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[SIDE CONVERSATION]

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PROFESSOR: Before we go into the
test, there's a couple of tips

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that I want to give you.

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Some stuff for you
to take notes on.

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But you don't really
have to do this today.

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At some point of time
in your prototyping

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you might end up getting stuck.

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And you're not quite
sure what to change.

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So if I would have been
asking you to do things

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like amend rules, right?

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Replace rules with
other kinds of rules,

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kill rules that aren't working.

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Some other ideas that you
might want to play with,

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if there is a resource
that's currently limited you

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might want to make it unlimited.

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And vice versa.

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And I'll say the number of
steps that you can move,

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the number of currency that
you have, make it unlimited

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or you make it limited.

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It could change the way
how your game feels a lot.

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If you're in with other players.

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And maybe even sort of messing
up the types of decisions

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they get to make, or
maybe even the order

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that they get to make it.

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Could be something as
simple as reversing

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the order of who goes next.

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But it could be
more significant,

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like forcing another
player to make

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a move that they don't want
or taking away their options.

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You can mess with
the play order.

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Like I said, you could reverse
who goes next, but then also

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the order in which certain
rules get played out.

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Could be something that
you should be always trying

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to do with your own rules.

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Do your rules has to be
executed in the same order?

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In fact, the answer is no.

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You can probably
rearrange your rules

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and get a very
different effect, even

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without writing a new rule.

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If you're going to deal with
numbers at the prototyping

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phase, generally you don't want
to be making small changes.

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You don't want to be making 10%,
20% changes to your numbers.

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You want to be doing something
like changing things by 50%,

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maybe doubling it,
maybe halving it.

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At least change of
50%, but multiplying

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and dividing by two.

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This will give you
a much better sense

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of whether that
change to the numbers

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is going to be the thing that's
going to solve your problem.

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If you get the numbers
wrong but the changes

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lead in the direction
that you want,

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then you can dial back
the scale of the change.

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Maybe you have a variable
that was too drastic,

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but it started achieving
the things that you wanted.

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And so, OK, all right.

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Maybe instead of
halving that number

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would make it 75%
of that number.

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As an exercise, once
your prototype is already

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starting to work
one trick of trying

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to simplify your
prototype is to try

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to identify the very
fewest rules that

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are necessary for your
prototype to work.

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So you take all the rules
out and introduce rules,

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then, one by one.

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The rules that
you've already got.

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And you try figure out
what's that bare minimum.

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That's finding the
core, and that's

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the core of your
prototype, that's

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the thing that you might want
to carry into a larger game

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project in the future.

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Finally, throw away.

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In fact what I'm going
to encourage you,

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at the end of this
class today, is

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to make a completely new
prototype from scratch.

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For each person on your team.

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But I would suggest
as an exercise is just

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go back to the mechanic idea
and see what else you can

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do with that mechanic.

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Whether it's stealing from other
people or hidden information.

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All of your prototypes right now
probably test one kind of way

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to interpret that mechanic.

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What else comes in
completely different ways

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to interpret exactly
the same mechanic?

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Make a prototype.

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You know, spend about
half an hour to an hour.

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You only spent an hour on
these prototype so far,

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and a lot of it was
figuring out what mechanic

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you were working on.

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Right?

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So try to build something,
test it with dormates

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or test it on your teammates.

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It would be great if you had a
weekend meeting, for instance,

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to go into that meeting with
as many different prototypes

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as you have team members.

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You just play each
other's prototypes

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and have a conversation.

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These are all different ways
to approach the same problem.

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So away what you got, basically,
and make something new.

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And then revisit what
you've got at a later stage.

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So that's some tips for you
to do in the following week.

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But in the next
hour this is what

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I'm going to be
asking you to do,

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and that is to do a play test.

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Now, there are many different
ways to do a play test.

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This is probably what they're
going to be doing today.

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How many of you have
made a game that's really

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only for one person right now?

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All right, everyone's
made a multiplayer game.

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So you're probably going to
do a play versus player test.

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That's fine, that's what we
asked for in the assignment.

