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PHILIP TAN: Again,
some of this might

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be familiar to folks
that have taken CMS 611,

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but I revised this stuff so that
I can give you more board game

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examples.

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I just want to go a little bit
on the kind of aesthetic thing

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that we're talking
about in Assignment 2.

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We'll go more into things
about user experience

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over the next couple of weeks.

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But so far, we've been talking
about this kind of aesthetic.

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It came up in the
NDA paper, where

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we've been talking
about mechanics,

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we've been talking about
strategies that come up

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and the dynamics of
the game, coming up.

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The way your rules play out
to be able to give you a sense

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that some games are
about subterfuge,

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and some games are about
pressing your luck.

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There are some games
about just dealing

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with random things
that happen to you,

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and some games about
dethroning the king.

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These are what a lot of
your games have been about.

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Some games are
about feeling smart.

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it's like when you make
a set, it's like, oh,

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I feel really smart about that.

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And those come out
from your rules.

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That's what Assignment
1 was all about.

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You've done a great
job with that.

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But of course, that's
not the only thing

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that's involved in the
aesthetic of a game.

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We're talking about
these things as well.

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All right, we already talked
little bit about game bits

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with the Donald
Norman discussion.

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But also things like the tone
of the writing in your rules.

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In Assignment 1, it was
fairly straightforward.

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But you could imagine writing
everything in Ye Olde English

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or--

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I think Space Alert is a game
where the rules are written

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as if it was a
cadet manual, only

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a cadet manual that is setting
you up for a mission that

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is doomed to failure.

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Space Alert is actually a really
good example of sound as well,

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and I'll play some
tracks from it.

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It's a game that has
an accompanying CD.

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But what other games have
really distinctive sounds,

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like board games, card
games, casino games?

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Like what are the sort
of things that you--

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AUDIENCE: Operation.

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AUDIENCE: Operation.

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PHILIP TAN: Operation?

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Yes Bzzt.

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Yeah.

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AUDIENCE: Sorry.

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PHILIP TAN: Sorry?

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Because you say sorry?

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AUDIENCE: No, I think
the whole thing is--

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AUDIENCE: Yahtzee?

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[INTERPOSING VOICES]

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AUDIENCE: Yahtzee?

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AUDIENCE: Taboo?

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PHILIP TAN: Taboo has a buzzer.

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But also a lot of--

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It's a dialogue
game, so that's also

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an accompanying sound
that's coming out

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of everybody's mouths.

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AUDIENCE: Gestures

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PHILIP TAN: Gestures?

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AUDIENCE: Gestures.

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PHILIP TAN: Oh, I
haven't played that one.

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AUDIENCE: It's like charades,
only that you've got a timer.

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And the timer has a
really loud tick to it.

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PHILIP TAN: Oh, so it
ticks down so you can

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hear it running out of time.

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AUDIENCE: Jeopardy.

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PHILIP TAN: Jeopardy.

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[HUMS THEME] OK.

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AUDIENCE: Poker, where they
shuffle the chips all the time.

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PHILIP TAN: Oh, yeah, yeah.

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That's the little tinkle
of the chips and--

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AUDIENCE: Slot machines.

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PHILIP TAN: Slot
machines, of course.

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Yeah Or rather, a whole
bank of slot machines.

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You very rarely hear a
single slot machine operating

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by itself.

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Electronic slot
machines, obviously,

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have a slightly
different tone to it

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than mechanical slot machines.

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Roulette, I find, has a
very, very distinctive sound.

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Just that gold ball
bouncing all over the pumps.

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So definitely think a
little bit about that,

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about the sound of a game.

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Especially if you're making a
game that is about conversation

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or about over-the-table.

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exchange.

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Taboo is a game
that is punctuated

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with a lot of ums and
ahs, whereas something

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like charades, the sound of that
is a lot of shouting, usually.

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Everyone just saying random
things, the first thing

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that comes to their mind.

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It's a free association game.

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And, of course, the
look of your game.

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That should be
taken for granted,

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and we've got a couple of
examples of various boxes

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that you take a look at.

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And of course, that's what
people normally associate

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with storytelling and games.

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But, it could also be thought
of as world building in games.

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What's the theme of your game?

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What's the plot and the
characters in the game?

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Are you making instead
of the Trivial Pursuit

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game, the Twilight Trivial
Pursuit game, or something

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like that.

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And you've got the setting,
you've got characters,

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even though the game
mechanics are all the same.

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But the games that
integrate better

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with the game mechanics and
rules and art direction,

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and games that do
a poorer job, we've

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got some examples of that.

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So, let me see.

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Let me talk about a
few of these games.

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How many of you play
Forbidden Island?

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How many of you play Pandemic?

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OK, so Forbidden Island
is by the same designer,

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and it still has a lot of
the same cooperative feel.

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First of all, you
have this metal tin

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that makes you think that
this game is worth more,

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and you could be
paying more for it.

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But you've got this
nice little art,

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and because you have to
open up this metal tin,

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makes think a little bit about
an opening up a treasure chest.

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Inside, you've actually got
these nice treasure pieces.

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A goblet.

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This kind of
translucent crystal.

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They're all plastic, kind
of rubberized plastic

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so that they will last
a little bit longer.

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But you can see that
this has got [INAUDIBLE]

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lion, griffin, or something.

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You know, its got some
of that old world, here's

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some sort of mystic
civilization.

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And when you look
at the cards, you've

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got the choice of the fonts.

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You've got these kinds of
very serifed and a little bit

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broken-up text that looks
like an old letter press.

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And, of course, all the art
that's on every single card.

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The game mechanics
of this game are

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about various parts of an
island turning into water.

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And they don't actually
have different illustrations

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when they get flooded.

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They just have the same
picture, only bluish.

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It's cheap to print this
because its monochromatic.

00:06:44.130 --> 00:06:46.680 align:middle line:84%
I guess it's not really
monochromatic because they have

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a color token at the bottom.

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But it gives you the idea
that, when you play this game,

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everything looks
nice and colorful.

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And then as the
game goes on, things

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start turning bluer and bluer.

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So it gives you the
sense that there's

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more and more water
surrounding this island

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as it keeps flooding.

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And all these pieces,
which represents--

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each one is different
players' token,

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doesn't necessarily
need to be shaped human.

00:07:15.640 --> 00:07:17.360 align:middle line:84%
But it makes you
think that there

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is a human head on the piece.

00:07:20.120 --> 00:07:22.680 align:middle line:84%
All this adds cost to
the production of this.

00:07:22.680 --> 00:07:24.650 align:middle line:84%
Of course, the metal
tin also adds a cost

00:07:24.650 --> 00:07:27.130 align:middle line:84%
to the production
of a game like this.

