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Please listen to the end
credits for more information.

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PROFESSOR: OK.

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All right.

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So today's reading
was the "MDA" paper

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by Robin Hunicke, Robert
Zubek, and Marc LeBlanc.

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I hope you found it pretty light
reading because it was intended

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to be pretty light.

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And the whole point
of it was that we

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will be getting through
this pretty quickly

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today so that you have time
to sit with your teams,

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talk about your project,
work on it a little bit.

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All the prototyping materials
that are in front I'm

00:00:57.530 --> 00:01:01.920
going to be putting the
boxes on the tables.

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Are you more or less seated
with your teams right now?

00:01:04.260 --> 00:01:04.819
More or less?

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OK.

00:01:06.150 --> 00:01:08.700
Every team
represented-- let's see.

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You are the building team.

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You guys are the--

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which?

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AUDIENCE: I'm also builder.

00:01:13.830 --> 00:01:15.603
PROFESSOR: The
different building team.

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AUDIENCE: The LEGOs, yeah.

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PROFESSOR: Right.

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The LEGO building team, OK.

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Which team is that?

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AUDIENCE: [INAUDIBLE]

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PROFESSOR: The what?

00:01:22.361 --> 00:01:23.300
AUDIENCE: [INAUDIBLE]

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PROFESSOR: The head of
the information team.

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AUDIENCE: Thievery.

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PROFESSOR: The thievery,
stealing stuff?

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AUDIENCE: The pap building.

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Pap building.

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PROFESSOR: Oh, you're
the pap building.

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OK.

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All right.

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So, all right, cool.

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I'll type it here, great.

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Hopefully we'll be able to
make a little bit of progress

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on your teams on your projects.

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So who managed to play a
little bit more of the games,

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whether it was the prototype
that you played on Wednesday

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or whether it was something else
you developed along the way.

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Who managed to
get some playtime?

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OK, a few people.

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Who did you play it with?

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AUDIENCE: So we went
back to the drawing board

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and redid new games.

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PROFESSOR: OK

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AUDIENCE: Exploring.

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So we just played them
amongst ourselves.

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PROFESSOR: Among yourselves?

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OK.

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Who did you play with?

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AUDIENCE: Just different
people in my dorm.

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PROFESSOR: OK.

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[INAUDIBLE] basically, right?

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Anyone else?

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Did anyone else do?

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Yep.

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AUDIENCE: I mean, we
went through a couple

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more iterations--

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PROFESSOR: Just
within your team?

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AUDIENCE: Yeah.

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PROFESSOR Yeah.

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OK.

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Did you play an iteration that
you didn't develop yourself?

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Did anyone?

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It's like, if you played
within your team, obviously--

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OK.

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So if you played a version that
you hadn't developed yourself,

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or if you played it with other
people who were developing

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the game with you, how do you--

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what were some of the things
that you felt about the game?

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Or what did people
say about your game

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once the game was done?

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What did people seem to
like or not like about it?

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What were some of the things
that they were saying.

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AUDIENCE: It didn't end.

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PROFESSOR: It didn't end.

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OK, all right.

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What else?

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It could have been
negative feedback.

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It could have been, wow, this
is terrible because, blah.

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What was the blah?

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Or it could have
been, wow, that was

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kind of cool because of blah.

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Nothing?

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Nobody gave you any feedback?

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They just kind of
sat there, passively,

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while you're making
them play this?

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[LAUGHTER]

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OK, well, I was hoping that that
was a segue into a little talk

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about aesthetics, actually.

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Maybe what I'll do then is,
I'm gonna make you play a game.

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A shot game.

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The game that you will see--

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who's played it before?

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AUDIENCE: The game
on the screen?

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PROFESSOR: Yeah, Oasis.

00:04:03.390 --> 00:04:06.865
Also note it's Defense of the
Oasis, which is easily confused

00:04:06.865 --> 00:04:11.480
with DOTA, but it is not DOTA.

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All right.

00:04:13.212 --> 00:04:14.670
If somebody would
like to volunteer

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to play through an early easy
level while there's a lot--

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you know what?

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You all get a chance to
play it through one round,

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because each
round's pretty fast.

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So we'll start with you and
then we'll go on then, OK?

00:04:27.190 --> 00:04:28.980
And then, everybody
else pay attention

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because I guess he's pretty
much playing the tutorial level.

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So this was only
designed for the PC.

00:04:38.040 --> 00:04:41.400
It was actually one of the--

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came out roughly--
you could just

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go ahead and play-- it
came out roughly about

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the same time as casual games,
downloadable, casual games,

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picking up on the market.

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I don't think it was ever
sold as a boxed product,

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or if it was, that
really wasn't the point

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of its business model.

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AUDIENCE: There were
people following me.

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PROFESSOR: So you click around.

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AUDIENCE: I can
probably figure out.

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Oh, this is really the
point of figuring it out.

00:05:11.915 --> 00:05:14.290
That one.

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That happened.

00:05:15.452 --> 00:05:17.356
[LAUGHTER]

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AUDIENCE: I just keep walking.

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151.

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AUDIENCE: Already searched.

00:05:20.880 --> 00:05:23.180
[MUSIC PLAYING]

00:05:23.180 --> 00:05:27.200
AUDIENCE: Oh, it happened
again Already searched.

00:05:27.200 --> 00:05:29.620
[MUSIC PLAYING]

00:05:29.620 --> 00:05:32.040
AUDIENCE: You should
do something clever.

00:05:32.040 --> 00:05:34.460
[MUSIC PLAYING]

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PROFESSOR: So notice the
trends are going down.

00:05:40.820 --> 00:05:41.820
AUDIENCE: Yeah.

00:05:41.820 --> 00:05:43.215
[MUSIC PLAYING]

00:05:43.215 --> 00:05:44.145
AUDIENCE: Water.

00:05:44.145 --> 00:05:46.237
[MUSIC PLAYING]

00:05:46.237 --> 00:05:48.232
AUDIENCE: They like
music, don't they?

00:05:48.232 --> 00:05:50.449
[MUSIC PLAYING]

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AUDIENCE: OK.

00:05:50.990 --> 00:05:52.201
PROFESSOR: Big shiny thing.

00:05:52.201 --> 00:05:53.867
AUDIENCE: How do we
increase population?

00:05:53.867 --> 00:05:56.352
[MUSIC PLAYING]

00:05:57.757 --> 00:05:58.340
AUDIENCE: Yay.

00:05:58.340 --> 00:06:00.825
[MUSIC PLAYING]

00:06:00.825 --> 00:06:03.320
AUDIENCE: Throw that towel.

00:06:03.320 --> 00:06:07.873
PROFESSOR: Look, notice
this guy is down there.

00:06:07.873 --> 00:06:09.757
AUDIENCE: I am watching you.

00:06:09.757 --> 00:06:11.641
Oh, hey, hello people.

00:06:11.641 --> 00:06:13.980
[MUSIC PLAYING]

00:06:14.279 --> 00:06:15.820
PROFESSOR: So this
actually turns out

00:06:15.820 --> 00:06:17.290
not to be the tutorial level.

00:06:17.290 --> 00:06:20.944
This just turns out
to be the first level.

00:06:20.944 --> 00:06:22.444
AUDIENCE: The way
most people play--

00:06:22.444 --> 00:06:23.080
why don't you use the tutorial?

00:06:23.080 --> 00:06:24.329
PROFESSOR: That's true.

00:06:24.329 --> 00:06:26.370
People don't like playing
tutorials, that's true.

00:06:29.180 --> 00:06:31.170
AUDIENCE: So we find
these four technologies.

00:06:31.170 --> 00:06:32.169
The barbarians are here?

00:06:32.169 --> 00:06:33.640
Why are they-- no, they're not.

00:06:33.640 --> 00:06:38.740
PROFESSOR: You have 22 turns
and about two barbarian hordes

00:06:38.740 --> 00:06:40.080
are arriving.

00:06:40.080 --> 00:06:42.640
AUDIENCE: So basically,
movements is turn,

00:06:42.640 --> 00:06:44.035
and I'm just walking.

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PROFESSOR: Yeah.

00:06:44.701 --> 00:06:47.650
AUDIENCE: So people-- I should
walk to an area I've already

00:06:47.650 --> 00:06:50.961
discovered?

00:06:50.961 --> 00:06:53.326
Over here.

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Oh, I did something clever!

00:06:55.166 --> 00:06:56.520
I don't know what I did.

00:06:56.520 --> 00:06:58.520
[MUSIC PLAYING]

00:06:58.520 --> 00:06:59.454
AUDIENCE: [INAUDIBLE]

00:06:59.454 --> 00:07:00.870
AUDIENCE: I don't
know what to do.

00:07:00.870 --> 00:07:02.965
I'll just walk here and
watch things go bad.

00:07:02.965 --> 00:07:04.340
PROFESSOR: Barbarians
are coming.

00:07:04.340 --> 00:07:05.415
Capture the city.

00:07:05.415 --> 00:07:06.650
Move troops there.

00:07:06.650 --> 00:07:07.980
AUDIENCE: Move here.

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Yay, 94 people.

00:07:11.030 --> 00:07:12.710
Can I move other people?

00:07:12.710 --> 00:07:13.399
AUDIENCE: Try.

00:07:13.399 --> 00:07:14.024
PROFESSOR: Try.

00:07:14.024 --> 00:07:14.900
AUDIENCE: No more troops.

00:07:14.900 --> 00:07:15.610
No more troops.

00:07:15.610 --> 00:07:17.490
No more troops.

00:07:17.490 --> 00:07:19.490
We're all going to die.

00:07:19.490 --> 00:07:19.990
333.

00:07:19.990 --> 00:07:22.085
[LAUGHTER]

00:07:22.284 --> 00:07:23.992
AUDIENCE: Oh, I thought
this was supposed

00:07:23.992 --> 00:07:27.089
to be me learning how to play.

00:07:27.089 --> 00:07:28.740
AUDIENCE: Yeah, learning.

