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PROFESSOR: All right, so
before we go into the stuff

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that I'm going to cover
for the readings today,

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I want to get a sense of
who's already found a team.

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How many of you are
already in a team?

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Half the class, OK.

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And the rest of you,
what we're going to do

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is try to solve that
problem right now

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and get you in a team.

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For the people who
are in teams, can you

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say what mechanic
they're working with,

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and how many people
you have in your team?

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AUDIENCE: What if we
have two mechanics,

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so we're not sure of that yet?

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PROFESSOR: That's fine.

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Just talk about both of them,
and then you'll figure it out,

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probably today.

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AUDIENCE: OK.

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PROFESSOR: So what are they?

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AUDIENCE: We were thinking
between either like pathfinding

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or some kind of
resource management.

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PROFESSOR: OK, pathfinding--

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AUDIENCE: I'm sorry,
path-building.

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PROFESSOR: Path-building
and resource management.

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AUDIENCE: And we
have three people.

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OK, so three right now,

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PROFESSOR: OK.

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What else?

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AUDIENCE: Hidden information,
and we're four people.

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PROFESSOR: You have four.

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Hidden information,
so that's four.

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AUDIENCE: Stealing
or like team sharing.

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PROFESSOR: I'm
sorry, stealing, or?

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AUDIENCE: Or like
teammate sharing.

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PROFESSOR: Team mate--?

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AUDIENCE: Sharing.

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Sharing your teammate.

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PROFESSOR: Oh, OK.

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So stealing or team sharing.

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I think they say team sharing.

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How many people?

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Four.

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Is that it?

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OK, and how many people
are looking for teams?

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OK, one, two, three--
is your hand up?

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AUDIENCE: No.

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PROFESSOR: Ok, one,two,
three, four, five, six people.

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All right.

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So we could make two complete
teams out of the remaining six.

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I think that's right,
did I count that right?

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So that's what I would suggest
is that all the people who

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don't have teams-- we try to
make two teams out of that,

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rather than try
to join this team.

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Because otherwise, we end
up with a two-person team

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somewhere, and that's not good.

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All right, so of the people
who aren't on a team,

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we went through brainstorming
on Monday as a whole class--

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I can bring up the list
again, but was there

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something that you remember
from Monday that you felt

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like you would like to work on?

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AUDIENCE: Either
voting or bankruptcy.

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Or basically trying
to bankrupt people.

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PROFESSOR: Bankruptcy.

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AUDIENCE: Your numbers--
there's 16 people.

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You went ahead and said
there's four 4-teams and six

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unassigned.

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PROFESSOR: There are
six unassigned right?

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AUDIENCE: But there's-- you
counted a total of four, four,

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three.

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Someone's being
counted on two teams.

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[INAUDIBLE] When they come.

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They're not here right now.

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PROFESSOR: The remaining
people who are not here,

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if we have a bunch of
three-person teams,

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it's a lot easier for
extra people to jump one.

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And three-person teams are
pretty easy to work with.

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Four-person teams are also.

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We'll be working, but
it'll be a lot easier

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to schedule a meeting
with three of you.

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So three-person teams are good.

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Two is pushing it because
if someone gets sick,

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you're in trouble.

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Yeah?

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AUDIENCE: Back to
mechanics, I was

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interested in trading, or
maybe building, or expansion.

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PROFESSOR: Trading, building...

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Did you say expansion?

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AUDIENCE: Expansion.

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Territorial expansion.

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PROFESSOR: OK, so by expansion,
we mean territorial expansion.

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OK.

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Yeah, we see these three things
in one game a lot, right?

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But for this assignment, let's
see where we can deal with one.

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AUDIENCE: I'm interested in
building or area control.

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I would be interested
in deception

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or what the unfairness means.

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PROFESSOR: What?

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AUDIENCE: Unfairness.

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PROFESSOR: OK.

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So All right, so here
are the different kinds

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of game mechanics that the
people who aren't assigned

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are currently--

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at least one person
is interested in them.

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So what I'm going
to do is I'm going

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to go through each one of
them, and for the people who

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aren't assigned,
put up your hand

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if you think that you
might be willing to work

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on a team on that concept.

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OK?

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So, starting with
voting, we have--

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OK so three, bankruptcy--

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one, trading-- three, building--

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four, expansion-- it's
territorial expansion again--

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four, back building--

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one, area control-- four,
area control and expansion

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might actually end up
beating each other then.

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Deception-- one, two, three,
four, and unfairness--

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one, OK.

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So we've got a bunch of things--

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I thought there was a lot
of interest in area control.

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I think I'm going to
leave that off because we

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will be revisiting the
topic later in the semester.

00:06:09.740 --> 00:06:12.250 align:middle line:84%
So you'll get a chance
to look at these.

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So I'm going to take
these two out for now.

00:06:14.750 --> 00:06:17.260 align:middle line:84%
I'm gonna take out
all the one word

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ones that will make it tricky.

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That leaves us with
voting, trading, building,

00:06:22.390 --> 00:06:24.730 align:middle line:90%
and deception.

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Of the people who
aren't assigned,

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was there one that
you're not interested in?

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Any one that you're not
interested in working

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with any of these.

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AUDIENCE: I don't particularly
like the [INAUDIBLE]..

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AUDIENCE: No, he's saying are
you not interested in all four.

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PROFESSOR: In one,
two, three, or four.

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If you're interested
in one of these,

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I think we can make
teams out of this.

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All right, so later
on in the class,

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when we start the prototyping,
there's going to the time

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to actually talk
with each other.

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What I'm going to
actually suggest

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is all the people
who are not on teams

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switch with the front row,
and all people who have teams,

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switch with back row.

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Probably, one corner
will also have

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to be a team that
already exists.

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So yeah, actually,
let's do that now.

00:07:17.030 --> 00:07:19.700 align:middle line:84%
So if you're not on a
team, switch with front row

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so we can all have discussion.

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[SIDE CONVERSATION]

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PROFESSOR: You might as
well sit with your teams

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if you already have one.

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Because we're going to talk
about something new together

00:07:46.320 --> 00:07:47.680 align:middle line:90%
today.

00:07:47.680 --> 00:07:51.010 align:middle line:90%
[SIDE CONVERSATION]

00:07:51.010 --> 00:07:58.510 align:middle line:90%


00:07:58.510 --> 00:08:01.200 align:middle line:84%
PROFESSOR: All right, for the
people who aren't in teams,

00:08:01.200 --> 00:08:03.440 align:middle line:84%
remember the goal is trying
to make two teams out

00:08:03.440 --> 00:08:06.270 align:middle line:90%
of this, of any combination.

00:08:06.270 --> 00:08:09.050 align:middle line:84%
If you end up changing the
game mechanic, that's fine.

00:08:09.050 --> 00:08:12.320 align:middle line:84%
All I'm looking for is
two teams, out of the six

00:08:12.320 --> 00:08:15.238 align:middle line:90%
people who aren't assigned any.

00:08:15.238 --> 00:08:19.206 align:middle line:90%
[SIDE CONVERSATION]

00:08:19.206 --> 00:08:40.967 align:middle line:90%


00:08:40.967 --> 00:08:43.289 align:middle line:84%
PROFESSOR: Who
hasn't signed in yet?

00:08:43.289 --> 00:08:45.150 align:middle line:90%
Who hasn't signed in yet?

00:08:45.150 --> 00:08:46.150 align:middle line:90%
AUDIENCE: I haven't.

00:08:46.150 --> 00:08:47.150 align:middle line:90%
My name isn't on it.

00:08:47.150 --> 00:08:49.920 align:middle line:90%
PROFESSOR: Write your name in.

00:08:49.920 --> 00:08:51.655 align:middle line:90%
AUDIENCE: I was pre-registered.

00:08:51.655 --> 00:08:53.030 align:middle line:84%
PROFESSOR: You're
pre-registered?

00:08:53.030 --> 00:08:54.655 align:middle line:84%
AUDIENCE: Yeah, and
I was there before.

00:08:54.655 --> 00:08:56.430 align:middle line:84%
My name is on the
list the first time.

00:08:56.430 --> 00:08:57.680 align:middle line:90%
Now my name's not on the list.

00:08:57.680 --> 00:09:00.060 align:middle line:84%
PROFESSOR: Very weird,
something weird.

00:09:00.060 --> 00:09:04.115 align:middle line:84%
I'll take that straight outside,
so write your name down.

00:09:04.115 --> 00:09:06.407 align:middle line:84%
You did awesome, and I'll
check it out during the break

00:09:06.407 --> 00:09:08.790 align:middle line:84%
and see where to
fix that problem.

00:09:08.790 --> 00:09:11.690 align:middle line:84%
All right, so how
many of you have

00:09:11.690 --> 00:09:15.440 align:middle line:84%
seen this presentation from me
before, in any of the 15 times

00:09:15.440 --> 00:09:16.960 align:middle line:90%
I gave it in the past year?

00:09:16.960 --> 00:09:19.485 align:middle line:84%
OK, all right, so
about four people.

00:09:19.485 --> 00:09:22.220 align:middle line:90%


00:09:22.220 --> 00:09:25.100 align:middle line:84%
This is a presentation
that I give a lot.

00:09:25.100 --> 00:09:27.020 align:middle line:84%
It's also something
that ends up getting

00:09:27.020 --> 00:09:32.077 align:middle line:84%
covered in one of our new
classes this semester CMS301.

00:09:32.077 --> 00:09:34.160 align:middle line:84%
This is probably gonna be
the last time I actually

00:09:34.160 --> 00:09:36.800 align:middle line:84%
give this presentation
in CMS608 because it's

00:09:36.800 --> 00:09:39.610 align:middle line:84%
kind of like a
really basic skill,

00:09:39.610 --> 00:09:43.880 align:middle line:84%
we're gonna be moving
this into our intro

00:09:43.880 --> 00:09:45.170 align:middle line:90%
classes in the future.

00:09:45.170 --> 00:09:50.090 align:middle line:84%
But it's also the one skill
that, if you learn nothing else

00:09:50.090 --> 00:09:54.430 align:middle line:84%
from the rest of semester, but
you still didn't come to class,

00:09:54.430 --> 00:09:55.520 align:middle line:90%
please learn this.

00:09:55.520 --> 00:09:59.420 align:middle line:84%
Because this is the
core skill that we're

00:09:59.420 --> 00:10:02.420 align:middle line:84%
going to be asking
you to keep working

00:10:02.420 --> 00:10:04.970 align:middle line:84%
and keep practicing
and keep improving on,

00:10:04.970 --> 00:10:05.930 align:middle line:90%
all semester long.