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You can do multiplayer tests
for cooperative and competitive

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games.

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You can have other
player tests where

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everybody gets the
same set of rules

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or different sets of rules.

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So they're symmetric
or asymmetric.

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The trick with
multiplayer play test

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is that they tend to
be very, very loose.

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It's very hard to do,
say, a really, really

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tightly controlled experiment.

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One thing that often
happens is that when

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you have people playing a game
and later on in the semester

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you're going to just
give them a set of rules

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and they're going to
have to interpret it.

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They might interpret
it in a way differently

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from how you intended.

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They may come up with--

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they may negotiate the
rules based on things

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that they don't quite
understand from your rules

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and come up with a solution
that wasn't necessarily

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what you expected.

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Communicate openly.

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They'll talk about, like,
hey you know is that rule--

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do you really want
to move there?

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You know?

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And things like that.

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One thing that you can do is to
have the person who is actually

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running the playtest,
someone from your own team

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where you're trying
to get information,

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you will explain the rules
to people at the beginning,

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in early playtest.

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In later playtests we
just hand them rules.

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But if they come up
with house rules,

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if they decide to interpret
your rules in a certain way,

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I would actually suggest not
stopping them right away.

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Let them play out a little bet.

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Because they're giving you a
free iteration of your game

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that you may not
necessarily have considered,

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and may end up working.

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It might work out great.

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But then you cannot--

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But once they play
a little bit of that

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and then you get a sense of how
that works, take note of that,

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make sure that you know how
that is supposed to work out.

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And then explain the rules.

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No, actually.

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I'd like you to try playing
it with the rules interpreted

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this way, which is the way
how you originally designed.

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And then you can get
a second player test

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of the same group of people.

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Let's see, what else.

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This is absolutely necessary
for multiplayer games.

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You are going to
have to do that.

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Even if you make--

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If you go to other classes
and make prototypes

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for digital games
on paper, you are

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going to need to do
this sort of playtest.

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So you're going to get
some experience doing

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that right now.

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I do want you to know that
there are a couple of other ways

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to do playtests.

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The Wizard of Oz
test where somebody--

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the person that you're
inviting to play test

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is basically playing
with somebody

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who's on your design
team, and that person

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is playing the computer.

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This is very good
for prototyping

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a digital game, especially a
single player digital game.

00:07:47.850 --> 00:07:49.808 align:middle line:84%
You can be very constrained
on what information

00:07:49.808 --> 00:07:50.767 align:middle line:90%
you provide the player.

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In fact, you don't
necessarily even

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need to provide a player
a full set of rules.

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You can just say, this
is the computer screen,

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your finger is the mouse,
or something like that.

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Or even giving them a
simplified keyboard.

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Up, down, left, right
or something like that.

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That's how you communicate
with the computer,

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you just push, or
you point, you click

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by touching on the screen.

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The trick is to make
sure that the player is--

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that you're not giving clues
to the player about what

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the computer is thinking.

00:08:17.432 --> 00:08:20.050 align:middle line:84%
The computer should be
communicating primarily

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through the things that
a computer will show you.

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Either images, sounds,
maybe numbers that change.

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But the computer doesn't
actively explain the rules.

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If the game was supposed
to explain the rules,

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you should have little
prototype pieces of paper

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that you can hand out
in front of the player.

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Now say the player is completely
confused and you think,

00:08:43.317 --> 00:08:45.400 align:middle line:84%
this would be a good time
to introduce a tool tip.

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Oh crap, I actually didn't
have a tool tip prepared ahead

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of time.

00:08:49.130 --> 00:08:51.250 align:middle line:84%
Well, grab a Post-it
pad and write it down,

00:08:51.250 --> 00:08:52.578 align:middle line:90%
slap it in front of the player.

00:08:52.578 --> 00:08:53.870 align:middle line:90%
Now that's part of your design.

00:08:53.870 --> 00:08:56.470 align:middle line:90%


00:08:56.470 --> 00:08:58.740 align:middle line:90%
So you can be--

00:08:58.740 --> 00:09:03.730 align:middle line:84%
this can be a very,
very deep prototype.