00:07:28.740 --> 00:07:30.030
Feel the learning.

00:07:30.030 --> 00:07:32.530
[LAUGHTER]

00:07:33.196 --> 00:07:35.010
AUDIENCE: You have to
use your technology.

00:07:35.010 --> 00:07:36.940
AUDIENCE: Yeah, can you use any?

00:07:36.940 --> 00:07:38.440
AUDIENCE: I'm tapping
on technology.

00:07:38.440 --> 00:07:39.420
I'm tapping Hannibal.

00:07:39.420 --> 00:07:42.029
I'm tapping spear.

00:07:42.029 --> 00:07:44.320
I'm giving it all my love,
and it's not doing anything.

00:07:44.320 --> 00:07:46.770
[CRASHING AND YELLING]

00:07:46.770 --> 00:07:49.220
AUDIENCE: I think I won.

00:07:49.220 --> 00:07:51.599
[LAUGHTER]

00:07:51.599 --> 00:07:53.140
AUDIENCE: Come on,
man, you got this.

00:07:53.140 --> 00:07:55.590
Kill her.

00:07:55.590 --> 00:07:56.570
AUDIENCE: Whoa.

00:07:56.570 --> 00:07:57.570
What did they do?

00:07:57.570 --> 00:07:59.464
AUDIENCE: Oh, snap.

00:07:59.464 --> 00:08:00.627
[MUSIC PLAYING]

00:08:00.627 --> 00:08:01.252
AUDIENCE: What?

00:08:02.687 --> 00:08:03.270
PROFESSOR: OK.

00:08:03.270 --> 00:08:05.690
So you did, in fact,
complete the level.

00:08:05.690 --> 00:08:10.020
But you're probably [INAUDIBLE]
about what happened here.

00:08:10.020 --> 00:08:15.742
How do you feel at the end
of that level right now?

00:08:15.742 --> 00:08:17.575
AUDIENCE: Like I'm good
at touching squares,

00:08:17.575 --> 00:08:19.040
but that doesn't mean much.

00:08:19.040 --> 00:08:22.025
Like all I knew was if I found
cities I'd tap them again

00:08:22.025 --> 00:08:23.157
and I could search.

00:08:23.157 --> 00:08:23.740
PROFESSOR: OK.

00:08:23.740 --> 00:08:25.700
AUDIENCE: That's all I found.

00:08:25.700 --> 00:08:27.490
PROFESSOR: OK.

00:08:27.490 --> 00:08:29.650
That's what you figured
out about the rules,

00:08:29.650 --> 00:08:33.280
but how do you personally feel
about this game right now?

00:08:33.280 --> 00:08:36.600
I mean, you only
played one level,

00:08:36.600 --> 00:08:38.404
and clearly the game goes on.

00:08:38.404 --> 00:08:40.320
AUDIENCE: I feel like
it's somewhat impossible

00:08:40.320 --> 00:08:42.980
to control the ending
situation because I

00:08:42.980 --> 00:08:45.910
have no way of determining
or upgrading my population.

00:08:45.910 --> 00:08:46.640
PROFESSOR: OK.

00:08:46.640 --> 00:08:47.690
All right.

00:08:47.690 --> 00:08:51.485
So [INAUDIBLE]
control right now.

00:08:51.485 --> 00:08:52.110
AUDIENCE: Yeah.

00:08:52.110 --> 00:08:55.480
Or like I have no influence,
so I'm just one dude

00:08:55.480 --> 00:08:56.587
exploring the map.

00:08:56.587 --> 00:08:57.170
PROFESSOR: OK.

00:08:57.170 --> 00:09:03.660
So lack of influence maybe.

00:09:03.660 --> 00:09:08.740
Lack of influence, or
possibly lack of control,

00:09:08.740 --> 00:09:09.920
something like that.

00:09:09.920 --> 00:09:12.719
All right, so next person.

00:09:12.719 --> 00:09:14.010
We're going from right to left.

00:09:14.010 --> 00:09:15.700
So you're next.

00:09:15.700 --> 00:09:18.641
You're going to play level
two, taking in everything

00:09:18.641 --> 00:09:19.640
that you've seen so far.

00:09:19.640 --> 00:09:21.940
AUDIENCE: Oh, crap.

00:09:21.940 --> 00:09:25.280
AUDIENCE: Like you saw, you can
tap on purple areas that are--

00:09:25.280 --> 00:09:27.668
AUDIENCE: Purple area to
explore-- so I tap that.

00:09:27.668 --> 00:09:28.995
OK.

00:09:28.995 --> 00:09:30.370
PROFESSOR: Anyone
has-- any ideas

00:09:30.370 --> 00:09:32.884
about what he should be
doing, go ahead and say so.

00:09:32.884 --> 00:09:34.550
He doesn't have to
play this on his own.

00:09:34.550 --> 00:09:35.883
AUDIENCE: So the question mark--

00:09:35.883 --> 00:09:37.204
AUDIENCE: I'm doing this.

00:09:37.204 --> 00:09:38.822
I want to discover every square.

00:09:38.822 --> 00:09:40.506
AUDIENCE: Just go to the--

00:09:40.506 --> 00:09:42.850
AUDIENCE: Now that you
know-- double-tap cities.

00:09:42.850 --> 00:09:43.780
AUDIENCE: Oh, double tap cities?

00:09:43.780 --> 00:09:45.844
AUDIENCE: Yeah just tap them
again, you'll search them.

00:09:45.844 --> 00:09:46.344
Ta-da!

00:09:46.344 --> 00:09:47.305
AUDIENCE: Oh, you got--

00:09:47.305 --> 00:09:49.084
[INTERPOSING VOICES]

00:09:49.084 --> 00:09:50.375
AUDIENCE: That's probably good.

00:09:50.375 --> 00:09:51.980
I don't know if you asked him.

00:09:51.980 --> 00:09:53.837
AUDIENCE: Go to
the question mark!

00:09:53.837 --> 00:09:54.920
AUDIENCE: He'll get there.

00:09:54.920 --> 00:09:56.298
He'll get there.

00:09:56.298 --> 00:09:58.620
AUDIENCE: Should I go
save the question mark?

00:09:58.620 --> 00:10:00.428
AUDIENCE: Yes.

00:10:00.428 --> 00:10:02.292
AUDIENCE: But then
I'm gonna [INAUDIBLE]

00:10:02.292 --> 00:10:03.570
[INTERPOSING VOICES]

00:10:03.570 --> 00:10:05.300
AUDIENCE: Every
movement is one turn

00:10:05.300 --> 00:10:07.680
no matter how far apart it is.

00:10:07.680 --> 00:10:08.510
AUDIENCE: Oh.

00:10:08.510 --> 00:10:09.734
[INTERPOSING VOICES]

00:10:09.734 --> 00:10:11.150
AUDIENCE: --do it
in one straight.

00:10:11.150 --> 00:10:12.887
You have to go one
purple square at a time.

00:10:12.887 --> 00:10:15.220
AUDIENCE: Yeah, but say I
wanted to skip all the squares

00:10:15.220 --> 00:10:16.116
[INAUDIBLE]

00:10:16.116 --> 00:10:19.250
AUDIENCE: You're gonna wait
one turn where you discover it

00:10:19.250 --> 00:10:19.750
anyway.

00:10:19.750 --> 00:10:21.209
AUDIENCE: Yeah,
it doesn't matter.

00:10:21.209 --> 00:10:21.750
AUDIENCE: Oh.

00:10:21.750 --> 00:10:24.126
AUDIENCE: You don't use a turn
if you're not discovering?

00:10:24.126 --> 00:10:26.416
AUDIENCE: Oh, look at that--
discover right beneath it.

00:10:26.416 --> 00:10:27.690
That mountain does something.

00:10:27.690 --> 00:10:29.940
I don't know what it does
but it gives you ten people.

00:10:29.940 --> 00:10:32.780
PROFESSOR: What do
people think that does,

00:10:32.780 --> 00:10:35.870
where he put 20 people?

00:10:35.870 --> 00:10:38.360
When you click on the mountain,
what do you think happened?

00:10:38.360 --> 00:10:40.510
AUDIENCE: It's not
about 20 people.

00:10:40.510 --> 00:10:43.180
[INTERPOSING VOICES]

00:10:43.180 --> 00:10:44.390
AUDIENCE: --technology.

00:10:44.390 --> 00:10:46.650
PROFESSOR: OK.

00:10:46.650 --> 00:10:47.780
Go right ahead.

00:10:47.780 --> 00:10:48.785
Do whatever--

00:10:48.785 --> 00:10:49.970
AUDIENCE: You can put
in a lot of people.

00:10:49.970 --> 00:10:51.890
PROFESSOR: I don't know
if that's good or bad.

00:10:51.890 --> 00:10:53.234
I wait turns.

00:10:53.234 --> 00:10:55.504
AUDIENCE: [INAUDIBLE]

00:10:57.252 --> 00:10:59.460
AUDIENCE: We're not seeing
people form at this stage.

00:10:59.460 --> 00:11:01.268
AUDIENCE: Keep running around.

00:11:01.268 --> 00:11:01.892
AUDIENCE: Whoa.

00:11:01.892 --> 00:11:02.536
AUDIENCE: Yeah.

00:11:02.536 --> 00:11:03.035
See, look.

00:11:03.035 --> 00:11:04.916
Now I'm still one turn.

00:11:04.916 --> 00:11:07.040
AUDIENCE: Wait, do I lose
followers when I do that?

00:11:07.040 --> 00:11:07.874
[INTERPOSING VOICES]

00:11:07.874 --> 00:11:09.123
AUDIENCE: We're investigating.

00:11:09.123 --> 00:11:10.300
AUDIENCE: Yeah, I do.

00:11:10.300 --> 00:11:10.530
AUDIENCE: Oh!

00:11:10.530 --> 00:11:11.363
But I got something.

00:11:11.363 --> 00:11:11.970
I got archers.

00:11:11.970 --> 00:11:12.726
I like archers.