00:07:27.130 --> 00:07:30.380 align:middle line:84%
But it goes a long way to making
you feel like, I'm not just

00:07:30.380 --> 00:07:31.790 align:middle line:90%
moving pieces on the board.

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I'm actually exploring
an island and robbing it

00:07:34.630 --> 00:07:35.750 align:middle line:90%
of its treasures.

00:07:35.750 --> 00:07:38.972 align:middle line:90%
But it's trying to get that.

00:07:38.972 --> 00:07:45.020 align:middle line:84%
This is actually a counter
of the flood levels.

00:07:45.020 --> 00:07:48.530 align:middle line:84%
And the game
mechanics stuff, says

00:07:48.530 --> 00:07:50.280 align:middle line:84%
novice, normal,
elite, and legendary.

00:07:50.280 --> 00:07:52.970 align:middle line:84%
So it sets you up with
a difficulty level

00:07:52.970 --> 00:07:54.390 align:middle line:90%
when the game starts.

00:07:54.390 --> 00:07:58.194 align:middle line:84%
But you have a water level
that goes from bottom to top,

00:07:58.194 --> 00:07:59.360 align:middle line:90%
as opposed to top to bottom.

00:07:59.360 --> 00:08:00.860 align:middle line:84%
You can imagine this
counter working just as well

00:08:00.860 --> 00:08:02.190 align:middle line:90%
going downwards or upwards.

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But since it's about
flooding, it goes from bottom,

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and then the water level
rises and rises and rises.

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And of course, on top,
they have a skull.

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It's not just that
the game ends.

00:08:13.730 --> 00:08:16.550 align:middle line:84%
It's the game ends
and everyone dies.

00:08:16.550 --> 00:08:18.900 align:middle line:90%
Let's just be clear about that.

00:08:18.900 --> 00:08:23.710 align:middle line:84%
So it does a nice job
of getting that across.

00:08:23.710 --> 00:08:25.500 align:middle line:84%
It actually is a
cooperative game

00:08:25.500 --> 00:08:28.130 align:middle line:84%
and does a pretty
good job of taking

00:08:28.130 --> 00:08:32.360 align:middle line:84%
all of these ideas, the setting
of the waterlogged island,

00:08:32.360 --> 00:08:35.120 align:middle line:84%
the art direction of what
happens to the pieces

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as you flip them over.

00:08:37.622 --> 00:08:39.080 align:middle line:84%
And then, of course,
the rules that

00:08:39.080 --> 00:08:41.272 align:middle line:84%
determine when the
water level rises

00:08:41.272 --> 00:08:42.980 align:middle line:84%
and how much space
you've got to navigate

00:08:42.980 --> 00:08:44.521 align:middle line:84%
and how you deal
with those problems.

00:08:44.521 --> 00:08:48.650 align:middle line:90%


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I'd like to describe
all of the stuff

00:08:50.660 --> 00:08:53.670 align:middle line:84%
that we've been talking so
far as systemic aesthetics.

00:08:53.670 --> 00:08:57.760 align:middle line:84%
So these are the aesthetics
that the system is creating.

00:08:57.760 --> 00:09:00.650 align:middle line:84%
All the things that have
to do with art style,

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writing tone, the sound, the
pieces that you're holding,

00:09:05.030 --> 00:09:08.210 align:middle line:84%
more or less
stylistic aesthetics.

00:09:08.210 --> 00:09:10.600 align:middle line:90%
And then there's the fiction.

00:09:10.600 --> 00:09:13.640 align:middle line:84%
The fiction will be the
story, will be the characters,

00:09:13.640 --> 00:09:16.430 align:middle line:90%
will be the setting of the game.

00:09:16.430 --> 00:09:20.720 align:middle line:84%
But of course, it's a
blurry Venn diagram,

00:09:20.720 --> 00:09:23.100 align:middle line:84%
because there's a lot of
things that come in-between.

00:09:23.100 --> 00:09:26.550 align:middle line:84%
So, for instance, the
way your board looks.

00:09:26.550 --> 00:09:30.830 align:middle line:84%
It's, obviously, a combination
of the mechanics that

00:09:30.830 --> 00:09:32.659 align:middle line:84%
specify the information
that you need

00:09:32.659 --> 00:09:33.950 align:middle line:90%
to be able to put on the board.

00:09:33.950 --> 00:09:38.450 align:middle line:84%
But also the style of how do
you display that information

00:09:38.450 --> 00:09:42.980 align:middle line:84%
and how that reinforces
the setting that you

00:09:42.980 --> 00:09:45.205 align:middle line:90%
want your players to be in.

00:09:45.205 --> 00:09:47.580 align:middle line:84%
The kind of feedback that you
give people, like the Taboo

00:09:47.580 --> 00:09:49.460 align:middle line:90%
buzz, for instance.

00:09:49.460 --> 00:09:52.880 align:middle line:84%
The sound of that
buzz is in here.

00:09:52.880 --> 00:09:57.147 align:middle line:84%
But obviously, the rules are
set up so that, the moment you

00:09:57.147 --> 00:09:58.730 align:middle line:84%
hear that buzz, it's
kind of like it's

00:09:58.730 --> 00:10:00.860 align:middle line:84%
as jarring and
nerve-wracking as possible,

00:10:00.860 --> 00:10:02.360 align:middle line:84%
because you're
trying to concentrate

00:10:02.360 --> 00:10:05.190 align:middle line:90%
on not saying the wrong thing.

00:10:05.190 --> 00:10:11.015 align:middle line:84%
And the moment you slip up,
another player will buzz it,

00:10:11.015 --> 00:10:12.860 align:middle line:84%
and then you get the
shock of your life.

00:10:12.860 --> 00:10:15.950 align:middle line:90%
That's all intentional.

00:10:15.950 --> 00:10:19.820 align:middle line:84%
For art direction, and
for style and fiction,

00:10:19.820 --> 00:10:24.140 align:middle line:84%
those tend to be
things that people have

00:10:24.140 --> 00:10:25.580 align:middle line:90%
less trouble thinking about.

00:10:25.580 --> 00:10:28.380 align:middle line:84%
How realistic do you
want your setting to be?

00:10:28.380 --> 00:10:31.140 align:middle line:84%
There's a game
called King of Tokyo,

00:10:31.140 --> 00:10:34.640 align:middle line:84%
which is really,
mechanically, it's

00:10:34.640 --> 00:10:36.610 align:middle line:84%
everyone ganging
up on the leader.

00:10:36.610 --> 00:10:41.690 align:middle line:84%
And this is a game where
you're trying to be

00:10:41.690 --> 00:10:43.454 align:middle line:90%
a monster taking over Tokyo.

