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PROFESSOR: All right,
let's talk a little bit

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about today's reading.

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[INAUDIBLE], this giant book
that you see in front of you

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and that you have the link to--

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how many of you,
by the way, read

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the actual book and how many
of you just went online?

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How many got like
a library copy?

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[INAUDIBLE] It is basically
divided into three sections,

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there's rules, play and culture.

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Basically it's a collection
of just what other people

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have said, but tried to
organize in a way that makes

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for a pretty good textbook.

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The first chunk is all about
analyzing games, of systems,

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of rules, the bits
that actually go

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into the construction of games.

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The play section, which is
what today's reading was from,

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is really about what
people do with these games.

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And then culture
comes after that,

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which is the world around
the games, the world that

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might have been
created by the games

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as people actually
interact with them.

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I don't think we have
that many readings,

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this might be the last
reading from this book.

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Yeah, let's see, culture.

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We've got-- oh, there is?

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OK.

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There is one more
reading, but I don't know

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if it comes from this book.

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AUDIENCE: [INAUDIBLE]

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PROFESSOR: Yeah.

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Bernie De Koven is
the last reading,

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and that's going to
be Wednesday, I think?

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And that's going
to be-- that's one

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of actually the writers
that's cited quite a lot

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in today's reading.

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And it's a much smaller book.

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It's this thick and
it's easy reading.

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But it's a good jumping-off
point for this class

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because this is literally
where the book ends on thinking

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of games as designed objects.

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And things that could
stand alone as a product,

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there's a set of rules that can
be passed on from generation,

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this solid thing, into what
people make out of all of this.

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And if you're
interested in that,

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then there's another class--

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I think it's CMS 616
Games and Culture.

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And it should be offered--

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I can't remember if it's a
fall class or a spring class.

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Spring class?

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OK so it's offered
this semester.

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If you're not a
senior and you're

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going to be around
for another year

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you might want to consider
that if you're interested.

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To sort of see
where it is going.

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And obviously there are
a lot of researchers

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here at MIT that
are starting to get

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into the realm of sociology.

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There are folks here
who study history

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of games, folks who study what
people currently do with games.

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For instance, how many of
you have met or taken a class

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from T.L. Taylor?

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A few people?

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Yeah, OK.

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So she comes from such a
sociological background.

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A lot of her work
is ethnographic,

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which just means it's
like a researcher going

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into a native culture and
seeing how people behave there.

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And what they value, and what
are the common practices.

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And she does it with massively
multi-player online games.

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Now she did e-sports, that
was the most recent book,

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now she's looking
at live-streamers.

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And she has a lot of research,
a lot of information.

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So that's a good
person to learn from.

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Some of you also have come
from Todd Harper's class.

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He's a postdoc here in our lab.

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He's taught quite a number of
classes, both CMS 300 and CMS

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100, as well as
his own game design

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for expression class,
where he looks a lot

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at competitive styles of play--

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I'm sorry, competitive
communities of play.

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So fighting games community
was his dissertation.

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Looking at League of
Legends right now,

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I think, pretty much what
he is looking at now.

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As well as some other aspect
like queer games and the people

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who play and make them.

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So that's another
good angle to look at.

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So fact to today's reading.

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There's a couple of really,
really useful ideas in it

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that can be used for
a variety of ways

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to look and analyze your game.

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Especially when you're
trying to observe people

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playing your game and
trying to figure out

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what's going on here.

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And the games that
we've got today,

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including some of
the games that John

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has are all the sorts
of games where what's

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interesting about the
game isn't so much

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what's written in the box,
what's written in the rules,

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but what happens between people.

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And I would argue
for many, many games,

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even the ones that are
traditionally recognized

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for the magic of what's inside
the box, what's actually

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interesting is what
happens around the game.

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Last week we talked
about Go, for instance.

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And it's like, OK,
what's actually

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written about the rules of Go
is not that elaborate, right?

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Really, really simple,
and mathematically

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is really elegant.

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Entrancing in the
sort of way that

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mathematicians like
an elegant formula.

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But what's also interesting
is centuries and centuries

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of strategies and culture
that have built up

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around this particular
way of playing.

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So there's a couple
of useful tips

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that help us think about what
happens in a game socially.

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That's internal--
internal interaction

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and external interaction.

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So let's talk about
internal interaction.

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What do you think
Zimmerman's talking

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about when he says an internal
social interaction in a game?

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AUDIENCE: So I think
he's talking about how

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you feel about your role.

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So different people have
different jobs in the game.

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So I'm supposed to be doing
something different than you're

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supposed to be doing, even
though we both might have

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the same goal, might not
even have the same goal,

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but the same ideas
to win or whatever.

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PROFESSOR: And the reason why
you have those differences

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is set up by basically how the
game's rules are set up, right?

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AUDIENCE: And so the
internal social [INAUDIBLE]

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might be my idea about that.

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My idea of what my
role in the game is.

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PROFESSOR: OK so I
think I'm mafia, right,

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in the game of Mafia.

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I'm the mafia, or one of
the members of the mafia,

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so I think I'm going
to play this way.

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The game rules tell me about
when I can communicate and when

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I can't.

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Basically everyone can
communicate at the same time

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then everyone shows
[INAUDIBLE] And then

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you come up with the strategy
of how you're going to play it.

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It evolves from the roles
that was given to you

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by the rules of the game.

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How about external interactions
when it comes to social play?

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What's the flip side of that?

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AUDIENCE: Friendship outside
of the game [INAUDIBLE].

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Mafia's [INAUDIBLE] Say your
friends not one of the Mafia.

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You'd be like, oh,
he's my friend.

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I'll save him for last.

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PROFESSOR: Yeah, I'll
torment that guy for last

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because he's my friend.

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I'm not going to
eliminate him right away.

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AUDIENCE: Another
interesting one

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was, I think, also the
past experience with Mafia.

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I know that a person's
really, really good at Mafia,

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so I'm going to kill
them on first round

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just because I don't
want to deal with it.

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PROFESSOR: Right, I just want
to get them out of this game.

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Sure, yeah.

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AUDIENCE: I think that
happens with a lot of games.

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Just like you team
up on [INAUDIBLE].

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PROFESSOR: Couples
playing a game and that's

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supposed to be all where
everyone's supposed to be

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playing an individual game.

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Yeah, knowing that someone
is a pathological liar.

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So that actually also comes
in design, by the way.

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I used to write games for
the MIT Assassins' Guild.

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And there were four people
who were playing games

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at the same time when
I was writing games,

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and we always used these
four people as ways

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that games are
often broken mostly

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through weird
social interactions.

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Someone who's going to be the
rules lawyer, for instance.

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And someone who's going
to stop the game in order

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to make sure that his
interpretation of the rules

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is what everybody else
is going to play with.

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Not necessarily to make sure
that the rules are adhered to,

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just make sure that
his interpretation

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is going to work.

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Somebody who's going to
stop a game because they're

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always going to keep
asking for reminders

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on how the rules work.

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Just like, uh, I can't
handle this right now,

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all this is supposed to be
happening simultaneously,

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too much math, stop.

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And I'm going to
continue that, so this

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is the second kind of person
that I had to design for.

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The third kind of
person, the person

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who is so capable
of just summoning

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the collective
brainpower of everybody

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to be able to churn
through any kind of puzzle

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that I can create,
because this person was

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such a convincing
speaker that basically he

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can use your head like a
node on a parallel computer.

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You would just say, can
you do this thing for me,

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it won't take a minute,
and somehow he will do it.

00:10:12.980 --> 00:10:15.756 align:middle line:84%
This person had
that social skill.

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I'm trying to remember
what the fourth one was.

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Oh yeah, there
was one person who

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could do the same thing
entirely on his own.

00:10:29.090 --> 00:10:31.020 align:middle line:84%
If you put a puzzle in
the game, the puzzle

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will be solved by
this one person

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sooner or later, if it wasn't
already solved by someone else.

00:10:36.220 --> 00:10:38.790 align:middle line:84%
So here's this giant
macroeconomic system that I've

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set up, or something like that.

00:10:40.140 --> 00:10:42.380 align:middle line:84%
And that one person will
figure out the optimal way

00:10:42.380 --> 00:10:44.280 align:middle line:84%
to solve everybody's
problem simultaneously.

00:10:44.280 --> 00:10:47.150 align:middle line:90%


00:10:47.150 --> 00:10:48.150 align:middle line:90%
I could design for that.

00:10:48.150 --> 00:10:50.980 align:middle line:84%
So I could design to make
sure that each of these people

00:10:50.980 --> 00:10:55.084 align:middle line:84%
don't break the
game, but still can

00:10:55.084 --> 00:10:56.250 align:middle line:90%
do the thing that they want.

00:10:56.250 --> 00:10:58.950 align:middle line:90%


00:10:58.950 --> 00:11:01.560 align:middle line:84%
Some of the folks that
I'm describing actually

00:11:01.560 --> 00:11:03.900 align:middle line:84%
enjoyed that, some of
them didn't enjoy that.

00:11:03.900 --> 00:11:06.690 align:middle line:84%
That's just how the brain
works, but if the game falls

00:11:06.690 --> 00:11:11.510 align:middle line:84%
to that then they I'm not having
any more fun than anyone else.

00:11:11.510 --> 00:11:13.500 align:middle line:84%
So I knew something
about who was

00:11:13.500 --> 00:11:17.795 align:middle line:84%
going to be playing my games by
knowing that these four people.

00:11:17.795 --> 00:11:20.280 align:middle line:84%
I could cover a very wide
range of different ways

00:11:20.280 --> 00:11:24.090 align:middle line:84%
that my games could just
fall flat on their faces.

00:11:24.090 --> 00:11:27.720 align:middle line:84%
These are real people, but
anybody who plays my games

00:11:27.720 --> 00:11:32.400 align:middle line:84%
could exhibit that same sort of
behavior at an opportune time,

00:11:32.400 --> 00:11:35.013 align:middle line:84%
I have to make sure that my
rules could hold up to that.

00:11:35.013 --> 00:11:37.710 align:middle line:90%


00:11:37.710 --> 00:11:40.350 align:middle line:84%
So when you design your
games, how many of you

00:11:40.350 --> 00:11:42.360 align:middle line:90%
have somebody in mind?

00:11:42.360 --> 00:11:44.580 align:middle line:84%
Someone particular
about who's going

00:11:44.580 --> 00:11:48.100 align:middle line:90%
to end up playing the game.

00:11:48.100 --> 00:11:52.516 align:middle line:84%
Friend, family member,
person in class.

00:11:52.516 --> 00:11:57.240 align:middle line:84%
AUDIENCE: For me, I think
when I worked on the game

00:11:57.240 --> 00:12:01.015 align:middle line:84%
[INAUDIBLE] Hurricane, I think
that it definitely reminded me

00:12:01.015 --> 00:12:04.250 align:middle line:84%
of specific friends
that I played Twister

00:12:04.250 --> 00:12:07.500 align:middle line:84%
with in the past, a game
that I felt was a game

00:12:07.500 --> 00:12:09.217 align:middle line:90%
to get inspiration from.

00:12:09.217 --> 00:12:14.354 align:middle line:84%
But sometimes I don't
have [INAUDIBLE].

00:12:14.354 --> 00:12:18.120 align:middle line:84%
AUDIENCE: The easiest one for me
is just developing for myself.

00:12:18.120 --> 00:12:21.280 align:middle line:84%
And people who enjoy the same
types of games that I do.

00:12:21.280 --> 00:12:24.266 align:middle line:84%
If I find a game
fun, then people

00:12:24.266 --> 00:12:26.058 align:middle line:84%
who enjoy the same
types of games that I do

00:12:26.058 --> 00:12:27.059 align:middle line:90%
will likely find it fun.

00:12:27.059 --> 00:12:29.224 align:middle line:84%
If I don't enjoy the game,
I shouldn't be making it.

00:12:29.224 --> 00:12:31.220 align:middle line:84%
PROFESSOR: Yeah, you
are a sample point,

00:12:31.220 --> 00:12:32.530 align:middle line:90%
you are a valid sample point.

00:12:32.530 --> 00:12:37.570 align:middle line:84%
It just happens to be one that
you know very well-- yourself.

00:12:37.570 --> 00:12:42.610 align:middle line:84%
There is a mantra out
there that often mentioned

00:12:42.610 --> 00:12:45.560 align:middle line:84%
by people in the
indie game development

00:12:45.560 --> 00:12:49.250 align:middle line:84%
community, which is you make
a game that you want to play.

00:12:49.250 --> 00:12:51.967 align:middle line:84%
And I'm not entirely sure
that I agree with that.

00:12:51.967 --> 00:12:53.550 align:middle line:84%
But I can see where
it is coming from.

00:12:53.550 --> 00:12:55.479 align:middle line:84%
Because if you can't
satisfy yourself,

00:12:55.479 --> 00:12:57.020 align:middle line:84%
then the likelihood
that you're going

00:12:57.020 --> 00:13:01.386 align:middle line:84%
to satisfy any other
audience member out there

00:13:01.386 --> 00:13:06.470 align:middle line:84%
who would actually play
your game is lower.

00:13:06.470 --> 00:13:09.230 align:middle line:84%
But I think there is
something about having

00:13:09.230 --> 00:13:15.400 align:middle line:84%
to design for people who are
not you which is also valid

00:13:15.400 --> 00:13:17.734 align:middle line:90%
but obviously it's harder.

00:13:17.734 --> 00:13:21.980 align:middle line:84%
AUDIENCE: I've heard it
described as a Venn diagram.

00:13:21.980 --> 00:13:23.940 align:middle line:90%
One is games I want to play.

00:13:23.940 --> 00:13:25.981 align:middle line:84%
The other one is games
other people want to play.

00:13:25.981 --> 00:13:29.022 align:middle line:90%


00:13:29.022 --> 00:13:31.920 align:middle line:90%
A third is games I can make.

00:13:31.920 --> 00:13:34.710 align:middle line:84%
Ideally, you want to
be right in the center.

00:13:34.710 --> 00:13:36.110 align:middle line:90%
PROFESSOR: Yeah.

00:13:36.110 --> 00:13:39.530 align:middle line:84%
Vast set of ideas that you
have in your head, only

00:13:39.530 --> 00:13:42.740 align:middle line:84%
a small group of which are
things that you actually

00:13:42.740 --> 00:13:43.840 align:middle line:90%
want to do.

00:13:43.840 --> 00:13:45.832 align:middle line:84%
And then a smaller
group of that are things

00:13:45.832 --> 00:13:47.040 align:middle line:90%
that other people want to do.

00:13:47.040 --> 00:13:51.040 align:middle line:84%
A smaller group of that is
something you can [INAUDIBLE].

00:13:51.040 --> 00:13:52.250 align:middle line:90%
That makes sense.

00:13:52.250 --> 00:13:54.760 align:middle line:90%


00:13:54.760 --> 00:13:56.570 align:middle line:84%
The feasibility thing
is what we've been

00:13:56.570 --> 00:13:58.370 align:middle line:90%
addressing this entire class.

00:13:58.370 --> 00:14:00.530 align:middle line:84%
How do you actually make
a game that you can make,

00:14:00.530 --> 00:14:03.328 align:middle line:84%
as opposed to make a game
you wish you could make.

00:14:03.328 --> 00:14:08.855 align:middle line:90%


00:14:08.855 --> 00:14:11.560 align:middle line:84%
So if we've got lots of
different kinds of people

00:14:11.560 --> 00:14:13.100 align:middle line:84%
who you're making
your games for,

00:14:13.100 --> 00:14:16.340 align:middle line:84%
people who you played similar
games with in the past,

00:14:16.340 --> 00:14:17.670 align:middle line:90%
for instance.

00:14:17.670 --> 00:14:20.210 align:middle line:84%
People who you know are
the kind of people who tend

00:14:20.210 --> 00:14:22.414 align:middle line:90%
to-- who won't break your game.

00:14:22.414 --> 00:14:24.830 align:middle line:84%
When you're making the Twister
game, you have to make sure

00:14:24.830 --> 00:14:27.260 align:middle line:84%
that you can play the
game without breaking it,

00:14:27.260 --> 00:14:29.515 align:middle line:84%
because you are physically
larger than a lot of folks

00:14:29.515 --> 00:14:33.670 align:middle line:90%
and able to reach much further.

00:14:33.670 --> 00:14:37.250 align:middle line:84%
And make sure there are rules,
that you can design your rules

00:14:37.250 --> 00:14:40.650 align:middle line:90%
for that sort of thing.

00:14:40.650 --> 00:14:45.690 align:middle line:84%
But then there's also
broad categories of people.

00:14:45.690 --> 00:14:49.730 align:middle line:84%
And that's why we get into it
the reference to Richard Bartle

00:14:49.730 --> 00:14:51.590 align:middle line:90%
in today's meeting.

00:14:51.590 --> 00:14:53.140 align:middle line:84%
I did not include
the whole article,

00:14:53.140 --> 00:14:56.390 align:middle line:84%
but the whole article
is online in plain HTML.

00:14:56.390 --> 00:14:58.220 align:middle line:84%
If you just do a
search for Bartle--

00:14:58.220 --> 00:15:05.220 align:middle line:90%


00:15:05.220 --> 00:15:08.590 align:middle line:84%
I forget the name
of the article,

00:15:08.590 --> 00:15:11.650 align:middle line:84%
but if you just do a search
for diamonds, hearts, clubs,

00:15:11.650 --> 00:15:16.240 align:middle line:90%
spades, Bartle, you'll find it.

00:15:16.240 --> 00:15:19.330 align:middle line:84%
I think it's "Players Who Suit
MUDs" or something like that.

00:15:19.330 --> 00:15:23.020 align:middle line:84%
A lot of that work was
created when he was basically

00:15:23.020 --> 00:15:25.960 align:middle line:84%
the originator of the very
first multi-user dungeon.

00:15:25.960 --> 00:15:29.570 align:middle line:84%
Anyone heard of a
multi-user dungeon?

00:15:29.570 --> 00:15:32.980 align:middle line:84%
How many have
played one of those.

00:15:32.980 --> 00:15:35.232 align:middle line:90%
I've played way too many.

00:15:35.232 --> 00:15:36.690 align:middle line:84%
You see people
playing, when you're

00:15:36.690 --> 00:15:39.554 align:middle line:84%
reading the text that
is typed on the screen.

00:15:39.554 --> 00:15:43.970 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:15:43.970 --> 00:15:46.450 align:middle line:84%
PROFESSOR: OK, so
how many of you

00:15:46.450 --> 00:15:50.500 align:middle line:84%
have seen or played
a text adventure?

