WEBVTT

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PROFESSOR: OK, so
the plan today is

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that we're going to talk a
little bit about the reading,

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which should feed directly
into your thinking

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for the final assignment
in this class.

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We're going to play a
couple of the games.

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There should be just
enough games for everyone

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to get through one round.

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And the rest of the
class today will

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be used to form teams, and
then talk in your teams

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and try to figure out
what project you're doing.

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Actually, the other way around.

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We're going to talk
about projects,

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and then you're going to
form teams around them.

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So today's reading was--

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in the title Simulation 101.

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Right, literally 101.

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It was very, very introductory.

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Here's a bunch of
terminology and a bunch

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of concepts about simulation.

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Has anyone read that
before, any other class?

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Because I know it comes
up in some other classes.

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OK, so we have some
sort of source reality.

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Which I am going to put
question marks because we

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live in a postmodern world.

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And some sort of
source reality where

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we are trying to create
some sort of model.

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And then we've got
something that we

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thing of as a simplified
abstracted version, which

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ought [INAUDIBLE] simulation.

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Anyone remember what
are some of the things

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that simulations do that--

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well, actually, what are the
alternatives to a simulation

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that the article
was talking about?

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How do we typically talk to
people about [INAUDIBLE]?

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How do we usually
convey an idea of this

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is how reality seems your work?

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What are some other
ways That you do that?

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AUDIENCE: You extract it.

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PROFESSOR: You can extract it.

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Extractions are useful words.

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I'm going to write it here.

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That's-- you can do that to
a bunch of different moves.

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When Jane Austen tells
you how life was like in--

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when was that?

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18th century?

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AUDIENCE: 19th century.

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PROFESSOR: OK.

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How was she doing it?

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AUDIENCE: Metaphor.

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PROFESSOR: She tells a story.

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She uses the process
of narrative.

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She does use some metaphors,
but for the most part

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it's just very plain.

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This is what happened to these
people, and everyone is upset.

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That was what the
reading today was.

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All right, you have
this way of telling

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people about how something is.

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One way that you do it is you
could tell a story about it.

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You could do a painting,
a visual version of it.

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You could create a little
physical sculpture of it,

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if the concept is--

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if that is a good way
to convey a concept.

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You can create a
simulation of it.

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He lumps together things that
represent how the world works

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as a representation.

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It's like a picture of a pipe
is a representation of a pipe.

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It's not the actual pipe.

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But it is a visual
representation.

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And the narrative
will be a sequence

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of events, a linear time
representation of what

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happened.

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But it doesn't tell
you anything about how

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that version of reality works.

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It doesn't-- it may give you
a clue that you can intuit.

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But It's not actually
trying to show you

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how this thing behaves.

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And what we trying to do in
simulation, in the broad sense

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you can think of simulation
as a kind of a representation.

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But very specifically,
a simulation

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is trying to tell you about how
the system actually behaves.

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So, it is looking at
some sort of reality.

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What are the kinds of things
that you could be looking at?

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Before you actually try to
make some working simulation

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about how reality works,
what are some of the things

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that you want to look at?

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Let's be a bit more
concrete about this.

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Your reality is student debt.

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OK, let's just say that is the
system that we are looking at.

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We are looking at the
world of student debt.

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And you are trying
to create a model.

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If you wanted to explain
to somebody else, who

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doesn't really
understand student debt,

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that these are all the things
you've got to worry about.

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What are the things
that you would try to--

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that you might consider
explaining to them?

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A high school
student is thinking--

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let's give this [INAUDIBLE].

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The high school student who
doesn't understand student debt

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but is thinking of
[INAUDIBLE] college.

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What would you tell them?

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What are some things
you want to tell them?

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AUDIENCE: The
situation [INAUDIBLE]

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under which student
debt accrues.

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What things [INAUDIBLE]

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PROFESSOR: Break it
up a little bit more.

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What are some of the
components of that?

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AUDIENCE: Situations where
you would take out loans.

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PROFESSOR: OK, situations.

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Maybe cases, you know?

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These are examples of things
that they [INAUDIBLE].

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OK, what else?

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Eventually they're going to make
games about this sort of thing.

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So what you want to
know [INAUDIBLE].

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AUDIENCE: You want to
tell them how [INAUDIBLE],

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and the how to pay
it off eventually.

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PROFESSOR: OK, those
are mechanics right?

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Those are verbs.

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How do I do that?

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AUDIENCE: How to avoid
having to take out loans.

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Getting scholarships
and things instead.

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Trying to work around it.

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PROFESSOR: I would
call those strategies.

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These-- you have a range
of different strategies,

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all of which to
achieve the same goal.

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But some of them are better
than others, and some of them

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completely avoid.

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What else?

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AUDIENCE: I'd say that any
sort of [INAUDIBLE] that

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usually happens.

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[INAUDIBLE]

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PROFESSOR: So probability
of how often things happen.

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OK.

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AUDIENCE: Also trends.

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Student debt is increasing.

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[INAUDIBLE] A big picture
of what it's looking like.

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PROFESSOR: OK, so that's coming
from a more historical point

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of view, right?

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There were also two
things that [INAUDIBLE].

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Things to compare
yourself against.

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AUDIENCE: The effects
that having debt will have

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on the person or situation.

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PROFESSOR: Consequences?

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AUDIENCE: Yeah.

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PROFESSOR: One of the
things I would include

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would be things like variables.

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What are the numbers that you
want to keep in your head?

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Easy monitoring that will
tell you how the system works.

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The situation, cases,
verbs, strategies,

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that's probably something--

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I don't have a
good word for it--

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to explain how one thing
affects something else.

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But that is like consequences.

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Maybe flows.

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Where does the money go?

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What's the rate of money coming
in from getting student a job?

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Was it getting a [INAUDIBLE]?

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Was it some other
source of revenue?

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[INAUDIBLE] and loads,
that sort of thing.

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And how does that affect
how much money you have

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versus how much money you owe.

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So you have got all these
things that come into the model.

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This other reality, you
create some sort of model

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that you understand.

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This is how you understand
the world as it is.

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In the team project, this is how
your team understands the world

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as it operates.

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And then you decide that you are
going to make a situation out

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of it.

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And you can choose
what are the things

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that you want to bring over.

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I'm not to go through
that part of the exercise

00:09:05.190 --> 00:09:07.315 align:middle line:84%
because they everyone will
have a different answer.

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But for some people
certain variables are

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going to be more important
than other variables, depending

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on the kind of
simulation you make.

00:09:14.288 --> 00:09:16.042 align:middle line:90%
if want to play this game--

00:09:16.042 --> 00:09:18.370 align:middle line:84%
actually, I've got
to add a rule system.

00:09:18.370 --> 00:09:20.896 align:middle line:84%
That's really what our
assignment is about.

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I you want to play
this game as someone

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who is giving [INAUDIBLE], then
the worlds, and the variables,

00:09:31.170 --> 00:09:33.270 align:middle line:84%
and the cases that
you are thinking up

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are going to be different.

00:09:35.384 --> 00:09:39.830 align:middle line:84%
They are going to be thinking
about [INAUDIBLE] Whereas,

00:09:39.830 --> 00:09:44.100 align:middle line:84%
if you are playing this same
as a student, then you--

00:09:44.100 --> 00:09:47.050 align:middle line:84%
the simulation [INAUDIBLE] what
it will look from the student.

00:09:47.050 --> 00:09:49.907 align:middle line:84%
Then what these sort [INAUDIBLE]
won't matter that much to you.

00:09:49.907 --> 00:09:51.240 align:middle line:90%
You'll just care about yourself.

00:09:51.240 --> 00:09:53.820 align:middle line:84%
So the variables you care
about will be different.

00:09:53.820 --> 00:09:58.122 align:middle line:84%
How those things affect your
life are going to be different.

00:09:58.122 --> 00:10:01.310 align:middle line:84%
Now, there is a
[INAUDIBLE] to abstraction.

00:10:01.310 --> 00:10:04.120 align:middle line:90%


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And correct me if
I'm wrong, but that's

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where [INAUDIBLE] put
simulation the gap?

00:10:08.679 --> 00:10:09.220 align:middle line:90%
AUDIENCE: Yes

00:10:09.220 --> 00:10:09.970 align:middle line:90%
PROFESSOR: Yes .

00:10:09.970 --> 00:10:13.530 align:middle line:84%
That's this thing
where not only do

00:10:13.530 --> 00:10:16.130 align:middle line:84%
you decide that there's
a bunch of things in here

00:10:16.130 --> 00:10:18.522 align:middle line:84%
that you are going to
choose not to bring over

00:10:18.522 --> 00:10:21.880 align:middle line:84%
to you simulation, or choose to
bring over to your simulation.

00:10:21.880 --> 00:10:25.750 align:middle line:84%
Then you can think of
a way to simplify that.

00:10:25.750 --> 00:10:28.220 align:middle line:90%
Maybe we're not going to--

00:10:28.220 --> 00:10:30.440 align:middle line:84%
maybe certain kinds
of consequences

00:10:30.440 --> 00:10:35.640 align:middle line:84%
from interest from
loans or whatever

00:10:35.640 --> 00:10:40.550 align:middle line:84%
normally increase on some
sort of non-linear scale.

00:10:40.550 --> 00:10:44.844 align:middle line:84%
But for the sake of making
a simpler simulation

00:10:44.844 --> 00:10:46.510 align:middle line:84%
we're going to assume
that it is linear.

00:10:46.510 --> 00:10:51.560 align:middle line:84%
We are going to say
that every time--

00:10:51.560 --> 00:10:53.740 align:middle line:84%
every turn the amount
of debt that you

00:10:53.740 --> 00:10:55.600 align:middle line:84%
have increases by
a fixed amount,

00:10:55.600 --> 00:11:00.600 align:middle line:84%
rather than a percentage
or compounding interest.

00:11:00.600 --> 00:11:03.080 align:middle line:84%
Because simplifies
things, but maybe you

00:11:03.080 --> 00:11:06.930 align:middle line:90%
still get certain points across.

00:11:06.930 --> 00:11:10.670 align:middle line:84%
This thing down here, some
people call a simulation gap.

00:11:10.670 --> 00:11:13.520 align:middle line:90%


00:11:13.520 --> 00:11:16.850 align:middle line:84%
Other people sometimes
place it over here.

00:11:16.850 --> 00:11:20.180 align:middle line:84%
But I'm going to make the
case that has to happen.

00:11:20.180 --> 00:11:22.910 align:middle line:84%
No matter what you do, you have
to do this because you're never

00:11:22.910 --> 00:11:24.980 align:middle line:84%
going to be able to
fully simulate everything

00:11:24.980 --> 00:11:28.050 align:middle line:84%
that you know, and the fact
you don't know everything

00:11:28.050 --> 00:11:29.860 align:middle line:90%
about reality anyway.

00:11:29.860 --> 00:11:31.230 align:middle line:90%
So this has to happen.

00:11:31.230 --> 00:11:34.790 align:middle line:84%
But there is a design choice
that you make over here

00:11:34.790 --> 00:11:37.720 align:middle line:84%
of what you want to
simulate and to what

00:11:37.720 --> 00:11:40.860 align:middle line:90%
degree you want to simulate it.

00:11:40.860 --> 00:11:44.900 align:middle line:84%
So, for instance, one of
the games that we have today

00:11:44.900 --> 00:11:48.810 align:middle line:84%
is Kolejka, which is,
again, standing in queues,

00:11:48.810 --> 00:11:52.580 align:middle line:84%
waiting for rationed goods to
come in while living in 1980's

00:11:52.580 --> 00:11:54.940 align:middle line:90%
communist Poland.

00:11:54.940 --> 00:11:58.275 align:middle line:84%
You have no idea when
the next truck of goods

00:11:58.275 --> 00:12:00.356 align:middle line:90%
is going to show up.

