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PROFESSOR 1: So, yeah.

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So the publisher can
demand, you know,

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I want to see this feature.

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EA demands that this
game works with Origin.

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Ubisoft demands that U--

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is it Uplay?

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Is that what-- that their
universal sign-up system gets

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added on.

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Things like that, right?

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That happens all the time.

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Other stuff that's
maybe money-related or

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market-related?

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Sometimes expectations just--

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AUDIENCE: This feature in the
past didn't sell very well,

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so you should add it to every--

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PROFESSOR 1: Yeah.

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That usually is similar
to the publisher thing.

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Someone's trying to push that.

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But somebody could come
internally from the development

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team, right?

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They look at competing products
and say, hey, this thing

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seems to be doing well.

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You know, let's add hacks.

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Because hacks seem to be
doing well for some games.

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So we can add hacks to our game.

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It's not going to
necessarily change

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the way how the game functions,
but it's still a new feature.

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It's still a new--

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you've still got to come up with
mechanics to unlock new hacks,

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and equip new hacks, and make
sure they animate correctly,

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and things like that.

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Even if necessarily the
gameplay decision making you

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make in the game doesn't change.

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Of course, hacks actually do
change the way some games work.

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The changes in
marketplace in general.

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And sometimes they're
making a sequel to a game,

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or sometimes you're adding
number two, or number three,

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at the end of the title.

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And your players are going
to expect something new.

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And so there's some
pressure for you

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to sort of add new
mechanics instead of simply,

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say, iterating on the old ones.

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Why would you cut mechanics?

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Not necessarily cutting
features, but cutting

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mechanics-- game mechanics.

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There's one good reason
I've been drilling in

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to you all semester long.

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Yeah.

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AUDIENCE: Simplify gameplay and
decrease the learning curve?

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Or decrease whatever--

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PROFESSOR 1: Decrease
learning curve

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is a little bit separate
from simplify gameplay.

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Both good points.

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Decreasing the learning
curve is like--

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testers just don't get
how this game functions.

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We've got too much stuff
going on simultaneously.

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You could try to tune
those mechanics to make

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it a little bit more
legible, or you could just

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try taking the mechanics
completely out so that people

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can actually learn it.

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Simplifying the
game-- could be that,

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but it also could be just
trying to make what's core

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about the game more obvious.

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You know, this game is
really about generations

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and generations of
heroes, you know?

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That is a game, right?

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Hero Generations?

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Yeah.

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AUDIENCE: Yeah.

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PROFESSOR 1: Yeah.

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And you've got, say, some
sort of very elaborate weapons

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crafting mechanic or
something in there.

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Well, the weapons
crafting mechanic

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may not be really what
your game's about.

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So you might want
to take that out

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because people sort of forget
about what the core experience

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of the game is supposed to be.

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So focusing back on
the core of the game.

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What else?

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Say your game-- oh, yeah.

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AUDIENCE: New
technologies come out?

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PROFESSOR 1: Oh.

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New technologies come out--

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like what, physics?

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You know-- maybe?

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AUDIENCE: Yeah.

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Or has something to do
with things like-- well,

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they mentioned--
well, I don't know.

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3D, for example.

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3D comes out it changed--

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PROFESSOR 1: Well,
that's true, right?

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I'm trying to think
of a game where that's

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a really obvious example.

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Can of think of a game mechanic
that substantially changed

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when it went from 2D to 3D?

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I'm thinking Mario, but--

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AUDIENCE: Mario--

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AUDIENCE: Movement, because now,
instead of moving left, right,

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up, down--

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PROFESSOR 1: Just
straight-up movement.

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Well, the way how the camera
responds to movement as well--

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that's a big one, right?

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In a 2D game, say a
side-scrolling game,

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like Metroid or
something like that,

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you don't have this
situation where

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the place where
you're trying to go to

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is obscured, unless
it's actually physically

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blocked by something that you
have to destroy or open up

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or something.

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But in a 3D space, that
happens all the time.

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You know, you've just got bits
of background scenery getting

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in the way of the camera.

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Mario just changed the
way jumps work entirely,

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when it went from the 2D
Marios to Super Mario 64.

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And every iteration
on top of that has

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added new ways to jump--

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double jumps, triple jumps,
jumping off the wall,

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and stuff like that-- now,
the latest Mario games expect

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that you know all of that.

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Which is why I can't
play Mario anymore,

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because I didn't go
through that process.

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Although the games
are not that hard,

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at least the first couple
of levels are not that hard.

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Let's see.

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What else?

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There's one that I've
been always mentioning,

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this entire semester.

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It-- hmm?

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AUDIENCE: Maybe just
to try something.

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PROFESSOR 1: Just
to try something?

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AUDIENCE: Yeah.

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PROFESSOR 1: Oh, yeah.

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Yeah, just to see how
it's going to change

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how the gameplay works, right?

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You know, let's
take something out

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and see whether
that was actually

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essential to the
experience or maybe getting

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in the way of the experience.

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You don't know.

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You know, and the
emergent results

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of taking out a
mechanic might actually

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end up as a more
interesting experience.

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One thing that the
book does mention

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is to take stuff out that
might actually change the ESRB

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rating of the game, or
the PEGI rating if you're

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selling something in
the UK or in Europe.

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So for instance,
if you're building

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on top of a game engine
like Unreal or something

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like that, which has
body location damage--

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and then you shoot
a head, the game

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knows that you shot the head.

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But maybe you don't want your
game to be that specific.

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Maybe you're designing a
game for kids or something

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like that, and it's
like, well, rewarding

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kids for head-shotting each
other is maybe not the feel

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that we want to go for.

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It might actually push us
out of the E for everyone

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and into the--

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what's the next rating, T?

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AUDIENCE: And E--

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PROFESSOR 1: Yeah.

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There's like an E-10 rating.

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At least there used to be.

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OK.

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And sometimes, you've just got
to cut mechanics because you

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don't have time to do them.

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They're great ideas.

00:06:42.120 --> 00:06:43.950 align:middle line:84%
They would actually
make your game better,

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if you had time to be able
to polish them and make them

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understandable and
smooth and everything.

00:06:48.110 --> 00:06:49.693 align:middle line:84%
You just ran out of
time, and you just

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want to be able to ship.

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So that's a perfectly
legitimate consideration.

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So that's this process of,
like, generating ideas.

00:07:01.520 --> 00:07:04.650 align:middle line:84%
Say, this is like an x or
something, the number of ideas

00:07:04.650 --> 00:07:06.300 align:middle line:90%
that you've got in your game.

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And mechanics in terms of either
rules, and in a computer game,

00:07:11.770 --> 00:07:13.866 align:middle line:90%
there'll be code.

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In these games, that's just
the rules, it's pieces,

00:07:16.815 --> 00:07:20.550 align:middle line:84%
it's boards, it's
everything that you actually

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have to make your game work.

00:07:22.650 --> 00:07:25.050 align:middle line:84%
And you kind of go through
this brainstorming phase

00:07:25.050 --> 00:07:27.320 align:middle line:84%
where you get a ton
of ideas, right?

00:07:27.320 --> 00:07:29.010 align:middle line:84%
You've got some
good ones up here.

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You've got some crappy
ones down there.

00:07:31.780 --> 00:07:36.200 align:middle line:84%
Actually, it's probably
more like that.

00:07:36.200 --> 00:07:38.160 align:middle line:90%
A whole bunch of crappy ideas.

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And you've got a
couple of good ideas.

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But yeah, there's
a big explosion

00:07:41.980 --> 00:07:47.260 align:middle line:84%
of ideas, where ideas
turn into experiments.

00:07:47.260 --> 00:07:48.960 align:middle line:84%
Some of them are
thought experiments,

00:07:48.960 --> 00:07:50.775 align:middle line:84%
that you're thinking--
just discussing them

00:07:50.775 --> 00:07:53.400 align:middle line:84%
among your team-- what if we did
this, what if we did that, how

00:07:53.400 --> 00:07:55.580 align:middle line:90%
would you solve that problem.

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They may be real,
testable experiments where

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it's something
that you can play,

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something that you whip up
within an hour or half an hour,

00:08:04.784 --> 00:08:06.450 align:middle line:84%
and you actually put
it in front-- we've

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been doing that all semester.

00:08:09.609 --> 00:08:11.025 align:middle line:84%
Some of the ideas
may just come up

00:08:11.025 --> 00:08:14.250 align:middle line:84%
off different ideas
interacting-- and just, what

00:08:14.250 --> 00:08:17.550 align:middle line:90%
if we had dogs in our game?

00:08:17.550 --> 00:08:19.289 align:middle line:84%
What if we had solar
power in the game?

00:08:19.289 --> 00:08:21.205 align:middle line:84%
What if we had solar-powered
dogs in our game?

00:08:21.205 --> 00:08:22.580 align:middle line:90%
And things like that.

00:08:22.580 --> 00:08:26.320 align:middle line:84%
You know, and then
ideas just happen.

00:08:26.320 --> 00:08:31.530 align:middle line:84%
However, it's important-- so
far I've sort of been describing

00:08:31.530 --> 00:08:34.169 align:middle line:84%
the brainstorming process
that you've all been through

00:08:34.169 --> 00:08:34.950 align:middle line:90%
already.

00:08:34.950 --> 00:08:37.559 align:middle line:84%
But one thing that we
haven't necessarily

00:08:37.559 --> 00:08:39.929 align:middle line:84%
asked you to do
nearly as much is

00:08:39.929 --> 00:08:44.460 align:middle line:84%
to come up with actual
discrete experiments.

00:08:44.460 --> 00:08:46.620 align:middle line:84%
You know, it's like,
here's an idea.

00:08:46.620 --> 00:08:50.610 align:middle line:84%
Actually come up with
a criteria of success

00:08:50.610 --> 00:08:52.200 align:middle line:90%
that you're looking for.

00:08:52.200 --> 00:08:54.580 align:middle line:84%
How do we know whether
this particular idea,

00:08:54.580 --> 00:08:57.030 align:middle line:84%
this particular experiment
version of the idea

00:08:57.030 --> 00:08:59.650 align:middle line:90%
is succeeding or not.

00:08:59.650 --> 00:09:01.170 align:middle line:90%
And you're going to need that.

00:09:01.170 --> 00:09:03.160 align:middle line:84%
Because you're going
to need to cull.

00:09:03.160 --> 00:09:06.330 align:middle line:84%
You're going to need to
like reduce this back down,

00:09:06.330 --> 00:09:08.924 align:middle line:84%
try to keep this, or maybe even
build this up a little bit.

00:09:08.924 --> 00:09:10.340 align:middle line:84%
Actually, it's
probably more like,

00:09:10.340 --> 00:09:12.585 align:middle line:84%
you're going to
cull a little bit.

00:09:12.585 --> 00:09:15.554 align:middle line:84%
Then you want to
bring this up again.

00:09:15.554 --> 00:09:20.610 align:middle line:84%
And then each time
this goes, you

00:09:20.610 --> 00:09:23.200 align:middle line:84%
have kind of an
increase in that you'll

00:09:23.200 --> 00:09:25.780 align:middle line:84%
have an increase in bad ideas,
but a decrease of bad ideas.

00:09:25.780 --> 00:09:31.570 align:middle line:84%
But your total number of good
ideas just keeps going up.

00:09:31.570 --> 00:09:34.420 align:middle line:84%
And by good, I'm using
a very vague term.

00:09:34.420 --> 00:09:35.910 align:middle line:90%
It could mean polished.

00:09:35.910 --> 00:09:39.030 align:middle line:84%
It could mean actually
good for game play.

00:09:39.030 --> 00:09:41.120 align:middle line:84%
It could mean something
that's been proven

00:09:41.120 --> 00:09:43.290 align:middle line:84%
in a marketplace, something
desirable that you

00:09:43.290 --> 00:09:44.422 align:middle line:90%
want to keep in your game.

