WEBVTT

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PROFESSOR: Today I've got quite
a lot of stuff to go through.

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So hopefully we'll get to
the actual game playing,

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but if not, don't
worry, you'll actually

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get to play the games--

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the games that we'll
end up playing today

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are games from last year.

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A lot of them are actually
the final semester--

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the final project,
which means they are not

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answering the same question
that you're trying to answer

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with your very first project.

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But it should give you a sense
of what the scope of this class

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actually is.

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Last week, a couple of
you played the LEGO game,

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Block Party.

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That was a two week project,
and that was just without staff.

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These were more like
four week projects.

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And we'll design my
students with larger teams

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and probably closer
to the kind of game

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that you're going
to end up making.

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I want you to keep in
mind that you're not

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constrained to building games
that look exactly like those.

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In fact, after
you've got a chance

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to play some of the
games from last year,

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I hope you actually
have a chance

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to think a little bit
about what did they not do.

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All these games are like
this sort of board game.

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And you will see a lot of them
are this sort of board game.

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You find out what this is.

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And you'll be able
to do-- you can think

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a little bit about what would it
be like to design a game that's

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not that.

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What if you just wanted to make
your car game, for instance?

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You can.

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That's no reason
why you couldn't.

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What if you want to do a live
action game where you actually

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move around with your
body, that sort of thing?

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That's totally doable.

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I really, really hesitate not--

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try not to put any live digital
components in your game.

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I know some people--

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unless it's something
simple like a timer

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that you can run
off your iPhone.

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OK, maybe that's fine.

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By actually writing code,
then the scope of this project

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just went through what
I expected you to do.

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And the possibility
of failure is--

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go back please.

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AUDIENCE: Very much.

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PROFESSOR: But not
failing the class.

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But your project just
failing during runtime.

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So that's probably something you
don't necessarily want to do.

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We had two readings today,
one for last Wednesday

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and then one for today.

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So I want to--

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I try to cover quite a bit
of it from the first reading

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during class itself.

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Was anyone here not
here on Wednesday?

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OK, all right.

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So we need to make sure that
your name's on the attendance

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sheet.

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And you should come and
talk to me after class.

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And we'll make sure you
get a copy of the syllabus

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and everything like that.

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Make sure that you get
expectations for this class.

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Everybody who was
here, hopefully you

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found your name on
the attendance sheet

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because I had to manually
add a few of you.

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So I hope you got--

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I got it all right.

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Now one of the points
that I try to get across--

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is this recording?

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Yeah.

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One of the points that
I tried to get across

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on Wednesday was--

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all right, who's the
most important person

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when it comes to
actually playing a game?

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AUDIENCE: (COLLECTIVELY)
The players.

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PROFESSOR: The players, right,
not the designers, not you.

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But you when you actually
play someone else's game.

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Then you're the most
important person.

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If that person's experience
is problematic or exciting

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or engaged or outright hostile
to other players, or something

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like that, that's making it the
way that they want to take it.

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And then you as the
designer are are

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going to run through a number
of different challenges trying

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to be able to give
them an experience

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that you're trying
to create for them.

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But you also have to acknowledge
that if somebody wants

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to take your hardcore
strategy game

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and turn it into a lighthearted
party game, or vice versa,

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that's their prerogative.

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And if they say,
hey, I really, really

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wanted this to be a
lighthearted game,

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and you gave me
this hardcore game.

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And it made me hate the
people around me, the table.

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And I don't like
it, that is fine.

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It's OK for them to
not like your game

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based on my criteria like that.

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However, one of the
things that comes up

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in the Brathwaite
reading is this concept

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of meaningful decisions, right?

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Well, what's-- Sid Meire how
many of you heard of Sid Meier?

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Yeah, what games can
people remember from--

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AUDIENCE: (COLLECTIVELY)
Civilization.

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PROFESSOR: OK, Civilization.

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Railroads?

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I think he also did the
first Rollercoaster.

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Pirates?

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Yeah, yeah.

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Mostly a computer game designer,
although if you actually

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play his games, if you like
digital board games a lot,

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especially Civilization.

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And he has a code,
which just says

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games are a series of
interesting decisions.

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Not necessarily meaningful
but interesting--

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the decisions.

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And what are some of
the ways that a decision

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can be meaningful?

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What are some of the things that
might come up in the reading

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or occur to you right now?

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That a decision in a game can be
meaningful-- what does it mean?

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What does it mean
to be meaningful?

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Couple hands?

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AUDIENCE: When you make that
decision, the game's status

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changes or code that
meanders the change?

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PROFESSOR: OK, so when you
make a decision, and then

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the outcome actually
has changed.

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So the corollary is that if you
make a decision and the outcome

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hasn't changed, it wouldn't
terribly be meaningful.

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OK?

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AUDIENCE: That's what
I was going to say.

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I guess a lot like doing
something and, I don't know,

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getting money in a
money based game.

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PROFESSOR: So getting money?

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So getting some sort
of quantitative reward

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based on the decision
that you've made.

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AUDIENCE: Also you can get
sort of awesomeness award

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even if it doesn't affect
who will win or not.

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It could be something
really awesome in the game,

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and you make a decision--

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PROFESSOR: So kudos or
something like that.

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It's like, wow, that
was an amazing--

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like in football, for instance.

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That was an amazing play.

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It didn't necessarily complete,
but it would have been awesome.

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But maybe it was an awesome
defense or something like that.

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That could be a
meaningful decision.

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How about if you
decide to roll a die?

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Game state has changed, usually.

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Is that a meaningful thing?

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AUDIENCE: It could be if
it's like a choice you have.

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You roll a dice in one
direction of the game or do you

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not, and choose different
that's meaningful.

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It's like, do I
roll the die now,

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or do I wait a minute
before I take my turn.

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That's not really a
meaningful decision.

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PROFESSOR: OK, it's like,
let me think about this.

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Then I'll roll it eventually.

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All right, someone's hand is up.

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I'm going to go this way.

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AUDIENCE: So if you had
meaningful alternatives

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as well?

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PROFESSOR: OK, so again,
if you had the choice

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not to roll the die, OK?

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AUDIENCE: I would say most
games that the die roll would be

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meaningful but not a decision.

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So the die roll basically
tells you what to do.

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You're not actually
thinking about it.

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But it's still meaningful.

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You can still change the game
state and the fact who wins

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or whatever happens to me.

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PROFESSOR: So the outcome of the
die roll is usually meaningful,

00:07:14.460 --> 00:07:16.875 align:middle line:84%
but you may not have had
to decide to do that.

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(Starting with you,
We'll go that way.)

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AUDIENCE: To go with that.

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In a game like Yahtzee where--

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do you roll the dice
you're trying to make room.

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But it's about the
die rolling where it's

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like something not Monopoly.

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It's not really a decision.

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You have to do it every turn.

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PROFESSOR: Mm-hmm.

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Yeah, and that's an
interesting thing.

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I talked a little
bit about mechanics

00:07:36.900 --> 00:07:40.320 align:middle line:84%
on Wednesday and
the idea that if you

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think of a mechanic
as something a player

00:07:42.270 --> 00:07:45.860 align:middle line:84%
does to change the game
state, the roll die--

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the die rolling thing
is a weird thing

00:07:47.550 --> 00:07:49.425 align:middle line:84%
because game state is
changing it's something

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a player does but a player
didn't decide how to do that,

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right?

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The player is just
told to roll this die.

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AUDIENCE: Well, they kind
of covered [INAUDIBLE]..

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PROFESSOR: OK, yeah that's good.

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AUDIENCE: We can choose like
a different type of roll.

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PROFESSOR: Oh yeah,
again like Yahtzee--

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which die, right?

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Yeah?

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AUDIENCE: I learned
this definition

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of [INAUDIBLE] series decisions,
like the card game War,

00:08:10.400 --> 00:08:14.122 align:middle line:84%
for instance, or the
board game Candy Land.

00:08:14.122 --> 00:08:16.080 align:middle line:84%
PROFESSOR: That's a
version of Candy Land which

00:08:16.080 --> 00:08:19.840 align:middle line:84%
lets you choose which pile
of red cards to draw from.

00:08:19.840 --> 00:08:23.910 align:middle line:90%
But is that meaningful?

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A stack of randomly
shuffled cards?

00:08:25.980 --> 00:08:31.170 align:middle line:84%
AUDIENCE: Yeah, it has
to do with [INAUDIBLE]..

00:08:31.170 --> 00:08:33.244 align:middle line:84%
AUDIENCE: If there a
random pile [INAUDIBLE]..

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AUDIENCE: If you shuffle
them and take the top card,

00:08:35.090 --> 00:08:36.215 align:middle line:90%
it's doesn't really matter.

00:08:36.215 --> 00:08:38.330 align:middle line:84%
AUDIENCE: But if you do
Chance or Community Chest.

00:08:38.330 --> 00:08:39.190 align:middle line:84%
PROFESSOR: I feel
you something else

00:08:39.190 --> 00:08:40.190 align:middle line:84%
that you wanted
to add on to that.

00:08:40.190 --> 00:08:41.482 align:middle line:84%
AUDIENCE: No, I was
just going to say.

00:08:41.482 --> 00:08:42.868 align:middle line:84%
It just means that these
things aren't games.

00:08:42.868 --> 00:08:43.774 align:middle line:90%
And--

00:08:43.774 --> 00:08:45.994 align:middle line:84%
AUDIENCE: It's
seems okay actually.

00:08:45.994 --> 00:08:48.350 align:middle line:84%
PROFESSOR: The thing is
that they might be games

00:08:48.350 --> 00:08:51.990 align:middle line:84%
but that particular decision
may not be the meaningful one.

00:08:51.990 --> 00:08:55.620 align:middle line:84%
And it's possible that
in the entire game, maybe

00:08:55.620 --> 00:08:57.600 align:middle line:84%
you don't get that many
meaningful decisions.

00:08:57.600 --> 00:09:00.250 align:middle line:84%
That doesn't necessarily
make it not a game.

00:09:00.250 --> 00:09:02.265 align:middle line:84%
It might make it not
a very good game,

00:09:02.265 --> 00:09:03.390 align:middle line:90%
which is a different thing.

00:09:03.390 --> 00:09:05.973 align:middle line:84%
That's a qualitative and often
subjective experience, right?

00:09:05.973 --> 00:09:08.140 align:middle line:84%
To a two or three year-old
it maybe an awesome game.

00:09:08.140 --> 00:09:09.748 align:middle line:84%
You get to play in
a land of candy.

00:09:09.748 --> 00:09:13.170 align:middle line:90%


00:09:13.170 --> 00:09:14.696 align:middle line:84%
A few more hands
I thought I saw?

00:09:14.696 --> 00:09:16.430 align:middle line:90%
AUDIENCE: Yeah, on that topic.

00:09:16.430 --> 00:09:19.310 align:middle line:84%
I think there's a reason why
people who over a certain age

00:09:19.310 --> 00:09:20.685 align:middle line:84%
never really wanted
to play Candy

00:09:20.685 --> 00:09:23.223 align:middle line:84%
Land anymore because they
realized that they don't really

00:09:23.223 --> 00:09:25.140 align:middle line:84%
do anything, so they get
really bored with it.

00:09:25.140 --> 00:09:26.960 align:middle line:84%
For kids or some
other targeted thing

00:09:26.960 --> 00:09:30.370 align:middle line:84%
going on more than the
meaningful decision,

00:09:30.370 --> 00:09:34.500 align:middle line:84%
making it fun to actually just
doing something and moving--

00:09:34.500 --> 00:09:37.740 align:middle line:84%
or winning cards
that makes it fun.

00:09:37.740 --> 00:09:42.390 align:middle line:84%
PROFESSOR: The thing that war
and Candy Land let you do--

00:09:42.390 --> 00:09:47.100 align:middle line:84%
if, for instance, it gives a
five-year-old a winning chance

00:09:47.100 --> 00:09:50.440 align:middle line:90%
against an adult, right?

00:09:50.440 --> 00:09:52.250 align:middle line:90%
That could be huge for a kid.

00:09:52.250 --> 00:09:55.710 align:middle line:84%
It's like, wow, I can actually
play this with an adult?

00:09:55.710 --> 00:09:57.690 align:middle line:84%
Learning how to take
turns is one thing

00:09:57.690 --> 00:09:59.460 align:middle line:84%
that people have actually get
good at the games like Candy

00:09:59.460 --> 00:09:59.960 align:middle line:90%
Land.

00:09:59.960 --> 00:10:02.560 align:middle line:90%


00:10:02.560 --> 00:10:04.560 align:middle line:84%
I can't remember if I
brought this up last time.

00:10:04.560 --> 00:10:06.060 align:middle line:84%
I believe Candy
Land was invented

00:10:06.060 --> 00:10:09.410 align:middle line:84%
to keep kids from getting
polio from each other.

00:10:09.410 --> 00:10:10.656 align:middle line:90%
That might be urban legend.

00:10:10.656 --> 00:10:11.330 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:10:11.330 --> 00:10:12.413 align:middle line:90%
PROFESSOR: Huh, it's true?

00:10:12.413 --> 00:10:14.220 align:middle line:90%
AUDIENCE: It keeps kids indoors.

00:10:14.220 --> 00:10:15.030 align:middle line:84%
PROFESSOR: Keeps
kids indoors and try

00:10:15.030 --> 00:10:16.030 align:middle line:90%
to get them from their--

00:10:16.030 --> 00:10:19.440 align:middle line:84%
AUDIENCE: --they're
working with other kids.

00:10:19.440 --> 00:10:21.984 align:middle line:84%
There's polio going around
at the time it happened.

00:10:21.984 --> 00:10:23.516 align:middle line:84%
If you stay indoors
with the people

00:10:23.516 --> 00:10:25.945 align:middle line:84%
you already know you
know aren't infected,

00:10:25.945 --> 00:10:27.320 align:middle line:90%
you're going to be OK.

00:10:27.320 --> 00:10:29.280 align:middle line:90%
PROFESSOR: So, OK, that was--

00:10:29.280 --> 00:10:31.880 align:middle line:84%
AUDIENCE: With polio, you
can't do much of anything.

00:10:31.880 --> 00:10:33.338 align:middle line:84%
PROFESSOR: There's
a huge inversion

00:10:33.338 --> 00:10:36.084 align:middle line:84%
from the get out and
get some exercise.

00:10:36.084 --> 00:10:41.300 align:middle line:90%


00:10:41.300 --> 00:10:42.520 align:middle line:90%
It's a serious game.

00:10:42.520 --> 00:10:44.870 align:middle line:90%
It has health benefits.

00:10:44.870 --> 00:10:48.080 align:middle line:90%
Let's play in the land of Candy.

00:10:48.080 --> 00:10:52.400 align:middle line:84%
I would like to go back
a little bit to this idea

00:10:52.400 --> 00:10:55.310 align:middle line:84%
about changing the
game state, right?

00:10:55.310 --> 00:10:58.220 align:middle line:84%
You make a decision
in a game, and you've

00:10:58.220 --> 00:10:59.330 align:middle line:90%
changed a game state.

00:10:59.330 --> 00:11:03.080 align:middle line:90%
And it wasn't a decision--

00:11:03.080 --> 00:11:07.240 align:middle line:84%
it wasn't-- I get to try to
roll from three identical dice.

00:11:07.240 --> 00:11:08.400 align:middle line:90%
Which die do I roll, OK?

00:11:08.400 --> 00:11:10.294 align:middle line:90%
All right, that's not real--

00:11:10.294 --> 00:11:12.580 align:middle line:90%
a real decision.

00:11:12.580 --> 00:11:14.640 align:middle line:84%
Unless they are loaded
and there not identical.

00:11:14.640 --> 00:11:21.380 align:middle line:84%
But anyway, so what
do you need to be

00:11:21.380 --> 00:11:23.210 align:middle line:84%
able to communicate
to the player

00:11:23.210 --> 00:11:26.640 align:middle line:84%
that their decision
actually changed anything?

00:11:26.640 --> 00:11:29.660 align:middle line:84%
OK, actually let me
flip that around.

00:11:29.660 --> 00:11:31.407 align:middle line:84%
If you don't let
the player know what

00:11:31.407 --> 00:11:33.740 align:middle line:84%
changed the game state, even
though the game state might

00:11:33.740 --> 00:11:39.170 align:middle line:84%
have changed, is it that
meaningful a decision anymore?

00:11:39.170 --> 00:11:40.040 align:middle line:90%
You did something.

00:11:40.040 --> 00:11:42.417 align:middle line:84%
Some numbers changed
inside the system.