00:15:50.500 --> 00:15:56.620 align:middle line:84%
So text adventure, basically
everything is text.

00:15:56.620 --> 00:15:59.680 align:middle line:84%
You've got verbal descriptions
instead of graphics

00:15:59.680 --> 00:16:02.282 align:middle line:84%
of the rooms that you are
in, and the objects you can

00:16:02.282 --> 00:16:03.490 align:middle line:90%
pick up, and what you can do.

00:16:03.490 --> 00:16:06.020 align:middle line:84%
You got an inventory that's
explained to you text.

00:16:06.020 --> 00:16:08.350 align:middle line:84%
You've got text
commands you can enter.

00:16:08.350 --> 00:16:10.300 align:middle line:84%
Usually when you're
entering commands

00:16:10.300 --> 00:16:11.950 align:middle line:90%
it's a verb and a noun.

00:16:11.950 --> 00:16:15.480 align:middle line:84%
Get key, open mailbox,
get [INAUDIBLE],

00:16:15.480 --> 00:16:17.840 align:middle line:90%
that sort of thing.

00:16:17.840 --> 00:16:19.400 align:middle line:90%
Some are just single words.

00:16:19.400 --> 00:16:22.070 align:middle line:90%
Inventory, north.

00:16:22.070 --> 00:16:25.680 align:middle line:84%
Actually the full north
command is actually go north,

00:16:25.680 --> 00:16:28.100 align:middle line:84%
but there are shortcuts
where you can just type

00:16:28.100 --> 00:16:32.430 align:middle line:90%
N. North, south, east, west.

00:16:32.430 --> 00:16:34.960 align:middle line:84%
A multi-user dungeon,
traditionally,

00:16:34.960 --> 00:16:37.270 align:middle line:84%
was a multi-player
text adventure.

00:16:37.270 --> 00:16:40.480 align:middle line:84%
Everyone would just occupy
the same space on a server,

00:16:40.480 --> 00:16:45.005 align:middle line:84%
they would use something like
Telnet, or maybe a dial-up,

00:16:45.005 --> 00:16:46.100 align:middle line:90%
on [INAUDIBLE].

00:16:46.100 --> 00:16:51.440 align:middle line:84%
And call into a server that
will be serving them ASCII text.

00:16:51.440 --> 00:16:53.960 align:middle line:84%
And then simultaneously
going to two other people.

00:16:53.960 --> 00:16:56.320 align:middle line:84%
It's very, very important
that in multi-user dungeons,

00:16:56.320 --> 00:16:58.222 align:middle line:84%
multiple people are
connected simultaneously.

00:16:58.222 --> 00:16:59.680 align:middle line:84%
It's not like an
asynchronous thing

00:16:59.680 --> 00:17:01.060 align:middle line:84%
where one person
connects at a time,

00:17:01.060 --> 00:17:03.268 align:middle line:84%
even though they're all
logging in to the same world.

00:17:03.268 --> 00:17:05.690 align:middle line:90%


00:17:05.690 --> 00:17:10.870 align:middle line:84%
So not all that different from
what you expect from MMO RPG

00:17:10.870 --> 00:17:12.369 align:middle line:84%
nowadays, the
massively multi-player

00:17:12.369 --> 00:17:13.452 align:middle line:90%
online role-playing games.

00:17:13.452 --> 00:17:17.602 align:middle line:84%
Only obviously no graphics,
and much slower pace of game,

00:17:17.602 --> 00:17:19.060 align:middle line:84%
because everything
has to be typed.

00:17:19.060 --> 00:17:22.359 align:middle line:84%
You don't just [? walk ?]
[? off, ?] you have this

00:17:22.359 --> 00:17:25.150 align:middle line:90%
inventory.

00:17:25.150 --> 00:17:28.760 align:middle line:84%
All my examples are
really fast examples.

00:17:28.760 --> 00:17:32.584 align:middle line:90%
Give envelope to Bob.

00:17:32.584 --> 00:17:34.750 align:middle line:84%
It's like you could actually
give that kind of thing

00:17:34.750 --> 00:17:36.250 align:middle line:84%
and then you just
transfer an object

00:17:36.250 --> 00:17:40.450 align:middle line:84%
to somebody else named
Bob in your space.

00:17:40.450 --> 00:17:44.230 align:middle line:84%
And he described four
different categories of people

00:17:44.230 --> 00:17:48.580 align:middle line:84%
that he often saw play his
games that I think still

00:17:48.580 --> 00:17:50.440 align:middle line:90%
holds up pretty darn well.

00:17:50.440 --> 00:17:53.771 align:middle line:84%
So who remembers any
of the four categories?

00:17:53.771 --> 00:17:56.416 align:middle line:90%


00:17:56.416 --> 00:17:58.040 align:middle line:84%
AUDIENCE: The kind
of people who really

00:17:58.040 --> 00:18:03.100 align:middle line:84%
get deep into
underlying [INAUDIBLE],

00:18:03.100 --> 00:18:05.811 align:middle line:84%
who want to learn
about how things work.

00:18:05.811 --> 00:18:07.060 align:middle line:90%
PROFESSOR: The diggers, right?

00:18:07.060 --> 00:18:07.570 align:middle line:90%
The miners.

00:18:07.570 --> 00:18:08.839 align:middle line:90%
The people who--

00:18:08.839 --> 00:18:11.380 align:middle line:84%
Minecraft is a great example
for a game that is designed just

00:18:11.380 --> 00:18:11.860 align:middle line:90%
for those people.

00:18:11.860 --> 00:18:13.568 align:middle line:84%
People want explore
how the system works,

00:18:13.568 --> 00:18:16.120 align:middle line:84%
how the environment works,
who want to discover things

00:18:16.120 --> 00:18:19.986 align:middle line:84%
and to see what's behind
that next mountain.

00:18:19.986 --> 00:18:24.220 align:middle line:84%
AUDIENCE: I'll go
with [INAUDIBLE].

00:18:24.220 --> 00:18:29.260 align:middle line:84%
PROFESSOR: Killers
or plugs, and what

00:18:29.260 --> 00:18:33.280 align:middle line:84%
was the justification
for what they do?

00:18:33.280 --> 00:18:34.230 align:middle line:90%
What do they do?

00:18:34.230 --> 00:18:44.765 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:18:44.765 --> 00:18:47.140 align:middle line:84%
PROFESSOR: The people who are
there for the other people,

00:18:47.140 --> 00:18:48.250 align:middle line:90%
primarily.

00:18:48.250 --> 00:18:51.110 align:middle line:84%
In a way, killers
and the socializers

00:18:51.110 --> 00:18:53.989 align:middle line:84%
are there because
other people are there.

00:18:53.989 --> 00:18:55.155 align:middle line:90%
There are different reasons.

00:18:55.155 --> 00:18:59.610 align:middle line:90%


00:18:59.610 --> 00:19:00.805 align:middle line:90%
The diamonds want to win.

00:19:00.805 --> 00:19:03.580 align:middle line:84%
That is by any
definition of winning.

00:19:03.580 --> 00:19:06.140 align:middle line:84%
Now MUDs traditionally did not
have a definition of winning.

00:19:06.140 --> 00:19:07.265 align:middle line:90%
You couldn't win that game.

00:19:07.265 --> 00:19:09.880 align:middle line:84%
There wasn't any final
bosses you could kill,

00:19:09.880 --> 00:19:13.210 align:middle line:84%
so you had to find your
own metrics for winning.

00:19:13.210 --> 00:19:17.940 align:middle line:84%
So it could be there
are PDP type diamonds.

00:19:17.940 --> 00:19:21.100 align:middle line:84%
You want to rack up the highest
tournament score or something,

00:19:21.100 --> 00:19:23.790 align:middle line:84%
but you're not there explicitly
to cause people grief.

00:19:23.790 --> 00:19:29.980 align:middle line:84%
You're not trying to hit them
when they're not looking.

00:19:29.980 --> 00:19:33.120 align:middle line:84%
Sort of like we're going to
organize a duel kind of thing.

00:19:33.120 --> 00:19:35.440 align:middle line:84%
We're going to see who can
play this game the best, as

00:19:35.440 --> 00:19:37.893 align:middle line:90%
opposed to making people upset.

00:19:37.893 --> 00:19:40.440 align:middle line:90%


00:19:40.440 --> 00:19:42.250 align:middle line:84%
There's a way to
remember this that I

00:19:42.250 --> 00:19:44.350 align:middle line:90%
think has really been useful.

00:19:44.350 --> 00:19:49.540 align:middle line:84%
I find the playing card suits
not so easy to remember,

00:19:49.540 --> 00:19:54.760 align:middle line:84%
but I could actually remember
the categories pretty easily

00:19:54.760 --> 00:19:59.170 align:middle line:84%
by whether you are
acting on something

00:19:59.170 --> 00:20:03.050 align:middle line:90%
or you're acting with something.

00:20:03.050 --> 00:20:07.196 align:middle line:84%
And the question is whether
you are acting or interacting.

00:20:07.196 --> 00:20:16.751 align:middle line:90%


00:20:16.751 --> 00:20:18.250 align:middle line:84%
I just put two
different [INAUDIBLE]

00:20:18.250 --> 00:20:24.150 align:middle line:84%
that meant [INAUDIBLE] It's
also supposed to be this.

00:20:24.150 --> 00:20:29.149 align:middle line:90%
Interacting with [INAUDIBLE].

00:20:29.149 --> 00:20:34.560 align:middle line:84%
And then at the world,
all the systems, and then

00:20:34.560 --> 00:20:35.350 align:middle line:90%
other players.

00:20:35.350 --> 00:20:38.720 align:middle line:90%


00:20:38.720 --> 00:20:40.620 align:middle line:84%
So if you're interacting
with other players,

00:20:40.620 --> 00:20:45.240 align:middle line:90%
we've got the socializers.

00:20:45.240 --> 00:20:49.100 align:middle line:84%
And people who are acting on
other players are the killers.

00:20:49.100 --> 00:20:52.920 align:middle line:90%


00:20:52.920 --> 00:20:56.280 align:middle line:90%
Acting on the world.

00:20:56.280 --> 00:20:57.690 align:middle line:90%
[INAUDIBLE]

00:20:57.690 --> 00:21:05.150 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:21:05.150 --> 00:21:09.450 align:middle line:84%
PROFESSOR: [? Assignments, ?]
which leads this to be the

00:21:09.450 --> 00:21:14.750 align:middle line:90%
[INTERPOSING VOICES]

00:21:14.750 --> 00:21:17.100 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:21:17.100 --> 00:21:19.470 align:middle line:84%
PROFESSOR: These are
the glitch finders.

00:21:19.470 --> 00:21:21.650 align:middle line:84%
These are the people
who figure out

00:21:21.650 --> 00:21:23.860 align:middle line:84%
how to get outside
the boundaries,

00:21:23.860 --> 00:21:25.940 align:middle line:90%
your invisible walls.

00:21:25.940 --> 00:21:27.780 align:middle line:84%
Who want to see
whether there's a way

00:21:27.780 --> 00:21:31.830 align:middle line:84%
they can get below the very
lowest layer on Minecraft.

00:21:31.830 --> 00:21:36.411 align:middle line:84%
And what happens when you cram
so much explosives in one area

00:21:36.411 --> 00:21:38.660 align:middle line:84%
that you can't perform this
experiment without killing

00:21:38.660 --> 00:21:39.710 align:middle line:90%
yourself.

00:21:39.710 --> 00:21:41.570 align:middle line:84%
They're the ones who
are going to do it.

00:21:41.570 --> 00:21:44.480 align:middle line:84%
Because they want
to see what happens.

00:21:44.480 --> 00:21:47.570 align:middle line:84%
Whereas these folks are really
a little bit more about how do

00:21:47.570 --> 00:21:50.950 align:middle line:84%
I use this world to be able to
obtain some sort of other goal.

00:21:50.950 --> 00:21:53.136 align:middle line:84%
Which is usually
points, some sort

00:21:53.136 --> 00:21:55.880 align:middle line:84%
of achievement, some
sort of recognition

00:21:55.880 --> 00:21:59.146 align:middle line:90%
from the other players.

00:21:59.146 --> 00:22:00.770 align:middle line:84%
They don't usually
get the recognition,

00:22:00.770 --> 00:22:02.482 align:middle line:84%
but they have a
numerical number to show

00:22:02.482 --> 00:22:03.690 align:middle line:90%
that they're deserving of it.

00:22:03.690 --> 00:22:07.310 align:middle line:90%


00:22:07.310 --> 00:22:10.070 align:middle line:84%
And I find this to be
a really useful way

00:22:10.070 --> 00:22:14.960 align:middle line:84%
to think about what
games can do to be

00:22:14.960 --> 00:22:16.670 align:middle line:90%
[INAUDIBLE] to different people.

00:22:16.670 --> 00:22:20.510 align:middle line:84%
Because the truth is
that even though when

00:22:20.510 --> 00:22:22.250 align:middle line:84%
you play a single
game, you may be

00:22:22.250 --> 00:22:24.930 align:middle line:84%
primarily one of these
people, you may not

00:22:24.930 --> 00:22:26.350 align:middle line:90%
play every game this way.

00:22:26.350 --> 00:22:29.810 align:middle line:90%


00:22:29.810 --> 00:22:35.210 align:middle line:84%
Say I'm a [INAUDIBLE]
someone who's

00:22:35.210 --> 00:22:36.634 align:middle line:90%
trying to chase all the points.

00:22:36.634 --> 00:22:38.925 align:middle line:84%
Someone who is trying to get
the top of the leaderboard

00:22:38.925 --> 00:22:42.230 align:middle line:90%
in [INAUDIBLE] or something.

00:22:42.230 --> 00:22:44.060 align:middle line:84%
But that may not be
the way that I'm going

00:22:44.060 --> 00:22:45.890 align:middle line:90%
to play World of Warcraft.

00:22:45.890 --> 00:22:50.690 align:middle line:84%
That may not be the way
that I play contract bridge.

00:22:50.690 --> 00:22:52.520 align:middle line:84%
I might be playing
more socializer when

00:22:52.520 --> 00:22:54.100 align:middle line:90%
it comes to contract bridge.

00:22:54.100 --> 00:22:57.185 align:middle line:84%
And different people are
often different things

00:22:57.185 --> 00:22:58.470 align:middle line:90%
in different games.

00:22:58.470 --> 00:23:02.090 align:middle line:84%
And sometimes different
things in the same game.

00:23:02.090 --> 00:23:04.627 align:middle line:90%
Right now, I am trying--

00:23:04.627 --> 00:23:06.460 align:middle line:84%
everyone in this room
probably knows by now,

00:23:06.460 --> 00:23:09.050 align:middle line:84%
I play too much
StarCraft, right?

00:23:09.050 --> 00:23:11.180 align:middle line:90%
Usually, I am trying to win.

00:23:11.180 --> 00:23:13.370 align:middle line:90%
I am trying to raise my rank.

00:23:13.370 --> 00:23:15.500 align:middle line:90%
They have a ladder system.

00:23:15.500 --> 00:23:19.085 align:middle line:84%
Sometimes, I just want to
zone out and talk to people.

00:23:19.085 --> 00:23:19.960 align:middle line:90%
I just want to type--

00:23:19.960 --> 00:23:21.501 align:middle line:84%
I just want to go
into free-text chat

00:23:21.501 --> 00:23:23.270 align:middle line:90%
and be friendly for awhile.

00:23:23.270 --> 00:23:25.980 align:middle line:84%
I'll do something very dumb that
takes no actions whatsoever.

00:23:25.980 --> 00:23:27.900 align:middle line:84%
And I'm just like,
at least my fingers

00:23:27.900 --> 00:23:29.733 align:middle line:84%
are going to be able
to type my [INAUDIBLE].

00:23:29.733 --> 00:23:31.010 align:middle line:90%
And that's what [INAUDIBLE].

00:23:31.010 --> 00:23:33.720 align:middle line:84%
Different times of the day,
different moods that I'm in,

00:23:33.720 --> 00:23:36.450 align:middle line:90%
I'll do something different.

00:23:36.450 --> 00:23:38.166 align:middle line:84%
And if you can make
a game that would

00:23:38.166 --> 00:23:43.190 align:middle line:84%
be able to cater to
people in different moods,

00:23:43.190 --> 00:23:43.959 align:middle line:90%
then that's great.

00:23:43.959 --> 00:23:46.500 align:middle line:84%
You've got a game that can be
played in different situations,

00:23:46.500 --> 00:23:49.145 align:middle line:84%
or more importantly, among a
group of people who are all

00:23:49.145 --> 00:23:50.270 align:middle line:90%
feeling kind of different--

00:23:50.270 --> 00:23:52.880 align:middle line:90%
[INAUDIBLE] type.

00:23:52.880 --> 00:23:55.700 align:middle line:84%
This is not the only
breakdown that I've seen.

00:23:55.700 --> 00:24:02.990 align:middle line:84%
There is a system that's
been pitched by, I believe,

00:24:02.990 --> 00:24:05.890 align:middle line:84%
a developer at
Ubisoft Montreal--

00:24:05.890 --> 00:24:08.900 align:middle line:84%
although don't take
my word for that--

00:24:08.900 --> 00:24:11.390 align:middle line:90%
Jason Vandenberghe.

00:24:11.390 --> 00:24:14.420 align:middle line:84%
And he suggests,
actually, a system

00:24:14.420 --> 00:24:17.570 align:middle line:84%
on the OCEAN model
of psychology.

00:24:17.570 --> 00:24:19.142 align:middle line:90%
Has anyone heard of this?

00:24:19.142 --> 00:24:22.704 align:middle line:84%
It's five big
drivers of motivation

00:24:22.704 --> 00:24:24.495 align:middle line:84%
that psychologists
have, basically, created

00:24:24.495 --> 00:24:26.740 align:middle line:90%
as a framework.

00:24:26.740 --> 00:24:32.370 align:middle line:90%
And one of them is neuroticism.

00:24:32.370 --> 00:24:33.860 align:middle line:84%
There are people
who are motivated

00:24:33.860 --> 00:24:35.180 align:middle line:90%
because they are neurotic.

00:24:35.180 --> 00:24:37.880 align:middle line:84%
And I can totally
identify with that.