00:09:44.422 --> 00:09:46.130 align:middle line:84%
PROFESSOR 2: Things
that could be-- like,

00:09:46.130 --> 00:09:48.330 align:middle line:84%
it should be good for
the core experience,

00:09:48.330 --> 00:09:50.650 align:middle line:84%
but one of the problems
could be, they are just--

00:09:50.650 --> 00:09:53.848 align:middle line:84%
they're good working
mechanics, but actually don't

00:09:53.848 --> 00:09:55.712 align:middle line:84%
help the core
experience, or detract

00:09:55.712 --> 00:09:56.872 align:middle line:90%
from the core experience.

00:09:56.872 --> 00:09:57.705 align:middle line:90%
PROFESSOR 1: Mm-hmm.

00:09:57.705 --> 00:09:59.660 align:middle line:90%
Yep.

00:09:59.660 --> 00:10:02.990 align:middle line:90%
Let's see.

00:10:02.990 --> 00:10:04.920 align:middle line:84%
There are a couple
of dangers, even

00:10:04.920 --> 00:10:06.495 align:middle line:84%
in this early
brainstorming process.

00:10:06.495 --> 00:10:13.490 align:middle line:84%
So I'm just looking at
this whole part here.

00:10:13.490 --> 00:10:16.800 align:middle line:84%
One is that you pretty
much already think

00:10:16.800 --> 00:10:19.380 align:middle line:84%
you already know what
game you're going to make.

00:10:19.380 --> 00:10:22.800 align:middle line:90%
You've got a single solution.

00:10:22.800 --> 00:10:25.530 align:middle line:84%
Say you're taking the computer
game version of this class

00:10:25.530 --> 00:10:27.670 align:middle line:84%
and you decide that you're
going to make an RPG.

00:10:27.670 --> 00:10:31.500 align:middle line:84%
And your model is
Final Fantasy 6.

00:10:31.500 --> 00:10:34.080 align:middle line:84%
OK, so everything is
going to basically follow

00:10:34.080 --> 00:10:35.550 align:middle line:90%
the Final Fantasy 6 template.

00:10:35.550 --> 00:10:39.410 align:middle line:84%
So you're basically pursuing
one single solution.

00:10:39.410 --> 00:10:42.100 align:middle line:90%


00:10:42.100 --> 00:10:45.960 align:middle line:84%
And the problem with that
is that your implementation

00:10:45.960 --> 00:10:48.870 align:middle line:84%
ability of actually
making all of those things

00:10:48.870 --> 00:10:52.800 align:middle line:90%
fit that template is already--

00:10:52.800 --> 00:10:53.841 align:middle line:90%
you are not Square.

00:10:53.841 --> 00:10:54.340 align:middle line:90%
Right?

00:10:54.340 --> 00:10:56.640 align:middle line:84%
You don't have all
of the resources

00:10:56.640 --> 00:10:59.760 align:middle line:84%
that Square had, even back
when Final Fantasy 6 came out.

00:10:59.760 --> 00:11:01.942 align:middle line:90%
How old is Final Fantasy 6?

00:11:01.942 --> 00:11:05.430 align:middle line:90%
1994?

00:11:05.430 --> 00:11:05.980 align:middle line:90%
2?

00:11:05.980 --> 00:11:07.310 align:middle line:90%
AUDIENCE: I don't know.

00:11:07.310 --> 00:11:08.700 align:middle line:84%
PROFESSOR 1:
Something like that.

00:11:08.700 --> 00:11:11.520 align:middle line:84%
I mean, even then, they were
a large team with many years

00:11:11.520 --> 00:11:13.020 align:middle line:90%
to work on--

00:11:13.020 --> 00:11:15.420 align:middle line:84%
at least a year to
work on that game.

00:11:15.420 --> 00:11:18.750 align:middle line:84%
I don't know how long they
actually worked on that game.

00:11:18.750 --> 00:11:21.930 align:middle line:84%
There's a very, very good
chance that your ability

00:11:21.930 --> 00:11:24.060 align:middle line:84%
to actually even
implement something

00:11:24.060 --> 00:11:26.250 align:middle line:84%
that you know how
it already works

00:11:26.250 --> 00:11:28.240 align:middle line:90%
may not be able to meet that.

00:11:28.240 --> 00:11:30.025 align:middle line:84%
So you will have a
failed experiment

00:11:30.025 --> 00:11:32.440 align:middle line:90%
and then you're kind of stuck.

00:11:32.440 --> 00:11:33.570 align:middle line:90%
You don't know what to do.

00:11:33.570 --> 00:11:37.050 align:middle line:84%
So you're going to have to do
lots and lots of experiments.

00:11:37.050 --> 00:11:39.700 align:middle line:90%
But experiments are expensive.

00:11:39.700 --> 00:11:41.320 align:middle line:90%
Everything takes time.

00:11:41.320 --> 00:11:44.920 align:middle line:84%
Everything is going to need
culling at some point in time.

00:11:44.920 --> 00:11:47.430 align:middle line:84%
But you need a
certain amount of time

00:11:47.430 --> 00:11:51.620 align:middle line:84%
that isn't going to end up going
into the game-- this chunk.

00:11:51.620 --> 00:11:55.130 align:middle line:90%
Actually, it's agood chunk.

00:11:55.130 --> 00:11:57.630 align:middle line:84%
Which is why we've been trying
to teach you how to prototype

00:11:57.630 --> 00:11:58.900 align:middle line:90%
really, really quickly.

00:11:58.900 --> 00:12:00.480 align:middle line:84%
It's a little bit
of [INAUDIBLE].

00:12:00.480 --> 00:12:03.687 align:middle line:84%
Because we want you to try to be
able to get on to experiments,

00:12:03.687 --> 00:12:05.520 align:middle line:84%
come to a conclusion
about whether that idea

00:12:05.520 --> 00:12:08.430 align:middle line:84%
was good or not as
fast as possible,

00:12:08.430 --> 00:12:10.710 align:middle line:84%
so that you kind
of reduce the cost

00:12:10.710 --> 00:12:12.510 align:middle line:90%
of doing a single experiment.

00:12:12.510 --> 00:12:13.070 align:middle line:90%
And yes.

00:12:13.070 --> 00:12:14.160 align:middle line:84%
It's true that you're
not going to be

00:12:14.160 --> 00:12:16.410 align:middle line:84%
able to conduct an experiment
on every single idea

00:12:16.410 --> 00:12:17.760 align:middle line:90%
that you've got.

00:12:17.760 --> 00:12:25.345 align:middle line:84%
So you have to kind of pick and
choose a select number of ideas

00:12:25.345 --> 00:12:26.720 align:middle line:84%
to be able to take
the experiment

00:12:26.720 --> 00:12:29.479 align:middle line:90%
to the experimental stage.

00:12:29.479 --> 00:12:31.770 align:middle line:84%
Now, there are a couple of
things that you can look out

00:12:31.770 --> 00:12:34.200 align:middle line:84%
for to say, maybe we don't
want to conduct an experiment

00:12:34.200 --> 00:12:35.040 align:middle line:90%
on something.

00:12:35.040 --> 00:12:36.780 align:middle line:90%
One is a brittle idea.

00:12:36.780 --> 00:12:40.470 align:middle line:84%
And a brittle idea
is that you kind of

00:12:40.470 --> 00:12:43.890 align:middle line:84%
have to kind of twist it
really, really, really hard

00:12:43.890 --> 00:12:46.010 align:middle line:84%
to be able to make
it fit with any idea

00:12:46.010 --> 00:12:47.010 align:middle line:90%
that you've already got.

00:12:47.010 --> 00:12:49.560 align:middle line:90%


00:12:49.560 --> 00:12:51.436 align:middle line:84%
I'm assuming that
you've already got

00:12:51.436 --> 00:12:53.310 align:middle line:84%
a concept that your team
was kind of building

00:12:53.310 --> 00:12:54.240 align:middle line:90%
around this concept.

00:12:54.240 --> 00:12:56.880 align:middle line:84%
Somebody comes up with
an idea and a huge amount

00:12:56.880 --> 00:13:00.180 align:middle line:84%
of twisting and turning to be
able to even make it fit close,

00:13:00.180 --> 00:13:01.770 align:middle line:84%
even though you think
that on its own,

00:13:01.770 --> 00:13:05.100 align:middle line:90%
this idea is a really good idea.

00:13:05.100 --> 00:13:09.810 align:middle line:84%
You might actually want to see
how many different ways could

00:13:09.810 --> 00:13:13.620 align:middle line:84%
this particular idea be
executed before you actually

00:13:13.620 --> 00:13:15.390 align:middle line:84%
decide on the way--
on an experiment

00:13:15.390 --> 00:13:17.840 align:middle line:90%
to conduct on that idea.

00:13:17.840 --> 00:13:19.890 align:middle line:90%
Two ways that you can do that.

00:13:19.890 --> 00:13:27.300 align:middle line:84%
One is that you
just specify, what

00:13:27.300 --> 00:13:31.020 align:middle line:84%
is the goal of this
possibly brittle idea?

00:13:31.020 --> 00:13:32.370 align:middle line:90%
It takes a lot of twisting.

00:13:32.370 --> 00:13:34.590 align:middle line:84%
Why do we need this
idea in the first place?

00:13:34.590 --> 00:13:37.042 align:middle line:84%
Is it because the challenge
in the game is too low?

00:13:37.042 --> 00:13:39.000 align:middle line:84%
Is it because players
have too much information

00:13:39.000 --> 00:13:43.230 align:middle line:84%
or not enough information about
what they're supposed to do?

00:13:43.230 --> 00:13:44.760 align:middle line:84%
Is it because you
want to introduce

00:13:44.760 --> 00:13:48.940 align:middle line:84%
a little element of
chance or maybe give

00:13:48.940 --> 00:13:51.780 align:middle line:84%
some sort of strategic
decision making?

00:13:51.780 --> 00:13:54.000 align:middle line:84%
Try to identify,
what is this problem

00:13:54.000 --> 00:13:55.980 align:middle line:84%
that you're trying to
solve in the first place

00:13:55.980 --> 00:13:59.230 align:middle line:90%
with this kind of unwieldy idea?

00:13:59.230 --> 00:13:59.730 align:middle line:90%
All right?

00:13:59.730 --> 00:14:01.710 align:middle line:84%
And once you've been
able to identify that,

00:14:01.710 --> 00:14:04.000 align:middle line:84%
then you come up
with, all right,

00:14:04.000 --> 00:14:05.730 align:middle line:84%
what are all the
different ways that we

00:14:05.730 --> 00:14:08.220 align:middle line:90%
could address that problem.

00:14:08.220 --> 00:14:10.430 align:middle line:84%
As opposed to, here's
this one solution that's

00:14:10.430 --> 00:14:13.620 align:middle line:84%
kind of unwieldy, that might
very well solve that problem,

00:14:13.620 --> 00:14:15.930 align:middle line:84%
but maybe there
are alternatives.

00:14:15.930 --> 00:14:18.300 align:middle line:84%
Has anyone encountered this
in your own prototyping?

00:14:18.300 --> 00:14:20.970 align:middle line:84%
Maybe in this assignment,
maybe in a previous assignment.

00:14:20.970 --> 00:14:23.970 align:middle line:84%
Like, somebody had an idea that
was just kind of hard to use,

00:14:23.970 --> 00:14:26.330 align:middle line:84%
but then what the idea
was trying to solve

00:14:26.330 --> 00:14:27.985 align:middle line:84%
was actually a good
problem to solve?

00:14:27.985 --> 00:14:30.620 align:middle line:90%


00:14:30.620 --> 00:14:31.120 align:middle line:90%
No?

00:14:31.120 --> 00:14:31.812 align:middle line:90%
Not yet?

00:14:31.812 --> 00:14:34.660 align:middle line:90%
I thought I saw some nods.

00:14:34.660 --> 00:14:36.220 align:middle line:84%
If you've encountered
it, I'd love

00:14:36.220 --> 00:14:38.059 align:middle line:84%
to get an example
from one of you.