00:11:42.417 --> 00:11:44.250 align:middle line:84%
It's good to affect how
things go out later.

00:11:44.250 --> 00:11:47.706 align:middle line:84%
But you don't actually
know what happened.

00:11:47.706 --> 00:11:50.950 align:middle line:84%
Has anyone played
a game like this?

00:11:50.950 --> 00:11:52.801 align:middle line:90%
Does that sound familiar?

00:11:52.801 --> 00:11:55.180 align:middle line:84%
AUDIENCE: I feel it's very
much potential to player

00:11:55.180 --> 00:11:58.503 align:middle line:84%
and the system because
a lot of times something

00:11:58.503 --> 00:12:02.950 align:middle line:84%
like that will happen and
whatever most people say,

00:12:02.950 --> 00:12:04.910 align:middle line:90%
oh, nothing really changed.

00:12:04.910 --> 00:12:07.600 align:middle line:84%
My decision didn't
matter at all.

00:12:07.600 --> 00:12:10.750 align:middle line:84%
Whereas someone that takes
the game more seriously might

00:12:10.750 --> 00:12:13.370 align:middle line:84%
actually realize
something changed just

00:12:13.370 --> 00:12:16.650 align:middle line:84%
from probabilistic analysis,
something ridiculous.

00:12:16.650 --> 00:12:21.100 align:middle line:84%
And also if you expect players
to get very into your game,

00:12:21.100 --> 00:12:22.620 align:middle line:84%
this is the stuff
that you can leave

00:12:22.620 --> 00:12:26.020 align:middle line:84%
with because they will
understand it and figure it out

00:12:26.020 --> 00:12:27.140 align:middle line:90%
on their own.

00:12:27.140 --> 00:12:29.600 align:middle line:84%
And that has to be
part of the game.

00:12:29.600 --> 00:12:33.200 align:middle line:84%
Whereas if you expect players
to pick it up and play it

00:12:33.200 --> 00:12:36.313 align:middle line:84%
three times in their life
and then move on, then

00:12:36.313 --> 00:12:38.480 align:middle line:84%
it probably won't help them
that much and you should

00:12:38.480 --> 00:12:40.740 align:middle line:84%
you should probably give
them more feedback socially.

00:12:40.740 --> 00:12:42.450 align:middle line:90%
PROFESSOR: Yep, some other hand?

00:12:42.450 --> 00:12:45.677 align:middle line:84%
AUDIENCE: I think, also, if you
have an adventure game where

00:12:45.677 --> 00:12:46.885 align:middle line:90%
there's a story or something.

00:12:46.885 --> 00:12:50.160 align:middle line:84%
And you tell some guys
to just not help the guy.

00:12:50.160 --> 00:12:52.628 align:middle line:84%
And then he becomes
an evil warlord later,

00:12:52.628 --> 00:12:54.920 align:middle line:84%
there are some interesting
things you can do with that.

00:12:54.920 --> 00:12:57.040 align:middle line:84%
PROFESSOR: There's a long
term consequences, so

00:12:57.040 --> 00:12:58.620 align:middle line:90%
a lot of immediate consequences.

00:12:58.620 --> 00:13:02.010 align:middle line:84%
Immediate feedback, which is
a term that you brought up.

00:13:02.010 --> 00:13:04.010 align:middle line:84%
AUDIENCE: Looking at--
there are certainly games

00:13:04.010 --> 00:13:08.220 align:middle line:90%
where --to make an example.

00:13:08.220 --> 00:13:10.350 align:middle line:84%
In Dominion,
oftentimes you can draw

00:13:10.350 --> 00:13:13.050 align:middle line:84%
cards that don't help you
just pointlessly causing

00:13:13.050 --> 00:13:13.730 align:middle line:90%
a reshuffle.

00:13:13.730 --> 00:13:16.030 align:middle line:84%
But normally if I were to
do this without thinking

00:13:16.030 --> 00:13:17.550 align:middle line:90%
and thinking doesn't matter.

00:13:17.550 --> 00:13:21.210 align:middle line:84%
Would it actually be slightly
beneficial or slightly

00:13:21.210 --> 00:13:22.630 align:middle line:84%
[INAUDIBLE] that
actually do this?

00:13:22.630 --> 00:13:24.768 align:middle line:84%
But unless you really
think about it,

00:13:24.768 --> 00:13:27.060 align:middle line:84%
you won't even notice that
it caused any sort of change

00:13:27.060 --> 00:13:28.630 align:middle line:90%
there.

00:13:28.630 --> 00:13:30.473 align:middle line:84%
Thinking of the
Hitchhikers Guide

00:13:30.473 --> 00:13:32.502 align:middle line:90%
to the Galaxy game wherein--

00:13:32.502 --> 00:13:34.960 align:middle line:84%
there's a specific point where
you must-- if there's a dog,

00:13:34.960 --> 00:13:36.460 align:middle line:90%
you need to give it a sandwich.

00:13:36.460 --> 00:13:38.810 align:middle line:84%
Otherwise you're doing it
yourself 200 turns later,

00:13:38.810 --> 00:13:40.210 align:middle line:90%
like hours later in this game.

00:13:40.210 --> 00:13:43.471 align:middle line:84%
PROFESSOR: Right, and
that hurts, right?

00:13:43.471 --> 00:13:45.070 align:middle line:84%
AUDIENCE: What's
the game called?

00:13:45.070 --> 00:13:48.680 align:middle line:84%
AUDIENCE: The Hitchhiker's Guide
to the Galaxy text adventure.

00:13:48.680 --> 00:13:50.680 align:middle line:84%
AUDIENCE: Another really
straightforward example

00:13:50.680 --> 00:13:53.640 align:middle line:84%
is competitive games
where you get only some

00:13:53.640 --> 00:13:55.661 align:middle line:84%
of the [? stateness ?]
information,

00:13:55.661 --> 00:13:57.558 align:middle line:90%
like Starcraft or something.

00:13:57.558 --> 00:13:59.600 align:middle line:84%
You can't really see what
your opponent is doing.

00:13:59.600 --> 00:14:02.360 align:middle line:84%
PROFESSOR: Yeah, it's
interesting because usually not

00:14:02.360 --> 00:14:04.460 align:middle line:84%
[INAUDIBLE] changing
what your opponent does

00:14:04.460 --> 00:14:07.296 align:middle line:90%
based on what you can't see.

00:14:07.296 --> 00:14:09.850 align:middle line:90%


00:14:09.850 --> 00:14:11.870 align:middle line:84%
And I say usually
because it does happen.

00:14:11.870 --> 00:14:15.140 align:middle line:84%
Occasionally, your opponent sees
something that you didn't see.

00:14:15.140 --> 00:14:19.370 align:middle line:84%
And they changed their
strategy based on that.

00:14:19.370 --> 00:14:21.098 align:middle line:84%
I've played a number
of adventure games

00:14:21.098 --> 00:14:23.390 align:middle line:84%
that actually have this more
as a puzzle solving thing.

00:14:23.390 --> 00:14:25.670 align:middle line:84%
So it's not like 200 turns
later something changes.

00:14:25.670 --> 00:14:28.640 align:middle line:84%
It's like something
changes right away,

00:14:28.640 --> 00:14:31.910 align:middle line:84%
and you need to figure
out what changed.

00:14:31.910 --> 00:14:33.330 align:middle line:90%
So it's not immediate feedback.

00:14:33.330 --> 00:14:34.997 align:middle line:84%
There's feedback
somewhere in the world.

00:14:34.997 --> 00:14:39.090 align:middle line:84%
But I want to say I probably
didn't enjoyed those games.

00:14:39.090 --> 00:14:40.243 align:middle line:90%
Maybe someone does.

00:14:40.243 --> 00:14:41.660 align:middle line:84%
Something-- Do you
want to ask it?

00:14:41.660 --> 00:14:43.243 align:middle line:84%
AUDIENCE: Well, you
have to be careful

00:14:43.243 --> 00:14:46.550 align:middle line:84%
that it doesn't have too
much complexity or some sort

00:14:46.550 --> 00:14:49.640 align:middle line:84%
of unanticipated change that
there's too steep of a learning

00:14:49.640 --> 00:14:52.970 align:middle line:84%
curve to actually enjoy
it, but you play it

00:14:52.970 --> 00:14:54.584 align:middle line:90%
and it takes two hours.

00:14:54.584 --> 00:14:57.840 align:middle line:84%
And you realize something
you did, screwed you up,

00:14:57.840 --> 00:14:59.255 align:middle line:84%
you might not want
to play again.

00:14:59.255 --> 00:15:00.040 align:middle line:90%
PROFESSOR: Yeah, it's like--

00:15:00.040 --> 00:15:00.740 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:15:00.740 --> 00:15:02.198 align:middle line:84%
PROFESSOR: --I got
the wrong ending

00:15:02.198 --> 00:15:04.445 align:middle line:84%
because I made this
decision five hours ago

00:15:04.445 --> 00:15:05.490 align:middle line:90%
or something like that.

00:15:05.490 --> 00:15:08.820 align:middle line:84%
OK, how about the alternative,
when something-- my game state

00:15:08.820 --> 00:15:14.570 align:middle line:84%
changes, and you're not really
sure how your decision came up

00:15:14.570 --> 00:15:17.750 align:middle line:90%
with that outcome.

00:15:17.750 --> 00:15:21.365 align:middle line:84%
So not random exactly,
but overly complex maybe.

00:15:21.365 --> 00:15:23.740 align:middle line:84%
AUDIENCE: Well, you don't end
up with a good mental model

00:15:23.740 --> 00:15:25.690 align:middle line:90%
of how the game works.

00:15:25.690 --> 00:15:29.442 align:middle line:84%
And so even though you
make meaningful decisions,

00:15:29.442 --> 00:15:30.900 align:middle line:84%
you don't know what
the meaning is.

00:15:30.900 --> 00:15:33.330 align:middle line:84%
And so any time you're
making another decision,

00:15:33.330 --> 00:15:35.877 align:middle line:84%
you may be able to select,
actually choose in a way

00:15:35.877 --> 00:15:36.585 align:middle line:90%
that you want to.

00:15:36.585 --> 00:15:37.950 align:middle line:90%
PROFESSOR: Yep, OK, mhm.

00:15:37.950 --> 00:15:41.020 align:middle line:84%
AUDIENCE: It prevents a chess
style of approaching the game.

00:15:41.020 --> 00:15:43.632 align:middle line:84%
Right, in chess you
see the board and you--

00:15:43.632 --> 00:15:45.340 align:middle line:84%
a lot of the really
good players will see

00:15:45.340 --> 00:15:47.410 align:middle line:90%
X number of moves in advance.

00:15:47.410 --> 00:15:50.740 align:middle line:84%
But when things happen,
they just randomly appear.

00:15:50.740 --> 00:15:52.430 align:middle line:90%
You have to react on the fly.

00:15:52.430 --> 00:15:55.820 align:middle line:84%
You can't just plan
out all of your moves.

00:15:55.820 --> 00:15:57.260 align:middle line:90%
PROFESSOR: This-- reactive play.

00:15:57.260 --> 00:15:59.788 align:middle line:84%
AUDIENCE: I think this
one's a lot bigger issue

00:15:59.788 --> 00:16:01.330 align:middle line:84%
than the other one
because this could

00:16:01.330 --> 00:16:05.020 align:middle line:84%
lead to a lot of
frustration with players.

00:16:05.020 --> 00:16:06.900 align:middle line:84%
If they can see the
game state changing

00:16:06.900 --> 00:16:09.317 align:middle line:84%
and know that they're effective
but don't know how they're

00:16:09.317 --> 00:16:13.101 align:middle line:84%
affecting it, I just
feel as a player, that

00:16:13.101 --> 00:16:14.520 align:middle line:90%
would frustrate you to no end.

00:16:14.520 --> 00:16:17.350 align:middle line:84%
And that would make you
think that everything you do

00:16:17.350 --> 00:16:18.987 align:middle line:84%
doesn't really matter
and that you're

00:16:18.987 --> 00:16:21.195 align:middle line:84%
going to win or lose regardless
of what you're doing.

00:16:21.195 --> 00:16:23.356 align:middle line:84%
And it kinda turns it
into a Candy Land game

00:16:23.356 --> 00:16:24.745 align:middle line:90%
even if it's not.

00:16:24.745 --> 00:16:27.060 align:middle line:90%
AUDIENCE: Mm-hmm, OK.

00:16:27.060 --> 00:16:29.504 align:middle line:90%
AUDIENCE: [INAUDIBLE] the game--

00:16:29.504 --> 00:16:31.990 align:middle line:84%
occasionally I've played
some word [INAUDIBLE] games

00:16:31.990 --> 00:16:34.121 align:middle line:90%
that are hard to understand.

00:16:34.121 --> 00:16:39.370 align:middle line:84%
And the mechanics aren't
intuitive like Village.

00:16:39.370 --> 00:16:43.480 align:middle line:84%
We sort of did
stuff, but we had--

00:16:43.480 --> 00:16:45.760 align:middle line:84%
and then afterwards, we
didn't really understand.

00:16:45.760 --> 00:16:47.635 align:middle line:84%
We didn't understand
how we were changing it,

00:16:47.635 --> 00:16:49.514 align:middle line:84%
but it took awhile
before you really--

00:16:49.514 --> 00:16:51.097 align:middle line:84%
you don't understand
what's happening.

00:16:51.097 --> 00:16:53.050 align:middle line:84%
And there are many
games where you can

00:16:53.050 --> 00:16:55.690 align:middle line:90%
do very poorly or very well.

00:16:55.690 --> 00:16:57.960 align:middle line:84%
And it takes a while to
understand exactly why you're

00:16:57.960 --> 00:17:00.190 align:middle line:90%
doing very poorly or very well.

00:17:00.190 --> 00:17:01.690 align:middle line:84%
PROFESSOR: So
sometimes even success

00:17:01.690 --> 00:17:06.050 align:middle line:90%
can be bewildering, right.

00:17:06.050 --> 00:17:06.550 align:middle line:90%
Yeah?

00:17:06.550 --> 00:17:08.633 align:middle line:84%
AUDIENCE: I feel like
this sort of [INAUDIBLE]----

00:17:08.633 --> 00:17:12.032 align:middle line:84%
it's easier to deal with from
a digital game and a board game

00:17:12.032 --> 00:17:14.442 align:middle line:84%
because in a digital game,
usually people have to take

00:17:14.442 --> 00:17:16.852 align:middle line:84%
their turns and have to
play out more slowly,

00:17:16.852 --> 00:17:19.744 align:middle line:84%
whereas in a good board game,
you change something and--

00:17:19.744 --> 00:17:21.672 align:middle line:84%
if you do something
and something changes,

00:17:21.672 --> 00:17:24.412 align:middle line:84%
maybe you can just start
over and do it again

00:17:24.412 --> 00:17:25.579 align:middle line:90%
like it's a different thing.

00:17:25.579 --> 00:17:26.490 align:middle line:90%
PROFESSOR: All right, hold on.

00:17:26.490 --> 00:17:27.572 align:middle line:90%
So in a digital game?

00:17:27.572 --> 00:17:29.510 align:middle line:90%
AUDIENCE: Yeah, trial and error.

00:17:29.510 --> 00:17:31.810 align:middle line:84%
PROFESSOR: OK, so
in a digital game,

00:17:31.810 --> 00:17:35.470 align:middle line:84%
because some games let you save
state and then reload state.

00:17:35.470 --> 00:17:38.030 align:middle line:84%
So you can say, well, what
if I tried this decision?

00:17:38.030 --> 00:17:40.780 align:middle line:84%
And then there's an
interesting phenomenon

00:17:40.780 --> 00:17:43.120 align:middle line:84%
that goes with that in a
lot of strategy games called

00:17:43.120 --> 00:17:44.620 align:middle line:90%
save scrubbing.

00:17:44.620 --> 00:17:47.140 align:middle line:84%
And that is where you know
that the outcome of something

00:17:47.140 --> 00:17:48.920 align:middle line:90%
is based on a probability.

00:17:48.920 --> 00:17:51.730 align:middle line:84%
And so if you save and
reload often enough,

00:17:51.730 --> 00:17:55.210 align:middle line:90%
you will always be successful.

00:17:55.210 --> 00:17:56.740 align:middle line:84%
And that's an
interesting strategy.

00:17:56.740 --> 00:17:58.157 align:middle line:84%
This is completely
aside from what

00:17:58.157 --> 00:17:59.350 align:middle line:90%
I wanted talked about today.

00:17:59.350 --> 00:18:02.872 align:middle line:84%
But it's an interesting strategy
that game designers use.