00:24:37.880 --> 00:24:39.590 align:middle line:90%
It's like they want to be--

00:24:39.590 --> 00:24:43.130 align:middle line:84%
it gives them comfort to be
performing neurotic things--

00:24:43.130 --> 00:24:47.767 align:middle line:84%
things like hundred-percenting
a level, or a game,

00:24:47.767 --> 00:24:48.725 align:middle line:90%
or something like that.

00:24:48.725 --> 00:24:49.880 align:middle line:90%
It's a motivator.

00:24:49.880 --> 00:24:51.089 align:middle line:90%
It's a driver.

00:24:51.089 --> 00:24:53.130 align:middle line:84%
It's no particular
achievement to hundred-percent

00:24:53.130 --> 00:24:56.420 align:middle line:84%
a level in Metroid, because
a lot of people do it.

00:24:56.420 --> 00:24:58.520 align:middle line:84%
But the fact that
that number is there

00:24:58.520 --> 00:25:00.050 align:middle line:84%
motivates a certain
group of people

00:25:00.050 --> 00:25:05.250 align:middle line:84%
to be able to bring that
number from 99% to 100%.

00:25:05.250 --> 00:25:08.660 align:middle line:84%
So I want to make clear
that this is just a theory.

00:25:08.660 --> 00:25:09.950 align:middle line:90%
This is just--

00:25:09.950 --> 00:25:14.320 align:middle line:84%
Richard Bartle-- creator of
the very first MUD in Oxford,

00:25:14.320 --> 00:25:16.240 align:middle line:90%
I believe--

00:25:16.240 --> 00:25:22.125 align:middle line:84%
United Kingdom-- and he just
wrote an article on a website--

00:25:22.125 --> 00:25:23.500 align:middle line:84%
he would have put
it up on a blog

00:25:23.500 --> 00:25:25.960 align:middle line:90%
and blogged it at the time--

00:25:25.960 --> 00:25:28.670 align:middle line:84%
about, these are the people that
I happen to see play my games.

00:25:28.670 --> 00:25:31.910 align:middle line:84%
And if I-- I can
generalize these people

00:25:31.910 --> 00:25:33.210 align:middle line:90%
in these four categories.

00:25:33.210 --> 00:25:35.880 align:middle line:90%


00:25:35.880 --> 00:25:36.380 align:middle line:90%
Let's see.

00:25:36.380 --> 00:25:39.300 align:middle line:90%


00:25:39.300 --> 00:25:43.280 align:middle line:84%
Other stuff that's
covered in today's reading

00:25:43.280 --> 00:25:50.760 align:middle line:84%
includes the idea of people
bringing things from outside

00:25:50.760 --> 00:25:52.570 align:middle line:90%
of the game into the game.

00:25:52.570 --> 00:25:55.070 align:middle line:84%
And we talked a little
bit about metagames.

00:25:55.070 --> 00:25:57.540 align:middle line:84%
And this article goes into
a little bit more detail

00:25:57.540 --> 00:25:58.810 align:middle line:90%
about that.

00:25:58.810 --> 00:26:04.320 align:middle line:84%
So there's-- that's, again,
four things that the book goes

00:26:04.320 --> 00:26:06.600 align:middle line:84%
into when it comes
to metagaming that--

00:26:06.600 --> 00:26:10.020 align:middle line:84%
and these were posited by
Richard Garfield, designer

00:26:10.020 --> 00:26:11.120 align:middle line:90%
of Magic: The Gathering.

00:26:11.120 --> 00:26:13.320 align:middle line:84%
But he was-- the way
how he was describing

00:26:13.320 --> 00:26:17.040 align:middle line:84%
it is that these are all kinds
of metagaming experiences.

00:26:17.040 --> 00:26:22.512 align:middle line:84%
And I'm trying to make a game
that capitalizes on people

00:26:22.512 --> 00:26:24.720 align:middle line:84%
playing the game when they're
not even really playing

00:26:24.720 --> 00:26:26.140 align:middle line:90%
the game.

00:26:26.140 --> 00:26:27.750 align:middle line:84%
When they're not
sitting in front

00:26:27.750 --> 00:26:29.760 align:middle line:84%
with their decks
of magic, they're

00:26:29.760 --> 00:26:34.780 align:middle line:84%
still playing the game, because
they can do something else.

00:26:34.780 --> 00:26:37.915 align:middle line:84%
And so, anyone remember
what those four things are?

00:26:37.915 --> 00:26:39.790 align:middle line:84%
AUDIENCE: Things that
you bring to the game--

00:26:39.790 --> 00:26:40.276 align:middle line:90%
PROFESSOR: Yep.

00:26:40.276 --> 00:26:42.192 align:middle line:84%
AUDIENCE: Things that
you take from the game--

00:26:42.192 --> 00:26:43.126 align:middle line:90%
PROFESSOR: Right.

00:26:43.126 --> 00:26:45.928 align:middle line:84%
AUDIENCE: Things
that you do between--

00:26:45.928 --> 00:26:47.594 align:middle line:84%
PROFESSOR: Mm-hmm--
between games-- yep.

00:26:47.594 --> 00:26:49.506 align:middle line:84%
AUDIENCE: --people--
between games.

00:26:49.506 --> 00:26:51.900 align:middle line:90%
And the last one is--

00:26:51.900 --> 00:26:54.570 align:middle line:84%
AUDIENCE: Last one is, actually,
probably the more traditional

00:26:54.570 --> 00:26:57.520 align:middle line:90%
understanding of metagaming.

00:26:57.520 --> 00:27:01.580 align:middle line:84%
So if-- even if you haven't
read, you might have an--

00:27:01.580 --> 00:27:03.660 align:middle line:84%
or, you might be able
to hazard a guess.

00:27:03.660 --> 00:27:04.680 align:middle line:90%
You got through--

00:27:04.680 --> 00:27:05.430 align:middle line:90%
AUDIENCE: [LAUGHS]

00:27:05.430 --> 00:27:07.884 align:middle line:90%
PROFESSOR: --spot on.

00:27:07.884 --> 00:27:10.370 align:middle line:90%
AUDIENCE: [INAUDIBLE].

00:27:10.370 --> 00:27:12.350 align:middle line:84%
PROFESSOR: That's
right-- things that are--

00:27:12.350 --> 00:27:14.660 align:middle line:84%
things that you do during
the game that are not,

00:27:14.660 --> 00:27:17.570 align:middle line:84%
actually, part of
the game rules.

00:27:17.570 --> 00:27:20.910 align:middle line:84%
So what do-- what are some
examples of things that players

00:27:20.910 --> 00:27:22.120 align:middle line:90%
bring to the game--

00:27:22.120 --> 00:27:24.676 align:middle line:84%
from outside of the game
they bring into the game?

00:27:24.676 --> 00:27:27.093 align:middle line:84%
AUDIENCE: So there's physical
objects, but also knowledge.

00:27:27.093 --> 00:27:27.800 align:middle line:90%
PROFESSOR: Right.

00:27:27.800 --> 00:27:29.440 align:middle line:84%
AUDIENCE: So to
the baseball game,

00:27:29.440 --> 00:27:30.560 align:middle line:90%
it would be like your bat.

00:27:30.560 --> 00:27:32.720 align:middle line:90%
PROFESSOR: Right-- your ball--

00:27:32.720 --> 00:27:34.670 align:middle line:84%
things that you might
require to-- not have

00:27:34.670 --> 00:27:36.496 align:middle line:84%
even start the game
in the first place.

00:27:36.496 --> 00:27:37.960 align:middle line:84%
AUDIENCE: [INAUDIBLE] it
might be cards, I guess.

00:27:37.960 --> 00:27:38.448 align:middle line:90%
PROFESSOR: Mm-hmm.

00:27:38.448 --> 00:27:40.280 align:middle line:84%
AUDIENCE: But you can
also bring knowledge.

00:27:40.280 --> 00:27:42.848 align:middle line:84%
So if chess is a game that
you're not familiar with that

00:27:42.848 --> 00:27:45.364 align:middle line:84%
you study up-- they
call it booking up--

00:27:45.364 --> 00:27:47.965 align:middle line:84%
on opening, different
tactics, things

00:27:47.965 --> 00:27:50.090 align:middle line:84%
like that that you can
study, bring into the game--

00:27:50.090 --> 00:27:51.740 align:middle line:90%
basically, like preparation.

00:27:51.740 --> 00:27:54.800 align:middle line:84%
PROFESSOR: Yeah,
yeah-- so if you

00:27:54.800 --> 00:27:58.310 align:middle line:84%
are going to call into
a competitive game,

00:27:58.310 --> 00:28:01.040 align:middle line:84%
you might come in
with a strategy

00:28:01.040 --> 00:28:02.890 align:middle line:90%
that you intend to execute.

00:28:02.890 --> 00:28:04.370 align:middle line:90%
That happens in sports a lot.

00:28:04.370 --> 00:28:07.100 align:middle line:84%
We train these
particular maneuvers--

00:28:07.100 --> 00:28:08.737 align:middle line:90%
these particular plays.

00:28:08.737 --> 00:28:10.820 align:middle line:84%
AUDIENCE: Even, like,
metagaming [INAUDIBLE] that.

00:28:10.820 --> 00:28:12.820 align:middle line:84%
I guess that might
be [INAUDIBLE].

00:28:12.820 --> 00:28:16.748 align:middle line:84%
Magnus Carlsen-- the
world's best chess player--

00:28:16.748 --> 00:28:20.550 align:middle line:84%
he played openings that
are not that good, just

00:28:20.550 --> 00:28:21.469 align:middle line:90%
to screw with people.

00:28:21.469 --> 00:28:23.260 align:middle line:84%
PROFESSOR: When you're
playing the players?

00:28:23.260 --> 00:28:23.757 align:middle line:90%
AUDIENCE: Preparation, yeah.

00:28:23.757 --> 00:28:25.881 align:middle line:84%
PROFESSOR: Yeah, and if
you're playing the player--

00:28:25.881 --> 00:28:28.130 align:middle line:84%
I think that still fits
within the category of fix

00:28:28.130 --> 00:28:29.990 align:middle line:84%
your brain to the
game, because that

00:28:29.990 --> 00:28:31.880 align:middle line:84%
means that you are
bringing to the game

00:28:31.880 --> 00:28:36.080 align:middle line:84%
an understanding, or a guess,
about what your opponent is

00:28:36.080 --> 00:28:39.200 align:middle line:84%
like, and how your opponent
may have played before.

00:28:39.200 --> 00:28:40.730 align:middle line:84%
Someone's reputation
is, actually,

00:28:40.730 --> 00:28:42.814 align:middle line:84%
[INAUDIBLE] in today's
reading as something

00:28:42.814 --> 00:28:43.980 align:middle line:90%
that you bring to your game.

00:28:43.980 --> 00:28:46.770 align:middle line:84%
It's not something that you
voluntarily bring to the game.

00:28:46.770 --> 00:28:50.630 align:middle line:84%
It's just something
that precedes you.

00:28:50.630 --> 00:28:54.100 align:middle line:84%
So then, what stuff do
you take from the game?

00:28:54.100 --> 00:28:58.092 align:middle line:90%


00:28:58.092 --> 00:29:00.655 align:middle line:84%
AUDIENCE: I mean, so I
guess the typical items

00:29:00.655 --> 00:29:03.070 align:middle line:84%
might be enjoyment from
the game, or whatever.

00:29:03.070 --> 00:29:04.854 align:middle line:84%
And Avery talked about
[INAUDIBLE] Magic,

00:29:04.854 --> 00:29:07.080 align:middle line:84%
where you win a card
if you win the game.

00:29:07.080 --> 00:29:10.050 align:middle line:84%
PROFESSOR: Yeah, yeah,
there can be prizes.

00:29:10.050 --> 00:29:11.500 align:middle line:90%
There can be cash prizes.

00:29:11.500 --> 00:29:13.170 align:middle line:90%
There can be stakes.

00:29:13.170 --> 00:29:14.420 align:middle line:90%
AUDIENCE: If you're gambling--

00:29:14.420 --> 00:29:15.724 align:middle line:90%
[INTERPOSING VOICES]

00:29:15.724 --> 00:29:17.140 align:middle line:84%
AUDIENCE: --incentive
[INAUDIBLE].

00:29:17.140 --> 00:29:18.944 align:middle line:84%
PROFESSOR: Yep,
again, reputation.

00:29:18.944 --> 00:29:21.110 align:middle line:84%
AUDIENCE: You can also take
knowledge from the game.

00:29:21.110 --> 00:29:24.461 align:middle line:84%
PROFESSOR: Sure, especially
a game that you lost, right?

00:29:24.461 --> 00:29:25.460 align:middle line:90%
AUDIENCE: Yeah, exactly.

00:29:25.460 --> 00:29:26.190 align:middle line:90%
PROFESSOR: Yeah.

00:29:26.190 --> 00:29:27.940 align:middle line:84%
AUDIENCE: I think
that's what [INAUDIBLE].

00:29:27.940 --> 00:29:31.220 align:middle line:84%
PROFESSOR: Yeah,
you-- hopefully,

00:29:31.220 --> 00:29:33.430 align:middle line:90%
especially in a game that--

00:29:33.430 --> 00:29:35.730 align:middle line:84%
in the kind of game that I
wish I could design one day,

00:29:35.730 --> 00:29:38.660 align:middle line:84%
you take away
something that deepens

00:29:38.660 --> 00:29:43.820 align:middle line:84%
your understanding of the
system that you just played.

00:29:43.820 --> 00:29:48.190 align:middle line:84%
And that's wonderfully intrinsic
motivation of something

00:29:48.190 --> 00:29:50.670 align:middle line:90%
that arises from the rules.

00:29:50.670 --> 00:29:53.897 align:middle line:84%
But it's not going to affect
the game that you just played.

00:29:53.897 --> 00:29:55.730 align:middle line:84%
It's going to, maybe,
affect your next game.

00:29:55.730 --> 00:29:58.021 align:middle line:84%
AUDIENCE: This is super
cheesy, but you could take away

00:29:58.021 --> 00:29:59.124 align:middle line:90%
new friendships.

00:29:59.124 --> 00:30:00.790 align:middle line:84%
PROFESSOR: Oh yeah,
well, social games--

00:30:00.790 --> 00:30:03.743 align:middle line:84%
there are people who end
up in this area during--

00:30:03.743 --> 00:30:04.992 align:middle line:90%
AUDIENCE: [INAUDIBLE] enemies.

00:30:04.992 --> 00:30:05.460 align:middle line:90%
[LAUGHTER]

00:30:05.460 --> 00:30:06.266 align:middle line:90%
PROFESSOR: Or new enemies, yeah.

00:30:06.266 --> 00:30:06.940 align:middle line:90%
You can--

00:30:06.940 --> 00:30:08.523 align:middle line:84%
AUDIENCE: [INAUDIBLE]
diplomacy games.

00:30:08.523 --> 00:30:10.690 align:middle line:84%
PROFESSOR: Yeah,
well-- yeah, diplomacy

00:30:10.690 --> 00:30:16.590 align:middle line:84%
is great at creating
bad relationships.

00:30:16.590 --> 00:30:17.910 align:middle line:90%
So yeah, OK.

00:30:17.910 --> 00:30:20.180 align:middle line:84%
So the stuff that you
take away from the game

00:30:20.180 --> 00:30:21.310 align:middle line:90%
makes a lot of sense.

00:30:21.310 --> 00:30:24.930 align:middle line:84%
The interesting thing
about the ante situation

00:30:24.930 --> 00:30:27.240 align:middle line:84%
is that that almost moves
into a third category, which

00:30:27.240 --> 00:30:29.250 align:middle line:84%
is the stuff that
you do between games.

00:30:29.250 --> 00:30:32.180 align:middle line:84%
Specifically, you're taking
out of the game something--

00:30:32.180 --> 00:30:33.496 align:middle line:84%
AUDIENCE: [INAUDIBLE] you said
that Richard Garfield made

00:30:33.496 --> 00:30:33.992 align:middle line:90%
that game.

00:30:33.992 --> 00:30:35.170 align:middle line:84%
Was he the first
person to do that?

00:30:35.170 --> 00:30:35.970 align:middle line:84%
PROFESSOR: I'm not
sure about that.

00:30:35.970 --> 00:30:37.080 align:middle line:84%
But he made Magic:
The Gathering.

00:30:37.080 --> 00:30:37.910 align:middle line:90%
He's the designer of it.

00:30:37.910 --> 00:30:38.451 align:middle line:90%
AUDIENCE: OK.

00:30:38.451 --> 00:30:40.600 align:middle line:84%
You said that he
was [INAUDIBLE].

00:30:40.600 --> 00:30:42.090 align:middle line:84%
PROFESSOR: No, no,
no, no, no, no.

00:30:42.090 --> 00:30:44.540 align:middle line:84%
AUDIENCE: [INAUDIBLE] as
soon as the game was created.

00:30:44.540 --> 00:30:45.380 align:middle line:90%
PROFESSOR: Yeah, yeah, yeah.

00:30:45.380 --> 00:30:45.800 align:middle line:90%
No, no.

00:30:45.800 --> 00:30:46.220 align:middle line:90%
AUDIENCE: [LAUGHS]

00:30:46.220 --> 00:30:47.760 align:middle line:84%
PROFESSOR: Well, I
mean, he wrote it

00:30:47.760 --> 00:30:48.830 align:middle line:90%
into the original rules.

00:30:48.830 --> 00:30:49.955 align:middle line:90%
And nobody liked that part.

00:30:49.955 --> 00:30:51.371 align:middle line:84%
Oh, I think very
few people seemed

00:30:51.371 --> 00:30:52.770 align:middle line:90%
to like that part of the rules.

00:30:52.770 --> 00:30:52.980 align:middle line:90%
So--

00:30:52.980 --> 00:30:54.465 align:middle line:84%
AUDIENCE: Yeah,
every [INAUDIBLE]

00:30:54.465 --> 00:30:56.800 align:middle line:84%
been banned for as long
as the game's been around.

00:30:56.800 --> 00:30:57.750 align:middle line:90%
PROFESSOR: Well, OK.

00:30:57.750 --> 00:31:02.860 align:middle line:90%
But it is original rules.

00:31:02.860 --> 00:31:06.670 align:middle line:90%
But that's a mechanic that--

00:31:06.670 --> 00:31:09.497 align:middle line:84%
it's a mechanic imposed
on top of the game.

00:31:09.497 --> 00:31:11.330 align:middle line:84%
I guess it was part of
the game, originally.

00:31:11.330 --> 00:31:13.050 align:middle line:84%
But now, if it's
played for ante,

00:31:13.050 --> 00:31:14.570 align:middle line:84%
it's being played outside of
the game, because it's not

00:31:14.570 --> 00:31:15.910 align:middle line:90%
part of the rules anymore.