00:12:00.356 --> 00:12:04.015 align:middle line:90%
The reality Is that there is--

00:12:04.015 --> 00:12:05.067 align:middle line:90%
there are schedules.

00:12:05.067 --> 00:12:09.000 align:middle line:84%
Even in communist
Poland, people actually--

00:12:09.000 --> 00:12:11.590 align:middle line:84%
there was a schedule in
which objects were supposed

00:12:11.590 --> 00:12:13.220 align:middle line:90%
to show up in certain stores.

00:12:13.220 --> 00:12:15.990 align:middle line:84%
I believe that there's actually
an action that hints at that,

00:12:15.990 --> 00:12:18.380 align:middle line:84%
but all it does
is that it allows

00:12:18.380 --> 00:12:26.400 align:middle line:84%
you to place an object in
multiple stores at will.

00:12:26.400 --> 00:12:30.190 align:middle line:84%
And it's a special thing
that you [INAUDIBLE].

00:12:30.190 --> 00:12:32.880 align:middle line:84%
But for the sake of
the abstracted version

00:12:32.880 --> 00:12:35.700 align:middle line:84%
of the game, which they
made, they are going to say,

00:12:35.700 --> 00:12:39.160 align:middle line:84%
when you-- as someone who
was living at that time,

00:12:39.160 --> 00:12:40.810 align:middle line:90%
yes, there were schedules.

00:12:40.810 --> 00:12:43.126 align:middle line:84%
It was possible to
actually figure out

00:12:43.126 --> 00:12:44.750 align:middle line:84%
when different goods
were going to show

00:12:44.750 --> 00:12:47.314 align:middle line:84%
to some reasonable
level of accuracy.

00:12:47.314 --> 00:12:49.772 align:middle line:84%
But the majority of people who
were involved in this system

00:12:49.772 --> 00:12:51.380 align:middle line:90%
had no idea.

00:12:51.380 --> 00:12:53.570 align:middle line:84%
And so for the most
part, it was random.

00:12:53.570 --> 00:12:55.300 align:middle line:84%
That the decision
that they're making,

00:12:55.300 --> 00:12:57.250 align:middle line:84%
and the point they're
trying to get across.

00:12:57.250 --> 00:12:59.550 align:middle line:84%
Now whether that's
true or not, that's

00:12:59.550 --> 00:13:02.170 align:middle line:84%
something that the
designers want to convey

00:13:02.170 --> 00:13:04.030 align:middle line:90%
through design of the game.

00:13:04.030 --> 00:13:05.965 align:middle line:84%
That's something that
you can also decide.

00:13:05.965 --> 00:13:07.754 align:middle line:84%
If there is that you
want make across,

00:13:07.754 --> 00:13:10.170 align:middle line:84%
a lot of the rhetorical points
are going to be right here.

00:13:10.170 --> 00:13:13.730 align:middle line:90%
So if you want to say--

00:13:13.730 --> 00:13:17.100 align:middle line:84%
we had a game last year which
was about people cross-dressing

00:13:17.100 --> 00:13:18.755 align:middle line:90%
to get into the French theater.

00:13:18.755 --> 00:13:20.297 align:middle line:84%
Not all of them
were cross-dressing,

00:13:20.297 --> 00:13:22.880 align:middle line:84%
some of them were dressing up,
some of them were dressing down

00:13:22.880 --> 00:13:26.470 align:middle line:84%
for various reasons of social
class and trying to get

00:13:26.470 --> 00:13:28.785 align:middle line:84%
a cheaper ticket and being
able to get into parts

00:13:28.785 --> 00:13:30.576 align:middle line:84%
of the theater that
you otherwise couldn't.

00:13:30.576 --> 00:13:33.980 align:middle line:90%


00:13:33.980 --> 00:13:36.230 align:middle line:84%
It wasn't explicitly
a simulation,

00:13:36.230 --> 00:13:38.520 align:middle line:84%
but they were trying
to get across a point.

00:13:38.520 --> 00:13:42.350 align:middle line:84%
That this is a sort of
thing that that you can do.

00:13:42.350 --> 00:13:45.725 align:middle line:84%
Everybody had a-- if you
wanted to get into the theater,

00:13:45.725 --> 00:13:48.215 align:middle line:84%
there were multiple ways you
could get into the theater

00:13:48.215 --> 00:13:52.040 align:middle line:84%
and there were different
reasons for every single person.

00:13:52.040 --> 00:13:55.340 align:middle line:84%
So a noblewoman might
cross-dress as a man

00:13:55.340 --> 00:13:58.670 align:middle line:84%
in order to be able to
get a cheaper ticket,

00:13:58.670 --> 00:14:02.120 align:middle line:84%
and go slumming with the
people buying the cheap tickets

00:14:02.120 --> 00:14:05.510 align:middle line:84%
because it is a lot more
exciting down there.

00:14:05.510 --> 00:14:09.710 align:middle line:84%
Somebody who is
in the clergy will

00:14:09.710 --> 00:14:16.682 align:middle line:84%
have to cross-dress to be able
to buy a ticket as a woman

00:14:16.682 --> 00:14:18.140 align:middle line:84%
because the clergy
are not supposed

00:14:18.140 --> 00:14:20.391 align:middle line:90%
to be going to the theater.

00:14:20.391 --> 00:14:22.390 align:middle line:84%
So they are hiding
themselves for other reasons,

00:14:22.390 --> 00:14:27.170 align:middle line:84%
even though they are in
a more visible position.

00:14:27.170 --> 00:14:28.910 align:middle line:84%
And there is a lot
of bartering, there

00:14:28.910 --> 00:14:31.886 align:middle line:84%
is a lot of theory of
[INAUDIBLE] and clothes

00:14:31.886 --> 00:14:32.450 align:middle line:90%
and such.

00:14:32.450 --> 00:14:34.980 align:middle line:90%
It is a pretty fun game.

00:14:34.980 --> 00:14:39.950 align:middle line:84%
I'm going to grab that
and bring it over.

00:14:39.950 --> 00:14:42.770 align:middle line:84%
So when we play
the games today, I

00:14:42.770 --> 00:14:45.325 align:middle line:84%
want you to think a little
bit about the situation

00:14:45.325 --> 00:14:46.900 align:middle line:90%
they are trying to respond.

00:14:46.900 --> 00:14:50.020 align:middle line:84%
The Gentlemen of the
South Sandwiche Islands

00:14:50.020 --> 00:14:51.450 align:middle line:84%
is a game about
crossing bridges.

00:14:51.450 --> 00:14:54.470 align:middle line:84%
If you have ever
done any classes here

00:14:54.470 --> 00:14:57.960 align:middle line:84%
at MIT about
bridge-crossing theories,

00:14:57.960 --> 00:14:59.710 align:middle line:90%
that game is all about that.

00:14:59.710 --> 00:15:03.558 align:middle line:84%
But it is ostensibly a
game about match-making,

00:15:03.558 --> 00:15:06.110 align:middle line:90%
or finding a match.

00:15:06.110 --> 00:15:09.340 align:middle line:84%
And you are sort
of chasing, where

00:15:09.340 --> 00:15:12.710 align:middle line:84%
the men are chasing
the women who are also

00:15:12.710 --> 00:15:15.116 align:middle line:90%
being chased by their--

00:15:15.116 --> 00:15:16.790 align:middle line:90%
AUDIENCE: Shepherds.

00:15:16.790 --> 00:15:18.044 align:middle line:90%
PROFESSOR: Shepherds, yes.

00:15:18.044 --> 00:15:18.992 align:middle line:90%
Really good.

00:15:18.992 --> 00:15:21.680 align:middle line:90%


00:15:21.680 --> 00:15:24.840 align:middle line:90%
So that's a very, very, true--

00:15:24.840 --> 00:15:29.750 align:middle line:84%
that giving the whole, actual,
dialogue, where the gentleman

00:15:29.750 --> 00:15:30.740 align:middle line:90%
and the ladies there.

00:15:30.740 --> 00:15:35.750 align:middle line:84%
It is just making it this
whole traveling game.

00:15:35.750 --> 00:15:39.590 align:middle line:84%
And you could ask yourself, what
are they trying to get across?

00:15:39.590 --> 00:15:42.350 align:middle line:84%
Whether intentional or not,
it doesn't really matter.

00:15:42.350 --> 00:15:45.290 align:middle line:84%
But the game sends
a message about how

00:15:45.290 --> 00:15:48.250 align:middle line:84%
the system is supposed to
work that you can take away

00:15:48.250 --> 00:15:50.354 align:middle line:84%
as somebody who has
played the game.

00:15:50.354 --> 00:15:53.990 align:middle line:84%
[INAUDIBLE], which is a
game about a bubble economy.

00:15:53.990 --> 00:15:56.620 align:middle line:84%
And Crunch, which is also
about a bubble economy,

00:15:56.620 --> 00:15:58.940 align:middle line:90%
only a lot more recent.

00:15:58.940 --> 00:16:03.500 align:middle line:84%
And it is Crunch, in particular,
where this [INAUDIBLE] is.

00:16:03.500 --> 00:16:09.770 align:middle line:84%
It is trying to be a
satirical commentary about how

00:16:09.770 --> 00:16:12.210 align:middle line:84%
big banks need to be
operating, whether or not

00:16:12.210 --> 00:16:14.890 align:middle line:84%
that's actually how they operate
is kind of beside the point.

00:16:14.890 --> 00:16:18.490 align:middle line:84%
But they do have certain
elements of simulation in there

00:16:18.490 --> 00:16:22.650 align:middle line:84%
and then they just abstract them
to make you focus on the things

00:16:22.650 --> 00:16:25.260 align:middle line:90%
that they want you to focus on.

00:16:25.260 --> 00:16:27.880 align:middle line:90%
So, let's see.

00:16:27.880 --> 00:16:31.060 align:middle line:84%
Two of those games
are two-player games,

00:16:31.060 --> 00:16:34.229 align:middle line:84%
so that is only going
to account for four

00:16:34.229 --> 00:16:35.270 align:middle line:90%
people in this classroom.

00:16:35.270 --> 00:16:37.005 align:middle line:84%
The other two go
up to five players,

00:16:37.005 --> 00:16:38.630 align:middle line:84%
so we can probably
split everybody else

00:16:38.630 --> 00:16:39.781 align:middle line:90%
into groups of about four.

00:16:39.781 --> 00:16:44.860 align:middle line:90%


00:16:44.860 --> 00:16:47.010 align:middle line:90%
12 people, so eight.

00:16:47.010 --> 00:16:50.809 align:middle line:84%
That should make the games
go at a pretty good clip.

00:16:50.809 --> 00:16:53.100 align:middle line:84%
Crunch and The Gentlemen of
the South Sandwiche Islands

00:16:53.100 --> 00:16:55.290 align:middle line:84%
are pretty fast compared
to the other two games,

00:16:55.290 --> 00:16:58.290 align:middle line:84%
so the people who are
playing those games

00:16:58.290 --> 00:17:01.524 align:middle line:84%
might want to switch games and
play [INAUDIBLE] after that.

00:17:01.524 --> 00:17:04.190 align:middle line:84%
It will probably be a lot faster
if the people who just competed

00:17:04.190 --> 00:17:07.859 align:middle line:84%
a round then turns around and
explains it to the next group

00:17:07.859 --> 00:17:12.240 align:middle line:84%
because then they won't
have to read the rules.

00:17:12.240 --> 00:17:18.180 align:middle line:84%
So let's do that
for about an hour.

00:17:18.180 --> 00:17:21.680 align:middle line:84%
Especially because Kolejka
takes about an hour.

00:17:21.680 --> 00:17:25.430 align:middle line:84%
And after that, we'll
talk about class.

00:17:25.430 --> 00:17:26.930 align:middle line:90%
We'll talk about the assignment.

00:17:26.930 --> 00:17:28.469 align:middle line:90%
So, any questions about this?