00:09:03.730 --> 00:09:06.730 align:middle line:84%
You can actually test a lot of
different things in a computer

00:09:06.730 --> 00:09:09.310 align:middle line:84%
game on paper this
way, depending

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on how much time you want to
go into producing something

00:09:12.160 --> 00:09:13.755 align:middle line:90%
to be tested.

00:09:13.755 --> 00:09:15.880 align:middle line:84%
You don't to spend too much
time because, remember,

00:09:15.880 --> 00:09:17.588 align:middle line:84%
prototypes are supposed
to be disposable.

00:09:17.588 --> 00:09:20.090 align:middle line:84%
They're supposed to
be fast and cheap.

00:09:20.090 --> 00:09:23.500 align:middle line:84%
So it's a Wizard of Oz because
it's like the Wizard of Oz.

00:09:23.500 --> 00:09:25.600 align:middle line:84%
It's somebody behind
the scenes, manipulating

00:09:25.600 --> 00:09:27.500 align:middle line:90%
what you're seeing.

00:09:27.500 --> 00:09:30.170 align:middle line:84%
But there's no actual
computer there, it's just you.

00:09:30.170 --> 00:09:32.350 align:middle line:84%
You have to be very,
very constrained

00:09:32.350 --> 00:09:34.780 align:middle line:84%
yourself when you're
running a test like this.

00:09:34.780 --> 00:09:38.464 align:middle line:90%


00:09:38.464 --> 00:09:41.590 align:middle line:84%
You don't want to deviate
from the algorithm

00:09:41.590 --> 00:09:46.010 align:middle line:84%
that you set up for your
computer, if at all possible.

00:09:46.010 --> 00:09:47.840 align:middle line:84%
So if you've got some
sort of AI character,

00:09:47.840 --> 00:09:49.673 align:middle line:84%
you shouldn't be making
human-like decisions

00:09:49.673 --> 00:09:50.425 align:middle line:90%
for that AI.

00:09:50.425 --> 00:09:54.147 align:middle line:84%
You should come up with a
bunch of rules for that.

00:09:54.147 --> 00:09:56.230 align:middle line:84%
This is another kind of
prototype that you can do.

00:09:56.230 --> 00:09:58.810 align:middle line:84%
Not for today's exercise,
but later on in the semester.

00:09:58.810 --> 00:10:00.960 align:middle line:84%
If you decide to do
a live action game

00:10:00.960 --> 00:10:03.370 align:middle line:84%
or if your games really
about just a person

00:10:03.370 --> 00:10:05.510 align:middle line:84%
walking around in a space,
even if it's going to be

00:10:05.510 --> 00:10:07.630 align:middle line:84%
like a top down board
game in the end.

00:10:07.630 --> 00:10:09.490 align:middle line:84%
You could just do
a live action game

00:10:09.490 --> 00:10:11.282 align:middle line:84%
where you just have
people actually walking

00:10:11.282 --> 00:10:14.300 align:middle line:90%
around a real space.

00:10:14.300 --> 00:10:16.850 align:middle line:84%
You explain the rules to
everybody who's involved.

00:10:16.850 --> 00:10:18.520 align:middle line:84%
Maybe your game's
for five people

00:10:18.520 --> 00:10:22.030 align:middle line:84%
and you explain the rules to
all five people before the game,

00:10:22.030 --> 00:10:23.350 align:middle line:90%
and then you let them go.

00:10:23.350 --> 00:10:25.890 align:middle line:84%
The problem, of course,
is that they're all

00:10:25.890 --> 00:10:27.940 align:middle line:84%
going to interpret those
rules their own way.

00:10:27.940 --> 00:10:29.860 align:middle line:84%
And because they may be
physically separated,

00:10:29.860 --> 00:10:32.250 align:middle line:84%
they may not be
negotiating with each other

00:10:32.250 --> 00:10:34.270 align:middle line:84%
and as a result may
be not even playing

00:10:34.270 --> 00:10:35.710 align:middle line:90%
with the same set of rules.