00:31:15.910 --> 00:31:18.180 align:middle line:90%
Where, if you put your game--

00:31:18.180 --> 00:31:20.632 align:middle line:84%
if both of you are
putting a card up--

00:31:20.632 --> 00:31:23.500 align:middle line:84%
say, a really,
really skilled player

00:31:23.500 --> 00:31:26.670 align:middle line:84%
is going to play a really,
really not skilled player.

00:31:26.670 --> 00:31:29.670 align:middle line:84%
And the not skilled player
says, well, chances are,

00:31:29.670 --> 00:31:30.650 align:middle line:90%
I'm going to lose.

00:31:30.650 --> 00:31:33.030 align:middle line:84%
But the skilled
player is anteing up

00:31:33.030 --> 00:31:36.780 align:middle line:84%
an incredibly valuable card
that I might not, otherwise,

00:31:36.780 --> 00:31:38.130 align:middle line:90%
be able to get.

00:31:38.130 --> 00:31:41.670 align:middle line:84%
So I'm going to ante up this
crap card that I will always be

00:31:41.670 --> 00:31:43.440 align:middle line:90%
able to replace if I lose it.

00:31:43.440 --> 00:31:48.340 align:middle line:84%
But it makes it worth playing
that round, and then the game

00:31:48.340 --> 00:31:50.304 align:middle line:90%
[INAUDIBLE].

00:31:50.304 --> 00:31:52.080 align:middle line:84%
AUDIENCE: It's an
interesting [INAUDIBLE].

00:31:52.080 --> 00:31:55.514 align:middle line:84%
So playing [INAUDIBLE]
a game that

00:31:55.514 --> 00:31:58.800 align:middle line:84%
would have some luck in
it, where it actually

00:31:58.800 --> 00:32:02.024 align:middle line:84%
has a very high [? appearance ?]
of luck involved in there.

00:32:02.024 --> 00:32:04.200 align:middle line:84%
And so, it's really, really
easy to play this game

00:32:04.200 --> 00:32:06.410 align:middle line:84%
and talk about-- and
say that you got really,

00:32:06.410 --> 00:32:08.586 align:middle line:84%
really, really
unlucky-- or to say

00:32:08.586 --> 00:32:09.752 align:middle line:90%
that you got really unlucky.

00:32:09.752 --> 00:32:15.540 align:middle line:84%
And I have definite [INAUDIBLE]
after playing this game.

00:32:15.540 --> 00:32:18.069 align:middle line:84%
It was [INAUDIBLE],
but how unlucky they

00:32:18.069 --> 00:32:19.410 align:middle line:90%
were during that game.

00:32:19.410 --> 00:32:20.284 align:middle line:90%
PROFESSOR: Well, OK.

00:32:20.284 --> 00:32:22.200 align:middle line:84%
I mean, that's something--
yeah, sorry, sorry.

00:32:22.200 --> 00:32:22.700 align:middle line:90%
Go on.

00:32:22.700 --> 00:32:25.560 align:middle line:90%
AUDIENCE: Oh yeah, that's just--

00:32:25.560 --> 00:32:30.460 align:middle line:84%
oftentimes [INAUDIBLE]
people have a tendency

00:32:30.460 --> 00:32:34.680 align:middle line:84%
to be lucky or
unlucky in this game.

00:32:34.680 --> 00:32:38.105 align:middle line:84%
And they're, like, well, I've
lost-- and someone might say,

00:32:38.105 --> 00:32:39.020 align:middle line:90%
I've lost--

00:32:39.020 --> 00:32:40.067 align:middle line:90%
[INAUDIBLE]

00:32:40.067 --> 00:32:42.150 align:middle line:84%
Oh, I've lost a lot of
[INAUDIBLE] games in a row.

00:32:42.150 --> 00:32:43.649 align:middle line:84%
But I'm just unlucky
in all of them.

00:32:43.649 --> 00:32:45.060 align:middle line:90%
Something like that there.

00:32:45.060 --> 00:32:47.760 align:middle line:84%
PROFESSOR: Well, something
that happens between games--

00:32:47.760 --> 00:32:49.920 align:middle line:84%
it's like-- you brought
up a couple of things.

00:32:49.920 --> 00:32:54.420 align:middle line:84%
One is the discussion
about how this game seems

00:32:54.420 --> 00:32:56.940 align:middle line:90%
to be operating.

00:32:56.940 --> 00:33:03.390 align:middle line:84%
And on Reddit, that tends to
be a very angry conversation

00:33:03.390 --> 00:33:06.120 align:middle line:84%
among friends who have played
games of Twilight Struggle,

00:33:06.120 --> 00:33:07.560 align:middle line:90%
or something.

00:33:07.560 --> 00:33:10.150 align:middle line:84%
It's a combination
of storytelling,

00:33:10.150 --> 00:33:13.890 align:middle line:84%
which is, man, we're just
being able to recollect

00:33:13.890 --> 00:33:16.360 align:middle line:84%
how that game went,
and how unlucky I was.

00:33:16.360 --> 00:33:19.920 align:middle line:90%
[INAUDIBLE] all the time.

00:33:19.920 --> 00:33:22.085 align:middle line:84%
Man, that dice just does
not want to roll sixes.

00:33:22.085 --> 00:33:26.770 align:middle line:90%


00:33:26.770 --> 00:33:29.457 align:middle line:84%
And I think that's more
something that you take away

00:33:29.457 --> 00:33:30.040 align:middle line:90%
from the game.

00:33:30.040 --> 00:33:31.890 align:middle line:84%
But if you're going to
go back into the game

00:33:31.890 --> 00:33:33.480 align:middle line:84%
and then understand,
OK, I thought

00:33:33.480 --> 00:33:34.955 align:middle line:90%
this was a game all about logic.

00:33:34.955 --> 00:33:38.044 align:middle line:90%
Now it's really just luck-based.

00:33:38.044 --> 00:33:40.210 align:middle line:84%
And then you're going to
the next game of the same--

00:33:40.210 --> 00:33:41.490 align:middle line:84%
you're going to play
the same game again.

00:33:41.490 --> 00:33:42.760 align:middle line:84%
You're bringing
different expectations.

00:33:42.760 --> 00:33:44.343 align:middle line:84%
So you're adjusting
your expectations.

00:33:44.343 --> 00:33:48.340 align:middle line:84%
So I will put that in
a category of something

00:33:48.340 --> 00:33:54.990 align:middle line:84%
you take between games, in
adjusting your expectations.

00:33:54.990 --> 00:33:57.630 align:middle line:84%
Then what happens during a game,
other than the game itself--

00:33:57.630 --> 00:34:00.190 align:middle line:90%


00:34:00.190 --> 00:34:01.460 align:middle line:90%
stuff that's not in the rules?

00:34:01.460 --> 00:34:01.960 align:middle line:90%
Yeah?

00:34:01.960 --> 00:34:04.019 align:middle line:90%
AUDIENCE: There's taunting, or--

00:34:04.019 --> 00:34:05.060 align:middle line:90%
PROFESSOR: Trash talking?

00:34:05.060 --> 00:34:05.880 align:middle line:90%
AUDIENCE: Yeah.

00:34:05.880 --> 00:34:09.670 align:middle line:84%
PROFESSOR: Yeah, trying to
mess with your opponents psyche

00:34:09.670 --> 00:34:11.442 align:middle line:90%
while the game is going on.

00:34:11.442 --> 00:34:13.246 align:middle line:84%
AUDIENCE: Also
just more metagame

00:34:13.246 --> 00:34:15.504 align:middle line:84%
stuff-- thinking strategies
over in your head,

00:34:15.504 --> 00:34:18.712 align:middle line:84%
and playing out different
scenarios of what might happen.

00:34:18.712 --> 00:34:19.420 align:middle line:90%
PROFESSOR: Right.

00:34:19.420 --> 00:34:21.850 align:middle line:84%
Does this person even
know about this strategy?

00:34:21.850 --> 00:34:25.489 align:middle line:84%
I am seeing something that
looks like the player might.

00:34:25.489 --> 00:34:28.800 align:middle line:84%
But really-- are you
really going to do that?

00:34:28.800 --> 00:34:31.809 align:middle line:84%
It happens in card
games all the time.

00:34:31.809 --> 00:34:34.350 align:middle line:90%


00:34:34.350 --> 00:34:36.551 align:middle line:84%
What else happens
during the game other

00:34:36.551 --> 00:34:37.426 align:middle line:90%
than the game itself?

00:34:37.426 --> 00:34:40.320 align:middle line:90%


00:34:40.320 --> 00:34:42.570 align:middle line:84%
There are times when
gameplay just stops.

00:34:42.570 --> 00:34:46.476 align:middle line:84%
And I, actually, gave a
couple of examples of that.

00:34:46.476 --> 00:34:48.630 align:middle line:84%
What's the out-of-game
considerations

00:34:48.630 --> 00:34:53.190 align:middle line:84%
that forces the game
to stop, or things you

00:34:53.190 --> 00:34:56.653 align:middle line:90%
have to do to keep it going?

00:34:56.653 --> 00:34:58.920 align:middle line:90%
Remember any of these things?

00:34:58.920 --> 00:35:01.680 align:middle line:84%
AUDIENCE: Shuffling
a deck of cards?

00:35:01.680 --> 00:35:05.094 align:middle line:84%
PROFESSOR: Those are usually
mentioned in the rules.

00:35:05.094 --> 00:35:06.885 align:middle line:84%
You reach the end of
the deck, and then you

00:35:06.885 --> 00:35:08.250 align:middle line:90%
have to reshuffle your deck.

00:35:08.250 --> 00:35:11.534 align:middle line:84%
I meant physical, safety
considerations, for instance.

00:35:11.534 --> 00:35:14.200 align:middle line:84%
Somebody fell down in the middle
of a game of tag, or something.

00:35:14.200 --> 00:35:15.960 align:middle line:84%
And then it's, like,
nothing in the rules

00:35:15.960 --> 00:35:17.790 align:middle line:84%
say that you have
to stop the game.

00:35:17.790 --> 00:35:20.250 align:middle line:84%
But people do, because
you want to make sure

00:35:20.250 --> 00:35:23.025 align:middle line:90%
the person's not hurt.

00:35:23.025 --> 00:35:24.150 align:middle line:90%
It happens during the game.

00:35:24.150 --> 00:35:26.370 align:middle line:84%
And metagaming is
sort of concerned.

00:35:26.370 --> 00:35:29.166 align:middle line:90%
But it's not, necessarily--

00:35:29.166 --> 00:35:31.350 align:middle line:84%
and the reason why it's
important to the game

00:35:31.350 --> 00:35:33.430 align:middle line:84%
is because you
want people to say,

00:35:33.430 --> 00:35:35.179 align:middle line:90%
hey, I want to play tag again.

00:35:35.179 --> 00:35:35.970 align:middle line:90%
I want to play tag.

00:35:35.970 --> 00:35:38.440 align:middle line:84%
But I want to know that
I'm safe while I play tag.

00:35:38.440 --> 00:35:42.840 align:middle line:84%
So if people understand,
on the metagaming level,

00:35:42.840 --> 00:35:44.910 align:middle line:84%
that if somebody looks
like they might be hurt,

00:35:44.910 --> 00:35:47.680 align:middle line:84%
the game will not continue until
we verify this person is not

00:35:47.680 --> 00:35:50.140 align:middle line:84%
hurt or got this person
adequate medical attention,

00:35:50.140 --> 00:35:52.844 align:middle line:90%
for instance.

00:35:52.844 --> 00:35:54.510 align:middle line:84%
But that doesn't
necessarily always have

00:35:54.510 --> 00:35:56.920 align:middle line:90%
to be like a physical hurt.

00:35:56.920 --> 00:35:59.310 align:middle line:84%
That can be-- there's
a great account

00:35:59.310 --> 00:36:04.050 align:middle line:84%
in the reading about playground
groups fighting over what

00:36:04.050 --> 00:36:05.870 align:middle line:84%
nice rules meant, and
the words that they

00:36:05.870 --> 00:36:08.520 align:middle line:84%
were using to be able to
describe what nice rules meant.

00:36:08.520 --> 00:36:10.810 align:middle line:84%
And they had become
increasingly--

00:36:10.810 --> 00:36:12.870 align:middle line:84%
at first, they were just
starting with, well,

00:36:12.870 --> 00:36:14.161 align:middle line:90%
we're going to be playing nice.

00:36:14.161 --> 00:36:15.930 align:middle line:84%
They call that
[INAUDIBLE] rules.

00:36:15.930 --> 00:36:19.020 align:middle line:84%
And then, people who
didn't want to play nice

00:36:19.020 --> 00:36:21.330 align:middle line:84%
started joining the group
to play Four Square.

00:36:21.330 --> 00:36:23.189 align:middle line:84%
This is not the mobile
game, Foursquare.

00:36:23.189 --> 00:36:25.230 align:middle line:84%
This is the bouncing ball
version of Four Square.

00:36:25.230 --> 00:36:27.682 align:middle line:84%
And then every time they
did something outside

00:36:27.682 --> 00:36:29.890 align:middle line:84%
of the rules, the people
who were trying to play nice

00:36:29.890 --> 00:36:31.840 align:middle line:90%
then had to add in--

00:36:31.840 --> 00:36:35.370 align:middle line:84%
get more, and more, and more
specific about what nice meant.

00:36:35.370 --> 00:36:36.870 align:middle line:84%
And that wasn't
actually the intent.

00:36:36.870 --> 00:36:38.520 align:middle line:84%
They didn't actually want
to get all that specific.

00:36:38.520 --> 00:36:39.660 align:middle line:84%
They just wanted
people to play nice.

00:36:39.660 --> 00:36:41.410 align:middle line:84%
Because once you get
more and more specific--

00:36:41.410 --> 00:36:43.743 align:middle line:84%
because there's so many kinds
of rules-- lawyering mode,

00:36:43.743 --> 00:36:46.350 align:middle line:90%
then the context should be nice.

00:36:46.350 --> 00:36:49.430 align:middle line:90%


00:36:49.430 --> 00:36:51.660 align:middle line:84%
So that's something that's
happening during the game.

00:36:51.660 --> 00:36:54.385 align:middle line:84%
The game's actually
still being played.

00:36:54.385 --> 00:36:56.010 align:middle line:84%
Part of the game of
four square is just

00:36:56.010 --> 00:36:57.600 align:middle line:90%
bouncing this ball around.

00:36:57.600 --> 00:36:59.460 align:middle line:84%
But if all these
rules-- negotiation--

00:36:59.460 --> 00:37:01.710 align:middle line:84%
that's happening
to be able to try

00:37:01.710 --> 00:37:03.704 align:middle line:84%
to steer the game
into the direction

00:37:03.704 --> 00:37:05.370 align:middle line:84%
of different-- in
this particular case--

00:37:05.370 --> 00:37:09.700 align:middle line:84%
different groups of kids
prefer to play the game.

00:37:09.700 --> 00:37:12.765 align:middle line:84%
One of them-- one group
wants to be very competitive

00:37:12.765 --> 00:37:13.640 align:middle line:90%
and winner takes all.

00:37:13.640 --> 00:37:15.306 align:middle line:84%
The other side was
like, the whole point

00:37:15.306 --> 00:37:17.220 align:middle line:84%
of playing this game
is so that we're not

00:37:17.220 --> 00:37:18.950 align:middle line:90%
annoying other people--

00:37:18.950 --> 00:37:21.300 align:middle line:84%
the traditional--
this divide, I guess.

00:37:21.300 --> 00:37:24.890 align:middle line:90%


00:37:24.890 --> 00:37:30.520 align:middle line:84%
So Magic: The Gathering
was, ostensibly--

00:37:30.520 --> 00:37:33.090 align:middle line:84%
this could be something
that he came up

00:37:33.090 --> 00:37:34.799 align:middle line:84%
with after he had
designed the card game,

00:37:34.799 --> 00:37:37.089 align:middle line:84%
in order to justify why he
decided [INAUDIBLE] the card

00:37:37.089 --> 00:37:37.630 align:middle line:90%
game.

00:37:37.630 --> 00:37:41.490 align:middle line:84%
Often when you ask a designer
or a writer, why didn't you

00:37:41.490 --> 00:37:43.207 align:middle line:84%
do this, it's very
easy to come up

00:37:43.207 --> 00:37:44.790 align:middle line:84%
with a justification
that sounds good.

00:37:44.790 --> 00:37:46.612 align:middle line:84%
But really it isn't
necessarily what

00:37:46.612 --> 00:37:48.070 align:middle line:84%
they were thinking
at the time when

00:37:48.070 --> 00:37:49.590 align:middle line:90%
they came up with the game.

00:37:49.590 --> 00:37:51.290 align:middle line:90%
So we have no way of knowing.

00:37:51.290 --> 00:37:54.780 align:middle line:84%
Even Richard Garfield will not
be able to tell you honestly

00:37:54.780 --> 00:37:57.606 align:middle line:84%
whether that was the case or
not, because no one really

00:37:57.606 --> 00:37:59.730 align:middle line:84%
remembers very clearly what
they were thinking when

00:37:59.730 --> 00:38:00.938 align:middle line:90%
they were designing the game.

00:38:00.938 --> 00:38:03.780 align:middle line:84%
But it's a good
justification, I think,

00:38:03.780 --> 00:38:06.750 align:middle line:84%
which is, what does a player
bring to a game of Magic?

00:38:06.750 --> 00:38:10.154 align:middle line:84%
Well, they bring their deck
of cards and the knowledge

00:38:10.154 --> 00:38:11.820 align:middle line:84%
about how that deck
is supposed to work,

00:38:11.820 --> 00:38:13.500 align:middle line:84%
because they built
that deck themselves.

00:38:13.500 --> 00:38:15.444 align:middle line:84%
And it's supposed to
be this little engine

00:38:15.444 --> 00:38:17.610 align:middle line:84%
to be able to play our very
specific strategy, which

00:38:17.610 --> 00:38:20.603 align:middle line:84%
is something that they want
to try for the next game.

00:38:20.603 --> 00:38:23.310 align:middle line:90%
They may take the ante away--

00:38:23.310 --> 00:38:25.920 align:middle line:84%
but suddenly all of that
knowledge about, OK, now

00:38:25.920 --> 00:38:30.645 align:middle line:84%
I know that my deck is actually
a pile of crap, for instance.