00:14:38.059 --> 00:14:39.100 align:middle line:90%
I can throw out examples.

00:14:39.100 --> 00:14:43.838 align:middle line:84%
But I'd love to be able to
hear examples from one of you.

00:14:43.838 --> 00:14:44.338 align:middle line:90%
No?

00:14:44.338 --> 00:14:52.120 align:middle line:90%


00:14:52.120 --> 00:14:53.620 align:middle line:84%
AUDIENCE: I guess
in our first game,

00:14:53.620 --> 00:14:55.617 align:middle line:84%
we realized a couple
problems with the game.

00:14:55.617 --> 00:14:57.950 align:middle line:84%
So we came up with various
ways of trying to resolve it,

00:14:57.950 --> 00:15:00.700 align:middle line:84%
that didn't really work
for the game itself,

00:15:00.700 --> 00:15:04.050 align:middle line:90%
but solved the smaller problem.

00:15:04.050 --> 00:15:06.050 align:middle line:84%
PROFESSOR 1: Can you be
more specific about what

00:15:06.050 --> 00:15:06.790 align:middle line:90%
the problem was?

00:15:06.790 --> 00:15:09.206 align:middle line:84%
AUDIENCE: Yeah, I'm trying to
think back to specific ones.

00:15:09.206 --> 00:15:13.500 align:middle line:84%
One of them was that
the way our game

00:15:13.500 --> 00:15:16.250 align:middle line:84%
was with the set
of the tic tac toe,

00:15:16.250 --> 00:15:20.060 align:middle line:84%
it was really hard
to see what sets

00:15:20.060 --> 00:15:21.280 align:middle line:90%
were available on the board.

00:15:21.280 --> 00:15:21.580 align:middle line:90%
PROFESSOR 1: Right.

00:15:21.580 --> 00:15:22.760 align:middle line:90%
This was the set assembly game.

00:15:22.760 --> 00:15:23.050 align:middle line:90%
Sure.

00:15:23.050 --> 00:15:23.674 align:middle line:90%
AUDIENCE: Yeah.

00:15:23.674 --> 00:15:25.370 align:middle line:84%
And so one of the
things we tried to do

00:15:25.370 --> 00:15:27.935 align:middle line:84%
was removing the
center tile altogether,

00:15:27.935 --> 00:15:29.810 align:middle line:84%
so that you could only
play around the edges.

00:15:29.810 --> 00:15:32.480 align:middle line:84%
Which did solve the
problem of, now you

00:15:32.480 --> 00:15:34.370 align:middle line:84%
could really see
what everything was,

00:15:34.370 --> 00:15:36.080 align:middle line:84%
so it was a lot
easier in that sense.

00:15:36.080 --> 00:15:39.260 align:middle line:84%
Except it was just a lot
less interesting of a game,

00:15:39.260 --> 00:15:42.175 align:middle line:84%
because there was a lot
less strategy to it.

00:15:42.175 --> 00:15:44.300 align:middle line:84%
PROFESSOR 1: So you had a
version of the game where

00:15:44.300 --> 00:15:47.090 align:middle line:84%
all the squares were in play,
including the center tile,

00:15:47.090 --> 00:15:49.049 align:middle line:84%
and it just made it
confusing for your players.

00:15:49.049 --> 00:15:51.506 align:middle line:84%
And then you have a version of
the game where there's just,

00:15:51.506 --> 00:15:52.450 align:middle line:90%
like--

00:15:52.450 --> 00:15:55.130 align:middle line:84%
this one possible
solution to this problem

00:15:55.130 --> 00:15:57.135 align:middle line:84%
is just take the
center tile out.

00:15:57.135 --> 00:16:00.350 align:middle line:90%
But that made it trivial, or--

00:16:00.350 --> 00:16:01.040 align:middle line:90%
yeah.

00:16:01.040 --> 00:16:02.956 align:middle line:84%
AUDIENCE: So we tried
to find a middle ground.

00:16:02.956 --> 00:16:04.760 align:middle line:84%
And that's how we
ended up with the idea

00:16:04.760 --> 00:16:06.755 align:middle line:84%
where we had one single
card in the middle.

00:16:06.755 --> 00:16:08.450 align:middle line:84%
Because you could
still use it, but you

00:16:08.450 --> 00:16:10.485 align:middle line:84%
didn't have to worry
about the lines of play

00:16:10.485 --> 00:16:13.090 align:middle line:84%
going through the middle,
and how incredibly complex

00:16:13.090 --> 00:16:15.284 align:middle line:84%
it is to try and
reason about that.

00:16:15.284 --> 00:16:15.950 align:middle line:90%
PROFESSOR 1: OK.

00:16:15.950 --> 00:16:18.170 align:middle line:84%
So it sounds like,
instead of a brittle idea,

00:16:18.170 --> 00:16:19.940 align:middle line:84%
you actually had a
good, robust idea.

00:16:19.940 --> 00:16:24.390 align:middle line:84%
Which is, that center square
is really problematic.

00:16:24.390 --> 00:16:26.299 align:middle line:84%
It has hope-- it
has possibilities.

00:16:26.299 --> 00:16:28.340 align:middle line:84%
It has really interesting
gameplay possibilities.

00:16:28.340 --> 00:16:31.210 align:middle line:84%
But for learning the game
and starting up the game,

00:16:31.210 --> 00:16:33.890 align:middle line:90%
it's problematic.

00:16:33.890 --> 00:16:36.140 align:middle line:84%
So you found a way
to say, all right.

00:16:36.140 --> 00:16:38.210 align:middle line:84%
How do we deal with
the center square,

00:16:38.210 --> 00:16:41.680 align:middle line:84%
instead of the solution of
just delete the center square.

00:16:41.680 --> 00:16:45.320 align:middle line:84%
You know, let's find a different
way to work it in the game.

00:16:45.320 --> 00:16:50.150 align:middle line:84%
And your final game
actually does that.

00:16:50.150 --> 00:16:52.265 align:middle line:84%
Something else
that you can do is,

00:16:52.265 --> 00:16:54.970 align:middle line:84%
if you've got an idea for your
game that's kind of unwieldy,

00:16:54.970 --> 00:16:57.386 align:middle line:84%
and you're not quite sure what
to do about it-- discuss it

00:16:57.386 --> 00:17:00.110 align:middle line:84%
among your team, but
don't experiment on it.

00:17:00.110 --> 00:17:02.150 align:middle line:90%
Don't work it into your rules.

00:17:02.150 --> 00:17:03.380 align:middle line:90%
Don't try to implement it.

00:17:03.380 --> 00:17:05.390 align:middle line:90%
Just get into everybody's heads.

00:17:05.390 --> 00:17:08.839 align:middle line:84%
Because that idea may
come bubbling up later.

00:17:08.839 --> 00:17:12.950 align:middle line:84%
And little bits of it might be
applicable and slightly easier

00:17:12.950 --> 00:17:14.916 align:middle line:84%
to implement as you make
progress in your game.

00:17:14.916 --> 00:17:16.790 align:middle line:84%
So in other words, put
it on the back burner.

00:17:16.790 --> 00:17:19.248 align:middle line:84%
But make sure you have actually
had a chance to discuss it,

00:17:19.248 --> 00:17:21.709 align:middle line:84%
so that everyone's kind
of thinking about it,

00:17:21.709 --> 00:17:24.000 align:middle line:84%
even if it's not something
that you've decided that you

00:17:24.000 --> 00:17:25.640 align:middle line:90%
actually want to do right away.

00:17:25.640 --> 00:17:27.258 align:middle line:84%
It might be a lot
faster to just have

00:17:27.258 --> 00:17:29.882 align:middle line:84%
a quick discussion in that case
than to conduct the experiment.

00:17:29.882 --> 00:17:33.140 align:middle line:90%


00:17:33.140 --> 00:17:33.640 align:middle line:90%
Yep.

00:17:33.640 --> 00:17:36.300 align:middle line:90%


00:17:36.300 --> 00:17:38.910 align:middle line:84%
So those are a
couple of strategies

00:17:38.910 --> 00:17:41.460 align:middle line:84%
on how do you sort of focus
your experimenting time.

00:17:41.460 --> 00:17:42.960 align:middle line:84%
And this is probably
not going to be

00:17:42.960 --> 00:17:44.543 align:middle line:84%
very useful for
assignment two, but it

00:17:44.543 --> 00:17:47.820 align:middle line:84%
is going to be useful
for assignment three.

00:17:47.820 --> 00:17:50.100 align:middle line:84%
Because in assignment
two, hopefully you're

00:17:50.100 --> 00:17:53.640 align:middle line:84%
well past the creating and
adding new features part

00:17:53.640 --> 00:17:55.890 align:middle line:84%
and now you're just
trying to get this out

00:17:55.890 --> 00:17:59.230 align:middle line:90%
of the door for Wednesday.

00:17:59.230 --> 00:18:02.440 align:middle line:84%
So let's talk about
this stage now.

00:18:02.440 --> 00:18:04.314 align:middle line:90%
Well, yeah.

00:18:04.314 --> 00:18:07.176 align:middle line:84%
In fact, I'm going to
focus on this one instead.

00:18:07.176 --> 00:18:08.550 align:middle line:84%
The sort of, like,
cutting phase.

00:18:08.550 --> 00:18:10.980 align:middle line:84%
Where you're both cutting
good stuff and bad stuff.

00:18:10.980 --> 00:18:14.580 align:middle line:84%
But you're cutting stuff in
general, because you have to.

00:18:14.580 --> 00:18:16.680 align:middle line:84%
Maybe because you're
running out of time.

00:18:16.680 --> 00:18:23.130 align:middle line:84%
Maybe because you are trying
to get rid of the bad stuff.

00:18:23.130 --> 00:18:25.500 align:middle line:90%
So, things that you need to do--

00:18:25.500 --> 00:18:27.840 align:middle line:84%
and this is something that
I'd like you to do today,

00:18:27.840 --> 00:18:30.105 align:middle line:84%
when you meet up
in your teams-- is

00:18:30.105 --> 00:18:33.360 align:middle line:84%
to determine what is the
criteria for which you're

00:18:33.360 --> 00:18:35.880 align:middle line:90%
going to cut a feature.

00:18:35.880 --> 00:18:39.739 align:middle line:84%
For instance, come up
with a quick description

00:18:39.739 --> 00:18:41.780 align:middle line:84%
about what your game is
supposed to be all about.

00:18:41.780 --> 00:18:43.470 align:middle line:84%
You may have already
written this in your rules.

00:18:43.470 --> 00:18:46.011 align:middle line:84%
It might be in the very first
paragraph of your rules, saying

00:18:46.011 --> 00:18:52.290 align:middle line:84%
that our game is about getting
entangled with other people,

00:18:52.290 --> 00:18:56.805 align:middle line:84%
you know, or pushing
them over, for instance.

00:18:56.805 --> 00:18:58.230 align:middle line:90%
Which is it?

00:18:58.230 --> 00:19:00.150 align:middle line:90%
And being able to identify it.

00:19:00.150 --> 00:19:03.120 align:middle line:84%
And then, when you look at all
of your rules in your game,

00:19:03.120 --> 00:19:07.920 align:middle line:84%
you can actually determine, OK,
which chunks of our mechanics

00:19:07.920 --> 00:19:10.790 align:middle line:84%
actually serve that goal,
and which ones don't.

00:19:10.790 --> 00:19:13.440 align:middle line:84%
You know, there are
things that are there just

00:19:13.440 --> 00:19:14.810 align:middle line:90%
to keep your game going.

00:19:14.810 --> 00:19:17.130 align:middle line:84%
Those may be fine to keep,
but those aren't directly

00:19:17.130 --> 00:19:19.200 align:middle line:84%
contributing to how
good your game is.

00:19:19.200 --> 00:19:23.134 align:middle line:84%
Those are just basically there
to keep the thing working.

00:19:23.134 --> 00:19:25.300 align:middle line:84%
And maybe they can take a
little bit of improvement,

00:19:25.300 --> 00:19:27.550 align:middle line:90%
but they're kind of suspect.