00:10:43.454 --> 00:10:45.745 align:middle line:84%
And there's a lot of other
monsters who want your spot.

00:10:45.745 --> 00:10:50.330 align:middle line:84%
And once you are on
top of the mountain,

00:10:50.330 --> 00:10:52.010 align:middle line:84%
everyone's trying
to take you down.

00:10:52.010 --> 00:10:53.600 align:middle line:90%
That's what this game is about.

00:10:53.600 --> 00:10:58.830 align:middle line:84%
But you can see, it's got this
goofy, not quite anime style.

00:10:58.830 --> 00:11:02.460 align:middle line:84%
But still evocative of
old Japanese movies.

00:11:02.460 --> 00:11:06.040 align:middle line:84%
You've got a little picture
of Tokyo being on fire here.

00:11:06.040 --> 00:11:07.790 align:middle line:84%
You can actually see
the monsters in here,

00:11:07.790 --> 00:11:09.623 align:middle line:84%
you see a lot of
helicopters and everything,

00:11:09.623 --> 00:11:11.900 align:middle line:84%
see all the collateral
damage you're doing.

00:11:11.900 --> 00:11:14.140 align:middle line:84%
I believe it's mostly
a dice-rolling game.

00:11:14.140 --> 00:11:15.490 align:middle line:90%
AUDIENCE: Yahtzee, basically.

00:11:15.490 --> 00:11:17.480 align:middle line:90%
PHILIP TAN: Yeah, it's Yahtzee.

00:11:17.480 --> 00:11:22.790 align:middle line:84%
So the mechanics are all
about, you roll the dice

00:11:22.790 --> 00:11:25.620 align:middle line:90%
and you try to roll well.

00:11:25.620 --> 00:11:28.970 align:middle line:84%
So they put in a
lot of effort to try

00:11:28.970 --> 00:11:34.580 align:middle line:84%
to piece that mechanic inside
this aesthetic and fictional

00:11:34.580 --> 00:11:37.310 align:middle line:84%
elements to make it a little
bit more engaging and, frankly,

00:11:37.310 --> 00:11:39.950 align:middle line:90%
a lot more saleable.

00:11:39.950 --> 00:11:42.425 align:middle line:84%
This is Richard Garfield, who's
also the designer of Magic:

00:11:42.425 --> 00:11:44.300 align:middle line:84%
The Gathering the original
designer of Magic:

00:11:44.300 --> 00:11:44.883 align:middle line:90%
The Gathering.

00:11:44.883 --> 00:11:47.228 align:middle line:90%
So it's got a good pedigree.

00:11:47.228 --> 00:11:50.810 align:middle line:90%


00:11:50.810 --> 00:11:54.700 align:middle line:84%
In between the systemic
and the fictional elements,

00:11:54.700 --> 00:11:57.420 align:middle line:90%
you can do things like events.

00:11:57.420 --> 00:11:59.920 align:middle line:84%
Twilight Struggle,
another excellent game,

00:11:59.920 --> 00:12:02.800 align:middle line:84%
is about the Cold
War, basically.

00:12:02.800 --> 00:12:06.070 align:middle line:84%
And you've got
cards in here that

00:12:06.070 --> 00:12:09.760 align:middle line:84%
remind people of real things
that actually happened.

00:12:09.760 --> 00:12:11.930 align:middle line:84%
They don't necessarily
happen in the order

00:12:11.930 --> 00:12:15.910 align:middle line:90%
that they happened in real life.

00:12:15.910 --> 00:12:18.855 align:middle line:84%
There are things
like the Space Race.

00:12:18.855 --> 00:12:21.580 align:middle line:84%
There's things like
various precedents,

00:12:21.580 --> 00:12:28.090 align:middle line:84%
and various Soviet and US
leaders from the Cold War.

00:12:28.090 --> 00:12:32.080 align:middle line:84%
This one specifically
says 1945 to 1989.

00:12:32.080 --> 00:12:34.670 align:middle line:84%
And so while you're
playing this game,

00:12:34.670 --> 00:12:37.186 align:middle line:84%
there are mechanical
results for all those cards

00:12:37.186 --> 00:12:38.560 align:middle line:84%
that you're flipping
over, right?

00:12:38.560 --> 00:12:43.120 align:middle line:84%
Because they also have pictures
and names of the actual events

00:12:43.120 --> 00:12:47.320 align:middle line:84%
that, hopefully, this
is largely targeted

00:12:47.320 --> 00:12:50.470 align:middle line:84%
at people who have
lived through this era,

00:12:50.470 --> 00:12:54.310 align:middle line:84%
or at least remember things
that happened from that era.

00:12:54.310 --> 00:12:57.180 align:middle line:84%
And it's trying to
be evocative of that.

00:12:57.180 --> 00:13:00.880 align:middle line:84%
Whereas it's a
fairly mechanical--

00:13:00.880 --> 00:13:03.210 align:middle line:84%
I guess it's not
quite a war game.

00:13:03.210 --> 00:13:05.260 align:middle line:90%
It's more like a politics game.

00:13:05.260 --> 00:13:07.450 align:middle line:90%
Balance of power game.

00:13:07.450 --> 00:13:10.090 align:middle line:84%
But they use events
to remind you

00:13:10.090 --> 00:13:11.780 align:middle line:84%
of what the setting
of this game is.

00:13:11.780 --> 00:13:12.742 align:middle line:90%
I call it fiction.

00:13:12.742 --> 00:13:14.200 align:middle line:84%
But of course, this
is not fiction.

00:13:14.200 --> 00:13:17.160 align:middle line:84%
This is based on what
actually happened.

00:13:17.160 --> 00:13:19.780 align:middle line:90%
It's still a setting.

00:13:19.780 --> 00:13:21.010 align:middle line:90%
Roles and abilities.

00:13:21.010 --> 00:13:27.430 align:middle line:84%
Back to Forbidden Island,
every single character

00:13:27.430 --> 00:13:28.849 align:middle line:84%
that you play in
Forbidden Island

00:13:28.849 --> 00:13:30.890 align:middle line:84%
has a different set of
abilities that you've got.

00:13:30.890 --> 00:13:32.306 align:middle line:84%
You're taking on
a different role,

00:13:32.306 --> 00:13:35.725 align:middle line:90%
like an explorer or a diver.

00:13:35.725 --> 00:13:37.391 align:middle line:84%
I can't remember what
all the roles are.

00:13:37.391 --> 00:13:40.190 align:middle line:90%


00:13:40.190 --> 00:13:43.720 align:middle line:84%
There's no indication on
the box on what you can be.