00:38:30.645 --> 00:38:31.770 align:middle line:90%
What happens between games?

00:38:31.770 --> 00:38:33.000 align:middle line:90%
You assemble new decks.

00:38:33.000 --> 00:38:34.325 align:middle line:90%
You chat on forums.

00:38:34.325 --> 00:38:38.044 align:middle line:90%


00:38:38.044 --> 00:38:39.680 align:middle line:90%
Maybe new cards get released.

00:38:39.680 --> 00:38:41.263 align:middle line:84%
And then you have
to try to figure out

00:38:41.263 --> 00:38:43.155 align:middle line:84%
how your deck is going
to work against them,

00:38:43.155 --> 00:38:45.030 align:middle line:84%
and then what happens
during the game itself.

00:38:45.030 --> 00:38:48.300 align:middle line:84%
I don't know, actually,
how much taunting

00:38:48.300 --> 00:38:51.090 align:middle line:90%
happens on Magic tournaments.

00:38:51.090 --> 00:38:53.526 align:middle line:90%
Anyone play Magic competitively?

00:38:53.526 --> 00:38:54.370 align:middle line:90%
Is there taunting?

00:38:54.370 --> 00:38:56.770 align:middle line:84%
AUDIENCE: There's never
anyone actually taunting them,

00:38:56.770 --> 00:38:57.860 align:middle line:90%
like, you suck.

00:38:57.860 --> 00:38:59.584 align:middle line:90%
I'm going to destroy you.

00:38:59.584 --> 00:39:00.500 align:middle line:90%
PROFESSOR: All right--

00:39:00.500 --> 00:39:01.710 align:middle line:90%
[INTERPOSING VOICES]

00:39:01.710 --> 00:39:03.460 align:middle line:84%
PROFESSOR: OK, the
Magic people are going,

00:39:03.460 --> 00:39:04.751 align:middle line:90%
you sure you want to play that?

00:39:04.751 --> 00:39:07.030 align:middle line:90%
You know, that sort of thing.

00:39:07.030 --> 00:39:10.468 align:middle line:84%
AUDIENCE: I got goaded into
that once-- yeah, actually--

00:39:10.468 --> 00:39:11.875 align:middle line:90%
being competitive [INAUDIBLE].

00:39:11.875 --> 00:39:12.670 align:middle line:90%
PROFESSOR: [LAUGHS]

00:39:12.670 --> 00:39:14.253 align:middle line:84%
AUDIENCE: There's
also a huge backlash

00:39:14.253 --> 00:39:16.060 align:middle line:84%
right now of people
just being animals

00:39:16.060 --> 00:39:17.060 align:middle line:90%
during games, and just--

00:39:17.060 --> 00:39:18.061 align:middle line:90%
PROFESSOR: Well, yeah.

00:39:18.061 --> 00:39:20.310 align:middle line:84%
AUDIENCE: The tournament
organizers are, specifically,

00:39:20.310 --> 00:39:22.905 align:middle line:84%
supposed to look out for
that and try to not do that,

00:39:22.905 --> 00:39:25.570 align:middle line:84%
because [INAUDIBLE]
bring them back to play.

00:39:25.570 --> 00:39:28.360 align:middle line:84%
PROFESSOR: Right,
because they're trying

00:39:28.360 --> 00:39:31.488 align:middle line:90%
to build up a social community.

00:39:31.488 --> 00:39:35.472 align:middle line:90%


00:39:35.472 --> 00:39:37.464 align:middle line:90%
AUDIENCE: I've already--

00:39:37.464 --> 00:39:40.892 align:middle line:84%
[INAUDIBLE] admit that you have
something that's-- that you

00:39:40.892 --> 00:39:44.806 align:middle line:84%
have a [INAUDIBLE]
you can finally use.

00:39:44.806 --> 00:39:47.050 align:middle line:84%
Or if you've gotten
to a position where

00:39:47.050 --> 00:39:49.510 align:middle line:84%
you're about to use an ability
that will almost win you

00:39:49.510 --> 00:39:50.010 align:middle line:90%
the game.

00:39:50.010 --> 00:39:51.690 align:middle line:84%
And sometimes your
opponent will realize

00:39:51.690 --> 00:39:53.720 align:middle line:84%
that he's unable to
stop it and [INAUDIBLE].

00:39:53.720 --> 00:39:57.844 align:middle line:84%
And so, I read a comic which was
about someone like, oh, my God.

00:39:57.844 --> 00:39:59.510 align:middle line:84%
I'm going to get to
use my play blockers

00:39:59.510 --> 00:40:01.050 align:middle line:90%
all for the first time.

00:40:01.050 --> 00:40:01.550 align:middle line:90%
[INAUDIBLE]

00:40:01.550 --> 00:40:02.966 align:middle line:84%
And he's, like,
I'll pay you money

00:40:02.966 --> 00:40:04.990 align:middle line:84%
if you just want to keep
playing [INAUDIBLE].

00:40:04.990 --> 00:40:05.942 align:middle line:90%
[LAUGHTER]

00:40:05.942 --> 00:40:07.803 align:middle line:90%
PROFESSOR: Wow!

00:40:07.803 --> 00:40:09.970 align:middle line:84%
AUDIENCE: This didn't
actually happen.

00:40:09.970 --> 00:40:12.070 align:middle line:84%
PROFESSOR: But that
would be hilarious.

00:40:12.070 --> 00:40:12.760 align:middle line:90%
OK.

00:40:12.760 --> 00:40:13.744 align:middle line:90%
All right.

00:40:13.744 --> 00:40:15.910 align:middle line:84%
AUDIENCE: [INAUDIBLE] to
an entirely different level

00:40:15.910 --> 00:40:17.697 align:middle line:90%
of gameplay.

00:40:17.697 --> 00:40:19.530 align:middle line:84%
There's a famous story
about one of the best

00:40:19.530 --> 00:40:21.230 align:middle line:90%
players in the game--

00:40:21.230 --> 00:40:24.414 align:middle line:84%
forgot to bring the one card
in the deck he could win.

00:40:24.414 --> 00:40:27.056 align:middle line:84%
So he completely
controlled the game

00:40:27.056 --> 00:40:29.307 align:middle line:84%
and then couldn't do
anything [INAUDIBLE].

00:40:29.307 --> 00:40:29.890 align:middle line:90%
PROFESSOR: OK.

00:40:29.890 --> 00:40:31.150 align:middle line:84%
AUDIENCE: He won the
whole tournament.

00:40:31.150 --> 00:40:31.570 align:middle line:90%
PROFESSOR: He won the whole--

00:40:31.570 --> 00:40:33.986 align:middle line:84%
AUDIENCE: He got every, single
person to concede before he

00:40:33.986 --> 00:40:35.070 align:middle line:90%
had to play [INAUDIBLE].

00:40:35.070 --> 00:40:35.896 align:middle line:90%
PROFESSOR: Yeah, sure, sure.

00:40:35.896 --> 00:40:36.812 align:middle line:90%
AUDIENCE: [INAUDIBLE].

00:40:36.812 --> 00:40:37.770 align:middle line:90%
Why wouldn't he?

00:40:37.770 --> 00:40:38.436 align:middle line:90%
PROFESSOR: Yeah.

00:40:38.436 --> 00:40:39.077 align:middle line:90%
[LAUGHTER]

00:40:39.077 --> 00:40:39.785 align:middle line:90%
PROFESSOR: Well--

00:40:39.785 --> 00:40:40.230 align:middle line:84%
AUDIENCE: And it
brings another level

00:40:40.230 --> 00:40:42.919 align:middle line:84%
to the metagame, where
everyone knew the deck.

00:40:42.919 --> 00:40:45.002 align:middle line:84%
So everyone knew exactly
what he was trying to do.

00:40:45.002 --> 00:40:47.055 align:middle line:84%
And at the time, where he was
just going through the motions,

00:40:47.055 --> 00:40:48.138 align:middle line:90%
they were, like, OK, sure.

00:40:48.138 --> 00:40:49.469 align:middle line:90%
I know what happens.

00:40:49.469 --> 00:40:51.385 align:middle line:84%
PROFESSOR: You know this
person has this card.

00:40:51.385 --> 00:40:53.600 align:middle line:84%
You just don't know that person
had the card at the moment.

00:40:53.600 --> 00:40:53.670 align:middle line:90%
Right?

00:40:53.670 --> 00:40:54.500 align:middle line:90%
[LAUGHTER]

00:40:54.500 --> 00:40:56.232 align:middle line:90%
PROFESSOR: OK.

00:40:56.232 --> 00:40:58.579 align:middle line:84%
AUDIENCE: Just building
off of that, [INAUDIBLE]

00:40:58.579 --> 00:41:03.509 align:middle line:84%
very limited StarCraft higher-up
games that I've [INAUDIBLE].

00:41:03.509 --> 00:41:06.990 align:middle line:84%
There would be often times where
neither base were destroyed.

00:41:06.990 --> 00:41:09.472 align:middle line:84%
But one person would,
automatically, concede defeat.

00:41:09.472 --> 00:41:12.400 align:middle line:84%
PROFESSOR: That's the majority
of StarCraft games, actually.

00:41:12.400 --> 00:41:14.010 align:middle line:90%
AUDIENCE: I never understood it.

00:41:14.010 --> 00:41:15.214 align:middle line:90%
But they're not still going.

00:41:15.214 --> 00:41:15.980 align:middle line:90%
[INAUDIBLE]

00:41:15.980 --> 00:41:17.684 align:middle line:84%
Their economy was
completely destroyed.

00:41:17.684 --> 00:41:18.350 align:middle line:90%
PROFESSOR: Yeah.

00:41:18.350 --> 00:41:22.068 align:middle line:84%
AUDIENCE: Well, in that game,
you can lose [INAUDIBLE],

00:41:22.068 --> 00:41:24.870 align:middle line:84%
but not, actually
lose [INAUDIBLE].

00:41:24.870 --> 00:41:27.171 align:middle line:84%
AUDIENCE: You can stall the
game for a very long time

00:41:27.171 --> 00:41:29.420 align:middle line:84%
by just running around
building pylons across the map.

00:41:29.420 --> 00:41:33.310 align:middle line:90%
[LAUGHTER]

00:41:33.310 --> 00:41:35.800 align:middle line:84%
PROFESSOR: It's a game full
of positive feedback loops.

00:41:35.800 --> 00:41:38.020 align:middle line:84%
So it's one of those
things where, once you

00:41:38.020 --> 00:41:40.340 align:middle line:84%
feel that things
are snowballing,

00:41:40.340 --> 00:41:43.330 align:middle line:84%
if you are right that things
are actually snowballing out

00:41:43.330 --> 00:41:46.360 align:middle line:90%
of your control, then yes.

00:41:46.360 --> 00:41:47.790 align:middle line:90%
There's no way to actually win.

00:41:47.790 --> 00:41:50.835 align:middle line:90%
But yes, you can draw it out.

00:41:50.835 --> 00:41:53.461 align:middle line:84%
But theoretically, there really
shouldn't be a way to win,

00:41:53.461 --> 00:41:55.960 align:middle line:84%
because it's a game of positive
loops-- of positive feedback

00:41:55.960 --> 00:41:57.215 align:middle line:90%
loops.

00:41:57.215 --> 00:41:58.840 align:middle line:84%
AUDIENCE: Some people
quit prematurely.

00:41:58.840 --> 00:41:59.464 align:middle line:90%
PROFESSOR: Yes.

00:41:59.464 --> 00:42:02.790 align:middle line:84%
AUDIENCE: Adrian was famous for
rage quitting and commentators

00:42:02.790 --> 00:42:04.226 align:middle line:90%
[INAUDIBLE].

00:42:04.226 --> 00:42:05.600 align:middle line:84%
PROFESSOR: Did he
just rage quit?

00:42:05.600 --> 00:42:06.760 align:middle line:90%
AUDIENCE: It was pretty even.

00:42:06.760 --> 00:42:07.280 align:middle line:90%
PROFESSOR: Yeah.

00:42:07.280 --> 00:42:08.030 align:middle line:84%
AUDIENCE: He could
still come back.

00:42:08.030 --> 00:42:09.363 align:middle line:90%
PROFESSOR: And that's the thing.

00:42:09.363 --> 00:42:10.810 align:middle line:84%
If you are wrong,
and you are not,

00:42:10.810 --> 00:42:13.540 align:middle line:90%
actually, in a bad situation--

00:42:13.540 --> 00:42:16.480 align:middle line:84%
if you are actually
pretty even-- then,

00:42:16.480 --> 00:42:19.330 align:middle line:84%
because it's a game of
limited information--

00:42:19.330 --> 00:42:21.820 align:middle line:84%
imperfect information--
you don't know

00:42:21.820 --> 00:42:23.530 align:middle line:90%
exactly how bad off you are.

00:42:23.530 --> 00:42:27.100 align:middle line:90%


00:42:27.100 --> 00:42:29.945 align:middle line:84%
AUDIENCE: On the [INAUDIBLE]
the person not having their

00:42:29.945 --> 00:42:33.368 align:middle line:90%
[INAUDIBLE].

00:42:33.368 --> 00:42:34.835 align:middle line:90%
So that's-- sometimes you--

00:42:34.835 --> 00:42:36.791 align:middle line:84%
[INAUDIBLE] you make
them play it out.

00:42:36.791 --> 00:42:39.236 align:middle line:90%
I want to make sure that--

00:42:39.236 --> 00:42:42.128 align:middle line:84%
[INAUDIBLE] if the person
didn't know how to win.

00:42:42.128 --> 00:42:42.628 align:middle line:90%
They had it.

00:42:42.628 --> 00:42:44.966 align:middle line:84%
But they just didn't know how
to use it properly to win.

00:42:44.966 --> 00:42:48.754 align:middle line:84%
And so [INAUDIBLE], except
for one person who's like,

00:42:48.754 --> 00:42:49.795 align:middle line:90%
I'll make them play that.

00:42:49.795 --> 00:42:51.070 align:middle line:90%
But then they couldn't do it.

00:42:51.070 --> 00:42:52.986 align:middle line:84%
But one of my friends
was playing [INAUDIBLE].

00:42:52.986 --> 00:42:54.906 align:middle line:84%
And he had-- he
was in a situation

00:42:54.906 --> 00:42:59.620 align:middle line:84%
where he could make arbitrary
many copies of his card.

00:42:59.620 --> 00:43:02.492 align:middle line:84%
And every time he made-- his
copies would last for one turn.

00:43:02.492 --> 00:43:08.980 align:middle line:84%
He'd [INAUDIBLE] And
so, he ended up--

00:43:08.980 --> 00:43:10.990 align:middle line:84%
[INAUDIBLE] made him
go through [INAUDIBLE]

00:43:10.990 --> 00:43:14.323 align:middle line:84%
and said, [INAUDIBLE] and
click, and actually make

00:43:14.323 --> 00:43:17.480 align:middle line:90%
50 copies of his card.

00:43:17.480 --> 00:43:20.570 align:middle line:84%
He just spent almost 10
minutes going through

00:43:20.570 --> 00:43:21.890 align:middle line:90%
and making copies of this card.

00:43:21.890 --> 00:43:23.330 align:middle line:90%
And if he just clicked--

00:43:23.330 --> 00:43:24.980 align:middle line:84%
if he made a
specific [INAUDIBLE]

00:43:24.980 --> 00:43:28.395 align:middle line:84%
that was easy to make, he
would just lose the game.

00:43:28.395 --> 00:43:29.640 align:middle line:90%
So--

00:43:29.640 --> 00:43:31.390 align:middle line:84%
PROFESSOR: So, yeah--
so execution error--

00:43:31.390 --> 00:43:37.090 align:middle line:84%
I mean, that happens even in
real-time games like StarCraft.

00:43:37.090 --> 00:43:39.060 align:middle line:84%
Yes, you should
not be able to win

00:43:39.060 --> 00:43:42.100 align:middle line:84%
this game unless your
opponent makes a huge mistake.

00:43:42.100 --> 00:43:45.205 align:middle line:84%
And if you're-- that
happens, by the way.

00:43:45.205 --> 00:43:46.996 align:middle line:84%
AUDIENCE: There's
another interesting thing

00:43:46.996 --> 00:43:49.788 align:middle line:84%
that happens from hidden
information in League

00:43:49.788 --> 00:43:52.320 align:middle line:84%
of Legends, where,
as a spectator,

00:43:52.320 --> 00:43:56.100 align:middle line:84%
you can see how much gold
both teams have total.

00:43:56.100 --> 00:43:58.590 align:middle line:84%
But you can't see, even,
how much gold your own team

00:43:58.590 --> 00:44:00.416 align:middle line:84%
has total, when you're
actually playing.

00:44:00.416 --> 00:44:01.790 align:middle line:84%
You can only see
number of kills,

00:44:01.790 --> 00:44:06.300 align:middle line:84%
and maybe number of towers,
and relative farm counts,

00:44:06.300 --> 00:44:06.800 align:middle line:90%
basically.

00:44:06.800 --> 00:44:09.983 align:middle line:84%
But you can't actually tell,
oh, we're actually up in gold.

00:44:09.983 --> 00:44:12.388 align:middle line:84%
So some of the
interesting things

00:44:12.388 --> 00:44:16.717 align:middle line:84%
will happen where a team can
be down eight kills or 10 kills

00:44:16.717 --> 00:44:19.352 align:middle line:84%
or something, but still be
even or better in gold just

00:44:19.352 --> 00:44:22.310 align:middle line:84%
from having gathered different
objectives and more [INAUDIBLE]

00:44:22.310 --> 00:44:24.520 align:middle line:90%
and stuff.

00:44:24.520 --> 00:44:31.270 align:middle line:84%
PROFESSOR: And I think bringing
this to a point of design,

00:44:31.270 --> 00:44:33.260 align:middle line:84%
whether you allow
players to concede

00:44:33.260 --> 00:44:35.200 align:middle line:84%
the game in progress
has, actually,

00:44:35.200 --> 00:44:40.470 align:middle line:84%
been something that's been
actively enacted in DotA,

00:44:40.470 --> 00:44:44.830 align:middle line:84%
and Moebius, games like League
of Legends and in DotA 2.

00:44:44.830 --> 00:44:47.899 align:middle line:84%
DotA 2, in particular,
for a long time--

00:44:47.899 --> 00:44:49.690 align:middle line:84%
and I'm not sure if
that's still the case--

00:44:49.690 --> 00:44:52.570 align:middle line:84%
actually did not allow you to
concede the game in progress.