00:17:28.469 --> 00:17:31.750 align:middle line:90%


00:17:31.750 --> 00:17:32.630 align:middle line:90%
No?

00:17:32.630 --> 00:17:34.562 align:middle line:84%
Make sure you talk
with your teams,

00:17:34.562 --> 00:17:36.770 align:middle line:84%
especially when you're
looking at how the rules work,

00:17:36.770 --> 00:17:38.395 align:middle line:84%
but also while you're
playing the game.

00:17:38.395 --> 00:17:41.500 align:middle line:90%


00:17:41.500 --> 00:17:45.250 align:middle line:84%
I talked to both the team
that played Tulipmania--

00:17:45.250 --> 00:17:48.000 align:middle line:84%
not the team, but the group that
played Tulipmania and the group

00:17:48.000 --> 00:17:49.922 align:middle line:90%
that played Kolejka.

00:17:49.922 --> 00:17:51.880 align:middle line:84%
I haven't had a chance
to talk to the folks who

00:17:51.880 --> 00:17:54.540 align:middle line:84%
played Crunch and The Gentlemen
of the South Sandwiche Islands

00:17:54.540 --> 00:17:55.150 align:middle line:90%
yet.

00:17:55.150 --> 00:17:58.370 align:middle line:84%
So let's talk a
little bit about--

00:17:58.370 --> 00:17:59.870 align:middle line:84%
AUDIENCE: There are
cards on my body

00:17:59.870 --> 00:18:04.133 align:middle line:84%
that I would like to get
rid of if we're done.

00:18:04.133 --> 00:18:05.640 align:middle line:84%
STUDENT: I don't
want to call it.

00:18:05.640 --> 00:18:08.350 align:middle line:90%
We're still in.

00:18:08.350 --> 00:18:10.570 align:middle line:84%
PROFESSOR: I'm going to
say the game is on pause.

00:18:10.570 --> 00:18:13.450 align:middle line:84%
But I do want to talk a
little bit about, not so much

00:18:13.450 --> 00:18:16.130 align:middle line:84%
how this one particular
game is being played out,

00:18:16.130 --> 00:18:22.270 align:middle line:84%
but rather what does this game
render in very high detail?

00:18:22.270 --> 00:18:24.230 align:middle line:84%
And what does it
sort of gloss over

00:18:24.230 --> 00:18:28.120 align:middle line:90%
a very low-level granularity?

00:18:28.120 --> 00:18:31.187 align:middle line:84%
So what is very, very well
rendered in this game?

00:18:31.187 --> 00:18:33.270 align:middle line:84%
In the opinion of the
people who played this game?

00:18:33.270 --> 00:18:36.720 align:middle line:84%
AUDIENCE: I would
say corruption.

00:18:36.720 --> 00:18:39.690 align:middle line:90%
I think there's a lot of--

00:18:39.690 --> 00:18:41.441 align:middle line:84%
for example, when you
are sneaking a card,

00:18:41.441 --> 00:18:43.356 align:middle line:84%
you kind of wonder if
someone is watching you.

00:18:43.356 --> 00:18:45.880 align:middle line:84%
I think that's actually pretty
similar in the real world,

00:18:45.880 --> 00:18:47.970 align:middle line:90%
dealing with a corrupt CEO.

00:18:47.970 --> 00:18:51.070 align:middle line:84%
You wonder if someone is going
back and checking your records,

00:18:51.070 --> 00:18:53.440 align:middle line:84%
if you can actually get
away with taking this money

00:18:53.440 --> 00:18:54.580 align:middle line:90%
and storing it somewhere.

00:18:54.580 --> 00:18:55.080 align:middle line:90%
Right.

00:18:55.080 --> 00:18:58.490 align:middle line:90%


00:18:58.490 --> 00:19:02.650 align:middle line:84%
STUDENT: I wouldn't quite
agree, because in this game

00:19:02.650 --> 00:19:05.411 align:middle line:84%
they can see the number of
cards in your hand going down.

00:19:05.411 --> 00:19:08.541 align:middle line:84%
And as long as they don't see
you actually putting them away,

00:19:08.541 --> 00:19:10.290 align:middle line:84%
they are like, you are
clearly embezzling,

00:19:10.290 --> 00:19:12.670 align:middle line:90%
I can't do anything about it.

00:19:12.670 --> 00:19:16.060 align:middle line:84%
PROFESSOR: So there is on
one hand the not wanting

00:19:16.060 --> 00:19:18.460 align:middle line:84%
to get caught in the
act of embezzling.

00:19:18.460 --> 00:19:20.680 align:middle line:84%
On the other hand, the
very clear assumption

00:19:20.680 --> 00:19:23.890 align:middle line:90%
that everybody is.

00:19:23.890 --> 00:19:25.615 align:middle line:90%
You can see it, it is happening.

00:19:25.615 --> 00:19:28.570 align:middle line:84%
You know that it is going on,
that everybody in the game is

00:19:28.570 --> 00:19:30.624 align:middle line:90%
engaging in this, but you don't.

00:19:30.624 --> 00:19:32.290 align:middle line:84%
The only thing that
you're worried about

00:19:32.290 --> 00:19:34.230 align:middle line:84%
is just getting
caught in the act.

00:19:34.230 --> 00:19:35.610 align:middle line:84%
Of having your
hand in the kitty.

00:19:35.610 --> 00:19:37.030 align:middle line:90%
But it is OK that the kitty--

00:19:37.030 --> 00:19:40.780 align:middle line:84%
that the cookie jar seems
to be emptier than normal.

00:19:40.780 --> 00:19:43.310 align:middle line:90%


00:19:43.310 --> 00:19:45.700 align:middle line:90%
The game does that well.

00:19:45.700 --> 00:19:49.960 align:middle line:84%
What's really sort of
vague, deliberately vaguely

00:19:49.960 --> 00:19:51.640 align:middle line:90%
represented in the game?

00:19:51.640 --> 00:19:56.962 align:middle line:84%
AUDIENCE: All the
actual bank mechanics.

00:19:56.962 --> 00:19:59.420 align:middle line:84%
PROFESSOR: Can you
give me an example?

00:19:59.420 --> 00:20:05.060 align:middle line:84%
AUDIENCE: Like the whole
investing on [INAUDIBLE] thing.

00:20:05.060 --> 00:20:07.650 align:middle line:84%
It's probably a pretty good
simplified version of it

00:20:07.650 --> 00:20:09.699 align:middle line:90%
for the game.

00:20:09.699 --> 00:20:11.740 align:middle line:84%
Which is fine, because
that's not the main focus,

00:20:11.740 --> 00:20:14.160 align:middle line:84%
it's not to make smart
investment choices.

00:20:14.160 --> 00:20:17.455 align:middle line:90%
It's to embezzle things.

00:20:17.455 --> 00:20:18.830 align:middle line:84%
PROFESSOR: The
odd thing about it

00:20:18.830 --> 00:20:20.538 align:middle line:84%
is that the actual
operation of the banks

00:20:20.538 --> 00:20:22.210 align:middle line:90%
is remarkably trivial.

00:20:22.210 --> 00:20:22.916 align:middle line:90%
AUDIENCE: Right

00:20:22.916 --> 00:20:24.457 align:middle line:84%
PROFESSOR: Or it
has been trivialized

00:20:24.457 --> 00:20:26.645 align:middle line:84%
to the point of-- that's
the point of this game,

00:20:26.645 --> 00:20:29.096 align:middle line:90%
is not to run a good bank.

00:20:29.096 --> 00:20:32.980 align:middle line:84%
AUDIENCE: I also don't know how
this works in the real world,

00:20:32.980 --> 00:20:35.140 align:middle line:84%
but the government
bailouts in this game

00:20:35.140 --> 00:20:36.472 align:middle line:90%
seem like candy, basically.

00:20:36.472 --> 00:20:38.180 align:middle line:84%
You just, oh I want
a government bailout.

00:20:38.180 --> 00:20:39.173 align:middle line:90%
Oh, OK.

00:20:39.173 --> 00:20:40.220 align:middle line:90%
Government bailout?

00:20:40.220 --> 00:20:42.170 align:middle line:84%
Sure, we need a
government bailout

00:20:42.170 --> 00:20:50.779 align:middle line:84%
like [INAUDIBLE] in
the financial crisis,

00:20:50.779 --> 00:20:52.070 align:middle line:90%
and all the banks were failing.

00:20:52.070 --> 00:20:54.370 align:middle line:84%
The auto manufacturers
started asking

00:20:54.370 --> 00:20:57.870 align:middle line:90%
the government for money.

00:20:57.870 --> 00:21:07.417 align:middle line:84%
[INAUDIBLE] so Ford decided
they didn't need it, but GM did.

00:21:07.417 --> 00:21:10.588 align:middle line:90%
[INAUDIBLE]

00:21:10.588 --> 00:21:13.374 align:middle line:84%
PROFESSOR: Again, it's a
deliberate choice, right?

00:21:13.374 --> 00:21:15.040 align:middle line:84%
I think what you're
saying is that yeah,

00:21:15.040 --> 00:21:18.790 align:middle line:84%
it is ridiculously trivial
to get a government bailout.

00:21:18.790 --> 00:21:21.735 align:middle line:84%
It's clearly designed, to me,
to make you think that yeah,

00:21:21.735 --> 00:21:25.580 align:middle line:84%
the government is going to
come in and take care of this.

00:21:25.580 --> 00:21:29.640 align:middle line:84%
Even though I'm in
a hole of several--

00:21:29.640 --> 00:21:31.754 align:middle line:84%
$50 million dollars
or something.

00:21:31.754 --> 00:21:35.110 align:middle line:84%
It is like, yeah, the
government will take care of it.

00:21:35.110 --> 00:21:39.690 align:middle line:84%
So, I had a similar discussion
with all of the other teams.

00:21:39.690 --> 00:21:42.490 align:middle line:84%
In Tulipmania and Kolejka,
what are the things that

00:21:42.490 --> 00:21:46.360 align:middle line:90%
are really in high resolution?

00:21:46.360 --> 00:21:53.770 align:middle line:84%
Everything that you can possibly
do in standing in line is--

00:21:53.770 --> 00:21:55.800 align:middle line:84%
it is what that kind
of game is about.

00:21:55.800 --> 00:21:59.450 align:middle line:84%
Whereas things like
money, for instance,

00:21:59.450 --> 00:22:03.060 align:middle line:84%
or, oddly enough the way how
the black market played out

00:22:03.060 --> 00:22:11.400 align:middle line:84%
in Kolejka was less in
the mind of the group that

00:22:11.400 --> 00:22:19.780 align:middle line:84%
was playing because
everybody had stuff to do.

00:22:19.780 --> 00:22:22.380 align:middle line:84%
We didn't really
have to stand in line

00:22:22.380 --> 00:22:25.885 align:middle line:84%
but that might change with
a smaller number of people.

00:22:25.885 --> 00:22:29.050 align:middle line:84%
And Tulipmania, what
did we talk about,

00:22:29.050 --> 00:22:31.455 align:middle line:84%
the stuff that was
really high resolution?

00:22:31.455 --> 00:22:40.365 align:middle line:90%


00:22:40.365 --> 00:22:45.300 align:middle line:84%
AUDIENCE: Trying to
encourage the buyers,

00:22:45.300 --> 00:22:48.055 align:middle line:90%
or use the buyers to [INAUDIBLE]

00:22:48.055 --> 00:22:48.980 align:middle line:90%
PROFESSOR: Right.

00:22:48.980 --> 00:22:53.710 align:middle line:84%
So, getting other
people, who have money.

00:22:53.710 --> 00:22:55.100 align:middle line:90%
Why even play the game?

00:22:55.100 --> 00:22:59.560 align:middle line:84%
These are not [INAUDIBLE] to
put money down on the investment

00:22:59.560 --> 00:23:02.270 align:middle line:84%
that you are telling
them to make.