00:19:27.550 --> 00:19:29.100 align:middle line:84%
And there's things
that'll directly

00:19:29.100 --> 00:19:33.120 align:middle line:84%
contribute to your core
gameplay that you're trying

00:19:33.120 --> 00:19:34.472 align:middle line:90%
to achieve with your game.

00:19:34.472 --> 00:19:36.180 align:middle line:84%
And those are probably
things that you'll

00:19:36.180 --> 00:19:37.920 align:middle line:84%
want to spend a lot
more time making sure

00:19:37.920 --> 00:19:39.420 align:middle line:84%
that the rules are
absolutely clear,

00:19:39.420 --> 00:19:41.920 align:middle line:84%
and your players
understand what they mean,

00:19:41.920 --> 00:19:45.660 align:middle line:84%
that if there's any other
mechanics in your game,

00:19:45.660 --> 00:19:46.770 align:middle line:90%
they're supporting that--

00:19:46.770 --> 00:19:52.230 align:middle line:84%
you know, that those meet
your criteria for what

00:19:52.230 --> 00:19:53.471 align:middle line:90%
should stay in your game.

00:19:53.471 --> 00:19:58.842 align:middle line:90%


00:19:58.842 --> 00:20:00.675 align:middle line:84%
Because once you know
what your criteria is,

00:20:00.675 --> 00:20:03.270 align:middle line:84%
it becomes a lot easier to be
able to just look at everything

00:20:03.270 --> 00:20:05.311 align:middle line:84%
that you've got, deciding
what to keep and invest

00:20:05.311 --> 00:20:07.622 align:middle line:90%
more time in, and what to cut.

00:20:07.622 --> 00:20:09.630 align:middle line:84%
Now, there's a
couple of problems

00:20:09.630 --> 00:20:12.090 align:middle line:84%
that people typically
run into when

00:20:12.090 --> 00:20:14.670 align:middle line:90%
it comes to cutting stuff out.

00:20:14.670 --> 00:20:18.000 align:middle line:84%
A couple of game developers
refer to this as culling.

00:20:18.000 --> 00:20:20.530 align:middle line:84%
If you come from 3D
graphics, culling

00:20:20.530 --> 00:20:23.220 align:middle line:84%
is a very common way just to be
able to just cut all the stuff

00:20:23.220 --> 00:20:26.509 align:middle line:90%
out that you don't need.

00:20:26.509 --> 00:20:28.800 align:middle line:84%
So, for instance, if you
don't have an explicit culling

00:20:28.800 --> 00:20:32.670 align:middle line:84%
criteria, then
you don't actually

00:20:32.670 --> 00:20:38.280 align:middle line:84%
know why a certain
mechanic exists,

00:20:38.280 --> 00:20:40.560 align:middle line:84%
and you don't actually know
whether you should keep it

00:20:40.560 --> 00:20:41.490 align:middle line:90%
or not.

00:20:41.490 --> 00:20:46.230 align:middle line:84%
So that discussion should be
something that happens today.

00:20:46.230 --> 00:20:49.680 align:middle line:84%
In the end, what is your game
about, and does your game

00:20:49.680 --> 00:20:52.190 align:middle line:90%
actually meet that?

00:20:52.190 --> 00:20:55.140 align:middle line:84%
You might have other culling
criteria that aren't that.

00:20:55.140 --> 00:20:56.867 align:middle line:84%
Does this game run
in five minutes.

00:20:56.867 --> 00:20:58.200 align:middle line:90%
What was the limit for this one?

00:20:58.200 --> 00:20:59.605 align:middle line:90%
10 minutes, I believe?

00:20:59.605 --> 00:21:00.291 align:middle line:90%
PROFESSOR 2: 20.

00:21:00.291 --> 00:21:01.290 align:middle line:90%
PROFESSOR 1: 20 minutes?

00:21:01.290 --> 00:21:01.800 align:middle line:90%
OK.

00:21:01.800 --> 00:21:04.920 align:middle line:84%
So if the game needs
to run in 20 minutes,

00:21:04.920 --> 00:21:07.650 align:middle line:84%
because we as instructors
gave you that limitation,

00:21:07.650 --> 00:21:11.146 align:middle line:84%
then that's probably a perfectly
reasonable culling criteria

00:21:11.146 --> 00:21:11.770 align:middle line:90%
for you to use.

00:21:11.770 --> 00:21:15.603 align:middle line:84%
What in our game is sort of
contributing towards this,

00:21:15.603 --> 00:21:18.186 align:middle line:84%
and what's actually getting in
our way of hitting that target.

00:21:18.186 --> 00:21:23.680 align:middle line:90%


00:21:23.680 --> 00:21:24.255 align:middle line:90%
Let's see.

00:21:24.255 --> 00:21:26.760 align:middle line:90%


00:21:26.760 --> 00:21:30.310 align:middle line:84%
Something else that comes into
play, and that affects culling,

00:21:30.310 --> 00:21:33.817 align:middle line:84%
that affects this phase, is when
you conduct experiments here,

00:21:33.817 --> 00:21:36.270 align:middle line:84%
but your experiments
are not very tangible.

00:21:36.270 --> 00:21:39.600 align:middle line:90%
They're kind of floaty and wavy.

00:21:39.600 --> 00:21:41.970 align:middle line:84%
This usually happens
in teams that

00:21:41.970 --> 00:21:43.637 align:middle line:84%
like to talk out
all of the ideas,

00:21:43.637 --> 00:21:46.095 align:middle line:84%
but don't actually like to do
a lot of hardcore prototyping

00:21:46.095 --> 00:21:47.750 align:middle line:90%
and playtesting.

00:21:47.750 --> 00:21:50.610 align:middle line:84%
I hope that that's not so
much of a problem for anyone

00:21:50.610 --> 00:21:51.690 align:middle line:90%
in this class by now.

00:21:51.690 --> 00:21:53.970 align:middle line:84%
You've got in a lot
of practice in that.

00:21:53.970 --> 00:21:57.120 align:middle line:84%
But you may have a couple
of rules and mechanics

00:21:57.120 --> 00:22:00.689 align:middle line:84%
that have ended up in your
game, that you never actually

00:22:00.689 --> 00:22:02.730 align:middle line:84%
prototyped, that you've
never actually tested out

00:22:02.730 --> 00:22:03.510 align:middle line:90%
with real people.

00:22:03.510 --> 00:22:07.770 align:middle line:84%
Make sure that whatever
actually ends up in the version

00:22:07.770 --> 00:22:09.690 align:middle line:84%
that you hand in on
Wednesday is something

00:22:09.690 --> 00:22:10.910 align:middle line:90%
that you've actually tested--

00:22:10.910 --> 00:22:12.284 align:middle line:84%
is something that
you've actually

00:22:12.284 --> 00:22:14.860 align:middle line:84%
gotten some real data about
whether it's working or not.

00:22:14.860 --> 00:22:20.370 align:middle line:90%


00:22:20.370 --> 00:22:24.700 align:middle line:84%
This one happens with
every student project.

00:22:24.700 --> 00:22:27.420 align:middle line:84%
Students-- game
developers in general

00:22:27.420 --> 00:22:29.820 align:middle line:84%
always assume that adding
more stuff is better.

00:22:29.820 --> 00:22:32.400 align:middle line:84%
It takes a very, very,
very seasoned game designer

00:22:32.400 --> 00:22:36.540 align:middle line:84%
to realize that sometimes
simplicity is good.

00:22:36.540 --> 00:22:40.020 align:middle line:84%
And again, I hope this is
not a terribly new revelation

00:22:40.020 --> 00:22:41.250 align:middle line:90%
to the people in this class.

00:22:41.250 --> 00:22:43.980 align:middle line:84%
But I see it in student
projects all the time.

00:22:43.980 --> 00:22:45.720 align:middle line:84%
I see in student
projects where they

00:22:45.720 --> 00:22:49.450 align:middle line:84%
assume that more features
and more complexity

00:22:49.450 --> 00:22:50.517 align:middle line:90%
is going to be better.

00:22:50.517 --> 00:22:52.600 align:middle line:84%
And in fact, I saw some
of them in assignment one.

00:22:52.600 --> 00:22:54.849 align:middle line:84%
And we're going to be talking
a little bit about that.

00:22:54.849 --> 00:22:56.942 align:middle line:84%
More complexity doesn't
necessarily always

00:22:56.942 --> 00:22:57.900 align:middle line:90%
make for a better game.

00:22:57.900 --> 00:22:59.880 align:middle line:84%
It may make it a
more interesting

00:22:59.880 --> 00:23:01.580 align:middle line:90%
intellectual problem.

00:23:01.580 --> 00:23:04.050 align:middle line:84%
It doesn't necessarily
always make it

00:23:04.050 --> 00:23:07.030 align:middle line:90%
into a more entertaining game.

00:23:07.030 --> 00:23:10.170 align:middle line:90%
Let's see.

00:23:10.170 --> 00:23:12.780 align:middle line:84%
One thing about culling
is that cutting features

00:23:12.780 --> 00:23:16.020 align:middle line:84%
and cutting stuff out
kind of takes practice.

00:23:16.020 --> 00:23:20.100 align:middle line:84%
You've got to do it
fairly regularly.

00:23:20.100 --> 00:23:22.790 align:middle line:84%
For assignment three, which
is going to be starting

00:23:22.790 --> 00:23:24.540 align:middle line:84%
on Wednesday, right--
we actually cut that

00:23:24.540 --> 00:23:25.770 align:middle line:90%
on Wednesday--

00:23:25.770 --> 00:23:27.780 align:middle line:84%
what I'm going to
ask you to do is try

00:23:27.780 --> 00:23:30.600 align:middle line:90%
cutting a feature every week.

00:23:30.600 --> 00:23:34.530 align:middle line:84%
You know, just say, what's on
the chopping block this week?

00:23:34.530 --> 00:23:36.660 align:middle line:84%
Every Monday, or
every Wednesday,

00:23:36.660 --> 00:23:38.880 align:middle line:84%
or if you have a regular
meeting time on Saturday

00:23:38.880 --> 00:23:40.110 align:middle line:90%
or something like that--

00:23:40.110 --> 00:23:45.150 align:middle line:84%
just, like, what is the
least useful thing that we've

00:23:45.150 --> 00:23:46.920 align:middle line:90%
got in our game right now.

00:23:46.920 --> 00:23:48.600 align:middle line:90%
And just try that.

00:23:48.600 --> 00:23:52.420 align:middle line:84%
Because you can always
add stuff in later.

00:23:52.420 --> 00:23:55.731 align:middle line:84%
Remember, this is
a cyclical thing.

00:23:55.731 --> 00:23:58.230 align:middle line:84%
You're going to be adding, then
cutting, adding and cutting,

00:23:58.230 --> 00:24:00.830 align:middle line:90%
adding and cutting.

00:24:00.830 --> 00:24:04.480 align:middle line:84%
I think you've got in a lot of
practice on the adding part.

00:24:04.480 --> 00:24:06.420 align:middle line:84%
But you've got to
practice a little bit more

00:24:06.420 --> 00:24:07.770 align:middle line:90%
on the cutting part now.

00:24:07.770 --> 00:24:09.270 align:middle line:84%
And you've got time
to be able to do

00:24:09.270 --> 00:24:10.040 align:middle line:90%
this for assignment three.

00:24:10.040 --> 00:24:11.470 align:middle line:84%
You've got a little bit more
time on assignment three

00:24:11.470 --> 00:24:13.320 align:middle line:90%
than you had on assignment two.

00:24:13.320 --> 00:24:16.814 align:middle line:84%
So, start setting yourself
a schedule, of all right,

00:24:16.814 --> 00:24:18.480 align:middle line:84%
we're definitely going
to cut something.

00:24:18.480 --> 00:24:19.420 align:middle line:84%
I don't know what
it is, but we're

00:24:19.420 --> 00:24:21.837 align:middle line:84%
going to meet up as a team and
we're going to decide that.