00:13:43.720 --> 00:13:47.370 align:middle line:84%
But since everybody has
different abilities,

00:13:47.370 --> 00:13:52.957 align:middle line:84%
that hearkens back to
the unique defining

00:13:52.957 --> 00:13:54.790 align:middle line:84%
things of the character
that you're playing.

00:13:54.790 --> 00:13:57.830 align:middle line:84%
And you try to
think in that role.

00:13:57.830 --> 00:13:59.670 align:middle line:84%
If you are a pilot or
something, and then

00:13:59.670 --> 00:14:01.390 align:middle line:84%
you try to think
about rescuing people.

00:14:01.390 --> 00:14:05.720 align:middle line:84%
If you're a diver, you are
trying to forge ahead and going

00:14:05.720 --> 00:14:09.940 align:middle line:84%
and you can stay close to
the water mechanically.

00:14:09.940 --> 00:14:14.900 align:middle line:84%
But also puts you in
a fictional position

00:14:14.900 --> 00:14:18.750 align:middle line:84%
in your team to be able
to be closer to risk,

00:14:18.750 --> 00:14:20.720 align:middle line:84%
because other people will
just drown if they're

00:14:20.720 --> 00:14:22.000 align:middle line:90%
too close to the water.

00:14:22.000 --> 00:14:26.650 align:middle line:84%
I think that's how the
game works, if I recall.

00:14:26.650 --> 00:14:29.560 align:middle line:84%
So for Assignment 2, we
want you to be thinking

00:14:29.560 --> 00:14:32.890 align:middle line:90%
about all of these things.

00:14:32.890 --> 00:14:34.660 align:middle line:84%
Obviously, it's
difficult to do this

00:14:34.660 --> 00:14:37.480 align:middle line:84%
on the amount of
time and the budget

00:14:37.480 --> 00:14:38.860 align:middle line:90%
that you're working with.

00:14:38.860 --> 00:14:42.290 align:middle line:84%
But we want you to consider
how you game looks,

00:14:42.290 --> 00:14:48.760 align:middle line:84%
how your game sounds, the
setting that your game is in.

00:14:48.760 --> 00:14:52.570 align:middle line:84%
We've already had a couple of
things like the spies game,

00:14:52.570 --> 00:14:53.530 align:middle line:90%
for instance.

00:14:53.530 --> 00:14:56.800 align:middle line:84%
Could this have been
a formation of a game

00:14:56.800 --> 00:14:59.020 align:middle line:90%
about hidden variables?

00:14:59.020 --> 00:15:01.710 align:middle line:84%
But then you have
this layer of being

00:15:01.710 --> 00:15:04.870 align:middle line:90%
an agent of an unknown country.

00:15:04.870 --> 00:15:07.150 align:middle line:84%
And sometimes
fiction can actually

00:15:07.150 --> 00:15:09.170 align:middle line:84%
help people better
understand the underlying

00:15:09.170 --> 00:15:10.810 align:middle line:90%
rules that you've got.

00:15:10.810 --> 00:15:15.700 align:middle line:84%
I know that this game,
the level of the game

00:15:15.700 --> 00:15:20.020 align:middle line:84%
started off as a building
construction game.

00:15:20.020 --> 00:15:24.630 align:middle line:84%
And to a certain extent,
some version of those rules

00:15:24.630 --> 00:15:27.590 align:middle line:84%
might actually help people
understand your rules easier.

00:15:27.590 --> 00:15:31.220 align:middle line:84%
But sometimes it gets in the
way because your fiction may not

00:15:31.220 --> 00:15:33.690 align:middle line:84%
necessarily match
up with the way

00:15:33.690 --> 00:15:35.970 align:middle line:90%
that your rules are evolving.

00:15:35.970 --> 00:15:40.570 align:middle line:84%
I'm not saying that you should
let aesthetics necessarily

00:15:40.570 --> 00:15:42.912 align:middle line:84%
constrain what you
can do with rules.

00:15:42.912 --> 00:15:44.620 align:middle line:84%
But if you're going
to change your rules,

00:15:44.620 --> 00:15:46.330 align:middle line:84%
then you're going to have
to iterate on your rules

00:15:46.330 --> 00:15:48.705 align:middle line:84%
to make your game playable,
and do everything that you've

00:15:48.705 --> 00:15:49.720 align:middle line:90%
done with Assignment 1.

00:15:49.720 --> 00:15:52.180 align:middle line:84%
You want to make sure that
your aesthetic is coherent

00:15:52.180 --> 00:15:54.280 align:middle line:84%
with that, so that
you don't have things

00:15:54.280 --> 00:15:56.560 align:middle line:84%
in your storyline or
your character design

00:15:56.560 --> 00:15:58.030 align:middle line:84%
or your art style
that are outright

00:15:58.030 --> 00:16:00.790 align:middle line:84%
contradicting what your
rules are trying to tell you.

00:16:00.790 --> 00:16:03.070 align:middle line:84%
This is a game about
friendly cooperation,

00:16:03.070 --> 00:16:07.690 align:middle line:84%
and you're saying all of you
are on this island together

00:16:07.690 --> 00:16:09.250 align:middle line:90%
and trying to save yourselves.

00:16:09.250 --> 00:16:11.130 align:middle line:84%
But really, the way
your rules work out

00:16:11.130 --> 00:16:13.050 align:middle line:90%
is every man for himself.

00:16:13.050 --> 00:16:14.452 align:middle line:90%
That would be a contradiction.

00:16:14.452 --> 00:16:17.284 align:middle line:90%


00:16:17.284 --> 00:16:18.450 align:middle line:90%
This is an interesting game.

00:16:18.450 --> 00:16:20.390 align:middle line:90%
Who's played Ticket to Ride?

00:16:20.390 --> 00:16:21.430 align:middle line:90%
OK.

00:16:21.430 --> 00:16:27.280 align:middle line:84%
Box design and title can
play a very, very large part

00:16:27.280 --> 00:16:28.540 align:middle line:90%
in setting that expectation.

00:16:28.540 --> 00:16:31.180 align:middle line:84%
So it wouldn't solve
something I stressed

00:16:31.180 --> 00:16:34.720 align:middle line:84%
so much in the first assignment,
what's your title of your game.

00:16:34.720 --> 00:16:37.810 align:middle line:84%
But in the second assignment,
the title of your game

00:16:37.810 --> 00:16:40.393 align:middle line:84%
can sometimes be the first clue
of what your game's all about.

00:16:40.393 --> 00:16:42.490 align:middle line:90%
It's a rail building game.

00:16:42.490 --> 00:16:44.770 align:middle line:84%
You can see from the back
a picture of the board,

00:16:44.770 --> 00:16:47.140 align:middle line:84%
and you're building
these tracks.

