WEBVTT

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PROFESSOR: We go
into a reading today.

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So this is an
interesting book that

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came out from something called
the New Games Movement, which

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I have mentioned a few times in
class but just as a reminder.

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I think it was
mostly in the 60's.

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How many of you kind
of got that vibe

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while you were reading this?

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But it's interesting because
it's written in this almost

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Hemminway-ish kind of
short little sentences--

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short little
declarative sentences

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about wellness, and
happiness, and getting along

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with the community
and stuff like that.

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But all of the
principles, at least

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in the chapter in
today's reading,

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aren't actually all
that different from what

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I've been teaching
all semester long

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regarding game design and
play testing, if it's your job

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to actually make a game.

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What Bernie DeKoven and some
of his other colleagues--

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has anyone heard of the
Whole Earth Catalog?

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Brant, was it?

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AUDIENCE: Brant, yeah.

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What was it?

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PROFESSOR: The
Whole Earth Catalog.

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AUDIENCE: That was the
thing with the parachute?

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PROFESSOR: Well, actually,
that's a New Game

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Movement in particular.

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Yeah.

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It's kind of the same community
of people who are just

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trying to find ways to--

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not only to find ways for people
to get along with each other,

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but also things like
[INAUDIBLE] where you're

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taking military equipment
and turning them

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into things that you play
with and stuff like that.

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So today's chapter
has a lot of stuff

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about how people who don't
necessarily see themselves

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as game makers can use
some of the practices

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that we've been talking about in
this class to basically change

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the way they play games
that they already play.

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And in the process of
that create new games.

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The New Games Movement--
there's actually

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a New Games Book that is
more about the kinds of games

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that you can play.

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It includes things
like parachute.

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If you've ever done
that game where there's

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two people back to back--
you're sitting back to back

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and then your job
is to stand up,

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I think without
using your hands.

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Is that right?

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Oh, you lock your arms.

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Yeah.

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Also that game where everyone
gets into a tight circle,

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reaches in, grabs somebody
else's hand and the whole job

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is to untangle it.

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You see that in schools a
lot nowadays, as well as

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games like parachute.

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And all that came from
this New Games Movement.

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Again, it's a reaction to wars
in Vietnam and, I guess, Korea.

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Am I getting my
chronology right?

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AUDIENCE: Yeah, Korea then 'Nam.

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PROFESSOR: Yeah, and just
trying to say, how do we

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learn how to play
with other people

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instead of fighting
other people?

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But there are a couple
of interesting ideas

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in here that I felt were kind
of unique to today's reading

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that we haven't necessarily
addressed in class.

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Did anything leap out
in Changing the Game?

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Yeah?

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AUDIENCE: He talked a lot
about borrowing rules.

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So taking something from
another game and kind

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of putting in your own.

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And making it your
own and getting you

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over the hump of having to make
up something completely new.

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PROFESSOR: Yeah, and it's kind
of funny because the example

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that you talked about--
it's kind of like borrowing

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the rule on the fly, like
from a different variant

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of the same game.

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But I think the same
principle can actually

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be applied to a much wider range
of things like safety rules.

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Like say you're playing a
game like tag or something

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like that, and you
haven't necessarily

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mapped out the
boundaries of your game,

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but the game that you've
played with your friends

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before decided that
one of the boundaries

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was going to be the edge
of that road, right?

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Nobody can run past that road.

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That's a fairly
sensible safety rule.

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It'd be easy enough to just
borrow a rule from that

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and just say, just like that
last game that we played,

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no one crosses that
road for safety reasons.

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Yeah?

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AUDIENCE: Another
one on this combat

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that's really, really confused
as far as where it comes from,

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especially when your
game isn't necessarily

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about the whole combat.

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Like nothing like just not
having to worry about how

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the combat actually works.

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We borrowed a few
different ones.

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Like we tried Risk,
we tried [INAUDIBLE].

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It's like, we
don't actually want

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to spend time on developing
a fair combat system,

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just trying stuff out.

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PROFESSOR: Sure.

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I mean, as game designers
you can certainly

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sort of be inspired by what
other people have done.

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And of course, again,
you're designing

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a game meant for
somebody else to play,

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where it's what Bernie
DeKoven is writing about.

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It's about changing a rule that
you're about to play or maybe

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even a possible play.

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[INAUDIBLE]

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AUDIENCE: I just
found it interesting

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how [INAUDIBLE] rules
that sort of help players

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play the game as
it is right now.

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And rules that actually
change the strategy

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that you have to [INAUDIBLE].

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PROFESSOR: Right.

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So there are rules that clarify
what it is that you can or you

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cannot do, right?

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And then there are rules
which he explicitly

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states as the definition
of a change game.

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It's one that requires you to
come up with a new strategy.

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So things like that safety
rule that I described earlier

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doesn't necessarily fit that.

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But it fulfills other purposes
like being able to play well,

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giving you the
feeling of wellness.

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I can't believe that
line, but it's great.

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But then there's also
rules like, we're

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going to change the game because
it's not challenging given

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the way it's currently played.

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Maybe the current set of
rules has a simple exploit

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that just leads to one
person winning all the time.

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Maybe someone is just way
more skilled at this game

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than somebody else or you're
playing with a five-year-old,

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something that like.

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And you want to
have some challenge,

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you want to keep some
challenge for the kid.

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But if you just stick
with the rules right now,

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the kid will be
endlessly challenged

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and will not ever
be able to win,

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and you're not being
challenged at all.

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That's where you give yourself--

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and he brings this up,
what's that the thing

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you introduce into the game
to be able to rebalance that?

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You should know it even
if you didn't read it.

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If you're playing
with somebody who

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is way less skilled than you,
you give yourself a handicap.

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Yeah.

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Yeah, so handicapping is a
really interesting concept

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regarding game balance.

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Because normally when we
think about game balance,

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it's all about how do
we think of the rules

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so that everybody is
kind of equally skilled,

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everyone kind of
has a fair chance

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of winning, a decent
chance-- maybe not exactly

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an even chance of winning,
but at least a fair chance

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of winning.

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But he's introducing the
concept of handicapping as a way

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to be able to reintroduce
challenge in the situation

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where players are not
equally skilled because

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of physical reasons,
because of expertise

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or familiarity with the
game, that sort of thing.

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So let me see, is that it?

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Anything else that people
remember from the reading?

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Again a lot of the stuff--

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there is an
interesting little bit

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that he talks about
cheating as a thing

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that players should be trying
to do if you are already

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in the mood to be
able to then suggest

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rule changes to the
rest of the community.

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And you should be finding
the loopholes, right.

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You should be trying
to figure out,

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given the current set of rules
that you're playing right now,

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what are the problems
with that set of rules

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and how do you improve on them?

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And the way how you figure
out whether these rules are

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important, or well
written, or problematic,

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is you try to break them.

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And then, if you break them,
then you realize that, oh OK,

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that rule was really necessary
in order for the game to play,

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but your attitude is,
I want to continue

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playing with all of you.

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Then you say, all right, we're
not going to do that anymore.

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I think it takes a tremendous
amount of trust among players

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to be able to accommodate that.

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I don't know how many people
actually play regularly

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in environments like that.

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AUDIENCE: Are you
saying that you

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should be trying to cheat to
show the rules [INAUDIBLE]?

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PROFESSOR: That you should be
trying to find the exploits.

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You should be trying to figure
out exactly how ironclad

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this rule actually is, right.

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Or whether this rule is a
good idea in the first place.

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AUDIENCE: By breaking the rules?

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PROFESSOR: By breaking them.

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It's very, very strange.

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It's a very, very
interesting suggestion.

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I can't recall of
a situation when

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I've been in a play
community, as he describes it,

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where there's enough trust to
be able to let people get away

00:09:48.730 --> 00:09:49.280 align:middle line:90%
with that.

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AUDIENCE: Honestly, I think
it's just less interesting.

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I think it's more interesting--

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I forget who said this--
this is like a quote that's

00:09:56.134 --> 00:09:59.310 align:middle line:84%
like, creatively actually
comes from constraints.

00:09:59.310 --> 00:10:01.460 align:middle line:84%
I think it's a lot more
interesting to actually try

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to find the broken strategy
in a game as it is.

00:10:06.990 --> 00:10:12.190 align:middle line:84%
PROFESSOR: OK, to find
the degenerate strategies

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within the rules as
supposed to figure out

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where the rules are broken.

00:10:15.434 --> 00:10:18.338 align:middle line:84%
AUDIENCE: So some
of them play the--

00:10:18.338 --> 00:10:20.758 align:middle line:84%
[INAUDIBLE] change
the rules [INAUDIBLE].

00:10:20.758 --> 00:10:24.146 align:middle line:84%
Sometimes when playing games
you're like, how do we--

00:10:24.146 --> 00:10:26.919 align:middle line:84%
but I feel like every time I've
done those with other people,

00:10:26.919 --> 00:10:28.502 align:middle line:84%
it's always been
important to everyone

00:10:28.502 --> 00:10:31.266 align:middle line:84%
that everyone knows what
the rules are [INAUDIBLE].

00:10:31.266 --> 00:10:32.890 align:middle line:84%
PROFESSOR: And that's
one thing that he

00:10:32.890 --> 00:10:34.830 align:middle line:90%
very, very clearly states.

00:10:34.830 --> 00:10:38.200 align:middle line:84%
It's like, you are
cheating publicly.

00:10:38.200 --> 00:10:41.334 align:middle line:84%
You are broadcasting the fact
that you are cheating, which

00:10:41.334 --> 00:10:43.750 align:middle line:84%
brings up the question, are
you really cheating or are you

00:10:43.750 --> 00:10:47.300 align:middle line:84%
just proposing a
rule change, right?

00:10:47.300 --> 00:10:49.180 align:middle line:84%
But the idea of
treating the rules

00:10:49.180 --> 00:10:51.280 align:middle line:84%
as something that could
be maleable, I think,

00:10:51.280 --> 00:10:52.840 align:middle line:90%
is what he's really getting at.

00:10:52.840 --> 00:10:54.490 align:middle line:84%
He doesn't fight to use
the word cheating, which

00:10:54.490 --> 00:10:56.615 align:middle line:84%
I'm not entirely sure
whether that's the right word

00:10:56.615 --> 00:10:57.454 align:middle line:90%
to describe it.

00:10:57.454 --> 00:11:00.130 align:middle line:84%
AUDIENCE: To me it seems
sort of similar to the phase

00:11:00.130 --> 00:11:05.310 align:middle line:84%
idea of [INAUDIBLE] what's
underneath the game.

00:11:05.310 --> 00:11:09.760 align:middle line:84%
So if you start breaking a rule
and you're doing it publicly

00:11:09.760 --> 00:11:11.710 align:middle line:84%
with the knowledge
of other people,

00:11:11.710 --> 00:11:13.460 align:middle line:84%
just to see what happens if
we start to break this rule,

00:11:13.460 --> 00:11:15.501 align:middle line:84%
I think you can get into
some interesting issues.

00:11:15.501 --> 00:11:19.407 align:middle line:84%
Like well, what
makes the game tick?

00:11:19.407 --> 00:11:21.990 align:middle line:84%
I don't know, I feel like a lot
of games I used play as a kid,

00:11:21.990 --> 00:11:23.807 align:middle line:90%
we would explicitly break rules.

00:11:23.807 --> 00:11:25.390 align:middle line:84%
We would know of the
rule of the game,

00:11:25.390 --> 00:11:27.413 align:middle line:84%
but we would choose to
either not play with it

00:11:27.413 --> 00:11:29.459 align:middle line:90%
or to just limit it.

00:11:29.459 --> 00:11:30.500 align:middle line:90%
This resource is limited.

00:11:30.500 --> 00:11:32.667 align:middle line:84%
Like well, you know, this
time when we play it it's

00:11:32.667 --> 00:11:33.400 align:middle line:90%
not going to be.

