align:middle line:84%
discovering the profile
of each patient.

00:43:34.180 --> 00:43:39.043 align:middle line:84%
Because they are trying to, like
in a normal setting or a

00:43:39.043 --> 00:43:42.150 align:middle line:84%
real world setting, you're
trying to discover the profile

00:43:42.150 --> 00:43:46.620 align:middle line:84%
that allows the doctor to deal
with the patient in the best

00:43:46.620 --> 00:43:49.140 align:middle line:84%
possible way so that they
aren't violent.

00:43:49.140 --> 00:43:53.600 align:middle line:90%


00:43:53.600 --> 00:43:57.623 align:middle line:84%
PROFESSOR: So that seems to
play off the patient and

00:43:57.623 --> 00:44:01.487 align:middle line:84%
doctor have different
rules and triggers.

00:44:01.487 --> 00:44:04.481 align:middle line:84%
You've got a situation where, in
what you're suggesting, you

00:44:04.481 --> 00:44:07.770 align:middle line:84%
have one doctor and
multiple patients.

00:44:07.770 --> 00:44:08.970 align:middle line:90%
Which is accurate.

00:44:08.970 --> 00:44:11.620 align:middle line:84%
I'm not quite sure that they'd
be dealing with them

00:44:11.620 --> 00:44:13.310 align:middle line:84%
simultaneously but it might
not matter for the

00:44:13.310 --> 00:44:14.560 align:middle line:90%
purposes of the game.

00:44:14.560 --> 00:44:20.280 align:middle line:90%


00:44:20.280 --> 00:44:24.690 align:middle line:84%
It might be like those improv
games where you manage to

00:44:24.690 --> 00:44:30.720 align:middle line:84%
figure out before time
runs out what a

00:44:30.720 --> 00:44:31.870 align:middle line:90%
person's profile is.

00:44:31.870 --> 00:44:35.510 align:middle line:84%
That could be the
win condition.

00:44:35.510 --> 00:44:37.450 align:middle line:84%
So it's equal win
[UNINTELLIGIBLE]

00:44:37.450 --> 00:44:40.649 align:middle line:84%
and equal loss if you don't
actually get it incorporated

00:44:40.649 --> 00:44:44.416 align:middle line:84%
with something like you give a
trigger and reduce the amount

00:44:44.416 --> 00:44:46.146 align:middle line:84%
of time you have available, the
number of turns available.

00:44:46.146 --> 00:44:47.628 align:middle line:84%
It doesn't have to
be real time.

00:44:47.628 --> 00:44:54.544 align:middle line:90%


00:44:54.544 --> 00:44:55.794 align:middle line:84%
So you can use it with
multiple patients.

00:44:55.794 --> 00:45:00.472 align:middle line:90%


00:45:00.472 --> 00:45:05.310 align:middle line:84%
So that doesn't even necessarily
have to deal with

00:45:05.310 --> 00:45:09.050 align:middle line:84%
talking about actual psychiatric
ward situations.

00:45:09.050 --> 00:45:13.048 align:middle line:84%
That could be something like
objects and colors.

00:45:13.048 --> 00:45:14.860 align:middle line:90%
It's more of a guessing game.

00:45:14.860 --> 00:45:18.480 align:middle line:84%
That might be too abstract,
possibly, because in the end

00:45:18.480 --> 00:45:23.490 align:middle line:84%
you want people to be able to
tie it back to the experience.

00:45:23.490 --> 00:45:26.350 align:middle line:84%
To be able to make an easy
connection to what it's like

00:45:26.350 --> 00:45:27.770 align:middle line:84%
to be a resident or what
it's going to be

00:45:27.770 --> 00:45:29.860 align:middle line:90%
like to be a resident.

00:45:29.860 --> 00:45:36.310 align:middle line:84%
So this is where the theme
needs to be pretty clear.

00:45:36.310 --> 00:45:37.350 align:middle line:90%
But in [UNINTELLIGIBLE]

00:45:37.350 --> 00:45:39.556 align:middle line:90%
talked, fear is not meaning.

00:45:39.556 --> 00:45:43.900 align:middle line:84%
Meaning is also tied pretty
well with your mechanics.

00:45:43.900 --> 00:45:47.310 align:middle line:84%
So that's just something
to keep in mind.

00:45:47.310 --> 00:45:53.240 align:middle line:90%


00:45:53.240 --> 00:45:55.470 align:middle line:90%
OK?

00:45:55.470 --> 00:45:59.692 align:middle line:84%
PROFESSOR: We probably have
another half-an-hour class.

00:45:59.692 --> 00:46:04.570 align:middle line:84%
I think the plan was just to let
everyone figure out teams

00:46:04.570 --> 00:46:06.500 align:middle line:90%
you wanted to be in.

00:46:06.500 --> 00:46:12.660 align:middle line:84%
This is going to be class time
to talk to each other and see

00:46:12.660 --> 00:46:15.770 align:middle line:84%
if there's stuff in here
that people are

00:46:15.770 --> 00:46:17.280 align:middle line:90%
really psyched about.