00:16:47.140 --> 00:16:49.420 align:middle line:84%
But if you actually
read the box,

00:16:49.420 --> 00:16:54.800 align:middle line:84%
it says, "October
2nd, 1900, 28 years

00:16:54.800 --> 00:16:57.650 align:middle line:84%
to the day that north London
eccentric Phileas Fogg accepted

00:16:57.650 --> 00:17:01.940 align:middle line:84%
and won a $20,000 bet that
he could travel around

00:17:01.940 --> 00:17:03.230 align:middle line:90%
the world in 80 days.

00:17:03.230 --> 00:17:04.670 align:middle line:84%
Now at the dawn
of the century, it

00:17:04.670 --> 00:17:07.667 align:middle line:84%
is time for a new
impossible journey.

00:17:07.667 --> 00:17:09.000 align:middle line:90%
Travel across the United States.

00:17:09.000 --> 00:17:11.609 align:middle line:90%
The impossible journey.

00:17:11.609 --> 00:17:14.930 align:middle line:84%
"So some old friends
have gathered

00:17:14.930 --> 00:17:18.010 align:middle line:84%
to celebrate Fogg's impetuous
and lucrative gamble,

00:17:18.010 --> 00:17:19.910 align:middle line:84%
and to propose a new
wager of their own.

00:17:19.910 --> 00:17:22.690 align:middle line:84%
The stakes: $1 million, and the
winner takes all competition.

00:17:22.690 --> 00:17:24.349 align:middle line:84%
Your objective: To
see which of them

00:17:24.349 --> 00:17:27.619 align:middle line:84%
can travel by rail to the most
cities in North America in just

00:17:27.619 --> 00:17:28.287 align:middle line:90%
seven days."

00:17:28.287 --> 00:17:31.070 align:middle line:90%


00:17:31.070 --> 00:17:33.830 align:middle line:84%
It's interesting,
because, at first glance,

00:17:33.830 --> 00:17:35.180 align:middle line:90%
you look at the game mechanics.

00:17:35.180 --> 00:17:37.010 align:middle line:84%
And the game mechanics
actually feel

00:17:37.010 --> 00:17:42.410 align:middle line:84%
more like you're building
railway connections,

00:17:42.410 --> 00:17:44.462 align:middle line:90%
rather than riding the rails.

00:17:44.462 --> 00:17:45.920 align:middle line:84%
But if you look a
little bit closer

00:17:45.920 --> 00:17:49.070 align:middle line:84%
at the strategies of this
game, what this game really

00:17:49.070 --> 00:17:50.990 align:middle line:84%
comes down to is
blocking other people

00:17:50.990 --> 00:17:53.900 align:middle line:84%
from completing their
routes across America.

00:17:53.900 --> 00:17:55.430 align:middle line:84%
Which I think is
closer to, I think,

00:17:55.430 --> 00:17:58.300 align:middle line:90%
the theme that it's suggesting.

00:17:58.300 --> 00:18:02.610 align:middle line:90%
It's not about who can complete.

00:18:02.610 --> 00:18:06.410 align:middle line:84%
It's not about, is it possible
for you to complete a route

00:18:06.410 --> 00:18:08.180 align:middle line:90%
around America in seven days?

00:18:08.180 --> 00:18:08.710 align:middle line:90%
No.

00:18:08.710 --> 00:18:11.270 align:middle line:84%
It's who can do it fastest,
which means how do we slow down

00:18:11.270 --> 00:18:12.650 align:middle line:90%
everybody else?

00:18:12.650 --> 00:18:14.652 align:middle line:84%
And that's actually
what high-level strategy

00:18:14.652 --> 00:18:15.860 align:middle line:90%
in this game turns out to be.

00:18:15.860 --> 00:18:20.330 align:middle line:84%
So it's about all these
tickets that you're picking up,

00:18:20.330 --> 00:18:21.979 align:middle line:84%
and you're going
from place to place.

00:18:21.979 --> 00:18:23.770 align:middle line:84%
You're trying to compete
routes, and you're

00:18:23.770 --> 00:18:28.360 align:middle line:84%
trying to prevent other people
from completing their routes.

00:18:28.360 --> 00:18:30.290 align:middle line:84%
One of the interesting
things about this game

00:18:30.290 --> 00:18:35.291 align:middle line:84%
is that you've got all these
people that are on the box.

00:18:35.291 --> 00:18:37.040 align:middle line:84%
And, of course, the
assumption is that you

00:18:37.040 --> 00:18:38.610 align:middle line:90%
are one of these people.

00:18:38.610 --> 00:18:40.730 align:middle line:90%
And that's deliberate.

00:18:40.730 --> 00:18:45.740 align:middle line:84%
The board game designers
wanted you to select someone

00:18:45.740 --> 00:18:48.010 align:middle line:84%
on the spot that you could
personally identify with

00:18:48.010 --> 00:18:52.490 align:middle line:84%
and says, I want to
be this person who

00:18:52.490 --> 00:18:57.230 align:middle line:84%
looks like [INAUDIBLE],
or this person who

00:18:57.230 --> 00:19:01.250 align:middle line:84%
looks like Phileas Fogg
because I like those folks.

00:19:01.250 --> 00:19:03.380 align:middle line:84%
But then, when you
actually play the game,

00:19:03.380 --> 00:19:07.582 align:middle line:84%
there is no real embodiment
of any of these characters.

00:19:07.582 --> 00:19:09.790 align:middle line:84%
There's a little piece that
you place down that says,

00:19:09.790 --> 00:19:10.680 align:middle line:90%
I am this person.

00:19:10.680 --> 00:19:13.640 align:middle line:90%


00:19:13.640 --> 00:19:19.760 align:middle line:84%
And the only sort
of level of fiction

00:19:19.760 --> 00:19:27.020 align:middle line:84%
that's represented in the rules
are the tickets and the routes

00:19:27.020 --> 00:19:28.820 align:middle line:84%
that you're taking,
not the people.

00:19:28.820 --> 00:19:32.060 align:middle line:84%
So they've gone to this
very, very large effort

00:19:32.060 --> 00:19:35.899 align:middle line:84%
to make you think that this
is a game about people,

00:19:35.899 --> 00:19:37.940 align:middle line:84%
just because they thought
that games about people

00:19:37.940 --> 00:19:40.190 align:middle line:84%
tend to sell better
than games about trains.

00:19:40.190 --> 00:19:41.990 align:middle line:84%
But the games are
really about trains.

00:19:41.990 --> 00:19:43.761 align:middle line:90%
So I guess [INAUDIBLE].