00:11:33.400 --> 00:11:34.566 align:middle line:90%
Let's just see what happens.

00:11:34.566 --> 00:11:35.560 align:middle line:90%
PROFESSOR: Right.

00:11:35.560 --> 00:11:39.059 align:middle line:84%
Yeah, and that's the attitude
that he is trying to encourage.

00:11:39.059 --> 00:11:41.674 align:middle line:84%
AUDIENCE: I feel like if you're
like, for whatever purpose

00:11:41.674 --> 00:11:43.490 align:middle line:84%
you're playing a game-- like
if you're playing to win

00:11:43.490 --> 00:11:45.486 align:middle line:84%
or if you're playing just
for fun or something,

00:11:45.486 --> 00:11:48.692 align:middle line:84%
players are too keen to change
the rules when they don't do

00:11:48.692 --> 00:11:50.052 align:middle line:90%
[INAUDIBLE].

00:11:50.052 --> 00:11:51.760 align:middle line:84%
PROFESSOR: Players
aren't or players are?

00:11:51.760 --> 00:11:53.253 align:middle line:90%
AUDIENCE: Players are.

00:11:53.253 --> 00:11:55.618 align:middle line:84%
Like if you're just
not very good at a game

00:11:55.618 --> 00:11:58.929 align:middle line:84%
or you run into some sort
of obstacle or strategy

00:11:58.929 --> 00:12:00.200 align:middle line:90%
that [INAUDIBLE] done that.

00:12:00.200 --> 00:12:03.470 align:middle line:84%
I think players, in general,
jump to changing the rules too

00:12:03.470 --> 00:12:03.970 align:middle line:90%
frequently.

00:12:03.970 --> 00:12:04.530 align:middle line:90%
PROFESSOR: Too frequently?

00:12:04.530 --> 00:12:05.155 align:middle line:90%
AUDIENCE: Yeah.

00:12:05.155 --> 00:12:09.650 align:middle line:84%
PROFESSOR: OK,
let's dig into that.

00:12:09.650 --> 00:12:12.160 align:middle line:90%
Why too frequently?

00:12:12.160 --> 00:12:14.170 align:middle line:84%
Why do you feel that
happens too often?

00:12:14.170 --> 00:12:15.902 align:middle line:84%
AUDIENCE: I'm thinking along
the lines of competitive games

00:12:15.902 --> 00:12:16.150 align:middle line:90%
here.

00:12:16.150 --> 00:12:18.496 align:middle line:84%
You just get tired of how
they have blame other people

00:12:18.496 --> 00:12:20.497 align:middle line:90%
besides themselves.

00:12:20.497 --> 00:12:21.080 align:middle line:90%
PROFESSOR: OK.

00:12:21.080 --> 00:12:23.040 align:middle line:90%
AUDIENCE: Just in general.

00:12:23.040 --> 00:12:25.240 align:middle line:84%
PROFESSOR: But what if
you were trying to change

00:12:25.240 --> 00:12:27.960 align:middle line:90%
the rules for other people?

00:12:27.960 --> 00:12:30.385 align:middle line:84%
AUDIENCE: Yeah, no, I think
that sort thing requires

00:12:30.385 --> 00:12:32.325 align:middle line:84%
a really in depth
understanding of all

00:12:32.325 --> 00:12:34.730 align:middle line:90%
the strategy [INAUDIBLE].

00:12:34.730 --> 00:12:40.690 align:middle line:84%
PROFESSOR: Well, say I'm in
a fighting game tournament

00:12:40.690 --> 00:12:44.910 align:middle line:84%
or something like that
where usually the rules are

00:12:44.910 --> 00:12:47.255 align:middle line:90%
pretty rigidly enforced, right?

00:12:47.255 --> 00:12:47.880 align:middle line:90%
AUDIENCE: Yeah.

00:12:47.880 --> 00:12:51.430 align:middle line:84%
PROFESSOR: But I'm not
like a top-level player.

00:12:51.430 --> 00:12:57.700 align:middle line:84%
I just happen to be on a real
winning streak among people

00:12:57.700 --> 00:13:05.450 align:middle line:84%
that I know and I don't seem
to be able to lose right now.

00:13:05.450 --> 00:13:10.120 align:middle line:84%
So I think what Bernie
is talking about

00:13:10.120 --> 00:13:13.390 align:middle line:84%
is describing a situation
where, especially if you

00:13:13.390 --> 00:13:15.880 align:middle line:84%
are that person who seems
to be on a winning streak,

00:13:15.880 --> 00:13:18.100 align:middle line:84%
you might want to suggest
a rule change to be

00:13:18.100 --> 00:13:21.910 align:middle line:84%
able to bring the challenge
back to you, right.

00:13:21.910 --> 00:13:25.355 align:middle line:84%
I've seen players do this
specifically in our kids

00:13:25.355 --> 00:13:27.730 align:middle line:84%
where it's like, I'm going to
pick the character that I'm

00:13:27.730 --> 00:13:29.620 align:middle line:84%
crappiest at
because I can't seem

00:13:29.620 --> 00:13:31.630 align:middle line:84%
to be able to lose by
playing the characters

00:13:31.630 --> 00:13:34.590 align:middle line:90%
that I'm actually good at.

00:13:34.590 --> 00:13:38.190 align:middle line:84%
That's [INAUDIBLE] very
interesting for me.

00:13:38.190 --> 00:13:47.035 align:middle line:84%
AUDIENCE: I mean, [INAUDIBLE]
rule changes to [INAUDIBLE]

00:13:47.035 --> 00:13:48.191 align:middle line:90%
I'm calling it cheating.

00:13:48.191 --> 00:13:48.857 align:middle line:90%
PROFESSOR: Yeah.

00:13:48.857 --> 00:13:51.273 align:middle line:84%
AUDIENCE: Because to me cheating
implies that you are not.

00:13:51.273 --> 00:13:53.885 align:middle line:84%
Me changing the rules and
everyone agrees on the rules

00:13:53.885 --> 00:13:55.705 align:middle line:84%
and how the rules
change, and it's not.

00:13:55.705 --> 00:13:57.060 align:middle line:90%
Then you have changed the rules.

00:13:57.060 --> 00:13:58.857 align:middle line:84%
You are now playing by a
different set of rules.

00:13:58.857 --> 00:14:01.481 align:middle line:84%
If you play by those, you're
not cheating because you're not

00:14:01.481 --> 00:14:02.174 align:middle line:90%
playing by the original.

00:14:02.174 --> 00:14:03.791 align:middle line:84%
I feel like cheating
is anything where

00:14:03.791 --> 00:14:06.940 align:middle line:84%
you are breaking the set of
rules that was agreed upon.

00:14:06.940 --> 00:14:10.270 align:middle line:84%
PROFESSOR: Well,
cheating also, I think,

00:14:10.270 --> 00:14:13.167 align:middle line:84%
has a certain assumption
that everybody else is not

00:14:13.167 --> 00:14:14.250 align:middle line:90%
breaking the rules, right.

00:14:14.250 --> 00:14:16.583 align:middle line:84%
No one is playing with a
different set of rules but you.

00:14:16.583 --> 00:14:18.760 align:middle line:90%
All but the cheat.

00:14:18.760 --> 00:14:20.440 align:middle line:84%
In fact, a lot of
cheats only work

00:14:20.440 --> 00:14:22.800 align:middle line:84%
if everyone else sticks
to the rules as written

00:14:22.800 --> 00:14:24.560 align:middle line:84%
and then you're the
only one cheating.

00:14:24.560 --> 00:14:27.570 align:middle line:84%
So again, I think he's trying
to get across the attitude

00:14:27.570 --> 00:14:30.029 align:middle line:84%
but used the wrong word for it
by describing it as cheating

00:14:30.029 --> 00:14:31.528 align:middle line:84%
AUDIENCE: You brought
up the example

00:14:31.528 --> 00:14:34.570 align:middle line:84%
of fighting games and picking
a character that you're not

00:14:34.570 --> 00:14:36.518 align:middle line:90%
very good at.

00:14:36.518 --> 00:14:38.860 align:middle line:84%
That's not even a rule
change, in my opinion.

00:14:38.860 --> 00:14:40.620 align:middle line:90%
PROFESSOR: That's true.

00:14:40.620 --> 00:14:42.430 align:middle line:90%
Well, yeah, I guess.

00:14:42.430 --> 00:14:45.370 align:middle line:84%
I'm trying to think of
the implicit-- maybe not

00:14:45.370 --> 00:14:47.740 align:middle line:84%
a rule change, but it's
more like a values change

00:14:47.740 --> 00:14:49.633 align:middle line:84%
that you should be
playing to win, right.

00:14:49.633 --> 00:14:51.560 align:middle line:84%
AUDIENCE: You can make a rule
that, OK, normally everyone

00:14:51.560 --> 00:14:53.460 align:middle line:84%
can choose whatever
character they want,

00:14:53.460 --> 00:14:54.922 align:middle line:84%
but yours is always
better than us

00:14:54.922 --> 00:14:56.765 align:middle line:84%
so that when you play
in our play group,

00:14:56.765 --> 00:14:57.807 align:middle line:90%
I choose your character.

00:14:57.807 --> 00:14:58.640 align:middle line:90%
PROFESSOR: Oh, yeah.

00:14:58.640 --> 00:15:01.284 align:middle line:84%
You get to choose my character
or something like that.

00:15:01.284 --> 00:15:02.950 align:middle line:84%
You tell me who you
want to play against

00:15:02.950 --> 00:15:05.640 align:middle line:84%
and I'll try my best
to play that game.

00:15:05.640 --> 00:15:08.129 align:middle line:84%
Let's start in with Miguel
and then over to Laura.

00:15:08.129 --> 00:15:08.628 align:middle line:90%
Yeah?

00:15:08.628 --> 00:15:10.770 align:middle line:84%
AUDIENCE: So, one thing
I wanted to bring up

00:15:10.770 --> 00:15:14.764 align:middle line:84%
was so you think
if one person isn't

00:15:14.764 --> 00:15:18.424 align:middle line:84%
being challenged enough then
they can start experimenting.

00:15:18.424 --> 00:15:22.328 align:middle line:84%
But in my experience
it more often happens

00:15:22.328 --> 00:15:25.744 align:middle line:84%
when the entire group is not
being challenged anymore.

00:15:25.744 --> 00:15:29.160 align:middle line:84%
In the sense of, you two
just played Catan three times

00:15:29.160 --> 00:15:31.112 align:middle line:90%
over the last few days.

00:15:31.112 --> 00:15:34.040 align:middle line:84%
And she was kind
of tired of Catan.

00:15:34.040 --> 00:15:36.414 align:middle line:84%
You're kind of ready
to do something else,

00:15:36.414 --> 00:15:38.710 align:middle line:84%
but you don't have a different
board game [INAUDIBLE]

00:15:38.710 --> 00:15:40.164 align:middle line:90%
or something.

00:15:40.164 --> 00:15:41.830 align:middle line:84%
PROFESSOR: So then
make a variant, sure.

00:15:41.830 --> 00:15:43.330 align:middle line:84%
AUDIENCE: --different
variants up.

00:15:43.330 --> 00:15:46.330 align:middle line:84%
And it's like everyone is trying
to increase the challenge,

00:15:46.330 --> 00:15:49.396 align:middle line:84%
not because it's
not challenging.

00:15:49.396 --> 00:15:52.628 align:middle line:84%
There's still [INAUDIBLE]
who is going win

00:15:52.628 --> 00:15:54.268 align:middle line:84%
and you all sit down
and start playing.

00:15:54.268 --> 00:15:57.220 align:middle line:84%
But it's not challenging in the
sense that it's not engaging

00:15:57.220 --> 00:15:58.100 align:middle line:90%
and not interesting.