00:24:21.837 --> 00:24:24.128 align:middle line:84%
And if it turns out that it
was the wrong thing to cut,

00:24:24.128 --> 00:24:25.260 align:middle line:90%
you can add it back later.

00:24:25.260 --> 00:24:28.170 align:middle line:84%
But that allows you to focus
your efforts on the things

00:24:28.170 --> 00:24:30.448 align:middle line:84%
that you've deemed
as more important

00:24:30.448 --> 00:24:31.572 align:middle line:90%
for a short amount of time.

00:24:31.572 --> 00:24:36.350 align:middle line:90%


00:24:36.350 --> 00:24:40.500 align:middle line:84%
It can be hard to be
objective about this process.

00:24:40.500 --> 00:24:41.780 align:middle line:90%
Something that we've done--

00:24:41.780 --> 00:24:46.550 align:middle line:84%
in mostly our video game
development, but you

00:24:46.550 --> 00:24:48.500 align:middle line:84%
can do this in
paper prototypes--

00:24:48.500 --> 00:24:50.630 align:middle line:84%
is to hand people very,
very simple survey

00:24:50.630 --> 00:24:55.340 align:middle line:84%
forms that basically say,
how fun did you find this?

00:24:55.340 --> 00:24:57.150 align:middle line:90%
How fun did you find that?

00:24:57.150 --> 00:24:59.600 align:middle line:84%
Say your game has
different roles.

00:24:59.600 --> 00:25:02.630 align:middle line:84%
You have a tinker,
tailor, soldier, spy.

00:25:02.630 --> 00:25:04.935 align:middle line:84%
These are your four
roles in your game.

00:25:04.935 --> 00:25:06.560 align:middle line:84%
And you just hand
out the survey form--

00:25:06.560 --> 00:25:08.400 align:middle line:84%
how fun did you
find being a tinker?

00:25:08.400 --> 00:25:10.670 align:middle line:84%
How fun do you find
being a tailor?

00:25:10.670 --> 00:25:13.820 align:middle line:90%
Just one to five.

00:25:13.820 --> 00:25:18.334 align:middle line:84%
And that isn't terribly
much information,

00:25:18.334 --> 00:25:20.000 align:middle line:84%
but it gives you just
enough information

00:25:20.000 --> 00:25:22.760 align:middle line:84%
to help you concentrate
your efforts on what's

00:25:22.760 --> 00:25:25.946 align:middle line:84%
the most problematic thing
in our game right now.

00:25:25.946 --> 00:25:28.010 align:middle line:84%
You can go into greater
details, like do

00:25:28.010 --> 00:25:34.040 align:middle line:84%
you think that the game was
too long, too short, too

00:25:34.040 --> 00:25:39.260 align:middle line:84%
challenging, too
easy, too luck-based,

00:25:39.260 --> 00:25:41.570 align:middle line:90%
required too much thought.

00:25:41.570 --> 00:25:43.760 align:middle line:84%
You can put these things
on these five-point scales

00:25:43.760 --> 00:25:45.759 align:middle line:84%
to be able to give you a
little bit of feedback.

00:25:45.759 --> 00:25:48.020 align:middle line:84%
They don't necessarily tell
you what the problem is.

00:25:48.020 --> 00:25:50.750 align:middle line:84%
But it tells you where
the problem might lie.

00:25:50.750 --> 00:25:52.521 align:middle line:84%
And that will help
focus your discussion

00:25:52.521 --> 00:25:53.770 align:middle line:90%
and your efforts a little bit.

00:25:53.770 --> 00:25:56.940 align:middle line:90%


00:25:56.940 --> 00:25:57.440 align:middle line:90%
Yeah.

00:25:57.440 --> 00:25:59.589 align:middle line:84%
And finally, the
most important thing

00:25:59.589 --> 00:26:01.130 align:middle line:84%
is that you've got
to keep doing this

00:26:01.130 --> 00:26:02.890 align:middle line:90%
over and over and over again.

00:26:02.890 --> 00:26:06.300 align:middle line:84%
If you just do this
once, you kind of end up

00:26:06.300 --> 00:26:08.810 align:middle line:84%
in this situation where you've
got a bunch of good ideas

00:26:08.810 --> 00:26:11.990 align:middle line:84%
but the bad ideas
are still there.

00:26:11.990 --> 00:26:15.710 align:middle line:84%
I'm going to expand
this for you.

00:26:15.710 --> 00:26:17.170 align:middle line:84%
What you eventually
want to get to

00:26:17.170 --> 00:26:20.420 align:middle line:84%
is a situation where the only
stuff that's left in your game

00:26:20.420 --> 00:26:25.557 align:middle line:84%
is the stuff that is worth
keeping and that works well.

00:26:25.557 --> 00:26:27.890 align:middle line:84%
And all the stuff that was
bad, you've either completely

00:26:27.890 --> 00:26:30.740 align:middle line:84%
cut it out or you've improved
it to the point where it is

00:26:30.740 --> 00:26:32.024 align:middle line:90%
actually a desirable feature.

00:26:32.024 --> 00:26:34.190 align:middle line:84%
And you're only going to
be able to get through that

00:26:34.190 --> 00:26:35.145 align:middle line:90%
through multiple iterations.

00:26:35.145 --> 00:26:36.950 align:middle line:84%
You're not going to
get through that just

00:26:36.950 --> 00:26:39.560 align:middle line:84%
by introducing something
at the last minute

00:26:39.560 --> 00:26:41.087 align:middle line:90%
and hoping that it works.

00:26:41.087 --> 00:26:43.670 align:middle line:84%
Because you haven't had time to
actually improve it and polish

00:26:43.670 --> 00:26:44.560 align:middle line:90%
it yet.

00:26:44.560 --> 00:26:47.320 align:middle line:90%


00:26:47.320 --> 00:26:51.410 align:middle line:84%
Now something that's less
of a problem for this class,

00:26:51.410 --> 00:26:54.879 align:middle line:84%
but may be a problem in your
other game design experiments

00:26:54.879 --> 00:26:56.420 align:middle line:84%
outside of class,
is that you may not

00:26:56.420 --> 00:26:59.990 align:middle line:90%
know when to call it a day.

00:26:59.990 --> 00:27:02.384 align:middle line:84%
You can repeat this
process forever.

00:27:02.384 --> 00:27:04.550 align:middle line:84%
And you've heard about games
that have been going on

00:27:04.550 --> 00:27:06.760 align:middle line:90%
for four or five years.

00:27:06.760 --> 00:27:09.320 align:middle line:84%
How long was Duke Nukem
Forever in production for--

00:27:09.320 --> 00:27:10.970 align:middle line:90%
15?

00:27:10.970 --> 00:27:13.160 align:middle line:90%
At least 10.

00:27:13.160 --> 00:27:16.160 align:middle line:84%
And that was
actually one example

00:27:16.160 --> 00:27:20.319 align:middle line:84%
of where new technology
just ended up

00:27:20.319 --> 00:27:22.610 align:middle line:84%
changing the foundation of
which the game was built on,

00:27:22.610 --> 00:27:24.640 align:middle line:90%
over and over and over again.

00:27:24.640 --> 00:27:27.034 align:middle line:84%
It just kept resetting the
game engine development

00:27:27.034 --> 00:27:27.950 align:middle line:90%
and just took forever.

00:27:27.950 --> 00:27:30.580 align:middle line:90%


00:27:30.580 --> 00:27:34.460 align:middle line:84%
One thing that that game
could probably have used

00:27:34.460 --> 00:27:37.790 align:middle line:84%
is just some sort of
standard criteria of saying,

00:27:37.790 --> 00:27:41.210 align:middle line:84%
once we hit this criteria,
we're shipping this game.

00:27:41.210 --> 00:27:43.550 align:middle line:84%
It could be, once we've
spent x amount of money.

00:27:43.550 --> 00:27:47.540 align:middle line:84%
That probably should've been the
case for that particular game.

00:27:47.540 --> 00:27:52.150 align:middle line:84%
But it could have been, once our
informal internal surveys hit

00:27:52.150 --> 00:27:55.940 align:middle line:90%
a rating of four out of five.

00:27:55.940 --> 00:27:58.190 align:middle line:84%
You know, that might
have been good enough.

00:27:58.190 --> 00:27:59.840 align:middle line:84%
Some companies don't
settle for that.

00:27:59.840 --> 00:28:01.298 align:middle line:84%
There are companies
that say, we're

00:28:01.298 --> 00:28:03.470 align:middle line:84%
only going to release
the absolute best games

00:28:03.470 --> 00:28:06.020 align:middle line:90%
that we absolutely can.

00:28:06.020 --> 00:28:07.610 align:middle line:90%
But, don't kid yourself.

00:28:07.610 --> 00:28:09.419 align:middle line:84%
Internally, they do
have criteria on when

00:28:09.419 --> 00:28:10.460 align:middle line:90%
these games have to ship.

00:28:10.460 --> 00:28:11.750 align:middle line:90%
Even Nintendo does.

00:28:11.750 --> 00:28:15.587 align:middle line:84%
And Nintendo's notorious
for shipping late games.

00:28:15.587 --> 00:28:17.420 align:middle line:84%
Because they have this
mantra that a game is

00:28:17.420 --> 00:28:23.270 align:middle line:84%
late for a short while and
a bad game is bad forever.

00:28:23.270 --> 00:28:25.000 align:middle line:84%
So that's what they
say to the public.

00:28:25.000 --> 00:28:26.810 align:middle line:84%
Internally, they
ship by Christmas.

00:28:26.810 --> 00:28:29.540 align:middle line:84%
They get those games
out to the market.

00:28:29.540 --> 00:28:31.010 align:middle line:90%
Because they have a time box.

00:28:31.010 --> 00:28:32.760 align:middle line:90%
That's the other way to do it.

00:28:32.760 --> 00:28:35.000 align:middle line:84%
And so it's like,
well, we have to be

00:28:35.000 --> 00:28:37.430 align:middle line:84%
able to get into the
manufacturing process

00:28:37.430 --> 00:28:38.766 align:middle line:90%
to print those discs--

00:28:38.766 --> 00:28:40.220 align:middle line:90%
less of an issue nowadays.

00:28:40.220 --> 00:28:43.730 align:middle line:84%
But Nintendo still
operates in disc fashion

00:28:43.730 --> 00:28:46.676 align:middle line:84%
because they grew up as
cartridge manufacturers.

00:28:46.676 --> 00:28:48.050 align:middle line:84%
So they actually
had to print it.

00:28:48.050 --> 00:28:51.874 align:middle line:84%
Now when it comes to
publishing a paper game,

00:28:51.874 --> 00:28:53.540 align:middle line:84%
that timeline can be
even longer, right?

00:28:53.540 --> 00:28:57.290 align:middle line:84%
Because you have to
put ink on paper,

00:28:57.290 --> 00:29:00.190 align:middle line:84%
you have to have it folded,
you have to get all the plastic

00:29:00.190 --> 00:29:03.560 align:middle line:84%
and stuff put in plastic
bags, and put it into the box,

00:29:03.560 --> 00:29:06.380 align:middle line:84%
and then put into pallets,
and then shipped from China,

00:29:06.380 --> 00:29:09.970 align:middle line:84%
usually, over to stores
all over the United States

00:29:09.970 --> 00:29:11.970 align:middle line:84%
so that they're in stores
in time for Christmas.

00:29:11.970 --> 00:29:14.440 align:middle line:84%
And that's, like,
a huge timeline.

00:29:14.440 --> 00:29:17.470 align:middle line:90%
So that became the time limit.

00:29:17.470 --> 00:29:19.400 align:middle line:84%
Sometimes you just
set the time limit

00:29:19.400 --> 00:29:24.320 align:middle line:84%
because you have to be
able to meet ship dates.

00:29:24.320 --> 00:29:25.775 align:middle line:90%
It's not very complicated.