00:11:12.726 --> 00:11:14.220
AUDIENCE: Clearly because
you have enough people.

00:11:14.220 --> 00:11:16.178
Bows increase your chances
of afflicting damage

00:11:16.178 --> 00:11:16.930
on the barbarians.

00:11:16.930 --> 00:11:17.942
Good.

00:11:17.942 --> 00:11:19.180
Keep doing that stuff.

00:11:21.834 --> 00:11:23.250
I wonder-- it looks
like there's--

00:11:23.250 --> 00:11:25.720
AUDIENCE: Whoa, I'm huge.

00:11:25.720 --> 00:11:27.620
[INTERPOSING VOICES]

00:11:29.345 --> 00:11:30.470
AUDIENCE: Oh, look at that!

00:11:30.470 --> 00:11:32.940
I don't know that means but
you found another technology.

00:11:32.940 --> 00:11:34.230
PROFESSOR: Looks like--

00:11:34.230 --> 00:11:35.510
I have no idea what that--

00:11:35.510 --> 00:11:36.010
oh, helmet!

00:11:36.010 --> 00:11:37.190
AUDIENCE: [INAUDIBLE]

00:11:37.190 --> 00:11:39.090
AUDIENCE: Oh, another city.

00:11:39.090 --> 00:11:40.512
Greetings.

00:11:40.512 --> 00:11:43.151
[INAUDIBLE] I'll
join your cause.

00:11:43.151 --> 00:11:45.192
That means this is supposed
to be a campaign game

00:11:45.192 --> 00:11:47.173
and last over a
long period of time.

00:11:47.173 --> 00:11:49.430
AUDIENCE: What's that
thing right there?

00:11:49.430 --> 00:11:50.600
PROFESSOR: What thing?

00:11:50.600 --> 00:11:52.017
AUDIENCE: The tent
looking thing.

00:11:52.017 --> 00:11:52.850
[INTERPOSING VOICES]

00:11:52.850 --> 00:11:54.290
AUDIENCE: Yeah, you can't double
click it so you just wait--

00:11:54.290 --> 00:11:54.800
PROFESSOR: Over there?

00:11:54.800 --> 00:11:55.840
AUDIENCE: --until
the end of the turn.

00:11:55.840 --> 00:11:56.726
AUDIENCE: Damage.

00:11:56.726 --> 00:11:59.365
Dude, good, another city.

00:11:59.365 --> 00:12:00.240
AUDIENCE: [INAUDIBLE]

00:12:00.240 --> 00:12:03.000
AUDIENCE: How do you add people?

00:12:03.000 --> 00:12:05.942
AUDIENCE: I should
have searched more.

00:12:05.942 --> 00:12:08.305
AUDIENCE: Kevin, what
else is falling apart?

00:12:08.305 --> 00:12:10.666
AUDIENCE: Oh, look that's the
animation that [INAUDIBLE]

00:12:10.666 --> 00:12:13.150
AUDIENCE: Oh, you got more
technology than I did.

00:12:13.150 --> 00:12:13.650
Very nice.

00:12:13.650 --> 00:12:15.070
[INTERPOSING VOICES]

00:12:15.070 --> 00:12:18.000
AUDIENCE: Predict
routes in the city.

00:12:18.000 --> 00:12:20.828
[INTERPOSING VOICES]

00:12:20.828 --> 00:12:22.740
AUDIENCE: --half that
they're going to say?

00:12:22.740 --> 00:12:26.490
AUDIENCE: Two [INAUDIBLE]

00:12:26.490 --> 00:12:34.070
AUDIENCE: [INAUDIBLE]

00:12:34.070 --> 00:12:34.880
AUDIENCE: Oh.

00:12:34.880 --> 00:12:35.880
AUDIENCE: They survived.

00:12:39.102 --> 00:12:40.560
AUDIENCE: Helmet
for falling rocks.

00:12:40.560 --> 00:12:41.893
AUDIENCE: All right, here we go.

00:12:41.893 --> 00:12:42.597
Let's do it!

00:12:42.597 --> 00:12:44.094
Go, go, go!

00:12:44.094 --> 00:12:46.589
Aw.

00:12:46.589 --> 00:12:48.150
AUDIENCE: Boo!

00:12:48.150 --> 00:12:51.085
AUDIENCE: You should not put
so many people on the line.

00:12:51.085 --> 00:12:53.460
AUDIENCE: Oh!

00:12:53.460 --> 00:12:54.426
Barely survived.

00:12:54.426 --> 00:12:55.392
AUDIENCE: I won?

00:12:55.392 --> 00:12:56.841
AUDIENCE: Yeah.

00:12:56.841 --> 00:12:59.739
PROFESSOR: So how do
you feel about that?

00:12:59.739 --> 00:13:02.462
AUDIENCE: I feel awesome, but
I have no idea what happened.

00:13:02.462 --> 00:13:03.045
PROFESSOR: OK.

00:13:03.045 --> 00:13:04.020
AUDIENCE: The greater
the number of cities

00:13:04.020 --> 00:13:05.561
that are connected
together by roads,

00:13:05.561 --> 00:13:06.890
the faster they all grow.

00:13:06.890 --> 00:13:09.506
That dude built roads,
and we don't know how.

00:13:09.506 --> 00:13:10.400
AUDIENCE: Maybe he--

00:13:10.400 --> 00:13:11.840
AUDIENCE: Wait, did he actually?

00:13:11.840 --> 00:13:12.800
AUDIENCE: Yeah, he
had roads before.

00:13:12.800 --> 00:13:13.435
AUDIENCE: Did he?

00:13:13.435 --> 00:13:15.410
AUDIENCE: Yeah, you saw
him light up and connect.

00:13:15.410 --> 00:13:16.920
All those things
were basically roads.

00:13:16.920 --> 00:13:18.336
You had the dudes
moving along it.

00:13:18.336 --> 00:13:20.514
It's population
increased in size.

00:13:20.514 --> 00:13:23.104
Our population has yet
to increase in size.

00:13:23.104 --> 00:13:24.520
PROFESSOR: I think
you [INAUDIBLE]

00:13:24.520 --> 00:13:25.765
before class about it.

00:13:25.765 --> 00:13:27.787
AUDIENCE: Yeah.

00:13:27.787 --> 00:13:28.370
PROFESSOR: OK.

00:13:28.370 --> 00:13:30.579
So you feel awesome, but
you're still not sure what--

00:13:30.579 --> 00:13:32.453
AUDIENCE: I still don't
know what's going on.

00:13:32.453 --> 00:13:34.570
I do know that
exploring is very good.

00:13:34.570 --> 00:13:35.215
PROFESSOR: OK.

00:13:35.215 --> 00:13:36.590
AUDIENCE: I figured
that one out.

00:13:36.590 --> 00:13:38.720
PROFESSOR: So there's
some sort of exploring.

00:13:42.120 --> 00:13:43.850
It's good for something.

00:13:43.850 --> 00:13:45.195
AUDIENCE: I got zero points.

00:13:45.195 --> 00:13:47.402
[INTERPOSING VOICES]

00:13:47.402 --> 00:13:47.985
PROFESSOR: OK.

00:13:47.985 --> 00:13:50.401
AUDIENCE: And I got zero, too,
but mine went from negative

00:13:50.401 --> 00:13:52.310
above.

00:13:52.310 --> 00:13:55.040
PROFESSOR: There's still a
lot of confusion going on, OK.

00:13:55.040 --> 00:13:55.600
All right.

00:13:55.600 --> 00:13:59.600
[SIDE CONVERSATION]

00:21:20.499 --> 00:21:23.040
PROFESSOR: I think it's showing
you how the points are added.

00:21:23.040 --> 00:21:26.540
[INTERPOSING VOICES]

00:21:26.540 --> 00:21:27.950
PROFESSOR: So how
was that round?

00:21:27.950 --> 00:21:29.390
AUDIENCE: It was fun.

00:21:29.390 --> 00:21:30.544
I wish that I could see--

00:21:30.544 --> 00:21:32.460
I think there was a way
to see which city they

00:21:32.460 --> 00:21:34.138
were going to attack first.

00:21:34.138 --> 00:21:35.471
I didn't know what it was.

00:21:35.471 --> 00:21:35.970
I forgot.

00:21:35.970 --> 00:21:38.430
Also, I feel like
it's sort of pointless

00:21:38.430 --> 00:21:41.340
that you have to click on
a city again to explore it.

00:21:41.340 --> 00:21:43.827
I always want to explore
it, as far as I can tell.

00:21:43.827 --> 00:21:44.410
PROFESSOR: OK.

00:21:44.410 --> 00:21:45.780
All right.

00:21:45.780 --> 00:21:49.112
So you feel that there is
some redundancy going on?

00:21:49.112 --> 00:21:49.820
AUDIENCE: Oh yes.

00:21:49.820 --> 00:21:50.670
PROFESSOR: OK.

00:21:50.670 --> 00:21:52.680
All right.

00:21:52.680 --> 00:21:53.940
All right, cool.

00:21:53.940 --> 00:21:55.740
Thank you very much.

00:21:55.740 --> 00:22:01.280
So these are kind of the things
that, as players, you know,

00:22:01.280 --> 00:22:02.520
the sensations that you get.

00:22:02.520 --> 00:22:04.290
Right?

00:22:04.290 --> 00:22:07.770
You get kind of the joy
of exploring, finding out

00:22:07.770 --> 00:22:10.600
new things, pushing
back the fog.

00:22:10.600 --> 00:22:12.840
And the beginning
of learning again,

00:22:12.840 --> 00:22:14.610
this confusion,
this befuddlement.

00:22:14.610 --> 00:22:19.140
You don't actually know how your
actions are changing things.

00:22:19.140 --> 00:22:21.220
But if you play a
lot of games, you

00:22:21.220 --> 00:22:25.070
are usually sort of primed to
accept a little bit of that.

00:22:25.070 --> 00:22:27.360
And sometimes it's
balanced well enough

00:22:27.360 --> 00:22:31.357
that it sort of intrigues
you rather than puts you off.