00:15:58.100 --> 00:16:00.350 align:middle line:84%
PROFESSOR: I think the reason
why it's easier to do it

00:16:00.350 --> 00:16:04.310 align:middle line:84%
when there's a lot of people
finding a game uninteresting

00:16:04.310 --> 00:16:06.170 align:middle line:84%
is because it's easier
to get a consensus

00:16:06.170 --> 00:16:09.770 align:middle line:84%
to be able to enforce a
change of the rules, right.

00:16:09.770 --> 00:16:13.536 align:middle line:90%
It's a lot harder to say--

00:16:13.536 --> 00:16:15.410 align:middle line:84%
say I'm 12 and I'm
playing with a whole bunch

00:16:15.410 --> 00:16:17.076 align:middle line:84%
of other 12-year-olds,
and there happens

00:16:17.076 --> 00:16:19.700 align:middle line:84%
to be a 9-year-old in the
group and we're playing

00:16:19.700 --> 00:16:21.440 align:middle line:90%
soccer or something like that.

00:16:21.440 --> 00:16:24.200 align:middle line:84%
It's harder for
anyone to convince

00:16:24.200 --> 00:16:27.780 align:middle line:84%
the rest of the 12-year-olds to
take it easy on a 9-year-old.

00:16:27.780 --> 00:16:31.950 align:middle line:84%
Like, all right, what if
we give an extra player

00:16:31.950 --> 00:16:33.994 align:middle line:84%
on the 9-year-old team
or something like that.

00:16:33.994 --> 00:16:36.730 align:middle line:90%


00:16:36.730 --> 00:16:39.500 align:middle line:84%
Not to say it
can't be done and I

00:16:39.500 --> 00:16:41.540 align:middle line:84%
think that's what Bernie
DeKoven is saying,

00:16:41.540 --> 00:16:45.070 align:middle line:84%
no you should be able to
do that sort of thing.

00:16:45.070 --> 00:16:48.000 align:middle line:84%
And it kind of makes the game
more interesting for everybody,

00:16:48.000 --> 00:16:50.105 align:middle line:84%
not just for the person
who is having a hard time.

00:16:50.105 --> 00:16:51.730 align:middle line:84%
It makes the game
more interesting even

00:16:51.730 --> 00:16:54.740 align:middle line:84%
for the people who have an
advantage because now it

00:16:54.740 --> 00:16:56.780 align:middle line:90%
makes it a big--

00:16:56.780 --> 00:17:00.140 align:middle line:84%
more of a fight, I guess,
for them to be able to win.

00:17:00.140 --> 00:17:00.640 align:middle line:90%
Laura?

00:17:00.640 --> 00:17:02.785 align:middle line:84%
AUDIENCE: Well, I
think the other issue

00:17:02.785 --> 00:17:07.570 align:middle line:84%
I have with the word cheating in
describing changing the rules--

00:17:07.570 --> 00:17:10.540 align:middle line:84%
and less so against for
individual players--

00:17:10.540 --> 00:17:12.272 align:middle line:84%
I know, for example,
there are games

00:17:12.272 --> 00:17:14.692 align:middle line:84%
that I've played since I was
really little where it wasn't

00:17:14.692 --> 00:17:16.150 align:middle line:84%
really intentional
that we were not

00:17:16.150 --> 00:17:17.965 align:middle line:90%
playing by the original rules.

00:17:17.965 --> 00:17:20.440 align:middle line:84%
It's just that when
I was seven and I

00:17:20.440 --> 00:17:24.400 align:middle line:84%
learned how to play Monopoly
or Clue or some really

00:17:24.400 --> 00:17:26.329 align:middle line:84%
generic board game
that I learned

00:17:26.329 --> 00:17:27.370 align:middle line:90%
when I was really little.

00:17:27.370 --> 00:17:29.845 align:middle line:84%
I did not sit
through all the rules

00:17:29.845 --> 00:17:34.295 align:middle line:84%
or I thought I knew the rules
and didn't really remember

00:17:34.295 --> 00:17:34.795 align:middle line:90%
them.

00:17:34.795 --> 00:17:37.270 align:middle line:84%
And so you had a change in
the rules unintentionally.

00:17:37.270 --> 00:17:39.447 align:middle line:84%
And I think that's a
very different category.

00:17:39.447 --> 00:17:40.655 align:middle line:90%
PROFESSOR: Yeah, house rules.

00:17:40.655 --> 00:17:43.470 align:middle line:84%
AUDIENCE: Your house rules
become so much different.

00:17:43.470 --> 00:17:45.470 align:middle line:84%
Even if you play
with other people

00:17:45.470 --> 00:17:48.470 align:middle line:84%
and you're kind of all playing
by your own house rules,

00:17:48.470 --> 00:17:49.929 align:middle line:90%
it doesn't really feel like--

00:17:49.929 --> 00:17:51.470 align:middle line:84%
I wouldn't always
call that cheating.

00:17:51.470 --> 00:17:52.970 align:middle line:84%
It's not because
you're not trying

00:17:52.970 --> 00:17:54.534 align:middle line:84%
to play by the
correct-- what you

00:17:54.534 --> 00:17:55.700 align:middle line:90%
think are the correct rules.

00:17:55.700 --> 00:17:57.300 align:middle line:84%
PROFESSOR: And more importantly,
everybody in the room's

00:17:57.300 --> 00:17:58.702 align:middle line:90%
agreed to that set of--

00:17:58.702 --> 00:17:59.910 align:middle line:90%
this new set of rules, right.

00:17:59.910 --> 00:18:02.670 align:middle line:84%
So cheating is again
not a great word

00:18:02.670 --> 00:18:04.390 align:middle line:90%
to be able to describe that.

00:18:04.390 --> 00:18:07.890 align:middle line:84%
AUDIENCE: I feel like when
you're modifying rules

00:18:07.890 --> 00:18:10.265 align:middle line:84%
there's a few different
ways to do it.

00:18:10.265 --> 00:18:12.740 align:middle line:84%
Sometimes you just add
a little to a game.

00:18:12.740 --> 00:18:17.820 align:middle line:84%
You're just like, it's
not interesting enough,

00:18:17.820 --> 00:18:21.312 align:middle line:84%
make up some initial variants to
make it sort more [INAUDIBLE].

00:18:21.312 --> 00:18:31.728 align:middle line:84%
And other times if you're doing
it it's [INAUDIBLE] Catan with

00:18:31.728 --> 00:18:39.664 align:middle line:84%
friends there, we [INAUDIBLE]
because it's really overpowered

00:18:39.664 --> 00:18:41.152 align:middle line:90%
if you just--

00:18:41.152 --> 00:18:44.128 align:middle line:84%
it's really overpowered
strategy [INAUDIBLE].

00:18:44.128 --> 00:18:47.600 align:middle line:90%


00:18:47.600 --> 00:18:56.528 align:middle line:84%
Some groups a lot
more [INAUDIBLE]

00:18:56.528 --> 00:19:03.472 align:middle line:84%
overpowered strategy [INAUDIBLE]
after playing twice we've

00:19:03.472 --> 00:19:07.700 align:middle line:84%
[INAUDIBLE] one beater in
there [INAUDIBLE] because he's

00:19:07.700 --> 00:19:09.176 align:middle line:90%
ridiculously over powered.

00:19:09.176 --> 00:19:17.786 align:middle line:84%
And so [INAUDIBLE] different
levels of [INAUDIBLE] They

00:19:17.786 --> 00:19:20.978 align:middle line:84%
see things and there's
experimenting [INAUDIBLE]

00:19:20.978 --> 00:19:22.936 align:middle line:84%
PROFESSOR: I think in
the end, Bernie DeKoven's

00:19:22.936 --> 00:19:27.390 align:middle line:84%
kind of coming from, you should
be free to challenge authority.

00:19:27.390 --> 00:19:29.010 align:middle line:84%
That's kind of like
the implicit thing

00:19:29.010 --> 00:19:31.198 align:middle line:84%
that you get from the
whole catalog as well.

00:19:31.198 --> 00:19:32.906 align:middle line:84%
AUDIENCE: Going back
to what Nathan said,

00:19:32.906 --> 00:19:36.025 align:middle line:90%
people are sometimes too keen.

00:19:36.025 --> 00:19:38.316 align:middle line:84%
For example, something might
seem initially overpowered

00:19:38.316 --> 00:19:40.440 align:middle line:84%
but then you play
it, you might be

00:19:40.440 --> 00:19:42.320 align:middle line:84%
after the first game,
everybody's just

00:19:42.320 --> 00:19:44.340 align:middle line:84%
like, oh yeah, it's broken,
might as well just change it,

00:19:44.340 --> 00:19:44.460 align:middle line:90%
right.

00:19:44.460 --> 00:19:47.085 align:middle line:84%
Whereas, if you'd played another
game, you might have realized,

00:19:47.085 --> 00:19:49.530 align:middle line:84%
oh wait, you can actually
counter this by just doing X.

00:19:49.530 --> 00:19:51.904 align:middle line:84%
PROFESSOR: So actually a really
interesting counterpoint,

00:19:51.904 --> 00:19:54.730 align:middle line:84%
which is not part of our
reading is Dave Sirlin who

00:19:54.730 --> 00:19:57.500 align:middle line:84%
is a MIT alum,
actually, who wrote

00:19:57.500 --> 00:19:59.100 align:middle line:90%
a book called Playing to Win.

00:19:59.100 --> 00:20:01.710 align:middle line:84%
This is not part of
our class reading

00:20:01.710 --> 00:20:04.720 align:middle line:84%
but he will definitely
back that up, right.

00:20:04.720 --> 00:20:07.170 align:middle line:84%
His is like, no it's
everyone's responsibility

00:20:07.170 --> 00:20:11.005 align:middle line:84%
to play as hard as they
can because you have an--

00:20:11.005 --> 00:20:12.630 align:middle line:84%
especially for certain
kinds of games--

00:20:12.630 --> 00:20:14.004 align:middle line:84%
you haven't
discovered everything

00:20:14.004 --> 00:20:16.980 align:middle line:84%
that your game
systems capable of.

00:20:16.980 --> 00:20:19.200 align:middle line:84%
And if somebody can beat
you playing that same game

00:20:19.200 --> 00:20:21.150 align:middle line:84%
with the same set of
rules, then clearly it's

00:20:21.150 --> 00:20:26.160 align:middle line:84%
possible to beat that player
or at least get up to the point

00:20:26.160 --> 00:20:29.190 align:middle line:90%
where they are equally skilled.

00:20:29.190 --> 00:20:31.940 align:middle line:84%
So now there's a whole bunch
of game design philosophy

00:20:31.940 --> 00:20:34.400 align:middle line:90%
to come out of that as well.

00:20:34.400 --> 00:20:35.610 align:middle line:90%
And I believe we played--

00:20:35.610 --> 00:20:37.710 align:middle line:84%
did we play Yomi in
this class before?

00:20:37.710 --> 00:20:38.610 align:middle line:90%
AUDIENCE: We used to.

00:20:38.610 --> 00:20:39.526 align:middle line:90%
PROFESSOR: We used to?

00:20:39.526 --> 00:20:40.110 align:middle line:90%
Yeah, OK.

00:20:40.110 --> 00:20:43.999 align:middle line:84%
There's actually an
iPad version of it now.

00:20:43.999 --> 00:20:45.540 align:middle line:84%
It's definitely not
an iPhone version

00:20:45.540 --> 00:20:50.476 align:middle line:84%
because it's way too much text
to fit on an iPhone screen.

00:20:50.476 --> 00:20:53.160 align:middle line:90%
But Yomi is a game that--

00:20:53.160 --> 00:20:56.340 align:middle line:84%
it's a card game version of
basically a Street Fighter

00:20:56.340 --> 00:20:58.050 align:middle line:90%
type fighting game.