00:44:52.570 --> 00:44:55.360 align:middle line:84%
Can anyone-- does
anyone play DotA 2?

00:44:55.360 --> 00:44:56.595 align:middle line:90%
Anyone confirm this?

00:44:56.595 --> 00:44:57.220 align:middle line:90%
AUDIENCE: Once.

00:44:57.220 --> 00:44:58.960 align:middle line:84%
I think it still
doesn't allow you.

00:44:58.960 --> 00:44:59.975 align:middle line:84%
PROFESSOR: Still
doesn't allow you?

00:44:59.975 --> 00:45:00.940 align:middle line:84%
AUDIENCE: I haven't
played in awhile.

00:45:00.940 --> 00:45:03.231 align:middle line:84%
PROFESSOR: OK, it's definitely
one of those things that

00:45:03.231 --> 00:45:04.470 align:middle line:90%
struck me as, what?

00:45:04.470 --> 00:45:05.970 align:middle line:84%
And it's because
of these reasons.

00:45:05.970 --> 00:45:07.670 align:middle line:84%
It's because-- just
because you think

00:45:07.670 --> 00:45:09.160 align:middle line:84%
that you've lost the
game, doesn't necessarily

00:45:09.160 --> 00:45:10.500 align:middle line:90%
mean that you lost the game.

00:45:10.500 --> 00:45:13.360 align:middle line:84%
And the designers decided
that it's more important

00:45:13.360 --> 00:45:17.820 align:middle line:84%
that you fight it out to the
bitter end than to concede.

00:45:17.820 --> 00:45:21.147 align:middle line:84%
But of course, just because
you can't quit the game,

00:45:21.147 --> 00:45:23.230 align:middle line:84%
doesn't mean that you can't
quit the application--

00:45:23.230 --> 00:45:24.060 align:middle line:90%
[LAUGHTER]

00:45:24.060 --> 00:45:26.820 align:middle line:90%
PROFESSOR: --or [INAUDIBLE].

00:45:26.820 --> 00:45:27.320 align:middle line:90%
Huh?

00:45:27.320 --> 00:45:27.820 align:middle line:90%
Yeah?

00:45:27.820 --> 00:45:28.614 align:middle line:90%
What?

00:45:28.614 --> 00:45:29.810 align:middle line:90%
AUDIENCE: [INAUDIBLE].

00:45:29.810 --> 00:45:31.260 align:middle line:90%
PROFESSOR: Yeah, [INAUDIBLE].

00:45:31.260 --> 00:45:35.170 align:middle line:84%
Or you could just choose
not to do anything--

00:45:35.170 --> 00:45:38.870 align:middle line:84%
deliberately walk into
your opponent [INAUDIBLE].

00:45:38.870 --> 00:45:41.137 align:middle line:90%
Let's see, your hand?

00:45:41.137 --> 00:45:42.845 align:middle line:84%
AUDIENCE: The reason--
one of the reasons

00:45:42.845 --> 00:45:45.376 align:middle line:84%
that I don't play
DotA is because they

00:45:45.376 --> 00:45:46.470 align:middle line:90%
don't allow you to quit.

00:45:46.470 --> 00:45:49.190 align:middle line:84%
It's irritating to me when the
game is clearly over for me.

00:45:49.190 --> 00:45:52.616 align:middle line:84%
PROFESSOR: Yeah, I mean, it's a
good 40-plus minutes per game.

00:45:52.616 --> 00:45:53.820 align:middle line:84%
AUDIENCE: Yeah, it can take a
long time to finish out a game.

00:45:53.820 --> 00:45:54.580 align:middle line:90%
PROFESSOR: Yeah.

00:45:54.580 --> 00:45:56.329 align:middle line:84%
AUDIENCE: And I want
go do something else,

00:45:56.329 --> 00:45:57.950 align:middle line:84%
or I just want to
take a mental break.

00:45:57.950 --> 00:45:59.406 align:middle line:90%
And they won't let me.

00:45:59.406 --> 00:46:02.495 align:middle line:90%


00:46:02.495 --> 00:46:03.994 align:middle line:84%
AUDIENCE: I watched
the presentation

00:46:03.994 --> 00:46:06.651 align:middle line:84%
on [INAUDIBLE] last
week in another--

00:46:06.651 --> 00:46:09.066 align:middle line:90%
in a class I'm taking.

00:46:09.066 --> 00:46:11.930 align:middle line:84%
And I believe a lot of the
justification for that was also

00:46:11.930 --> 00:46:16.460 align:middle line:84%
that it irritated people
who were allegedly more

00:46:16.460 --> 00:46:19.910 align:middle line:84%
serious gamers, because there
are all these people just

00:46:19.910 --> 00:46:25.033 align:middle line:84%
casually playing the game
who will just give up.

00:46:25.033 --> 00:46:27.523 align:middle line:84%
They ruin it for the rest of
us who want to keep playing.

00:46:27.523 --> 00:46:29.670 align:middle line:90%
PROFESSOR: Yes.

00:46:29.670 --> 00:46:33.490 align:middle line:84%
They are the ones who feel
if you are slightly behind

00:46:33.490 --> 00:46:34.920 align:middle line:90%
you can still fight back.

00:46:34.920 --> 00:46:38.920 align:middle line:84%
Whereas, people who just
play this game to chill out.

00:46:38.920 --> 00:46:40.720 align:middle line:84%
They're just like,
oh, I don't feel

00:46:40.720 --> 00:46:42.570 align:middle line:90%
like fighting back right now.

00:46:42.570 --> 00:46:43.810 align:middle line:90%
Let's start a new game.

00:46:43.810 --> 00:46:46.185 align:middle line:84%
And if they had the ability
to concede they will do that.

00:46:46.185 --> 00:46:48.090 align:middle line:90%


00:46:48.090 --> 00:46:49.506 align:middle line:84%
AUDIENCE: I was
just thinking that

00:46:49.506 --> 00:46:51.797 align:middle line:84%
don't the most serious of
gamers join with the team

00:46:51.797 --> 00:46:52.630 align:middle line:90%
and they're on the--

00:46:52.630 --> 00:46:53.963 align:middle line:90%
GUEST SPEAKER: Yeah, absolutely.

00:46:53.963 --> 00:46:56.634 align:middle line:84%
And even when you're playing
by yourself in these games,

00:46:56.634 --> 00:46:58.550 align:middle line:84%
high level players don't
concede, because they

00:46:58.550 --> 00:47:01.220 align:middle line:90%
know can come back.

00:47:01.220 --> 00:47:03.180 align:middle line:84%
PROFESSOR: But it's
a spectrum, right?

00:47:03.180 --> 00:47:04.871 align:middle line:84%
You don't start off
by being serious.

00:47:04.871 --> 00:47:06.370 align:middle line:84%
You start off by
being sort of, hey,

00:47:06.370 --> 00:47:08.892 align:middle line:84%
what's this game all about,
and end up this middle tier--

00:47:08.892 --> 00:47:10.600 align:middle line:84%
well you're still
playing with strangers,

00:47:10.600 --> 00:47:14.730 align:middle line:84%
but you are getting really
interested in doing well.

00:47:14.730 --> 00:47:20.310 align:middle line:84%
And right now Todd Harper,
which I was describing,

00:47:20.310 --> 00:47:22.450 align:middle line:84%
is actually thinking
pretty hard about what

00:47:22.450 --> 00:47:25.780 align:middle line:84%
is the value of having
taunt as a game mechanic.

00:47:25.780 --> 00:47:31.370 align:middle line:84%
Fighting games have
that action which

00:47:31.370 --> 00:47:35.080 align:middle line:84%
deliberately wastes time and
opens you up to attack, right?

00:47:35.080 --> 00:47:39.250 align:middle line:84%
But the whole point is that
you will do that in order to--

00:47:39.250 --> 00:47:42.520 align:middle line:84%
It's the digital equivalent
of trash talking.

00:47:42.520 --> 00:47:45.100 align:middle line:84%
I'm going to make this
move, deliberately

00:47:45.100 --> 00:47:46.300 align:middle line:90%
making myself vulnerable.

00:47:46.300 --> 00:47:49.300 align:middle line:84%
Because I know I
cannot lose this game,

00:47:49.300 --> 00:47:51.120 align:middle line:90%
because you are so bad.

00:47:51.120 --> 00:47:54.550 align:middle line:90%
Or I think you are so bad.

00:47:54.550 --> 00:47:57.610 align:middle line:84%
I think there's things like
that in League of Legends

00:47:57.610 --> 00:48:01.300 align:middle line:84%
although I don't know
about the others.

00:48:01.300 --> 00:48:08.380 align:middle line:84%
And so the question is, what
is the real value of that?

00:48:08.380 --> 00:48:10.817 align:middle line:90%
You can already taunt.

00:48:10.817 --> 00:48:12.400 align:middle line:84%
Especially if you're
playing something

00:48:12.400 --> 00:48:14.860 align:middle line:84%
like an online game
on the computer,

00:48:14.860 --> 00:48:20.590 align:middle line:84%
typing up a taunting
comment takes actions.

00:48:20.590 --> 00:48:23.200 align:middle line:84%
That means that it takes your
fingers away from actually

00:48:23.200 --> 00:48:26.740 align:middle line:84%
playing the game, because you
have to type these words out.

00:48:26.740 --> 00:48:29.050 align:middle line:84%
And as a result of that,
it's already a drawback

00:48:29.050 --> 00:48:30.010 align:middle line:90%
to be able to do that.

00:48:30.010 --> 00:48:31.740 align:middle line:90%
Why do you need a game mechanic?

00:48:31.740 --> 00:48:34.530 align:middle line:84%
Which means that game designers
are explicitly supporting

00:48:34.530 --> 00:48:36.464 align:middle line:90%
you doing the taunting.

00:48:36.464 --> 00:48:40.640 align:middle line:84%
AUDIENCE: I think that actually,
at least in League, when you

00:48:40.640 --> 00:48:42.466 align:middle line:90%
have a character you have four.

00:48:42.466 --> 00:48:45.952 align:middle line:84%
I think it's joke,
laugh, taunt, and dance.

00:48:45.952 --> 00:48:47.610 align:middle line:84%
But actually people
just do it for fun.

00:48:47.610 --> 00:48:51.330 align:middle line:90%


00:48:51.330 --> 00:48:54.150 align:middle line:84%
For example, with high
ELO streams sometimes

00:48:54.150 --> 00:48:57.310 align:middle line:84%
all 10 people will group
up and have dance parties,

00:48:57.310 --> 00:49:01.480 align:middle line:84%
in close agreement to not
fight and just goof around.

00:49:01.480 --> 00:49:02.850 align:middle line:90%
Other times it's really funny.

00:49:02.850 --> 00:49:10.196 align:middle line:84%
I saw this stream where Sion was
getting jumped on by two people

00:49:10.196 --> 00:49:11.642 align:middle line:84%
and decided to
dodge a skill shot

00:49:11.642 --> 00:49:14.328 align:middle line:84%
by doing a taunt,
which is taking his axe

00:49:14.328 --> 00:49:15.500 align:middle line:90%
and going like this.

00:49:15.500 --> 00:49:19.670 align:middle line:84%
And then dodging the skill
shot, and then just walking out.

00:49:19.670 --> 00:49:23.840 align:middle line:84%
So that's just funny
little [INAUDIBLE]

00:49:23.840 --> 00:49:26.410 align:middle line:90%
PROFESSOR: Right.

00:49:26.410 --> 00:49:30.310 align:middle line:84%
In Starcraft you can make
your characters dance

00:49:30.310 --> 00:49:32.080 align:middle line:84%
just by clicking back
and forth real fast.

00:49:32.080 --> 00:49:34.660 align:middle line:84%
Then they just walk left, walk
right, walk left, walk right.

00:49:34.660 --> 00:49:39.310 align:middle line:84%
And I've seen that and other
game mechanics that aren't

00:49:39.310 --> 00:49:41.320 align:middle line:90%
explicitly taunt mechanics.

00:49:41.320 --> 00:49:44.290 align:middle line:84%
To be able to tell
the other player, no.

00:49:44.290 --> 00:49:45.330 align:middle line:90%
You've basically lost.

00:49:45.330 --> 00:49:47.230 align:middle line:90%
You should just concede now.

00:49:47.230 --> 00:49:48.610 align:middle line:84%
Or even if you
don't concede, I'm

00:49:48.610 --> 00:49:50.300 align:middle line:90%
going to win this game anyway.

00:49:50.300 --> 00:49:52.930 align:middle line:84%
So you might as
well concede now.

00:49:52.930 --> 00:49:56.140 align:middle line:84%
But then they also have a slash
dance command to actually make

00:49:56.140 --> 00:49:57.090 align:middle line:90%
your characters dance.

00:49:57.090 --> 00:49:59.330 align:middle line:84%
And that's a game
mechanic, right?

00:49:59.330 --> 00:50:02.071 align:middle line:84%
When you fight slash
dance you do no damage,

00:50:02.071 --> 00:50:03.820 align:middle line:84%
and you will take
whatever damage is being

00:50:03.820 --> 00:50:06.700 align:middle line:90%
inflicted on you deliberately.

00:50:06.700 --> 00:50:09.370 align:middle line:84%
And I've seen a couple of
games lost because someone

00:50:09.370 --> 00:50:11.110 align:middle line:90%
decided to type slash dance.

00:50:11.110 --> 00:50:14.020 align:middle line:90%
And that's the risk.

00:50:14.020 --> 00:50:16.950 align:middle line:84%
But again that's the game
explicitly supporting

00:50:16.950 --> 00:50:19.510 align:middle line:90%
this this sort of behavior.

00:50:19.510 --> 00:50:21.250 align:middle line:90%
It's supposed to be meta.

00:50:21.250 --> 00:50:23.110 align:middle line:84%
It's supposed to be
the sort of thing that

00:50:23.110 --> 00:50:24.240 align:middle line:90%
happens above the game.

00:50:24.240 --> 00:50:27.490 align:middle line:84%
We're going to be
playing a bunch of games.

00:50:27.490 --> 00:50:30.300 align:middle line:90%
Obviously these are board games.

00:50:30.300 --> 00:50:33.909 align:middle line:84%
The talking, the communication,
what's going on in this game?

00:50:33.909 --> 00:50:35.950 align:middle line:84%
And what are you going to
take out from the game?

00:50:35.950 --> 00:50:38.200 align:middle line:84%
It's all happening above
the board as opposed to

00:50:38.200 --> 00:50:40.060 align:middle line:90%
inside the game.

00:50:40.060 --> 00:50:41.090 align:middle line:90%
Except for Space Alert.

00:50:41.090 --> 00:50:43.776 align:middle line:84%
Maybe Space Alert it is
all just part of the game.

00:50:43.776 --> 00:50:46.390 align:middle line:90%


00:50:46.390 --> 00:50:49.090 align:middle line:84%
I want you to be thinking
about this, about what's

00:50:49.090 --> 00:50:50.980 align:middle line:90%
happening above the table.

00:50:50.980 --> 00:50:56.900 align:middle line:90%
about what it's about.

00:50:56.900 --> 00:50:59.220 align:middle line:84%
Information they are
exchanging or interactions they

00:50:59.220 --> 00:51:01.880 align:middle line:84%
are having that's not
part of the game itself.

00:51:01.880 --> 00:51:03.400 align:middle line:84%
So what does the
game explicitly do

00:51:03.400 --> 00:51:05.620 align:middle line:84%
to be able to support
social interaction?

00:51:05.620 --> 00:51:09.130 align:middle line:84%
To be able to either support
the kind of social interaction

00:51:09.130 --> 00:51:11.020 align:middle line:84%
that's happening
inside the game system,

00:51:11.020 --> 00:51:14.020 align:middle line:84%
or to be able to draw on
the social relationships

00:51:14.020 --> 00:51:16.450 align:middle line:84%
that you have with other
people on the table

00:51:16.450 --> 00:51:18.707 align:middle line:84%
to be able to enhance
the game experience.

00:51:18.707 --> 00:51:19.790 align:middle line:90%
Did you have your hand up?

00:51:19.790 --> 00:51:23.240 align:middle line:90%


00:51:23.240 --> 00:51:27.220 align:middle line:84%
AUDIENCE: So in League,
theoretically it can be real--

00:51:27.220 --> 00:51:30.262 align:middle line:90%
there are people who often--

00:51:30.262 --> 00:51:32.710 align:middle line:84%
The enemy should not just try
to use their abilities on me

00:51:32.710 --> 00:51:34.040 align:middle line:90%
because I taunt them.

00:51:34.040 --> 00:51:36.590 align:middle line:90%


00:51:36.590 --> 00:51:37.506 align:middle line:90%
There has been a case.

00:51:37.506 --> 00:51:38.994 align:middle line:84%
I just sit there
taunting and then

00:51:38.994 --> 00:51:41.760 align:middle line:84%
their enemy uses all
their abilities on me.

00:51:41.760 --> 00:51:45.039 align:middle line:84%
And then my team ends up winning
the fight, and the record off

00:51:45.039 --> 00:51:45.660 align:middle line:90%
of that.

00:51:45.660 --> 00:51:48.290 align:middle line:90%


00:51:48.290 --> 00:51:52.020 align:middle line:84%
Sometimes taunting someone
will have an actual impact.

00:51:52.020 --> 00:51:53.470 align:middle line:84%
PROFESSOR: But
you could arguably

00:51:53.470 --> 00:51:55.790 align:middle line:84%
have achieved the same goal
without and explicit taunt,

00:51:55.790 --> 00:51:56.290 align:middle line:90%
right?

00:51:56.290 --> 00:52:01.455 align:middle line:84%
You know, just by standing
right in front of your opponent.

00:52:01.455 --> 00:52:02.830 align:middle line:84%
AUDIENCE: In your
taunting you're

00:52:02.830 --> 00:52:05.371 align:middle line:84%
telling the opponent that you're
not really paying attention.

00:52:05.371 --> 00:52:06.740 align:middle line:90%
That you could also be attacked.

00:52:06.740 --> 00:52:08.810 align:middle line:84%
You're less likely
to dodge that move.

00:52:08.810 --> 00:52:09.476 align:middle line:90%
PROFESSOR: True.

00:52:09.476 --> 00:52:11.994 align:middle line:90%


00:52:11.994 --> 00:52:14.410 align:middle line:84%
Something to keep in mind when
you're designing your games

00:52:14.410 --> 00:52:16.905 align:middle line:84%
is that there are all
these things about how

00:52:16.905 --> 00:52:18.955 align:middle line:84%
it would be fun to be
able to design mechanics

00:52:18.955 --> 00:52:21.620 align:middle line:84%
to be able to support these
kinds of social interaction.