00:10:05.930 --> 00:10:07.388 align:middle line:84%
This is the thing
that you're going

00:10:07.388 --> 00:10:10.610 align:middle line:90%
to be doing all semester long.

00:10:10.610 --> 00:10:14.720 align:middle line:84%
So first of all, that's
kind of jumping the gun.

00:10:14.720 --> 00:10:18.450 align:middle line:90%
Let me take a step back.

00:10:18.450 --> 00:10:20.902 align:middle line:90%
What's a prototype?

00:10:20.902 --> 00:10:22.892 align:middle line:90%
It's in the reading.

00:10:22.892 --> 00:10:25.017 align:middle line:84%
AUDIENCE: Like a basic
thing you just toss together

00:10:25.017 --> 00:10:26.150 align:middle line:90%
to illustrate a concept.

00:10:26.150 --> 00:10:27.817 align:middle line:84%
PROFESSOR: To illustrate
a concept, yep.

00:10:27.817 --> 00:10:30.515 align:middle line:90%


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AUDIENCE: Isn't that supposed
to be one mechanic and reiterate

00:10:35.365 --> 00:10:35.960 align:middle line:90%
that one.

00:10:35.960 --> 00:10:37.710 align:middle line:84%
PROFESSOR: For game,
it could be something

00:10:37.710 --> 00:10:42.970 align:middle line:84%
that just tests one
mechanic or concept,

00:10:42.970 --> 00:10:45.244 align:middle line:84%
and then, you have to
reiterate on it, sure.

00:10:45.244 --> 00:10:47.702 align:middle line:84%
AUDIENCE: Something you just
put out there to get feedback.

00:10:47.702 --> 00:10:49.930 align:middle line:84%
PROFESSOR: Yeah, to
just sort of like gauge

00:10:49.930 --> 00:10:51.928 align:middle line:84%
how other people are
going to respond to it.

00:10:51.928 --> 00:10:54.136 align:middle line:84%
AUDIENCE: In general, It's
just an unfinished version

00:10:54.136 --> 00:10:56.693 align:middle line:90%
of the game.

00:10:56.693 --> 00:10:57.860 align:middle line:90%
PROFESSOR: It is unfinished.

00:10:57.860 --> 00:10:59.513 align:middle line:84%
It is not like your
shipping product.

00:10:59.513 --> 00:11:01.680 align:middle line:84%
At no point it should seem
to be a shipping product.

00:11:01.680 --> 00:11:04.796 align:middle line:84%
AUDIENCE: I'd say it's that
first version of anything, that

00:11:04.796 --> 00:11:07.968 align:middle line:84%
was specifically built
just to test that thing,

00:11:07.968 --> 00:11:10.190 align:middle line:90%
rather than to have a product.

00:11:10.190 --> 00:11:12.120 align:middle line:84%
PROFESSOR: Again,
just to test an idea,

00:11:12.120 --> 00:11:14.480 align:middle line:84%
to test whether something
could work, and, sir,

00:11:14.480 --> 00:11:17.119 align:middle line:84%
you said first version
could be an early generation

00:11:17.119 --> 00:11:18.872 align:middle line:90%
of something.

00:11:18.872 --> 00:11:24.660 align:middle line:84%
AUDIENCE: I was gonna say
like a minimum usable product.

00:11:24.660 --> 00:11:27.530 align:middle line:84%
PROFESSOR: Something that
you can actually use, not

00:11:27.530 --> 00:11:29.730 align:middle line:90%
like a sketch of a game.

00:11:29.730 --> 00:11:34.264 align:middle line:84%
An actual game that
you can actually play.

00:11:34.264 --> 00:11:35.590 align:middle line:90%
Anything else?

00:11:35.590 --> 00:11:39.370 align:middle line:84%
I thought I saw a
hand back there.

00:11:39.370 --> 00:11:42.430 align:middle line:84%
I think we are getting kind
of a good sense of what

00:11:42.430 --> 00:11:43.660 align:middle line:90%
a prototype is.

00:11:43.660 --> 00:11:45.550 align:middle line:84%
You probably
encountered prototyping

00:11:45.550 --> 00:11:47.680 align:middle line:90%
in some other classes--

00:11:47.680 --> 00:11:52.580 align:middle line:84%
a lot of engineering
classes involve prototyping.

00:11:52.580 --> 00:11:53.860 align:middle line:90%
It is this unfinished thing.

00:11:53.860 --> 00:11:58.660 align:middle line:84%
It is not meant to be an
iteration of something

00:11:58.660 --> 00:12:00.130 align:middle line:84%
that you're actually
going to ship.

00:12:00.130 --> 00:12:02.300 align:middle line:84%
Now, in this class,
a lot of things

00:12:02.300 --> 00:12:04.030 align:middle line:84%
that you're going
to end up building

00:12:04.030 --> 00:12:09.760 align:middle line:84%
are building towards a
finished class assignment--

00:12:09.760 --> 00:12:13.800 align:middle line:84%
the thing that you hand in that
meets all of the criteria, that

00:12:13.800 --> 00:12:16.660 align:middle line:84%
has all the rules, and if you
put in front of someone who's

00:12:16.660 --> 00:12:18.280 align:middle line:84%
never seen your
game before, they

00:12:18.280 --> 00:12:19.910 align:middle line:90%
should be able to figure it out.

00:12:19.910 --> 00:12:22.660 align:middle line:84%
However, the very first
assignment, it's pretty

00:12:22.660 --> 00:12:24.550 align:middle line:90%
build a prototype.

00:12:24.550 --> 00:12:28.770 align:middle line:84%
You're testing out
one single mechanic.

00:12:28.770 --> 00:12:31.085 align:middle line:84%
And the question that you
should be asking yourself

00:12:31.085 --> 00:12:32.710 align:middle line:84%
is, what are all the
different things I

00:12:32.710 --> 00:12:34.220 align:middle line:90%
can do with this one mechanic?

00:12:34.220 --> 00:12:37.040 align:middle line:84%
And then, you can just deep
dive into this one big open

00:12:37.040 --> 00:12:38.660 align:middle line:90%
question.

00:12:38.660 --> 00:12:44.510 align:middle line:84%
And you're gonna end up choosing
that question for yourself,

00:12:44.510 --> 00:12:47.160 align:middle line:90%
but as an investigation.

00:12:47.160 --> 00:12:51.880 align:middle line:84%
And prototyping is a tool to
help you investigate something,

00:12:51.880 --> 00:12:54.870 align:middle line:84%
that is going to help you build
your final game in the end.

00:12:54.870 --> 00:12:57.580 align:middle line:84%
So think of assignment
1 as an exercise

00:12:57.580 --> 00:13:00.220 align:middle line:84%
that's actually going to
help you build assignments

00:13:00.220 --> 00:13:01.610 align:middle line:90%
2 an assignment 3.

00:13:01.610 --> 00:13:03.880 align:middle line:84%
Even though we are asking
for things like rules

00:13:03.880 --> 00:13:07.360 align:middle line:84%
that we can read, but
for the most part,

00:13:07.360 --> 00:13:11.710 align:middle line:84%
this can be very
sketchy, very unpolished.

00:13:11.710 --> 00:13:13.960 align:middle line:84%
If we can play it,
if we can use it,

00:13:13.960 --> 00:13:18.370 align:middle line:84%
I think someone said
minimum usable product--

00:13:18.370 --> 00:13:20.980 align:middle line:84%
to be able to see the ideas
that you're working with,

00:13:20.980 --> 00:13:23.520 align:middle line:90%
that's good enough.

00:13:23.520 --> 00:13:27.850 align:middle line:84%
Do spell check your
work, that would be nice.

00:13:27.850 --> 00:13:31.380 align:middle line:84%
But some of the reasons on
why you want a prototype--

00:13:31.380 --> 00:13:33.970 align:middle line:90%
where are my slides notes?

00:13:33.970 --> 00:13:35.533 align:middle line:90%
Just one second--

00:13:35.533 --> 00:13:36.450 align:middle line:90%
I have no slide notes.

00:13:36.450 --> 00:13:38.185 align:middle line:90%
OK.

00:13:38.185 --> 00:13:40.680 align:middle line:84%
So some of the reasons for
why you want a prototype--

00:13:40.680 --> 00:13:43.430 align:middle line:84%
we already talked about
getting feedback--

00:13:43.430 --> 00:13:46.360 align:middle line:84%
being able to put it in front of
people who may not necessarily

00:13:46.360 --> 00:13:51.550 align:middle line:84%
have seen your game before,
but may be part of your target

00:13:51.550 --> 00:13:52.750 align:middle line:90%
audience--

00:13:52.750 --> 00:13:54.547 align:middle line:90%
to be able to get their opinion.

00:13:54.547 --> 00:13:56.380 align:middle line:84%
Put it in front of
instructors who may never

00:13:56.380 --> 00:13:58.930 align:middle line:84%
have seen other version of
the game before or maybe

00:13:58.930 --> 00:14:01.660 align:middle line:84%
have seen the game, to be
able to get their feedback.

00:14:01.660 --> 00:14:03.372 align:middle line:84%
Or other designers
or guests that we

00:14:03.372 --> 00:14:05.830 align:middle line:84%
might be bringing in-- you want
to be able to put something

00:14:05.830 --> 00:14:07.990 align:middle line:84%
in front of everyone
who knows something

00:14:07.990 --> 00:14:11.740 align:middle line:84%
about games to be able to
get their critique, right?

00:14:11.740 --> 00:14:14.620 align:middle line:84%
But the earlier and cheaper
part is the important part.

00:14:14.620 --> 00:14:17.350 align:middle line:84%
You want to be trying
to get feedback,

00:14:17.350 --> 00:14:25.640 align:middle line:84%
as quickly as possible, in
your game development process.

00:14:25.640 --> 00:14:29.080 align:middle line:84%
The earlier you manage
to get new information

00:14:29.080 --> 00:14:34.040 align:middle line:84%
into whether your ideas are
working out or even appealing,

00:14:34.040 --> 00:14:37.190 align:middle line:84%
then the cheaper it
is to make changes.

00:14:37.190 --> 00:14:40.400 align:middle line:84%
So for instance, you've got a
great idea for one of the game

00:14:40.400 --> 00:14:46.010 align:middle line:84%
mechanics, and it turns out
that everyone else on the team

00:14:46.010 --> 00:14:47.480 align:middle line:90%
absolutely hates it.

00:14:47.480 --> 00:14:49.190 align:middle line:84%
But you'd rather
find out about that

00:14:49.190 --> 00:14:51.370 align:middle line:84%
on the first day of meeting
up with your team, than,

00:14:51.370 --> 00:14:55.040 align:middle line:90%
say, two weeks into the project.