00:18:02.872 --> 00:18:04.330 align:middle line:84%
And that is to--
in a digital game,

00:18:04.330 --> 00:18:08.130 align:middle line:84%
save some random
number seed at the time

00:18:08.130 --> 00:18:11.350 align:middle line:84%
when the save is made so that
outcome's always the same.

00:18:11.350 --> 00:18:15.410 align:middle line:84%
I expect tech support calls when
people when you implement that,

00:18:15.410 --> 00:18:17.800 align:middle line:84%
though, because people are
like this-- your random number

00:18:17.800 --> 00:18:18.370 align:middle line:90%
is broken.

00:18:18.370 --> 00:18:19.855 align:middle line:90%
I tried this thing 15 times.

00:18:19.855 --> 00:18:21.730 align:middle line:84%
And it's supposed to
have a 90% success rate.

00:18:21.730 --> 00:18:23.770 align:middle line:84%
And I always fail when
I do this one attack.

00:18:23.770 --> 00:18:28.180 align:middle line:84%
And it's like, yes, because you
saved the random number seed.

00:18:28.180 --> 00:18:32.410 align:middle line:84%
So that is actually a
problem because people

00:18:32.410 --> 00:18:36.870 align:middle line:84%
have this concept about
how the mechanics of what

00:18:36.870 --> 00:18:40.280 align:middle line:84%
does 90% probability
of success mean?

00:18:40.280 --> 00:18:42.960 align:middle line:84%
And I am specifically
thinking of XCOM right now.

00:18:42.960 --> 00:18:46.224 align:middle line:90%
If anyone wants to play that.

00:18:46.224 --> 00:18:48.790 align:middle line:84%
90% probability of
success to a lot of people

00:18:48.790 --> 00:18:53.050 align:middle line:84%
means that most-- means
that it's going to succeed.

00:18:53.050 --> 00:18:54.430 align:middle line:84%
Now for a lot of
people, probably

00:18:54.430 --> 00:18:55.847 align:middle line:84%
a lot of people
in this room, this

00:18:55.847 --> 00:18:58.560 align:middle line:90%
means you will probably succeed.

00:18:58.560 --> 00:19:01.200 align:middle line:84%
But for a game whose
pushed the random number

00:19:01.200 --> 00:19:04.202 align:middle line:84%
seed has been saved and
you fail and then you

00:19:04.202 --> 00:19:06.160 align:middle line:84%
reload from the start,
it means you will always

00:19:06.160 --> 00:19:10.010 align:middle line:84%
fail because that's a
different concept of how

00:19:10.010 --> 00:19:11.590 align:middle line:84%
the random number
generator works.

00:19:11.590 --> 00:19:12.965 align:middle line:84%
It makes a lot of
sense to people

00:19:12.965 --> 00:19:15.100 align:middle line:84%
who are game designers
or computer scientists

00:19:15.100 --> 00:19:17.520 align:middle line:84%
but may not make a lot of
sense to a lot of players.

00:19:17.520 --> 00:19:19.870 align:middle line:84%
I get to re-roll again when
I save in those, right?

00:19:19.870 --> 00:19:22.960 align:middle line:84%
But now you get to re-roll
exactly the same time, exactly

00:19:22.960 --> 00:19:25.000 align:middle line:84%
the same way, which
means you've got to come.

00:19:25.000 --> 00:19:28.180 align:middle line:90%


00:19:28.180 --> 00:19:31.240 align:middle line:84%
So this brings me to
the second reading,

00:19:31.240 --> 00:19:35.890 align:middle line:84%
which is Don Norman's
first chapter in the design

00:19:35.890 --> 00:19:37.245 align:middle line:90%
of everyday things.

00:19:37.245 --> 00:19:39.040 align:middle line:84%
The book used to be
called The Psychology

00:19:39.040 --> 00:19:41.570 align:middle line:84%
of Everyday Things, which
had a nice little acronym him

00:19:41.570 --> 00:19:42.610 align:middle line:90%
of POET.

00:19:42.610 --> 00:19:47.402 align:middle line:84%
But then people had trouble
finding the book because he

00:19:47.402 --> 00:19:48.610 align:middle line:90%
was looking for design books.

00:19:48.610 --> 00:19:50.590 align:middle line:84%
And it was shelved in
the psychology section.

00:19:50.590 --> 00:19:53.528 align:middle line:84%
So he changed the name to The
Design of Everyday Things,

00:19:53.528 --> 00:19:55.570 align:middle line:84%
which I think is a really
interesting application

00:19:55.570 --> 00:19:57.250 align:middle line:84%
of the kinds of things
that he's talking about.

00:19:57.250 --> 00:19:59.650 align:middle line:84%
Do you expect to find this
book somewhere and is not

00:19:59.650 --> 00:20:00.770 align:middle line:90%
in that section?

00:20:00.770 --> 00:20:04.055 align:middle line:84%
So you make a change
and you iterate on it.

00:20:04.055 --> 00:20:05.430 align:middle line:84%
And if you look
at the copyright,

00:20:05.430 --> 00:20:08.530 align:middle line:84%
it actually still Psychology
of Everyday Things.

00:20:08.530 --> 00:20:11.350 align:middle line:90%
He talks about visibility.

00:20:11.350 --> 00:20:17.000 align:middle line:84%
And what does visibility
do in a syst--

00:20:17.000 --> 00:20:18.187 align:middle line:90%
in a design?

00:20:18.187 --> 00:20:20.545 align:middle line:84%
AUDIENCE: It helps
people understand

00:20:20.545 --> 00:20:22.003 align:middle line:84%
the qualities of
what they're doing

00:20:22.003 --> 00:20:24.390 align:middle line:90%
or what they want to accomplish.

00:20:24.390 --> 00:20:27.930 align:middle line:84%
PROFESSOR: Yeah, they
have an intent, right?

00:20:27.930 --> 00:20:30.510 align:middle line:84%
They want to
accomplish something.

00:20:30.510 --> 00:20:32.640 align:middle line:84%
And it gives them
a clue on what they

00:20:32.640 --> 00:20:34.630 align:middle line:90%
could do to accomplish that.

00:20:34.630 --> 00:20:38.430 align:middle line:84%
So already, that's a direct
application to games, right?

00:20:38.430 --> 00:20:39.540 align:middle line:90%
You have a goal in mind.

00:20:39.540 --> 00:20:42.150 align:middle line:84%
It's like I want to accumulate
more cash in this game.

00:20:42.150 --> 00:20:43.820 align:middle line:90%
I want to--

00:20:43.820 --> 00:20:46.078 align:middle line:84%
I'll produce my opponent
or something like that.

00:20:46.078 --> 00:20:48.120 align:middle line:84%
All right, what are all
the things that I can do?

00:20:48.120 --> 00:20:50.757 align:middle line:90%
What's telling me might--

00:20:50.757 --> 00:20:52.090 align:middle line:90%
what's in front of me right now?

00:20:52.090 --> 00:20:53.923 align:middle line:84%
Maybe in a board game,
maybe in a card game,

00:20:53.923 --> 00:20:55.530 align:middle line:84%
maybe in a visual
game, that's telling

00:20:55.530 --> 00:20:57.930 align:middle line:84%
me visibly, right
now, that this might

00:20:57.930 --> 00:20:59.526 align:middle line:90%
be the way I get to do that.

00:20:59.526 --> 00:21:04.107 align:middle line:90%


00:21:04.107 --> 00:21:06.450 align:middle line:84%
In a lot of strategy
games, some of these things

00:21:06.450 --> 00:21:08.370 align:middle line:90%
are very literal, right?

00:21:08.370 --> 00:21:11.460 align:middle line:84%
So and so technology
gives you this bonus.

00:21:11.460 --> 00:21:15.300 align:middle line:84%
It's very-- I guess a little
of the role playing games also

00:21:15.300 --> 00:21:16.020 align:middle line:90%
have this, right?

00:21:16.020 --> 00:21:17.780 align:middle line:90%
I want to hit things harder.

00:21:17.780 --> 00:21:19.980 align:middle line:84%
Oh, look, this thing just
needs plus one to attack.

00:21:19.980 --> 00:21:24.820 align:middle line:84%
All right, OK, that that's
a very literal thing now.

00:21:24.820 --> 00:21:27.480 align:middle line:84%
How much effort
you need to do, you

00:21:27.480 --> 00:21:30.140 align:middle line:84%
need to go through to actually
find that piece of information

00:21:30.140 --> 00:21:34.080 align:middle line:84%
and whether plus one is actually
a meaningful difference at all.

00:21:34.080 --> 00:21:36.700 align:middle line:84%
It's depending on the
design of the game.

00:21:36.700 --> 00:21:40.620 align:middle line:84%
But visibility has
something to do

00:21:40.620 --> 00:21:45.865 align:middle line:84%
with the intent of the player
of the user in Norman's case.

00:21:45.865 --> 00:21:47.240 align:middle line:84%
But he's not
talking about games.

00:21:47.240 --> 00:21:49.710 align:middle line:84%
He's talking about the
design of everything.

00:21:49.710 --> 00:21:53.100 align:middle line:84%
And what the system can actually
do, the actual operations

00:21:53.100 --> 00:21:54.060 align:middle line:90%
of the system.

00:21:54.060 --> 00:21:56.130 align:middle line:90%
So I'm playing a game like--

00:21:56.130 --> 00:21:59.700 align:middle line:90%


00:21:59.700 --> 00:22:02.520 align:middle line:84%
I'm playing a real time strategy
game, and I have a tank.

00:22:02.520 --> 00:22:04.350 align:middle line:84%
And I want to make
it do doughnuts.

00:22:04.350 --> 00:22:08.460 align:middle line:84%
And it's like, well, the system
doesn't actually support that.

00:22:08.460 --> 00:22:11.460 align:middle line:84%
There's no physics
simulations to this tank.

00:22:11.460 --> 00:22:17.670 align:middle line:84%
So I need to be able
to convey to the player

00:22:17.670 --> 00:22:20.280 align:middle line:84%
that this is not something you
can actually do in the game.

00:22:20.280 --> 00:22:24.770 align:middle line:84%
You can tell which hex to
move your tank, but that's it.

00:22:24.770 --> 00:22:28.440 align:middle line:84%
Maybe the tank doesn't
even turn, right?

00:22:28.440 --> 00:22:33.420 align:middle line:84%
So the other thing is
this concept of mapping,

00:22:33.420 --> 00:22:36.120 align:middle line:90%
that there is this--

00:22:36.120 --> 00:22:38.620 align:middle line:84%
again, it has to do with
the player's intent of what

00:22:38.620 --> 00:22:41.350 align:middle line:84%
they want to do, what
they want to accomplish.

00:22:41.350 --> 00:22:44.280 align:middle line:84%
But mapping, instead of
the actual operations

00:22:44.280 --> 00:22:46.400 align:middle line:84%
of the system,
actually has to do it

00:22:46.400 --> 00:22:48.715 align:middle line:84%
for what you can
see of the system.

00:22:48.715 --> 00:22:50.840 align:middle line:84%
So there are affordances
and there are constraints.

00:22:50.840 --> 00:22:53.460 align:middle line:84%
These are both words that are
introduced in that reading.

00:22:53.460 --> 00:22:56.050 align:middle line:84%
I think affordances is
introduced in this reading.

00:22:56.050 --> 00:22:58.600 align:middle line:84%
What's an example
of an affordance?

00:22:58.600 --> 00:23:01.600 align:middle line:90%


00:23:01.600 --> 00:23:03.630 align:middle line:84%
AUDIENCE: If you
can sit on a chair?

00:23:03.630 --> 00:23:05.047 align:middle line:84%
PROFESSOR: You can
sit on a chair?

00:23:05.047 --> 00:23:07.235 align:middle line:90%


00:23:07.235 --> 00:23:11.990 align:middle line:84%
What about this thing tells
you that you can sit on it?

00:23:11.990 --> 00:23:14.643 align:middle line:84%
AUDIENCE: It seems sturdy, and
it's got a place for your butt.

00:23:14.643 --> 00:23:17.060 align:middle line:84%
PROFESSOR: Yeah, it's got a
nice little butt-shaped thing,

00:23:17.060 --> 00:23:18.910 align:middle line:90%
here right?

00:23:18.910 --> 00:23:22.010 align:middle line:90%
It's not made of spikes.

00:23:22.010 --> 00:23:25.290 align:middle line:84%
It's got at least three
legs, which may help,

00:23:25.290 --> 00:23:28.990 align:middle line:84%
and evenly distributed,
which means that it's not

00:23:28.990 --> 00:23:29.940 align:middle line:90%
going to tip over.

00:23:29.940 --> 00:23:31.315 align:middle line:84%
AUDIENCE: You can
also measure it

00:23:31.315 --> 00:23:33.820 align:middle line:84%
related to other objects
to [INAUDIBLE] also.

00:23:33.820 --> 00:23:34.412 align:middle line:90%
And that you--

00:23:34.412 --> 00:23:35.870 align:middle line:84%
PROFESSOR: OK,
there's a little bit

00:23:35.870 --> 00:23:40.187 align:middle line:84%
of cultural familiarity with
other chairs that you've seen.

00:23:40.187 --> 00:23:41.895 align:middle line:84%
AUDIENCE: What about
a handle on a door?

00:23:41.895 --> 00:23:44.670 align:middle line:90%
PROFESSOR: A handle on a door.

00:23:44.670 --> 00:23:46.894 align:middle line:84%
What does a handle on
a door allow you to do?

00:23:46.894 --> 00:23:51.980 align:middle line:84%
AUDIENCE: It's like-- it's
a place for your hand.

00:23:51.980 --> 00:23:53.190 align:middle line:90%
PROFESSOR: It's hand-shaped.

00:23:53.190 --> 00:23:53.704 align:middle line:90%
It's--

00:23:53.704 --> 00:23:55.912 align:middle line:84%
AUDIENCE: If you hold your
hand out in a natural way,

00:23:55.912 --> 00:23:57.391 align:middle line:90%
you grab--

00:23:57.391 --> 00:23:58.840 align:middle line:90%
looking at the text.

00:23:58.840 --> 00:24:00.382 align:middle line:84%
Oh, I wasn't thinking
of that handle.

00:24:00.382 --> 00:24:04.145 align:middle line:84%
I was thinking of the
vertical type of handle.

00:24:04.145 --> 00:24:06.270 align:middle line:84%
AUDIENCE: The one that
looks like a U-shaped tube--

00:24:06.270 --> 00:24:06.840 align:middle line:90%
like that.

00:24:06.840 --> 00:24:09.340 align:middle line:90%
AUDIENCE: Yeah, exactly.

00:24:09.340 --> 00:24:12.240 align:middle line:84%
PROFESSOR: So yeah, it's
kind the right shape.

00:24:12.240 --> 00:24:14.130 align:middle line:84%
It's one of those door
handles or something

00:24:14.130 --> 00:24:18.120 align:middle line:84%
like the size of a
supporting column.

00:24:18.120 --> 00:24:21.174 align:middle line:84%
You wouldn't necessarily think
that you had to grab it, right?

00:24:21.174 --> 00:24:24.786 align:middle line:84%
AUDIENCE: An outlet is
for sticking things into.

00:24:24.786 --> 00:24:27.230 align:middle line:90%
You can see these holes thing.

00:24:27.230 --> 00:24:28.640 align:middle line:90%
PROFESSOR: Like fingers?

00:24:28.640 --> 00:24:30.140 align:middle line:84%
AUDIENCE: They're
not finger-shaped.

00:24:30.140 --> 00:24:32.050 align:middle line:84%
PROFESSOR: Because
they're not finger-shaped.

00:24:32.050 --> 00:24:35.770 align:middle line:84%
Yeah, although it has a kind
of weird happy face on it,

00:24:35.770 --> 00:24:38.605 align:middle line:84%
which I always thought was
a little bit strange about--

00:24:38.605 --> 00:24:40.480 align:middle line:84%
that might have been
designed, too, actually.

00:24:40.480 --> 00:24:42.340 align:middle line:84%
That might have something
because if you--

00:24:42.340 --> 00:24:43.520 align:middle line:90%
this won't kill you, really.

00:24:43.520 --> 00:24:45.178 align:middle line:84%
So you should put
it in your home.

00:24:45.178 --> 00:24:47.720 align:middle line:84%
I want to find out more about
the history of the Edison plug.