00:20:58.050 --> 00:21:02.054 align:middle line:84%
And it's all about anticipating
what the other player is going

00:21:02.054 --> 00:21:03.720 align:middle line:84%
to do and if you
manage to get it right,

00:21:03.720 --> 00:21:05.553 align:middle line:84%
you can build up your
combos and everything.

00:21:05.553 --> 00:21:10.680 align:middle line:84%
But the whole idea of everything
that Davie Sirlin's worked on,

00:21:10.680 --> 00:21:15.530 align:middle line:84%
I believe he did a remix version
of a Street Fighter, which was

00:21:15.530 --> 00:21:16.640 align:middle line:90%
[INAUDIBLE].

00:21:16.640 --> 00:21:20.310 align:middle line:90%
Yeah, the HD remix versions.

00:21:20.310 --> 00:21:23.520 align:middle line:84%
The whole idea of
everything that he

00:21:23.520 --> 00:21:25.620 align:middle line:84%
wrote about it and
everything that he makes

00:21:25.620 --> 00:21:28.500 align:middle line:84%
is that these kinds
of competitive games

00:21:28.500 --> 00:21:30.690 align:middle line:84%
really should be more
about, how do you challenge

00:21:30.690 --> 00:21:32.380 align:middle line:90%
yourself to improve better?

00:21:32.380 --> 00:21:35.850 align:middle line:84%
And it's a lot less about
the community around you.

00:21:35.850 --> 00:21:39.960 align:middle line:84%
It's a lot more about
you and the game system.

00:21:39.960 --> 00:21:42.180 align:middle line:84%
So you are submitting
yourself willingly

00:21:42.180 --> 00:21:46.590 align:middle line:84%
to the authority of the game
system, which of course, game

00:21:46.590 --> 00:21:48.630 align:middle line:90%
designers create.

00:21:48.630 --> 00:21:53.340 align:middle line:84%
And then if there's anything
that you should be challenging,

00:21:53.340 --> 00:21:54.990 align:middle line:84%
you should be
challenging your ability

00:21:54.990 --> 00:21:56.941 align:middle line:84%
to be able to rise to
the occasion, right.

00:21:56.941 --> 00:21:59.190 align:middle line:84%
AUDIENCE: Everyone should
be doing [INAUDIBLE], right.

00:21:59.190 --> 00:22:01.468 align:middle line:84%
If that person's arguing
that, they're not

00:22:01.468 --> 00:22:02.676 align:middle line:90%
giving you a good experience.

00:22:02.676 --> 00:22:03.513 align:middle line:90%
They're letting you down.

00:22:03.513 --> 00:22:04.221 align:middle line:90%
PROFESSOR: Right.

00:22:04.221 --> 00:22:06.630 align:middle line:84%
They're not fighting
as hard as they can.

00:22:06.630 --> 00:22:08.790 align:middle line:84%
And even Bernie
describes this, right.

00:22:08.790 --> 00:22:15.060 align:middle line:84%
The whole idea is what
happens if you give somebody

00:22:15.060 --> 00:22:16.410 align:middle line:90%
a chance to--

00:22:16.410 --> 00:22:18.900 align:middle line:84%
it's like, I could have
played this game optimally

00:22:18.900 --> 00:22:22.310 align:middle line:84%
because I know this game
so well and have beaten you

00:22:22.310 --> 00:22:23.340 align:middle line:90%
into the ground.

00:22:23.340 --> 00:22:25.530 align:middle line:90%
But I'm just going to--

00:22:25.530 --> 00:22:27.690 align:middle line:84%
instead of handicapping
myself, which

00:22:27.690 --> 00:22:30.000 align:middle line:84%
is a sort of public
declaration that this

00:22:30.000 --> 00:22:31.740 align:middle line:84%
is how I'm going to
be doing it, I'm just

00:22:31.740 --> 00:22:33.590 align:middle line:90%
not going to play optimally.

00:22:33.590 --> 00:22:37.300 align:middle line:84%
Then I think both Dave Sirlin
and Bernie DeKoven are actually

00:22:37.300 --> 00:22:37.890 align:middle line:90%
in agreement.

00:22:37.890 --> 00:22:39.280 align:middle line:90%
This is not a good way to play.

00:22:39.280 --> 00:22:42.090 align:middle line:90%


00:22:42.090 --> 00:22:45.210 align:middle line:84%
Because the person who is
getting the benefit of that

00:22:45.210 --> 00:22:49.380 align:middle line:84%
feels cheated of
experience as well.

00:22:49.380 --> 00:22:52.412 align:middle line:90%
Did I see?

00:22:52.412 --> 00:22:54.703 align:middle line:84%
AUDIENCE: I think I need to
clarify that oftentimes you

00:22:54.703 --> 00:22:58.434 align:middle line:90%
can use [INAUDIBLE].

00:22:58.434 --> 00:23:01.416 align:middle line:84%
So in a game with really
defined strategies,

00:23:01.416 --> 00:23:05.964 align:middle line:84%
you could sort of be
going for some strategy

00:23:05.964 --> 00:23:08.910 align:middle line:84%
that you believe to be sort
of optimal because you wanted

00:23:08.910 --> 00:23:11.350 align:middle line:84%
[INAUDIBLE] other players
that you were like--

00:23:11.350 --> 00:23:14.580 align:middle line:84%
and it could be,
be and you sort of

00:23:14.580 --> 00:23:16.963 align:middle line:84%
are [INAUDIBLE] along
the lines of, oh you

00:23:16.963 --> 00:23:19.380 align:middle line:84%
[INAUDIBLE] possibilities
of the game in there.

00:23:19.380 --> 00:23:22.580 align:middle line:84%
So you can just try hard
and you can do that.

00:23:22.580 --> 00:23:25.320 align:middle line:84%
I think you're actually
working toward that purpose

00:23:25.320 --> 00:23:26.570 align:middle line:90%
if you do something like--

00:23:26.570 --> 00:23:28.820 align:middle line:84%
you're not going to try a
strategy that's totally bad,

00:23:28.820 --> 00:23:30.650 align:middle line:90%
but who knows.

00:23:30.650 --> 00:23:33.840 align:middle line:84%
PROFESSOR: You know, I do
that a lot and I always

00:23:33.840 --> 00:23:36.090 align:middle line:84%
feel compelled to
publicly declare

00:23:36.090 --> 00:23:38.160 align:middle line:90%
that this is what I'm doing.

00:23:38.160 --> 00:23:40.230 align:middle line:84%
I think because I
don't want anyone

00:23:40.230 --> 00:23:42.480 align:middle line:90%
to think that I'm stupid.

00:23:42.480 --> 00:23:46.652 align:middle line:84%
I really do something
bad [INAUDIBLE]

00:23:46.652 --> 00:23:49.820 align:middle line:84%
AUDIENCE: A lot of times
when I play a board game,

00:23:49.820 --> 00:23:52.590 align:middle line:84%
I play with people were really,
really good at understanding

00:23:52.590 --> 00:23:55.560 align:middle line:90%
and making board games, too.

00:23:55.560 --> 00:23:58.980 align:middle line:84%
If I think that something
might be an interesting way

00:23:58.980 --> 00:24:00.730 align:middle line:84%
to play that game,
I'll say it out

00:24:00.730 --> 00:24:03.600 align:middle line:84%
and then it become
more of a cooperative,

00:24:03.600 --> 00:24:04.767 align:middle line:90%
how could this strategy be--

00:24:04.767 --> 00:24:06.058 align:middle line:90%
PROFESSOR: Let's play this out.

00:24:06.058 --> 00:24:07.660 align:middle line:90%
Let's see what happens, right.

00:24:07.660 --> 00:24:09.120 align:middle line:84%
A learning experience
for everyone.

00:24:09.120 --> 00:24:11.075 align:middle line:84%
AUDIENCE: Well, what would
you have done from my shoes?

00:24:11.075 --> 00:24:12.264 align:middle line:84%
It's like at this point we're
not even playing to win,

00:24:12.264 --> 00:24:13.763 align:middle line:84%
we're playing to
develop a strategy.

00:24:13.763 --> 00:24:14.780 align:middle line:90%
PROFESSOR: Yeah.

00:24:14.780 --> 00:24:18.330 align:middle line:84%
AUDIENCE: Yeah, I was
thinking [INAUDIBLE]

00:24:18.330 --> 00:24:21.042 align:middle line:84%
you're not necessarily playing
to maximize your fun right now.

00:24:21.042 --> 00:24:24.970 align:middle line:84%
You're playing to explore
[INAUDIBLE] the game has.

00:24:24.970 --> 00:24:29.326 align:middle line:84%
And maybe find a bigger
strategical future later on,

00:24:29.326 --> 00:24:31.900 align:middle line:90%
I guess.

00:24:31.900 --> 00:24:34.930 align:middle line:84%
PROFESSOR: And I think that's
in keeping with what Bernie

00:24:34.930 --> 00:24:38.520 align:middle line:90%
has tried to write about.

00:24:38.520 --> 00:24:41.040 align:middle line:84%
He ends up the chapter
by talking about how

00:24:41.040 --> 00:24:42.030 align:middle line:90%
you are scoring, right.

00:24:42.030 --> 00:24:46.660 align:middle line:84%
How you're deciding
what a win is.

00:24:46.660 --> 00:24:48.810 align:middle line:84%
And in this particular
case, it's a situation

00:24:48.810 --> 00:24:51.130 align:middle line:84%
that we're describing,
a win is learning

00:24:51.130 --> 00:24:54.790 align:middle line:84%
how a new, untested strategy
is going to play out.

00:24:54.790 --> 00:24:59.610 align:middle line:84%
It becomes less about who is
the individual who's actually

00:24:59.610 --> 00:25:02.670 align:middle line:84%
winning and more about, are
we getting something new

00:25:02.670 --> 00:25:04.650 align:middle line:84%
from our understanding
of this game?

00:25:04.650 --> 00:25:09.960 align:middle line:84%
Which can be really
entertaining.

00:25:09.960 --> 00:25:13.410 align:middle line:84%
Whereas I think Dave Sirlin,
not quite so willing to let that

00:25:13.410 --> 00:25:15.157 align:middle line:90%
go.

00:25:15.157 --> 00:25:17.240 align:middle line:84%
He's a little bit more
adamant that, no you should

00:25:17.240 --> 00:25:20.280 align:middle line:84%
be winning based on the
definition of the rule set,

00:25:20.280 --> 00:25:23.220 align:middle line:84%
not based on something
like extra community

00:25:23.220 --> 00:25:24.169 align:middle line:90%
arrived position.

00:25:24.169 --> 00:25:25.710 align:middle line:84%
And Bernie DeKoven
is trying to fight

00:25:25.710 --> 00:25:29.100 align:middle line:84%
for, no community determines
when the conditions are fine.

00:25:29.100 --> 00:25:32.612 align:middle line:84%
In fact, there are many good
reasons for you to go for that.

00:25:32.612 --> 00:25:34.929 align:middle line:90%


00:25:34.929 --> 00:25:35.970 align:middle line:90%
Different points of view.

00:25:35.970 --> 00:25:39.233 align:middle line:84%
I'm not saying that anyone
is [INAUDIBLE] about that.

00:25:39.233 --> 00:25:40.774 align:middle line:84%
AUDIENCE: I mean,
I think if you want

00:25:40.774 --> 00:25:44.034 align:middle line:84%
to maximize-- like in the long
term-- your chances of winning

00:25:44.034 --> 00:25:45.230 align:middle line:90%
has to be [INAUDIBLE].

00:25:45.230 --> 00:25:46.480 align:middle line:90%
PROFESSOR: Oh yes, absolutely.

00:25:46.480 --> 00:25:48.500 align:middle line:90%
Yeah, I will agree.