00:23:02.270 --> 00:23:04.290 align:middle line:84%
It is really what they
whole game is about.

00:23:04.290 --> 00:23:06.530 align:middle line:84%
There is a lot of detail
about how that works.

00:23:06.530 --> 00:23:08.020 align:middle line:90%
It is all about.

00:23:08.020 --> 00:23:09.880 align:middle line:90%
speculative activity.

00:23:09.880 --> 00:23:14.380 align:middle line:84%
Whereas things like the
actual prices, and where

00:23:14.380 --> 00:23:16.600 align:middle line:90%
the bubble decides to burst.

00:23:16.600 --> 00:23:20.260 align:middle line:84%
Those things are simplified to
the point where the players can

00:23:20.260 --> 00:23:22.360 align:middle line:84%
make a decision
about it in a way

00:23:22.360 --> 00:23:24.700 align:middle line:84%
that maybe real people
can't make a decision.

00:23:24.700 --> 00:23:27.630 align:middle line:90%


00:23:27.630 --> 00:23:30.860 align:middle line:84%
OK, so hopefully
that gives you ideas

00:23:30.860 --> 00:23:34.300 align:middle line:84%
about the way-- how
you can play around

00:23:34.300 --> 00:23:37.550 align:middle line:84%
with the level of
fidelity in your game.

00:23:37.550 --> 00:23:41.660 align:middle line:84%
And now we're already down to
the last half hour in class,

00:23:41.660 --> 00:23:46.820 align:middle line:84%
so let's talk a little
about your assignment 3.

00:23:46.820 --> 00:23:49.750 align:middle line:84%
First of all, has anyone
been thinking about this?

00:23:49.750 --> 00:23:54.126 align:middle line:84%
I know you guys want to
get back to your game.

00:23:54.126 --> 00:23:56.840 align:middle line:84%
Has anyone got an idea
about assignment 3

00:23:56.840 --> 00:23:59.720 align:middle line:84%
that you want to pitch to
your teams-- to the class now,

00:23:59.720 --> 00:24:01.060 align:middle line:90%
to be able to form a team now?

00:24:01.060 --> 00:24:03.620 align:middle line:84%
It's probably a
good time to do it.

00:24:03.620 --> 00:24:06.800 align:middle line:84%
It doesn't need to
be fully fleshed out.

00:24:06.800 --> 00:24:14.176 align:middle line:84%
AUDIENCE: I have an idea for
a board game based around

00:24:14.176 --> 00:24:16.810 align:middle line:84%
the first triumvirate, where
the players are on either

00:24:16.810 --> 00:24:19.830 align:middle line:90%
[INAUDIBLE] And--

00:24:19.830 --> 00:24:21.205 align:middle line:84%
PROFESSOR: The
Roman triumvirate.

00:24:21.205 --> 00:24:24.160 align:middle line:84%
AUDIENCE: And basically,
all the players

00:24:24.160 --> 00:24:27.130 align:middle line:84%
just want to want to march on
Rome and become dictator there.

00:24:27.130 --> 00:24:30.720 align:middle line:84%
But there's other
players in the way.

00:24:30.720 --> 00:24:34.650 align:middle line:84%
And also the Roman
establishment,

00:24:34.650 --> 00:24:37.210 align:middle line:84%
the senate doesn't
want a dictator.

00:24:37.210 --> 00:24:39.930 align:middle line:84%
And so you are
trying to campaign

00:24:39.930 --> 00:24:41.890 align:middle line:84%
to acquire more
soldiers, and more

00:24:41.890 --> 00:24:45.060 align:middle line:84%
influence around so that
you can overcome them.

00:24:45.060 --> 00:24:49.030 align:middle line:84%
You are also pushing your
luck and taking riskier plays,

00:24:49.030 --> 00:24:53.940 align:middle line:84%
so you can do this back
to the other players.

00:24:53.940 --> 00:25:01.370 align:middle line:84%
And, eventually, someone
gets far ahead of them.

00:25:01.370 --> 00:25:07.330 align:middle line:84%
Or someone or something doesn't
pay off and they get killed.

00:25:07.330 --> 00:25:12.046 align:middle line:84%
And then the whole thing
[INAUDIBLE] and the players

00:25:12.046 --> 00:25:13.940 align:middle line:90%
start fighting each other.

00:25:13.940 --> 00:25:16.450 align:middle line:84%
PROFESSOR: So it's kind
of tenuous cooperation.

00:25:16.450 --> 00:25:17.470 align:middle line:90%
AUDIENCE: Yes

00:25:17.470 --> 00:25:21.050 align:middle line:84%
PROFESSOR: So it's an
interesting-- certainly a lot,

00:25:21.050 --> 00:25:24.280 align:middle line:84%
a wealth of material
to look at, when

00:25:24.280 --> 00:25:27.860 align:middle line:84%
it comes to the fall
of the Roman republic.

00:25:27.860 --> 00:25:32.470 align:middle line:84%
Basically, if anyone
points to people who--

00:25:32.470 --> 00:25:34.680 align:middle line:84%
the individual people
caused the fall

00:25:34.680 --> 00:25:38.770 align:middle line:90%
of the republic [INAUDIBLE].

00:25:38.770 --> 00:25:40.066 align:middle line:90%
Obviously, [INAUDIBLE].

00:25:40.066 --> 00:25:42.640 align:middle line:90%


00:25:42.640 --> 00:25:44.690 align:middle line:84%
That might be, if
you are interested.

00:25:44.690 --> 00:25:47.200 align:middle line:84%
Or if you don't actually know
that much about ancient Romans

00:25:47.200 --> 00:25:51.750 align:middle line:84%
and would like to, that
is probably a good project

00:25:51.750 --> 00:25:53.446 align:middle line:90%
to get into.

00:25:53.446 --> 00:25:57.040 align:middle line:84%
I can't think of any better
way to learn about a topic

00:25:57.040 --> 00:26:00.295 align:middle line:84%
than to try to make
a game about it.

00:26:00.295 --> 00:26:01.225 align:middle line:90%
Anybody else?

00:26:01.225 --> 00:26:04.490 align:middle line:84%
AUDIENCE: So this isn't
a complete idea at all,

00:26:04.490 --> 00:26:09.760 align:middle line:84%
and I'm probably coming about
it from the wrong direction,

00:26:09.760 --> 00:26:12.790 align:middle line:84%
but I would be very
interested in finding

00:26:12.790 --> 00:26:15.370 align:middle line:90%
some historical event which--

00:26:15.370 --> 00:26:18.530 align:middle line:90%


00:26:18.530 --> 00:26:22.630 align:middle line:84%
or some role where the
person consistently

00:26:22.630 --> 00:26:26.220 align:middle line:84%
felt that things were out of
their control, and kept getting

00:26:26.220 --> 00:26:27.500 align:middle line:90%
pushed in the same direction.

00:26:27.500 --> 00:26:31.000 align:middle line:84%
And then make it so that the
game always does the same--

00:26:31.000 --> 00:26:32.855 align:middle line:90%
it always ends in the same way.

00:26:32.855 --> 00:26:39.400 align:middle line:84%
So it is a deterministic game,
apart from how you get there.

00:26:39.400 --> 00:26:44.930 align:middle line:84%
So, make it so that, for
example, there's two players.

00:26:44.930 --> 00:26:46.960 align:middle line:84%
One of them is guaranteed
to be the winner.

00:26:46.960 --> 00:26:50.020 align:middle line:84%
So make it actually follow
history, and then don't

00:26:50.020 --> 00:26:51.400 align:middle line:90%
tell the people this.

00:26:51.400 --> 00:26:54.510 align:middle line:84%
Just have a game where
eventually people realise that

00:26:54.510 --> 00:27:01.240 align:middle line:84%
this is a game where, hey,
this turned out remarkably like

00:27:01.240 --> 00:27:02.420 align:middle line:90%
actual history.

00:27:02.420 --> 00:27:04.780 align:middle line:84%
And then they play it again,
and it is still remarkably

00:27:04.780 --> 00:27:05.640 align:middle line:90%
like actual history.

00:27:05.640 --> 00:27:10.030 align:middle line:84%
And then they eventually realise
that you are playing through

00:27:10.030 --> 00:27:11.075 align:middle line:90%
the motions.

00:27:11.075 --> 00:27:15.730 align:middle line:84%
PROFESSOR: You could certainly
make a game where the governing

00:27:15.730 --> 00:27:20.620 align:middle line:84%
forces are very
powerful, so it's

00:27:20.620 --> 00:27:23.560 align:middle line:84%
going to be playing out in
pretty much the same way

00:27:23.560 --> 00:27:24.190 align:middle line:90%
each time.

00:27:24.190 --> 00:27:26.500 align:middle line:84%
But then, the question
is, what is the agency

00:27:26.500 --> 00:27:27.750 align:middle line:90%
that you have in there?

00:27:27.750 --> 00:27:30.720 align:middle line:84%
What does [INAUDIBLE] take to
be able to influence things.

00:27:30.720 --> 00:27:37.580 align:middle line:84%
So even a game like [INAUDIBLE]
is not a good example of this,

00:27:37.580 --> 00:27:41.140 align:middle line:84%
but it's a game that's based
on the events that are actually

00:27:41.140 --> 00:27:42.440 align:middle line:90%
in a deck of cards.

00:27:42.440 --> 00:27:45.190 align:middle line:84%
And so what you do
to play out, these

00:27:45.190 --> 00:27:47.270 align:middle line:84%
are things that actually
happened in real history

00:27:47.270 --> 00:27:49.240 align:middle line:84%
and they may not be
in the right order,

00:27:49.240 --> 00:27:51.696 align:middle line:90%
but they will always happen.

00:27:51.696 --> 00:27:53.770 align:middle line:84%
So it ends up being
what kinds of decisions

00:27:53.770 --> 00:27:57.460 align:middle line:84%
you are to make in all
of those circumstances.

00:27:57.460 --> 00:28:00.562 align:middle line:84%
[INAUDIBLE] slightly
different parameters.

00:28:00.562 --> 00:28:05.470 align:middle line:84%
AUDIENCE: Most operational-level
war games do exactly that.

00:28:05.470 --> 00:28:09.550 align:middle line:84%
The game is not about
getting the Germans to win

00:28:09.550 --> 00:28:13.750 align:middle line:84%
or winning Vietnam,
it's more about

00:28:13.750 --> 00:28:17.960 align:middle line:84%
what are the various strategies
you have to use at the time.

00:28:17.960 --> 00:28:19.690 align:middle line:84%
But more than likely,
though, the game

00:28:19.690 --> 00:28:22.320 align:middle line:84%
is set to end the way
history does-- played out.

00:28:22.320 --> 00:28:24.850 align:middle line:90%


00:28:24.850 --> 00:28:27.720 align:middle line:84%
So they're really
complicated games.

00:28:27.720 --> 00:28:30.860 align:middle line:84%
There's some less
complicated ones,

00:28:30.860 --> 00:28:32.800 align:middle line:84%
so if you end up
going down that route,

00:28:32.800 --> 00:28:38.060 align:middle line:84%
I might have some card-based
versions of the game to show.

00:28:38.060 --> 00:28:41.490 align:middle line:84%
PROFESSOR: You might also want
to zoom in into the very--

00:28:41.490 --> 00:28:45.000 align:middle line:84%
instead of a wide swath of
history, go really small.

00:28:45.000 --> 00:28:47.150 align:middle line:84%
AUDIENCE: Most board
games about battles

00:28:47.150 --> 00:28:49.795 align:middle line:84%
will allow you to have a
battle a different way.

00:28:49.795 --> 00:28:51.920 align:middle line:84%
But anything
operational-level tend

00:28:51.920 --> 00:28:54.582 align:middle line:84%
to be very much about
you just exploring

00:28:54.582 --> 00:28:56.830 align:middle line:90%
what is going to be in that.