00:10:35.710 --> 00:10:38.950 align:middle line:90%
That's also a problem.

00:10:38.950 --> 00:10:41.647 align:middle line:84%
It's difficult to monitor what's
happening with a lot of people

00:10:41.647 --> 00:10:43.730 align:middle line:84%
walking around a space and
doing their own things,

00:10:43.730 --> 00:10:46.190 align:middle line:90%
like individual agents.

00:10:46.190 --> 00:10:49.783 align:middle line:84%
But it's really, really fast to
prototype because you may not

00:10:49.783 --> 00:10:50.950 align:middle line:90%
even need to write anything.

00:10:50.950 --> 00:10:52.810 align:middle line:84%
You may not even need to
produce any sheets of paper,

00:10:52.810 --> 00:10:54.685 align:middle line:84%
you just tell people
here's a bunch of rules.

00:10:54.685 --> 00:10:57.220 align:middle line:84%
It's like setting up
a schoolyard game.

00:10:57.220 --> 00:10:59.740 align:middle line:84%
And so if your
games about, here's

00:10:59.740 --> 00:11:02.023 align:middle line:84%
a character moving
around a space

00:11:02.023 --> 00:11:03.940 align:middle line:84%
or if you're of course
trying to actually make

00:11:03.940 --> 00:11:07.622 align:middle line:84%
a live action then this is
something that you can also do.

00:11:07.622 --> 00:11:09.580 align:middle line:84%
This is just as valid a
prototype that anything

00:11:09.580 --> 00:11:13.960 align:middle line:84%
that you're doing with
paper and cardboard.

00:11:13.960 --> 00:11:17.250 align:middle line:90%
So here are the rules.

00:11:17.250 --> 00:11:19.645 align:middle line:84%
There's going to be people
who are going to play.

00:11:19.645 --> 00:11:20.770 align:middle line:90%
I think we have five teams.

00:11:20.770 --> 00:11:22.420 align:middle line:90%
One, two, three, four, five.

00:11:22.420 --> 00:11:24.370 align:middle line:90%
Right?

00:11:24.370 --> 00:11:26.890 align:middle line:90%
So that's a little tricky.

00:11:26.890 --> 00:11:31.438 align:middle line:84%
How many of you have
two player games?

00:11:31.438 --> 00:11:32.730 align:middle line:90%
AUDIENCE: Ours has two to four.

00:11:32.730 --> 00:11:34.240 align:middle line:90%
PROFESSOR: Two to four.

00:11:34.240 --> 00:11:36.310 align:middle line:84%
How many of you have
three player games?

00:11:36.310 --> 00:11:40.191 align:middle line:90%
One, two-- three to four.

00:11:40.191 --> 00:11:41.335 align:middle line:90%
Better with four.

00:11:41.335 --> 00:11:42.800 align:middle line:90%
And how many players?

00:11:42.800 --> 00:11:43.300 align:middle line:90%
Four.

00:11:43.300 --> 00:11:45.490 align:middle line:90%
Yours is a four player game.

00:11:45.490 --> 00:11:48.085 align:middle line:90%
OK.

00:11:48.085 --> 00:11:49.900 align:middle line:90%
So there's three, three.

00:11:49.900 --> 00:11:51.858 align:middle line:90%
Yours is three to four.

00:11:51.858 --> 00:11:54.990 align:middle line:84%
AUDIENCE: Do you want
me to grab Sarah?

00:11:54.990 --> 00:11:55.990 align:middle line:90%
PROFESSOR: Oh, actually.

00:11:55.990 --> 00:11:56.782 align:middle line:90%
That's a good idea.

00:11:56.782 --> 00:11:57.610 align:middle line:90%
OK, all right.

00:11:57.610 --> 00:12:02.170 align:middle line:84%
So we're going to grab one
more MIT Game Lab staff member

00:12:02.170 --> 00:12:06.400 align:middle line:84%
to come in and will help
test whatever team is not

00:12:06.400 --> 00:12:08.540 align:middle line:90%
getting a chance--

00:12:08.540 --> 00:12:11.110 align:middle line:84%
that doesn't have a
team available to test.