00:24:47.720 --> 00:24:51.720 align:middle line:84%
AUDIENCE: It's
actually-- the design

00:24:51.720 --> 00:24:58.424 align:middle line:84%
with the ground on the bottom is
a bad idea because if something

00:24:58.424 --> 00:25:00.500 align:middle line:84%
starts falling out that
are too exposed to it,

00:25:00.500 --> 00:25:02.593 align:middle line:90%
it will not be the ground one.

00:25:02.593 --> 00:25:05.430 align:middle line:84%
So it would be
better to flip it.

00:25:05.430 --> 00:25:07.472 align:middle line:84%
PROFESSOR: Where's the
ground in the mid- up top?

00:25:07.472 --> 00:25:08.527 align:middle line:84%
AUDIENCE: Yeah,
because then even

00:25:08.527 --> 00:25:10.056 align:middle line:84%
if it starts coming
out a little,

00:25:10.056 --> 00:25:12.480 align:middle line:84%
then something falls
down between the--

00:25:12.480 --> 00:25:13.730 align:middle line:90%
PROFESSOR: So it's bad design.

00:25:13.730 --> 00:25:16.510 align:middle line:84%
It's bad design because you want
to put it on your wall in a way

00:25:16.510 --> 00:25:18.260 align:middle line:84%
that it smiles at
you all the time.

00:25:18.260 --> 00:25:20.582 align:middle line:84%
But when it's the
other way around,

00:25:20.582 --> 00:25:22.040 align:middle line:84%
it's actually a
little more stable.

00:25:22.040 --> 00:25:23.930 align:middle line:90%
It's actually like a mo--

00:25:23.930 --> 00:25:28.921 align:middle line:84%
British plugs, actually, have
the pin usually on top and--

00:25:28.921 --> 00:25:31.296 align:middle line:84%
AUDIENCE: The British just
have the eyes [INAUDIBLE] pin.

00:25:31.296 --> 00:25:32.770 align:middle line:90%
There's [INAUDIBLE].

00:25:32.770 --> 00:25:33.270 align:middle line:90%
Right?

00:25:33.270 --> 00:25:35.162 align:middle line:90%
PROFESSOR: That would be the--

00:25:35.162 --> 00:25:35.870 align:middle line:90%
what would it be?

00:25:35.870 --> 00:25:36.770 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:25:36.770 --> 00:25:38.240 align:middle line:90%
AUDIENCE: For two round circles.

00:25:38.240 --> 00:25:40.365 align:middle line:84%
PROFESSOR: Yeah, yeah, the
two round circles, yeah.

00:25:40.365 --> 00:25:41.775 align:middle line:90%
AUDIENCE: They're using--

00:25:41.775 --> 00:25:43.400 align:middle line:84%
PROFESSOR: Dan, I
think you're thinking

00:25:43.400 --> 00:25:45.376 align:middle line:90%
of your pins, which are round.

00:25:45.376 --> 00:25:47.300 align:middle line:90%
The original size is flat.

00:25:47.300 --> 00:25:49.460 align:middle line:84%
But they are twice the
width of the thing.

00:25:49.460 --> 00:25:51.585 align:middle line:84%
You could stick your finger
in a British pin, which

00:25:51.585 --> 00:25:53.810 align:middle line:84%
means they have to design
all kinds of protection

00:25:53.810 --> 00:25:56.087 align:middle line:84%
mechanisms, plastic springs,
and things like that,

00:25:56.087 --> 00:25:57.920 align:middle line:84%
just to be able to
prevent you from sticking

00:25:57.920 --> 00:25:58.760 align:middle line:90%
your finger in it.

00:25:58.760 --> 00:26:00.750 align:middle line:84%
It does have-- yeah,
this one's actually nice

00:26:00.750 --> 00:26:02.600 align:middle line:84%
because the biggest
hole in there

00:26:02.600 --> 00:26:05.660 align:middle line:84%
is the lethal hole in there,
is the one that doesn't have

00:26:05.660 --> 00:26:07.095 align:middle line:90%
any current running through it.

00:26:07.095 --> 00:26:09.600 align:middle line:90%


00:26:09.600 --> 00:26:13.850 align:middle line:84%
So an affordance
is something which

00:26:13.850 --> 00:26:16.610 align:middle line:84%
suggests this is how
you can use it, right?

00:26:16.610 --> 00:26:19.160 align:middle line:84%
Something that you
can get hand around

00:26:19.160 --> 00:26:21.080 align:middle line:90%
suggests you can grab it.

00:26:21.080 --> 00:26:23.900 align:middle line:84%
Something with a
movable hinge suggests

00:26:23.900 --> 00:26:26.940 align:middle line:84%
that's the direction
that you move it in.

00:26:26.940 --> 00:26:30.192 align:middle line:84%
So they talk about materials
like wood and glass, right?

00:26:30.192 --> 00:26:31.400 align:middle line:90%
Glass is for looking through.

00:26:31.400 --> 00:26:34.310 align:middle line:90%
Glass is for smashing.

00:26:34.310 --> 00:26:38.330 align:middle line:84%
Wood is for holding
things together.

00:26:38.330 --> 00:26:40.747 align:middle line:84%
And wood is possibly
for writing.

00:26:40.747 --> 00:26:42.080 align:middle line:90%
You've got this porous material.

00:26:42.080 --> 00:26:46.480 align:middle line:84%
It paints very easily,
that sort of thing.

00:26:46.480 --> 00:26:50.900 align:middle line:84%
And in games-- let me
just bring in an example.

00:26:50.900 --> 00:26:52.640 align:middle line:84%
Let's try to identify
the components of--

00:26:52.640 --> 00:26:55.190 align:middle line:84%
how many of you have
played put before?

00:26:55.190 --> 00:26:59.940 align:middle line:84%
Really, really--
this is the box.

00:26:59.940 --> 00:27:03.700 align:middle line:84%
Let's talk about things in
here that's a rule sheet.

00:27:03.700 --> 00:27:06.200 align:middle line:84%
I guess it affords reading, but
I'm not going to talk about.

00:27:06.200 --> 00:27:07.190 align:middle line:90%
It has this thing.

00:27:07.190 --> 00:27:09.980 align:middle line:90%


00:27:09.980 --> 00:27:12.384 align:middle line:84%
Actually, what you
do with this thing?

00:27:12.384 --> 00:27:14.120 align:middle line:90%
AUDIENCE: Ring it.

00:27:14.120 --> 00:27:14.956 align:middle line:90%
PROFESSOR: Slap?

00:27:14.956 --> 00:27:15.710 align:middle line:90%
[BELL RING]

00:27:15.710 --> 00:27:17.060 align:middle line:90%
Yeah, that's what it does.

00:27:17.060 --> 00:27:18.980 align:middle line:84%
OK, all right, so now
that you've seen what

00:27:18.980 --> 00:27:19.820 align:middle line:90%
this thing does.

00:27:19.820 --> 00:27:23.030 align:middle line:84%
What is one of the
things that this--

00:27:23.030 --> 00:27:26.240 align:middle line:84%
not in the rule
book Pit completely.

00:27:26.240 --> 00:27:29.450 align:middle line:84%
If you have this in your game,
what is this thing good for?

00:27:29.450 --> 00:27:30.692 align:middle line:90%
AUDIENCE: Getting attention.

00:27:30.692 --> 00:27:32.150 align:middle line:84%
PROFESSOR: Getting
attention, yeah.

00:27:32.150 --> 00:27:32.570 align:middle line:90%
It's loud.

00:27:32.570 --> 00:27:33.650 align:middle line:90%
AUDIENCE: Annoying people?

00:27:33.650 --> 00:27:34.360 align:middle line:90%
PROFESSOR: Annoying people.

00:27:34.360 --> 00:27:35.735 align:middle line:84%
You could use it
to annoy people.

00:27:35.735 --> 00:27:39.534 align:middle line:84%
It's like-- you want to lock
out what they're trying to say

00:27:39.534 --> 00:27:41.117 align:middle line:84%
or something and
just keep hitting it.

00:27:41.117 --> 00:27:43.025 align:middle line:84%
AUDIENCE: Signalling
that you're the one that

00:27:43.025 --> 00:27:44.025 align:middle line:90%
completed the objective.

00:27:44.025 --> 00:27:45.410 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:27:45.410 --> 00:27:48.980 align:middle line:84%
PROFESSOR: OK, yeah, so the
completion of something,

00:27:48.980 --> 00:27:50.400 align:middle line:90%
the end of--

00:27:50.400 --> 00:27:52.890 align:middle line:84%
because it's very
percussive, right?

00:27:52.890 --> 00:27:55.140 align:middle line:84%
It's not just a loud--
like an air horn.

00:27:55.140 --> 00:27:56.202 align:middle line:90%
It goes eh.

00:27:56.202 --> 00:27:57.160 align:middle line:90%
This one actually has--

00:27:57.160 --> 00:27:58.710 align:middle line:90%
[BELL RING]

00:27:58.710 --> 00:28:02.440 align:middle line:84%
--very, very sharp
[INAUDIBLE] sound.

00:28:02.440 --> 00:28:02.940 align:middle line:90%
What else?

00:28:02.940 --> 00:28:06.490 align:middle line:90%


00:28:06.490 --> 00:28:07.707 align:middle line:90%
What else about this?

00:28:07.707 --> 00:28:09.080 align:middle line:90%
AUDIENCE: It's shiny.

00:28:09.080 --> 00:28:10.500 align:middle line:90%
PROFESSOR: It is shiny.

00:28:10.500 --> 00:28:13.410 align:middle line:90%
Makes you want it, right?

00:28:13.410 --> 00:28:15.120 align:middle line:84%
AUDIENCE: You can
hold it in your hand.

00:28:15.120 --> 00:28:17.570 align:middle line:84%
And so you might be able to
conceivably pass it around.

00:28:17.570 --> 00:28:18.580 align:middle line:84%
PROFESSOR: You could
pass it around.

00:28:18.580 --> 00:28:20.455 align:middle line:84%
This could be controlled
by different people.

00:28:20.455 --> 00:28:22.890 align:middle line:84%
It doesn't necessarily-- it's
not a huge thing for anyone.

00:28:22.890 --> 00:28:24.640 align:middle line:84%
AUDIENCE: There's
only one of them.

00:28:24.640 --> 00:28:25.960 align:middle line:90%
PROFESSOR: There's only one.

00:28:25.960 --> 00:28:27.550 align:middle line:84%
If you only had
one, so then that

00:28:27.550 --> 00:28:29.804 align:middle line:84%
becomes even more desirable
because it's the only--

00:28:29.804 --> 00:28:31.196 align:middle line:90%
[LAUGHING]

00:28:31.196 --> 00:28:32.588 align:middle line:90%
AUDIENCE: Seriously.

00:28:32.588 --> 00:28:33.520 align:middle line:90%
AUDIENCE: Nice.

00:28:33.520 --> 00:28:35.140 align:middle line:84%
PROFESSOR: Something that may
might be able to stand nicely

00:28:35.140 --> 00:28:36.250 align:middle line:90%
on a flat surface.

00:28:36.250 --> 00:28:38.740 align:middle line:84%
But it's not rubberised
or anything of that.

00:28:38.740 --> 00:28:42.650 align:middle line:84%
So if you put it on an incline
surface or something like that,

00:28:42.650 --> 00:28:45.040 align:middle line:90%
it won't stop sliding.

00:28:45.040 --> 00:28:49.493 align:middle line:84%
So this implies that it's going
to sit on a table somewhere.

00:28:49.493 --> 00:28:50.993 align:middle line:84%
It also comes with
a bunch of cards.

00:28:50.993 --> 00:28:53.828 align:middle line:90%
Ooh, whoa.

00:28:53.828 --> 00:28:55.036 align:middle line:90%
What happened to these cards?

00:28:55.036 --> 00:28:55.710 align:middle line:90%
Good Lord.

00:28:55.710 --> 00:29:01.442 align:middle line:84%
OK, now the paint could
rubbed off or something that.

00:29:01.442 --> 00:29:06.730 align:middle line:84%
So don't worry too much about
the text and the graphics.

00:29:06.730 --> 00:29:08.080 align:middle line:90%
But just look at the card.

00:29:08.080 --> 00:29:11.660 align:middle line:90%
What do cards allow you to do?

00:29:11.660 --> 00:29:13.954 align:middle line:84%
What are the
affordances of cards?

00:29:13.954 --> 00:29:14.454 align:middle line:90%
Hm?

00:29:14.454 --> 00:29:15.830 align:middle line:84%
AUDIENCE: You can hold a
couple of them in your hand.

00:29:15.830 --> 00:29:18.413 align:middle line:84%
PROFESSOR: You can hold a couple
of them in your hand at once,

00:29:18.413 --> 00:29:19.648 align:middle line:90%
OK.

00:29:19.648 --> 00:29:21.584 align:middle line:90%
AUDIENCE: Concealing.

00:29:21.584 --> 00:29:23.040 align:middle line:90%
Because there's two sides.

00:29:23.040 --> 00:29:24.707 align:middle line:84%
PROFESSOR: Yeah,
there's a side that you

00:29:24.707 --> 00:29:27.340 align:middle line:84%
can put no useful
information on, right?

00:29:27.340 --> 00:29:29.160 align:middle line:84%
Besides the brand
of the game, sure.

00:29:29.160 --> 00:29:32.706 align:middle line:84%
But all identical, so you
don't know what it is.

00:29:32.706 --> 00:29:34.074 align:middle line:90%
AUDIENCE: Collect.

00:29:34.074 --> 00:29:36.152 align:middle line:84%
You can have a bunch
stack onto each other.

00:29:36.152 --> 00:29:38.610 align:middle line:84%
PROFESSOR: You can hold a lot
of them in your hand at once.

00:29:38.610 --> 00:29:41.560 align:middle line:90%


00:29:41.560 --> 00:29:42.460 align:middle line:90%
What else?

00:29:42.460 --> 00:29:44.350 align:middle line:90%
What else about this?

00:29:44.350 --> 00:29:47.207 align:middle line:84%
AUDIENCE: Pattern
recognition is really easy.

00:29:47.207 --> 00:29:49.040 align:middle line:84%
PROFESSOR: The way how
they've been designed

00:29:49.040 --> 00:29:52.460 align:middle line:84%
makes it possible for you
to do pattern recognition.

00:29:52.460 --> 00:29:55.040 align:middle line:84%
Something which they didn't
do is use different colors,

00:29:55.040 --> 00:29:57.500 align:middle line:84%
which might make it even
easier, at least for people

00:29:57.500 --> 00:29:58.620 align:middle line:90%
who are not colorblind.

00:29:58.620 --> 00:30:01.170 align:middle line:90%


00:30:01.170 --> 00:30:06.320 align:middle line:84%
But they've arranged similar
elements in the same place.

00:30:06.320 --> 00:30:11.430 align:middle line:84%
And they didn't use colors
to denote the numbers.

00:30:11.430 --> 00:30:14.845 align:middle line:90%
What else about these cards?

00:30:14.845 --> 00:30:16.220 align:middle line:84%
AUDIENCE: Just
cards in general--

00:30:16.220 --> 00:30:17.890 align:middle line:90%
you can exchange them.

00:30:17.890 --> 00:30:20.220 align:middle line:84%
PROFESSOR: Yeah, I
guess that's up to you.

00:30:20.220 --> 00:30:23.460 align:middle line:90%
And in fact, Pit does that.

00:30:23.460 --> 00:30:26.650 align:middle line:84%
Pit's one of those games where
exchange is a real time thing.

00:30:26.650 --> 00:30:30.393 align:middle line:84%
We're probably play it
later in the semester

00:30:30.393 --> 00:30:31.310 align:middle line:90%
because it's so light.

00:30:31.310 --> 00:30:31.850 align:middle line:90%
And so easy.

00:30:31.850 --> 00:30:32.350 align:middle line:90%
Yeah?

00:30:32.350 --> 00:30:34.564 align:middle line:84%
AUDIENCE: It's easy to have
a deck and then draw from it.

00:30:34.564 --> 00:30:36.960 align:middle line:84%
PROFESSOR: Oh yeah, you can
have this randomizing thing

00:30:36.960 --> 00:30:38.910 align:middle line:84%
where you just have a whole
stack sitting on the table.

00:30:38.910 --> 00:30:39.990 align:middle line:84%
And then you don't know
what you're going to get.

00:30:39.990 --> 00:30:41.160 align:middle line:90%
And you just grab one.

00:30:41.160 --> 00:30:42.750 align:middle line:84%
Amazingly, it's
actually pretty easy

00:30:42.750 --> 00:30:45.334 align:middle line:84%
to just grab one as opposed
to five at the time.