00:14:55.040 --> 00:14:56.670 align:middle line:84%
That would be very
useful information

00:14:56.670 --> 00:15:01.480 align:middle line:84%
to sort of say, "OK, I can
work with other ideas."

00:15:01.480 --> 00:15:04.525 align:middle line:90%
Are you on a team?

00:15:04.525 --> 00:15:05.150 align:middle line:90%
You are a team.

00:15:05.150 --> 00:15:08.220 align:middle line:90%
Awesome, OK.

00:15:08.220 --> 00:15:11.572 align:middle line:84%
So I don't have to worry
about getting you on a team.

00:15:11.572 --> 00:15:13.780 align:middle line:84%
The other thing you are
trying to do with a prototype

00:15:13.780 --> 00:15:18.505 align:middle line:84%
is to try a lot of different
approaches to the same problem,

00:15:18.505 --> 00:15:21.470 align:middle line:84%
to experiment a lot of
alternative solutions.

00:15:21.470 --> 00:15:23.632 align:middle line:84%
One thing that often
happens in design teams,

00:15:23.632 --> 00:15:25.340 align:middle line:84%
professional design
teams, amateur design

00:15:25.340 --> 00:15:28.440 align:middle line:90%
teams in school or outside--

00:15:28.440 --> 00:15:30.870 align:middle line:84%
the people like to
talk thier ideas out.

00:15:30.870 --> 00:15:35.968 align:middle line:84%
They love to make sketches,
they love to theorize about--

00:15:35.968 --> 00:15:38.510 align:middle line:84%
well, it worked in this game,
so it should work in our game--

00:15:38.510 --> 00:15:43.750 align:middle line:84%
I really like that, or i really
hate that in this other game.

00:15:43.750 --> 00:15:47.310 align:middle line:84%
This offends me on some
sort of primal way--

00:15:47.310 --> 00:15:50.950 align:middle line:84%
a game designer could
explain it to you

00:15:50.950 --> 00:15:55.930 align:middle line:90%
verbally in about an hour or so.

00:15:55.930 --> 00:15:59.630 align:middle line:84%
And that just wastes
a lot of time,

00:15:59.630 --> 00:16:01.532 align:middle line:84%
especially in a
class like this when

00:16:01.532 --> 00:16:03.240 align:middle line:84%
you have these very
tight deadlines to be

00:16:03.240 --> 00:16:04.870 align:middle line:90%
able to get something working.

00:16:04.870 --> 00:16:07.730 align:middle line:84%
You don't really want to be
spending a whole lot of time

00:16:07.730 --> 00:16:09.190 align:middle line:90%
talking things out.

00:16:09.190 --> 00:16:14.192 align:middle line:84%
You want to get actual answers
as quickly as possible.

00:16:14.192 --> 00:16:16.150 align:middle line:84%
And one thing nice about
prototypes, especially

00:16:16.150 --> 00:16:17.280 align:middle line:84%
on the multi-person
teams is that can

00:16:17.280 --> 00:16:18.660 align:middle line:90%
make multiple prototypes.

00:16:18.660 --> 00:16:20.950 align:middle line:84%
It just tests a whole bunch
of different ideas out.

00:16:20.950 --> 00:16:25.420 align:middle line:84%
If solution a is
better than solution b,

00:16:25.420 --> 00:16:28.740 align:middle line:84%
well, instead of
arguing about-- well,

00:16:28.740 --> 00:16:30.850 align:middle line:84%
theoretically solution a
is better than solution

00:16:30.850 --> 00:16:34.580 align:middle line:84%
b, why not just prototype both
of them and just play them.

00:16:34.580 --> 00:16:37.990 align:middle line:84%
You'll get an answer very,
very quickly among you,

00:16:37.990 --> 00:16:42.240 align:middle line:84%
and all of your
teammates can see.

00:16:42.240 --> 00:16:45.500 align:middle line:84%
And it makes it
[? special ?] and actually

00:16:45.500 --> 00:16:47.800 align:middle line:84%
more fruitful because you're
working with evidence,

00:16:47.800 --> 00:16:54.610 align:middle line:84%
as opposed to working with
just theoretical notes.

00:16:54.610 --> 00:16:56.985 align:middle line:84%
Another thing about prototypes
is that, again, prototypes

00:16:56.985 --> 00:16:59.660 align:middle line:84%
are not your shipping product,
which means you should always

00:16:59.660 --> 00:17:01.205 align:middle line:90%
be willing to throw it away.

00:17:01.205 --> 00:17:03.280 align:middle line:84%
The less time you spend
making a prototype,

00:17:03.280 --> 00:17:05.921 align:middle line:84%
the easier it is
to just discard it.

00:17:05.921 --> 00:17:14.050 align:middle line:84%
With looks, the uglier
and sketchier it is,

00:17:14.050 --> 00:17:15.550 align:middle line:90%
the easier it is to abandon it.

00:17:15.550 --> 00:17:17.900 align:middle line:84%
And you need to be able
to abandon prototypes.

00:17:17.900 --> 00:17:20.720 align:middle line:84%
You need to be able to say
this just isn't working,

00:17:20.720 --> 00:17:23.470 align:middle line:84%
and I'm fine with that-- the
whole team is fine with that.

00:17:23.470 --> 00:17:26.480 align:middle line:84%
You spent 30 minutes
taking this thing,

00:17:26.480 --> 00:17:28.550 align:middle line:84%
we can afford to lose
those 30 minutes.

00:17:28.550 --> 00:17:30.800 align:middle line:84%
Which means you need to be
making stuff either really,

00:17:30.800 --> 00:17:34.798 align:middle line:84%
really fast and really,
really shoddily.

00:17:34.798 --> 00:17:36.590 align:middle line:84%
You don't want to be
spending a lot of time

00:17:36.590 --> 00:17:39.320 align:middle line:90%
making a polished prototype.

00:17:39.320 --> 00:17:44.720 align:middle line:84%
Here are goals that I am
setting up for you when you're

00:17:44.720 --> 00:17:46.730 align:middle line:84%
going into prototyping--
today we're actually

00:17:46.730 --> 00:17:48.710 align:middle line:84%
going to start
prototyping the games

00:17:48.710 --> 00:17:53.730 align:middle line:84%
that you're going to eventually
hand in for Assignment 1.

00:17:53.730 --> 00:17:55.220 align:middle line:90%
I want you to find the fun.

00:17:55.220 --> 00:18:00.860 align:middle line:84%
All of these game mechanics, the
mechanics that the teams have

00:18:00.860 --> 00:18:05.840 align:middle line:84%
already chosen, and the
mechanics that the teams will

00:18:05.840 --> 00:18:07.190 align:middle line:90%
end up choosing--

00:18:07.190 --> 00:18:12.590 align:middle line:84%
all of them have fun and
un-fun implementations.

00:18:12.590 --> 00:18:14.600 align:middle line:84%
I can think of a
whole bunch of ways

00:18:14.600 --> 00:18:21.470 align:middle line:84%
to make building go at
a really plodding pace,

00:18:21.470 --> 00:18:23.680 align:middle line:84%
to make it so that you
can never really get

00:18:23.680 --> 00:18:25.410 align:middle line:84%
any progress, and
things like that.

00:18:25.410 --> 00:18:28.880 align:middle line:84%
And you can come up with really,
really nice implementations

00:18:28.880 --> 00:18:32.640 align:middle line:84%
that are just going to engage
everyone around the table--

00:18:32.640 --> 00:18:34.376 align:middle line:90%
they're gonna have a good time.

00:18:34.376 --> 00:18:37.060 align:middle line:84%
Fun doesn't necessarily
mean everyone's happy.

00:18:37.060 --> 00:18:43.130 align:middle line:84%
It's like a game where,
deception for instance--

00:18:43.130 --> 00:18:46.010 align:middle line:84%
it's like you're playing
around with that mechanic,

00:18:46.010 --> 00:18:48.340 align:middle line:84%
and you feel like
you're just being

00:18:48.340 --> 00:18:49.630 align:middle line:90%
an asshole to other people.

00:18:49.630 --> 00:18:51.700 align:middle line:84%
But that's what the
game's actually about.

00:18:51.700 --> 00:18:54.852 align:middle line:90%


00:18:54.852 --> 00:18:59.930 align:middle line:84%
You are trying to be deceptive
to other people-- maybe not

00:18:59.930 --> 00:19:03.980 align:middle line:84%
necessarily without
them realizing it.

00:19:03.980 --> 00:19:05.970 align:middle line:84%
But then, [INAUDIBLE]
experience,

00:19:05.970 --> 00:19:09.950 align:middle line:84%
that engages you
and sort of puts you

00:19:09.950 --> 00:19:12.680 align:middle line:84%
in the persona of what
the designers were

00:19:12.680 --> 00:19:13.435 align:middle line:90%
trying to achieve.

00:19:13.435 --> 00:19:15.350 align:middle line:90%
Then, that's engaging.

00:19:15.350 --> 00:19:16.847 align:middle line:90%
That's good.

00:19:16.847 --> 00:19:18.430 align:middle line:84%
If it's something
that puts people off

00:19:18.430 --> 00:19:21.470 align:middle line:84%
from ever playing
the game again, then,

00:19:21.470 --> 00:19:23.990 align:middle line:84%
you might want to
re-evaluate that.

00:19:23.990 --> 00:19:26.964 align:middle line:84%
But there is some value
in games that you're only

00:19:26.964 --> 00:19:28.980 align:middle line:90%
gonna play once.

00:19:28.980 --> 00:19:32.330 align:middle line:84%
I'm not going to be very
dogmatic about that.

00:19:32.330 --> 00:19:34.430 align:middle line:84%
What I want you to do
throughout the prototyping

00:19:34.430 --> 00:19:38.390 align:middle line:84%
process is figure out,
of those game mechanics,

00:19:38.390 --> 00:19:42.540 align:middle line:84%
what are the fun and engaging
things that you can do,

00:19:42.540 --> 00:19:47.680 align:middle line:84%
and what are some of the
less fun implementations?

00:19:47.680 --> 00:19:51.440 align:middle line:84%
If you don't find anything
that's not working,

00:19:51.440 --> 00:19:53.510 align:middle line:84%
then, I don't think you're
looking hard enough.

00:19:53.510 --> 00:19:55.982 align:middle line:84%
You need to be looking
really hard to--

00:19:55.982 --> 00:19:57.690 align:middle line:84%
What you should be
finding is whole bunch

00:19:57.690 --> 00:20:00.650 align:middle line:84%
of things that don't work,
and a few little gems that do.