00:12:11.110 --> 00:12:12.820 align:middle line:84%
We'll probably jump
in on this game.

00:12:12.820 --> 00:12:16.590 align:middle line:84%
So can I just check the
two teams on my right.

00:12:16.590 --> 00:12:18.407 align:middle line:90%
You're both three person games?

00:12:18.407 --> 00:12:19.990 align:middle line:84%
All right, you test
each others games.

00:12:19.990 --> 00:12:24.242 align:middle line:84%
And then this group here,
the two to four player games

00:12:24.242 --> 00:12:25.450 align:middle line:90%
will test each other's games.

00:12:25.450 --> 00:12:27.790 align:middle line:90%
OK?

00:12:27.790 --> 00:12:29.924 align:middle line:84%
So you're going
to test one game.

00:12:29.924 --> 00:12:33.130 align:middle line:90%
[SIDE CONVERSATION]

00:12:33.130 --> 00:12:37.960 align:middle line:90%


00:12:37.960 --> 00:12:39.020 align:middle line:90%
So, to clarify.

00:12:39.020 --> 00:12:41.248 align:middle line:84%
You're going to test
one game, and they

00:12:41.248 --> 00:12:43.540 align:middle line:84%
are going to shift over and
test the other teams games.

00:12:43.540 --> 00:12:45.992 align:middle line:84%
We're not going to
do it simultaneously.

00:12:45.992 --> 00:12:46.492 align:middle line:90%
OK?

00:12:46.492 --> 00:12:48.460 align:middle line:90%
People, I'm not done yet.

00:12:48.460 --> 00:12:49.820 align:middle line:90%
I'm not done yet.

00:12:49.820 --> 00:12:50.320 align:middle line:90%
OK.

00:12:50.320 --> 00:12:53.620 align:middle line:84%
So we're not going to
test games simultaneously.

00:12:53.620 --> 00:12:56.512 align:middle line:90%
You're going to actually--

00:12:56.512 --> 00:12:59.710 align:middle line:84%
we're going to test one
team's game at a time.

00:12:59.710 --> 00:13:02.520 align:middle line:84%
So, say, the two
groups on my left.

00:13:02.520 --> 00:13:06.110 align:middle line:84%
If you are testing
your four player games,

00:13:06.110 --> 00:13:08.360 align:middle line:84%
we're going to play one
groups four player game first.

00:13:08.360 --> 00:13:11.530 align:middle line:84%
Then everyone's going to move
over and play the other game.

00:13:11.530 --> 00:13:14.830 align:middle line:84%
And the reason for that
is because the team

00:13:14.830 --> 00:13:17.350 align:middle line:84%
that designed the game, even
though they're not playing

00:13:17.350 --> 00:13:20.020 align:middle line:90%
the game, has a job to do.

00:13:20.020 --> 00:13:22.823 align:middle line:84%
Someone's got to be the
facilitator, sometimes.

00:13:22.823 --> 00:13:24.240 align:middle line:84%
In a Wizard of Oz
test that person

00:13:24.240 --> 00:13:26.450 align:middle line:90%
is often also the computer.

00:13:26.450 --> 00:13:30.610 align:middle line:84%
and that person's got the job
of explaining the rules, right?

00:13:30.610 --> 00:13:32.988 align:middle line:84%
Everyone else has got
to be an observer.

00:13:32.988 --> 00:13:34.530 align:middle line:84%
You should have a
notepad, you should

00:13:34.530 --> 00:13:36.500 align:middle line:84%
have something that allows
you to take down notes really,

00:13:36.500 --> 00:13:37.000 align:middle line:90%
really fast.

00:13:37.000 --> 00:13:39.340 align:middle line:84%
You should be like writing
down everything you can

00:13:39.340 --> 00:13:41.010 align:middle line:90%
about what you're observing.

00:13:41.010 --> 00:13:45.608 align:middle line:84%
In particular, keep an eye
on the faces of the people

00:13:45.608 --> 00:13:46.650 align:middle line:90%
who are playing the game.