00:28:56.830 --> 00:28:59.370 align:middle line:90%
PROFESSOR: That's true.

00:28:59.370 --> 00:29:01.353 align:middle line:84%
So you've had your
hand up forever,

00:29:01.353 --> 00:29:02.750 align:middle line:90%
and then we'll go back this way.

00:29:02.750 --> 00:29:04.125 align:middle line:84%
AUDIENCE: I have
a separate idea,

00:29:04.125 --> 00:29:08.180 align:middle line:84%
but just for that idea,
maybe the Russian Revolution.

00:29:08.180 --> 00:29:11.590 align:middle line:84%
Everyone was just caught
up in all this craziness.

00:29:11.590 --> 00:29:14.325 align:middle line:84%
It's like-- the game is
basically forcing you

00:29:14.325 --> 00:29:15.875 align:middle line:84%
that your revolution
is going to lose

00:29:15.875 --> 00:29:17.926 align:middle line:84%
and another one is
going to come in.

00:29:17.926 --> 00:29:21.800 align:middle line:84%
But along the way you are trying
to set up your perfect table.

00:29:21.800 --> 00:29:24.220 align:middle line:84%
PROFESSOR: You
could imagine a game

00:29:24.220 --> 00:29:26.910 align:middle line:84%
where there's already this
tidal wave of change happening.

00:29:26.910 --> 00:29:32.080 align:middle line:84%
You don't stop the wave, but
how well can you ride that wave.

00:29:32.080 --> 00:29:33.940 align:middle line:84%
AUDIENCE: But an idea
I was thinking of

00:29:33.940 --> 00:29:37.930 align:middle line:84%
was the dot-com bubble,
back in the late '90s,

00:29:37.930 --> 00:29:41.500 align:middle line:84%
where you would be some startup
with a ridiculous business

00:29:41.500 --> 00:29:44.950 align:middle line:84%
plan who is trying to
acquire as many users

00:29:44.950 --> 00:29:46.800 align:middle line:84%
as you can in a
short amount of time.

00:29:46.800 --> 00:29:49.470 align:middle line:84%
Get an IPO, got a lot
of money from VCs,

00:29:49.470 --> 00:29:52.990 align:middle line:84%
and then get out before
everything crashes.

00:29:52.990 --> 00:29:57.160 align:middle line:84%
So, I guess, about a bubble
like Tulipmania is, but

00:29:57.160 --> 00:29:59.196 align:middle line:84%
a little different in
terms of the mechanics.

00:29:59.196 --> 00:30:00.830 align:middle line:90%
How do you deal with the bubble?

00:30:00.830 --> 00:30:03.788 align:middle line:90%


00:30:03.788 --> 00:30:06.260 align:middle line:84%
TEACHING ASSISTANT:
For that one,

00:30:06.260 --> 00:30:09.435 align:middle line:84%
think about what the people
who are going through that.

00:30:09.435 --> 00:30:11.430 align:middle line:84%
What do they actually
know about the bubble.

00:30:11.430 --> 00:30:14.010 align:middle line:84%
Did they know that the bubble
was going to happen or not.

00:30:14.010 --> 00:30:15.690 align:middle line:90%
At least for this assignment.

00:30:15.690 --> 00:30:19.820 align:middle line:84%
It's about being in the
perspective of the person

00:30:19.820 --> 00:30:21.850 align:middle line:90%
at that time, in that real time.

00:30:21.850 --> 00:30:24.920 align:middle line:84%
What about it is
hindsight versus what

00:30:24.920 --> 00:30:26.650 align:middle line:90%
they thought at the time.

00:30:26.650 --> 00:30:29.820 align:middle line:84%
PROFESSOR: Yeah it's easy to
make a game-- we have had games

00:30:29.820 --> 00:30:32.370 align:middle line:84%
in this class that were also
about the dot-com bubble

00:30:32.370 --> 00:30:36.900 align:middle line:84%
A lot of it was making fun
of how ridiculous it looks

00:30:36.900 --> 00:30:38.320 align:middle line:90%
like now, in hindsight.

00:30:38.320 --> 00:30:42.910 align:middle line:84%
But it's good to try to think,
what information did they

00:30:42.910 --> 00:30:44.220 align:middle line:90%
have at the time?

00:30:44.220 --> 00:30:46.410 align:middle line:84%
It looks like-- did
this look like it

00:30:46.410 --> 00:30:49.800 align:middle line:90%
was going to go on forever?

00:30:49.800 --> 00:30:53.870 align:middle line:84%
AUDIENCE: I have
three different ideas.

00:30:53.870 --> 00:30:57.300 align:middle line:84%
Most of what I think
is I want to make

00:30:57.300 --> 00:31:00.335 align:middle line:84%
a two-player game,
where one person is

00:31:00.335 --> 00:31:03.000 align:middle line:84%
in a position of power
and the other person is

00:31:03.000 --> 00:31:06.480 align:middle line:84%
working for them and
otherwise subversive to them.

00:31:06.480 --> 00:31:09.380 align:middle line:84%
And the person in
the position of power

00:31:09.380 --> 00:31:12.070 align:middle line:84%
has the ability to
[INAUDIBLE] the other person.

00:31:12.070 --> 00:31:15.130 align:middle line:84%
And what the other
person can do is--

00:31:15.130 --> 00:31:16.784 align:middle line:84%
should they try
to overthrow them?

00:31:16.784 --> 00:31:18.700 align:middle line:84%
Does this-- How does
this describe their life?

00:31:18.700 --> 00:31:24.924 align:middle line:90%


00:31:24.924 --> 00:31:29.272 align:middle line:84%
Another idea I had was
a love affair thing,

00:31:29.272 --> 00:31:32.500 align:middle line:90%
a three-player game.

00:31:32.500 --> 00:31:38.900 align:middle line:84%
I'm not sure that a
three-player with 12 pairs.

00:31:38.900 --> 00:31:42.505 align:middle line:84%
PROFESSOR: Maybe you can
identify a specific three

00:31:42.505 --> 00:31:43.005 align:middle line:90%
people

00:31:43.005 --> 00:31:46.390 align:middle line:84%
AUDIENCE: Yes, maybe like
Yoko and all the Beatles

00:31:46.390 --> 00:31:47.946 align:middle line:90%
or something

00:31:47.946 --> 00:31:50.844 align:middle line:90%
PROFESSOR: Yeah, that would go.

00:31:50.844 --> 00:31:56.650 align:middle line:84%
AUDIENCE: And then
another one, [INAUDIBLE]

00:31:56.650 --> 00:32:00.430 align:middle line:84%
A game about feminist actions,
on how they're all not

00:32:00.430 --> 00:32:04.886 align:middle line:84%
quite the same thing but they
are arguably minor points.

00:32:04.886 --> 00:32:07.256 align:middle line:90%
[INAUDIBLE]

00:32:07.256 --> 00:32:11.482 align:middle line:84%
PROFESSOR: [INAUDIBLE] by
in time, because will be

00:32:11.482 --> 00:32:14.055 align:middle line:90%
[INAUDIBLE]

00:32:14.055 --> 00:32:16.875 align:middle line:84%
AUDIENCE: Cool, so I
have two vague ideas.

00:32:16.875 --> 00:32:20.990 align:middle line:84%
The first one, I am really
interested in technology

00:32:20.990 --> 00:32:24.550 align:middle line:84%
that changes the way people
live their daily lives.

00:32:24.550 --> 00:32:27.620 align:middle line:84%
So, when you look
at 20th century,

00:32:27.620 --> 00:32:32.630 align:middle line:84%
we had personal computers, so
it could be like you're trying

00:32:32.630 --> 00:32:35.650 align:middle line:84%
to hack things together in
garages in Silicon Valley

00:32:35.650 --> 00:32:37.172 align:middle line:90%
in the 1970's.

00:32:37.172 --> 00:32:41.120 align:middle line:84%
Another idea is being Henry
Ford, and building cars

00:32:41.120 --> 00:32:42.640 align:middle line:90%
or bringing cars to the masses.

00:32:42.640 --> 00:32:47.300 align:middle line:84%
Maybe you are a plant
overseer and you

00:32:47.300 --> 00:32:49.420 align:middle line:90%
are a line or something.

00:32:49.420 --> 00:32:51.640 align:middle line:84%
Another one could be you
are the Wright Brothers,

00:32:51.640 --> 00:32:52.524 align:middle line:90%
inventing airplanes.

00:32:52.524 --> 00:32:56.510 align:middle line:84%
It could be an
experimental game.

00:32:56.510 --> 00:32:59.000 align:middle line:84%
Another idea I had
was that you are

00:32:59.000 --> 00:33:01.180 align:middle line:84%
in the 1500's or the 1600's,
and you are a merchant.

00:33:01.180 --> 00:33:03.920 align:middle line:84%
You've got your ship, and
you need to go buy stuff

00:33:03.920 --> 00:33:05.450 align:middle line:90%
and bring it home and sell it.

00:33:05.450 --> 00:33:07.400 align:middle line:84%
But the complication
is there is--

00:33:07.400 --> 00:33:11.430 align:middle line:84%
you know how those old-time maps
had sea monsters all over them,

00:33:11.430 --> 00:33:14.070 align:middle line:84%
because the ships
would disappear?

00:33:14.070 --> 00:33:18.820 align:middle line:84%
But to a sea monster that ship
is really good, am I right?

00:33:18.820 --> 00:33:21.160 align:middle line:84%
That was the only
rational explanation.

00:33:21.160 --> 00:33:26.400 align:middle line:84%
I'm thinking that,
[INAUDIBLE] What's that?

00:33:26.400 --> 00:33:28.676 align:middle line:90%
When you go off the Earth.

00:33:28.676 --> 00:33:30.620 align:middle line:90%
PROFESSOR: This is after 1492.

00:33:30.620 --> 00:33:31.590 align:middle line:90%
AUDIENCE: What's that?

00:33:31.590 --> 00:33:32.610 align:middle line:84%
PROFESSOR: This is after
the circumnavigation,

00:33:32.610 --> 00:33:34.440 align:middle line:90%
and the world is actually round.

00:33:34.440 --> 00:33:37.634 align:middle line:90%
But they could be [INAUDIBLE]

00:33:37.634 --> 00:33:42.940 align:middle line:84%
AUDIENCE: [INAUDIBLE]
Here's your home,

00:33:42.940 --> 00:33:45.900 align:middle line:84%
here's the place where all
the resources are, and you

00:33:45.900 --> 00:33:47.550 align:middle line:90%
have to get the resources back.

00:33:47.550 --> 00:33:49.258 align:middle line:84%
But there is a sea
monster in the middle.

00:33:49.258 --> 00:33:51.275 align:middle line:84%
It's a path-building
game, where there

00:33:51.275 --> 00:33:54.061 align:middle line:84%
is a random aspect of the sea
monster and if you [INAUDIBLE],

00:33:54.061 --> 00:33:54.560 align:middle line:90%
you're dead.

00:33:54.560 --> 00:33:55.810 align:middle line:84%
But if you can survive,
you will profit.

00:33:55.810 --> 00:33:57.320 align:middle line:84%
PROFESSOR: So you're
a ship captain.

00:33:57.320 --> 00:34:00.790 align:middle line:84%
AUDIENCE: Yeah, you are
a merchant ship captain.

00:34:00.790 --> 00:34:06.506 align:middle line:84%
PROFESSOR: Everyone had a chance
to say, who had their hand up?

00:34:06.506 --> 00:34:10.370 align:middle line:90%


00:34:10.370 --> 00:34:19.767 align:middle line:84%
AUDIENCE: [INAUDIBLE]
you're getting

00:34:19.767 --> 00:34:21.460 align:middle line:84%
data on which
sensor is appearing,

00:34:21.460 --> 00:34:23.513 align:middle line:84%
and you're trying
to figure out where

00:34:23.513 --> 00:34:24.679 align:middle line:90%
the monsters are on the map.