00:30:45.334 --> 00:30:47.834 align:middle line:84%
AUDIENCE: It's easy to mix them
up too if there was a really

00:30:47.834 --> 00:30:49.050 align:middle line:90%
good random aspect to the game.

00:30:49.050 --> 00:30:49.770 align:middle line:90%
PROFESSOR: Because of this?

00:30:49.770 --> 00:30:50.645 align:middle line:90%
Because of shuffling?

00:30:50.645 --> 00:30:52.490 align:middle line:90%
Yeah.

00:30:52.490 --> 00:30:53.656 align:middle line:90%
Or 52-card pickup.

00:30:53.656 --> 00:30:56.820 align:middle line:90%


00:30:56.820 --> 00:30:58.340 align:middle line:90%
It fits in a hand.

00:30:58.340 --> 00:31:00.960 align:middle line:84%
It's a little bit smaller than
it needs to be in order for you

00:31:00.960 --> 00:31:03.072 align:middle line:84%
to hold it
comfortably like that.

00:31:03.072 --> 00:31:05.280 align:middle line:84%
But these particular cards
are a very, very good size

00:31:05.280 --> 00:31:07.148 align:middle line:90%
for shuffling.

00:31:07.148 --> 00:31:08.148 align:middle line:90%
AUDIENCE: They're black.

00:31:08.148 --> 00:31:09.620 align:middle line:90%
You can put them on tables.

00:31:09.620 --> 00:31:12.010 align:middle line:84%
PROFESSOR: You can put them
on things like tables, yeah.

00:31:12.010 --> 00:31:13.180 align:middle line:90%
You can deal them.

00:31:13.180 --> 00:31:16.830 align:middle line:84%
You can flip them upwards
and downwards, sure.

00:31:16.830 --> 00:31:20.952 align:middle line:84%
AUDIENCE: It's also
the fact that then you

00:31:20.952 --> 00:31:22.810 align:middle line:84%
have to put either
face down or face up,

00:31:22.810 --> 00:31:24.560 align:middle line:84%
you can't really place
them on their side.

00:31:24.560 --> 00:31:27.160 align:middle line:84%
AUDIENCE: Yeah, they're really
terrible for building things

00:31:27.160 --> 00:31:27.790 align:middle line:90%
out of.

00:31:27.790 --> 00:31:31.560 align:middle line:84%
It's possible but really
hard to make something,

00:31:31.560 --> 00:31:33.510 align:middle line:90%
to make a card stand up.

00:31:33.510 --> 00:31:37.800 align:middle line:84%
So it makes it really obvious
that it's either this or this.

00:31:37.800 --> 00:31:40.385 align:middle line:90%


00:31:40.385 --> 00:31:44.760 align:middle line:84%
Other orientations other than
that face up or face down

00:31:44.760 --> 00:31:48.670 align:middle line:84%
aren't really considered,
aren't really part of the game.

00:31:48.670 --> 00:31:50.920 align:middle line:84%
AUDIENCE: I was going to say
that they're rectangular?

00:31:50.920 --> 00:31:51.920 align:middle line:90%
PROFESSOR: Yep.

00:31:51.920 --> 00:31:54.356 align:middle line:84%
AUDIENCE: So going back to
the point of orientation,

00:31:54.356 --> 00:31:56.700 align:middle line:84%
maybe they're vertical
and horizontal--

00:31:56.700 --> 00:31:59.530 align:middle line:84%
PROFESSOR: Mm-hmm,
it's a [? tap ?]----

00:31:59.530 --> 00:32:01.270 align:middle line:90%
the path it [? tap ?].

00:32:01.270 --> 00:32:03.437 align:middle line:84%
AUDIENCE: It'd be hard to
do with a square or circle

00:32:03.437 --> 00:32:06.000 align:middle line:84%
card, but a regular
shape, an elongated shape.

00:32:06.000 --> 00:32:09.050 align:middle line:84%
PROFESSOR: Conversely,
a square card

00:32:09.050 --> 00:32:12.780 align:middle line:84%
could afford full rotation
in any direction, rotation.

00:32:12.780 --> 00:32:15.280 align:middle line:84%
We'll get that, actually, in
the next one where you can just

00:32:15.280 --> 00:32:17.290 align:middle line:90%
rotate things around.

00:32:17.290 --> 00:32:20.290 align:middle line:84%
AUDIENCE: Stiffness
and shininess of them

00:32:20.290 --> 00:32:22.724 align:middle line:90%
distinguishes them from stacks.

00:32:22.724 --> 00:32:24.872 align:middle line:84%
In some games you have
papers that you write

00:32:24.872 --> 00:32:26.975 align:middle line:90%
on them that are disposable.

00:32:26.975 --> 00:32:27.910 align:middle line:90%
Pass a paper.

00:32:27.910 --> 00:32:31.080 align:middle line:84%
PROFESSOR: This is supposed
to last a little bit of time.

00:32:31.080 --> 00:32:33.970 align:middle line:90%
Multiple play sessions at least.

00:32:33.970 --> 00:32:36.150 align:middle line:84%
So yeah, a bunch of
things that cards do

00:32:36.150 --> 00:32:38.100 align:middle line:84%
are already that
you've identified

00:32:38.100 --> 00:32:39.970 align:middle line:90%
which are all very accurate.

00:32:39.970 --> 00:32:41.220 align:middle line:90%
And that's a lot.

00:32:41.220 --> 00:32:42.360 align:middle line:90%
Cards do a lot.

00:32:42.360 --> 00:32:44.120 align:middle line:84%
And when you're
designing a game,

00:32:44.120 --> 00:32:46.495 align:middle line:84%
you need to think about whether
cards are the right thing

00:32:46.495 --> 00:32:49.140 align:middle line:90%
for your choice, for your game.

00:32:49.140 --> 00:32:51.720 align:middle line:84%
And you've gone through
a pretty deep analysis

00:32:51.720 --> 00:32:56.270 align:middle line:84%
about what this thing does
that might make it appropriate.

00:32:56.270 --> 00:32:59.970 align:middle line:84%
Something that might be a little
subtle-- the rounded corners

00:32:59.970 --> 00:33:05.340 align:middle line:84%
actually make it much easier
for you to do things like this.

00:33:05.340 --> 00:33:07.200 align:middle line:84%
If it wasn't around
the corner, it's

00:33:07.200 --> 00:33:11.110 align:middle line:84%
actually pretty
uncomfortable to do a fan.

00:33:11.110 --> 00:33:12.640 align:middle line:90%
It's not like you couldn't.

00:33:12.640 --> 00:33:14.806 align:middle line:90%
You totally could.

00:33:14.806 --> 00:33:17.300 align:middle line:84%
There are stationary
stores actually do

00:33:17.300 --> 00:33:21.272 align:middle line:84%
sell punches, corner punches
around of your cards.

00:33:21.272 --> 00:33:22.980 align:middle line:84%
It is not something
that I would actually

00:33:22.980 --> 00:33:25.350 align:middle line:84%
recommend that you do during
prototyping because it

00:33:25.350 --> 00:33:27.640 align:middle line:90%
takes too damn much time.

00:33:27.640 --> 00:33:30.120 align:middle line:84%
But if you were to design a
game for home, for your family,

00:33:30.120 --> 00:33:31.020 align:middle line:84%
or something like
that, and you want

00:33:31.020 --> 00:33:32.560 align:middle line:84%
to make it a
pleasant experience.

00:33:32.560 --> 00:33:35.160 align:middle line:84%
You might just want
to spend $2 on a punch

00:33:35.160 --> 00:33:37.590 align:middle line:90%
and just punch the corners out.

00:33:37.590 --> 00:33:39.540 align:middle line:84%
It's really, really hard
to do it consistently

00:33:39.540 --> 00:33:41.290 align:middle line:84%
when using your
hands, by the way.

00:33:41.290 --> 00:33:46.590 align:middle line:84%
So it could take away the whole
information hiding things.

00:33:46.590 --> 00:33:49.475 align:middle line:84%
But oh, the one that was badly
punched, that's the joker.

00:33:49.475 --> 00:33:53.370 align:middle line:90%


00:33:53.370 --> 00:33:55.340 align:middle line:90%
Let's see.

00:33:55.340 --> 00:33:56.667 align:middle line:90%
That's, oh, that's next.

00:33:56.667 --> 00:34:00.850 align:middle line:90%


00:34:00.850 --> 00:34:03.050 align:middle line:84%
Let's see what
else I talk about?

00:34:03.050 --> 00:34:06.090 align:middle line:84%
So mapping, so back to
the idea of mapping.

00:34:06.090 --> 00:34:07.820 align:middle line:90%
You've got your intent.

00:34:07.820 --> 00:34:09.980 align:middle line:84%
Here is something that you
want to do as a player,

00:34:09.980 --> 00:34:12.277 align:middle line:84%
maybe hide information
from other people.

00:34:12.277 --> 00:34:14.235 align:middle line:84%
And then there's the
affordances of the system.

00:34:14.235 --> 00:34:17.670 align:middle line:84%
Now if I wanted to
hide my cards from you,

00:34:17.670 --> 00:34:19.949 align:middle line:84%
then I will hold
my cards in a way

00:34:19.949 --> 00:34:22.530 align:middle line:84%
that only you can only
see the side that doesn't

00:34:22.530 --> 00:34:25.440 align:middle line:90%
reveal any useful information.

00:34:25.440 --> 00:34:29.190 align:middle line:84%
So that's a very,
very direct, clear

00:34:29.190 --> 00:34:31.290 align:middle line:84%
what he calls natural
mapping, although I am not

00:34:31.290 --> 00:34:36.580 align:middle line:84%
quite sure that phrase is
very easy to use in practice.

00:34:36.580 --> 00:34:38.610 align:middle line:84%
It gets a little
bit more complicated

00:34:38.610 --> 00:34:41.067 align:middle line:84%
when you actually
look at the system

00:34:41.067 --> 00:34:42.900 align:middle line:84%
that the game is trying
to reproduce, right?

00:34:42.900 --> 00:34:45.469 align:middle line:84%
So far I've just been
talking about cards.

00:34:45.469 --> 00:34:49.110 align:middle line:84%
I haven't been talking about
what the rules of the game are.

00:34:49.110 --> 00:34:51.239 align:middle line:84%
How many people
play Carcassonne?

00:34:51.239 --> 00:34:52.889 align:middle line:90%
OK, a couple of people.

00:34:52.889 --> 00:34:55.662 align:middle line:84%
We should be able to get
a chance to play this

00:34:55.662 --> 00:34:56.760 align:middle line:90%
later this semester.

00:34:56.760 --> 00:34:59.766 align:middle line:84%
I'm pretty sure it's
already in the syllabus.

00:34:59.766 --> 00:35:02.370 align:middle line:84%
So there are a couple of
things in this game that

00:35:02.370 --> 00:35:05.857 align:middle line:90%
is this board.

00:35:05.857 --> 00:35:07.940 align:middle line:84%
There's a back of the
board, which is not colored.

00:35:07.940 --> 00:35:11.830 align:middle line:90%
And it has a design on it.

00:35:11.830 --> 00:35:14.960 align:middle line:84%
We could just pass
this one around.

00:35:14.960 --> 00:35:18.120 align:middle line:84%
It's got little
playing pieces that

00:35:18.120 --> 00:35:26.150 align:middle line:84%
are referred to as meeples by
the hardcover board game fact

00:35:26.150 --> 00:35:27.570 align:middle line:90%
base, I guess.

00:35:27.570 --> 00:35:30.800 align:middle line:90%
They look like little people.

00:35:30.800 --> 00:35:34.560 align:middle line:84%
Actually, there's probably
enough in that for everyone

00:35:34.560 --> 00:35:35.873 align:middle line:90%
to grab one or two.

00:35:35.873 --> 00:35:37.290 align:middle line:84%
And then you can
just take a look.

00:35:37.290 --> 00:35:42.200 align:middle line:84%
I want them all back, but
you can take a look at them.

00:35:42.200 --> 00:35:46.600 align:middle line:84%
Whoops, and a bunch of tiles
that I will also hand out.

00:35:46.600 --> 00:35:50.560 align:middle line:84%
I'll hand out half
to that table.

00:35:50.560 --> 00:35:52.060 align:middle line:84%
AUDIENCE: Something
you can look at.

00:35:52.060 --> 00:35:54.960 align:middle line:90%


00:35:54.960 --> 00:35:55.910 align:middle line:90%
[INAUDIBLE]

00:35:55.910 --> 00:36:07.450 align:middle line:90%


00:36:07.450 --> 00:36:09.570 align:middle line:84%
PROFESSOR: Just take
a look at the pieces,

00:36:09.570 --> 00:36:15.540 align:middle line:90%
and let's start with the tiles.

00:36:15.540 --> 00:36:17.250 align:middle line:84%
Some of you have gotten
just the meeples.

00:36:17.250 --> 00:36:19.640 align:middle line:84%
Some of you have
gotten the tiles.

00:36:19.640 --> 00:36:23.888 align:middle line:84%
What do the tiles suggest,
just by looking at them?

00:36:23.888 --> 00:36:25.880 align:middle line:90%
AUDIENCE: [INAUDIBLE].

00:36:25.880 --> 00:36:26.380 align:middle line:90%
Terrain?

00:36:26.380 --> 00:36:30.570 align:middle line:84%
PROFESSOR: Terrain, all right,
something to do with land.

00:36:30.570 --> 00:36:31.993 align:middle line:90%
What else?

00:36:31.993 --> 00:36:35.157 align:middle line:84%
AUDIENCE: The various terrain
features seem to match up.

00:36:35.157 --> 00:36:37.365 align:middle line:84%
PROFESSOR: The various
terrain features such as the--

00:36:37.365 --> 00:36:39.090 align:middle line:90%
AUDIENCE: --rivers and roads.

00:36:39.090 --> 00:36:40.050 align:middle line:90%
You can match up.

00:36:40.050 --> 00:36:42.120 align:middle line:84%
PROFESSOR: Yeah,
they line up nicely

00:36:42.120 --> 00:36:46.680 align:middle line:84%
when you put the tiles in a
grid with other tiles, right?

00:36:46.680 --> 00:36:51.050 align:middle line:84%
Yeah, there was a hand
back in the back room?

00:36:51.050 --> 00:36:51.880 align:middle line:90%
No?

00:36:51.880 --> 00:36:53.220 align:middle line:90%
AUDIENCE: You can rotate them.

00:36:53.220 --> 00:36:53.750 align:middle line:90%
PROFESSOR: Yeah you could ro--

00:36:53.750 --> 00:36:54.450 align:middle line:90%
AUDIENCE: Squares.

00:36:54.450 --> 00:36:56.825 align:middle line:84%
PROFESSOR: Yeah, squares,
because unlike the cards, which

00:36:56.825 --> 00:36:59.240 align:middle line:84%
is taller and than it is wide
or wider than it is tall.

00:36:59.240 --> 00:37:00.990 align:middle line:84%
This one is the same
length-- more or less

00:37:00.990 --> 00:37:02.520 align:middle line:84%
the same size from
all directions.

00:37:02.520 --> 00:37:05.550 align:middle line:84%
So the idea is that maybe
you could freely, just freely

00:37:05.550 --> 00:37:07.140 align:middle line:90%
rotate these things.

00:37:07.140 --> 00:37:09.290 align:middle line:84%
AUDIENCE: They're
identical with a back.

00:37:09.290 --> 00:37:12.250 align:middle line:84%
PROFESSOR: They are all
identical with a back?

00:37:12.250 --> 00:37:15.750 align:middle line:84%
And that tells us about
these tiles, something

00:37:15.750 --> 00:37:17.698 align:middle line:84%
that we already
know about cards.

00:37:17.698 --> 00:37:19.490 align:middle line:84%
AUDIENCE: You want to
hide the information.

00:37:19.490 --> 00:37:21.150 align:middle line:84%
PROFESSOR: You want to
hide the information?

00:37:21.150 --> 00:37:21.845 align:middle line:90%
AUDIENCE: Or.

00:37:21.845 --> 00:37:22.590 align:middle line:90%
PROFESSOR: Or--

00:37:22.590 --> 00:37:23.570 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:37:23.570 --> 00:37:25.687 align:middle line:84%
PROFESSOR: Or you want
to shuffle it, yeah.

00:37:25.687 --> 00:37:27.270 align:middle line:84%
The fact that you've
got a hidden back

00:37:27.270 --> 00:37:29.400 align:middle line:84%
gives you quite a lot of
different possibilities.

00:37:29.400 --> 00:37:32.762 align:middle line:84%
This rule-- this game in
particular uses mostly because

00:37:32.762 --> 00:37:34.470 align:middle line:84%
of this shuffling and
this randomization.