00:29:25.775 --> 00:29:28.460 align:middle line:84%
Now, when you're working on
your own internal Kickstarter

00:29:28.460 --> 00:29:30.434 align:middle line:84%
project or something,
where you already

00:29:30.434 --> 00:29:31.850 align:middle line:84%
know who's going
to buy your game,

00:29:31.850 --> 00:29:33.500 align:middle line:84%
because they paid
for it upfront,

00:29:33.500 --> 00:29:38.470 align:middle line:84%
before you even
started manufacturing--

00:29:38.470 --> 00:29:41.695 align:middle line:84%
I think we'll hear more about
that maybe in about two weeks,

00:29:41.695 --> 00:29:43.045 align:middle line:90%
or about one week.

00:29:43.045 --> 00:29:44.173 align:middle line:90%
April 9?

00:29:44.173 --> 00:29:45.670 align:middle line:90%
PROFESSOR 2: 9th.

00:29:45.670 --> 00:29:46.420 align:middle line:90%
PROFESSOR 1: Yeah.

00:29:46.420 --> 00:29:52.390 align:middle line:84%
We'll have a couple of folks who
actually work in the board game

00:29:52.390 --> 00:29:55.970 align:middle line:84%
publishing industry talk a
little bit about how they set

00:29:55.970 --> 00:29:59.140 align:middle line:84%
goalposts and deadlines
for themselves, what are

00:29:59.140 --> 00:30:00.890 align:middle line:90%
the considerations for that.

00:30:00.890 --> 00:30:03.760 align:middle line:84%
But in the end, it's just--
they had to set a goal, somehow.

00:30:03.760 --> 00:30:06.850 align:middle line:84%
Either it's a quality
goal or it's a time goal.

00:30:06.850 --> 00:30:08.970 align:middle line:84%
And once you hit that,
you have to ship.

00:30:08.970 --> 00:30:10.462 align:middle line:90%
Because you can always do--

00:30:10.462 --> 00:30:11.920 align:middle line:84%
if you have set a
quality goal, you

00:30:11.920 --> 00:30:13.810 align:middle line:90%
can always do better than that.

00:30:13.810 --> 00:30:17.045 align:middle line:84%
The more time that you
spend, theoretically,

00:30:17.045 --> 00:30:19.420 align:middle line:84%
if you are sticking to this,
the higher quality your game

00:30:19.420 --> 00:30:20.086 align:middle line:90%
is going to get.

00:30:20.086 --> 00:30:21.520 align:middle line:90%
But then you don't ship.

00:30:21.520 --> 00:30:23.930 align:middle line:84%
You just have
diminishing returns.

00:30:23.930 --> 00:30:26.460 align:middle line:84%
You'll never be able to move
on to your next project.

00:30:26.460 --> 00:30:31.820 align:middle line:84%
You're never going to get
revenue from the project

00:30:31.820 --> 00:30:32.880 align:middle line:90%
that you started.

00:30:32.880 --> 00:30:36.280 align:middle line:84%
And your game may not be
improved by that much more,

00:30:36.280 --> 00:30:38.210 align:middle line:84%
just by spending
extra time on it.

00:30:38.210 --> 00:30:41.100 align:middle line:90%


00:30:41.100 --> 00:30:42.370 align:middle line:90%
OK.

00:30:42.370 --> 00:30:46.870 align:middle line:84%
So again, we're going to talk
a little bit about things

00:30:46.870 --> 00:30:50.290 align:middle line:84%
that are relevant to
this from what we've

00:30:50.290 --> 00:30:52.372 align:middle line:90%
observed from assignment one.

00:30:52.372 --> 00:30:56.470 align:middle line:84%
And then for your
team time today, start

00:30:56.470 --> 00:31:00.010 align:middle line:84%
talking about, what is
your culling criteria.

00:31:00.010 --> 00:31:02.159 align:middle line:90%
What are you trying to achieve--

00:31:02.159 --> 00:31:03.700 align:middle line:84%
what's the simplest
thing that you're

00:31:03.700 --> 00:31:06.820 align:middle line:84%
trying to achieve with this
game, and the simplest way

00:31:06.820 --> 00:31:07.900 align:middle line:90%
to describe it.

00:31:07.900 --> 00:31:10.090 align:middle line:84%
And then look at all
the things in your game

00:31:10.090 --> 00:31:11.910 align:middle line:90%
based on that criteria.

00:31:11.910 --> 00:31:14.044 align:middle line:84%
And whatever doesn't meet
that might be something

00:31:14.044 --> 00:31:16.210 align:middle line:84%
that you want to cut out,
especially if it's already

00:31:16.210 --> 00:31:18.580 align:middle line:90%
causing you problems.

00:31:18.580 --> 00:31:21.060 align:middle line:84%
And maybe you'll
just save some time--

00:31:21.060 --> 00:31:22.690 align:middle line:84%
free up a little bit
more time to work

00:31:22.690 --> 00:31:24.210 align:middle line:84%
on the stuff that's
already working,

00:31:24.210 --> 00:31:26.001 align:middle line:84%
and you can polish it
up a little bit more.

00:31:26.001 --> 00:31:29.230 align:middle line:90%


00:31:29.230 --> 00:31:32.430 align:middle line:84%
So any questions about
adding and cutting features?

00:31:32.430 --> 00:31:37.230 align:middle line:90%


00:31:37.230 --> 00:31:39.565 align:middle line:90%
OK.

00:31:39.565 --> 00:31:42.900 align:middle line:84%
PROFESSOR 2: So, taking all this
and relating it to assignment

00:31:42.900 --> 00:31:45.120 align:middle line:84%
one-- and then going
into assignment two--

00:31:45.120 --> 00:31:48.460 align:middle line:84%
also starting with when
you cut in assignment one.

00:31:48.460 --> 00:31:54.200 align:middle line:84%
So, when it comes to advanced
rules and basics rules,

00:31:54.200 --> 00:31:56.940 align:middle line:84%
if you're going to do an
advance and a basic rule set,

00:31:56.940 --> 00:31:58.892 align:middle line:84%
make sure your basic
rule set matches

00:31:58.892 --> 00:32:01.225 align:middle line:84%
the core experience you're
trying to make with the game.

00:32:01.225 --> 00:32:03.367 align:middle line:84%
It's really, really
important for assignment two,

00:32:03.367 --> 00:32:04.450 align:middle line:90%
for this third assignment.

00:32:04.450 --> 00:32:06.158 align:middle line:84%
Because that's what
we said when set out,

00:32:06.158 --> 00:32:08.687 align:middle line:84%
right, is we said, come
up with something that's

00:32:08.687 --> 00:32:11.020 align:middle line:84%
going to have a very particular
experience that you want

00:32:11.020 --> 00:32:12.186 align:middle line:90%
the players have at the end.

00:32:12.186 --> 00:32:15.190 align:middle line:84%
So if you're going to do
advanced rules and basic rules,

00:32:15.190 --> 00:32:18.040 align:middle line:84%
that criteria should be part
of what your basic rules are.

00:32:18.040 --> 00:32:22.230 align:middle line:84%
The advanced rules, as
Philip mentioned yesterday,

00:32:22.230 --> 00:32:24.630 align:middle line:84%
for some of them, it
could add more interest.

00:32:24.630 --> 00:32:27.220 align:middle line:84%
It could be more
intellectually stimulating.

00:32:27.220 --> 00:32:29.360 align:middle line:84%
But really, the basic
rules should support

00:32:29.360 --> 00:32:30.460 align:middle line:90%
everything the game has.

00:32:30.460 --> 00:32:34.500 align:middle line:84%
The advanced rules are
just add-ons, actually.

00:32:34.500 --> 00:32:36.670 align:middle line:84%
If you don't want to
send us advanced rules,

00:32:36.670 --> 00:32:38.230 align:middle line:90%
don't just cut it completely.

00:32:38.230 --> 00:32:41.987 align:middle line:84%
Say, we're not going to use the
advanced rules because we just

00:32:41.987 --> 00:32:43.445 align:middle line:84%
could not get them
to work in time.

00:32:43.445 --> 00:32:45.190 align:middle line:84%
And that's absolutely,
perfectly fine,

00:32:45.190 --> 00:32:48.315 align:middle line:84%
so long as the basic rules
still match the core experience

00:32:48.315 --> 00:32:50.070 align:middle line:90%
you're trying to get across.

00:32:50.070 --> 00:32:52.720 align:middle line:84%
PROFESSOR 1: I
think one thing I do

00:32:52.720 --> 00:32:55.370 align:middle line:84%
want to add to that is
that for the most part,

00:32:55.370 --> 00:32:58.130 align:middle line:84%
your basic rules are
pretty darn good.

00:32:58.130 --> 00:33:01.800 align:middle line:84%
Much better than a lot
of the advanced rules.

00:33:01.800 --> 00:33:04.815 align:middle line:84%
Maybe because the wording
in the basic rules

00:33:04.815 --> 00:33:06.150 align:middle line:90%
had a little bit more care.

00:33:06.150 --> 00:33:08.054 align:middle line:90%
Maybe you tested it.

00:33:08.054 --> 00:33:14.490 align:middle line:84%
We found the basic games very
playable and pretty enjoyable,

00:33:14.490 --> 00:33:17.726 align:middle line:84%
was probably just
fine for what we were

00:33:17.726 --> 00:33:19.375 align:middle line:90%
expecting from assignment one.

00:33:19.375 --> 00:33:21.640 align:middle line:84%
So a lot of the stuff that
you had in advanced rules,

00:33:21.640 --> 00:33:24.437 align:middle line:84%
I do realize, some of those
were things that came up

00:33:24.437 --> 00:33:26.520 align:middle line:84%
in the testing process,
and you thought, you know,

00:33:26.520 --> 00:33:30.010 align:middle line:84%
this is a game that our
game has evolved into.

00:33:30.010 --> 00:33:34.920 align:middle line:84%
But once you realize that there
is a core, basic game that

00:33:34.920 --> 00:33:38.170 align:middle line:84%
works, and then that this
sounds like a slightly more

00:33:38.170 --> 00:33:41.880 align:middle line:84%
complicated version of the game,
that slightly more complicated

00:33:41.880 --> 00:33:45.797 align:middle line:84%
stuff is all
candidates for cutting.

00:33:45.797 --> 00:33:47.380 align:middle line:84%
Because you've already
identified what

00:33:47.380 --> 00:33:50.000 align:middle line:84%
the important part
of this [INAUDIBLE].

00:33:50.000 --> 00:33:52.250 align:middle line:84%
PROFESSOR 2: When it comes
to time and your deadlines,

00:33:52.250 --> 00:33:55.980 align:middle line:90%
of course, adopt a common lingo.

00:33:55.980 --> 00:33:57.270 align:middle line:90%
Adopt a common language.

00:33:57.270 --> 00:33:58.560 align:middle line:90%
Stick with it.

00:33:58.560 --> 00:33:59.867 align:middle line:90%
Proofread your rules.

00:33:59.867 --> 00:34:01.950 align:middle line:84%
I think I have it written
down in the very bottom.

00:34:01.950 --> 00:34:02.880 align:middle line:90%
Proofread your rules.

00:34:02.880 --> 00:34:04.904 align:middle line:84%
So I'll say that a
third time later on.

00:34:04.904 --> 00:34:06.570 align:middle line:84%
And that means, like,
naming conventions

00:34:06.570 --> 00:34:08.153 align:middle line:84%
for the pieces, for
what you've chosen

00:34:08.153 --> 00:34:09.914 align:middle line:90%
to call things in your game.

00:34:09.914 --> 00:34:12.080 align:middle line:84%
That could be naming
conventions based on the rules,

00:34:12.080 --> 00:34:13.949 align:middle line:84%
but also proofreading
your cards, too.

00:34:13.949 --> 00:34:18.840 align:middle line:84%
Making sure all your pieces
are using the same language.

00:34:18.840 --> 00:34:21.546 align:middle line:84%
When it comes to talking
about what the player does,

00:34:21.546 --> 00:34:26.610 align:middle line:84%
we did notice some should
versus may versus must, kind

00:34:26.610 --> 00:34:28.080 align:middle line:90%
of getting mixed up.