00:25:48.500 --> 00:25:51.590 align:middle line:84%
If you're a professional
player who is in a team,

00:25:51.590 --> 00:25:53.340 align:middle line:84%
you are probably
going to be working

00:25:53.340 --> 00:25:54.940 align:middle line:84%
with your teammates
a lot of times--

00:25:54.940 --> 00:25:57.230 align:middle line:84%
not to determine who
is better at the game,

00:25:57.230 --> 00:25:59.889 align:middle line:84%
but to try to make everybody
else play better, right?

00:25:59.889 --> 00:26:01.680 align:middle line:84%
And there's just two
different perspectives

00:26:01.680 --> 00:26:03.320 align:middle line:90%
on how you arrive at that.

00:26:03.320 --> 00:26:06.780 align:middle line:84%
One is to always
play as hard as you

00:26:06.780 --> 00:26:10.590 align:middle line:84%
can so that everyone has to
sort of rise to the occasion.

00:26:10.590 --> 00:26:12.070 align:middle line:90%
And the other way is just--

00:26:12.070 --> 00:26:13.920 align:middle line:84%
no, it's OK to do
things like experiment.

00:26:13.920 --> 00:26:16.200 align:middle line:84%
It's OK to do things
like handicaps.

00:26:16.200 --> 00:26:17.610 align:middle line:90%
It's OK to do things like--

00:26:17.610 --> 00:26:19.100 align:middle line:90%
I'm just going to play--

00:26:19.100 --> 00:26:21.890 align:middle line:84%
I was just playing
a game recently

00:26:21.890 --> 00:26:24.090 align:middle line:84%
where like I'm going to
do a sub-optimal strategy

00:26:24.090 --> 00:26:26.160 align:middle line:84%
on purpose, just to see
whether my opponent's

00:26:26.160 --> 00:26:27.930 align:middle line:90%
capable of fighting it off.

00:26:27.930 --> 00:26:29.830 align:middle line:90%
Because it's just ridiculous.

00:26:29.830 --> 00:26:32.877 align:middle line:84%
So yeah-- I had fun even
though I didn't win.

00:26:32.877 --> 00:26:35.580 align:middle line:90%


00:26:35.580 --> 00:26:39.760 align:middle line:84%
So today I was thinking of
going through three games.

00:26:39.760 --> 00:26:40.857 align:middle line:90%
But what time is it now?

00:26:40.857 --> 00:26:41.440 align:middle line:90%
AUDIENCE: 3:00

00:26:41.440 --> 00:26:42.050 align:middle line:90%
PROFESSOR: It's almost 3:00?

00:26:42.050 --> 00:26:43.841 align:middle line:84%
OK, so I think we're
going to do two games.

00:26:43.841 --> 00:26:47.215 align:middle line:84%
I'm going to very quickly
have a discussion about what

00:26:47.215 --> 00:26:48.840 align:middle line:84%
are all the different
versions of Mafia

00:26:48.840 --> 00:26:49.990 align:middle line:90%
that people have played.

00:26:49.990 --> 00:26:52.406 align:middle line:84%
How many of you have played a
version of Mafia or Werewolf

00:26:52.406 --> 00:26:53.780 align:middle line:90%
or something like that?

00:26:53.780 --> 00:26:54.280 align:middle line:90%
No?

00:26:54.280 --> 00:26:54.910 align:middle line:90%
Everybody?

00:26:54.910 --> 00:26:55.430 align:middle line:90%
OK.

00:26:55.430 --> 00:27:00.360 align:middle line:84%
All right, let me quickly
give a description.

00:27:00.360 --> 00:27:04.080 align:middle line:84%
The general framework of these
games everybody gets a card,

00:27:04.080 --> 00:27:06.000 align:middle line:90%
and the card gives you a role.

00:27:06.000 --> 00:27:08.970 align:middle line:84%
These are usually just
regular playing cards where--

00:27:08.970 --> 00:27:12.180 align:middle line:84%
one version that
I have played is

00:27:12.180 --> 00:27:16.110 align:middle line:84%
that if you have a king or
queen or a jack of clubs,

00:27:16.110 --> 00:27:17.300 align:middle line:90%
you are mafia.

00:27:17.300 --> 00:27:18.870 align:middle line:84%
And it's your job
to kill everybody

00:27:18.870 --> 00:27:21.940 align:middle line:84%
else who didn't receive a
king, queen, or jack of clubs.

00:27:21.940 --> 00:27:24.610 align:middle line:90%


00:27:24.610 --> 00:27:27.450 align:middle line:84%
And then everybody
else is a villager

00:27:27.450 --> 00:27:31.350 align:middle line:84%
whose job is to figure out
who are the mafia players.

00:27:31.350 --> 00:27:37.410 align:middle line:84%
So everyone closes their
eyes and open their eyes

00:27:37.410 --> 00:27:40.260 align:middle line:84%
based on the cues of a person
who is like a moderator.

00:27:40.260 --> 00:27:44.400 align:middle line:84%
If I ran the game here in
class, I would be the moderator.

00:27:44.400 --> 00:27:48.490 align:middle line:84%
And I'd say like, nighttime,
everyone closes their eyes.

00:27:48.490 --> 00:27:50.100 align:middle line:90%
Mafia awakes.

00:27:50.100 --> 00:27:53.509 align:middle line:84%
And then the mafia
do not say anything,

00:27:53.509 --> 00:27:56.050 align:middle line:84%
but they can communicate with
things like gestures and moving

00:27:56.050 --> 00:27:56.940 align:middle line:90%
their head.

00:27:56.940 --> 00:28:00.600 align:middle line:84%
And they're basically sort of
using body language to vote

00:28:00.600 --> 00:28:03.310 align:middle line:90%
on who dies that night--

00:28:03.310 --> 00:28:05.720 align:middle line:84%
usually by nodding,
or by pointing,

00:28:05.720 --> 00:28:07.270 align:middle line:90%
or something like that.

00:28:07.270 --> 00:28:09.160 align:middle line:84%
And then everyone
closes their eyes.

00:28:09.160 --> 00:28:11.690 align:middle line:90%
The moderator declares who dies.

00:28:11.690 --> 00:28:15.090 align:middle line:84%
Everyone opens their eyes
again, and that person

00:28:15.090 --> 00:28:17.270 align:middle line:90%
reveals their card.

00:28:17.270 --> 00:28:21.990 align:middle line:84%
And that shows whether
they were mafia or not.

00:28:21.990 --> 00:28:25.590 align:middle line:84%
And the whole idea is
that in between rounds

00:28:25.590 --> 00:28:27.390 align:middle line:90%
everyone speaks freely.

00:28:27.390 --> 00:28:29.710 align:middle line:84%
And so there are accusations
that are flying around,

00:28:29.710 --> 00:28:34.080 align:middle line:84%
and suspicions, and
exchanging of very, very

00:28:34.080 --> 00:28:36.090 align:middle line:84%
tangential evidence--
like, I thought

00:28:36.090 --> 00:28:38.130 align:middle line:90%
I heard rustling over there.

00:28:38.130 --> 00:28:40.254 align:middle line:90%
You know, and it's like--

00:28:40.254 --> 00:28:42.420 align:middle line:84%
you know, that could be the
mafia person just trying

00:28:42.420 --> 00:28:43.544 align:middle line:90%
to throw you off the track.

00:28:43.544 --> 00:28:46.030 align:middle line:84%
That could be somebody who
is actually the villager.

00:28:46.030 --> 00:28:49.740 align:middle line:84%
Only the mafia know
for sure who is who.

00:28:49.740 --> 00:28:51.670 align:middle line:84%
And then there are
other hidden roles.

00:28:51.670 --> 00:28:54.300 align:middle line:84%
So what are some other
variants that you've played?

00:28:54.300 --> 00:28:55.262 align:middle line:90%
Yeah?

00:28:55.262 --> 00:28:56.705 align:middle line:90%
[INAUDIBLE]

00:28:56.705 --> 00:28:59.102 align:middle line:84%
AUDIENCE: So I've played
where the card doesn't

00:28:59.102 --> 00:29:00.585 align:middle line:90%
get revealed when you die.

00:29:00.585 --> 00:29:01.746 align:middle line:90%
PROFESSOR: Oh, yeah?

00:29:01.746 --> 00:29:03.937 align:middle line:84%
AUDIENCE: And one
particular other thing

00:29:03.937 --> 00:29:07.700 align:middle line:84%
that-- like all sorts of
different roles, as well.

00:29:07.700 --> 00:29:12.960 align:middle line:84%
And the voting mechanic
for who gets killed--

00:29:12.960 --> 00:29:18.514 align:middle line:84%
so I've seen it played
where people decide

00:29:18.514 --> 00:29:20.630 align:middle line:90%
when the discussion is over.

00:29:20.630 --> 00:29:21.810 align:middle line:90%
And then they little vote.

00:29:21.810 --> 00:29:24.018 align:middle line:84%
And then the person who has
the majority gets killed.

00:29:24.018 --> 00:29:25.425 align:middle line:84%
PROFESSOR: They
vote by printing?

00:29:25.425 --> 00:29:26.050 align:middle line:90%
AUDIENCE: Yeah.

00:29:26.050 --> 00:29:26.954 align:middle line:90%
PROFESSOR: Yeah.

00:29:26.954 --> 00:29:28.620 align:middle line:84%
AUDIENCE: But the way
that I always play

00:29:28.620 --> 00:29:32.150 align:middle line:84%
is that all it takes
for someone on the block

00:29:32.150 --> 00:29:33.625 align:middle line:84%
is to have someone
say, I'm putting

00:29:33.625 --> 00:29:35.500 align:middle line:84%
that person on the block,
and another persons

00:29:35.500 --> 00:29:37.420 align:middle line:90%
says "seconded".

00:29:37.420 --> 00:29:40.025 align:middle line:84%
And at that point,
until a vote happens,

00:29:40.025 --> 00:29:41.650 align:middle line:84%
you can't put anyone
else on the block.

00:29:41.650 --> 00:29:42.774 align:middle line:90%
PROFESSOR: Oh, interesting.

00:29:42.774 --> 00:29:45.654 align:middle line:84%
AUDIENCE: So either everyone
will vote and will say, OK,

00:29:45.654 --> 00:29:47.320 align:middle line:84%
this person-- and a
majority will result

00:29:47.320 --> 00:29:52.510 align:middle line:84%
in a kill, at which point
it's night instantly--

00:29:52.510 --> 00:29:54.810 align:middle line:90%
and that's that day.

00:29:54.810 --> 00:29:58.654 align:middle line:84%
Or they fail to
kill that person,

00:29:58.654 --> 00:30:01.150 align:middle line:84%
and then people can feel free
to like put up more people--

00:30:01.150 --> 00:30:04.040 align:middle line:84%
like to just point out another
person which they like--

00:30:04.040 --> 00:30:05.237 align:middle line:90%
no, I'm like [INAUDIBLE].

00:30:05.237 --> 00:30:06.570 align:middle line:90%
PROFESSOR: You had your hand up.

00:30:06.570 --> 00:30:08.140 align:middle line:84%
AUDIENCE: The two
most basic roles,

00:30:08.140 --> 00:30:11.554 align:middle line:84%
in addition to like mafia
and villager-- that I've

00:30:11.554 --> 00:30:14.220 align:middle line:84%
seen in pretty much every game--
is the medic and the detective.

00:30:14.220 --> 00:30:16.880 align:middle line:84%
The medic, every night,
gets to point at someone,

00:30:16.880 --> 00:30:19.450 align:middle line:84%
and if the mafia were
trying to hit that person,

00:30:19.450 --> 00:30:22.695 align:middle line:90%
that person stays alive.