00:22:31.357 --> 00:22:32.815
But sometimes it
just puts you off.

00:22:35.700 --> 00:22:38.385
Someone said that it
felt good to save people.

00:22:43.230 --> 00:22:47.420
You described it as
feeling kind of fun.

00:22:47.420 --> 00:22:49.410
In the paper there are
some different ways

00:22:49.410 --> 00:22:51.445
how we can describe fun.

00:22:51.445 --> 00:22:55.440
It's just eight different
types, but even in the paper

00:22:55.440 --> 00:22:58.140
it states it isn't meant
to be a comprehensive list.

00:22:58.140 --> 00:23:00.660
It isn't meant to be a
list that's exhausting

00:23:00.660 --> 00:23:03.930
every single option out there.

00:23:03.930 --> 00:23:07.380
It's just to show that there
are different kinds of fun

00:23:07.380 --> 00:23:11.550
when you play a game-- like
exploring things, or inhabiting

00:23:11.550 --> 00:23:15.750
a role, or overcoming
a challenge,

00:23:15.750 --> 00:23:23.346
or just passing time in a
way to alleviate boredom.

00:23:26.390 --> 00:23:28.990
Sorry, I have a bit
of cold so my speech

00:23:28.990 --> 00:23:31.080
is a little bit stunted today.

00:23:33.660 --> 00:23:36.920
There are a number of
game mechanics in here

00:23:36.920 --> 00:23:40.680
that generate some
of these sensations.

00:23:40.680 --> 00:23:43.560
I want to put aside
about confusion and lack

00:23:43.560 --> 00:23:47.260
of other influence right
now, because some of that's

00:23:47.260 --> 00:23:49.140
addressed in the tutorial.

00:23:49.140 --> 00:23:50.830
If you went through
the tutorial,

00:23:50.830 --> 00:23:53.580
it explains to you what
all of the actions were.

00:23:53.580 --> 00:23:56.100
You probably wouldn't
feel quite so confused

00:23:56.100 --> 00:23:58.410
about what you could do.

00:23:58.410 --> 00:24:02.490
However, I think it's reasonable
to address the lack of control

00:24:02.490 --> 00:24:06.504
that you might feel, even after
knowing what you could do.

00:24:06.504 --> 00:24:07.003
Right?

00:24:11.610 --> 00:24:14.550
These are the things that people
would describe as aesthetics.

00:24:14.550 --> 00:24:17.380
The thing that the player feels.

00:24:17.380 --> 00:24:22.980
The paper describes them
as desirable experiences.

00:24:22.980 --> 00:24:24.640
That's not necessarily
always the case.

00:24:24.640 --> 00:24:25.850
It's not always desirable.

00:24:25.850 --> 00:24:29.640
I'm pretty sure that
confusion was not

00:24:29.640 --> 00:24:33.900
a desired experience that
the designer of this game

00:24:33.900 --> 00:24:34.920
wanted you to have.

00:24:34.920 --> 00:24:37.895
By the way, one of the
designers of that game

00:24:37.895 --> 00:24:40.020
is actually one of the
writers of this paper, which

00:24:40.020 --> 00:24:42.640
is why we're playing
this game in particular.

00:24:45.610 --> 00:24:47.417
So these are aesthetics.

00:24:47.417 --> 00:24:49.500
Let's talk about some of
the mechanics of the game

00:24:49.500 --> 00:24:50.010
execution.

00:24:50.010 --> 00:24:54.045
Hit the screen and bring it up.

00:24:54.045 --> 00:24:56.970
So let's talk about some of
the mechanics of this game.

00:24:56.970 --> 00:24:58.260
Someone describe it.

00:25:01.576 --> 00:25:03.010
AUDIENCE: [? Turn waits. ?]

00:25:03.010 --> 00:25:09.339
PROFESSOR: OK, so
[? turn waits. ?]

00:25:09.339 --> 00:25:11.380
The game waits for you
until you make a decision.

00:25:11.380 --> 00:25:13.240
It's not real time.

00:25:13.240 --> 00:25:16.715
Is it not real time?

00:25:16.715 --> 00:25:17.990
AUDIENCE: [INAUDIBLE]

00:25:17.990 --> 00:25:18.615
PROFESSOR: Huh?

00:25:18.615 --> 00:25:19.290
AUDIENCE: It waits.

00:25:19.290 --> 00:25:19.960
PROFESSOR: It waits?

00:25:19.960 --> 00:25:21.800
AUDIENCE: Except for when you
run into barbarians, right?

00:25:21.800 --> 00:25:23.910
Don't you have 10
seconds or something to--

00:25:23.910 --> 00:25:26.470
[INTERPOSING VOICES]

00:25:29.974 --> 00:25:33.816
AUDIENCE: 10 seconds is actually
[INAUDIBLE] and collect more.

00:25:33.816 --> 00:25:35.941
AUDIENCE: They do that over
the course of the game.

00:25:35.941 --> 00:25:37.524
AUDIENCE: Yeah, but
like the countdown

00:25:37.524 --> 00:25:39.310
doesn't start until
you send your troops.

00:25:39.310 --> 00:25:39.893
PROFESSOR: OK.

00:25:39.893 --> 00:25:44.080
All right, so the
truth is until you

00:25:44.080 --> 00:25:47.070
make your final move, right?

00:25:47.070 --> 00:25:50.990
And then the 10 seconds
where it counts down

00:25:50.990 --> 00:25:55.860
and you see things
continue to happen.

00:25:55.860 --> 00:25:57.170
OK, all right.

00:25:57.170 --> 00:25:58.540
AUDIENCE: There's combat.

00:25:58.540 --> 00:26:00.813
PROFESSOR: There's
combat as a mechanism.

00:26:00.813 --> 00:26:03.270
There's some sort of AI combat.

00:26:03.270 --> 00:26:04.910
Right?

00:26:04.910 --> 00:26:09.510
You don't actually directly
tell your troops to attack.

00:26:09.510 --> 00:26:11.296
You just place
them ahead of time,

00:26:11.296 --> 00:26:13.480
and then they just
wail at each other,

00:26:13.480 --> 00:26:18.570
using some sort of algorithm,
some sort of computation on how

00:26:18.570 --> 00:26:23.170
that number, of how
that addition works.

00:26:23.170 --> 00:26:25.504
What else is in the game?

00:26:25.504 --> 00:26:27.190
AUDIENCE: Exploration.

00:26:27.190 --> 00:26:29.748
PROFESSOR: Exploration?

00:26:29.748 --> 00:26:30.656
Go ahead.

00:26:30.656 --> 00:26:37.590
AUDIENCE: [INAUDIBLE] how
you prepare for the attack.

00:26:37.590 --> 00:26:40.430
PROFESSOR: So how
do you find cities?

00:26:40.430 --> 00:26:41.535
How do you find cities?

00:26:41.535 --> 00:26:43.410
AUDIENCE: You just have
to walk on top of it.

00:26:43.410 --> 00:26:43.993
PROFESSOR: OK.

00:26:43.993 --> 00:26:47.497
So you click on
the purple squares.

00:26:47.497 --> 00:26:50.080
And then that shows you what is
underneath the purple squares.

00:26:50.080 --> 00:26:50.690
It will defog.

00:26:55.130 --> 00:26:57.840
It's not full of war,
exactly, but they have a sort

00:26:57.840 --> 00:27:01.850
of unexplored fog, right?

00:27:07.610 --> 00:27:10.620
Which you have to disappear.

00:27:10.620 --> 00:27:13.338
Is that the only clue
about how to find a city?

00:27:13.338 --> 00:27:15.480
AUDIENCE: Question mark.

00:27:15.480 --> 00:27:19.090
PROFESSOR: Sometimes you
get the question hint.

00:27:19.090 --> 00:27:20.170
Right?

00:27:20.170 --> 00:27:22.004
And there's something there.

00:27:22.004 --> 00:27:24.600
AUDIENCE: There's like lush
terrain around cities usually.

00:27:24.600 --> 00:27:26.940
PROFESSOR: Farms actually.

00:27:26.940 --> 00:27:33.294
It's hard to tell on the
screen, but on the iPad.

00:27:33.294 --> 00:27:37.160
Do the farms-- all
make the cities.

00:27:37.160 --> 00:27:39.240
So if you step on something
green, you realize,

00:27:39.240 --> 00:27:41.198
wait a minute, there's
a city somewhere nearby.

00:27:41.198 --> 00:27:44.780
It's kind of
Minesweeper-esque in that way.

00:27:44.780 --> 00:27:45.530
What else?

00:27:45.530 --> 00:27:47.840
AUDIENCE: The oasis?

00:27:47.840 --> 00:27:49.437
PROFESSOR: What was that?

00:27:49.437 --> 00:27:50.270
AUDIENCE: The oasis.

00:27:50.270 --> 00:27:50.853
PROFESSOR: OK.

00:27:50.853 --> 00:27:52.990
So what about the oasis?

00:27:52.990 --> 00:27:55.980
AUDIENCE: You're
also looking for it.

00:27:55.980 --> 00:27:58.835
As soon as you hit one of
the squares of the oasis,

00:27:58.835 --> 00:28:02.000
you can more or less figure
out where the other ones are.

00:28:02.000 --> 00:28:03.937
PROFESSOR: OK, because?

00:28:03.937 --> 00:28:07.910
AUDIENCE: It seems to always be
in the same 3 by 4 rectangle.

00:28:07.910 --> 00:28:11.315
PROFESSOR: So the oasis--

00:28:11.315 --> 00:28:13.579
AUDIENCE: You see like
a corner of the river,

00:28:13.579 --> 00:28:16.120
then you know it's flowing this
way and then that way, right?

00:28:16.120 --> 00:28:16.830
PROFESSOR: Yes.

00:28:16.830 --> 00:28:19.860
Well, the oasis is
always a rectangle.