00:52:21.620 --> 00:52:22.800 align:middle line:84%
But you got to be
very, very careful.

00:52:22.800 --> 00:52:23.300 align:middle line:90%
Right?

00:52:23.300 --> 00:52:26.470 align:middle line:84%
And every time you
design something

00:52:26.470 --> 00:52:30.160 align:middle line:84%
you're both giving your players
a tool to do something else

00:52:30.160 --> 00:52:32.260 align:middle line:84%
and it's now officially
mandated by your game.

00:52:32.260 --> 00:52:34.426 align:middle line:84%
Because you have a rule
that actually says that this

00:52:34.426 --> 00:52:35.597 align:middle line:90%
is something they can do.

00:52:35.597 --> 00:52:37.180 align:middle line:84%
And they may use
that rule creatively.

00:52:37.180 --> 00:52:40.480 align:middle line:84%
Or they may use that
rule destructively.

00:52:40.480 --> 00:52:42.659 align:middle line:84%
Again it all comes
down to testing.

00:52:42.659 --> 00:52:44.200 align:middle line:84%
You don't always
know, but you should

00:52:44.200 --> 00:52:47.450 align:middle line:84%
know what you're trying to
achieve with the game socially

00:52:47.450 --> 00:52:49.193 align:middle line:90%
when you're making a game.

00:52:49.193 --> 00:52:51.730 align:middle line:84%
You should have that
conversation today

00:52:51.730 --> 00:52:53.500 align:middle line:84%
when you finally break
up into your teams.

00:52:53.500 --> 00:52:55.250 align:middle line:84%
But for now what we're
going to do is just

00:52:55.250 --> 00:52:59.842 align:middle line:84%
play a bunch of board games But
primarily about social play.

00:52:59.842 --> 00:53:01.300 align:middle line:84%
And then on Wednesday
I think we're

00:53:01.300 --> 00:53:04.962 align:middle line:84%
going to bring you [INAUDIBLE]
games with very changing rules.

00:53:04.962 --> 00:53:08.227 align:middle line:90%


00:53:08.227 --> 00:53:10.435 align:middle line:84%
John, you want to talk a
little bit about these games

00:53:10.435 --> 00:53:12.879 align:middle line:90%
that you brought?

00:53:12.879 --> 00:53:14.670 align:middle line:84%
GUEST SPEAKER: You want
to do it right now?

00:53:14.670 --> 00:53:16.110 align:middle line:90%
PROFESSOR: Yes.

00:53:16.110 --> 00:53:18.870 align:middle line:84%
And then we'll get all the
games out and have a break

00:53:18.870 --> 00:53:19.720 align:middle line:90%
simultaneously.

00:53:19.720 --> 00:53:23.560 align:middle line:84%
All right, I'll
start with this one.

00:53:23.560 --> 00:53:24.996 align:middle line:90%
Has anyone played this?

00:53:24.996 --> 00:53:28.250 align:middle line:84%
OK, maybe you could
help me explain it.

00:53:28.250 --> 00:53:30.670 align:middle line:84%
GUEST SPEAKER: I watched
two hours of videos

00:53:30.670 --> 00:53:34.000 align:middle line:90%
and I don't really get it.

00:53:34.000 --> 00:53:35.500 align:middle line:90%
There is really a lot to it.

00:53:35.500 --> 00:53:41.558 align:middle line:90%


00:53:41.558 --> 00:53:42.780 align:middle line:90%
There is a lot going on.

00:53:42.780 --> 00:53:47.325 align:middle line:84%
But the gist of it is that
everyone gets to pick a role.

00:53:47.325 --> 00:53:52.760 align:middle line:84%
And each role pretty much stems
straight from the TV show.

00:53:52.760 --> 00:53:55.823 align:middle line:84%
Have you guys seen
Battlestar Galactica?

00:53:55.823 --> 00:53:56.823 align:middle line:90%
It's a really good show.

00:53:56.823 --> 00:53:57.489 align:middle line:90%
It's on Netflix.

00:53:57.489 --> 00:53:59.923 align:middle line:90%
You should go check it out.

00:53:59.923 --> 00:54:03.010 align:middle line:84%
And actually it seems like the
consensus on the board game

00:54:03.010 --> 00:54:05.620 align:middle line:84%
community online actually
really like this game.

00:54:05.620 --> 00:54:08.070 align:middle line:90%
So it seems there's a lot to it.

00:54:08.070 --> 00:54:11.549 align:middle line:84%
But essentially you choose
a character from the game,

00:54:11.549 --> 00:54:12.840 align:middle line:90%
and they have different powers.

00:54:12.840 --> 00:54:18.660 align:middle line:90%


00:54:18.660 --> 00:54:20.720 align:middle line:84%
Some of you are human and
some of you are Cylon.

00:54:20.720 --> 00:54:23.690 align:middle line:84%
The Cylons are robots that
look just like humans.

00:54:23.690 --> 00:54:27.930 align:middle line:84%
So there's spaceships coming to
get you, and some of the Cylons

00:54:27.930 --> 00:54:29.151 align:middle line:90%
are on the ship.

00:54:29.151 --> 00:54:32.510 align:middle line:84%
And their goal is to
basically wipe out humanity.

00:54:32.510 --> 00:54:36.310 align:middle line:84%
And the human goal is to survive
and you don't know who is who.

00:54:36.310 --> 00:54:37.685 align:middle line:84%
There's a critical
moment in time

00:54:37.685 --> 00:54:41.066 align:middle line:84%
where the Cylons will
reveal themselves and get

00:54:41.066 --> 00:54:44.482 align:middle line:90%
even better powers.

00:54:44.482 --> 00:54:46.460 align:middle line:90%
So there's lots of cards.

00:54:46.460 --> 00:54:51.290 align:middle line:84%
So there's a military leader
and a political leader.

00:54:51.290 --> 00:54:53.240 align:middle line:84%
And they each get
different decks of cards.

00:54:53.240 --> 00:54:55.180 align:middle line:84%
If you're the political
leader you basically

00:54:55.180 --> 00:55:01.390 align:middle line:84%
can put people in the brig.
There's so many components.

00:55:01.390 --> 00:55:03.755 align:middle line:84%
AUDIENCE: It is, I'll say,
the most complicated game

00:55:03.755 --> 00:55:04.853 align:middle line:90%
that I've ever played.

00:55:04.853 --> 00:55:06.962 align:middle line:84%
And this is true
of many replays.

00:55:06.962 --> 00:55:08.920 align:middle line:84%
GUEST SPEAKER: I think
you have to find it fun,

00:55:08.920 --> 00:55:10.878 align:middle line:84%
because after you invest
all that time to learn

00:55:10.878 --> 00:55:14.670 align:middle line:84%
how to play it, you're
not going to not play it.

00:55:14.670 --> 00:55:17.490 align:middle line:90%


00:55:17.490 --> 00:55:20.550 align:middle line:84%
AUDIENCE: A lot of the rules
are sort of unnecessary.

00:55:20.550 --> 00:55:22.826 align:middle line:84%
You can literally
clear 90% of it.

00:55:22.826 --> 00:55:26.160 align:middle line:84%
And the end of the game
has all these weird rules.

00:55:26.160 --> 00:55:29.139 align:middle line:84%
It has too many rules,
but it's still fun.

00:55:29.139 --> 00:55:29.930 align:middle line:90%
GUEST SPEAKER: Yes.

00:55:29.930 --> 00:55:31.721 align:middle line:84%
So depending on who
you are, you can either

00:55:31.721 --> 00:55:33.800 align:middle line:84%
be a military leader,
a political leader,

00:55:33.800 --> 00:55:39.260 align:middle line:90%
or you could be a pilot.

00:55:39.260 --> 00:55:41.440 align:middle line:84%
The political leader gets
to put people in jail.

00:55:41.440 --> 00:55:43.676 align:middle line:84%
The military leader
gets nukes, and they

00:55:43.676 --> 00:55:47.745 align:middle line:84%
get to strategically use
them against the enemy.

00:55:47.745 --> 00:55:53.950 align:middle line:84%
And whenever there's a decision
that has to do with fighting,

00:55:53.950 --> 00:55:56.831 align:middle line:84%
they get to take
the lead on that.

00:55:56.831 --> 00:55:57.955 align:middle line:90%
So there's different roles.

00:55:57.955 --> 00:55:59.413 align:middle line:84%
And it's interesting
that each role

00:55:59.413 --> 00:56:03.610 align:middle line:84%
has different decks of cards
that support that role.

00:56:03.610 --> 00:56:04.940 align:middle line:90%
The turn is really complicated.

00:56:04.940 --> 00:56:06.130 align:middle line:90%
It's a bunch of sets.

00:56:06.130 --> 00:56:09.660 align:middle line:84%
You draw a card, and
then you collectively

00:56:09.660 --> 00:56:13.780 align:middle line:90%
face an objective, a crisis.

00:56:13.780 --> 00:56:17.220 align:middle line:84%
And you all have to
vote for commit resource

00:56:17.220 --> 00:56:20.600 align:middle line:84%
cards, of which some can be
good and some can be bad.

00:56:20.600 --> 00:56:24.150 align:middle line:84%
So the Cylons try commit
bad resource cards

00:56:24.150 --> 00:56:26.650 align:middle line:84%
to make sure that this
objective is not completed.

00:56:26.650 --> 00:56:29.143 align:middle line:84%
And the humans tend to
put in the good ones

00:56:29.143 --> 00:56:30.690 align:middle line:90%
so the objective is completed.

00:56:30.690 --> 00:56:33.192 align:middle line:84%
But there's a lot of meta-game
where the Cylons don't really

00:56:33.192 --> 00:56:34.320 align:middle line:84%
want you to know
that they're Cylons.

00:56:34.320 --> 00:56:35.736 align:middle line:84%
And then there's
special abilities

00:56:35.736 --> 00:56:39.400 align:middle line:84%
where you can flip a card up
and see what everyone's resource

00:56:39.400 --> 00:56:40.060 align:middle line:90%
card is.

00:56:40.060 --> 00:56:43.345 align:middle line:84%
I think they're
called skill cards.

00:56:43.345 --> 00:56:45.870 align:middle line:90%
It's a cool simulator.

00:56:45.870 --> 00:56:47.693 align:middle line:90%
And you can jump.

00:56:47.693 --> 00:56:50.712 align:middle line:90%
There is so many components.

00:56:50.712 --> 00:56:52.420 align:middle line:84%
We probably don't want
to play this game,

00:56:52.420 --> 00:56:54.086 align:middle line:84%
because I think that
the play-through is

00:56:54.086 --> 00:56:55.460 align:middle line:90%
two or three hours.

00:56:55.460 --> 00:57:00.359 align:middle line:84%
But all the [INAUDIBLE]
you might want to change.

00:57:00.359 --> 00:57:02.150 align:middle line:84%
PROFESSOR: It's a great
game to know about.

00:57:02.150 --> 00:57:03.940 align:middle line:84%
It's a great game
to play, if you've

00:57:03.940 --> 00:57:07.150 align:middle line:84%
got a full weekend dedicated
to board gaming or something

00:57:07.150 --> 00:57:07.829 align:middle line:90%
like that.

00:57:07.829 --> 00:57:09.620 align:middle line:84%
GUEST SPEAKER: And
there's expansions, too.

00:57:09.620 --> 00:57:10.870 align:middle line:90%
This is a pretty popular game.

00:57:10.870 --> 00:57:13.750 align:middle line:84%
AUDIENCE: I think we can
play this in two hours.

00:57:13.750 --> 00:57:16.000 align:middle line:84%
GUEST SPEAKER: I think you'd
have to leave it, though,

00:57:16.000 --> 00:57:17.131 align:middle line:90%
to explain it to everyone.

00:57:17.131 --> 00:57:19.630 align:middle line:84%
PROFESSOR: I want to make sure
there's enough time for teams

00:57:19.630 --> 00:57:21.635 align:middle line:84%
going to help you to
verify [INAUDIBLE]

00:57:21.635 --> 00:57:23.160 align:middle line:84%
So there's probably
not enough time.

00:57:23.160 --> 00:57:26.430 align:middle line:84%
But I ask you to do that
so that people will get

00:57:26.430 --> 00:57:29.612 align:middle line:90%
a sense of what is involved.

00:57:29.612 --> 00:57:31.050 align:middle line:90%
Also look at it a bit.

00:57:31.050 --> 00:57:35.240 align:middle line:84%
One of the nice things I like
are these little counters.

00:57:35.240 --> 00:57:36.480 align:middle line:90%
It's just a counter.

00:57:36.480 --> 00:57:40.060 align:middle line:84%
Five, four, three, two,
one, 0, which means

00:57:40.060 --> 00:57:42.441 align:middle line:90%
you have normal pod condition.

00:57:42.441 --> 00:57:44.690 align:middle line:84%
But it's a nice way to be
able to keep track of stats.

00:57:44.690 --> 00:57:51.140 align:middle line:90%


00:57:51.140 --> 00:57:52.806 align:middle line:84%
GUEST SPEAKER: Is
that OK for that game?

00:57:52.806 --> 00:57:53.700 align:middle line:90%
PROFESSOR: Yeah.

00:57:53.700 --> 00:57:55.876 align:middle line:90%
That's great.

00:57:55.876 --> 00:57:57.610 align:middle line:84%
GUEST SPEAKER: This
game, Space Alert,

00:57:57.610 --> 00:57:59.940 align:middle line:90%
has anyone played this one?

00:57:59.940 --> 00:58:02.430 align:middle line:90%
It's really cool.

00:58:02.430 --> 00:58:05.430 align:middle line:84%
I think this game
is really neat.

00:58:05.430 --> 00:58:07.270 align:middle line:84%
Maybe I can talk
about the board?

00:58:07.270 --> 00:58:09.412 align:middle line:90%
It's this cooperative game.

00:58:09.412 --> 00:58:10.620 align:middle line:90%
And you're playing as a team.

00:58:10.620 --> 00:58:14.044 align:middle line:84%
You're this crew on
a spaceship there.

00:58:14.044 --> 00:58:16.200 align:middle line:90%
And it goes like this.

00:58:16.200 --> 00:58:19.246 align:middle line:84%
You have 10 minutes to
prepare a hyper jump.

00:58:19.246 --> 00:58:21.642 align:middle line:84%
And during those 10
minutes new information

00:58:21.642 --> 00:58:24.939 align:middle line:84%
is coming in from the
audio CD that you play.

00:58:24.939 --> 00:58:30.138 align:middle line:84%
There's 16 different tracks, so
there's a lot of replayability.

00:58:30.138 --> 00:58:31.850 align:middle line:84%
And at the end of
the game, there's

00:58:31.850 --> 00:58:33.004 align:middle line:90%
this frantic playing phase.

00:58:33.004 --> 00:58:34.550 align:middle line:84%
And there are going to
be periods where you

00:58:34.550 --> 00:58:35.840 align:middle line:90%
can't talk to your teammates.

00:58:35.840 --> 00:58:39.260 align:middle line:84%
There's periods where
you can trade cards.

00:58:39.260 --> 00:58:42.030 align:middle line:84%
And basically there will
be these trajectories,

00:58:42.030 --> 00:58:43.460 align:middle line:90%
depending upon which enemies.

00:58:43.460 --> 00:58:44.960 align:middle line:84%
So there's the red
part of the ship,

00:58:44.960 --> 00:58:47.376 align:middle line:84%
the white part of the ship,
and the blue part of the ship.

00:58:47.376 --> 00:58:49.920 align:middle line:84%
They each have an upper
deck and a lower deck.

00:58:49.920 --> 00:58:53.210 align:middle line:84%
And there will be enemies
coming at you from space.

00:58:53.210 --> 00:58:57.130 align:middle line:84%
And you man your
shields, but also

00:58:57.130 --> 00:59:02.310 align:middle line:84%
use energy to shoot the objects
down and basically survive.

00:59:02.310 --> 00:59:05.730 align:middle line:84%
And if they do six damage to
any one part of your spaceship,

00:59:05.730 --> 00:59:07.880 align:middle line:90%
then it's game over.

00:59:07.880 --> 00:59:10.450 align:middle line:84%
When you take damage
you get certain debuffs.

00:59:10.450 --> 00:59:13.910 align:middle line:84%
Your shields would
become weaker.

00:59:13.910 --> 00:59:16.940 align:middle line:84%
So you have little avatars
that move around on the board.

00:59:16.940 --> 00:59:21.520 align:middle line:84%
And you need to be in each
room to do your action.

00:59:21.520 --> 00:59:24.710 align:middle line:84%
So there's an A action, a
B action, and a C action.

00:59:24.710 --> 00:59:28.700 align:middle line:84%
So just taking a look at the
white one, you all start here.

00:59:28.700 --> 00:59:31.510 align:middle line:84%
The C action is the
computer, so the first two

00:59:31.510 --> 00:59:33.485 align:middle line:90%
moves of the game.

00:59:33.485 --> 00:59:37.780 align:middle line:84%
I think there's 12 moves,
and there is three sections.

00:59:37.780 --> 00:59:39.466 align:middle line:84%
And the first two
moves of each section

00:59:39.466 --> 00:59:43.422 align:middle line:84%
you have to have
someone be the computer.

00:59:43.422 --> 00:59:45.460 align:middle line:90%
This is the gun and the shields.

00:59:45.460 --> 00:59:47.880 align:middle line:84%
The gun and shields are
powered by green cubes

00:59:47.880 --> 00:59:50.050 align:middle line:90%
that go down here.

00:59:50.050 --> 00:59:52.128 align:middle line:84%
And you have to constantly
be replenishing them.

00:59:52.128 --> 00:59:56.740 align:middle line:90%


00:59:56.740 --> 00:59:59.720 align:middle line:90%
There are also internal threats.

00:59:59.720 --> 01:00:01.984 align:middle line:84%
Creatures will crawl
into your spaceship,

01:00:01.984 --> 01:00:03.980 align:middle line:84%
and you have to
get these bots up

01:00:03.980 --> 01:00:09.816 align:middle line:84%
and running to
take care of them.

01:00:09.816 --> 01:00:11.400 align:middle line:84%
There is some really
good tutorials

01:00:11.400 --> 01:00:13.650 align:middle line:90%
and play-throughs on YouTube.

01:00:13.650 --> 01:00:15.452 align:middle line:84%
So if you don't get
a chance to play,

01:00:15.452 --> 01:00:18.270 align:middle line:84%
you should definitely
check it out.