00:19:43.761 --> 00:19:46.470 align:middle line:90%


00:19:46.470 --> 00:19:47.950 align:middle line:90%
Let's see.

00:19:47.950 --> 00:19:50.330 align:middle line:84%
You want to talk about
these other games?

00:19:50.330 --> 00:19:54.727 align:middle line:84%
RICHARD EBERHARDT:
So Alien Frontiers.

00:19:54.727 --> 00:19:56.560 align:middle line:84%
Does anybody know the
term worker placement?

00:19:56.560 --> 00:20:01.360 align:middle line:84%
Worker placement game where
you have a limited number

00:20:01.360 --> 00:20:03.700 align:middle line:84%
of resources that you're
just basically applying

00:20:03.700 --> 00:20:06.820 align:middle line:84%
to different sections on
the board, which give you

00:20:06.820 --> 00:20:09.020 align:middle line:90%
points or do things for you.

00:20:09.020 --> 00:20:15.165 align:middle line:84%
It's a great game about
colonizing this world.

00:20:15.165 --> 00:20:19.480 align:middle line:84%
So a lot of really good,
old-style '50s and '60s style

00:20:19.480 --> 00:20:21.340 align:middle line:90%
of science fiction art.

00:20:21.340 --> 00:20:24.560 align:middle line:84%
Lots of rockets, spaceships,
things like that.

00:20:24.560 --> 00:20:31.580 align:middle line:84%
And your actual bits, and
the reason I'm using this one

00:20:31.580 --> 00:20:34.280 align:middle line:84%
is because this is a
game that starts off

00:20:34.280 --> 00:20:37.820 align:middle line:90%
with a plasticky Euro style.

00:20:37.820 --> 00:20:39.830 align:middle line:90%
So cubes and things like that.

00:20:39.830 --> 00:20:41.450 align:middle line:84%
They don't really
represent anything.

00:20:41.450 --> 00:20:45.260 align:middle line:84%
Your bits, your
ships are these dice.

00:20:45.260 --> 00:20:48.235 align:middle line:84%
You buy a rocket, you roll the
rocket, it gives you a number.

00:20:48.235 --> 00:20:49.610 align:middle line:84%
And then using
those numbers, you

00:20:49.610 --> 00:20:52.624 align:middle line:84%
can apply it to various
different places on the board.

00:20:52.624 --> 00:20:54.290 align:middle line:84%
So [INAUDIBLE] are
actually pretty good,

00:20:54.290 --> 00:20:56.921 align:middle line:84%
because you can put the
piece down, it stays there.

00:20:56.921 --> 00:20:58.670 align:middle line:84%
If it gets moved around,
it doesn't really

00:20:58.670 --> 00:21:00.581 align:middle line:90%
matter if it changes number.

00:21:00.581 --> 00:21:03.080 align:middle line:84%
Because if you use that number
just when you're placing down

00:21:03.080 --> 00:21:06.410 align:middle line:84%
the piece, the number is
no longer relevant anymore.

00:21:06.410 --> 00:21:09.350 align:middle line:84%
One thing we see in a lot
of student games, people

00:21:09.350 --> 00:21:11.640 align:middle line:90%
using dice as counters.

00:21:11.640 --> 00:21:14.960 align:middle line:84%
A little bit easier with
die 6 because its squared.

00:21:14.960 --> 00:21:18.640 align:middle line:84%
But once you start using,
like, the d20s as a counter,

00:21:18.640 --> 00:21:19.980 align:middle line:90%
they've got really small facets.

00:21:19.980 --> 00:21:21.003 align:middle line:84%
And they're going
to roll and you're

00:21:21.003 --> 00:21:22.050 align:middle line:90%
going to lose your place.

00:21:22.050 --> 00:21:24.530 align:middle line:84%
Also, the amount of time it
takes to go from one number

00:21:24.530 --> 00:21:27.900 align:middle line:84%
to the other number
really increases the times

00:21:27.900 --> 00:21:31.670 align:middle line:90%
it takes to play the game.

00:21:31.670 --> 00:21:34.220 align:middle line:84%
But one thing they've
done, it started off

00:21:34.220 --> 00:21:35.450 align:middle line:90%
with these little chips.

00:21:35.450 --> 00:21:39.320 align:middle line:84%
Now they've added
more plastic bits.

00:21:39.320 --> 00:21:44.982 align:middle line:84%
Special powers you can get to
move around that look zany.

00:21:44.982 --> 00:21:48.740 align:middle line:84%
Little alien pieces
of technology.

00:21:48.740 --> 00:21:52.520 align:middle line:84%
And colonies, you can play, they
kind of look like colonies now.

00:21:52.520 --> 00:21:55.080 align:middle line:84%
I don't have it here,
it's not released yet.

00:21:55.080 --> 00:21:56.050 align:middle line:90%
But it's on order.

00:21:56.050 --> 00:21:59.260 align:middle line:84%
They actually made the
rockets dice, so the dice

00:21:59.260 --> 00:22:00.980 align:middle line:90%
in the shape rockets.

00:22:00.980 --> 00:22:03.860 align:middle line:84%
So imagine this
as an oblong shape

00:22:03.860 --> 00:22:07.162 align:middle line:84%
that's kind of curved
with cut faces on it.

00:22:07.162 --> 00:22:08.620 align:middle line:84%
One thing I'm
curious is, how is it

00:22:08.620 --> 00:22:12.320 align:middle line:84%
going to roll They've
made it so that it

00:22:12.320 --> 00:22:13.750 align:middle line:90%
feels more representational.

00:22:13.750 --> 00:22:16.175 align:middle line:84%
Like it feels more
like part of the theme,

00:22:16.175 --> 00:22:18.800 align:middle line:84%
but it might actually take away
from the actual feel of rolling

00:22:18.800 --> 00:22:19.770 align:middle line:90%
dice.

00:22:19.770 --> 00:22:21.950 align:middle line:84%
It'll be interesting
seeing how that plays out

00:22:21.950 --> 00:22:23.737 align:middle line:90%
when I play that comes out.

00:22:23.737 --> 00:22:25.570 align:middle line:84%
PHILIP TAN: When you
actually role the dice,

00:22:25.570 --> 00:22:28.990 align:middle line:84%
it has its own
distinctive sound that

00:22:28.990 --> 00:22:31.602 align:middle line:84%
is shared among people
have positive associations

00:22:31.602 --> 00:22:32.610 align:middle line:90%
with that sound.

00:22:32.610 --> 00:22:36.480 align:middle line:90%


00:22:36.480 --> 00:22:43.815 align:middle line:84%
RICHARD EBERHARDT: And
then the other one,

00:22:43.815 --> 00:22:45.300 align:middle line:90%
a game about trucking.