00:34:24.679 --> 00:34:28.620 align:middle line:84%
So you're getting this
information that--

00:34:28.620 --> 00:34:33.960 align:middle line:84%
[INAUDIBLE] really
make it obvious

00:34:33.960 --> 00:34:35.710 align:middle line:84%
that that's not
actually what's going on

00:34:35.710 --> 00:34:37.719 align:middle line:90%
by rolling dice or something.

00:34:37.719 --> 00:34:43.260 align:middle line:84%
Or doing something very
clearly random for whether--

00:34:43.260 --> 00:34:45.846 align:middle line:84%
which ships out of a
particular set come back

00:34:45.846 --> 00:34:48.710 align:middle line:84%
and which don't, based
on where they were going.

00:34:48.710 --> 00:34:50.690 align:middle line:84%
And then somehow
you are supposed

00:34:50.690 --> 00:34:55.060 align:middle line:84%
to make your case that, this is
exactly where the monsters are.

00:34:55.060 --> 00:34:59.555 align:middle line:84%
My map matches the data, and
these other players maps don't.

00:34:59.555 --> 00:35:00.930 align:middle line:84%
PROFESSOR: You
want to be looking

00:35:00.930 --> 00:35:04.655 align:middle line:84%
at cartography technology
that was out there,

00:35:04.655 --> 00:35:09.000 align:middle line:84%
or what sea-going timepieces
look like at that time.

00:35:09.000 --> 00:35:14.440 align:middle line:84%
Navigation, but also how
does society of information

00:35:14.440 --> 00:35:15.840 align:middle line:90%
ran at that time.

00:35:15.840 --> 00:35:18.210 align:middle line:84%
Was it all just the
royal society of blah,

00:35:18.210 --> 00:35:21.230 align:middle line:90%
or was it more entrepreneurial?

00:35:21.230 --> 00:35:22.730 align:middle line:84%
TEACHING ASSISTANT:
So for that one,

00:35:22.730 --> 00:35:24.340 align:middle line:84%
possible primary
sources if you wanted

00:35:24.340 --> 00:35:26.450 align:middle line:84%
to keep the fantastical
element, but still

00:35:26.450 --> 00:35:29.600 align:middle line:84%
make a little bit more
of realistic of the time

00:35:29.600 --> 00:35:32.210 align:middle line:84%
Umberto Eco wrote
a book, Baudolino,

00:35:32.210 --> 00:35:36.830 align:middle line:84%
about the mystery
of Prester John,

00:35:36.830 --> 00:35:42.450 align:middle line:84%
the Prester John who went from
Europe to bring Christianity

00:35:42.450 --> 00:35:46.010 align:middle line:90%
to the Orient.

00:35:46.010 --> 00:35:48.080 align:middle line:84%
But it is a book
about the Orient

00:35:48.080 --> 00:35:50.060 align:middle line:84%
It is a book about map
making, cartography,

00:35:50.060 --> 00:35:52.370 align:middle line:90%
that kind of knowledge sharing.

00:35:52.370 --> 00:35:56.090 align:middle line:84%
And the idea that if you
just say something existed,

00:35:56.090 --> 00:35:57.305 align:middle line:90%
it existed for real.

00:35:57.305 --> 00:35:59.860 align:middle line:84%
Enough people believed
it, the people in power

00:35:59.860 --> 00:36:02.300 align:middle line:84%
believed it, so that it
might as well have been real.

00:36:02.300 --> 00:36:03.400 align:middle line:90%
And that's the kind of--

00:36:03.400 --> 00:36:04.600 align:middle line:84%
that's the weird
kind of world they

00:36:04.600 --> 00:36:06.910 align:middle line:84%
were working in the 13th
and 14th century in Europe.

00:36:06.910 --> 00:36:11.090 align:middle line:84%
It was that you had these
itinerants come around and say,

00:36:11.090 --> 00:36:16.010 align:middle line:84%
yes, I met Prester John, here's
this map, and by the way,

00:36:16.010 --> 00:36:19.520 align:middle line:84%
here's a relic of Jesus, or here
is a relic of some other saint.

00:36:19.520 --> 00:36:21.870 align:middle line:84%
And just by saying
that made it--

00:36:21.870 --> 00:36:25.040 align:middle line:84%
gave those objects power,
gave the person power.

00:36:25.040 --> 00:36:28.030 align:middle line:84%
At least for a little while
within that little burg

00:36:28.030 --> 00:36:31.154 align:middle line:90%
that he was traveling through.

00:36:31.154 --> 00:36:33.040 align:middle line:84%
AUDIENCE: I was also
going to suggest

00:36:33.040 --> 00:36:35.770 align:middle line:84%
a cartography kind of
game, or an explorer trying

00:36:35.770 --> 00:36:40.162 align:middle line:90%
to map out something.

00:36:40.162 --> 00:36:45.906 align:middle line:84%
PROFESSOR: So map making before
modern technology is scary

00:36:45.906 --> 00:36:50.240 align:middle line:84%
seeing that one of two
things could proceed.

00:36:50.240 --> 00:36:51.590 align:middle line:90%
Anybody else have ideas?

00:36:51.590 --> 00:36:54.660 align:middle line:84%
It doesn't necessarily need
to be game mechanic ideas,

00:36:54.660 --> 00:36:57.630 align:middle line:84%
it could be just time
period and person ideas.

00:36:57.630 --> 00:37:00.910 align:middle line:84%
AUDIENCE: So I don't
know if I want to do this

00:37:00.910 --> 00:37:04.170 align:middle line:84%
or not, because it is
really controversial.

00:37:04.170 --> 00:37:08.160 align:middle line:84%
I'm from North Dakota
and I have seen

00:37:08.160 --> 00:37:10.290 align:middle line:84%
a lot of the Native
Americans struggle

00:37:10.290 --> 00:37:12.840 align:middle line:84%
and I've read a lot
of their history.

00:37:12.840 --> 00:37:15.830 align:middle line:84%
So I was thinking
about making a satire,

00:37:15.830 --> 00:37:17.580 align:middle line:84%
Like one person is
the Native Americans

00:37:17.580 --> 00:37:19.950 align:middle line:84%
and one person is
the United States.

00:37:19.950 --> 00:37:23.230 align:middle line:84%
And just to illustrate
the crazy injustices.

00:37:23.230 --> 00:37:25.140 align:middle line:84%
But that is kind of
heavy, and I don't

00:37:25.140 --> 00:37:27.287 align:middle line:90%
know if I want to explore it.

00:37:27.287 --> 00:37:29.120 align:middle line:84%
But there are ridiculous
things that happen.

00:37:29.120 --> 00:37:32.250 align:middle line:84%
PROFESSOR: Well it's not that
far off from of the ideas

00:37:32.250 --> 00:37:36.480 align:middle line:84%
you had about two very different
levels of power, right?

00:37:36.480 --> 00:37:38.960 align:middle line:84%
And that also goes to very
different levels of access

00:37:38.960 --> 00:37:40.890 align:middle line:90%
to information.

00:37:40.890 --> 00:37:44.090 align:middle line:84%
So, maybe you should
your group and see

00:37:44.090 --> 00:37:45.743 align:middle line:90%
if those ideas work out.

00:37:45.743 --> 00:37:52.866 align:middle line:90%


00:37:52.866 --> 00:37:54.240 align:middle line:84%
AUDIENCE: Not
really fleshed out,

00:37:54.240 --> 00:37:58.594 align:middle line:84%
but I was thinking about looking
at a mass murder in history.

00:37:58.594 --> 00:37:59.562 align:middle line:90%
PROFESSOR: OK

00:37:59.562 --> 00:38:01.982 align:middle line:90%
AUDIENCE: Just any one of them.

00:38:01.982 --> 00:38:04.402 align:middle line:90%
Trying to make a game out of it.

00:38:04.402 --> 00:38:06.580 align:middle line:84%
PROFESSOR: OK, so mass
murders on the scale

00:38:06.580 --> 00:38:09.240 align:middle line:90%
of armed conflict--

00:38:09.240 --> 00:38:13.480 align:middle line:84%
armed public conflict, and mass
murders of the serial killers

00:38:13.480 --> 00:38:16.152 align:middle line:90%
sort, where it is a mystery.

00:38:16.152 --> 00:38:17.500 align:middle line:90%
Do you have a preference?

00:38:17.500 --> 00:38:19.055 align:middle line:84%
AUDIENCE: I'm thinking
serial killers

00:38:19.055 --> 00:38:22.629 align:middle line:84%
PROFESSOR: All right, there
are a couple of famous ones.

00:38:22.629 --> 00:38:23.420 align:middle line:90%
What sort of roles?

00:38:23.420 --> 00:38:25.120 align:middle line:84%
Like the investigation
part of it,

00:38:25.120 --> 00:38:27.050 align:middle line:84%
or the try to get away
with it kind of thing?

00:38:27.050 --> 00:38:29.341 align:middle line:84%
AUDIENCE: I think the trying
to get away with it thing.

00:38:29.341 --> 00:38:31.630 align:middle line:90%
All right?

00:38:31.630 --> 00:38:34.374 align:middle line:84%
TEACHING ASSISTANT: I think you
might get visited by the FBI.

00:38:34.374 --> 00:38:38.880 align:middle line:84%
AUDIENCE: Have people watched
the Meet the Team videos

00:38:38.880 --> 00:38:42.650 align:middle line:90%
for Team Fortress 2?

00:38:42.650 --> 00:38:46.758 align:middle line:84%
STUDENT: So one of these
videos is about the pyro,

00:38:46.758 --> 00:38:49.230 align:middle line:90%
he's one of the characters.

00:38:49.230 --> 00:38:54.730 align:middle line:84%
And in that video it shows the
pyro's worldview as Candy Land,

00:38:54.730 --> 00:38:55.650 align:middle line:90%
basically.

00:38:55.650 --> 00:38:59.200 align:middle line:84%
And this is a guy who goes
around and burns everything.

00:38:59.200 --> 00:39:03.860 align:middle line:84%
And I'm thinking
something-- just in response

00:39:03.860 --> 00:39:06.010 align:middle line:84%
to what you are saying
about a mass murderer.

00:39:06.010 --> 00:39:09.570 align:middle line:84%
If you can find a mass murderer
who is historically known

00:39:09.570 --> 00:39:12.250 align:middle line:90%
to be crazy [INAUDIBLE].

00:39:12.250 --> 00:39:14.430 align:middle line:90%
And then you make--

00:39:14.430 --> 00:39:17.370 align:middle line:84%
you could have two
different boards the way

00:39:17.370 --> 00:39:19.120 align:middle line:84%
that there were
for the [? feed ?]

00:39:19.120 --> 00:39:21.370 align:middle line:90%
game, with the last project.

00:39:21.370 --> 00:39:23.160 align:middle line:84%
And you could have
one of the boards

00:39:23.160 --> 00:39:26.130 align:middle line:90%
be very clearly fantasy land.

00:39:26.130 --> 00:39:28.185 align:middle line:84%
This guy is going
after something,

00:39:28.185 --> 00:39:29.820 align:middle line:90%
he's trying to find something.

00:39:29.820 --> 00:39:34.746 align:middle line:84%
I don't know, trying to
kill women or something.

00:39:34.746 --> 00:39:36.830 align:middle line:84%
So he's going around
slaughtering them,

00:39:36.830 --> 00:39:40.272 align:middle line:84%
and on the other map
it is the real view

00:39:40.272 --> 00:39:43.340 align:middle line:90%
of what has happened there.

00:39:43.340 --> 00:39:46.080 align:middle line:84%
And then you can
have whomever is

00:39:46.080 --> 00:39:49.190 align:middle line:84%
trying to stop see the
completely different view

00:39:49.190 --> 00:39:52.445 align:middle line:90%
on the situation.