00:20:00.650 --> 00:20:04.967 align:middle line:90%


00:20:04.967 --> 00:20:07.300 align:middle line:84%
The other thing that I want
you to do with the prototype

00:20:07.300 --> 00:20:09.470 align:middle line:84%
is use the prototypes
to communicate

00:20:09.470 --> 00:20:13.760 align:middle line:84%
to the rest of your team about
where your ideas are going.

00:20:13.760 --> 00:20:17.780 align:middle line:84%
As you work in your team, if you
want other people on your team

00:20:17.780 --> 00:20:21.170 align:middle line:84%
to understand the ideas
that you have in your head,

00:20:21.170 --> 00:20:23.380 align:middle line:84%
try making a prototype
to communicate that.

00:20:23.380 --> 00:20:26.060 align:middle line:84%
This is this thing
that I did last night,

00:20:26.060 --> 00:20:27.990 align:middle line:84%
I bring it into
the team meeting--

00:20:27.990 --> 00:20:30.710 align:middle line:84%
together let's play this
for like five minutes.

00:20:30.710 --> 00:20:32.720 align:middle line:84%
And then, you'll
understand what I

00:20:32.720 --> 00:20:37.700 align:middle line:84%
think is interesting about
voting, for instance.

00:20:37.700 --> 00:20:41.930 align:middle line:84%
And your team may have a
completely different idea

00:20:41.930 --> 00:20:45.140 align:middle line:84%
about what they heard, about
where they wanted the game

00:20:45.140 --> 00:20:48.110 align:middle line:84%
to go, but this is a very
effective communication tool.

00:20:48.110 --> 00:20:50.110 align:middle line:84%
When you're actually
designing games, especially

00:20:50.110 --> 00:20:54.190 align:middle line:84%
for assignment 2,
and assignment 3,

00:20:54.190 --> 00:20:58.360 align:middle line:84%
we are trying to hit some sort
of desire, external aesthetic.

00:20:58.360 --> 00:21:02.130 align:middle line:90%


00:21:02.130 --> 00:21:05.710 align:middle line:84%
The final assignment is going
to be for our client's needs--

00:21:05.710 --> 00:21:10.070 align:middle line:84%
then, you are working on
some sort of external spec.

00:21:10.070 --> 00:21:13.370 align:middle line:84%
But then, you also
need to communicate

00:21:13.370 --> 00:21:16.480 align:middle line:84%
within your own team on how
you're interpreting that spec.

00:21:16.480 --> 00:21:20.890 align:middle line:84%
That requirement, that
request, from external party

00:21:20.890 --> 00:21:23.400 align:middle line:84%
in this class will
be your instructors.

00:21:23.400 --> 00:21:26.060 align:middle line:84%
Now, if I say make a game
that is going to get you

00:21:26.060 --> 00:21:30.200 align:middle line:84%
to a certain aesthetic,
which is assignment 2, then

00:21:30.200 --> 00:21:33.240 align:middle line:84%
how do you think the
team should start even

00:21:33.240 --> 00:21:34.950 align:middle line:90%
proceeding in that direction?

00:21:34.950 --> 00:21:37.340 align:middle line:84%
Communicate that
using your prototypes.

00:21:37.340 --> 00:21:40.480 align:middle line:84%
It can be very, very difficult
to get those ideas out

00:21:40.480 --> 00:21:41.200 align:middle line:90%
otherwise.

00:21:41.200 --> 00:21:44.883 align:middle line:90%


00:21:44.883 --> 00:21:47.300 align:middle line:84%
The third thing that I want
you to do with your prototypes

00:21:47.300 --> 00:21:49.780 align:middle line:84%
is to take it
outside of your team.

00:21:49.780 --> 00:21:51.720 align:middle line:84%
Today is going to be
very easy because we

00:21:51.720 --> 00:21:56.650 align:middle line:84%
have a room full of
people who are hopefully

00:21:56.650 --> 00:21:58.140 align:middle line:90%
eager to help each other out.

00:21:58.140 --> 00:22:00.598 align:middle line:84%
And they're going to end up
playing each other's prototypes

00:22:00.598 --> 00:22:01.615 align:middle line:90%
by the end of class.

00:22:01.615 --> 00:22:03.840 align:middle line:84%
That's only gonna
last for one class

00:22:03.840 --> 00:22:07.800 align:middle line:84%
because, as of the end of
today's class, all of you

00:22:07.800 --> 00:22:10.800 align:middle line:84%
are going to know too much
about each other's projects

00:22:10.800 --> 00:22:13.650 align:middle line:84%
to actually be good
testers in the future.

00:22:13.650 --> 00:22:16.020 align:middle line:84%
So I want you to take
it to people outside

00:22:16.020 --> 00:22:22.870 align:middle line:84%
of class-- your dormmates,
your friends and family.

00:22:22.870 --> 00:22:26.610 align:middle line:84%
Email them stuff if
they're at home--

00:22:26.610 --> 00:22:31.960 align:middle line:84%
take it to the libraries or the
student center or something.

00:22:31.960 --> 00:22:34.700 align:middle line:84%
Offer people free
tacos or something

00:22:34.700 --> 00:22:37.656 align:middle line:84%
to play your game for five
minutes, that sort of thing.

00:22:37.656 --> 00:22:42.007 align:middle line:90%


00:22:42.007 --> 00:22:43.590 align:middle line:84%
It's very, very
important to make sure

00:22:43.590 --> 00:22:44.970 align:middle line:84%
that you're getting
feedback from people

00:22:44.970 --> 00:22:46.020 align:middle line:90%
who are not on your team.

00:22:46.020 --> 00:22:48.957 align:middle line:90%
Of course, the instructors--

00:22:48.957 --> 00:22:50.040 align:middle line:90%
it's not just gonna be us.

00:22:50.040 --> 00:22:52.415 align:middle line:84%
We're gonna grab people from
the game lab to come in here

00:22:52.415 --> 00:22:54.930 align:middle line:84%
and play your games and
give you feedback of them.

00:22:54.930 --> 00:22:56.640 align:middle line:84%
So occasionally,
we'll just bring

00:22:56.640 --> 00:22:58.745 align:middle line:84%
in new people who haven't
seen your game before,

00:22:58.745 --> 00:23:00.357 align:middle line:84%
but don't count
on us doing that.

00:23:00.357 --> 00:23:02.440 align:middle line:84%
You should be doing that
as part of your homework.

00:23:02.440 --> 00:23:07.440 align:middle line:84%
That is the process
of prototyping.

00:23:07.440 --> 00:23:13.990 align:middle line:84%
OK, before I go down
that shopping list,

00:23:13.990 --> 00:23:16.080 align:middle line:84%
any questions so far
about what you're trying

00:23:16.080 --> 00:23:19.380 align:middle line:90%
to achieve with prototyping?

00:23:19.380 --> 00:23:20.210 align:middle line:90%
OK.

00:23:20.210 --> 00:23:22.900 align:middle line:84%
Again, Assignment 1 is going to
be a lot more about prototyping

00:23:22.900 --> 00:23:26.040 align:middle line:90%
than making the full game.

00:23:26.040 --> 00:23:27.985 align:middle line:84%
Investigating one
single game mechanic

00:23:27.985 --> 00:23:29.360 align:middle line:84%
is something that
you're probably

00:23:29.360 --> 00:23:31.318 align:middle line:84%
actually gonna end up
doing for both Assignment

00:23:31.318 --> 00:23:32.850 align:middle line:90%
2 and Assignment 3.

00:23:32.850 --> 00:23:34.770 align:middle line:84%
Because it's like,
hey, this is the way

00:23:34.770 --> 00:23:37.410 align:middle line:84%
how I think we can fulfill the
requirements of the assignment,

00:23:37.410 --> 00:23:38.940 align:middle line:84%
and then, you're
gonna investigate

00:23:38.940 --> 00:23:41.018 align:middle line:84%
several different
mechanics to get

00:23:41.018 --> 00:23:43.160 align:middle line:90%
to building your final game.

00:23:43.160 --> 00:23:47.670 align:middle line:84%
So think of Assignment 1 as
the prototyping assignment.

00:23:47.670 --> 00:23:50.160 align:middle line:84%
Let's talk about what
we've got for you today--

00:23:50.160 --> 00:23:51.900 align:middle line:84%
things that we recommend
for prototyping

00:23:51.900 --> 00:23:55.040 align:middle line:90%
include large sheets of paper.

00:23:55.040 --> 00:23:58.244 align:middle line:84%
Here are a couple
of preprinted maps--

00:23:58.244 --> 00:23:59.910 align:middle line:90%
there's a hex grid on one side.

00:23:59.910 --> 00:24:05.768 align:middle line:84%
There's a regular horizontal
and vertical grid--

00:24:05.768 --> 00:24:07.166 align:middle line:90%
is there a word for it?

00:24:07.166 --> 00:24:13.540 align:middle line:90%
Cartesian?-- square grid.

00:24:13.540 --> 00:24:18.100 align:middle line:84%
These are, I think,
two centimeter squares,

00:24:18.100 --> 00:24:21.900 align:middle line:84%
which is also the size of
some of the wooden blocks

00:24:21.900 --> 00:24:22.670 align:middle line:90%
that we've got.

00:24:22.670 --> 00:24:28.050 align:middle line:90%


00:24:28.050 --> 00:24:30.380 align:middle line:84%
I think the hexagons are
also two centimeters if you

00:24:30.380 --> 00:24:34.500 align:middle line:90%
to take them horizontally.

00:24:34.500 --> 00:24:35.900 align:middle line:90%
So you can print these.

00:24:35.900 --> 00:24:40.942 align:middle line:84%
These are all actually available
in PDF on our class website--

00:24:40.942 --> 00:24:42.750 align:middle line:90%
the prototyping maps.

00:24:42.750 --> 00:24:46.650 align:middle line:84%
There's a second version of
these maps that has marks.

00:24:46.650 --> 00:24:49.645 align:middle line:84%
It has just a bunch
of lines in bold.

00:24:49.645 --> 00:24:51.020 align:middle line:84%
It's exactly the
same map, but it

00:24:51.020 --> 00:24:56.410 align:middle line:84%
has a few things
boldfaced to help figure

00:24:56.410 --> 00:24:59.460 align:middle line:84%
out what a square in
here actually looks like,

00:24:59.460 --> 00:25:01.960 align:middle line:84%
if you want to use a counting
track, or something like that.

00:25:01.960 --> 00:25:04.250 align:middle line:90%
I like these better.

00:25:04.250 --> 00:25:05.930 align:middle line:84%
I know Rick likes
the other one better,

00:25:05.930 --> 00:25:09.840 align:middle line:84%
so we put both up
for you to download.