00:22:45.300 --> 00:22:46.360 align:middle line:90%
AUDIENCE: Heartland.

00:22:46.360 --> 00:22:48.960 align:middle line:84%
RICHARD EBERHARDT: The Great
Heartland Hauling Company.

00:22:48.960 --> 00:22:53.600 align:middle line:84%
So on the box, you see a semi
truck carrying little squares.

00:22:53.600 --> 00:22:57.140 align:middle line:84%
On the back, you see
semi trucks and squares.

00:22:57.140 --> 00:22:59.570 align:middle line:90%
But the squares are in a map.

00:22:59.570 --> 00:23:02.600 align:middle line:84%
But the squares don't
really fit on the trucks.

00:23:02.600 --> 00:23:04.370 align:middle line:84%
So, actually, I brought
this out thinking,

00:23:04.370 --> 00:23:07.922 align:middle line:84%
that's a great way
of saying it's not--

00:23:07.922 --> 00:23:09.380 align:middle line:84%
Kind of like the
other one, they're

00:23:09.380 --> 00:23:10.730 align:middle line:84%
showing something on the
box that doesn't actually

00:23:10.730 --> 00:23:11.780 align:middle line:90%
exist in the game.

00:23:11.780 --> 00:23:15.056 align:middle line:84%
But I found out, and I actually
took it out and opened it,

00:23:15.056 --> 00:23:23.780 align:middle line:84%
they have cards where
you put your bits on.

00:23:23.780 --> 00:23:25.950 align:middle line:84%
So you are kind of
carrying things around.

00:23:25.950 --> 00:23:30.580 align:middle line:84%
But there's a disconnect between
where things are on a map

00:23:30.580 --> 00:23:33.680 align:middle line:84%
and where things
are on your truck.

00:23:33.680 --> 00:23:36.530 align:middle line:84%
And then where your truck is
actually placed on the map.

00:23:36.530 --> 00:23:39.560 align:middle line:84%
So your eyes are going
to different places

00:23:39.560 --> 00:23:42.140 align:middle line:84%
when you're actually
playing out the game.

00:23:42.140 --> 00:23:46.100 align:middle line:84%
Largely done because of the
commercial manufacturing

00:23:46.100 --> 00:23:47.242 align:middle line:90%
constraints of it.

00:23:47.242 --> 00:23:52.460 align:middle line:84%
As you can see, it's basically
just two decks in a small box.

00:23:52.460 --> 00:23:54.590 align:middle line:84%
You'll see a lot of
these games, they want--

00:23:54.590 --> 00:23:57.124 align:middle line:84%
If it's a game I want you to
play in a short period of time,

00:23:57.124 --> 00:23:59.540 align:middle line:84%
it's likely going to have a
smaller box than a game that's

00:23:59.540 --> 00:24:00.415 align:middle line:90%
going to play longer.

00:24:00.415 --> 00:24:03.800 align:middle line:84%
It's a code for how
complicated the game is,

00:24:03.800 --> 00:24:09.935 align:middle line:84%
or how much of your time
the game is going to take.

00:24:09.935 --> 00:24:11.560 align:middle line:84%
PHILIP TAN: So
definitely pay attention

00:24:11.560 --> 00:24:13.455 align:middle line:90%
to how your pieces feel.

00:24:13.455 --> 00:24:15.200 align:middle line:84%
Again, we're not
asking you to go

00:24:15.200 --> 00:24:18.770 align:middle line:84%
completely to town, like
laser-cutting pieces

00:24:18.770 --> 00:24:20.040 align:middle line:90%
or anything like that.

00:24:20.040 --> 00:24:21.050 align:middle line:90%
That's not necessary.

00:24:21.050 --> 00:24:26.360 align:middle line:84%
Just that every time you think
of the pieces in our box,

00:24:26.360 --> 00:24:29.360 align:middle line:84%
or we decide to glue two
pieces together or to build,

00:24:29.360 --> 00:24:31.010 align:middle line:84%
make it a different
shape or something,

00:24:31.010 --> 00:24:32.540 align:middle line:84%
think about what that's
communicating over

00:24:32.540 --> 00:24:33.200 align:middle line:90%
to the player.

00:24:33.200 --> 00:24:39.020 align:middle line:84%
Think about what the box may be,
or what the art in the rules is

00:24:39.020 --> 00:24:43.520 align:middle line:84%
conveying about how the game
is supposed to be played,

00:24:43.520 --> 00:24:47.229 align:middle line:84%
and try not to mislead your
players into thinking that this

00:24:47.229 --> 00:24:49.770 align:middle line:84%
game is really about stacking
things on little plastic trucks

00:24:49.770 --> 00:24:50.645 align:middle line:90%
when it really isn't.

00:24:50.645 --> 00:24:52.720 align:middle line:84%
It's about stacking
things on cards.

00:24:52.720 --> 00:24:54.860 align:middle line:90%
That sort of thing.

00:24:54.860 --> 00:24:57.800 align:middle line:90%
So, yeah.

00:24:57.800 --> 00:25:00.512 align:middle line:84%
Any questions
about Assignment 2?

00:25:00.512 --> 00:25:02.390 align:middle line:84%
AUDIENCE: And then
on the assignment,

00:25:02.390 --> 00:25:04.510 align:middle line:84%
it's not asking
for polished art?

00:25:04.510 --> 00:25:05.370 align:middle line:90%
PHILIP TAN: Yep.

00:25:05.370 --> 00:25:07.370 align:middle line:84%
RICHARD EBERHARDT: So
think about the materials,

00:25:07.370 --> 00:25:08.946 align:middle line:90%
think about the textures.

00:25:08.946 --> 00:25:11.684 align:middle line:84%
It's still a short
assignment, so don't

00:25:11.684 --> 00:25:13.300 align:middle line:90%
think about that kind of art.

00:25:13.300 --> 00:25:14.009 align:middle line:90%
PHILIP TAN: Yeah.

00:25:14.009 --> 00:25:15.841 align:middle line:84%
RICHARD EBERHARDT: More
which kind of pieces

00:25:15.841 --> 00:25:16.670 align:middle line:90%
you decide to use.

00:25:16.670 --> 00:25:18.940 align:middle line:90%
Really think about the title.

00:25:18.940 --> 00:25:20.550 align:middle line:90%
It's really, really important.

00:25:20.550 --> 00:25:21.400 align:middle line:90%
PHILIP TAN: Yep.

00:25:21.400 --> 00:25:24.340 align:middle line:84%
The title is something,
writing, it's

00:25:24.340 --> 00:25:27.470 align:middle line:90%
something that you can spend--

00:25:27.470 --> 00:25:30.080 align:middle line:84%
you can get a lot out of
a little bit more time

00:25:30.080 --> 00:25:32.330 align:middle line:90%
investment.