00:28:19.860 --> 00:28:21.456
So if you find a
corner, yeah, you

00:28:21.456 --> 00:28:23.792
know that if you follow
those things then--

00:28:23.792 --> 00:28:24.625
[INTERPOSING VOICES]

00:28:24.625 --> 00:28:28.286
AUDIENCE: You know it's grass on
this side, water on this side.

00:28:28.286 --> 00:28:29.590
So it's always inside.

00:28:29.590 --> 00:28:31.000
PROFESSOR: Right.

00:28:31.000 --> 00:28:34.200
So if the grid was like that,
the moment you find one corner,

00:28:34.200 --> 00:28:36.110
then you know which
way to explore.

00:28:36.110 --> 00:28:38.960
So the oasis gives you clues.

00:28:38.960 --> 00:28:40.877
The title of your oasis
alone gives you clues.

00:28:40.877 --> 00:28:42.626
It is the same way
that the farms give you

00:28:42.626 --> 00:28:43.900
clues about the cities.

00:28:43.900 --> 00:28:49.711
AUDIENCE: [INAUDIBLE]
because we were

00:28:49.711 --> 00:28:53.506
trying to decide whether or
not we should use technology,

00:28:53.506 --> 00:28:57.360
or to build roads, or outfit
the cities with defense,

00:28:57.360 --> 00:28:58.913
or whatever.

00:28:58.913 --> 00:29:01.246
PROFESSOR: How do you all
take resources with this game?

00:29:01.246 --> 00:29:04.080
AUDIENCE: You just
have it, I guess.

00:29:04.080 --> 00:29:06.870
PROFESSOR: You just have it, and
what happens when you attack?

00:29:06.870 --> 00:29:16.250
AUDIENCE: Certain
actions [INAUDIBLE]

00:29:16.250 --> 00:29:19.850
PROFESSOR: So you have a
limited number of followers,

00:29:19.850 --> 00:29:23.630
and tapping assigns them
to spend them, basically,

00:29:23.630 --> 00:29:29.290
to get them to follow
some sort of task.

00:29:29.290 --> 00:29:42.160
So limited followers,
tapping assigns.

00:29:48.830 --> 00:29:49.810
Assigns the followers.

00:29:49.810 --> 00:29:51.954
OK.

00:29:51.954 --> 00:29:52.896
Other ones?

00:29:57.140 --> 00:29:59.200
AUDIENCE: There's the
scoring at the end?

00:29:59.200 --> 00:30:00.450
PROFESSOR: Scoring at the end.

00:30:00.450 --> 00:30:04.164
AUDIENCE: Which is a
summary in some sense.

00:30:04.164 --> 00:30:09.564
It seems to be different from
what actually-- like when you

00:30:09.564 --> 00:30:13.170
end the level, you get a
feeling of, did you do well

00:30:13.170 --> 00:30:14.450
or did you do not well.

00:30:14.450 --> 00:30:17.668
And then it didn't always
correspond with the score.

00:30:17.668 --> 00:30:18.376
PROFESSOR: Right.

00:30:18.376 --> 00:30:19.420
The score is unnecessary.

00:30:19.420 --> 00:30:31.600
So the score is kind
of different from what

00:30:31.600 --> 00:30:33.982
the game is immediately
giving you feedback on.

00:30:33.982 --> 00:30:36.190
The score is kind of like
a completely different kind

00:30:36.190 --> 00:30:38.020
of feedback.

00:30:38.020 --> 00:30:43.470
AUDIENCE: I actually disagree
that the score was like that.

00:30:43.470 --> 00:30:48.460
So I was very confused when
we won the first level,

00:30:48.460 --> 00:30:51.440
because everyone died.

00:30:51.440 --> 00:30:54.653
But we got a score of zero,
which kind of makes sense.

00:30:54.653 --> 00:30:56.085
And when I went
a bunch of people

00:30:56.085 --> 00:30:57.960
died, but I still
passed the level.

00:30:57.960 --> 00:31:00.440
And that made sense because
I had two cities left.

00:31:00.440 --> 00:31:03.750
And I still got a score of zero
because I lost tons of people.

00:31:03.750 --> 00:31:06.250
Then when we made it so we
didn't lose a single city,

00:31:06.250 --> 00:31:08.470
we got a score of
1,000 or something

00:31:08.470 --> 00:31:11.616
We didn't lose a single city
and we had a lot of people.

00:31:11.616 --> 00:31:14.265
I thought the score made sense,
maybe the level progression

00:31:14.265 --> 00:31:15.118
didn't.

00:31:15.118 --> 00:31:16.492
AUDIENCE: Nathan
lost some cities

00:31:16.492 --> 00:31:19.670
and still had a score of
about a thousand or so.

00:31:19.670 --> 00:31:20.570
[INTERPOSING VOICES]

00:31:20.570 --> 00:31:22.528
AUDIENCE: You lost-- you
didn't get any points,

00:31:22.528 --> 00:31:25.372
and you didn't
discover anything.

00:31:25.372 --> 00:31:26.330
AUDIENCE: There you go.

00:31:26.330 --> 00:31:27.525
So the score makes sense.

00:31:27.525 --> 00:31:28.900
AUDIENCE: Also I
was going to say

00:31:28.900 --> 00:31:31.108
that he said that the score
was possibly accumulative

00:31:31.108 --> 00:31:32.810
over all the phases done.

00:31:32.810 --> 00:31:38.050
And the score [INAUDIBLE]

00:31:38.050 --> 00:31:45.079
AUDIENCE: [INAUDIBLE]

00:31:45.079 --> 00:31:46.620
AUDIENCE: There was
another mechanic.

00:31:46.620 --> 00:31:48.120
We didn't really
get to discover it.

00:31:48.120 --> 00:31:50.622
But it was like
glowing, O-A-I-S-I-S.

00:31:50.622 --> 00:31:51.330
PROFESSOR: Right.

00:31:55.150 --> 00:32:00.140
Clearly leading to something
we haven't figured out yet.

00:32:00.140 --> 00:32:00.780
OK.

00:32:00.780 --> 00:32:01.680
AUDIENCE: There was
a special follower

00:32:01.680 --> 00:32:03.860
that we got that kind
of like stalked us.

00:32:03.860 --> 00:32:05.874
PROFESSOR: OK.

00:32:05.874 --> 00:32:08.165
I think they call them experts
or advisors or something

00:32:08.165 --> 00:32:10.722
of that nature.

00:32:10.722 --> 00:32:13.225
What was the advantage
of doing that?

00:32:13.225 --> 00:32:14.250
Having followers return?

00:32:14.250 --> 00:32:17.060
[INTERPOSING VOICES]

00:32:19.429 --> 00:32:21.220
PROFESSOR: So she
started and you had more.

00:32:21.220 --> 00:32:22.610
All right?

00:32:22.610 --> 00:32:24.498
AUDIENCE: Here's a question.

00:32:24.498 --> 00:32:30.560
Every level that we
[INAUDIBLE] We had two of them

00:32:30.560 --> 00:32:31.760
along the side.

00:32:31.760 --> 00:32:35.190
[INAUDIBLE]

00:32:35.190 --> 00:32:39.227
AUDIENCE: It said that in one
of the tutorials [INAUDIBLE]

00:32:39.227 --> 00:32:39.810
PROFESSOR: OK.

00:32:39.810 --> 00:32:46.220
So there's some sort of
[INAUDIBLE] with [? wind, ?]

00:32:46.220 --> 00:32:47.024
you know?

00:32:47.024 --> 00:32:49.130
[INAUDIBLE] Right?

00:32:49.130 --> 00:32:51.130
AUDIENCE: There were also
these little blue orbs

00:32:51.130 --> 00:32:54.240
that got transported
into the artwork.

00:32:54.240 --> 00:32:55.146
PROFESSOR: Right.

00:32:55.146 --> 00:32:56.250
AUDIENCE: And I have
no idea what that does.

00:32:56.250 --> 00:32:58.560
PROFESSOR: So where did
those blue orbs appear?

00:32:58.560 --> 00:32:59.310
Did anyone notice?

00:32:59.310 --> 00:33:00.726
AUDIENCE: When you
were uncovering

00:33:00.726 --> 00:33:01.875
the tiles I want to say.

00:33:01.875 --> 00:33:02.820
AUDIENCE: But when you
searched, if you didn't

00:33:02.820 --> 00:33:04.130
get one of those
technologies at the top,

00:33:04.130 --> 00:33:05.963
you usually got a blue
orb that would go up.

00:33:05.963 --> 00:33:08.230
Otherwise, I do not know
what that blue orb does.

00:33:08.230 --> 00:33:10.195
He got lot of blue orbs.

00:33:10.195 --> 00:33:11.820
PROFESSOR: When you
pick up the oasis--

00:33:11.820 --> 00:33:14.350
when you walk over the
oasis, you get blue orbs.

00:33:14.350 --> 00:33:19.660
So the oasis also
gives you blue--

00:33:19.660 --> 00:33:20.582
which makes sense.

00:33:20.582 --> 00:33:22.290
It's like the bluest
thing on the screen,

00:33:22.290 --> 00:33:25.140
and then when you click
on it, blue things move.

00:33:25.140 --> 00:33:27.610
So there's some sort of
color coordination thing.

00:33:27.610 --> 00:33:32.640
AUDIENCE: The barbarians
steal your blue.

00:33:32.640 --> 00:33:35.077
PROFESSOR: I know where
this meme is going.

00:33:35.077 --> 00:33:36.910
AUDIENCE: Oh, I was
thinking that the blue--

00:33:36.910 --> 00:33:38.400
[INTERPOSING VOICES]

00:33:38.400 --> 00:33:39.845
PROFESSOR: Oh, yes, yes, blue.

00:33:39.845 --> 00:33:42.136
AUDIENCE: The one time they
got to the oasis, something

00:33:42.136 --> 00:33:44.350
happened where
everyone-- all the blue

00:33:44.350 --> 00:33:45.430
went to the barbarians.

00:33:45.430 --> 00:33:47.948
AUDIENCE: It looks like it
was a last line of defense.