00:25:09.840 --> 00:25:12.426 align:middle line:84%
Let's see, what
else do you need?

00:25:12.426 --> 00:25:12.926 align:middle line:90%
Dice.

00:25:12.926 --> 00:25:16.085 align:middle line:90%


00:25:16.085 --> 00:25:20.130 align:middle line:84%
There's a big box of dice,
6-sided dice, 12-sided dice.

00:25:20.130 --> 00:25:22.800 align:middle line:84%
Has anyone ever used
a 12-sided dice?

00:25:22.800 --> 00:25:23.300 align:middle line:90%
Really?

00:25:23.300 --> 00:25:25.130 align:middle line:90%
What are they good for?

00:25:25.130 --> 00:25:25.950 align:middle line:90%
AUDIENCE: D&D.

00:25:25.950 --> 00:25:27.770 align:middle line:90%
PROFESSOR: D&D does d12s?

00:25:27.770 --> 00:25:28.440 align:middle line:90%
AUDIENCE: Yeah.

00:25:28.440 --> 00:25:29.610 align:middle line:90%
PROFESSOR: OK.

00:25:29.610 --> 00:25:31.670 align:middle line:90%
I know they do that d20s a lot.

00:25:31.670 --> 00:25:34.300 align:middle line:90%
But, OK.

00:25:34.300 --> 00:25:36.390 align:middle line:90%
10-sided dice, 8-sided dice--

00:25:36.390 --> 00:25:40.230 align:middle line:90%


00:25:40.230 --> 00:25:41.650 align:middle line:84%
If you ever buy
dice for yourself,

00:25:41.650 --> 00:25:45.210 align:middle line:84%
a tip is to get them from
kindergarten suppliers,

00:25:45.210 --> 00:25:46.620 align:middle line:90%
rather than from gaming stores.

00:25:46.620 --> 00:25:49.930 align:middle line:84%
Gaming stores will probably
cost about 10 times as much.

00:25:49.930 --> 00:25:54.390 align:middle line:84%
This box cost me about
$12, plus the box.

00:25:54.390 --> 00:25:58.640 align:middle line:90%
You get a nice little case.

00:25:58.640 --> 00:26:03.030 align:middle line:84%
Dice are good for
randomizing, obviously.

00:26:03.030 --> 00:26:07.110 align:middle line:84%
I do not suggest using dice
to keep track of numbers.

00:26:07.110 --> 00:26:09.480 align:middle line:84%
So say you've got a
number that increments

00:26:09.480 --> 00:26:11.880 align:middle line:90%
anywhere between 0 to 20--

00:26:11.880 --> 00:26:14.880 align:middle line:90%
sorry, 0 to 19, or 1 to 20.

00:26:14.880 --> 00:26:17.115 align:middle line:84%
Don't use a 20-sided die
to keep track of the thing

00:26:17.115 --> 00:26:18.990 align:middle line:84%
because it's very easy
to lose that stat just

00:26:18.990 --> 00:26:21.270 align:middle line:90%
by a flick off your hand.

00:26:21.270 --> 00:26:24.265 align:middle line:84%
Just grab a piece of loose
newspaper or something,

00:26:24.265 --> 00:26:25.640 align:middle line:84%
and just write
down that number--

00:26:25.640 --> 00:26:26.790 align:middle line:84%
if you need to keep
track of stats.

00:26:26.790 --> 00:26:28.470 align:middle line:84%
Don't use dice to
keep track of stats.

00:26:28.470 --> 00:26:31.020 align:middle line:84%
But dice are good
for randomizing,

00:26:31.020 --> 00:26:32.520 align:middle line:84%
they can be used
sometimes as tokens

00:26:32.520 --> 00:26:36.150 align:middle line:90%
that move around in a pinch.

00:26:36.150 --> 00:26:38.970 align:middle line:84%
So you can use
dice to do things,

00:26:38.970 --> 00:26:42.120 align:middle line:84%
like one die is the tens,
and one die is the ones.

00:26:42.120 --> 00:26:46.770 align:middle line:84%
So I rolled two
10-sided dice, and then,

00:26:46.770 --> 00:26:51.580 align:middle line:84%
it's going to give me a
number between 1 and 99--

00:26:51.580 --> 00:26:53.850 align:middle line:90%
no, 00 and 99.

00:26:53.850 --> 00:26:54.350 align:middle line:90%
Yeah.

00:26:54.350 --> 00:26:57.840 align:middle line:90%


00:26:57.840 --> 00:27:01.330 align:middle line:84%
Index cards-- we've
got white ones in here,

00:27:01.330 --> 00:27:04.140 align:middle line:90%
we've got colored ones in here.

00:27:04.140 --> 00:27:06.650 align:middle line:90%


00:27:06.650 --> 00:27:09.690 align:middle line:84%
They sell index cards that are
a little bit closer to playing

00:27:09.690 --> 00:27:12.660 align:middle line:84%
cards size, but remember
the rule of keeping things

00:27:12.660 --> 00:27:14.780 align:middle line:90%
big-- big sheets of paper.

00:27:14.780 --> 00:27:17.600 align:middle line:84%
I'll go in a little
bit more detail

00:27:17.600 --> 00:27:20.827 align:middle line:90%
of why you want to do that.

00:27:20.827 --> 00:27:22.410 align:middle line:84%
But if you're making
like a card game,

00:27:22.410 --> 00:27:24.290 align:middle line:84%
I would actually suggest
using index cards.

00:27:24.290 --> 00:27:26.373 align:middle line:84%
They are a little bit
harder to hold in your hand.

00:27:26.373 --> 00:27:28.530 align:middle line:84%
It's difficult to keep a
whole bunch of index cards

00:27:28.530 --> 00:27:31.098 align:middle line:90%
in your hand, like a fan.

00:27:31.098 --> 00:27:33.340 align:middle line:84%
AUDIENCE: They're hard to
shuffle too after a while.

00:27:33.340 --> 00:27:35.382 align:middle line:84%
PROFESSOR: Yeah, they're
hard to shuffle as well.

00:27:35.382 --> 00:27:38.700 align:middle line:84%
But for prototyping, not
only are they cheap--

00:27:38.700 --> 00:27:41.040 align:middle line:84%
we talked a little
bit about doing things

00:27:41.040 --> 00:27:44.360 align:middle line:90%
cheaply and very disposable.

00:27:44.360 --> 00:27:46.410 align:middle line:84%
Those are larger because
it's easier for you

00:27:46.410 --> 00:27:49.810 align:middle line:84%
to actually see when
you're prototyping.

00:27:49.810 --> 00:27:53.238 align:middle line:84%
And I'll get into some
value of why you want to--

00:27:53.238 --> 00:27:55.530 align:middle line:84%
a few more reasons of why
you want to be keeping things

00:27:55.530 --> 00:27:58.110 align:middle line:90%
as big as possible.

00:27:58.110 --> 00:27:59.775 align:middle line:90%
Post-it notes are not in here.

00:27:59.775 --> 00:28:01.730 align:middle line:90%
They are in those boxes.

00:28:01.730 --> 00:28:05.660 align:middle line:90%
Post-it glue and notepads--

00:28:05.660 --> 00:28:08.240 align:middle line:84%
by notepads, I mean
stuff like this.

00:28:08.240 --> 00:28:10.650 align:middle line:84%
Gets people to keep
track of stats.

00:28:10.650 --> 00:28:13.980 align:middle line:84%
We've got pencils, and we've
got markers and pens in there,

00:28:13.980 --> 00:28:14.735 align:middle line:90%
as well.

00:28:14.735 --> 00:28:17.600 align:middle line:84%
Post-it glue- if
you haven't see it,

00:28:17.600 --> 00:28:19.350 align:middle line:84%
I'm pretty sure it's
in one of the boxes--

00:28:19.350 --> 00:28:23.770 align:middle line:84%
it looks just like a regular
glue stick, but it's blue.

00:28:23.770 --> 00:28:25.728 align:middle line:84%
I might only have
some in my office.

00:28:25.728 --> 00:28:28.223 align:middle line:90%


00:28:28.223 --> 00:28:30.890 align:middle line:84%
Basically, it takes any piece of
paper and turns into a Post-it.

00:28:30.890 --> 00:28:33.630 align:middle line:84%
It makes it into sort
of a restickable piece.

00:28:33.630 --> 00:28:37.110 align:middle line:84%
And not only is that useful for
the brainstorming phase, where

00:28:37.110 --> 00:28:39.600 align:middle line:84%
you can take index cards
and turn them into Post-its

00:28:39.600 --> 00:28:41.370 align:middle line:84%
and stick them up
in a wall, they're

00:28:41.370 --> 00:28:44.190 align:middle line:84%
really handy for prototyping
because you can lay things out,

00:28:44.190 --> 00:28:45.960 align:middle line:84%
say on a desk or on
a sheet of paper.

00:28:45.960 --> 00:28:50.250 align:middle line:84%
And it won't just go
flying if somebody sneezes.

00:28:50.250 --> 00:28:52.110 align:middle line:84%
You can sort of keep
things in place.

00:28:52.110 --> 00:28:56.670 align:middle line:84%
If you've never done prototyping
for, say a user interface

00:28:56.670 --> 00:28:58.590 align:middle line:84%
on a piece of computer
software, it can also

00:28:58.590 --> 00:28:59.700 align:middle line:90%
be really, really handy.

00:28:59.700 --> 00:29:02.130 align:middle line:84%
Because you can cut
out pieces of paper

00:29:02.130 --> 00:29:05.100 align:middle line:84%
that are exactly the
size of your menu bar

00:29:05.100 --> 00:29:07.550 align:middle line:90%
or your window, or whatever.

00:29:07.550 --> 00:29:11.690 align:middle line:84%
Just use the glue stick, make
them replaceable and sticky,

00:29:11.690 --> 00:29:16.903 align:middle line:84%
and you can place them anywhere
on another sheet of paper.

00:29:16.903 --> 00:29:18.570 align:middle line:84%
Pencils, pens, markers,
scissors, tape--

00:29:18.570 --> 00:29:22.170 align:middle line:84%
that should be obvious why
you want all of those things.

00:29:22.170 --> 00:29:30.680 align:middle line:84%
Gamebits-- some of you saw some
of these in last week's games.

00:29:30.680 --> 00:29:34.320 align:middle line:84%
These are sort of
stackable counters.

00:29:34.320 --> 00:29:36.120 align:middle line:90%
We have the cubes.

00:29:36.120 --> 00:29:38.910 align:middle line:90%
You can also dice for gamebits.

00:29:38.910 --> 00:29:41.580 align:middle line:84%
You can also use pieces
from other games.