01:00:18.270 --> 01:00:20.240 align:middle line:84%
PROFESSOR: The
play-throughs on YouTube

01:00:20.240 --> 01:00:21.480 align:middle line:84%
are probably pretty
hilarious, I'm going to guess.

01:00:21.480 --> 01:00:22.771 align:middle line:90%
GUEST SPEAKER: They're amazing.

01:00:22.771 --> 01:00:24.780 align:middle line:90%


01:00:24.780 --> 01:00:27.732 align:middle line:84%
I saw this solitaire one where
this guy was playing solitaire.

01:00:27.732 --> 01:00:29.717 align:middle line:84%
It's a really good
way to learn the game.

01:00:29.717 --> 01:00:31.550 align:middle line:84%
PROFESSOR: Playing the
solitaire is probably

01:00:31.550 --> 01:00:33.830 align:middle line:84%
a lot like playing
FTL, if anyone's played

01:00:33.830 --> 01:00:36.069 align:middle line:90%
that on iPad or a computer.

01:00:36.069 --> 01:00:38.110 align:middle line:84%
GUEST SPEAKER: It reminded
me of FTL quite a bit.

01:00:38.110 --> 01:00:41.260 align:middle line:84%
PROFESSOR: You imagine FTL where
every single member is actually

01:00:41.260 --> 01:00:42.900 align:middle line:84%
controlled by
different players, then

01:00:42.900 --> 01:00:44.754 align:middle line:84%
you start to get several
more people there.

01:00:44.754 --> 01:00:47.790 align:middle line:84%
So you put these
action cards down,

01:00:47.790 --> 01:00:51.646 align:middle line:84%
but you don't actually resolve
the game until after 10 minutes

01:00:51.646 --> 01:00:54.126 align:middle line:90%
are over.

01:00:54.126 --> 01:00:57.350 align:middle line:84%
There is different difficulties,
so you can put in harder cards.

01:00:57.350 --> 01:01:02.000 align:middle line:90%


01:01:02.000 --> 01:01:05.229 align:middle line:84%
There is a lot of details
that I am missing.

01:01:05.229 --> 01:01:07.020 align:middle line:84%
AUDIENCE: The primary
one is that if you've

01:01:07.020 --> 01:01:09.090 align:middle line:84%
played RoboRally, or
any other kind of game

01:01:09.090 --> 01:01:11.400 align:middle line:84%
that's got a little bit
of a program event to it,

01:01:11.400 --> 01:01:14.320 align:middle line:84%
you're basically
programming your character

01:01:14.320 --> 01:01:15.839 align:middle line:90%
to do these things.

01:01:15.839 --> 01:01:17.630 align:middle line:84%
You're kind of figuring
out and visualizing

01:01:17.630 --> 01:01:18.910 align:middle line:90%
where things are going to go.

01:01:18.910 --> 01:01:21.350 align:middle line:84%
And you can talk about
what you are going to do,

01:01:21.350 --> 01:01:24.309 align:middle line:84%
and what to do at
specific turns.

01:01:24.309 --> 01:01:26.100 align:middle line:84%
But you won't actually
know how it actually

01:01:26.100 --> 01:01:28.100 align:middle line:84%
runs out until after
the 10 minutes is spent.

01:01:28.100 --> 01:01:32.550 align:middle line:84%
And a big part of the fun is
just flipping over the cards,

01:01:32.550 --> 01:01:34.360 align:middle line:90%
seeing what people actually did.

01:01:34.360 --> 01:01:37.370 align:middle line:84%
Realizing that oh no, wait, we
both clicked the same button

01:01:37.370 --> 01:01:38.610 align:middle line:90%
at the same time.

01:01:38.610 --> 01:01:39.600 align:middle line:84%
GUEST SPEAKER: Or you're
in the wrong room.

01:01:39.600 --> 01:01:41.766 align:middle line:84%
You think you're in one
room, but you're in another.

01:01:41.766 --> 01:01:43.360 align:middle line:84%
And you're clicking
the wrong thing.

01:01:43.360 --> 01:01:45.480 align:middle line:84%
Or two people take an
elevator at the same turn

01:01:45.480 --> 01:01:50.300 align:middle line:84%
and it will actually delay
one person's actions a bunch.

01:01:50.300 --> 01:01:52.490 align:middle line:84%
So all your cards are laid
out and that's your plan,

01:01:52.490 --> 01:01:54.134 align:middle line:84%
but then a delay
happens and you have

01:01:54.134 --> 01:01:56.184 align:middle line:84%
to shift all your
cards to the right.

01:01:56.184 --> 01:01:57.850 align:middle line:84%
AUDIENCE: It's a game
about coordination

01:01:57.850 --> 01:01:59.510 align:middle line:84%
where every single
mechanic in the game

01:01:59.510 --> 01:02:02.400 align:middle line:84%
is to prevent that coordination
from actually happening.

01:02:02.400 --> 01:02:04.659 align:middle line:90%


01:02:04.659 --> 01:02:06.450 align:middle line:84%
GUEST SPEAKER: If you
listen to the tracks,

01:02:06.450 --> 01:02:09.070 align:middle line:84%
there are periods where you're
not allowed to communicate,

01:02:09.070 --> 01:02:12.630 align:middle line:90%
which can be really frustrating.

01:02:12.630 --> 01:02:14.630 align:middle line:84%
And it's constantly
throwing new monsters at you

01:02:14.630 --> 01:02:16.400 align:middle line:90%
from all different directions.

01:02:16.400 --> 01:02:19.702 align:middle line:84%
So managing where the
monsters are coming from,

01:02:19.702 --> 01:02:21.634 align:middle line:84%
where the threats
are coming from.

01:02:21.634 --> 01:02:25.230 align:middle line:84%
These are the cards
that either move rooms,

01:02:25.230 --> 01:02:27.494 align:middle line:84%
either to the red side
or to the blue side,

01:02:27.494 --> 01:02:28.577 align:middle line:90%
where you can hit buttons.

01:02:28.577 --> 01:02:32.310 align:middle line:84%
And you only have a certain
amount of these in your hand.

01:02:32.310 --> 01:02:34.236 align:middle line:84%
And you have to coordinate
with your teammates

01:02:34.236 --> 01:02:35.735 align:middle line:84%
at a certain point
to get the action

01:02:35.735 --> 01:02:39.418 align:middle line:90%
that you want of your team.

01:02:39.418 --> 01:02:42.316 align:middle line:90%


01:02:42.316 --> 01:02:44.906 align:middle line:90%
Is there anything interesting?

01:02:44.906 --> 01:02:45.697 align:middle line:90%
AUDIENCE: Pandemic.

01:02:45.697 --> 01:02:58.928 align:middle line:90%


01:02:58.928 --> 01:03:00.386 align:middle line:84%
GUEST SPEAKER: This
is a co-op game

01:03:00.386 --> 01:03:03.988 align:middle line:84%
where everyone on your team
is playing against the board.

01:03:03.988 --> 01:03:05.800 align:middle line:84%
You are playing
against the computer.

01:03:05.800 --> 01:03:10.640 align:middle line:84%
So you're all a team
and basically there's

01:03:10.640 --> 01:03:12.720 align:middle line:84%
four deadly virus outbreaks
all over the world

01:03:12.720 --> 01:03:14.660 align:middle line:90%
and they're spreading.

01:03:14.660 --> 01:03:17.040 align:middle line:84%
And you need to
research the cure.

01:03:17.040 --> 01:03:27.881 align:middle line:90%


01:03:27.881 --> 01:03:30.746 align:middle line:84%
There's different roles, which
is cool, because in co-op games

01:03:30.746 --> 01:03:34.538 align:middle line:90%
we have roles.

01:03:34.538 --> 01:03:35.770 align:middle line:90%
So there are five roles.

01:03:35.770 --> 01:03:40.207 align:middle line:90%


01:03:40.207 --> 01:03:42.956 align:middle line:84%
So at each turn you
pick a couple cards.

01:03:42.956 --> 01:03:47.330 align:middle line:90%


01:03:47.330 --> 01:03:49.280 align:middle line:90%
And basically there are cards.

01:03:49.280 --> 01:03:50.820 align:middle line:90%
There's cities all over the map.

01:03:50.820 --> 01:03:55.310 align:middle line:84%
And your little guys go all
over the world for treatment

01:03:55.310 --> 01:04:00.730 align:middle line:84%
with these, set up research
centers, research cures.

01:04:00.730 --> 01:04:05.220 align:middle line:84%
And you need a certain amount of
cards, like five of that color.

01:04:05.220 --> 01:04:08.670 align:middle line:84%
And you have the role of your
researcher, you only do four.

01:04:08.670 --> 01:04:13.900 align:middle line:84%
So the medic can
cure people faster.

01:04:13.900 --> 01:04:19.560 align:middle line:84%
There is a logistics
guy that can fly people

01:04:19.560 --> 01:04:21.070 align:middle line:90%
around the world with ease.

01:04:21.070 --> 01:04:24.218 align:middle line:84%
And you only have
so many actions.

01:04:24.218 --> 01:04:27.120 align:middle line:84%
And constantly there
will be breakouts

01:04:27.120 --> 01:04:29.595 align:middle line:84%
where if you get too many
diseases in one area,

01:04:29.595 --> 01:04:32.670 align:middle line:84%
it will cause the neighborhoods
around it to be infected.

01:04:32.670 --> 01:04:36.600 align:middle line:84%
So you have these
chain reactions.

01:04:36.600 --> 01:04:39.720 align:middle line:84%
Again, coordinating
well with your team

01:04:39.720 --> 01:04:42.333 align:middle line:84%
in a cooperative manner for
a cooperative gain, which

01:04:42.333 --> 01:04:43.560 align:middle line:90%
I wasn't able to do.

01:04:43.560 --> 01:04:44.285 align:middle line:90%
We lost a bunch.

01:04:44.285 --> 01:04:50.361 align:middle line:90%


01:04:50.361 --> 01:04:51.610 align:middle line:90%
PROFESSOR: It is a tough game.

01:04:51.610 --> 01:04:53.300 align:middle line:84%
But the more you
play it, definitely

01:04:53.300 --> 01:04:55.520 align:middle line:84%
the more you start
to get used to how

01:04:55.520 --> 01:04:57.830 align:middle line:84%
the systems work, especially
the explosions, the virus

01:04:57.830 --> 01:04:59.050 align:middle line:90%
explosions.

01:04:59.050 --> 01:05:03.440 align:middle line:84%
Forbidden Island
is same designer.

01:05:03.440 --> 01:05:07.047 align:middle line:84%
And I feel the rules are a
little easier to understand.

01:05:07.047 --> 01:05:08.880 align:middle line:84%
It's not actually all
that different a game.

01:05:08.880 --> 01:05:11.510 align:middle line:90%


01:05:11.510 --> 01:05:15.130 align:middle line:84%
We'll also bring it out
for you to check out.

01:05:15.130 --> 01:05:16.940 align:middle line:90%
And these three games over here?

01:05:16.940 --> 01:05:18.738 align:middle line:90%
Shadows over Camelot.

01:05:18.738 --> 01:05:21.780 align:middle line:90%
The Wrath of Ashardalon.

01:05:21.780 --> 01:05:25.130 align:middle line:84%
We're here primarily so that you
can take a look at that them,

01:05:25.130 --> 01:05:27.610 align:middle line:84%
but we don't have enough time
to play games in class today.

01:05:27.610 --> 01:05:31.952 align:middle line:90%


01:05:31.952 --> 01:05:34.100 align:middle line:84%
Shadows over Camelot
is basically,

01:05:34.100 --> 01:05:36.056 align:middle line:84%
is sort of Arthurian
traitor mechanics.

01:05:36.056 --> 01:05:40.562 align:middle line:90%


01:05:40.562 --> 01:05:44.090 align:middle line:84%
Ashardalon is actually just
Dungeons and Dragons, only

01:05:44.090 --> 01:05:45.902 align:middle line:90%
packaged into a nice little--

01:05:45.902 --> 01:05:47.860 align:middle line:84%
You don't have to think
too hard about creating

01:05:47.860 --> 01:05:49.234 align:middle line:84%
your own character
ahead of time.

01:05:49.234 --> 01:05:52.390 align:middle line:84%
So you can just jump right in
and get into the playing part.

01:05:52.390 --> 01:05:54.929 align:middle line:90%


01:05:54.929 --> 01:05:55.970 align:middle line:90%
It's kind of interesting.

01:05:55.970 --> 01:05:57.540 align:middle line:84%
They take a chunk
of the meta out.

01:05:57.540 --> 01:05:59.994 align:middle line:84%
The whole, how do you create
a character for instance.

01:05:59.994 --> 01:06:02.160 align:middle line:84%
Which a lot of people do
enjoy Dungeons and Dragons,

01:06:02.160 --> 01:06:04.355 align:middle line:84%
but it does take
an awful long time.

01:06:04.355 --> 01:06:06.110 align:middle line:90%
And how do create a campaign?

01:06:06.110 --> 01:06:08.945 align:middle line:84%
Well, the box comes with the
campaign and all the maps

01:06:08.945 --> 01:06:09.770 align:middle line:90%
that you need.

01:06:09.770 --> 01:06:12.353 align:middle line:84%
So this is basically one box, a
Dungeons and Dragons campaign.

01:06:12.353 --> 01:06:15.570 align:middle line:90%


01:06:15.570 --> 01:06:17.780 align:middle line:84%
That's going into dungeons
and killing monsters

01:06:17.780 --> 01:06:18.633 align:middle line:90%
and getting loot.

01:06:18.633 --> 01:06:22.890 align:middle line:90%


01:06:22.890 --> 01:06:25.034 align:middle line:90%
I think we just played this one.

01:06:25.034 --> 01:06:29.281 align:middle line:90%


01:06:29.281 --> 01:06:32.876 align:middle line:84%
AUDIENCE: [INAUDIBLE] I
just played the expansions--

01:06:32.876 --> 01:06:43.230 align:middle line:84%
[INAUDIBLE] fade in
and out of reality.

01:06:43.230 --> 01:06:47.600 align:middle line:84%
[INAUDIBLE] jump
between different zones.

01:06:47.600 --> 01:06:49.190 align:middle line:90%
PROFESSOR: I could see that.

01:06:49.190 --> 01:06:50.910 align:middle line:90%
AUDIENCE: If there is--

01:06:50.910 --> 01:06:57.204 align:middle line:90%
there is [INAUDIBLE]

01:06:57.204 --> 01:06:58.620 align:middle line:84%
PROFESSOR: A lot
of expansions are

01:06:58.620 --> 01:07:01.350 align:middle line:84%
designed for people who've
mastered the original game.

01:07:01.350 --> 01:07:05.100 align:middle line:84%
Because theoretically, if you
play the game often enough

01:07:05.100 --> 01:07:07.469 align:middle line:84%
and you're coordinated
enough as a group,

01:07:07.469 --> 01:07:09.010 align:middle line:84%
you should be able
to beat everything

01:07:09.010 --> 01:07:11.920 align:middle line:90%
that the game throws at you.

01:07:11.920 --> 01:07:12.980 align:middle line:90%
Same goes for Pandemic.

01:07:12.980 --> 01:07:15.240 align:middle line:84%
The question is that
coordination part

01:07:15.240 --> 01:07:18.180 align:middle line:90%
and some luck of course.

01:07:18.180 --> 01:07:22.290 align:middle line:84%
All the audio tracks will
also be available on MP3.

01:07:22.290 --> 01:07:24.620 align:middle line:84%
If somebody wants
to play Space Alert,

01:07:24.620 --> 01:07:27.090 align:middle line:84%
I would suggest actually taking
a corner of the room, maybe

01:07:27.090 --> 01:07:28.350 align:middle line:90%
that one.

01:07:28.350 --> 01:07:30.560 align:middle line:84%
Because you need to be able
to hear what's going on.

01:07:30.560 --> 01:07:34.080 align:middle line:84%
Actually, could you
just plug it in there?

01:07:34.080 --> 01:07:36.702 align:middle line:90%
AUDIENCE: It's pretty loud.

01:07:36.702 --> 01:07:38.160 align:middle line:84%
If your computer
has a CD drive you

01:07:38.160 --> 01:07:38.755 align:middle line:90%
could do something over there.

01:07:38.755 --> 01:07:40.296 align:middle line:84%
GUEST SPEAKER: I
feel like the tracks

01:07:40.296 --> 01:07:42.822 align:middle line:90%
are designed to disorient you.

01:07:42.822 --> 01:07:45.280 align:middle line:84%
PROFESSOR: But you need to be
able to hear what's going on.

01:07:45.280 --> 01:07:47.970 align:middle line:84%
So it needs to be loud enough
that everyone around the table

01:07:47.970 --> 01:07:51.750 align:middle line:84%
can hear on top of all
the talking that you're

01:07:51.750 --> 01:07:54.865 align:middle line:90%
going to be making in the game.

01:07:54.865 --> 01:07:59.345 align:middle line:84%
So give it a try just on
the computer speakers.

01:07:59.345 --> 01:08:00.720 align:middle line:84%
If we can't hear
what's going on,

01:08:00.720 --> 01:08:03.420 align:middle line:84%
then we'll try it again
with other speakers.

01:08:03.420 --> 01:08:06.256 align:middle line:84%
We should definitely
be able to hear.

01:08:06.256 --> 01:08:08.310 align:middle line:84%
Definitely try to
pick a corner where

01:08:08.310 --> 01:08:11.910 align:middle line:84%
the noise of the other games
isn't going to bother you.

01:08:11.910 --> 01:08:15.505 align:middle line:84%
Also, just take a
look at the parts.

01:08:15.505 --> 01:08:17.630 align:middle line:84%
AUDIENCE: Two to four
players for Forbidden Island,

01:08:17.630 --> 01:08:19.050 align:middle line:90%
it takes about half an hour.

01:08:19.050 --> 01:08:21.218 align:middle line:90%
Two to four, for Pandemic?

01:08:21.218 --> 01:08:24.120 align:middle line:84%
GUEST SPEAKER: For
Pandemic two to four.

01:08:24.120 --> 01:08:26.539 align:middle line:84%
AUDIENCE: And then
this one, one to five.

01:08:26.539 --> 01:08:30.065 align:middle line:90%


01:08:30.065 --> 01:08:31.315 align:middle line:90%
[INAUDIBLE]

01:08:31.315 --> 01:08:50.874 align:middle line:90%