00:37:34.470 --> 00:37:38.310 align:middle line:84%
You don't know what tile
you're going to draw.

00:37:38.310 --> 00:37:42.180 align:middle line:84%
So for people who
haven't played this game,

00:37:42.180 --> 00:37:44.160 align:middle line:84%
and you're looking at
all these tiles, what

00:37:44.160 --> 00:37:45.770 align:middle line:84%
do you think you do
with these tiles?

00:37:45.770 --> 00:37:55.372 align:middle line:84%
AUDIENCE: You match them
up [INAUDIBLE] on them?

00:37:55.372 --> 00:37:57.330 align:middle line:84%
PROFESSOR: Congratulations,
that's Carcassonne.

00:37:57.330 --> 00:37:59.020 align:middle line:90%
You figured out they game.

00:37:59.020 --> 00:38:00.420 align:middle line:90%
You match things.

00:38:00.420 --> 00:38:01.410 align:middle line:90%
You make big things.

00:38:01.410 --> 00:38:02.555 align:middle line:90%
You put people on them.

00:38:02.555 --> 00:38:05.566 align:middle line:90%


00:38:05.566 --> 00:38:11.530 align:middle line:84%
That track that's going around,
the board that's going around,

00:38:11.530 --> 00:38:15.630 align:middle line:84%
I've got one that is probably
a little bit less insightful

00:38:15.630 --> 00:38:19.340 align:middle line:90%
for this particular lecture.

00:38:19.340 --> 00:38:21.810 align:middle line:84%
Anyone want to guess
what that is, someone

00:38:21.810 --> 00:38:23.456 align:middle line:90%
who hasn't played the game?

00:38:23.456 --> 00:38:25.250 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:38:25.250 --> 00:38:26.072 align:middle line:84%
PROFESSOR: You haven't
played the game, right?

00:38:26.072 --> 00:38:27.835 align:middle line:84%
AUDIENCE: Yeah, I've
played some other games,

00:38:27.835 --> 00:38:29.877 align:middle line:84%
but it's probably just a
scoreboard or something.

00:38:29.877 --> 00:38:31.250 align:middle line:90%
PROFESSOR: There's a scoreboard.

00:38:31.250 --> 00:38:34.060 align:middle line:84%
AUDIENCE: You do something
to move you along the path

00:38:34.060 --> 00:38:34.560 align:middle line:90%
somehow.

00:38:34.560 --> 00:38:36.727 align:middle line:84%
And then the first person
to reach it probably wins.

00:38:36.727 --> 00:38:37.932 align:middle line:90%
PROFESSOR: Yep, OK, good.

00:38:37.932 --> 00:38:40.666 align:middle line:90%


00:38:40.666 --> 00:38:42.208 align:middle line:90%
Well, yeah?

00:38:42.208 --> 00:38:45.112 align:middle line:84%
AUDIENCE: Well, it looks
like it connects back.

00:38:45.112 --> 00:38:47.320 align:middle line:84%
So it makes me think
that maybe instead

00:38:47.320 --> 00:38:50.022 align:middle line:84%
of winning by just getting
around, maybe every loop, you

00:38:50.022 --> 00:38:52.090 align:middle line:84%
get a new tile or
something like that.

00:38:52.090 --> 00:38:56.360 align:middle line:84%
PROFESSOR: OK, it
keeps going on and on.

00:38:56.360 --> 00:38:58.690 align:middle line:90%
It's a combination of all three.

00:38:58.690 --> 00:39:00.230 align:middle line:90%
It is a scorecard.

00:39:00.230 --> 00:39:02.230 align:middle line:84%
If you loop around, I
think it means that you've

00:39:02.230 --> 00:39:07.270 align:middle line:90%
got 100 points or 50 points.

00:39:07.270 --> 00:39:11.170 align:middle line:84%
So you just add 50 to your score
every time that you go around.

00:39:11.170 --> 00:39:14.740 align:middle line:90%
And what fits on those things?

00:39:14.740 --> 00:39:17.336 align:middle line:84%
What would you
place on that board?

00:39:17.336 --> 00:39:18.503 align:middle line:90%
AUDIENCE: The little people?

00:39:18.503 --> 00:39:19.419 align:middle line:90%
PROFESSOR: The meeple.

00:39:19.419 --> 00:39:20.340 align:middle line:90%
You place the meeple.

00:39:20.340 --> 00:39:21.798 align:middle line:84%
You place the
meeples on the tiles.

00:39:21.798 --> 00:39:25.445 align:middle line:84%
You place the
meeples on the board.

00:39:25.445 --> 00:39:27.070 align:middle line:84%
You wouldn't place
a tile on that board

00:39:27.070 --> 00:39:29.387 align:middle line:90%
because there's no hexes there.

00:39:29.387 --> 00:39:32.320 align:middle line:90%


00:39:32.320 --> 00:39:37.760 align:middle line:84%
So you've already got
a mapping of probably

00:39:37.760 --> 00:39:39.310 align:middle line:90%
what intent that you've got.

00:39:39.310 --> 00:39:42.060 align:middle line:84%
Let's make some big things
and put our people on them.

00:39:42.060 --> 00:39:46.390 align:middle line:84%
And the affordances of what you
can do with these tiles that

00:39:46.390 --> 00:39:47.920 align:middle line:90%
suggested that to you.

00:39:47.920 --> 00:39:52.000 align:middle line:84%
This is a game about making
large patches of similar things

00:39:52.000 --> 00:39:55.535 align:middle line:90%
and then putting people on them.

00:39:55.535 --> 00:39:57.012 align:middle line:90%
Oh, my notes are over here.

00:39:57.012 --> 00:39:57.512 align:middle line:90%
Why does

00:39:57.512 --> 00:39:59.073 align:middle line:90%
that keep coming on.

00:39:59.073 --> 00:40:00.490 align:middle line:84%
I keep giving
private information.

00:40:00.490 --> 00:40:01.600 align:middle line:84%
PROFESSOR: I'm
sorry you keep being

00:40:01.600 --> 00:40:03.200 align:middle line:90%
close to my family photographs.

00:40:03.200 --> 00:40:05.890 align:middle line:90%


00:40:05.890 --> 00:40:11.860 align:middle line:84%
So there's a whole bunch of
ways that you can help people

00:40:11.860 --> 00:40:13.750 align:middle line:90%
with these sorts of mappings.

00:40:13.750 --> 00:40:18.370 align:middle line:84%
We've be talking a lot
of visual and physical.

00:40:18.370 --> 00:40:20.650 align:middle line:84%
I guess Donald
Norman would describe

00:40:20.650 --> 00:40:23.560 align:middle line:84%
a lot of these as
spatial, metaphors to use.

00:40:23.560 --> 00:40:26.600 align:middle line:84%
Spatial mostly to describe
things like driving in a car

00:40:26.600 --> 00:40:29.380 align:middle line:84%
and you turn the
wheel to the left

00:40:29.380 --> 00:40:31.630 align:middle line:84%
specifically toward the top
of the wheel to the left.

00:40:31.630 --> 00:40:36.438 align:middle line:84%
And you car it's directed to
turn left, that sort of thing.

00:40:36.438 --> 00:40:38.230 align:middle line:84%
There are sort of bodily
metaphors as well.

00:40:38.230 --> 00:40:43.960 align:middle line:84%
Things that are high are either
supposed to be good and happy,

00:40:43.960 --> 00:40:48.040 align:middle line:84%
things that are low when
you're feeling depressed.

00:40:48.040 --> 00:40:49.970 align:middle line:84%
And you can't pick
yourself off the ground,

00:40:49.970 --> 00:40:53.710 align:middle line:90%
making you sad or bad.

00:40:53.710 --> 00:40:58.450 align:middle line:84%
A lot of these metaphors
are actually arbitrary.

00:40:58.450 --> 00:41:02.170 align:middle line:84%
A lot of us have learned
them through culture

00:41:02.170 --> 00:41:04.310 align:middle line:90%
and socialization in a world.

00:41:04.310 --> 00:41:07.340 align:middle line:84%
But that means that
these might be things

00:41:07.340 --> 00:41:10.202 align:middle line:90%
that you can play off.

00:41:10.202 --> 00:41:12.160 align:middle line:84%
And we're going to do a
little bit more detail.

00:41:12.160 --> 00:41:14.577 align:middle line:84%
I'll give you a couple of more
examples in about two weeks

00:41:14.577 --> 00:41:19.090 align:middle line:84%
when we revisit the
idea of user design.

00:41:19.090 --> 00:41:22.240 align:middle line:84%
He talks about things like
single control, single function

00:41:22.240 --> 00:41:25.900 align:middle line:84%
where if you've got something
that does something,

00:41:25.900 --> 00:41:29.363 align:middle line:84%
you might not want to make it do
yet another thing on top of it

00:41:29.363 --> 00:41:31.530 align:middle line:84%
because that starts to get
really, really confusing.

00:41:31.530 --> 00:41:33.947 align:middle line:84%
The meeples, for instance,
yeah you place them on the map,

00:41:33.947 --> 00:41:37.335 align:middle line:84%
but you also place
them on the scoreboard.

00:41:37.335 --> 00:41:38.710 align:middle line:84%
I personally think
this game will

00:41:38.710 --> 00:41:40.737 align:middle line:84%
be a little bit easier
to learn if they just

00:41:40.737 --> 00:41:42.820 align:middle line:84%
gave you a different piece
for the scoreboard that

00:41:42.820 --> 00:41:43.720 align:middle line:90%
was the meeple--

00:41:43.720 --> 00:41:47.500 align:middle line:84%
the same colors, just a
slightly different piece--

00:41:47.500 --> 00:41:50.390 align:middle line:84%
because pieces never move from
the scoreboard to the tiles

00:41:50.390 --> 00:41:50.890 align:middle line:90%
or back.

00:41:50.890 --> 00:41:53.935 align:middle line:90%


00:41:53.935 --> 00:41:57.630 align:middle line:84%
The other thing that
I want to talk about

00:41:57.630 --> 00:42:01.460 align:middle line:84%
is what do these
tiles not let you do?

00:42:01.460 --> 00:42:04.870 align:middle line:90%


00:42:04.870 --> 00:42:06.680 align:middle line:90%
Well, they did let you do that.

00:42:06.680 --> 00:42:07.930 align:middle line:90%
But was it easy?

00:42:07.930 --> 00:42:08.750 align:middle line:90%
AUDIENCE: No.

00:42:08.750 --> 00:42:10.670 align:middle line:90%
PROFESSOR: No, OK, all right.

00:42:10.670 --> 00:42:14.020 align:middle line:84%
They're also not very
good building materials,

00:42:14.020 --> 00:42:15.790 align:middle line:90%
just like cards aren't.

00:42:15.790 --> 00:42:18.998 align:middle line:84%
AUDIENCE: Holding
them is kind of hard.

00:42:18.998 --> 00:42:21.040 align:middle line:84%
PROFESSOR: Holding a whole
bunch of them is hard.

00:42:21.040 --> 00:42:21.915 align:middle line:90%
They're really thick.

00:42:21.915 --> 00:42:23.770 align:middle line:84%
And you saw the
difficulty I had just

00:42:23.770 --> 00:42:27.280 align:middle line:84%
trying to pull half of
them out of the box.

00:42:27.280 --> 00:42:29.270 align:middle line:90%
They were unwieldy.

00:42:29.270 --> 00:42:30.560 align:middle line:90%
AUDIENCE: Shuffling.

00:42:30.560 --> 00:42:32.440 align:middle line:90%
PROFESSOR: Shuffling's tough.

00:42:32.440 --> 00:42:35.997 align:middle line:84%
You can-- all right, maybe
I'll do this once a game.

00:42:35.997 --> 00:42:37.414 align:middle line:84%
AUDIENCE: Put them
in a bag maybe?

00:42:37.414 --> 00:42:37.997 align:middle line:90%
PROFESSOR: Hm?

00:42:37.997 --> 00:42:40.540 align:middle line:90%
If you had them in a bag, yes.

00:42:40.540 --> 00:42:43.130 align:middle line:84%
A bag is its own
affordance, right?

00:42:43.130 --> 00:42:45.840 align:middle line:84%
It affords its own like me
picking Scrabble, for instance.

00:42:45.840 --> 00:42:48.708 align:middle line:84%
How then Scrabble was
really, really well in a bag.

00:42:48.708 --> 00:42:51.708 align:middle line:90%


00:42:51.708 --> 00:42:53.500 align:middle line:84%
So if you wanted to
randomize things, yeah,

00:42:53.500 --> 00:42:56.652 align:middle line:84%
you could totally just put
the whole back hiding thing

00:42:56.652 --> 00:42:58.360 align:middle line:84%
and just put them all
into a bag and then

00:42:58.360 --> 00:43:01.800 align:middle line:90%
just pull one out of random.

00:43:01.800 --> 00:43:03.622 align:middle line:90%
So these are constraints.

00:43:03.622 --> 00:43:05.830 align:middle line:84%
You're not really supposed
to have more than one tile

00:43:05.830 --> 00:43:07.480 align:middle line:90%
at a time in Carcassonne.

00:43:07.480 --> 00:43:10.030 align:middle line:84%
You are supposed to draw one,
figure out where it goes,

00:43:10.030 --> 00:43:11.810 align:middle line:90%
put it down.

00:43:11.810 --> 00:43:14.290 align:middle line:84%
You're not supposed to
ever hang on to two.

00:43:14.290 --> 00:43:17.380 align:middle line:84%
So it's OK that the tiles
are designed in such a way

00:43:17.380 --> 00:43:19.750 align:middle line:84%
that it makes it hard
for you to hold on to do.

00:43:19.750 --> 00:43:22.773 align:middle line:90%


00:43:22.773 --> 00:43:24.690 align:middle line:84%
For the cards, for
instance, you're not really

00:43:24.690 --> 00:43:27.370 align:middle line:90%
supposed to stack them.

00:43:27.370 --> 00:43:31.120 align:middle line:84%
They are not very
useful to you when

00:43:31.120 --> 00:43:34.607 align:middle line:84%
you've got them face down
because you can't really

00:43:34.607 --> 00:43:35.440 align:middle line:90%
see the information.

00:43:35.440 --> 00:43:37.857 align:middle line:84%
To get a small number of cards,
like in poker or something

00:43:37.857 --> 00:43:39.370 align:middle line:84%
like that, maybe
you could remember

00:43:39.370 --> 00:43:41.740 align:middle line:90%
what you had face down.

00:43:41.740 --> 00:43:45.512 align:middle line:84%
But if it's a large
number of cards,

00:43:45.512 --> 00:43:48.980 align:middle line:84%
like in Pit, you really want
then held face up, facing you.

00:43:48.980 --> 00:43:50.240 align:middle line:90%
So the idea of--

00:43:50.240 --> 00:43:53.210 align:middle line:84%
in Pit, you don't really
ever put that face down.

00:43:53.210 --> 00:43:55.890 align:middle line:84%
I think there might be a rule
about placing them face down

00:43:55.890 --> 00:43:58.203 align:middle line:90%
right at the end of the game.

00:43:58.203 --> 00:44:01.240 align:middle line:84%
But you don't actually--
no, that's not even true.

00:44:01.240 --> 00:44:03.560 align:middle line:84%
You don't ever have to
place them face down.

00:44:03.560 --> 00:44:08.194 align:middle line:84%
When they're face down,
they're not interesting to you.

00:44:08.194 --> 00:44:10.898 align:middle line:84%
You should have had that
information in a minute.

00:44:10.898 --> 00:44:11.940 align:middle line:90%
So these are constraints.

00:44:11.940 --> 00:44:15.440 align:middle line:84%
These are things--
this is another way

00:44:15.440 --> 00:44:17.020 align:middle line:84%
that the visibility
of the system

00:44:17.020 --> 00:44:19.450 align:middle line:84%
can help you with
those mappings.

00:44:19.450 --> 00:44:22.090 align:middle line:84%
You're looking at the
system and the pieces

00:44:22.090 --> 00:44:24.200 align:middle line:84%
that it's giving you,
and you're thinking,

00:44:24.200 --> 00:44:25.798 align:middle line:84%
what can't I do
with these things?

00:44:25.798 --> 00:44:27.340 align:middle line:84%
And that's probably
not what the game

00:44:27.340 --> 00:44:29.110 align:middle line:84%
wants you to do
with these things

00:44:29.110 --> 00:44:31.262 align:middle line:90%
if the game is designed well.

00:44:31.262 --> 00:44:32.470 align:middle line:90%
Games can be designed poorly.