00:46:17.280 --> 00:46:20.190 align:middle line:84%
Is there anyone in this class
that's already like, this is

00:46:20.190 --> 00:46:21.440 align:middle line:90%
something I really want to do?

00:46:21.440 --> 00:46:23.845 align:middle line:90%


00:46:23.845 --> 00:46:25.855 align:middle line:84%
AUDIENCE: Well, my preference is
towards the ward advantage.

00:46:25.855 --> 00:46:28.710 align:middle line:90%


00:46:28.710 --> 00:46:29.960 align:middle line:90%
To ward advantage?

00:46:29.960 --> 00:46:38.766 align:middle line:90%


00:46:38.766 --> 00:46:41.256 align:middle line:84%
PROFESSOR: I don't really
have a plan [INAUDIBLE].

00:46:41.256 --> 00:46:45.120 align:middle line:84%
AUDIENCE: I'd be interested in
voices and hidden information.

00:46:45.120 --> 00:46:49.860 align:middle line:84%
So fooling players and that
result in them behaving in

00:46:49.860 --> 00:46:51.220 align:middle line:90%
erratic ways.

00:46:51.220 --> 00:46:53.700 align:middle line:84%
And as from the point of view of
other players, and then the

00:46:53.700 --> 00:46:55.080 align:middle line:84%
point of view of player's
behaving erratically, other

00:46:55.080 --> 00:46:56.336 align:middle line:84%
players are behaving erratically
because it's not

00:46:56.336 --> 00:46:59.140 align:middle line:84%
in line with what they think
is actually going on.

00:46:59.140 --> 00:47:02.398 align:middle line:84%
Or voices, or both, or
something like that.

00:47:02.398 --> 00:47:04.039 align:middle line:84%
PROFESSOR: So that's the general
territory you're

00:47:04.039 --> 00:47:06.150 align:middle line:90%
interested in going into?

00:47:06.150 --> 00:47:08.026 align:middle line:90%
Who wants to?

00:47:08.026 --> 00:47:09.490 align:middle line:84%
AUDIENCE: I'm very interested
in the escalation and

00:47:09.490 --> 00:47:11.200 align:middle line:84%
de-escalation by hidden
keywords.

00:47:11.200 --> 00:47:12.450 align:middle line:90%
[INAUDIBLE].

00:47:12.450 --> 00:47:15.800 align:middle line:90%


00:47:15.800 --> 00:47:19.252 align:middle line:84%
AUDIENCE: I like basically
hidden rules, goals, and

00:47:19.252 --> 00:47:20.925 align:middle line:84%
keywords, and two different
players

00:47:20.925 --> 00:47:23.322 align:middle line:90%
playing the same character.

00:47:23.322 --> 00:47:24.801 align:middle line:84%
Those are two mechanics
I really like.

00:47:24.801 --> 00:47:31.220 align:middle line:90%


00:47:31.220 --> 00:47:34.930 align:middle line:84%
PROFESSOR: We have a couple
of seats out there.

00:47:34.930 --> 00:47:36.180 align:middle line:84%
Caffeine helps, there's
a bunch.

00:47:36.180 --> 00:47:40.370 align:middle line:90%


00:47:40.370 --> 00:47:42.820 align:middle line:90%
What do we have on Friday?

00:47:42.820 --> 00:47:45.270 align:middle line:84%
GUEST SPEAKER: On Friday we
mostly just have brainstorming

00:47:45.270 --> 00:47:46.250 align:middle line:90%
and team-building scheduled?

00:47:46.250 --> 00:47:48.220 align:middle line:90%
That time is pretty flexible.

00:47:48.220 --> 00:47:51.735 align:middle line:84%
PROFESSOR: S0 what I can do
maybe, if folks can plan to

00:47:51.735 --> 00:47:56.200 align:middle line:84%
come into Wednesday with a team,
what I'm going to do is

00:47:56.200 --> 00:47:57.590 align:middle line:90%
I might move my--

00:47:57.590 --> 00:47:58.910 align:middle line:90%
AUDIENCE: You mean Friday?

00:47:58.910 --> 00:48:02.320 align:middle line:84%
PROFESSOR: --Sorry,
Friday, yeah.

00:48:02.320 --> 00:48:04.695 align:middle line:84%
Then I will move my
live-action talk

00:48:04.695 --> 00:48:06.410 align:middle line:90%
up to Friday instead.

00:48:06.410 --> 00:48:10.640 align:middle line:84%
So Wednesday we can just-- since
it seems like a lot of

00:48:10.640 --> 00:48:11.890 align:middle line:84%
people are going in
that direction.

00:48:11.890 --> 00:48:15.180 align:middle line:90%


00:48:15.180 --> 00:48:17.360 align:middle line:84%
You don't have to do a
live-action game, but it's one

00:48:17.360 --> 00:48:18.610 align:middle line:90%
of my favorite games.

00:48:18.610 --> 00:48:19.931 align:middle line:90%