00:33:47.948 --> 00:33:50.962
[INTERPOSING VOICES]

00:33:50.962 --> 00:33:52.420
PROFESSOR: So either
the barbarians

00:33:52.420 --> 00:33:54.360
are taking away your blue,
or you're using your blue

00:33:54.360 --> 00:33:55.560
to smite the barbarians.

00:33:55.560 --> 00:33:58.871
Either way you end up with
no barbarians and less blue.

00:33:58.871 --> 00:33:59.370
Right.

00:34:03.220 --> 00:34:05.340
AUDIENCE: Do you think
if that happened,

00:34:05.340 --> 00:34:08.570
we got down to zero blue,
we would lose the game?

00:34:08.570 --> 00:34:10.370
AUDIENCE: Yes.

00:34:10.370 --> 00:34:11.545
AUDIENCE: That was my guess.

00:34:11.545 --> 00:34:12.920
There had to be
some way to lose,

00:34:12.920 --> 00:34:14.350
but we couldn't figure out how.

00:34:14.350 --> 00:34:17.612
[INTERPOSING VOICES]

00:34:17.612 --> 00:34:20.920
PROFESSOR: You were at
level four on like 15.

00:34:20.920 --> 00:34:23.210
AUDIENCE: 13, I think.

00:34:23.210 --> 00:34:26.627
PROFESSOR: I can tell
you one of the things

00:34:26.627 --> 00:34:28.210
that this particular
game designer has

00:34:28.210 --> 00:34:30.489
told me is that he doesn't
believe in game balance.

00:34:30.489 --> 00:34:33.460
He just believes in making a
game start so ridiculously easy

00:34:33.460 --> 00:34:36.400
and end at an almost
impossible level.

00:34:36.400 --> 00:34:39.070
So somewhere along the
way you meet the level

00:34:39.070 --> 00:34:42.724
that you're good at, and
that's a balanced game.

00:34:42.724 --> 00:34:46.150
AUDIENCE: [INAUDIBLE]

00:34:46.150 --> 00:34:49.270
PROFESSOR: That's one
way of looking at it.

00:34:49.270 --> 00:34:51.429
So we've identified a
bunch of games mechanisms.

00:34:51.429 --> 00:34:53.595
We didn't go into things
like roads and technologies

00:34:53.595 --> 00:34:54.845
and mines and stuff like that.

00:34:54.845 --> 00:34:56.609
There's a ton of game
mechanics in here.

00:34:56.609 --> 00:34:58.275
These are the kind
of things that a game

00:34:58.275 --> 00:34:59.400
designer can design, right?

00:34:59.400 --> 00:35:00.750
These are rules.

00:35:00.750 --> 00:35:03.770
Things as simple as the oasis
is always in a rectangle.

00:35:03.770 --> 00:35:05.080
There's no reason for that.

00:35:05.080 --> 00:35:07.382
It could have been a river.

00:35:07.382 --> 00:35:08.090
But you're right.

00:35:08.090 --> 00:35:09.631
There is actually
a rule in the game.

00:35:09.631 --> 00:35:11.200
Every time you
find an oasis, it's

00:35:11.200 --> 00:35:14.720
always going to be of
a rectangular shape.

00:35:14.720 --> 00:35:19.720
These are the things
that a designer designs,

00:35:19.720 --> 00:35:24.970
and you get dynamics out of
a bunch of these mechanics

00:35:24.970 --> 00:35:28.160
interacting with each other.

00:35:28.160 --> 00:35:33.940
So I'm going to give one
example of a dynamic.

00:35:33.940 --> 00:35:37.780
One of the dynamics is that
as you reveal information

00:35:37.780 --> 00:35:39.940
about the stuff that
is underneath the fog,

00:35:39.940 --> 00:35:42.790
you start having more
decisions to make.

00:35:42.790 --> 00:35:44.407
What's your next
step going to be.

00:35:44.407 --> 00:35:46.990
Because you could click on the
thing that you just discovered.

00:35:46.990 --> 00:35:49.910
Like if you find a
city, one of the things

00:35:49.910 --> 00:35:52.090
that people were telling
everybody-- search it right

00:35:52.090 --> 00:35:52.589
now!

00:35:52.589 --> 00:35:54.200
Right?

00:35:54.200 --> 00:35:57.120
But then you can
also find a mine,

00:35:57.120 --> 00:35:59.350
and you're going to
find followers into it.

00:35:59.350 --> 00:36:01.720
You could build a road,
and some people I think

00:36:01.720 --> 00:36:03.904
might have noticed
what road is this.

00:36:03.904 --> 00:36:05.320
Did people find
out about anything

00:36:05.320 --> 00:36:06.223
about what road is this?

00:36:06.223 --> 00:36:07.740
AUDIENCE: They gave you
more people, I think.

00:36:07.740 --> 00:36:08.195
PROFESSOR: Yes.

00:36:08.195 --> 00:36:09.340
AUDIENCE: I think one
of the pop-ups said.

00:36:09.340 --> 00:36:10.881
PROFESSOR: Your
cities start actually

00:36:10.881 --> 00:36:14.580
growing in number when you
connect them on the roads.

00:36:14.580 --> 00:36:17.120
And of course that helps
with defense in the long run.

00:36:17.120 --> 00:36:21.145
So one of the dynamics in
this game is that the further

00:36:21.145 --> 00:36:24.580
that you play in a level,
the more kinds of decisions

00:36:24.580 --> 00:36:26.000
you're going to make.

00:36:26.000 --> 00:36:28.240
At the beginning
of the game, you

00:36:28.240 --> 00:36:31.870
can make no decisions besides
which one of these two squares

00:36:31.870 --> 00:36:33.250
am I going to start searching.

00:36:33.250 --> 00:36:34.650
Up or left.

00:36:34.650 --> 00:36:37.110
I think you always start
in one of the corners,

00:36:37.110 --> 00:36:41.170
so there are only two directions
that you possibly search.

00:36:41.170 --> 00:36:42.790
What other dynamics are there?

00:36:42.790 --> 00:36:45.950
These are things that
arise out of a combination

00:36:45.950 --> 00:36:48.288
of these mechanics.

00:36:48.288 --> 00:36:52.650
AUDIENCE: Would one be huge
kind of pre-perform a set

00:36:52.650 --> 00:36:54.320
of actions, like
your exploration,

00:36:54.320 --> 00:36:55.570
you're searching and whatever.

00:36:55.570 --> 00:36:58.210
And then, after that, you
just kind of let it go,

00:36:58.210 --> 00:37:01.217
and the barbarians come
and do their bidding?

00:37:01.217 --> 00:37:01.800
PROFESSOR: OK.

00:37:01.800 --> 00:37:04.640
So one of the
things is you set up

00:37:04.640 --> 00:37:10.150
initial conditions for,
hopefully, things to work out,

00:37:10.150 --> 00:37:15.150
for sort of the systems
to emerge in the behavior,

00:37:15.150 --> 00:37:16.630
in the long-term behavior.

00:37:16.630 --> 00:37:18.590
OK.

00:37:18.590 --> 00:37:20.350
What else?

00:37:20.350 --> 00:37:22.985
That's actually a
dynamic, in this case.

00:37:22.985 --> 00:37:26.730
That's something you set up even
before all your turns are over.

00:37:26.730 --> 00:37:29.560
Like you said, people in
a mine-- the miners just

00:37:29.560 --> 00:37:31.540
keep digging each turn.

00:37:31.540 --> 00:37:33.270
You don't have to babysit them.

00:37:33.270 --> 00:37:34.780
They'll keep digging.

00:37:34.780 --> 00:37:36.610
And they'll find
stuff without you

00:37:36.610 --> 00:37:40.350
telling them to do anything.

00:37:40.350 --> 00:37:42.190
What else?

00:37:42.190 --> 00:37:47.110
What else fits this kind
of description of something

00:37:47.110 --> 00:37:50.760
that arises still kind
of mechanically out

00:37:50.760 --> 00:37:54.205
of a combination of
all of these dynamics?

00:37:58.420 --> 00:37:59.960
Let's say combat, for instance.

00:37:59.960 --> 00:38:04.730
When the red forces and
your blue forces start,

00:38:04.730 --> 00:38:09.170
you know, like little ants start
facing off against each other.

00:38:09.170 --> 00:38:10.712
What happens?

00:38:10.712 --> 00:38:12.128
AUDIENCE: Like
really snowballing.

00:38:12.128 --> 00:38:14.016
Like really snowballing.

00:38:14.016 --> 00:38:14.682
PROFESSOR: Right

00:38:14.682 --> 00:38:17.030
AUDIENCE: It would start
off kind of even or so.

00:38:17.030 --> 00:38:18.659
And then all of a
sudden one force

00:38:18.659 --> 00:38:19.784
would just take a nosedive.

00:38:19.784 --> 00:38:20.760
PROFESSOR: Uh-huh?

00:38:20.760 --> 00:38:21.520
AUDIENCE: At one point,
the two forces were even,

00:38:21.520 --> 00:38:23.433
and then one got up to
like 90, and one just

00:38:23.433 --> 00:38:24.683
started dropping and dropping.

00:38:24.683 --> 00:38:26.220
And this one just stayed at 90.

00:38:26.220 --> 00:38:28.691
You can see that too with
the really small cities

00:38:28.691 --> 00:38:30.232
that have like 20
people or something

00:38:30.232 --> 00:38:31.440
that get like squashed.

00:38:31.440 --> 00:38:33.350
PROFESSOR: Squashed, right?

00:38:33.350 --> 00:38:37.150
So it has this
interesting curve.

00:38:37.150 --> 00:38:40.620
On like a successful
defense, the barbarians

00:38:40.620 --> 00:38:43.750
are usually here,
and the followers--

00:38:43.750 --> 00:38:45.682
you usually have a
slightly lower number,

00:38:45.682 --> 00:38:47.140
because a huge
number of barbarians

00:38:47.140 --> 00:38:49.085
that show up all of a sudden--

00:38:49.085 --> 00:38:50.460
AUDIENCE: But we
have technology.