00:29:41.580 --> 00:29:43.770 align:middle line:84%
You don't necessarily have
to restrict your ideas

00:29:43.770 --> 00:29:44.910 align:middle line:90%
to what we give you.

00:29:44.910 --> 00:29:48.638 align:middle line:84%
Those, I believe,
are rubber animals--

00:29:48.638 --> 00:29:51.420 align:middle line:84%
often end up being used
in tactical combat games,

00:29:51.420 --> 00:29:52.470 align:middle line:90%
for some reason.

00:29:52.470 --> 00:29:55.730 align:middle line:84%
I don't know why people always
want to pigs to fight chickens.

00:29:55.730 --> 00:29:57.662 align:middle line:90%
Ducks hate pigs, right.

00:29:57.662 --> 00:30:00.720 align:middle line:84%
Ducks don't stand up,
that's the problem.

00:30:00.720 --> 00:30:02.310 align:middle line:90%
That is the problem with our--

00:30:02.310 --> 00:30:05.750 align:middle line:84%
we have a whole bunch of
little rubberized animals,

00:30:05.750 --> 00:30:07.710 align:middle line:84%
and they don't
stand up very well.

00:30:07.710 --> 00:30:09.497 align:middle line:90%
They do tend to tip over.

00:30:09.497 --> 00:30:11.580 align:middle line:84%
We also have a whole bunch
of rubberized vehicles,

00:30:11.580 --> 00:30:14.060 align:middle line:84%
and those tend to be a
little bit more stable.

00:30:14.060 --> 00:30:16.140 align:middle line:84%
So keep that in mind
before you decide, oh, I

00:30:16.140 --> 00:30:20.010 align:middle line:90%
have to use this chicken piece.

00:30:20.010 --> 00:30:24.350 align:middle line:84%
Kindergarten counters, things I
use to teach kids how to count,

00:30:24.350 --> 00:30:29.624 align:middle line:84%
make great, great
covers for your design.

00:30:29.624 --> 00:30:31.705 align:middle line:84%
AUDIENCE: I think we
[INAUDIBLE] or two.

00:30:31.705 --> 00:30:34.200 align:middle line:84%
PROFESSOR: Oh, you mean,
like the ideas right there--

00:30:34.200 --> 00:30:36.360 align:middle line:90%
different colors on your side.

00:30:36.360 --> 00:30:39.732 align:middle line:84%
So you can use them for
currency in your game,

00:30:39.732 --> 00:30:41.440 align:middle line:84%
for keeping track of
points-- another way

00:30:41.440 --> 00:30:46.590 align:middle line:84%
to keep track of a status--
just give people pieces

00:30:46.590 --> 00:30:47.880 align:middle line:90%
that help them keep count.

00:30:47.880 --> 00:30:52.140 align:middle line:90%


00:30:52.140 --> 00:30:55.230 align:middle line:84%
Your phone camera is
extremely useful in keeping

00:30:55.230 --> 00:30:58.470 align:middle line:84%
an archive of your work, of
keeping track of your game

00:30:58.470 --> 00:31:02.710 align:middle line:84%
and play, keeping track of
who has what hand at any given

00:31:02.710 --> 00:31:03.210 align:middle line:90%
time.

00:31:03.210 --> 00:31:06.000 align:middle line:84%
It's really, really
easy, and a lot of phones

00:31:06.000 --> 00:31:09.600 align:middle line:84%
now have a resolution, that
you can sort of reliably

00:31:09.600 --> 00:31:12.530 align:middle line:84%
use them to keep a
record of your work--

00:31:12.530 --> 00:31:14.280 align:middle line:84%
way easier than trying
to start everything

00:31:14.280 --> 00:31:16.650 align:middle line:90%
on the photocopy machine.

00:31:16.650 --> 00:31:19.510 align:middle line:84%
So I used to recommend
using a photocopier,

00:31:19.510 --> 00:31:24.660 align:middle line:84%
but now, just take lots of
shots with your phone camera

00:31:24.660 --> 00:31:27.750 align:middle line:90%
while you are working.

00:31:27.750 --> 00:31:30.910 align:middle line:84%
So you want to be keeping
your prototypes rough.

00:31:30.910 --> 00:31:33.350 align:middle line:84%
You want to be using
hand-drawn materials,

00:31:33.350 --> 00:31:37.020 align:middle line:84%
trying not to immediately go
to opening up a Google doc

00:31:37.020 --> 00:31:40.780 align:middle line:84%
and creating a spreadsheet,
or anything like that.

00:31:40.780 --> 00:31:42.230 align:middle line:90%
Start writing things down.

00:31:42.230 --> 00:31:44.280 align:middle line:84%
Again, you want to
make a bunch of cards--

00:31:44.280 --> 00:31:46.470 align:middle line:84%
just like writing stuff
down on index cards.

00:31:46.470 --> 00:31:49.350 align:middle line:84%
So if you want to start making
a map, just start using a marker

00:31:49.350 --> 00:31:52.990 align:middle line:90%
and drawing it on the grid.

00:31:52.990 --> 00:31:55.695 align:middle line:84%
You want to keep it sketchy,
and you want to keep it large.

00:31:55.695 --> 00:31:57.570 align:middle line:84%
And you don't want to
be using too many inks.

00:31:57.570 --> 00:32:01.163 align:middle line:84%
Just use one dark ink,
and run with that.

00:32:01.163 --> 00:32:02.580 align:middle line:84%
The reason for
this is because you

00:32:02.580 --> 00:32:05.370 align:middle line:84%
don't want people to
be giving you feedback

00:32:05.370 --> 00:32:07.812 align:middle line:90%
on how your game looks.

00:32:07.812 --> 00:32:09.270 align:middle line:84%
If they do say
something, wow, this

00:32:09.270 --> 00:32:10.830 align:middle line:90%
looks like crap, that's fine.

00:32:10.830 --> 00:32:12.750 align:middle line:84%
And just move on from
there because that's not

00:32:12.750 --> 00:32:15.697 align:middle line:84%
the feedback you were looking
for in the first place.

00:32:15.697 --> 00:32:17.530 align:middle line:84%
If you start using lots
of different colors,

00:32:17.530 --> 00:32:19.738 align:middle line:84%
everyone will start talking
about your color scheme--

00:32:19.738 --> 00:32:22.740 align:middle line:84%
maybe there should be red,
maybe there should be green.

00:32:22.740 --> 00:32:27.015 align:middle line:84%
If you start making
things, say printed out

00:32:27.015 --> 00:32:28.390 align:middle line:84%
from a laser
printer or something

00:32:28.390 --> 00:32:32.535 align:middle line:84%
like that, people are gonna
ask, wow, is this final artwork?

00:32:32.535 --> 00:32:35.940 align:middle line:90%
It looks not very good.

00:32:35.940 --> 00:32:38.160 align:middle line:84%
Or if you take the
trouble of using

00:32:38.160 --> 00:32:40.590 align:middle line:84%
colored pencils, for
instance, to nicely render

00:32:40.590 --> 00:32:42.290 align:middle line:90%
an image on your cards.

00:32:42.290 --> 00:32:44.730 align:middle line:84%
And people say, wow,
this looks great.

00:32:44.730 --> 00:32:47.410 align:middle line:84%
You hand-drew that, but then,
now, if you wanted to alter it,

00:32:47.410 --> 00:32:49.868 align:middle line:84%
it means you're going to have
to go through all that effort

00:32:49.868 --> 00:32:51.270 align:middle line:90%
again to draw a new picture.

00:32:51.270 --> 00:32:53.670 align:middle line:90%
And that takes time.

00:32:53.670 --> 00:32:57.040 align:middle line:84%
That takes more time than
you need for this thing.

00:32:57.040 --> 00:32:59.370 align:middle line:84%
You want to keep things
sketchy to sort of convey

00:32:59.370 --> 00:33:02.970 align:middle line:84%
to your testers that this
is a work in progress.

00:33:02.970 --> 00:33:06.120 align:middle line:84%
If somebody sees something that
actually looks very, very nice,

00:33:06.120 --> 00:33:08.430 align:middle line:84%
they are going to think
that you're close to final.

00:33:08.430 --> 00:33:11.590 align:middle line:84%
And they are going to be a lot
more hesitant in giving you

00:33:11.590 --> 00:33:13.470 align:middle line:90%
drastic feedback.

00:33:13.470 --> 00:33:16.230 align:middle line:84%
Things are going to, sort
of, require drastic changes.

00:33:16.230 --> 00:33:18.300 align:middle line:84%
But if it looks like
you've spent half an hour,

00:33:18.300 --> 00:33:21.843 align:middle line:84%
maybe 15 minutes, just sketching
stuff on bunch of cards,

00:33:21.843 --> 00:33:23.260 align:middle line:84%
you'll get feedback
from testers--

00:33:23.260 --> 00:33:26.157 align:middle line:84%
stuff like, I just don't
like any of this, or like,

00:33:26.157 --> 00:33:27.615 align:middle line:84%
maybe this is the
one thing I like,

00:33:27.615 --> 00:33:28.730 align:middle line:84%
but everything
else is just crap.

00:33:28.730 --> 00:33:30.397 align:middle line:84%
But that's the kind
of feedback that you

00:33:30.397 --> 00:33:32.260 align:middle line:84%
want to get at the
prototyping phase.

00:33:32.260 --> 00:33:35.055 align:middle line:84%
And keeping things
sketchy can sort of

00:33:35.055 --> 00:33:37.180 align:middle line:84%
encourage people to give
you that kind of feedback.

00:33:37.180 --> 00:33:40.060 align:middle line:90%


00:33:40.060 --> 00:33:42.070 align:middle line:84%
I definitely have lecture
notes, but they're not

00:33:42.070 --> 00:33:43.560 align:middle line:90%
showing up on my screen.

00:33:43.560 --> 00:33:47.385 align:middle line:84%
And so, I'm a little
bit off right now.

00:33:47.385 --> 00:33:50.260 align:middle line:90%


00:33:50.260 --> 00:33:52.840 align:middle line:90%
Here we go, OK.

00:33:52.840 --> 00:33:54.060 align:middle line:90%
So the other thing is--

00:33:54.060 --> 00:33:57.178 align:middle line:84%
this is actually a 608
class from way back.

00:33:57.178 --> 00:33:58.720 align:middle line:84%
The other thing that
I want you to do

00:33:58.720 --> 00:34:01.980 align:middle line:84%
is keep iterating over
and over and over again.

00:34:01.980 --> 00:34:02.480 align:middle line:90%
Yeah?