00:13:46.650 --> 00:13:49.930 align:middle line:84%
It's too easy to just get mired
and try to record everything

00:13:49.930 --> 00:13:50.710 align:middle line:90%
about game state.

00:13:50.710 --> 00:13:52.860 align:middle line:90%
It's more interesting to--

00:13:52.860 --> 00:13:55.570 align:middle line:84%
it's more important
to also pay attention

00:13:55.570 --> 00:13:58.125 align:middle line:84%
to whether they're engaged
or whether they get confused,

00:13:58.125 --> 00:13:59.500 align:middle line:84%
whether they're
being frustrated,

00:13:59.500 --> 00:14:04.990 align:middle line:84%
or whether a particular
game interaction--

00:14:04.990 --> 00:14:06.220 align:middle line:90%
what's interesting to them.

00:14:06.220 --> 00:14:08.810 align:middle line:84%
You can tell a lot just by
looking at someone's face.

00:14:08.810 --> 00:14:11.770 align:middle line:84%
So, the observers
and the facilitator,

00:14:11.770 --> 00:14:15.190 align:middle line:84%
once you're done
explaining the rules really

00:14:15.190 --> 00:14:17.800 align:middle line:84%
shouldn't be talking
all that much.

00:14:17.800 --> 00:14:20.380 align:middle line:84%
In fact, once you get onto the
later stages of prototyping,

00:14:20.380 --> 00:14:22.922 align:middle line:84%
when you have written rules,
you shouldn't be talking at all.

00:14:22.922 --> 00:14:24.820 align:middle line:84%
You should be leaving
it to the players

00:14:24.820 --> 00:14:28.480 align:middle line:84%
to actually figure out
the rules on their own.

00:14:28.480 --> 00:14:29.980 align:middle line:84%
And the reason for
that is you don't

00:14:29.980 --> 00:14:31.630 align:middle line:90%
want to bias your results.

00:14:31.630 --> 00:14:34.970 align:middle line:84%
You don't want to accidentally
suggest good strategies,

00:14:34.970 --> 00:14:35.597 align:middle line:90%
for instance.

00:14:35.597 --> 00:14:37.930 align:middle line:84%
Saying that no, you really
want to be moving this first.

00:14:37.930 --> 00:14:40.990 align:middle line:84%
Well, maybe you should make that
a rule instead of making it a

00:14:40.990 --> 00:14:42.880 align:middle line:90%
suggested strategy.

00:14:42.880 --> 00:14:44.900 align:middle line:90%
So take that out--

00:14:44.900 --> 00:14:46.690 align:middle line:84%
Once you're taking
notes, practice

00:14:46.690 --> 00:14:48.160 align:middle line:90%
being as quiet as possible.

00:14:48.160 --> 00:14:52.690 align:middle line:84%
This is a small room,
it's very resonant.

00:14:52.690 --> 00:14:54.250 align:middle line:90%
It gets pretty loud.

00:14:54.250 --> 00:14:57.085 align:middle line:84%
You can have a discussion
after class is over

00:14:57.085 --> 00:15:01.600 align:middle line:84%
or after the two play tests are
over about what you recorded

00:15:01.600 --> 00:15:03.100 align:middle line:84%
and we can discuss
what you're going

00:15:03.100 --> 00:15:05.230 align:middle line:90%
to do with that information.

00:15:05.230 --> 00:15:06.460 align:middle line:90%
OK?

00:15:06.460 --> 00:15:10.560 align:middle line:84%
So I think the three of us
will be playing this game.

00:15:10.560 --> 00:15:14.860 align:middle line:84%
And you'll need to explain to us
the rules and take down notes.

00:15:14.860 --> 00:15:15.760 align:middle line:90%
All right?

00:15:15.760 --> 00:15:17.488 align:middle line:84%
If you need note
taking material,

00:15:17.488 --> 00:15:18.982 align:middle line:90%
there's plenty of pads.

00:15:18.982 --> 00:15:23.720 align:middle line:90%
[SIDE CONVERSATION]

00:15:23.720 --> 00:15:29.593 align:middle line:90%