00:30:22.695 --> 00:30:26.020 align:middle line:84%
The detective, every night, gets
to basically point at someone

00:30:26.020 --> 00:30:27.354 align:middle line:90%
while everyone else is sleeping.

00:30:27.354 --> 00:30:29.853 align:middle line:84%
And the moderator will either
nod his head saying, yes, he's

00:30:29.853 --> 00:30:30.910 align:middle line:90%
mafia or no he's not.

00:30:30.910 --> 00:30:34.896 align:middle line:90%


00:30:34.896 --> 00:30:37.342 align:middle line:84%
AUDIENCE: So I have sort
of a variant of Mafia

00:30:37.342 --> 00:30:46.514 align:middle line:84%
that's at MIT, mostly
[INAUDIBLE] called Live Action

00:30:46.514 --> 00:30:47.810 align:middle line:90%
Mafia.

00:30:47.810 --> 00:30:50.510 align:middle line:84%
And the way this
works is one day

00:30:50.510 --> 00:30:52.200 align:middle line:84%
is one day-- so
like often there's

00:30:52.200 --> 00:30:54.790 align:middle line:84%
[INAUDIBLE] where like
mafia lasts one [INAUDIBLE].

00:30:54.790 --> 00:30:58.850 align:middle line:84%
But in this version, the mafia
can kill someone once per day

00:30:58.850 --> 00:31:01.690 align:middle line:84%
by tapping them on the
shoulder and saying bang.

00:31:01.690 --> 00:31:03.970 align:middle line:84%
And essentially,
because you obviously--

00:31:03.970 --> 00:31:05.680 align:middle line:84%
like in this game,
you couldn't do this.

00:31:05.680 --> 00:31:07.130 align:middle line:84%
If you're mafia, you
couldn't kill someone

00:31:07.130 --> 00:31:08.524 align:middle line:90%
in front of other Mafia players.

00:31:08.524 --> 00:31:10.076 align:middle line:84%
Because then they will
see you kill that person,

00:31:10.076 --> 00:31:12.201 align:middle line:84%
and will tell everyone that
you killed that person.

00:31:12.201 --> 00:31:14.500 align:middle line:84%
And then you'll
be lynched for it.

00:31:14.500 --> 00:31:17.700 align:middle line:90%
It's an [INAUDIBLE] game of--

00:31:17.700 --> 00:31:21.160 align:middle line:84%
often times you try
to figure it as like--

00:31:21.160 --> 00:31:23.474 align:middle line:84%
people like
[INAUDIBLE] so they get

00:31:23.474 --> 00:31:25.140 align:middle line:84%
friends to lie for
them about where they

00:31:25.140 --> 00:31:27.160 align:middle line:90%
were in that location there.

00:31:27.160 --> 00:31:30.100 align:middle line:84%
In one of the games
recently there,

00:31:30.100 --> 00:31:32.780 align:middle line:84%
someone said, oh, I
was working on my lab

00:31:32.780 --> 00:31:35.010 align:middle line:90%
until like 4:30 or something.

00:31:35.010 --> 00:31:36.926 align:middle line:84%
And then someone found
out who the partner was

00:31:36.926 --> 00:31:38.301 align:middle line:84%
in that lab,
emailed the partner,

00:31:38.301 --> 00:31:41.190 align:middle line:84%
and the partner said
they got out at 4:00.

00:31:41.190 --> 00:31:42.970 align:middle line:90%
And this kill was at 4:15.

00:31:42.970 --> 00:31:45.810 align:middle line:90%
That person was lynched.

00:31:45.810 --> 00:31:51.070 align:middle line:84%
And so there are a number
of special rules and powers,

00:31:51.070 --> 00:31:52.970 align:middle line:84%
but like [INAUDIBLE]
the game, where

00:31:52.970 --> 00:31:55.410 align:middle line:84%
the focus is on actually
like figuring where

00:31:55.410 --> 00:31:57.198 align:middle line:90%
people were like [INAUDIBLE].

00:31:57.198 --> 00:32:01.082 align:middle line:90%


00:32:01.082 --> 00:32:02.540 align:middle line:84%
PROFESSOR: One
thing that I think--

00:32:02.540 --> 00:32:05.800 align:middle line:84%
one reason why that works
well on the MIT campus

00:32:05.800 --> 00:32:08.960 align:middle line:84%
is because it's a fairly
small campus compared

00:32:08.960 --> 00:32:11.780 align:middle line:84%
to other university campuses,
even in Massachusetts.

00:32:11.780 --> 00:32:13.887 align:middle line:84%
And even when you're
off campus, you

00:32:13.887 --> 00:32:18.230 align:middle line:84%
are often in close proximity
to a lot of other MIT people.

00:32:18.230 --> 00:32:21.100 align:middle line:84%
Do people know who else
is playing in this game--

00:32:21.100 --> 00:32:24.610 align:middle line:90%
in a round of Live Action Mafia?

00:32:24.610 --> 00:32:26.426 align:middle line:90%
Do you know who [INAUDIBLE]?

00:32:26.426 --> 00:32:28.050 align:middle line:84%
AUDIENCE: Occasionally
there are some--

00:32:28.050 --> 00:32:31.770 align:middle line:90%
there are like [INAUDIBLE].

00:32:31.770 --> 00:32:32.824 align:middle line:90%
Like most of it's random.

00:32:32.824 --> 00:32:34.210 align:middle line:90%
There's people in campus.

00:32:34.210 --> 00:32:36.922 align:middle line:84%
There's always people
playing at-- there's

00:32:36.922 --> 00:32:38.997 align:middle line:84%
a fraternity across
the river in Brookline.

00:32:38.997 --> 00:32:40.190 align:middle line:90%
They're [INAUDIBLE].

00:32:40.190 --> 00:32:42.687 align:middle line:84%
And so it's when a
kill happens there,

00:32:42.687 --> 00:32:44.770 align:middle line:84%
and so immediately everyone's
trying to figure out

00:32:44.770 --> 00:32:47.700 align:middle line:90%
who was on the MIT campus.

00:32:47.700 --> 00:32:49.670 align:middle line:84%
[INAUDIBLE] people
are trying figure out

00:32:49.670 --> 00:32:52.484 align:middle line:84%
who couldn't have gotten
back there in time.

00:32:52.484 --> 00:32:53.192 align:middle line:90%
PROFESSOR: Right.

00:32:53.192 --> 00:32:56.640 align:middle line:84%
That's nice because it helps
you do the detective work.

00:32:56.640 --> 00:32:58.350 align:middle line:84%
AUDIENCE: I used to
play, but I'm not

00:32:58.350 --> 00:33:00.620 align:middle line:84%
friends with like a lot of
people who are in the game.

00:33:00.620 --> 00:33:02.120 align:middle line:84%
I just had a couple
of friends going

00:33:02.120 --> 00:33:03.400 align:middle line:90%
who always invited me to play.

00:33:03.400 --> 00:33:05.401 align:middle line:84%
And so I usually get
lynched pretty quickly,

00:33:05.401 --> 00:33:07.900 align:middle line:84%
because because they'd just be
like, we don't know this kid.

00:33:07.900 --> 00:33:10.592 align:middle line:90%
So long.

00:33:10.592 --> 00:33:13.030 align:middle line:84%
AUDIENCE: My biggest problem
with Mafia is like even just

00:33:13.030 --> 00:33:17.740 align:middle line:84%
the like the table [INAUDIBLE]
like there's like no--

00:33:17.740 --> 00:33:19.740 align:middle line:84%
AUDIENCE: [INAUDIBLE]
Mafia, if you don't know--

00:33:19.740 --> 00:33:20.540 align:middle line:90%
AUDIENCE: Yeah.

00:33:20.540 --> 00:33:22.339 align:middle line:84%
AUDIENCE: And so
like what will end up

00:33:22.339 --> 00:33:24.380 align:middle line:84%
happening based on the
first round it like, John,

00:33:24.380 --> 00:33:25.450 align:middle line:90%
you look suspicious.

00:33:25.450 --> 00:33:26.820 align:middle line:90%
I think John's mafia.

00:33:26.820 --> 00:33:27.970 align:middle line:90%
Everyone vote yes.

00:33:27.970 --> 00:33:30.104 align:middle line:84%
And then everyone
votes yes, and he dies.

00:33:30.104 --> 00:33:32.970 align:middle line:84%
And he's sitting there
like, I'm sorry, what?

00:33:32.970 --> 00:33:33.691 align:middle line:90%
PROFESSOR: Yeah.

00:33:33.691 --> 00:33:34.190 align:middle line:90%
That's--

00:33:34.190 --> 00:33:38.410 align:middle line:84%
AUDIENCE: That's kind of
how the game [INAUDIBLE]

00:33:38.410 --> 00:33:39.565 align:middle line:90%
PROFESSOR: Sorry?

00:33:39.565 --> 00:33:40.440 align:middle line:90%
AUDIENCE: I had more.

00:33:40.440 --> 00:33:42.800 align:middle line:90%
AUDIENCE: Oh, sorry.

00:33:42.800 --> 00:33:44.884 align:middle line:84%
AUDIENCE: I was going
to say that a couple

00:33:44.884 --> 00:33:46.550 align:middle line:84%
of interesting variants
I've played with

00:33:46.550 --> 00:33:50.410 align:middle line:84%
are like where you have things
like the fool, where his job is

00:33:50.410 --> 00:33:55.720 align:middle line:84%
to try and get killed as
Mafia, or an innocent, where

00:33:55.720 --> 00:33:57.970 align:middle line:84%
if the town
accidentally kills them,

00:33:57.970 --> 00:33:59.770 align:middle line:84%
then they just like
automatically lose,

00:33:59.770 --> 00:34:01.572 align:middle line:90%
and things like that.

00:34:01.572 --> 00:34:03.530 align:middle line:84%
AUDIENCE: I think the
most confusing variant is

00:34:03.530 --> 00:34:08.510 align:middle line:84%
the [INAUDIBLE] where they
have the mafia, the medic,

00:34:08.510 --> 00:34:10.867 align:middle line:84%
the detective-- then
they also have, I think,

00:34:10.867 --> 00:34:13.200 align:middle line:84%
the serial killer, who is
supposed to be the last person

00:34:13.200 --> 00:34:17.104 align:middle line:84%
standing, and then
the arsonist--

00:34:17.104 --> 00:34:19.670 align:middle line:90%
I can't remember his goal.

00:34:19.670 --> 00:34:24.528 align:middle line:84%
Then there was a transporter
who could switch targets.

00:34:24.528 --> 00:34:26.494 align:middle line:84%
You know, like if the
mafia picks one person,

00:34:26.494 --> 00:34:28.927 align:middle line:84%
and the transporter
hasn't been picked,

00:34:28.927 --> 00:34:31.800 align:middle line:84%
that other person can
switch the mafia's turn.

00:34:31.800 --> 00:34:38.230 align:middle line:84%
And then there was a seer
who can talk to dead people.

00:34:38.230 --> 00:34:41.730 align:middle line:84%
PROFESSOR: Who
specifies the roles?

00:34:41.730 --> 00:34:44.520 align:middle line:84%
Is it just like a stable set
of rules on an online server?

00:34:44.520 --> 00:34:48.073 align:middle line:84%
Or is it like every round
has this set of check boxes?

00:34:48.073 --> 00:34:50.659 align:middle line:84%
AUDIENCE: I think
that how it works

00:34:50.659 --> 00:34:53.240 align:middle line:84%
is that you choose what
type of game that you want.

00:34:53.240 --> 00:34:54.212 align:middle line:90%
PROFESSOR: Oh, I see.

00:34:54.212 --> 00:34:56.271 align:middle line:84%
So you're setting up a
little lobby for this--

00:34:56.271 --> 00:34:56.770 align:middle line:90%
OK.

00:34:56.770 --> 00:34:57.270 align:middle line:90%
I see.