00:34:28.080 --> 00:34:29.760 align:middle line:84%
So when we're playing
the game, we're

00:34:29.760 --> 00:34:32.670 align:middle line:84%
not quite sure, well,
if I should do this,

00:34:32.670 --> 00:34:36.350 align:middle line:90%
if I may do this, why--

00:34:36.350 --> 00:34:38.800 align:middle line:84%
if it's may here, is
it also may over here,

00:34:38.800 --> 00:34:40.100 align:middle line:90%
or is it should over here?

00:34:40.100 --> 00:34:41.909 align:middle line:90%
Just wasn't quite sure.

00:34:41.909 --> 00:34:44.070 align:middle line:90%
Wasn't quite clear.

00:34:44.070 --> 00:34:46.075 align:middle line:84%
So I definitely
recommend spending today

00:34:46.075 --> 00:34:47.070 align:middle line:90%
working on your rules.

00:34:47.070 --> 00:34:51.330 align:middle line:84%
Spend today having us play your
game using your current rules,

00:34:51.330 --> 00:34:54.420 align:middle line:84%
and then taking our feedback
and then working on it

00:34:54.420 --> 00:34:57.800 align:middle line:90%
for turning it in on Wednesday.

00:34:57.800 --> 00:35:01.260 align:middle line:84%
And again, when it comes
to cutting things--

00:35:01.260 --> 00:35:04.440 align:middle line:84%
when you are cutting,
making sure that you

00:35:04.440 --> 00:35:05.940 align:middle line:90%
are filling in the gaps.

00:35:05.940 --> 00:35:09.109 align:middle line:84%
So if you cut something out,
there might be a system,

00:35:09.109 --> 00:35:10.650 align:middle line:84%
there might be a
rule-- in this case,

00:35:10.650 --> 00:35:12.390 align:middle line:90%
it generally was polish issues.

00:35:12.390 --> 00:35:16.980 align:middle line:84%
So if something was removed
from one of the rule sets,

00:35:16.980 --> 00:35:19.420 align:middle line:90%
we saw a little bit of--

00:35:19.420 --> 00:35:20.520 align:middle line:90%
PROFESSOR 1: Remnants.

00:35:20.520 --> 00:35:22.960 align:middle line:84%
PROFESSOR 2: --remnants of
it, spread in the rules.

00:35:22.960 --> 00:35:24.810 align:middle line:84%
PROFESSOR 1: So
for instance, say

00:35:24.810 --> 00:35:26.310 align:middle line:84%
you are one of those
groups that had

00:35:26.310 --> 00:35:28.092 align:middle line:90%
basic rules and advanced rules.

00:35:28.092 --> 00:35:29.800 align:middle line:84%
And you took a chunk
of the game that you

00:35:29.800 --> 00:35:31.729 align:middle line:84%
moved into advanced
rules because you

00:35:31.729 --> 00:35:33.270 align:middle line:84%
realized that the
core-based game was

00:35:33.270 --> 00:35:34.580 align:middle line:90%
more playable without that.

00:35:34.580 --> 00:35:37.675 align:middle line:84%
But your basic rules still refer
to bits of the advanced rules.

00:35:37.675 --> 00:35:39.386 align:middle line:90%
And that gets really confusing.

00:35:39.386 --> 00:35:41.760 align:middle line:84%
Because advanced rules are a
completely different section

00:35:41.760 --> 00:35:43.884 align:middle line:84%
of your rules that we
haven't even gotten into yet.

00:35:43.884 --> 00:35:44.511 align:middle line:90%
But we will.

00:35:44.511 --> 00:35:48.820 align:middle line:90%
So do that cleanup work.

00:35:48.820 --> 00:35:50.340 align:middle line:90%
PROFESSOR 2: For setup--

00:35:50.340 --> 00:35:51.870 align:middle line:84%
so if you're going
to have a setup

00:35:51.870 --> 00:35:53.280 align:middle line:90%
section before your rules--

00:35:53.280 --> 00:35:54.696 align:middle line:84%
it's actually
highly recommended--

00:35:54.696 --> 00:35:56.290 align:middle line:84%
have a setup section
that is split out

00:35:56.290 --> 00:35:58.040 align:middle line:84%
that is different from
your rules section,

00:35:58.040 --> 00:35:59.869 align:middle line:84%
so we know exactly how
to set up the game.

00:35:59.869 --> 00:36:01.035 align:middle line:90%
Include diagrams and photos.

00:36:01.035 --> 00:36:03.940 align:middle line:90%


00:36:03.940 --> 00:36:05.700 align:middle line:90%
Where do players sit?

00:36:05.700 --> 00:36:07.190 align:middle line:84%
What is the
orientation of cards?

00:36:07.190 --> 00:36:10.219 align:middle line:90%


00:36:10.219 --> 00:36:12.510 align:middle line:84%
If you have a card that has
all this information on it,

00:36:12.510 --> 00:36:15.454 align:middle line:84%
what is that common
information across all cards?

00:36:15.454 --> 00:36:17.370 align:middle line:84%
If you think about a
Magic the Gathering card,

00:36:17.370 --> 00:36:18.630 align:middle line:90%
and all the different icons--

00:36:18.630 --> 00:36:20.760 align:middle line:84%
hopefully your cards
aren't as complex--

00:36:20.760 --> 00:36:23.730 align:middle line:84%
but you'll have the same
thing in the same place

00:36:23.730 --> 00:36:25.470 align:middle line:84%
on all the cards, so
you can then tell us

00:36:25.470 --> 00:36:27.240 align:middle line:84%
what that thing is,
and why it's useful,

00:36:27.240 --> 00:36:31.570 align:middle line:84%
and how to use it as
you're playing the game.

00:36:31.570 --> 00:36:35.250 align:middle line:84%
And in particular, let your
game teach us how to play,

00:36:35.250 --> 00:36:35.813 align:middle line:90%
if possible.

00:36:35.813 --> 00:36:37.300 align:middle line:90%
If you've got time.

00:36:37.300 --> 00:36:39.715 align:middle line:84%
If not, it should
still be in the rules.

00:36:39.715 --> 00:36:41.507 align:middle line:84%
What I mean by let
your game teach us is,

00:36:41.507 --> 00:36:43.590 align:middle line:84%
if you're going to have a
board, and the board has

00:36:43.590 --> 00:36:45.970 align:middle line:84%
a lot of empty space on it,
you can put some your rules

00:36:45.970 --> 00:36:47.040 align:middle line:90%
into the board.

00:36:47.040 --> 00:36:49.872 align:middle line:84%
You can put some of the setup
features into the board,

00:36:49.872 --> 00:36:51.080 align:middle line:90%
if you've got time right now.

00:36:51.080 --> 00:36:54.330 align:middle line:90%


00:36:54.330 --> 00:36:55.620 align:middle line:90%
Proofread your rules.

00:36:55.620 --> 00:36:58.120 align:middle line:84%
And turn in as many
copies of your rules

00:36:58.120 --> 00:36:59.760 align:middle line:84%
as you have players
in your game.

00:36:59.760 --> 00:37:03.660 align:middle line:84%
So, the assignment did say,
it's a set number of two, three,

00:37:03.660 --> 00:37:05.460 align:middle line:90%
or four players for your game.

00:37:05.460 --> 00:37:10.370 align:middle line:84%
If it's a four-player game, give
us four copies of your rules.

00:37:10.370 --> 00:37:13.420 align:middle line:90%
That's all the basic stuff.

00:37:13.420 --> 00:37:13.960 align:middle line:90%
Yeah.

00:37:13.960 --> 00:37:17.050 align:middle line:84%
And then we'll be
getting your feedback,

00:37:17.050 --> 00:37:21.930 align:middle line:84%
specific feedback for each
individual game, tomorrow.

00:37:21.930 --> 00:37:22.510 align:middle line:90%
Yeah.

00:37:22.510 --> 00:37:22.885 align:middle line:90%
Yeah.

00:37:22.885 --> 00:37:23.260 align:middle line:90%
Tomorrow.

00:37:23.260 --> 00:37:24.593 align:middle line:90%
I'm not sure what time tomorrow.

00:37:24.593 --> 00:37:28.490 align:middle line:84%
But we'll get you that before
you're actually turning in.

00:37:28.490 --> 00:37:29.460 align:middle line:90%
That's it for me.

00:37:29.460 --> 00:37:30.676 align:middle line:84%
PROFESSOR 1: I just want
to clarify one thing

00:37:30.676 --> 00:37:31.676 align:middle line:90%
about should, may, must.

00:37:31.676 --> 00:37:34.770 align:middle line:90%


00:37:34.770 --> 00:37:36.880 align:middle line:84%
I'm not sure, because
I'm trying to think

00:37:36.880 --> 00:37:38.900 align:middle line:90%
of a more concrete example.

00:37:38.900 --> 00:37:42.900 align:middle line:84%
So it's like, if in
your rules, you say,

00:37:42.900 --> 00:37:48.940 align:middle line:84%
the player should move his
or her piece from one square

00:37:48.940 --> 00:37:51.560 align:middle line:84%
to another, we're not quite
sure whether you're describing

00:37:51.560 --> 00:37:53.670 align:middle line:90%
this as a good strategy--

00:37:53.670 --> 00:37:57.490 align:middle line:84%
as something that the
player should generally

00:37:57.490 --> 00:38:00.070 align:middle line:84%
be doing because it's going
to put the player ahead--

00:38:00.070 --> 00:38:03.250 align:middle line:84%
or something that the player
must be doing because the rules

00:38:03.250 --> 00:38:06.140 align:middle line:84%
require the player
to do this thing.

00:38:06.140 --> 00:38:11.300 align:middle line:84%
Should is a very, very difficult
word to figure out for us.

00:38:11.300 --> 00:38:12.650 align:middle line:90%
And if you're to begin--

00:38:12.650 --> 00:38:15.795 align:middle line:84%
AUDIENCE: Would you suggest
not using the word should?

00:38:15.795 --> 00:38:17.195 align:middle line:90%
PROFESSOR 1: It's possible.

00:38:17.195 --> 00:38:19.270 align:middle line:84%
Sometimes context
explains it for you.

00:38:19.270 --> 00:38:23.810 align:middle line:84%
But it does muddy things
more often than it helps.

00:38:23.810 --> 00:38:25.870 align:middle line:84%
I find should
makes perfect sense

00:38:25.870 --> 00:38:27.493 align:middle line:84%
if you're going to
give an example.

00:38:27.493 --> 00:38:30.650 align:middle line:84%
If you're going to give an
example, make it [INAUDIBLE].

00:38:30.650 --> 00:38:31.370 align:middle line:90%
Make it obvious.

00:38:31.370 --> 00:38:32.147 align:middle line:90%
Or even, like--

00:38:32.147 --> 00:38:33.730 align:middle line:84%
PROFESSOR 2: Put it
in a sidebar, or--

00:38:33.730 --> 00:38:34.521 align:middle line:90%
PROFESSOR 1: Right.

00:38:34.521 --> 00:38:36.270 align:middle line:84%
Do indents, or a
sidebar, or something,

00:38:36.270 --> 00:38:38.811 align:middle line:84%
to make it clear that this is
not actually part of the rules.

00:38:38.811 --> 00:38:41.296 align:middle line:84%
This is an example of how this
set of the rules plays out.

00:38:41.296 --> 00:38:42.920 align:middle line:84%
And then you can use
words like should.

00:38:42.920 --> 00:38:43.300 align:middle line:90%
Right?

00:38:43.300 --> 00:38:44.890 align:middle line:84%
You know, player
one should do this.

00:38:44.890 --> 00:38:47.310 align:middle line:84%
Because you're
describing a strategy.

00:38:47.310 --> 00:38:51.250 align:middle line:84%
You're not saying that the
rules require this to happen.