00:34:02.480 --> 00:34:06.440 align:middle line:84%
AUDIENCE: So you said like,
earlier on, we can't--

00:34:06.440 --> 00:34:08.050 align:middle line:84%
after this class,
we probably won't

00:34:08.050 --> 00:34:10.339 align:middle line:84%
be able to playtest
each other becuase we'll

00:34:10.339 --> 00:34:11.679 align:middle line:90%
know too much about the games.

00:34:11.679 --> 00:34:17.219 align:middle line:84%
Does that also mean we should
be changing our prototyping

00:34:17.219 --> 00:34:18.719 align:middle line:90%
outside this class?

00:34:18.719 --> 00:34:21.310 align:middle line:84%
Find a new group everytime
we revise the product?

00:34:21.310 --> 00:34:23.600 align:middle line:90%
PROFESSOR: Absolutely.

00:34:23.600 --> 00:34:25.840 align:middle line:84%
The next time we do a
prototype-- a playtest

00:34:25.840 --> 00:34:28.389 align:middle line:84%
in class, I'm going
to specifically say

00:34:28.389 --> 00:34:35.320 align:middle line:84%
if you try to find a game
where you don't know anything

00:34:35.320 --> 00:34:38.590 align:middle line:84%
about that prototype before
you start playing the game.

00:34:38.590 --> 00:34:41.983 align:middle line:84%
That's where the feedback is
going to be the most useful.

00:34:41.983 --> 00:34:44.650 align:middle line:84%
You don't want people to come in
with preconceived notions based

00:34:44.650 --> 00:34:46.692 align:middle line:84%
on people's prototypes
because your prototype may

00:34:46.692 --> 00:34:50.199 align:middle line:84%
have changed completely from
the last time that they saw it.

00:34:50.199 --> 00:34:52.780 align:middle line:84%
But then, they're going to come
in thinking that your game is

00:34:52.780 --> 00:34:54.322 align:middle line:84%
like some sort of
natural progression

00:34:54.322 --> 00:34:56.070 align:middle line:90%
from that previous idea.

00:34:56.070 --> 00:34:59.590 align:middle line:84%
And they may respect your ideas
of what kind of strategies

00:34:59.590 --> 00:35:01.150 align:middle line:90%
are used.

00:35:01.150 --> 00:35:04.360 align:middle line:84%
If they already understood
the rules-- what you verbally

00:35:04.360 --> 00:35:08.253 align:middle line:84%
explained to them on
day one, then they

00:35:08.253 --> 00:35:09.670 align:middle line:84%
can't give you any
useful feedback

00:35:09.670 --> 00:35:13.300 align:middle line:84%
on how well your rules were
written because they already

00:35:13.300 --> 00:35:14.410 align:middle line:90%
know the rules.

00:35:14.410 --> 00:35:18.245 align:middle line:84%
So when they read your
poorly written rules,

00:35:18.245 --> 00:35:19.870 align:middle line:84%
they can't tell you
it's poorly written

00:35:19.870 --> 00:35:21.910 align:middle line:84%
because they already
understand it--

00:35:21.910 --> 00:35:23.260 align:middle line:90%
that sort of thing.

00:35:23.260 --> 00:35:27.460 align:middle line:84%
So yes, always try
to find new testers.

00:35:27.460 --> 00:35:30.370 align:middle line:84%
So the purpose of iteration
is to just repeat this

00:35:30.370 --> 00:35:31.270 align:middle line:90%
over and over again.

00:35:31.270 --> 00:35:34.420 align:middle line:84%
You start with a question
that you're trying to answer.

00:35:34.420 --> 00:35:36.130 align:middle line:84%
The broad question
of Assignment 1

00:35:36.130 --> 00:35:38.005 align:middle line:84%
is what are all the
different things that you

00:35:38.005 --> 00:35:39.490 align:middle line:90%
can do with this mechanic?

00:35:39.490 --> 00:35:44.140 align:middle line:84%
But say, I know someone
suggested auctions on Monday--

00:35:44.140 --> 00:35:47.450 align:middle line:84%
what can you do with
a Dutch auction?

00:35:47.450 --> 00:35:50.825 align:middle line:84%
How does a Dutch
auction actually work?

00:35:50.825 --> 00:35:51.700 align:middle line:90%
--that sort of thing.

00:35:51.700 --> 00:35:56.170 align:middle line:84%
You want a question that, not
only is a clear thing that you

00:35:56.170 --> 00:35:59.230 align:middle line:84%
can actually test,
but also you can

00:35:59.230 --> 00:36:01.640 align:middle line:84%
set criteria for what
will be a successful test

00:36:01.640 --> 00:36:04.150 align:middle line:90%
or an unsuccessful test.

00:36:04.150 --> 00:36:06.070 align:middle line:84%
The question might
be very specific,

00:36:06.070 --> 00:36:07.990 align:middle line:90%
like this game is too long.

00:36:07.990 --> 00:36:10.840 align:middle line:84%
Can we get this to
run under 20 minutes?

00:36:10.840 --> 00:36:14.170 align:middle line:84%
Can we get this thing
to run under 15 minutes?

00:36:14.170 --> 00:36:19.030 align:middle line:84%
Well, that's a falsifiable
question, right?

00:36:19.030 --> 00:36:22.300 align:middle line:84%
If the game play actually
took more than 15 minutes,

00:36:22.300 --> 00:36:24.010 align:middle line:90%
then it was a failed experiment.

00:36:24.010 --> 00:36:28.960 align:middle line:84%
And if it took less than
15 minutes, then it worked.

00:36:28.960 --> 00:36:31.420 align:middle line:84%
And you want to be able to go
into the process asking, what

00:36:31.420 --> 00:36:34.870 align:middle line:84%
is the thing that
we're trying to solve?

00:36:34.870 --> 00:36:38.610 align:middle line:84%
--before you start thinking
of potential solutions.

00:36:38.610 --> 00:36:42.080 align:middle line:84%
How many of you have
heard of axiomatic design?

00:36:42.080 --> 00:36:45.690 align:middle line:90%
It comes from McKee, I think.

00:36:45.690 --> 00:36:48.310 align:middle line:84%
The theory behind
axiomatic design

00:36:48.310 --> 00:36:50.930 align:middle line:90%
is that, you have a couple of--

00:36:50.930 --> 00:36:54.620 align:middle line:90%


00:36:54.620 --> 00:36:57.160 align:middle line:84%
for any potential
solution to a problem,

00:36:57.160 --> 00:36:59.470 align:middle line:84%
it needs to fit a
certain set of criteria.

00:36:59.470 --> 00:37:01.600 align:middle line:84%
So you come up with
a bunch of axioms,

00:37:01.600 --> 00:37:04.360 align:middle line:90%
which you just take for true.

00:37:04.360 --> 00:37:09.160 align:middle line:84%
So certain axioms that you might
come up with a game would be--

00:37:09.160 --> 00:37:11.230 align:middle line:84%
this game can't take
more than five minutes,

00:37:11.230 --> 00:37:15.880 align:middle line:84%
or this mechanic can't take a
player more than 10 seconds.

00:37:15.880 --> 00:37:17.693 align:middle line:84%
So that axiom could
be something like, we

00:37:17.693 --> 00:37:19.110 align:middle line:84%
don't want the
player to have more

00:37:19.110 --> 00:37:20.690 align:middle line:90%
than five cards in their hand.

00:37:20.690 --> 00:37:23.290 align:middle line:84%
These are things that
aren't necessarily always

00:37:23.290 --> 00:37:25.270 align:middle line:84%
the right answer, but
you're going to, sort of,

00:37:25.270 --> 00:37:28.450 align:middle line:84%
set these criteria for
yourself for a given test.

00:37:28.450 --> 00:37:30.070 align:middle line:84%
And then, you start
thinking about all

00:37:30.070 --> 00:37:32.590 align:middle line:84%
the possible solutions
to get you there.

00:37:32.590 --> 00:37:36.850 align:middle line:84%
And if one of those solutions
meets all of your criteria,

00:37:36.850 --> 00:37:40.420 align:middle line:84%
or all of your axioms, then
that's a successful test.

00:37:40.420 --> 00:37:44.440 align:middle line:84%
If not, then it's an
unsuccessful test.

00:37:44.440 --> 00:37:49.750 align:middle line:84%
So a question in your
game may be like,

00:37:49.750 --> 00:37:54.280 align:middle line:84%
can a player execute this
mechanic in more than one way?

00:37:54.280 --> 00:37:57.210 align:middle line:84%
Or will a player execute
a certain given mechanic

00:37:57.210 --> 00:37:58.392 align:middle line:90%
in more than one way?

00:37:58.392 --> 00:38:00.350 align:middle line:84%
We've given them three
different ways to do it,

00:38:00.350 --> 00:38:01.960 align:middle line:84%
but if they keep doing the
same thing over, and over,

00:38:01.960 --> 00:38:04.360 align:middle line:84%
and over again, then that
will be an unsuccessful test.

00:38:04.360 --> 00:38:05.410 align:middle line:90%
OK?

00:38:05.410 --> 00:38:07.690 align:middle line:84%
Once you've got a
question, you can start

00:38:07.690 --> 00:38:09.510 align:middle line:90%
designing for that, right?

00:38:09.510 --> 00:38:12.100 align:middle line:84%
Maybe the designing involves
something very small,

00:38:12.100 --> 00:38:14.860 align:middle line:84%
like I'm just gonna tweak
numbers off rules that we've

00:38:14.860 --> 00:38:15.720 align:middle line:90%
already written.

00:38:15.720 --> 00:38:18.195 align:middle line:84%
It might be, we've got to
rewrite half of our rules,

00:38:18.195 --> 00:38:20.352 align:middle line:84%
or we've got to
throw out this rule.

00:38:20.352 --> 00:38:23.020 align:middle line:84%
Or maybe, we're gonna rearrange
the order in which these rules

00:38:23.020 --> 00:38:24.890 align:middle line:90%
are going to be executed.

00:38:24.890 --> 00:38:25.750 align:middle line:90%
That's all design.

00:38:25.750 --> 00:38:27.260 align:middle line:90%
The trick is to do it fast.

00:38:27.260 --> 00:38:30.980 align:middle line:84%
The word rapid is
there for a reason.

00:38:30.980 --> 00:38:33.130 align:middle line:84%
If you are spending a
lot of time discussing

00:38:33.130 --> 00:38:34.870 align:middle line:84%
about what the right
answer is, just

00:38:34.870 --> 00:38:37.210 align:middle line:90%
start designing two prototypes--

00:38:37.210 --> 00:38:42.790 align:middle line:84%
or more prototypes to sort
of test out all the outcomes.