00:34:57.270 --> 00:34:57.950 align:middle line:90%
OK.

00:34:57.950 --> 00:35:00.450 align:middle line:84%
AUDIENCE: One of the funny ones
that I played-- like there's

00:35:00.450 --> 00:35:03.170 align:middle line:90%
one that was called Epic Mafia.

00:35:03.170 --> 00:35:07.151 align:middle line:84%
It's actually like imbalance,
but it's still fun.

00:35:07.151 --> 00:35:10.310 align:middle line:90%
It's a crazy cop, who always--

00:35:10.310 --> 00:35:12.980 align:middle line:84%
so there's basically
three cops and a mafia.

00:35:12.980 --> 00:35:14.790 align:middle line:84%
And the cops don't know
which cop they are.

00:35:14.790 --> 00:35:17.123 align:middle line:84%
There's a crazy cop who always
gets everything inverted.

00:35:17.123 --> 00:35:18.270 align:middle line:90%
There's a regular cop.

00:35:18.270 --> 00:35:22.230 align:middle line:84%
And then there's a cop who
like always sees everything

00:35:22.230 --> 00:35:25.604 align:middle line:84%
as truthful, or always
sees everything innocent

00:35:25.604 --> 00:35:26.520 align:middle line:90%
or everything as not--

00:35:26.520 --> 00:35:28.810 align:middle line:90%
I don't remember which.

00:35:28.810 --> 00:35:31.420 align:middle line:84%
It's actually really unfair
for the mafia [INAUDIBLE]

00:35:31.420 --> 00:35:32.710 align:middle line:84%
where you just like
say, this is what I got.

00:35:32.710 --> 00:35:35.190 align:middle line:84%
And then someone dies, and then
you say this is what I got.

00:35:35.190 --> 00:35:36.565 align:middle line:84%
And then, basically,
you can just

00:35:36.565 --> 00:35:38.240 align:middle line:90%
piece together who is lying.

00:35:38.240 --> 00:35:40.839 align:middle line:90%
But it's interesting.

00:35:40.839 --> 00:35:42.610 align:middle line:90%
PROFESSOR: [INAUDIBLE]

00:35:42.610 --> 00:35:44.450 align:middle line:84%
AUDIENCE: Yeah, I
was going to say.

00:35:44.450 --> 00:35:46.830 align:middle line:84%
[INAUDIBLE] the
game before that.

00:35:46.830 --> 00:35:48.720 align:middle line:84%
There's a game where
someone will swap God

00:35:48.720 --> 00:35:50.866 align:middle line:90%
with one of the players.

00:35:50.866 --> 00:35:54.313 align:middle line:84%
And decided to allow
this to proceed.

00:35:54.313 --> 00:35:55.312 align:middle line:90%
AUDIENCE: Wait, hold on.

00:35:55.312 --> 00:35:57.096 align:middle line:90%
AUDIENCE: Did God [INAUDIBLE]?

00:35:57.096 --> 00:35:59.089 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:35:59.089 --> 00:35:59.630 align:middle line:90%
PROFESSOR: OK

00:35:59.630 --> 00:36:01.190 align:middle line:84%
AUDIENCE: So this person
role-swaps God with one

00:36:01.190 --> 00:36:02.230 align:middle line:90%
of the players.

00:36:02.230 --> 00:36:03.960 align:middle line:90%
PROFESSOR: Oh, OK.

00:36:03.960 --> 00:36:06.232 align:middle line:84%
AUDIENCE: And so the God's
role became a villager.

00:36:06.232 --> 00:36:08.690 align:middle line:84%
The moderator became-- it was
like the moderator's role was

00:36:08.690 --> 00:36:10.940 align:middle line:84%
now a villager, and like one
of the random villagers--

00:36:10.940 --> 00:36:12.110 align:middle line:90%
they were all just now God.

00:36:12.110 --> 00:36:13.580 align:middle line:90%
PROFESSOR: OK.

00:36:13.580 --> 00:36:16.846 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:36:16.846 --> 00:36:18.070 align:middle line:90%
AUDIENCE: They're like--

00:36:18.070 --> 00:36:18.750 align:middle line:90%
Yes.

00:36:18.750 --> 00:36:21.020 align:middle line:84%
And they're like this
person who has now

00:36:21.020 --> 00:36:22.790 align:middle line:84%
the new God made a bet
with the player who

00:36:22.790 --> 00:36:24.498 align:middle line:84%
was the head of the
mafia that they could

00:36:24.498 --> 00:36:25.884 align:middle line:90%
live until the end of game.

00:36:25.884 --> 00:36:27.800 align:middle line:84%
And after it's money,
like 10 different people

00:36:27.800 --> 00:36:28.425 align:middle line:90%
won this thing.

00:36:28.425 --> 00:36:32.420 align:middle line:90%


00:36:32.420 --> 00:36:39.520 align:middle line:84%
AUDIENCE: So the different
aggregates of roles

00:36:39.520 --> 00:36:41.740 align:middle line:90%
happen more or less--

00:36:41.740 --> 00:36:45.390 align:middle line:84%
not by accident, but
it's not like someone--

00:36:45.390 --> 00:36:47.740 align:middle line:84%
it's not like there
are standards.

00:36:47.740 --> 00:36:50.820 align:middle line:84%
It's like you get together
with the group that's playing,

00:36:50.820 --> 00:36:51.810 align:middle line:84%
and then you decide
what goals there are.

00:36:51.810 --> 00:36:54.143 align:middle line:84%
Or someone is like, oh, I
thought about this beforehand,

00:36:54.143 --> 00:36:57.500 align:middle line:84%
and I have some set up I
think would be really cool.

00:36:57.500 --> 00:36:59.780 align:middle line:84%
So my brother once put
together a set up like that,

00:36:59.780 --> 00:37:05.950 align:middle line:90%
which had I believe 17 people--

00:37:05.950 --> 00:37:09.426 align:middle line:84%
three of which vanilla
villagers with--

00:37:09.426 --> 00:37:13.930 align:middle line:84%
I'm not sure whether it was
four or five different sides.

00:37:13.930 --> 00:37:15.130 align:middle line:90%
PROFESSOR: Factions.

00:37:15.130 --> 00:37:17.100 align:middle line:84%
AUDIENCE: So there's like four
or five different factions.

00:37:17.100 --> 00:37:18.940 align:middle line:84%
So they were just playing
like-- there's like mafia,

00:37:18.940 --> 00:37:20.280 align:middle line:84%
and then there's
like werewolves,

00:37:20.280 --> 00:37:21.655 align:middle line:84%
which are identical
to the mafia,

00:37:21.655 --> 00:37:23.660 align:middle line:90%
and also get a kill at night.

00:37:23.660 --> 00:37:26.100 align:middle line:84%
And then there's the serial
killer, who's bulletproof,

00:37:26.100 --> 00:37:29.130 align:middle line:90%
so he can't get killed at night.

00:37:29.130 --> 00:37:31.570 align:middle line:84%
And he was also a
separate faction

00:37:31.570 --> 00:37:33.169 align:middle line:90%
trying to kill everyone else.

00:37:33.169 --> 00:37:34.710 align:middle line:84%
And then there's
the vigilante, who's

00:37:34.710 --> 00:37:39.430 align:middle line:84%
like a good guy who also
gets a kill at night.

00:37:39.430 --> 00:37:41.950 align:middle line:84%
And so this game,
it was actually,

00:37:41.950 --> 00:37:43.680 align:middle line:90%
surprisingly, very good.

00:37:43.680 --> 00:37:47.565 align:middle line:84%
Because everyone
basically had a role,

00:37:47.565 --> 00:37:49.640 align:middle line:84%
so no one was
unhappy about that.

00:37:49.640 --> 00:37:52.090 align:middle line:84%
And everyone more
or less tried--

00:37:52.090 --> 00:37:54.766 align:middle line:84%
and the game is quick, because
even though it's 17 people,

00:37:54.766 --> 00:37:56.224 align:middle line:84%
you've got like
four or five people

00:37:56.224 --> 00:37:58.420 align:middle line:84%
dying every round for the
first couple of rounds.

00:37:58.420 --> 00:38:01.350 align:middle line:90%


00:38:01.350 --> 00:38:04.670 align:middle line:84%
PROFESSOR: I'm trying to
figure out why there are so

00:38:04.670 --> 00:38:07.260 align:middle line:90%
many variants on Mafia.

00:38:07.260 --> 00:38:13.890 align:middle line:84%
There's something about Mafia or
Werewolf-- or any of the names

00:38:13.890 --> 00:38:16.170 align:middle line:84%
that people use-- that
seems to lend itself

00:38:16.170 --> 00:38:20.110 align:middle line:84%
to people coming up with new
variants and then adopting it.

00:38:20.110 --> 00:38:21.840 align:middle line:84%
I mean, clearly it
makes sense for--

00:38:21.840 --> 00:38:24.300 align:middle line:84%
you need to be able to have
a large group of people

00:38:24.300 --> 00:38:26.106 align:middle line:84%
agree on the roles
before it starts.

00:38:26.106 --> 00:38:28.320 align:middle line:84%
So I'm not so
confused about that.

00:38:28.320 --> 00:38:29.644 align:middle line:90%
I'm wondering why Mafia--

00:38:29.644 --> 00:38:32.145 align:middle line:84%
AUDIENCE: I think, one, it's
really fast to play through,

00:38:32.145 --> 00:38:34.490 align:middle line:84%
which makes it very
easy to playtest.

00:38:34.490 --> 00:38:38.730 align:middle line:84%
And then, two, it's also just
really, really easy to extend.

00:38:38.730 --> 00:38:40.230 align:middle line:84%
You could always
make your own role,

00:38:40.230 --> 00:38:41.860 align:middle line:90%
but you honestly don't need to.

00:38:41.860 --> 00:38:43.890 align:middle line:84%
There's at least a
hundred different roles.

00:38:43.890 --> 00:38:46.070 align:middle line:84%
You could just like
eenie-meenie-miney-mo and like

00:38:46.070 --> 00:38:47.233 align:middle line:90%
aggregate into a game.

00:38:47.233 --> 00:38:49.601 align:middle line:90%
PROFESSOR: All right.

00:38:49.601 --> 00:38:51.389 align:middle line:84%
AUDIENCE: I was going
to say that it's

00:38:51.389 --> 00:38:56.112 align:middle line:84%
sort of boring for the
villagers that they're just

00:38:56.112 --> 00:38:57.560 align:middle line:90%
getting kicked out one by one.

00:38:57.560 --> 00:38:59.260 align:middle line:84%
PROFESSOR: So there's
a flaw in the game

00:38:59.260 --> 00:39:02.045 align:middle line:84%
that every one of these variants
is trying to address, which

00:39:02.045 --> 00:39:03.961 align:middle line:84%
is making things a little
bit more interesting

00:39:03.961 --> 00:39:05.690 align:middle line:90%
for the poor villagers.

00:39:05.690 --> 00:39:09.770 align:middle line:90%
And that's, I think--

00:39:09.770 --> 00:39:12.890 align:middle line:84%
the fact that it's very clear
that all the rules are just

00:39:12.890 --> 00:39:16.060 align:middle line:84%
imposed by the
people in the room--

00:39:16.060 --> 00:39:19.220 align:middle line:84%
definitely that's a Mafia
tournament as far as I know.

00:39:19.220 --> 00:39:21.270 align:middle line:84%
I guess we could have
Mafia tournaments spring up

00:39:21.270 --> 00:39:23.810 align:middle line:84%
in the middle of conventions
and stuff like that.

00:39:23.810 --> 00:39:26.510 align:middle line:84%
But they don't seem
to last very long.