00:44:32.470 --> 00:44:33.460 align:middle line:90%
That's a caveat.

00:44:33.460 --> 00:44:36.550 align:middle line:84%
Everything that I say is
a qualitative, subjective

00:44:36.550 --> 00:44:37.354 align:middle line:90%
statement.

00:44:37.354 --> 00:44:41.120 align:middle line:90%


00:44:41.120 --> 00:44:43.840 align:middle line:84%
And that goes back
to something that

00:44:43.840 --> 00:44:47.200 align:middle line:84%
was brought up earlier
about mental models, right?

00:44:47.200 --> 00:44:49.965 align:middle line:84%
As you play around
with these pieces--

00:44:49.965 --> 00:44:51.340 align:middle line:84%
of course when
you read the rules

00:44:51.340 --> 00:44:52.740 align:middle line:84%
and you see the
illustrations, maybe when

00:44:52.740 --> 00:44:54.240 align:middle line:84%
they read it at the
back of the box,

00:44:54.240 --> 00:44:56.860 align:middle line:84%
I would suggest that
usually you start

00:44:56.860 --> 00:44:59.230 align:middle line:84%
trying to figure out what a
game is when you pick it up

00:44:59.230 --> 00:45:00.980 align:middle line:84%
off the shell and you
start looking at it.

00:45:00.980 --> 00:45:03.530 align:middle line:84%
And it says, hey, this is
a game that I want to play.

00:45:03.530 --> 00:45:06.380 align:middle line:84%
It says Deluxe Pit,
over 100 years of--

00:45:06.380 --> 00:45:09.130 align:middle line:84%
100 years of card game
fun, geez 100 years.

00:45:09.130 --> 00:45:10.660 align:middle line:90%
The front says 1904.

00:45:10.660 --> 00:45:15.040 align:middle line:84%
So this is probably not
a science fiction game,

00:45:15.040 --> 00:45:15.778 align:middle line:90%
all right?

00:45:15.778 --> 00:45:18.070 align:middle line:84%
Actually, for people who
haven't played this game, what

00:45:18.070 --> 00:45:19.600 align:middle line:90%
do you think this is about?

00:45:19.600 --> 00:45:20.380 align:middle line:84%
I don't think I've
talked about it.

00:45:20.380 --> 00:45:21.730 align:middle line:84%
AUDIENCE: Maybe about the
stock market or something.

00:45:21.730 --> 00:45:22.605 align:middle line:90%
There's a bowl on it.

00:45:22.605 --> 00:45:23.938 align:middle line:90%
PROFESSOR: There's a bowl on it.

00:45:23.938 --> 00:45:25.630 align:middle line:84%
AUDIENCE: There's a
trading pit maybe.

00:45:25.630 --> 00:45:28.960 align:middle line:84%
PROFESSOR: Yeah, the title
of the game suggests things.

00:45:28.960 --> 00:45:31.040 align:middle line:84%
It isn't like a
commodity trading game.

00:45:31.040 --> 00:45:33.465 align:middle line:84%
On the side, it says,
"Corner the Market."

00:45:33.465 --> 00:45:35.870 align:middle line:90%
AUDIENCE: And it's got a bell.

00:45:35.870 --> 00:45:37.460 align:middle line:90%


00:45:37.460 --> 00:45:40.120 align:middle line:84%
PROFESSOR: I wonder whether
they included the bell

00:45:40.120 --> 00:45:42.517 align:middle line:84%
and over 100 years of card
game fun intentionally.

00:45:42.517 --> 00:45:45.100 align:middle line:84%
This is like, this game back in
the time when stock market are

00:45:45.100 --> 00:45:46.390 align:middle line:90%
run with bells.

00:45:46.390 --> 00:45:49.480 align:middle line:84%
I guess they still
are but mostly just

00:45:49.480 --> 00:45:52.600 align:middle line:90%
run with computers nowadays.

00:45:52.600 --> 00:45:57.120 align:middle line:84%
I'd love to see Pit done on some
sort of updated 21st century

00:45:57.120 --> 00:45:58.584 align:middle line:90%
thing.

00:45:58.584 --> 00:46:00.640 align:middle line:84%
AUDIENCE: [INAUDIBLE]
with insider trading.

00:46:00.640 --> 00:46:02.500 align:middle line:84%
PROFESSOR: So there
are, of course,

00:46:02.500 --> 00:46:06.250 align:middle line:84%
the text at a back that
tells you not only what

00:46:06.250 --> 00:46:07.750 align:middle line:90%
the theme of this game is.

00:46:07.750 --> 00:46:09.250 align:middle line:84%
Shout your deal and
trade your cards

00:46:09.250 --> 00:46:11.530 align:middle line:90%
to corner the market, et cetera.

00:46:11.530 --> 00:46:14.620 align:middle line:84%
And then it also says, family
age seven plus, 30 minutes,

00:46:14.620 --> 00:46:17.550 align:middle line:84%
three to eight
players, just to tell--

00:46:17.550 --> 00:46:18.633 align:middle line:90%
to give you a better idea.

00:46:18.633 --> 00:46:20.133 align:middle line:84%
And when you look
at this thing, I'm

00:46:20.133 --> 00:46:21.610 align:middle line:84%
immediately forming
a mental model

00:46:21.610 --> 00:46:23.020 align:middle line:90%
of how is this game plays.

00:46:23.020 --> 00:46:24.820 align:middle line:84%
You know that you're supposed to
collect cards because they show

00:46:24.820 --> 00:46:25.510 align:middle line:90%
you a whole bunch of cards.

00:46:25.510 --> 00:46:27.990 align:middle line:84%
You know you're supposed to slam
a bell at some point in time.

00:46:27.990 --> 00:46:28.970 align:middle line:84%
And then you're just
reading the rules.

00:46:28.970 --> 00:46:30.540 align:middle line:90%
All right, so when do I do this?

00:46:30.540 --> 00:46:33.740 align:middle line:90%
It's pretty easy.

00:46:33.740 --> 00:46:36.190 align:middle line:90%
Let's see.

00:46:36.190 --> 00:46:39.430 align:middle line:84%
When it comes to
Carcassonne, there

00:46:39.430 --> 00:46:41.890 align:middle line:84%
is actually a deep, deep
problem with this game

00:46:41.890 --> 00:46:43.450 align:middle line:90%
despite how popular it is.

00:46:43.450 --> 00:46:46.940 align:middle line:84%
And that scoring is actually
pretty difficult to do.

00:46:46.940 --> 00:46:49.460 align:middle line:90%
It's a math intensive problem.

00:46:49.460 --> 00:46:54.430 align:middle line:84%
It does largely map on to
how many of the meeples

00:46:54.430 --> 00:46:58.500 align:middle line:84%
that you have of your own color
on large patches of things.

00:46:58.500 --> 00:47:01.000 align:middle line:84%
But how much those things are
worth, those patches of things

00:47:01.000 --> 00:47:03.830 align:middle line:84%
are worth, requires a lot of
counting, a lot of counting.

00:47:03.830 --> 00:47:07.060 align:middle line:84%
And that's why you
need a scoring track.

00:47:07.060 --> 00:47:09.730 align:middle line:84%
So that is a big
problem with that game

00:47:09.730 --> 00:47:11.540 align:middle line:90%
on how the mapping works.

00:47:11.540 --> 00:47:13.180 align:middle line:84%
It doesn't really
give you a good idea

00:47:13.180 --> 00:47:16.530 align:middle line:84%
or a good conceptual model of
how much something is worth.

00:47:16.530 --> 00:47:18.460 align:middle line:84%
But you've got a
large patch of thing.

00:47:18.460 --> 00:47:23.200 align:middle line:84%
You've got your dude
somewhere in there.

00:47:23.200 --> 00:47:25.630 align:middle line:84%
You can at least
make the mapping.

00:47:25.630 --> 00:47:27.143 align:middle line:90%
That's worth something.

00:47:27.143 --> 00:47:31.435 align:middle line:90%


00:47:31.435 --> 00:47:36.580 align:middle line:84%
And then that's-- the feedback
that you get back from games

00:47:36.580 --> 00:47:39.070 align:middle line:84%
when it's Pit-- the feedback
that you get when you hit

00:47:39.070 --> 00:47:39.960 align:middle line:90%
the bell, right?

00:47:39.960 --> 00:47:41.043 align:middle line:90%
There's a huge ding sound.

00:47:41.043 --> 00:47:42.585 align:middle line:84%
That's the feedback
that you get when

00:47:42.585 --> 00:47:44.110 align:middle line:84%
you try to fit a
piece that doesn't

00:47:44.110 --> 00:47:46.210 align:middle line:90%
fit into something else.

00:47:46.210 --> 00:47:47.710 align:middle line:84%
And there's a couple
of board games

00:47:47.710 --> 00:47:49.640 align:middle line:84%
where you have to
put pieces together,

00:47:49.640 --> 00:47:52.240 align:middle line:84%
and that gives you an idea
of maybe those two pieces

00:47:52.240 --> 00:47:53.650 align:middle line:90%
don't go together.

00:47:53.650 --> 00:47:56.687 align:middle line:84%
What others things look for
in the realm of feedback

00:47:56.687 --> 00:47:57.895 align:middle line:90%
when it comes to board games?

00:47:57.895 --> 00:48:05.104 align:middle line:90%


00:48:05.104 --> 00:48:08.080 align:middle line:90%
AUDIENCE: Maybe a track?

00:48:08.080 --> 00:48:10.550 align:middle line:90%
PROFESSOR: Hm?

00:48:10.550 --> 00:48:12.151 align:middle line:90%
You mean a board track?

00:48:12.151 --> 00:48:14.740 align:middle line:84%
AUDIENCE: Yeah, you want
to stay on the track.

00:48:14.740 --> 00:48:17.740 align:middle line:84%
PROFESSOR: OK, all
right, that's--

00:48:17.740 --> 00:48:21.250 align:middle line:84%
actually there are games where
the only legitimate places

00:48:21.250 --> 00:48:25.360 align:middle line:84%
that you can put your pieces can
be is literally on the pieces

00:48:25.360 --> 00:48:26.580 align:middle line:90%
that they provided you.

00:48:26.580 --> 00:48:29.170 align:middle line:84%
So if you fall out of
it, you are no longer--

00:48:29.170 --> 00:48:33.450 align:middle line:84%
that's not a legal place
for you to place your token.

00:48:33.450 --> 00:48:34.950 align:middle line:84%
AUDIENCE: So it
depends on the game.

00:48:34.950 --> 00:48:38.687 align:middle line:84%
But for a very easy example, in
a game like Risk would have--

00:48:38.687 --> 00:48:40.270 align:middle line:84%
you can very quickly
look at the board

00:48:40.270 --> 00:48:42.220 align:middle line:84%
and say who has
the most soldiers.

00:48:42.220 --> 00:48:44.190 align:middle line:84%
It doesn't necessarily
mean anything

00:48:44.190 --> 00:48:46.840 align:middle line:90%
but it's a good indicator.

00:48:46.840 --> 00:48:49.657 align:middle line:84%
Just something like that would
usually be nice to see you just

00:48:49.657 --> 00:48:51.532 align:middle line:84%
quickly look at it and
say, oh, this person's

00:48:51.532 --> 00:48:52.800 align:middle line:90%
winning for this reason.

00:48:52.800 --> 00:48:55.891 align:middle line:84%
PROFESSOR: So the sheer quantity
of similarly colored things.

00:48:55.891 --> 00:48:57.244 align:middle line:84%
AUDIENCE: Yeah, it doesn't
even have to be [INAUDIBLE]..

00:48:57.244 --> 00:48:58.827 align:middle line:84%
In Monopoly, if you
look at the board,

00:48:58.827 --> 00:49:00.190 align:middle line:90%
whoever has the most houses.

00:49:00.190 --> 00:49:03.633 align:middle line:90%
[INAUDIBLE]

00:49:03.633 --> 00:49:05.050 align:middle line:84%
AUDIENCE: Similarly,
in Catan, you

00:49:05.050 --> 00:49:07.645 align:middle line:84%
can see if somebody
has massive roads

00:49:07.645 --> 00:49:10.361 align:middle line:84%
or a lot of
settlements or cities,

00:49:10.361 --> 00:49:12.852 align:middle line:84%
you can usually tell that
they're doing pretty well.

00:49:12.852 --> 00:49:17.870 align:middle line:84%
PROFESSOR: Mm-hmm, that's,
again, direct visual metaphor.

00:49:17.870 --> 00:49:19.840 align:middle line:84%
And, of course,
in that game, you

00:49:19.840 --> 00:49:22.378 align:middle line:84%
earn points by having the
longest road to emphasize

00:49:22.378 --> 00:49:24.670 align:middle line:84%
it's a good thing even though
it's already a good thing

00:49:24.670 --> 00:49:27.675 align:middle line:90%
to have in game.

00:49:27.675 --> 00:49:28.175 align:middle line:90%
What else?

00:49:28.175 --> 00:49:31.860 align:middle line:90%


00:49:31.860 --> 00:49:35.400 align:middle line:84%
Other players can give
you feedback, right?

00:49:35.400 --> 00:49:40.350 align:middle line:84%
If people remember playing
Code 7 7 last week,

00:49:40.350 --> 00:49:42.540 align:middle line:84%
there's information
that other players

00:49:42.540 --> 00:49:45.630 align:middle line:90%
can provide you that you need.

00:49:45.630 --> 00:49:47.700 align:middle line:84%
But other players
have to provide you.

00:49:47.700 --> 00:49:52.050 align:middle line:84%
So what other
games can you think

00:49:52.050 --> 00:49:54.780 align:middle line:84%
of where other players
are your primary feedback

00:49:54.780 --> 00:49:58.948 align:middle line:84%
mechanism on whether you've
done a move that's OK or not?

00:49:58.948 --> 00:50:00.340 align:middle line:90%
AUDIENCE: Mound Builders?

00:50:00.340 --> 00:50:01.462 align:middle line:90%
PROFESSOR: Mound?

00:50:01.462 --> 00:50:03.210 align:middle line:84%
AUDIENCE: The only
feedback you get.

00:50:03.210 --> 00:50:05.250 align:middle line:84%
PROFESSOR: It is the only
feedback you get, OK.

00:50:05.250 --> 00:50:06.250 align:middle line:90%
AUDIENCE: Poker?

00:50:06.250 --> 00:50:07.750 align:middle line:90%
PROFESSOR: Poker?

00:50:07.750 --> 00:50:09.250 align:middle line:90%
Did--

00:50:09.250 --> 00:50:10.860 align:middle line:84%
AUDIENCE: If you
make a bet that is--

00:50:10.860 --> 00:50:14.178 align:middle line:84%
say you're bluffing and you
make a bet that is good,

00:50:14.178 --> 00:50:15.600 align:middle line:84%
you know when
everyone else folds.

00:50:15.600 --> 00:50:21.160 align:middle line:84%
PROFESSOR: OK, yeah, for
a certain kind of bad,

00:50:21.160 --> 00:50:24.164 align:middle line:90%
it's like, I won it.

00:50:24.164 --> 00:50:26.020 align:middle line:84%
Everyone folds, and
it's like, wait what.

00:50:26.020 --> 00:50:26.860 align:middle line:90%
I had a royal flush.

00:50:26.860 --> 00:50:29.620 align:middle line:84%
Why'd you-- That was
a bad idea, right?

00:50:29.620 --> 00:50:33.780 align:middle line:84%
OK, that gives you
some sort of feedback

00:50:33.780 --> 00:50:35.685 align:middle line:84%
for a very specific
kind of thing.

00:50:35.685 --> 00:50:36.560 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:50:36.560 --> 00:50:38.710 align:middle line:90%
PROFESSOR: Oh, yeah.

00:50:38.710 --> 00:50:41.125 align:middle line:84%
You stick a card with
something written on it.

00:50:41.125 --> 00:50:44.515 align:middle line:84%
AUDIENCE: Yeah, and particularly
based on [INAUDIBLE]..

00:50:44.515 --> 00:50:47.260 align:middle line:84%
PROFESSOR: Mm-hmm, again,
it's like Code 7 7.

00:50:47.260 --> 00:50:49.810 align:middle line:84%
Everything that you
know about the thing

00:50:49.810 --> 00:50:51.760 align:middle line:84%
that you are trying
to guess is something

00:50:51.760 --> 00:50:53.702 align:middle line:90%
that only other people can see.

00:50:53.702 --> 00:50:55.666 align:middle line:90%
AUDIENCE: The game Mafia.

00:50:55.666 --> 00:50:58.770 align:middle line:84%
All the feedback is
filtered through the hosts.