00:38:50.460 --> 00:38:51.380
PROFESSOR: Yeah.

00:38:51.380 --> 00:38:55.925
But often what happens is that
you've got a number like that,

00:38:55.925 --> 00:39:00.290
and it kind of goes like that.

00:39:00.290 --> 00:39:00.790
Right?

00:39:00.790 --> 00:39:02.840
It starts off kind of
like the barbarians still

00:39:02.840 --> 00:39:05.423
maintain your numbers, then all
of a sudden it just collapses.

00:39:05.423 --> 00:39:07.730
This is what a successful
defense in that game

00:39:07.730 --> 00:39:08.790
looks like.

00:39:08.790 --> 00:39:10.990
AUDIENCE: But you can
also flip that curve.

00:39:10.990 --> 00:39:13.240
Not necessarily flip it,
but the followers can also

00:39:13.240 --> 00:39:14.010
take that kind of curve.

00:39:14.010 --> 00:39:14.510
PROFESSOR: Oh, yeah.

00:39:14.510 --> 00:39:15.910
AUDIENCE: Instead of just
below the barbarians.

00:39:15.910 --> 00:39:17.000
PROFESSOR: Oh, yeah.

00:39:17.000 --> 00:39:17.941
Totally.

00:39:17.941 --> 00:39:19.690
That would be what an
unsuccessful defense

00:39:19.690 --> 00:39:22.940
looks like.

00:39:22.940 --> 00:39:29.280
That will look more like
that, and then it's like bleh.

00:39:29.280 --> 00:39:29.780
Right?

00:39:29.780 --> 00:39:34.160
There's usually more barbarians
than there are people.

00:39:34.160 --> 00:39:36.910
So this is all arising
out of the game mechanics.

00:39:36.910 --> 00:39:37.640
Right?

00:39:37.640 --> 00:39:42.290
This is not an aesthetic
experience all by itself.

00:39:42.290 --> 00:39:46.010
This is just how the
numbers, if you plotted

00:39:46.010 --> 00:39:49.830
by a fraction of a second
by a fraction of a second,

00:39:49.830 --> 00:39:51.070
you'll get a graph.

00:39:51.070 --> 00:39:54.290
This is just the
algorithm doing its thing.

00:39:54.290 --> 00:39:55.460
All right.

00:39:55.460 --> 00:39:58.310
What does this kind of--

00:39:58.310 --> 00:40:04.100
I'm going to go back to
a successful defense.

00:40:04.100 --> 00:40:07.790
So this arises out of the
mechanics of the game.

00:40:07.790 --> 00:40:11.600
Everything that you do
in the game to get salt,

00:40:11.600 --> 00:40:13.790
get followers into
a city, get them

00:40:13.790 --> 00:40:18.230
technologies, mine
stuff, search cities.

00:40:18.230 --> 00:40:20.870
Make sure there are enough
followers by connecting

00:40:20.870 --> 00:40:22.090
the cities up with roads.

00:40:22.090 --> 00:40:23.840
The other thing that
roads allow you to do

00:40:23.840 --> 00:40:26.000
is redistribute
followers between cities

00:40:26.000 --> 00:40:27.071
that are reconnected.

00:40:27.071 --> 00:40:29.570
That's the thing that you get
to do in those last 10 seconds

00:40:29.570 --> 00:40:32.300
is that you don't just assign
everybody that you've got.

00:40:32.300 --> 00:40:34.190
All the people, go
into this one city.

00:40:34.190 --> 00:40:37.754
You can actually do that and
connect them up with roads.

00:40:37.754 --> 00:40:39.045
You have 10 seconds to do that.

00:40:41.930 --> 00:40:46.360
So everything leads up to
how many followers you've

00:40:46.360 --> 00:40:48.766
got in a city that
the barbarians

00:40:48.766 --> 00:40:49.890
are going to attack, right?

00:40:49.890 --> 00:40:52.130
You know there's
this interaction that

00:40:52.130 --> 00:40:55.060
keeps going on until all the
barbarians are destroyed.

00:40:55.060 --> 00:40:57.323
Then you get this curve.

00:40:57.323 --> 00:40:59.406
And what part of the
aesthetic does this generate?

00:41:02.810 --> 00:41:06.347
What does the player hopefully
experience because of that?

00:41:06.347 --> 00:41:08.236
AUDIENCE: You cheer
for your forces--

00:41:08.236 --> 00:41:08.902
PROFESSOR: Yeah.

00:41:08.902 --> 00:41:10.568
AUDIENCE: And then
you feel disappointed

00:41:10.568 --> 00:41:14.380
when things start going bad,
and you kind of feel for them.

00:41:14.380 --> 00:41:15.280
PROFESSOR: Yeah.

00:41:15.280 --> 00:41:17.995
And then when they pull out of
it, because they're not like,

00:41:17.995 --> 00:41:19.000
yeah!

00:41:19.000 --> 00:41:20.800
At this point it's
like we are both kind

00:41:20.800 --> 00:41:22.090
of in the same trajectory.

00:41:22.090 --> 00:41:24.800
Sure they're dropping,
but we're dropping too.

00:41:24.800 --> 00:41:30.000
Things aren't going so well, and
then all of a sudden your folks

00:41:30.000 --> 00:41:31.640
come through, right?

00:41:31.640 --> 00:41:32.520
We were cheering.

00:41:32.520 --> 00:41:37.400
We were shouting our heads
off, as if our cheers had

00:41:37.400 --> 00:41:41.840
any influence on the outcome.

00:41:41.840 --> 00:41:44.920
I'm not quite sure how to
describe that aesthetic,

00:41:44.920 --> 00:41:48.770
but that's what the player takes
away from this game, right?

00:41:48.770 --> 00:41:51.430
There's this tiny little
moment of the game.

00:41:51.430 --> 00:41:53.800
It's actually very
finely tuned to generate

00:41:53.800 --> 00:41:56.620
exactly that experience.

00:41:56.620 --> 00:41:58.870
You're not quite sure what
the outcome of this battle

00:41:58.870 --> 00:41:59.495
is going to be.

00:41:59.495 --> 00:42:01.896
I like to play the game for
hours and hours and hours,

00:42:01.896 --> 00:42:03.520
and then you can kind
of predict what's

00:42:03.520 --> 00:42:05.395
going to happen the
moment the battle starts,

00:42:05.395 --> 00:42:07.867
because you already know what
each technology agent does.

00:42:07.867 --> 00:42:10.450
But at this point in time when
you're still learning the game,

00:42:10.450 --> 00:42:11.740
you don't know what
each technology does.

00:42:11.740 --> 00:42:13.630
You don't know how the
battles are going to turn out.

00:42:13.630 --> 00:42:15.080
It gets really, really exciting.

00:42:15.080 --> 00:42:16.246
So maybe there's a kind of--

00:42:19.570 --> 00:42:23.300
how Marc LeBlanc, the designer
of this game, described

00:42:23.300 --> 00:42:24.460
it was dramatic tension.

00:42:24.460 --> 00:42:28.720
I'm not quite sure if he's using
that term exactly how it would

00:42:28.720 --> 00:42:30.730
be used in literary convention.

00:42:30.730 --> 00:42:32.980
But in this view
it does feel tense,

00:42:32.980 --> 00:42:35.950
because there's an uncertain
outcome about who's

00:42:35.950 --> 00:42:38.860
going to come out
ahead, and then

00:42:38.860 --> 00:42:43.100
when it resolves in your
favor, you feel great.

00:42:43.100 --> 00:42:48.430
That's basically one dissection
using the MDA framework

00:42:48.430 --> 00:42:50.040
that we just went through.

00:42:50.040 --> 00:42:52.306
There's a whole
bunch of mechanics

00:42:52.306 --> 00:42:55.020
that create a
dynamic that creates

00:42:55.020 --> 00:42:56.231
an aesthetic experience.

00:42:56.231 --> 00:42:58.480
Which is the thing that you
want your players to have.

00:42:58.480 --> 00:43:00.880
In this particular
case, this is explicitly

00:43:00.880 --> 00:43:03.720
what Marc LeBlanc wanted
his players to experience.

00:43:03.720 --> 00:43:06.820
He wanted them to cheer
for the followers,

00:43:06.820 --> 00:43:09.820
even though that has no
impact on the final result

00:43:09.820 --> 00:43:10.462
of the fight.

00:43:13.120 --> 00:43:16.960
So when you look
at your games, I

00:43:16.960 --> 00:43:19.960
want you to be asking
your play testers what

00:43:19.960 --> 00:43:21.580
they're feeling about the game.

00:43:21.580 --> 00:43:23.000
Usually after they're done.

00:43:23.000 --> 00:43:26.446
Say how do you feel
about that, what

00:43:26.446 --> 00:43:27.820
did you like about
the game, what

00:43:27.820 --> 00:43:29.340
didn't you like about the game.

00:43:29.340 --> 00:43:33.310
Both are aesthetic
experiences that come out

00:43:33.310 --> 00:43:34.690
from the play of the game.

00:43:34.690 --> 00:43:37.290
This is much easier to do
with people who are actually

00:43:37.290 --> 00:43:39.190
not in this class,
because you're all

00:43:39.190 --> 00:43:41.860
thinking about the games
from the rules level.

00:43:41.860 --> 00:43:45.257
If you go to somebody who
plays games but doesn't really

00:43:45.257 --> 00:43:47.590
make games or isn't in the
process of learning about how

00:43:47.590 --> 00:43:49.890
to make games, it's
a lot easier for them

00:43:49.890 --> 00:43:52.330
to just think about
well, I kind of

00:43:52.330 --> 00:43:53.800
felt crappy, because
I didn't feel

00:43:53.800 --> 00:43:56.535
there was any way for me to come
back in this game, you know.

00:43:56.535 --> 00:43:58.660
Or, yeah, I felt like I
was [? roleplay ?] stomping

00:43:58.660 --> 00:44:00.750
everybody. [? Roleplay stomp ?]
is an aesthetic.