00:39:52.445 --> 00:39:57.024 align:middle line:84%
AUDIENCE: So similarly related
to that idea, a good example

00:39:57.024 --> 00:40:03.490 align:middle line:84%
[INAUDIBLE] but it [INAUDIBLE]
There is a book called

00:40:03.490 --> 00:40:05.760 align:middle line:90%
Devil in the White City.

00:40:05.760 --> 00:40:08.780 align:middle line:84%
At the Chicago
World's Fair, they

00:40:08.780 --> 00:40:10.915 align:middle line:84%
were building this
beautiful city,

00:40:10.915 --> 00:40:15.570 align:middle line:84%
they wanted to show off to the
world what America could do.

00:40:15.570 --> 00:40:20.330 align:middle line:84%
There was all this
modernization, and showing off

00:40:20.330 --> 00:40:24.062 align:middle line:84%
the electric lights, and
how exciting that was.

00:40:24.062 --> 00:40:27.780 align:middle line:84%
They built this beautiful,
huge white building.

00:40:27.780 --> 00:40:30.450 align:middle line:90%
They put up the whole thing.

00:40:30.450 --> 00:40:32.330 align:middle line:84%
Then, in the shadow
of this, there

00:40:32.330 --> 00:40:36.690 align:middle line:84%
was a serial killer who was
exploiting the fact that there

00:40:36.690 --> 00:40:40.040 align:middle line:84%
were migrant workers there all
the time trying to build this.

00:40:40.040 --> 00:40:44.760 align:middle line:84%
Which helped obfuscate his
very criminal activities.

00:40:44.760 --> 00:40:47.072 align:middle line:90%


00:40:47.072 --> 00:40:49.030 align:middle line:84%
TEACHING ASSISTANT: That's
a great [INAUDIBLE].

00:40:49.030 --> 00:40:51.966 align:middle line:84%
It also keeps in the spirit
of the assignment, too.

00:40:51.966 --> 00:40:54.215 align:middle line:84%
Just thinking about how
you've got this new situation,

00:40:54.215 --> 00:40:56.180 align:middle line:84%
you've got these new
systems involved,

00:40:56.180 --> 00:41:01.140 align:middle line:84%
and how are you exploiting
the system various ways.

00:41:01.140 --> 00:41:03.630 align:middle line:84%
For anything [INAUDIBLE] I
would be really, really cautious

00:41:03.630 --> 00:41:04.200 align:middle line:90%
about.

00:41:04.200 --> 00:41:07.600 align:middle line:84%
And even with the Native
American aspect, or any kind

00:41:07.600 --> 00:41:09.500 align:middle line:84%
of system of
oppression, be really

00:41:09.500 --> 00:41:14.110 align:middle line:84%
cautious about representing
the person being oppressed.

00:41:14.110 --> 00:41:20.490 align:middle line:84%
If you're putting it in a
point of view of the oppressor,

00:41:20.490 --> 00:41:22.240 align:middle line:84%
just be really, really
careful about that.

00:41:22.240 --> 00:41:23.615 align:middle line:84%
Actually, I
personally think it's

00:41:23.615 --> 00:41:25.406 align:middle line:84%
more interesting to be
in the point of view

00:41:25.406 --> 00:41:27.620 align:middle line:84%
of the person being
oppressed, and how they're

00:41:27.620 --> 00:41:30.730 align:middle line:90%
responding to that situation.

00:41:30.730 --> 00:41:34.010 align:middle line:84%
PROFESSOR: That's
a group [INAUDIBLE]

00:41:34.010 --> 00:41:36.500 align:middle line:84%
who has done a couple of
games on systemic oppression.

00:41:36.500 --> 00:41:41.690 align:middle line:84%
That every time there-- if you
look at any historical case

00:41:41.690 --> 00:41:42.640 align:middle line:90%
of human--

00:41:42.640 --> 00:41:45.380 align:middle line:84%
a period of human
oppression, you can always

00:41:45.380 --> 00:41:47.260 align:middle line:90%
find a system underneath it.

00:41:47.260 --> 00:41:52.970 align:middle line:84%
That system actually enables
people to more easily inhumane

00:41:52.970 --> 00:41:54.610 align:middle line:90%
to each other.

00:41:54.610 --> 00:41:57.200 align:middle line:84%
Both as game designers systems
are very practical tool

00:41:57.200 --> 00:41:58.970 align:middle line:90%
and look at that.

00:41:58.970 --> 00:42:04.910 align:middle line:84%
But just be aware
that exploiting

00:42:04.910 --> 00:42:08.990 align:middle line:84%
the history of people, who
are oppressed, by the way,

00:42:08.990 --> 00:42:11.840 align:middle line:84%
by taking their
culture away from them.

00:42:11.840 --> 00:42:14.240 align:middle line:90%
Try to do it with some respect.

00:42:14.240 --> 00:42:17.580 align:middle line:84%
Try to bring some
empathy into it.

00:42:17.580 --> 00:42:19.780 align:middle line:90%
This is what it was like.

00:42:19.780 --> 00:42:22.520 align:middle line:84%
And the limits that that they
had on the kinds of decisions

00:42:22.520 --> 00:42:24.050 align:middle line:84%
that you could
make, for instance.

00:42:24.050 --> 00:42:34.590 align:middle line:84%
AUDIENCE: A lot of historical
games are very asymmetrical.

00:42:34.590 --> 00:42:38.966 align:middle line:84%
Are the ones that are
[INAUDIBLE] I don't know

00:42:38.966 --> 00:42:45.480 align:middle line:84%
of any simple historical
games [INAUDIBLE]

00:42:45.480 --> 00:42:48.045 align:middle line:84%
All those historic games
that are good, and simple,

00:42:48.045 --> 00:42:54.350 align:middle line:84%
don't have these imbalances
in power between the players

00:42:54.350 --> 00:42:57.960 align:middle line:84%
because that requires
very complicated rules

00:42:57.960 --> 00:43:01.990 align:middle line:90%
make sure that it works.

00:43:01.990 --> 00:43:04.680 align:middle line:84%
PROFESSOR: It is a huge
design challenge, for sure.

00:43:04.680 --> 00:43:07.840 align:middle line:90%
It is not going to be easy.

00:43:07.840 --> 00:43:09.864 align:middle line:90%
It's

00:43:09.864 --> 00:43:12.900 align:middle line:84%
AUDIENCE: Is The Apprentice,
Irish game, asymmetric?

00:43:12.900 --> 00:43:16.020 align:middle line:84%
PROFESSOR: Yeah
that is an example.

00:43:16.020 --> 00:43:18.630 align:middle line:84%
That's an interesting
game because--

00:43:18.630 --> 00:43:25.050 align:middle line:84%
so there is a game
[INAUDIBLE] Romero.

00:43:25.050 --> 00:43:28.500 align:middle line:84%
Has the designer of many
many famous computer

00:43:28.500 --> 00:43:30.150 align:middle line:84%
games, including
the Wizardry series

00:43:30.150 --> 00:43:33.780 align:middle line:90%
all the way back in the '80s.

00:43:33.780 --> 00:43:36.907 align:middle line:84%
But what she's more
often known for nowadays

00:43:36.907 --> 00:43:38.490 align:middle line:84%
is a series of games
that she designed

00:43:38.490 --> 00:43:43.926 align:middle line:84%
for museums on various
systems for human oppression.

00:43:43.926 --> 00:43:47.110 align:middle line:90%
Trail of Tears.

00:43:47.110 --> 00:43:48.900 align:middle line:90%
She did Train.

00:43:48.900 --> 00:43:54.270 align:middle line:84%
She did a game about he
English occupation of Ireland.

00:43:54.270 --> 00:43:57.780 align:middle line:84%
The way that game deals with
it is that all the players

00:43:57.780 --> 00:43:58.560 align:middle line:90%
are symmetric.

00:43:58.560 --> 00:44:01.130 align:middle line:84%
All players are
different Irish armies.

00:44:01.130 --> 00:44:03.380 align:middle line:84%
But the system is
playing against you.

00:44:03.380 --> 00:44:07.440 align:middle line:84%
The system is basically
this mechanical influx

00:44:07.440 --> 00:44:09.840 align:middle line:84%
of the English taking
more and more Irish land

00:44:09.840 --> 00:44:12.280 align:middle line:84%
and cramming all of the Irish
into smaller lumps of land.

00:44:12.280 --> 00:44:15.030 align:middle line:84%
And people get pushed
off the island--

00:44:15.030 --> 00:44:16.500 align:middle line:90%
forced immigration, basically.

00:44:16.500 --> 00:44:18.374 align:middle line:84%
But that's another way
to approach it, right?

00:44:18.374 --> 00:44:21.510 align:middle line:84%
It's asymmetric but in a
way it's easier to design,

00:44:21.510 --> 00:44:24.570 align:middle line:84%
because it's the game
system versus the players.

00:44:24.570 --> 00:44:26.688 align:middle line:84%
And the games that those
actually get the games

00:44:26.688 --> 00:44:29.146 align:middle line:84%
is that is forcing the players
to conflict with each other,

00:44:29.146 --> 00:44:31.604 align:middle line:84%
because there are less and less
resources for more and more

00:44:31.604 --> 00:44:36.191 align:middle line:90%
people in the small space.

00:44:36.191 --> 00:44:37.440 align:middle line:90%
AUDIENCE: I'm trying to think.

00:44:37.440 --> 00:44:40.580 align:middle line:90%


00:44:40.580 --> 00:44:41.910 align:middle line:90%
Yeah, you're right.

00:44:41.910 --> 00:44:45.000 align:middle line:84%
All the card-based two-player
games that GMT puts out,

00:44:45.000 --> 00:44:49.259 align:middle line:84%
like Twilight Struggle,
they a lot of complex--

00:44:49.259 --> 00:44:51.425 align:middle line:84%
there's a lot of complex
things going on underneath,

00:44:51.425 --> 00:44:52.883 align:middle line:84%
and a lot of it is
buried in cards.

00:44:52.883 --> 00:44:57.415 align:middle line:90%


00:44:57.415 --> 00:44:59.440 align:middle line:84%
PROFESSOR: Well, I
can think of games

00:44:59.440 --> 00:45:04.450 align:middle line:84%
that are highly asymmetric but
not incredibly complicated,

00:45:04.450 --> 00:45:07.270 align:middle line:90%
and a lot of it [INAUDIBLE].

00:45:07.270 --> 00:45:09.940 align:middle line:84%
For instance, which is not
historically-based, but

00:45:09.940 --> 00:45:11.410 align:middle line:90%
whatever.

00:45:11.410 --> 00:45:14.480 align:middle line:84%
It is about alien races, and
each alien race basically

00:45:14.480 --> 00:45:18.260 align:middle line:84%
has a rule they can work
in a very interesting way.

00:45:18.260 --> 00:45:21.160 align:middle line:84%
But everybody starts with the
same core rules, plus this one

00:45:21.160 --> 00:45:23.256 align:middle line:90%
thing that you get to break.

00:45:23.256 --> 00:45:25.630 align:middle line:84%
Tammany Hall, which we didn't
get a chance to play today,

00:45:25.630 --> 00:45:29.070 align:middle line:84%
is another one where it actually
comes out to every round

00:45:29.070 --> 00:45:31.370 align:middle line:84%
that you play in a game,
there is a particular rule

00:45:31.370 --> 00:45:33.470 align:middle line:84%
that you can break
because you are occupying

00:45:33.470 --> 00:45:36.432 align:middle line:90%
a position in city government.

00:45:36.432 --> 00:45:38.640 align:middle line:84%
They can think of it as that
break on special ability

00:45:38.640 --> 00:45:39.930 align:middle line:90%
and execute.