00:38:42.790 --> 00:38:46.522 align:middle line:84%
Anything that takes a
long time to kind of get

00:38:46.522 --> 00:38:48.230 align:middle line:84%
bumped down in
discussion-- it's actually

00:38:48.230 --> 00:38:50.800 align:middle line:84%
wasting time for your team,
when you should be prototyping.

00:38:50.800 --> 00:38:53.590 align:middle line:84%
Because they're gonna learn a
lot of things about your game

00:38:53.590 --> 00:38:55.900 align:middle line:84%
on the side, besides the
question that you're asking.

00:38:55.900 --> 00:38:58.510 align:middle line:84%
If you have a discussion,
you'll probably only--

00:38:58.510 --> 00:39:00.622 align:middle line:84%
if you do stumble across
the correct answer,

00:39:00.622 --> 00:39:02.830 align:middle line:84%
you're only gonna get the
answer to that one question

00:39:02.830 --> 00:39:04.363 align:middle line:90%
that you asked.

00:39:04.363 --> 00:39:06.280 align:middle line:84%
Make more prototypes to
answer your questions,

00:39:06.280 --> 00:39:07.742 align:middle line:84%
rather than try
to talk them out.

00:39:07.742 --> 00:39:11.620 align:middle line:90%


00:39:11.620 --> 00:39:12.693 align:middle line:90%
Then, you do a playtest.

00:39:12.693 --> 00:39:14.860 align:middle line:84%
And that's the second part
of my presentation, which

00:39:14.860 --> 00:39:16.180 align:middle line:90%
involves the playtesting phase.

00:39:16.180 --> 00:39:17.710 align:middle line:84%
But basically,
you've grab a bunch

00:39:17.710 --> 00:39:20.880 align:middle line:84%
of people who don't know how
this game is gonna play out.

00:39:20.880 --> 00:39:22.685 align:middle line:84%
First, you will probably
end up playtesting

00:39:22.685 --> 00:39:24.310 align:middle line:84%
within your own team,
just to make sure

00:39:24.310 --> 00:39:25.550 align:middle line:90%
that everything makes sense.

00:39:25.550 --> 00:39:29.140 align:middle line:84%
And then you take it out to
somebody outside, maybe someone

00:39:29.140 --> 00:39:32.861 align:middle line:84%
else in the classroom, to
see how they respond to it.

00:39:32.861 --> 00:39:35.380 align:middle line:90%


00:39:35.380 --> 00:39:40.640 align:middle line:84%
And then you look at the
results of that playtest--

00:39:40.640 --> 00:39:43.980 align:middle line:90%
did it address the problem?

00:39:43.980 --> 00:39:46.440 align:middle line:84%
Did it give us any information
towards the question

00:39:46.440 --> 00:39:47.430 align:middle line:90%
we were asking?

00:39:47.430 --> 00:39:51.530 align:middle line:84%
Maybe it was inconclusive-- you
need to do another playtest.

00:39:51.530 --> 00:39:54.630 align:middle line:84%
Maybe it indicated that we
were in the right direction,

00:39:54.630 --> 00:39:56.130 align:middle line:84%
but the changes
that we made weren't

00:39:56.130 --> 00:39:58.480 align:middle line:84%
drastic enough, or maybe were
too drastic and [INAUDIBLE]

00:39:58.480 --> 00:39:58.730 align:middle line:90%
down.

00:39:58.730 --> 00:40:00.188 align:middle line:84%
That's when you
make your revision,

00:40:00.188 --> 00:40:02.910 align:middle line:84%
and then you repeat the
whole process again.

00:40:02.910 --> 00:40:05.310 align:middle line:84%
You can improve the
quality of your question,

00:40:05.310 --> 00:40:06.750 align:middle line:90%
be more specific.

00:40:06.750 --> 00:40:09.690 align:middle line:84%
You might stick with
the same question

00:40:09.690 --> 00:40:12.138 align:middle line:84%
and just do a second
version of design to it.

00:40:12.138 --> 00:40:14.430 align:middle line:84%
You just want to be repeating
this over and over again.

00:40:14.430 --> 00:40:15.990 align:middle line:84%
The more times you
get to do this,

00:40:15.990 --> 00:40:18.390 align:middle line:84%
the more refined your prototype
is, and the more refined

00:40:18.390 --> 00:40:20.120 align:middle line:90%
your final games are gonna be.

00:40:20.120 --> 00:40:21.900 align:middle line:84%
This is the same
process, whether you're

00:40:21.900 --> 00:40:23.400 align:middle line:84%
making a prototype
or whether you're

00:40:23.400 --> 00:40:26.160 align:middle line:84%
making a full-blown board game
or card game or computer game.

00:40:26.160 --> 00:40:29.520 align:middle line:84%
The more chances you get
to iterate on something,

00:40:29.520 --> 00:40:31.446 align:middle line:84%
the more refined
it's going to be.

00:40:31.446 --> 00:40:34.158 align:middle line:90%


00:40:34.158 --> 00:40:37.180 align:middle line:90%
You do want to keep changing.

00:40:37.180 --> 00:40:40.315 align:middle line:90%
Here are a couple of tips that--

00:40:40.315 --> 00:40:41.690 align:middle line:84%
actually, I will
get back to this

00:40:41.690 --> 00:40:46.400 align:middle line:84%
later after you've actually
had a chance to prototype once.

00:40:46.400 --> 00:40:49.110 align:middle line:84%
Those are like tips for
how to get out of rut.

00:40:49.110 --> 00:40:51.500 align:middle line:84%
So let me talk
about this instead--

00:40:51.500 --> 00:40:53.210 align:middle line:90%
keep track of all of your rules.

00:40:53.210 --> 00:40:54.583 align:middle line:90%
Write your rules.

00:40:54.583 --> 00:40:56.000 align:middle line:84%
You can write your
rules on cards,

00:40:56.000 --> 00:40:58.810 align:middle line:84%
which makes them very easy to
rearrange, to discard, to say--

00:40:58.810 --> 00:41:01.060 align:middle line:84%
all right, we're not playing
with this rule right now.

00:41:01.060 --> 00:41:03.480 align:middle line:84%
But then, maybe you can
reintroduce it later.

00:41:03.480 --> 00:41:05.630 align:middle line:84%
So you can use the
index cards for that.

00:41:05.630 --> 00:41:10.100 align:middle line:84%
You can rearrange
them to rearrange

00:41:10.100 --> 00:41:12.260 align:middle line:90%
how they end up getting played.

00:41:12.260 --> 00:41:14.077 align:middle line:84%
If you change a rule,
update your card.

00:41:14.077 --> 00:41:16.410 align:middle line:84%
It is something like, I'm
going to just change a number.

00:41:16.410 --> 00:41:17.480 align:middle line:84%
You can just do it
right on the card--

00:41:17.480 --> 00:41:19.688 align:middle line:84%
if you're actually changing
the way how a rule works,

00:41:19.688 --> 00:41:21.730 align:middle line:90%
write it out on a new card.

00:41:21.730 --> 00:41:24.950 align:middle line:84%
Take photos with
your cameras, and try

00:41:24.950 --> 00:41:27.860 align:middle line:84%
to simplify your
rules to the point

00:41:27.860 --> 00:41:29.820 align:middle line:84%
where you end up with
like a minimum set,

00:41:29.820 --> 00:41:34.460 align:middle line:84%
in order to make a certain
prototype playable.

00:41:34.460 --> 00:41:37.380 align:middle line:84%
If you have too many
rules operating at once,

00:41:37.380 --> 00:41:39.950 align:middle line:84%
it can be sometimes very,
very-- really, really confusing

00:41:39.950 --> 00:41:43.500 align:middle line:84%
to figure out where
everything is going wrong.

00:41:43.500 --> 00:41:46.800 align:middle line:84%
It's a lot easier to add new
rules than to take them out,

00:41:46.800 --> 00:41:50.570 align:middle line:84%
which is why I place the
emphasis on taking stuff out.

00:41:50.570 --> 00:41:52.460 align:middle line:84%
Because if I remind
you to take it out,

00:41:52.460 --> 00:41:55.790 align:middle line:84%
maybe you will do
it once in a while.

00:41:55.790 --> 00:42:00.057 align:middle line:84%
So that's going to be the
process of prototyping.

00:42:00.057 --> 00:42:02.390 align:middle line:84%
We're going to start handing
out all of these materials.

00:42:02.390 --> 00:42:04.685 align:middle line:84%
People who haven't
figured out your teams

00:42:04.685 --> 00:42:08.000 align:middle line:84%
yet should be having a
discussion on what mechanics

00:42:08.000 --> 00:42:09.770 align:middle line:84%
you guys want to work
on, and how are you

00:42:09.770 --> 00:42:11.180 align:middle line:90%
going to split up your teams.

00:42:11.180 --> 00:42:14.678 align:middle line:84%
People who know what mechanics
you're working on, or maybe

00:42:14.678 --> 00:42:16.470 align:middle line:84%
are trying to decide
between two mechanics,

00:42:16.470 --> 00:42:20.150 align:middle line:84%
you can start splitting
your team into two

00:42:20.150 --> 00:42:23.870 align:middle line:84%
and working on two separate
prototypes, for instance.

00:42:23.870 --> 00:42:27.800 align:middle line:84%
And the goal is
to have something

00:42:27.800 --> 00:42:30.230 align:middle line:84%
that somebody outside
your team can actually

00:42:30.230 --> 00:42:35.480 align:middle line:84%
play by the end of class,
more accurately, by 3 o'clock.

00:42:35.480 --> 00:42:39.110 align:middle line:84%
Because we are going to go
into playtesting at 3 o'clock.

00:42:39.110 --> 00:42:42.170 align:middle line:84%
And around 2:30, I'll
go back to this slide--

00:42:42.170 --> 00:42:43.730 align:middle line:84%
to give you some
ideas on how else

00:42:43.730 --> 00:42:47.600 align:middle line:84%
you can change your designs
to be able to help you

00:42:47.600 --> 00:42:50.360 align:middle line:90%
get closer to your design goals.

00:42:50.360 --> 00:42:53.420 align:middle line:84%
But right now, this is
what I want you to do,

00:42:53.420 --> 00:42:56.150 align:middle line:84%
so we're going to start handing
out some of this material.

00:42:56.150 --> 00:42:59.990 align:middle line:84%
AUDIENCE: Do you want another
table outside [INAUDIBLE]??

00:42:59.990 --> 00:43:03.023 align:middle line:84%
PROFESSOR: I'll be OK with
the team moving up there.

00:43:03.023 --> 00:43:07.080 align:middle line:90%
[INTERPOSING VOICES]

00:43:07.080 --> 00:43:11.841 align:middle line:90%