00:44:03.890 --> 00:44:06.865
Those are things that
you can sort of take that

00:44:06.865 --> 00:44:10.390
to game designers, give you
clues on whether your game is

00:44:10.390 --> 00:44:12.640
doing what you want it
to do, for the mechanics

00:44:12.640 --> 00:44:14.800
that you're designing,
whether the game is not

00:44:14.800 --> 00:44:17.740
doing what you want it to do,
because maybe the mechanics are

00:44:17.740 --> 00:44:20.230
interacting in a way that
creates a dynamic that you

00:44:20.230 --> 00:44:24.640
didn't want, or maybe
the game is really not

00:44:24.640 --> 00:44:28.060
what you wanted to do and
it's actually pretty cool.

00:44:28.060 --> 00:44:30.910
There's always the
accidental discovery

00:44:30.910 --> 00:44:32.620
of your mechanics
doing something

00:44:32.620 --> 00:44:34.330
that you didn't quite expect.

00:44:34.330 --> 00:44:37.660
Maybe you expected
something to be

00:44:37.660 --> 00:44:40.750
kind of like cool and
strategic and detached,

00:44:40.750 --> 00:44:44.510
but then your players end
up feeling really tense

00:44:44.510 --> 00:44:46.600
and feeling that
everything is on the line

00:44:46.600 --> 00:44:51.520
and everything could go wrong at
any moment and they like that.

00:44:51.520 --> 00:44:52.120
OK.

00:44:52.120 --> 00:44:52.680
All right.

00:44:52.680 --> 00:44:54.790
That's something
you can work with.

00:44:54.790 --> 00:44:56.374
But you may not
necessarily understand

00:44:56.374 --> 00:44:58.206
that's what your game
is doing if you're not

00:44:58.206 --> 00:45:00.580
asking your players what's
the sensation that they're

00:45:00.580 --> 00:45:02.540
getting out of the game
purely from the rules.

00:45:02.540 --> 00:45:04.790
When you're working with the
prototypes in particular,

00:45:04.790 --> 00:45:07.570
it's very easy for you to
make this connection back

00:45:07.570 --> 00:45:12.910
to your mechanics, because
they can be experiencing

00:45:12.910 --> 00:45:15.860
terribly much from your artwork
or from the sound effects,

00:45:15.860 --> 00:45:16.360
right?

00:45:16.360 --> 00:45:17.610
Unless you make
your sound effects

00:45:17.610 --> 00:45:19.110
like a mouse, or
something, and then

00:45:19.110 --> 00:45:21.220
it probably sounds pretty goofy.

00:45:21.220 --> 00:45:24.730
But they can only really get
the aesthetic experience out

00:45:24.730 --> 00:45:27.100
of your rules.

00:45:27.100 --> 00:45:29.020
Obviously this is
not the only way

00:45:29.020 --> 00:45:31.970
that you can convey an
aesthetic experience.

00:45:31.970 --> 00:45:35.500
You can do things through
art, sound, storytelling,

00:45:35.500 --> 00:45:37.060
characters, plot,
and everything.

00:45:37.060 --> 00:45:41.141
We'll go into that a little
bit more before assignment two,

00:45:41.141 --> 00:45:42.640
because you're going
to be exploring

00:45:42.640 --> 00:45:44.081
that with assignment two.

00:45:44.081 --> 00:45:45.580
But there's this
one particular kind

00:45:45.580 --> 00:45:50.290
of aesthetic, which I will
refer to it in this class,

00:45:50.290 --> 00:45:52.020
as system aesthetics.

00:45:52.020 --> 00:45:53.890
The aesthetics that
come out from the system

00:45:53.890 --> 00:45:56.990
of all of your mechanics
working together.

00:45:56.990 --> 00:46:00.800
And, in this project,
this first assignment,

00:46:00.800 --> 00:46:03.360
you don't have to worry about
hitting the design aesthetic.

00:46:03.360 --> 00:46:04.470
You don't really have to.

00:46:04.470 --> 00:46:05.969
That's not the goal
of this project.

00:46:05.969 --> 00:46:07.470
I want you to figure
out everything

00:46:07.470 --> 00:46:09.510
that your game mechanic can do.

00:46:09.510 --> 00:46:11.250
And by the way,
there was a question

00:46:11.250 --> 00:46:13.140
at the beginning of
class, what if we wanted

00:46:13.140 --> 00:46:15.480
to change the mechanic because
you discovered something

00:46:15.480 --> 00:46:16.450
along the way.

00:46:16.450 --> 00:46:17.020
That's fine.

00:46:17.020 --> 00:46:18.510
But whatever you
change it to, make

00:46:18.510 --> 00:46:20.880
sure that you're going
deep into that thing.

00:46:20.880 --> 00:46:22.660
Make sure that you're
not just running

00:46:22.660 --> 00:46:24.520
with what you stumbled
with, and then not

00:46:24.520 --> 00:46:25.820
developing it any further.

00:46:25.820 --> 00:46:31.590
Try to really, really explore
what you eventually will

00:46:31.590 --> 00:46:34.470
declare that you're looking at.

00:46:34.470 --> 00:46:36.080
The reason for that
is I want you all

00:46:36.080 --> 00:46:39.450
to have the experience of going
really deep into mechanics

00:46:39.450 --> 00:46:41.550
and figuring out all the
different things that one

00:46:41.550 --> 00:46:42.420
mechanic can do.

00:46:42.420 --> 00:46:45.110
So that later on when you all
mix and match, and form them

00:46:45.110 --> 00:46:47.190
into assignment two and
assignment three teams,

00:46:47.190 --> 00:46:48.782
you've got like a
pool of knowledge

00:46:48.782 --> 00:46:50.490
and more importantly
a pool of experience

00:46:50.490 --> 00:46:52.920
in sort of exploring
what a mechanic can do.

00:46:52.920 --> 00:46:54.460
So you can take
on new mechanics,

00:46:54.460 --> 00:46:56.400
you can share information
with each other

00:46:56.400 --> 00:46:58.800
and use that later to
generate interesting aesthetic

00:46:58.800 --> 00:47:00.024
experiences.

00:47:00.024 --> 00:47:02.440
Because in the end, this is
what the players are here for.

00:47:02.440 --> 00:47:06.090
They don't care about the amount
of work that you put into here.

00:47:06.090 --> 00:47:07.800
They only care about
whether the game

00:47:07.800 --> 00:47:09.175
makes them feel
the way that they

00:47:09.175 --> 00:47:11.070
want to feel right
now while you're

00:47:11.070 --> 00:47:13.570
they're playing your game.

00:47:13.570 --> 00:47:17.697
So any questions?

00:47:21.625 --> 00:47:22.607
Nope.

00:47:22.607 --> 00:47:24.090
OK.

00:47:24.090 --> 00:47:25.980
Well we'll probably
go a little bit more

00:47:25.980 --> 00:47:30.270
into things about
mechanics later this month,

00:47:30.270 --> 00:47:33.270
but right now the rest of the
class is actually time for you

00:47:33.270 --> 00:47:34.110
to work as a team.

00:47:34.110 --> 00:47:37.967
Some of you probably haven't
seen each other since Wednesday

00:47:37.967 --> 00:47:40.050
and may not necessarily
have talked to each other.

00:47:40.050 --> 00:47:41.190
So that's fine.

00:47:41.190 --> 00:47:42.200
Take time now.

00:47:42.200 --> 00:47:45.686
If you've got something
that you need tested,

00:47:45.686 --> 00:47:46.560
you have two options.

00:47:46.560 --> 00:47:48.500
One, you can grab
Rick and I. Or two,

00:47:48.500 --> 00:47:52.037
you can grab other
people in the classroom

00:47:52.037 --> 00:47:54.120
who may not necessarily
have saved their game out.

00:47:54.120 --> 00:47:55.494
Suggest asking
people who haven't

00:47:55.494 --> 00:47:58.980
played a game for two tests.

00:47:58.980 --> 00:48:02.640
But tomorrow is actually
the formal play test.

00:48:02.640 --> 00:48:05.850
So what you absolutely have to
have Friday end of this class

00:48:05.850 --> 00:48:10.900
or what you have to have by
the beginning of tomorrow

00:48:10.900 --> 00:48:13.980
towards that is something that
can be played as a big class.

00:48:13.980 --> 00:48:16.100
Today there's no
required play test.

00:48:16.100 --> 00:48:17.240
Tomorrow there is.

00:48:17.240 --> 00:48:20.224
All right?

00:48:20.224 --> 00:48:21.640
There's also reading
for tomorrow,

00:48:21.640 --> 00:48:23.400
but it's not that bad.

00:48:23.400 --> 00:48:26.056
I think the total number is--

00:48:26.056 --> 00:48:29.920
let me just make sure of that.

00:48:29.920 --> 00:48:31.240
Oh no, it's only part of it.

00:48:31.240 --> 00:48:31.740
Yeah.

00:48:31.740 --> 00:48:34.000
It's going to be just
looking at one thing, which

00:48:34.000 --> 00:48:37.960
is the randomizing and add
a functional dice in games.

00:48:37.960 --> 00:48:40.250
So, OK.

00:48:40.250 --> 00:48:41.900
Work in your teams.

00:48:41.900 --> 00:48:44.550
And all the materials right
here we'll put it on the table.

00:48:44.550 --> 00:48:46.480
Contents from the
following sources

00:48:46.480 --> 00:48:49.150
is copyright of the
respective holders.

00:48:49.150 --> 00:48:50.560
All rights reserved.

00:48:50.560 --> 00:48:54.070
Excluded from our
Creative Commons license.

00:48:54.070 --> 00:49:00.170
For more information,
see ocw.mit.edu/fairuse.

00:49:00.170 --> 00:49:01.410
Oasis.

00:49:01.410 --> 00:49:02.320
PlayFirst.

00:49:02.320 --> 00:49:02.820
2005.

00:49:02.820 --> 00:49:04.670
Video game.