00:50:58.770 --> 00:51:03.640 align:middle line:84%
PROFESSOR: And both useful and
possibly confusing feedback,

00:51:03.640 --> 00:51:04.198 align:middle line:90%
right?

00:51:04.198 --> 00:51:06.490 align:middle line:84%
So yeah, all the information
you're getting in the game

00:51:06.490 --> 00:51:08.672 align:middle line:84%
is through other
people in Mafia.

00:51:08.672 --> 00:51:10.333 align:middle line:90%
AUDIENCE: Battleship?

00:51:10.333 --> 00:51:11.250 align:middle line:90%
PROFESSOR: Battleship?

00:51:11.250 --> 00:51:13.380 align:middle line:90%
Yeah, there's again the hidden--

00:51:13.380 --> 00:51:15.130 align:middle line:84%
information that's
hidden from you,

00:51:15.130 --> 00:51:18.825 align:middle line:84%
but it's completely available
to your opponent and vice versa.

00:51:18.825 --> 00:51:20.200 align:middle line:84%
And you don't need
me to tell you

00:51:20.200 --> 00:51:21.728 align:middle line:90%
the mechanics to tell you that.

00:51:21.728 --> 00:51:23.020 align:middle line:90%
There is a computer battleship.

00:51:23.020 --> 00:51:24.520 align:middle line:90%
It's not as fun.

00:51:24.520 --> 00:51:29.470 align:middle line:90%


00:51:29.470 --> 00:51:34.750 align:middle line:84%
Charades and Pictionary--
usually your teammates

00:51:34.750 --> 00:51:36.370 align:middle line:90%
are the ones who are guessing.

00:51:36.370 --> 00:51:38.950 align:middle line:84%
So I wouldn't necessarily
call that feedback

00:51:38.950 --> 00:51:41.470 align:middle line:84%
because it might
be good feedback

00:51:41.470 --> 00:51:43.690 align:middle line:84%
on whether your clues
are getting across

00:51:43.690 --> 00:51:45.400 align:middle line:90%
to your teammate.

00:51:45.400 --> 00:51:48.100 align:middle line:84%
But your opponents are
also usually some sort

00:51:48.100 --> 00:51:49.930 align:middle line:84%
of feedback mechanism
that's keeping

00:51:49.930 --> 00:51:54.910 align:middle line:84%
time, that's keeping an
eye out for or listening

00:51:54.910 --> 00:51:58.810 align:middle line:84%
for illegal things, like if you
said something very Pictionary.

00:51:58.810 --> 00:52:00.970 align:middle line:84%
If they hear you say
something, they go ah, ah, ah.

00:52:00.970 --> 00:52:01.723 align:middle line:90%
You can do that.

00:52:01.723 --> 00:52:04.910 align:middle line:90%


00:52:04.910 --> 00:52:07.910 align:middle line:84%
And are there a few more
hands or something like that?

00:52:07.910 --> 00:52:12.850 align:middle line:84%
So just always remember that
you can employ other players

00:52:12.850 --> 00:52:14.080 align:middle line:90%
into your feedback mechanism.

00:52:14.080 --> 00:52:16.837 align:middle line:84%
It doesn't always have
to be your game alone.

00:52:16.837 --> 00:52:20.813 align:middle line:84%
AUDIENCE: There is a game
I played a long time ago

00:52:20.813 --> 00:52:23.298 align:middle line:90%
called Scotland Yard.

00:52:23.298 --> 00:52:26.280 align:middle line:84%
The player positions
is almost never known.

00:52:26.280 --> 00:52:29.262 align:middle line:84%
You get some feedback
about what he's

00:52:29.262 --> 00:52:33.390 align:middle line:90%
doing, sort of what he's doing.

00:52:33.390 --> 00:52:37.450 align:middle line:84%
You have that in terms of
the information the gamestate

00:52:37.450 --> 00:52:39.116 align:middle line:84%
that's hidden from
you, feedback on

00:52:39.116 --> 00:52:42.887 align:middle line:84%
whether or not you have achieved
your objectives from the player

00:52:42.887 --> 00:52:44.380 align:middle line:90%
that knows the information.

00:52:44.380 --> 00:52:46.630 align:middle line:84%
PROFESSOR: Yeah, I think
it's like something like four

00:52:46.630 --> 00:52:50.650 align:middle line:84%
or five detectives chasing one
fugitive going through London's

00:52:50.650 --> 00:52:57.255 align:middle line:84%
mass transit system basically--
buses, cabs, underground, yeah.

00:52:57.255 --> 00:52:59.500 align:middle line:84%
And the person who's
running knows where they're

00:52:59.500 --> 00:53:01.190 align:middle line:90%
going at any given time.

00:53:01.190 --> 00:53:04.820 align:middle line:84%
The detectives are working
on partial information

00:53:04.820 --> 00:53:08.440 align:middle line:84%
to try to corner and
close this dragnet.

00:53:08.440 --> 00:53:12.020 align:middle line:90%
So I think that's on the list.

00:53:12.020 --> 00:53:12.820 align:middle line:90%
Do you remember it?

00:53:12.820 --> 00:53:13.862 align:middle line:90%
That was on the syllabus.

00:53:13.862 --> 00:53:14.790 align:middle line:90%
It used to be--

00:53:14.790 --> 00:53:16.104 align:middle line:90%
Scotland Yard.

00:53:16.104 --> 00:53:18.503 align:middle line:84%
AUDIENCE: I'll double
check it, I think I saw it.

00:53:18.503 --> 00:53:19.920 align:middle line:84%
But we may have
changed the game--

00:53:19.920 --> 00:53:23.340 align:middle line:84%
PROFESSOR: Yeah, so we might
get a chance to play that.

00:53:23.340 --> 00:53:26.332 align:middle line:84%
But that also falls in
mastermind category of games

00:53:26.332 --> 00:53:27.790 align:middle line:84%
where it's like,
here's this person

00:53:27.790 --> 00:53:29.860 align:middle line:84%
with all the information,
only that person

00:53:29.860 --> 00:53:31.860 align:middle line:84%
is changing the information
as the game goes on.

00:53:31.860 --> 00:53:32.790 align:middle line:84%
That's a big
difference in Scotland.

00:53:32.790 --> 00:53:35.207 align:middle line:84%
AUDIENCE: Did remove it this
year-- but we do have a copy.

00:53:35.207 --> 00:53:37.100 align:middle line:84%
PROFESSOR: OK, maybe
we'll bring it in.

00:53:37.100 --> 00:53:40.110 align:middle line:90%
It is a good game.

00:53:40.110 --> 00:53:43.740 align:middle line:84%
So one of the things that
Donald Norman ends his very

00:53:43.740 --> 00:53:47.700 align:middle line:84%
first chapter on is that
why is it so hard to--

00:53:47.700 --> 00:53:49.440 align:middle line:90%
he asks this question.

00:53:49.440 --> 00:53:52.410 align:middle line:84%
OK, we've gone through this
huge list of things in his book,

00:53:52.410 --> 00:53:54.703 align:middle line:84%
including things
like light switches--

00:53:54.703 --> 00:53:57.120 align:middle line:84%
well, actually, he hasn't
talked about light switches yet.

00:53:57.120 --> 00:54:00.210 align:middle line:84%
He will talk about light
switches, something like that.

00:54:00.210 --> 00:54:01.320 align:middle line:90%
He talks about cars.

00:54:01.320 --> 00:54:02.513 align:middle line:90%
He talks about doors.

00:54:02.513 --> 00:54:03.430 align:middle line:90%
He talks about clocks.

00:54:03.430 --> 00:54:06.290 align:middle line:90%


00:54:06.290 --> 00:54:10.650 align:middle line:84%
And he asked this question-- why
is it so hard to actually make

00:54:10.650 --> 00:54:12.710 align:middle line:90%
something right?

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Anyone remember?

00:54:14.730 --> 00:54:16.237 align:middle line:90%
Or anyone thinking of--

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AUDIENCE: Doesn't the designer
never really communicates

00:54:18.570 --> 00:54:20.070 align:middle line:90%
one-to-one with the user?

00:54:20.070 --> 00:54:22.506 align:middle line:84%
They're communicating
through the object

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that either was
designed or being used?

00:54:25.812 --> 00:54:27.270 align:middle line:84%
PROFESSOR: That is
definitely true.

00:54:27.270 --> 00:54:28.935 align:middle line:90%
It is a second order problem.

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You're designing something that
then becomes this manifestation

00:54:31.560 --> 00:54:33.180 align:middle line:90%
that somebody else uses.

00:54:33.180 --> 00:54:37.000 align:middle line:84%
And that's actually when
all the problems occur.

00:54:37.000 --> 00:54:38.130 align:middle line:90%
You first, then.

00:54:38.130 --> 00:54:39.862 align:middle line:84%
AUDIENCE: Well, he
was talking about how

00:54:39.862 --> 00:54:42.080 align:middle line:84%
like at first when
something is invented.

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At first it's very complicated,
and then your iteration

00:54:44.752 --> 00:54:46.664 align:middle line:84%
comes up with
something very simple.

00:54:46.664 --> 00:54:49.054 align:middle line:84%
But then people
want more functions.

00:54:49.054 --> 00:54:50.815 align:middle line:84%
And they start
this whole process

00:54:50.815 --> 00:54:53.420 align:middle line:84%
over again where you
keep adding new things.

00:54:53.420 --> 00:54:57.300 align:middle line:84%
But it becomes less
and less intuitive.

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PROFESSOR: Market forces
push you to add things,

00:55:00.630 --> 00:55:04.170 align:middle line:84%
to do additive design in
order to distinguish yourself

00:55:04.170 --> 00:55:05.220 align:middle line:90%
from the competition.

00:55:05.220 --> 00:55:11.114 align:middle line:84%
And that naturally leads
to complexity in interface.

00:55:11.114 --> 00:55:12.982 align:middle line:84%
AUDIENCE: And a lot
of products, you said,

00:55:12.982 --> 00:55:16.814 align:middle line:84%
don't get through that process
because it'll take five or six

00:55:16.814 --> 00:55:18.263 align:middle line:90%
times to get it right.

00:55:18.263 --> 00:55:20.075 align:middle line:84%
But if it's not good
by the second time,

00:55:20.075 --> 00:55:22.340 align:middle line:90%
people just won't buy it.

00:55:22.340 --> 00:55:26.370 align:middle line:84%
PROFESSOR: Yep, so
get back to iteration.

00:55:26.370 --> 00:55:29.880 align:middle line:84%
Five or six times means five or
six times at the same problem,

00:55:29.880 --> 00:55:32.620 align:middle line:90%
right?

00:55:32.620 --> 00:55:40.070 align:middle line:84%
So iteration is the reason
why design starts off

00:55:40.070 --> 00:55:41.060 align:middle line:90%
as being very clunky.

00:55:41.060 --> 00:55:44.520 align:middle line:84%
But it can eventually become
something that works well,

00:55:44.520 --> 00:55:46.620 align:middle line:84%
communicates well, or
something that people

00:55:46.620 --> 00:55:54.558 align:middle line:84%
can learn and maybe even enjoy
in the case of the games.

00:55:54.558 --> 00:55:56.100 align:middle line:84%
One thing that's
funny about the book

00:55:56.100 --> 00:55:58.560 align:middle line:84%
is that it talks a little
bit about the clock radio

00:55:58.560 --> 00:55:59.430 align:middle line:90%
that could do--

00:55:59.430 --> 00:56:02.220 align:middle line:84%
make phone calls, and
be used as a desk lamp,

00:56:02.220 --> 00:56:06.600 align:middle line:84%
and keep track of your
appointments, and used as a TV.

00:56:06.600 --> 00:56:09.160 align:middle line:84%
And I'm still thinking,
this isn't that this, right?

00:56:09.160 --> 00:56:11.940 align:middle line:84%
Exactly the same thing
they he's describing.

00:56:11.940 --> 00:56:14.100 align:middle line:84%
And it's interesting
because he described

00:56:14.100 --> 00:56:16.932 align:middle line:84%
a phone that can only be
used with two buttons, right?

00:56:16.932 --> 00:56:19.080 align:middle line:90%
Here's a button.

00:56:19.080 --> 00:56:21.520 align:middle line:90%
And then here's a huge button.

00:56:21.520 --> 00:56:22.930 align:middle line:90%
You get to select things.

00:56:22.930 --> 00:56:25.410 align:middle line:84%
And it's exactly what
he's talking about only,

00:56:25.410 --> 00:56:28.333 align:middle line:84%
I doubt that actually
imagined that this

00:56:28.333 --> 00:56:30.750 align:middle line:84%
was something to be possible
at the time when he wrote it.

00:56:30.750 --> 00:56:31.380 align:middle line:90%
That was 1980.

00:56:31.380 --> 00:56:32.380 align:middle line:90%
It wasn't that long ago.

00:56:32.380 --> 00:56:34.380 align:middle line:90%


00:56:34.380 --> 00:56:37.620 align:middle line:84%
And cell phones obviously
have gone through

00:56:37.620 --> 00:56:40.410 align:middle line:84%
a lot of criticism. iPhone, of
course, has a lot of criticism

00:56:40.410 --> 00:56:44.730 align:middle line:84%
because people who criticize
it for being a lock-down system

00:56:44.730 --> 00:56:46.680 align:middle line:84%
where you can't really
do all that much.

00:56:46.680 --> 00:56:48.990 align:middle line:84%
It's certainly not as
customizable as Android system.

00:56:48.990 --> 00:56:51.510 align:middle line:90%
It's expensive for what it does.

00:56:51.510 --> 00:56:54.220 align:middle line:84%
But then, arguably, by
locking out a lot of things

00:56:54.220 --> 00:57:00.480 align:middle line:84%
that you might want to do
but maybe don't have to do,

00:57:00.480 --> 00:57:02.370 align:middle line:84%
they are trying to
make it easier for you

00:57:02.370 --> 00:57:04.210 align:middle line:90%
not to do the wrong thing.

00:57:04.210 --> 00:57:06.390 align:middle line:84%
So depending on-- there
are different ways

00:57:06.390 --> 00:57:10.980 align:middle line:90%
to fall on this camp.

00:57:10.980 --> 00:57:13.350 align:middle line:84%
But it is it has been
successful through a number

00:57:13.350 --> 00:57:14.558 align:middle line:90%
of different reasons.

00:57:14.558 --> 00:57:16.350 align:middle line:84%
Don't discount marketing
as being something

00:57:16.350 --> 00:57:20.820 align:middle line:90%
that the does sell.

00:57:20.820 --> 00:57:26.280 align:middle line:84%
But what I want you
to think about now

00:57:26.280 --> 00:57:28.883 align:middle line:84%
is actually the
process of prototyping.

00:57:28.883 --> 00:57:30.425 align:middle line:84%
Actually you know
what, I'm not going

00:57:30.425 --> 00:57:34.247 align:middle line:84%
to go right into prototyping
because they will probably

00:57:34.247 --> 00:57:35.830 align:middle line:84%
make more sense once
I've actually got

00:57:35.830 --> 00:57:38.120 align:middle line:90%
the prototyping materials out.

00:57:38.120 --> 00:57:41.240 align:middle line:84%
What I am going to do is to give
everyone a five minute break.

00:57:41.240 --> 00:57:42.990 align:middle line:84%
We're actually going
to come back and play

00:57:42.990 --> 00:57:44.448 align:middle line:84%
some of last year's
games because I

00:57:44.448 --> 00:57:48.210 align:middle line:84%
think there's enough time
for it now for about an hour.

00:57:48.210 --> 00:57:51.770 align:middle line:84%
And then the last hour of
class, what I'm going to do

00:57:51.770 --> 00:57:55.140 align:middle line:84%
is I'm going to go
into brainstorming.

00:57:55.140 --> 00:57:57.210 align:middle line:84%
So then you can start
forming your teams,

00:57:57.210 --> 00:57:59.250 align:middle line:84%
thinking about what kind
of game that you want.

00:57:59.250 --> 00:58:01.708 align:middle line:84%
Prototyping might be something
we'll leave up to Wednesday.

00:58:01.708 --> 00:58:03.990 align:middle line:84%
So that there'll be
a little more time

00:58:03.990 --> 00:58:05.760 align:middle line:90%
for you to work in your teams.

00:58:05.760 --> 00:58:07.900 align:middle line:84%
So I'd like to get all
the Carcassonne bits back.

00:58:07.900 --> 00:58:13.010 align:middle line:84%
So and then we'll pick this
up in about five minutes.

00:58:13.010 --> 00:58:21.914 align:middle line:90%