00:45:39.930 --> 00:45:43.150 align:middle line:84%
That is another way to be
able to think about it.

00:45:43.150 --> 00:45:46.690 align:middle line:84%
So, we've already
had The [INAUDIBLE]

00:45:46.690 --> 00:45:50.190 align:middle line:84%
which was really more like
two different games that are

00:45:50.190 --> 00:45:53.180 align:middle line:90%
being played simultaneously.

00:45:53.180 --> 00:45:55.519 align:middle line:84%
So if any of you
were on that team,

00:45:55.519 --> 00:45:57.310 align:middle line:84%
you already have a
perspective on what it's

00:45:57.310 --> 00:46:00.510 align:middle line:84%
like to design a game
with magic information,

00:46:00.510 --> 00:46:02.170 align:middle line:90%
and magic abilities for--

00:46:02.170 --> 00:46:04.200 align:middle line:90%
in different goals.

00:46:04.200 --> 00:46:05.830 align:middle line:84%
It has been done in
this class before.

00:46:05.830 --> 00:46:09.851 align:middle line:84%
It is a design challenge,
but you can do it.

00:46:09.851 --> 00:46:11.600 align:middle line:84%
TEACHING ASSISTANT:
The original Netrunner

00:46:11.600 --> 00:46:13.900 align:middle line:84%
is still a little
complicated in that,

00:46:13.900 --> 00:46:16.090 align:middle line:84%
there are a ton
of different cards

00:46:16.090 --> 00:46:18.650 align:middle line:84%
that are carrying
a lot of the stuff.

00:46:18.650 --> 00:46:25.137 align:middle line:84%
But [INAUDIBLE] it is closer
to what you do in this class.

00:46:25.137 --> 00:46:26.595 align:middle line:84%
PROFESSOR: It's
not like you've got

00:46:26.595 --> 00:46:28.386 align:middle line:84%
a game that has different
goals you already

00:46:28.386 --> 00:46:34.857 align:middle line:90%
enjoy using [INAUDIBLE]

00:46:34.857 --> 00:46:38.954 align:middle line:84%
AUDIENCE: [INAUDIBLE]
Cosmic Encounters,

00:46:38.954 --> 00:46:41.042 align:middle line:90%
but it's not balanced at all.

00:46:41.042 --> 00:46:42.000 align:middle line:90%
PROFESSOR: No it's not.

00:46:42.000 --> 00:46:42.330 align:middle line:90%
It doesn't need to be.

00:46:42.330 --> 00:46:44.390 align:middle line:84%
That's not a requirement
of this class.

00:46:44.390 --> 00:46:48.210 align:middle line:84%
The class is something
playable and engaging.

00:46:48.210 --> 00:46:52.470 align:middle line:90%
I never asked for balancing.

00:46:52.470 --> 00:46:54.412 align:middle line:84%
First of all, the
time frames that we're

00:46:54.412 --> 00:46:56.203 align:middle line:84%
giving you to completely
finish these games

00:46:56.203 --> 00:46:58.370 align:middle line:84%
is a little bit
unrealistic for balance.

00:46:58.370 --> 00:46:59.620 align:middle line:90%
TEACHING ASSISTANT: Iteration.

00:46:59.620 --> 00:47:01.140 align:middle line:90%
PROFESSOR: Visibility--

00:47:01.140 --> 00:47:02.580 align:middle line:84%
TEACHING ASSISTANT:
Iteration gets

00:47:02.580 --> 00:47:04.205 align:middle line:90%
more balanced as time passes.

00:47:04.205 --> 00:47:05.244 align:middle line:90%
PROFESSOR: Yes

00:47:05.244 --> 00:47:07.410 align:middle line:84%
TEACHING ASSISTANT: But at
the end, we still don't--

00:47:07.410 --> 00:47:09.006 align:middle line:84%
we're not really
grading on balance

00:47:09.006 --> 00:47:12.102 align:middle line:84%
as much as we're grading
on iteration and--

00:47:12.102 --> 00:47:15.870 align:middle line:84%
PROFESSOR: I think these
like usability is something

00:47:15.870 --> 00:47:17.130 align:middle line:90%
that we are going to look at.

00:47:17.130 --> 00:47:19.254 align:middle line:84%
Do understand your rules
is more important than how

00:47:19.254 --> 00:47:20.950 align:middle line:90%
well your rules look.

00:47:20.950 --> 00:47:23.670 align:middle line:84%
If your rules completely
break, that's a problem.

00:47:23.670 --> 00:47:26.580 align:middle line:84%
But if your numbers
are off, sorry.

00:47:26.580 --> 00:47:28.080 align:middle line:84%
A few percentage
points or a couple

00:47:28.080 --> 00:47:30.930 align:middle line:84%
of [INAUDIBLE] or a couple
of [INAUDIBLE] even.

00:47:30.930 --> 00:47:33.200 align:middle line:84%
But I don't understand
how your rules work,

00:47:33.200 --> 00:47:35.875 align:middle line:90%
that means a lot more to me.

00:47:35.875 --> 00:47:38.960 align:middle line:84%
AUDIENCE: Just throwing
an idea out there.

00:47:38.960 --> 00:47:42.154 align:middle line:90%
The role of the--

00:47:42.154 --> 00:47:46.122 align:middle line:90%


00:47:46.122 --> 00:47:49.821 align:middle line:84%
one of the people who really
founded the board game

00:47:49.821 --> 00:47:50.320 align:middle line:90%
industry.

00:47:50.320 --> 00:47:53.740 align:middle line:90%


00:47:53.740 --> 00:47:56.216 align:middle line:84%
PROFESSOR: Do you mean
the Parker brothers?

00:47:56.216 --> 00:47:59.090 align:middle line:84%
AUDIENCE: So from the
perspective of a game

00:47:59.090 --> 00:48:01.710 align:middle line:84%
designer or someone
who is really

00:48:01.710 --> 00:48:05.530 align:middle line:84%
trying to make this
business a business.

00:48:05.530 --> 00:48:07.140 align:middle line:84%
PROFESSOR: Or you
could be something

00:48:07.140 --> 00:48:08.752 align:middle line:84%
like a Hasbro, that's
just trying beat

00:48:08.752 --> 00:48:09.960 align:middle line:90%
other people to the business.

00:48:09.960 --> 00:48:13.900 align:middle line:84%
Or you can be something like
the independent Richie Branson,

00:48:13.900 --> 00:48:16.646 align:middle line:90%
trying to [INAUDIBLE].

00:48:16.646 --> 00:48:19.677 align:middle line:84%
AUDIENCE: I figure that will be
closer to people's hearts, too.

00:48:19.677 --> 00:48:21.510 align:middle line:84%
PROFESSOR: You have to
do a little research,

00:48:21.510 --> 00:48:24.410 align:middle line:84%
because we obviously haven't
covered a lot of them.

00:48:24.410 --> 00:48:27.070 align:middle line:84%
But it would be
interesting research.

00:48:27.070 --> 00:48:32.395 align:middle line:84%
That would fit in nicely with
the time period that John

00:48:32.395 --> 00:48:35.410 align:middle line:84%
was talking about,
the 20th century,

00:48:35.410 --> 00:48:38.510 align:middle line:84%
the mass productization
of America.

00:48:38.510 --> 00:48:42.950 align:middle line:84%
But also you probably
do need to limit that

00:48:42.950 --> 00:48:45.876 align:middle line:90%
to one country's industry.

00:48:45.876 --> 00:48:48.061 align:middle line:90%
America is probably easy to do.

00:48:48.061 --> 00:48:51.340 align:middle line:84%
It's a bit difficult to
look at the whole world.

00:48:51.340 --> 00:48:56.340 align:middle line:90%


00:48:56.340 --> 00:49:00.550 align:middle line:84%
[INAUDIBLE] The
rest of class today,

00:49:00.550 --> 00:49:02.940 align:middle line:84%
I know this group wants
to get back to the game,

00:49:02.940 --> 00:49:03.990 align:middle line:90%
you can do it.

00:49:03.990 --> 00:49:09.022 align:middle line:84%
But time for you to talk
around with your ideas.

00:49:09.022 --> 00:49:11.490 align:middle line:84%
TEACHING ASSISTANT:
Feel free to email

00:49:11.490 --> 00:49:15.685 align:middle line:84%
your ideas the game
design mailing list.

00:49:15.685 --> 00:49:17.810 align:middle line:84%
If you need to find other
people, we'll do another.

00:49:17.810 --> 00:49:20.351 align:middle line:84%
We will do this again at the
end of the day Wednesday, right?

00:49:20.351 --> 00:49:21.610 align:middle line:90%
PROFESSOR: Wednesday.

00:49:21.610 --> 00:49:23.292 align:middle line:84%
TEACHING ASSISTANT:
And then, teams

00:49:23.292 --> 00:49:24.750 align:middle line:84%
should be formed
by Monday, because

00:49:24.750 --> 00:49:29.146 align:middle line:84%
on Wednesday the 16th,
that's the first presentation

00:49:29.146 --> 00:49:30.270 align:middle line:90%
PROFESSOR: Yeah, the pitch.

00:49:30.270 --> 00:49:31.780 align:middle line:90%
TEACHING ASSISTANT: The pitch.

00:49:31.780 --> 00:49:33.690 align:middle line:84%
So for a reminder
about that, we want

00:49:33.690 --> 00:49:36.480 align:middle line:84%
to know about what primary
and secondary sources you're

00:49:36.480 --> 00:49:39.540 align:middle line:84%
using as your inspiration,
what kind of game you think you

00:49:39.540 --> 00:49:40.730 align:middle line:90%
might be making.

00:49:40.730 --> 00:49:43.220 align:middle line:84%
Nothing set in stone,
it's much more about,

00:49:43.220 --> 00:49:44.760 align:middle line:84%
give us a pitch of
why this thing--

00:49:44.760 --> 00:49:47.280 align:middle line:84%
this game idea is
interesting, and what

00:49:47.280 --> 00:49:50.250 align:middle line:84%
is the source of information
you using to make sure

00:49:50.250 --> 00:49:51.976 align:middle line:90%
that the game is realistic.

00:49:51.976 --> 00:49:55.510 align:middle line:84%
PROFESSOR: But let me make
sure that we get this April.

00:49:55.510 --> 00:49:59.106 align:middle line:84%
14th, no, April 16th is
when you do the pitch part.

00:49:59.106 --> 00:50:01.955 align:middle line:90%


00:50:01.955 --> 00:50:03.330 align:middle line:84%
On April 14th,
you should already

00:50:03.330 --> 00:50:05.389 align:middle line:84%
be able to talk a
little bit about,

00:50:05.389 --> 00:50:07.180 align:middle line:84%
this is the idea that
we want to work with.

00:50:07.180 --> 00:50:08.130 align:middle line:84%
These are the
people in my group,

00:50:08.130 --> 00:50:09.963 align:middle line:84%
these are some of the
sources of information

00:50:09.963 --> 00:50:13.560 align:middle line:84%
that we're looking at,
because we'll have guests,

00:50:13.560 --> 00:50:18.080 align:middle line:84%
and they will be able to give
you some feedback on that.

00:50:18.080 --> 00:50:22.430 align:middle line:84%
Both in the pitch and
in the guests we're

00:50:22.430 --> 00:50:27.400 align:middle line:84%
not actually so much grading you
on the quality of your pitch.

00:50:27.400 --> 00:50:30.330 align:middle line:84%
But we are going to
provide you feedback

00:50:30.330 --> 00:50:32.580 align:middle line:84%
on how you're pitching,
so that if you have

00:50:32.580 --> 00:50:37.230 align:middle line:84%
to do pitching in real life,
in your career after graduation

00:50:37.230 --> 00:50:41.410 align:middle line:84%
you can get some feedback
on how you present yourself.

00:50:41.410 --> 00:50:51.803 align:middle line:90%