00:38:51.250 --> 00:38:56.290 align:middle line:84%
Must-- say must when it's must,
if a player must do something.

00:38:56.290 --> 00:38:59.530 align:middle line:84%
And when you say a player
may, be very, very clear

00:38:59.530 --> 00:39:01.870 align:middle line:90%
of what else the player may do.

00:39:01.870 --> 00:39:06.510 align:middle line:84%
Say, for instance, it's one
out of five different options.

00:39:06.510 --> 00:39:11.494 align:middle line:84%
You say, the player may do
one of these five options--

00:39:11.494 --> 00:39:13.785 align:middle line:84%
bullet point, bullet point,
bullet point, bullet point.

00:39:13.785 --> 00:39:18.610 align:middle line:84%
And the last bullet point is
probably, like, do nothing.

00:39:18.610 --> 00:39:19.894 align:middle line:90%
If a game allows something.

00:39:19.894 --> 00:39:22.060 align:middle line:84%
PROFESSOR 2: Bullet points
are really, really useful

00:39:22.060 --> 00:39:24.190 align:middle line:90%
if there's any kind of option.

00:39:24.190 --> 00:39:28.150 align:middle line:84%
Even if it's just, like, a
player may do this or this,

00:39:28.150 --> 00:39:31.410 align:middle line:90%
break up the or in its own line.

00:39:31.410 --> 00:39:32.380 align:middle line:90%
Give it bold.

00:39:32.380 --> 00:39:34.190 align:middle line:90%
Put a couple lines around it.

00:39:34.190 --> 00:39:35.900 align:middle line:84%
Put the next thing
that they can do--

00:39:35.900 --> 00:39:37.525 align:middle line:84%
the other thing they
can do-- after it.

00:39:37.525 --> 00:39:40.030 align:middle line:84%
Make it really, really
clear it's one or the other,

00:39:40.030 --> 00:39:40.900 align:middle line:90%
not both.

00:39:40.900 --> 00:39:41.650 align:middle line:90%
PROFESSOR 1: Yeah.

00:39:41.650 --> 00:39:43.660 align:middle line:90%
Yeah.

00:39:43.660 --> 00:39:48.340 align:middle line:84%
Yeah, that goes the same for not
just your printed rule sheet,

00:39:48.340 --> 00:39:51.670 align:middle line:84%
but also cards,
stuff on the board.

00:39:51.670 --> 00:39:53.260 align:middle line:84%
Because sometimes
there are games

00:39:53.260 --> 00:39:55.160 align:middle line:84%
where you have options
on the card, right?

00:39:55.160 --> 00:39:58.330 align:middle line:84%
And you may do this
or you may do that.

00:39:58.330 --> 00:40:00.010 align:middle line:84%
It's not entirely
obvious if, say,

00:40:00.010 --> 00:40:01.850 align:middle line:84%
the card does both
of those things,

00:40:01.850 --> 00:40:03.810 align:middle line:84%
or you get to choose
from one of those things,

00:40:03.810 --> 00:40:06.160 align:middle line:84%
and who gets to choose
one of those two things.

00:40:06.160 --> 00:40:11.050 align:middle line:84%
So that's something
to keep in mind.

00:40:11.050 --> 00:40:13.480 align:middle line:84%
You only use numbered
bullet points--

00:40:13.480 --> 00:40:15.490 align:middle line:90%
1, 2, 3, 4--

00:40:15.490 --> 00:40:17.830 align:middle line:84%
if something's going
to be sequential.

00:40:17.830 --> 00:40:19.990 align:middle line:84%
It's good for things
like, here are the steps

00:40:19.990 --> 00:40:21.940 align:middle line:90%
of a round of game play--

00:40:21.940 --> 00:40:25.237 align:middle line:84%
first you do this, then you
do this, then do-- do, do, do.

00:40:25.237 --> 00:40:27.320 align:middle line:84%
Don't say the player may
do one of the following--

00:40:27.320 --> 00:40:29.850 align:middle line:84%
1, dot, 2, dot, 3,
dot-- it's like, uh,

00:40:29.850 --> 00:40:33.350 align:middle line:84%
now I'm not quite
sure what's going on.

00:40:33.350 --> 00:40:33.960 align:middle line:90%
OK?

00:40:33.960 --> 00:40:34.710 align:middle line:90%
PROFESSOR 2: Yeah.

00:40:34.710 --> 00:40:38.196 align:middle line:84%
Yeah, and actually, this brought
up rounds, stages, phases,

00:40:38.196 --> 00:40:38.900 align:middle line:90%
turns.

00:40:38.900 --> 00:40:40.390 align:middle line:84%
PROFESSOR 1: That's the
vocabulary thing again.

00:40:40.390 --> 00:40:41.050 align:middle line:90%
Yeah.

00:40:41.050 --> 00:40:42.250 align:middle line:90%
PROFESSOR 2: Choose one.

00:40:42.250 --> 00:40:43.719 align:middle line:90%
Stick with it.

00:40:43.719 --> 00:40:44.260 align:middle line:90%
Proofread it.

00:40:44.260 --> 00:40:45.280 align:middle line:90%
Make sure you chose it.

00:40:45.280 --> 00:40:47.020 align:middle line:90%
Make sure it works.

00:40:47.020 --> 00:40:49.230 align:middle line:84%
Especially if you're going
to make any changes today,

00:40:49.230 --> 00:40:51.640 align:middle line:84%
and you're turning
it in in two days,

00:40:51.640 --> 00:40:53.680 align:middle line:84%
have somebody who is
not you proofread it

00:40:53.680 --> 00:40:56.740 align:middle line:84%
and make sure you're using
the same language throughout.

00:40:56.740 --> 00:40:59.680 align:middle line:84%
PROFESSOR 1: Rounds
usually involves everybody

00:40:59.680 --> 00:41:03.086 align:middle line:84%
around the table doing one
thing in sequence, the same sort

00:41:03.086 --> 00:41:04.520 align:middle line:90%
of thing, in sequence.

00:41:04.520 --> 00:41:07.330 align:middle line:90%
Steps are really big.

00:41:07.330 --> 00:41:16.320 align:middle line:84%
Phases-- it's usually
describing large chunks of game.

00:41:16.320 --> 00:41:21.300 align:middle line:84%
you know, things like
opening [INAUDIBLE],

00:41:21.300 --> 00:41:25.870 align:middle line:84%
mid-game, end-game phases,
and usually not used in rules.

00:41:25.870 --> 00:41:27.530 align:middle line:90%
But I know that some games--

00:41:27.530 --> 00:41:28.905 align:middle line:84%
PROFESSOR 2:
Connect those games.

00:41:28.905 --> 00:41:29.850 align:middle line:90%
PROFESSOR 1: Yeah.

00:41:29.850 --> 00:41:30.595 align:middle line:90%
Use those.

00:41:30.595 --> 00:41:33.400 align:middle line:84%
AUDIENCE: Sometimes
they use other terms.

00:41:33.400 --> 00:41:35.570 align:middle line:84%
PROFESSOR 1: I know This
is why it's maddening.

00:41:35.570 --> 00:41:39.159 align:middle line:84%
Because it gets used
in both contexts.

00:41:39.159 --> 00:41:40.950 align:middle line:84%
AUDIENCE: So what would
you use to describe

00:41:40.950 --> 00:41:43.300 align:middle line:90%
the individual pieces of a turn?

00:41:43.300 --> 00:41:44.790 align:middle line:90%
PROFESSOR 1: Steps.

00:41:44.790 --> 00:41:47.190 align:middle line:84%
Especially if it's a
sequential sequence of things.

00:41:47.190 --> 00:41:50.180 align:middle line:84%
Like, this is my
turn, in a round,

00:41:50.180 --> 00:41:54.770 align:middle line:84%
and here are the three
steps I get to do.

00:41:54.770 --> 00:41:56.130 align:middle line:90%
Step 1-- draw a card.

00:41:56.130 --> 00:41:58.720 align:middle line:84%
Step 2-- choose a
card from my hand.

00:41:58.720 --> 00:41:59.640 align:middle line:90%
Step 3-- play it.

00:41:59.640 --> 00:42:00.140 align:middle line:90%
Right?

00:42:00.140 --> 00:42:01.790 align:middle line:90%
You know, things like that.

00:42:01.790 --> 00:42:03.540 align:middle line:90%
That sort of works.

00:42:03.540 --> 00:42:07.715 align:middle line:84%
Phases-- I've also heard it
described in things like there

00:42:07.715 --> 00:42:12.929 align:middle line:84%
is round one is
one kind of action,

00:42:12.929 --> 00:42:14.970 align:middle line:84%
and round two is like a
completely different kind

00:42:14.970 --> 00:42:17.476 align:middle line:84%
of action, and round three
is [INAUDIBLE] like phases.

00:42:17.476 --> 00:42:18.600 align:middle line:90%
And it was like, oh my god.

00:42:18.600 --> 00:42:21.260 align:middle line:84%
That's-- [INAUDIBLE]
that, actually.

00:42:21.260 --> 00:42:23.633 align:middle line:90%
Yeah.

00:42:23.633 --> 00:42:25.091 align:middle line:84%
AUDIENCE: In
[INAUDIBLE], there are

00:42:25.091 --> 00:42:30.740 align:middle line:84%
turns in phases within
rounds in phases.

00:42:30.740 --> 00:42:31.572 align:middle line:90%
PROFESSOR 1: Yes.

00:42:31.572 --> 00:42:33.530 align:middle line:84%
This is why the game is
actually so much harder

00:42:33.530 --> 00:42:35.010 align:middle line:84%
to learn than it
is actually play.

00:42:35.010 --> 00:42:36.650 align:middle line:84%
To play is actually
not that hard.

00:42:36.650 --> 00:42:37.050 align:middle line:90%
But when they desc--

00:42:37.050 --> 00:42:38.466 align:middle line:84%
AUDIENCE: The
phases don't matter,

00:42:38.466 --> 00:42:40.203 align:middle line:84%
but the turns and
everything else

00:42:40.203 --> 00:42:41.880 align:middle line:84%
was actually
really, really good.

00:42:41.880 --> 00:42:42.630 align:middle line:90%
PROFESSOR 1: Yeah.

00:42:42.630 --> 00:42:47.162 align:middle line:84%
So that's why phases
complicate things.

00:42:47.162 --> 00:42:48.870 align:middle line:84%
Sometimes it is, in
fact, the right word,

00:42:48.870 --> 00:42:52.039 align:middle line:84%
but it's just hard
to be able to expect

00:42:52.039 --> 00:42:53.955 align:middle line:84%
that every single player
is going to interpret

00:42:53.955 --> 00:42:57.700 align:middle line:90%
that word the same way.

00:42:57.700 --> 00:42:59.629 align:middle line:90%
OK.

00:42:59.629 --> 00:43:01.670 align:middle line:84%
PROFESSOR 2: So you can
break up into your teams,

00:43:01.670 --> 00:43:03.400 align:middle line:90%
continue working on your games.

00:43:03.400 --> 00:43:05.060 align:middle line:90%
This is playtest time.

00:43:05.060 --> 00:43:07.490 align:middle line:84%
So, in particular,
playtest your rules.

00:43:07.490 --> 00:43:09.027 align:middle line:84%
If you want us to
play your rules

00:43:09.027 --> 00:43:10.860 align:middle line:84%
and give you feedback
before you turn it in,

00:43:10.860 --> 00:43:12.310 align:middle line:90%
today's the day to do it.

00:43:12.310 --> 00:43:13.842 align:middle line:84%
PROFESSOR 1: And
attendance sheet--

00:43:13.842 --> 00:43:15.675 align:middle line:84%
PROFESSOR 2: Attendance
sheet's right there.

00:43:15.675 --> 00:43:17.466 align:middle line:84%
PROFESSOR 1: Attendance
sheet's over there.

00:43:17.466 --> 00:43:19.860 align:middle line:90%
[SIDE CONVERSATIONS]

00:43:19.860 --> 00:43:23.868 align:middle line:90%