00:39:26.510 --> 00:39:30.020 align:middle line:84%
It's hard to imagine
a version of Mafia

00:39:30.020 --> 00:39:33.230 align:middle line:84%
where you are in direct
contact with the person who

00:39:33.230 --> 00:39:35.100 align:middle line:84%
established the
rules for the round

00:39:35.100 --> 00:39:36.350 align:middle line:90%
that you're playing right now.

00:39:36.350 --> 00:39:39.480 align:middle line:84%
So it's very easy to
just think that there's

00:39:39.480 --> 00:39:42.010 align:middle line:90%
no canonical set of rules.

00:39:42.010 --> 00:39:45.010 align:middle line:84%
AUDIENCE: I was just
reminded of some things.

00:39:45.010 --> 00:39:47.900 align:middle line:84%
There was one time
where there was

00:39:47.900 --> 00:39:55.770 align:middle line:84%
a game of Mafia where God failed
to give out any Mafia cards.

00:39:55.770 --> 00:39:56.532 align:middle line:90%
PROFESSOR: Oh.

00:39:56.532 --> 00:39:59.065 align:middle line:84%
AUDIENCE: Like, he cheated,
as far as that goes.

00:39:59.065 --> 00:40:00.940 align:middle line:84%
And so god chose someone
to kill every night,

00:40:00.940 --> 00:40:04.080 align:middle line:84%
and pretended that
there was a mafia doing.

00:40:04.080 --> 00:40:08.717 align:middle line:84%
And so the group started as
probably around 12 people.

00:40:08.717 --> 00:40:10.842 align:middle line:84%
And at around five people,
they were like, OK, this

00:40:10.842 --> 00:40:14.704 align:middle line:84%
is impossible-- as in,
the previous [INAUDIBLE]

00:40:14.704 --> 00:40:16.620 align:middle line:84%
they were like, OK, if
this happens then blah.

00:40:16.620 --> 00:40:18.338 align:middle line:90%
And if this happens, then blah.

00:40:18.338 --> 00:40:20.796 align:middle line:84%
And then they killed someone,
and that person was innocent,

00:40:20.796 --> 00:40:23.550 align:middle line:84%
even though they had
to be guilty in order

00:40:23.550 --> 00:40:25.830 align:middle line:90%
for it to make sense.

00:40:25.830 --> 00:40:27.380 align:middle line:84%
But they were like,
what's going on?

00:40:27.380 --> 00:40:27.719 align:middle line:90%
PROFESSOR: I don't know.

00:40:27.719 --> 00:40:29.844 align:middle line:84%
I think that's the sort of
cheating that we'll need

00:40:29.844 --> 00:40:31.380 align:middle line:90%
to go to actually describing.

00:40:31.380 --> 00:40:33.370 align:middle line:84%
Maybe we should try
that once in a while.

00:40:33.370 --> 00:40:36.217 align:middle line:84%
AUDIENCE: You know, they were
like pretty mad at the person.

00:40:36.217 --> 00:40:37.258 align:middle line:90%
PROFESSOR: I can imagine.

00:40:37.258 --> 00:40:38.005 align:middle line:90%
I can imagine.

00:40:38.005 --> 00:40:38.899 align:middle line:90%
Yeah, yeah.

00:40:38.899 --> 00:40:41.133 align:middle line:84%
Maybe that's the
counter argument.

00:40:41.133 --> 00:40:42.550 align:middle line:84%
AUDIENCE: You are
never god again.

00:40:42.550 --> 00:40:45.008 align:middle line:84%
AUDIENCE: So I don't actually
know what the game is called,

00:40:45.008 --> 00:40:46.050 align:middle line:90%
but we call it spies.

00:40:46.050 --> 00:40:48.710 align:middle line:84%
It's basically there's a
certain number of spies,

00:40:48.710 --> 00:40:50.652 align:middle line:84%
and a certain number
of resistance players.

00:40:50.652 --> 00:40:51.576 align:middle line:90%
It's very similar to Mafia.

00:40:51.576 --> 00:40:52.038 align:middle line:90%
AUDIENCE: Resistance.

00:40:52.038 --> 00:40:52.500 align:middle line:90%
AUDIENCE: Oh, Resistance?

00:40:52.500 --> 00:40:53.424 align:middle line:90%
OK.

00:40:53.424 --> 00:40:55.740 align:middle line:84%
PROFESSOR: So this is a
Mafia type game, yeah.

00:40:55.740 --> 00:40:56.906 align:middle line:90%
AUDIENCE: It's called Spies.

00:40:56.906 --> 00:40:58.880 align:middle line:90%
It's like the opposite.

00:40:58.880 --> 00:41:02.475 align:middle line:84%
It's very similar to
Mafia, except that you

00:41:02.475 --> 00:41:04.260 align:middle line:84%
have to have a certain
number of missions

00:41:04.260 --> 00:41:05.220 align:middle line:90%
by putting people on missions.

00:41:05.220 --> 00:41:07.380 align:middle line:84%
And the spies try to fail
them, and the resistance

00:41:07.380 --> 00:41:08.370 align:middle line:90%
is trying to pass them.

00:41:08.370 --> 00:41:11.295 align:middle line:90%


00:41:11.295 --> 00:41:13.670 align:middle line:84%
And we did something very
similar to that, where we had--

00:41:13.670 --> 00:41:15.685 align:middle line:84%
one of our friends left
the room for a minute.

00:41:15.685 --> 00:41:18.187 align:middle line:84%
And we go, OK guys, next
round we're all spies.

00:41:18.187 --> 00:41:19.770 align:middle line:84%
And we came up with
like pecking order

00:41:19.770 --> 00:41:21.757 align:middle line:90%
for who does what at what time.

00:41:21.757 --> 00:41:24.090 align:middle line:84%
And we all tried to like blame
one kid for being the spy

00:41:24.090 --> 00:41:25.300 align:middle line:90%
the entire time.

00:41:25.300 --> 00:41:29.320 align:middle line:84%
Then, at the end, we finally
managed to get to the point

00:41:29.320 --> 00:41:31.790 align:middle line:84%
where everyone had voted
for the only person that

00:41:31.790 --> 00:41:34.102 align:middle line:90%
was not the spy to be the spy.

00:41:34.102 --> 00:41:35.839 align:middle line:84%
We basically just
messed the game up

00:41:35.839 --> 00:41:37.880 align:middle line:84%
to try and like execute
him and have fun with it.

00:41:37.880 --> 00:41:38.460 align:middle line:90%
PROFESSOR: Right.

00:41:38.460 --> 00:41:40.126 align:middle line:84%
AUDIENCE: But it kind
of relates to that

00:41:40.126 --> 00:41:41.890 align:middle line:90%
point of taking the rules and--

00:41:41.890 --> 00:41:43.890 align:middle line:84%
PROFESSOR: And Resistance
is a little bit easier

00:41:43.890 --> 00:41:46.290 align:middle line:84%
to identify that there is
actually a set of rules.

00:41:46.290 --> 00:41:50.280 align:middle line:84%
Because Resistance is a boxed
product with a rulebook in it--

00:41:50.280 --> 00:41:53.700 align:middle line:84%
unlike a lot of other games of
Mafia, where you kind of think

00:41:53.700 --> 00:41:56.280 align:middle line:90%
things are pretty malleable.

00:41:56.280 --> 00:41:59.447 align:middle line:84%
I do want to move on
to something else.

00:41:59.447 --> 00:42:01.530 align:middle line:84%
But before I get to Lockup,
a couple of questions.

00:42:01.530 --> 00:42:04.680 align:middle line:84%
If you have a smartphone,
try downloading this.

00:42:04.680 --> 00:42:11.040 align:middle line:84%
I think it's free on both the
Android and the app store,

00:42:11.040 --> 00:42:13.750 align:middle line:84%
because we're going to play
a couple of rounds of this--

00:42:13.750 --> 00:42:16.980 align:middle line:90%
if the Wi-Fi works in this room.

00:42:16.980 --> 00:42:19.912 align:middle line:90%
Which it may not.

00:42:19.912 --> 00:42:21.370 align:middle line:84%
AUDIENCE: I really
like Resistance,

00:42:21.370 --> 00:42:24.960 align:middle line:84%
because there's actual public
information which you need.

00:42:24.960 --> 00:42:26.670 align:middle line:90%
It's not just, John's guilty.

00:42:26.670 --> 00:42:27.540 align:middle line:90%
He's dead now.

00:42:27.540 --> 00:42:28.200 align:middle line:90%
Right?

00:42:28.200 --> 00:42:30.795 align:middle line:84%
PROFESSOR: You don't just start
the game by making stuff up.

00:42:30.795 --> 00:42:31.510 align:middle line:90%
AUDIENCE: Yeah.

00:42:31.510 --> 00:42:33.760 align:middle line:84%
PROFESSOR: Now, anybody who
doesn't have a smartphone,

00:42:33.760 --> 00:42:35.640 align:middle line:90%
you're welcome to use mine.

00:42:35.640 --> 00:42:38.640 align:middle line:90%
Who would like to?

00:42:38.640 --> 00:42:41.440 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:42:41.440 --> 00:42:42.715 align:middle line:90%
PROFESSOR: Yeah, go ahead.

00:42:42.715 --> 00:42:45.774 align:middle line:84%
AUDIENCE: But yes, I have a
chart of Resistance games.

00:42:45.774 --> 00:42:48.690 align:middle line:84%
AUDIENCE: Wait, am I the
only one who has [INAUDIBLE]?

00:42:48.690 --> 00:42:51.190 align:middle line:90%
PROFESSOR: Yeah.

00:42:51.190 --> 00:42:53.690 align:middle line:84%
AUDIENCE: You could
play [INAUDIBLE].

00:42:53.690 --> 00:42:55.121 align:middle line:90%
AUDIENCE: You can [INAUDIBLE]

00:42:55.121 --> 00:42:57.983 align:middle line:84%
PROFESSOR: Although, actually,
I'm going to get my iPad.

00:42:57.983 --> 00:42:59.414 align:middle line:90%
I'll [INAUDIBLE].

00:42:59.414 --> 00:43:11.245 align:middle line:90%


00:43:11.245 --> 00:43:15.141 align:middle line:90%
[SIDE CONVERSATION]

00:43:15.141 --> 00:44:25.020 align:middle line:90%


00:44:25.020 --> 00:44:26.550 align:middle line:90%
PROFESSOR: OK.

00:44:26.550 --> 00:44:35.448 align:middle line:84%
Yeah, SpaceTeam is a game
that I want to give a try.

00:44:35.448 --> 00:44:36.765 align:middle line:90%
And we'll see if it works.

00:44:36.765 --> 00:44:38.140 align:middle line:84%
If you are surrounded
with people

00:44:38.140 --> 00:44:42.024 align:middle line:84%
who have like the same kind of
phone as yours-- like Android

00:44:42.024 --> 00:44:44.060 align:middle line:84%
and iOS are two
separate things--

00:44:44.060 --> 00:44:46.439 align:middle line:84%
you can attempt to
do it over Google.

00:44:46.439 --> 00:44:48.355 align:middle line:84%
AUDIENCE: There's some
way you can play them--

00:44:48.355 --> 00:44:49.834 align:middle line:84%
AUDIENCE: I'm not on
the Wi-Fi right now.

00:44:49.834 --> 00:44:51.806 align:middle line:84%
AUDIENCE: You can play
Android and iPhone together.

00:44:51.806 --> 00:44:52.681 align:middle line:90%
AUDIENCE: Over Wi-Fi.

00:44:52.681 --> 00:44:55.135 align:middle line:90%
If Wi-Fi works in this room.

00:44:55.135 --> 00:44:56.536 align:middle line:90%
AUDIENCE: I have Wi-Fi.

00:44:56.536 --> 00:45:01.233 align:middle line:90%
[SIDE CONVERSATION]

00:45:01.233 --> 00:45:56.889 align:middle line:90%