00:25:32.330 --> 00:25:36.702 align:middle line:84%
The tone of your writing and
your rules can go a long way.

00:25:36.702 --> 00:25:40.190 align:middle line:84%
But still, looking for
rules that are easy to read.

00:25:40.190 --> 00:25:44.339 align:middle line:84%
So don't use Shakespearean
styling or something like that.

00:25:44.339 --> 00:25:46.130 align:middle line:84%
That might make things
a little bit tricky,

00:25:46.130 --> 00:25:48.100 align:middle line:84%
unless you're very, very
consistent with it throughout,

00:25:48.100 --> 00:25:50.420 align:middle line:84%
and you're only using it for
nouns or something, which

00:25:50.420 --> 00:25:52.850 align:middle line:90%
could work pretty well.

00:25:52.850 --> 00:25:55.130 align:middle line:90%
Sketchy art is fine.

00:25:55.130 --> 00:25:57.740 align:middle line:84%
Just like a hint of
what you are trying

00:25:57.740 --> 00:26:00.290 align:middle line:90%
to get across with your art.

00:26:00.290 --> 00:26:03.260 align:middle line:84%
We're not judging anybody
on your ability to draw.

00:26:03.260 --> 00:26:07.410 align:middle line:84%
But we are interested
in your thought process

00:26:07.410 --> 00:26:11.330 align:middle line:84%
and how you consider, how
you represent your game.

00:26:11.330 --> 00:26:13.618 align:middle line:90%
All right.

00:26:13.618 --> 00:26:18.920 align:middle line:84%
AUDIENCE: So the first line
of the assignment [INAUDIBLE].

00:26:18.920 --> 00:26:21.812 align:middle line:84%
Do we get to choose the
experience that we want to--

00:26:21.812 --> 00:26:23.010 align:middle line:90%
PHILIP TAN: Yep.

00:26:23.010 --> 00:26:26.490 align:middle line:84%
And that comes down back
to the overall aesthetic.

00:26:26.490 --> 00:26:28.410 align:middle line:84%
All of these things
are working together

00:26:28.410 --> 00:26:29.819 align:middle line:90%
to generate a player experience.

00:26:29.819 --> 00:26:32.110 align:middle line:84%
And we'll be going through
some examples of other games

00:26:32.110 --> 00:26:34.920 align:middle line:84%
that generate the user
experience of panic.

00:26:34.920 --> 00:26:40.290 align:middle line:84%
The experience of close
shave cooperation.

00:26:40.290 --> 00:26:43.920 align:middle line:84%
Again, remember,
mechanics and aesthetics.

00:26:43.920 --> 00:26:46.430 align:middle line:84%
The aesthetic thing is the
player actually experiences.

00:26:46.430 --> 00:26:51.800 align:middle line:84%
And that's true for any
definition of aesthetic.

00:26:51.800 --> 00:26:53.580 align:middle line:84%
The question is, what
are all the things

00:26:53.580 --> 00:26:56.114 align:middle line:84%
that you can do to
hopefully generate that.

00:26:56.114 --> 00:26:57.780 align:middle line:84%
Of course, you only
know whether they're

00:26:57.780 --> 00:26:59.260 align:middle line:90%
hitting that [INAUDIBLE].

00:26:59.260 --> 00:27:02.711 align:middle line:84%
AUDIENCE: Is it supposed
to be a quick game?

00:27:02.711 --> 00:27:05.339 align:middle line:84%
PHILIP TAN: Do we have
a time limit in the--

00:27:05.339 --> 00:27:07.380 align:middle line:84%
RICHARD EBERHARDT: I think
I just copied it over.

00:27:07.380 --> 00:27:07.880 align:middle line:90%
20 Minutes.

00:27:07.880 --> 00:27:11.580 align:middle line:84%
PHILIP TAN: 20 Minutes
So aim for that.

00:27:11.580 --> 00:27:13.650 align:middle line:84%
It's a little longer
than the last one.

00:27:13.650 --> 00:27:15.590 align:middle line:90%
But yeah.

00:27:15.590 --> 00:27:16.682 align:middle line:90%
So, yeah.

00:27:16.682 --> 00:27:18.140 align:middle line:84%
And the reason for
that is largely,

00:27:18.140 --> 00:27:19.931 align:middle line:84%
we want it to be able
to grade these things

00:27:19.931 --> 00:27:22.160 align:middle line:90%
and get your grades back to you.

00:27:22.160 --> 00:27:23.730 align:middle line:84%
So if you made a
two-hour long game,

00:27:23.730 --> 00:27:25.438 align:middle line:84%
and everybody makes
a two-hour long game,

00:27:25.438 --> 00:27:28.040 align:middle line:84%
we're never going to
finish grading this.

00:27:28.040 --> 00:27:29.060 align:middle line:90%
So short games help.

00:27:29.060 --> 00:27:30.890 align:middle line:84%
And short games
are easier to test.

00:27:30.890 --> 00:27:32.880 align:middle line:84%
RICHARD EBERHARDT: And
for the first question,

00:27:32.880 --> 00:27:35.210 align:middle line:84%
on Monday, we'll be
talking about how to choose

00:27:35.210 --> 00:27:36.990 align:middle line:90%
an experience [INAUDIBLE].

00:27:36.990 --> 00:27:40.041 align:middle line:84%
We'll do that right before we
get into brainstorming and team

00:27:40.041 --> 00:27:42.496 align:middle line:90%
forming.

00:27:42.496 --> 00:27:44.460 align:middle line:90%
PHILIP TAN: Cool.

00:27:44.460 --> 00:27:45.920 align:middle line:90%
All right.

00:27:45.920 --> 00:27:49.418 align:middle line:84%
I guess we're ending
a little early today.

00:27:49.418 --> 00:27:50.096 align:middle line:90%
All right.

00:27:50.096 --> 00:27:50.804 align:middle line:90%
Thanks, everyone.

00:27:50.804 --> 00:27:53.390 align:middle line:84%
Don't forget to sign in
if you haven't already.

00:27:53.390 --> 00:27:56.320 align:middle line:90%


00:27:56.320 --> 00:27:59.720 align:middle line:84%
RICHARD EBERHARDT: Just
about everybody did.

00:27:59.720 --> 00:28:00.820 align:middle line:90%
PHILIP TAN: Thank you.

00:28:00.820 --> 00:28:01.410 align:middle line:90%
Oh yeah.

00:28:01.410 --> 00:28:03.360 align:middle line:90%
Please hand in your

00:28:03.360 --> 00:28:07.416 align:middle line:90%