WEBVTT

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PROFESSOR: --have
your attention.

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I'm just going to go
into the lecture part.

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I was hoping to start
with the pitches,

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but since so many
people are missing,

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we'll wait and do the
pitches after the lecture

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part of class.

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And then we'll end class
with a chance for you

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to play games based
on the lecture.

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So it's gonna be kind of a weird
lecture, talk about your game,

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play games with it, or
lecture, and then time

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for you to talk in your
teams about your game again

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and to continue working
on your projects.

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We'll bring in the prototype
kits for that last bit,

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so you can start building stuff.

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So today's reading
was [INAUDIBLE]--

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where's my copy of [INAUDIBLE]?

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Hey folks.

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So today's reading was I
think chapter 11 and 12, was

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that right?

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Space control and [INAUDIBLE]
And the reason why

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I wanted you to take
a look at these,

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is because it's got two sort
of historical investigations--

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well, it's got a whole bunch
of historical investigations,

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a bunch of different games.

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But it kind of goes in depth
into two particular games,

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one in each chapter.

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So people, remember which game
is covered in the reading?

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AUDIENCE: No.

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PROFESSOR: No.

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Really close to that, but
you're one letter off.

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AUDIENCE: Go?

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PROFESSOR: Yes, Go.

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And the other one was--

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AUDIENCE: A chase game--

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PROFESSOR: Chase game called--

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AUDIENCE: [INAUDIBLE]

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PROFESSOR: Tafl.

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The second chapter that
I had you read today

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starts with like fox and
geese and a bunch of things,

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but it really goes
in depth into tafl.

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And this is probably
the most in-depth sort

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of historical research that
you find in this entire book.

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Most of this book is like the
stuff in between Go and tafl.

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Where it's like, four paragraphs
at most on any particular game,

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and it's just talking
about variants, right?

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He talks about reversi, which
is, what, 200 years old?

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Something like that.

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I can't remember
the exact number,

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but he only gives like maybe
two or three paragraphs

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on this history.

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Everything else, is just this
is how the game is played.

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These are the mechanics.

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And so that if you wanted to
figure out how this game--

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all the things that could
come up from the game,

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you could recreate it, just
based on the illustrations

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and the mechanics.

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But when it comes to Go,
and when it comes to tafl,

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it's a little bit more about
the culture surrounding

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these particular games.

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And that's a very different
take, and an interesting take.

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So if you are interested in
doing sort of academic research

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in games, that's one way.

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Kind of like game archeology,
game historian work.

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One of our grad
students, who's now

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doing his PhD,
Jason [? Bakey, ?]

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he's kind of doing
that for train games,

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and evolutional train games.

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Even though, obviously
those couldn't have been

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invented before trains existed.

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So they're not that old,
but there are tons of them.

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And he's again, tracking
is the evolution,

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but also of the culture, the
people who play these games.

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So let's see, how
many of you play Go?

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OK, about five people.

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How many of you have
played a version of tafl,

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enough to hitch
[INAUDIBLE] tafl.

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I have no idea how
to [INAUDIBLE].

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You've played it?

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AUDIENCE: Yeah.

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PROFESSOR: On paper, on iPad?

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[INTERPOSING VOICES]

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AUDIENCE: [INAUDIBLE] I
have a board, [INAUDIBLE].

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PROFESSOR: Oh, cool.

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OK.

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You can actually
find craftsmen making

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these things, tafl boards.

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Even though the rules,
as if you read the book,

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the rules aren't
really well-understood.

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There's no canonical explanation
of here are the pieces,

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and here are the rules,
here's what you do with them.

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Because if you find a
little bit about one,

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you find a little
bit about the others.

00:04:38.284 --> 00:04:43.080 align:middle line:84%
So there are some
archaeological evidence for here

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are the different pieces
for a full set of tafl,

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and they don't tell
you what to do with it.

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And then there's
another set that's

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just like, just what you
do with all the pieces,

00:04:51.969 --> 00:04:55.730 align:middle line:84%
but it seems to be describing
a different set of pieces.

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Or a different number of pieces,
and you're not quite sure.

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But you get a lot of
stuff like poetic records

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of the significance
of the pieces.

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That gives you a clue about what
people thought of these pieces,

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and gives a clue of what
these pieces can do.

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And again, there are
some descriptions

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of particular plays
of this game, which

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gives you an idea of how
these pieces can be made.

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But viewed within sort of larger
context of his asymmetric board

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game, that is largely
involving one group

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of pieces trying
to capture either

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all or a particular group
of the other players.

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That's basically the whole
genre of the chase game,

00:05:49.440 --> 00:05:52.150 align:middle line:90%
of the fox and geese type game.

00:05:52.150 --> 00:05:54.925 align:middle line:84%
And viewed from
that context of here

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are all these other games that
have survived a little bit

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better Like the
English fox and geese,

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this is what we can intuit.

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It is kind of a siege game,
where both sides have soldiers,

00:06:06.551 --> 00:06:08.800 align:middle line:84%
but one of them is explicitly
trying to kill the king.

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But one side
doesn't have a king,

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and is trying to kill the king.

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And the other side has a king,
and a bunch of bodyguards,

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and they're trying
to defend the king.

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The whole idea is sometimes it's
to get the king to an escape

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route, sometimes
it's just survive

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a certain number of moves, or
to get to a particular point

00:06:26.370 --> 00:06:28.980 align:middle line:90%
on the board.

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And one thing that
I would like you

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to think about, if you
haven't read it, do

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read through these
two chapters just

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to get a slightly better idea
of what you can do with space.

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It's one thing that
we've been noticing,

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that in some of the games
that have been prototyped

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in this class, space isn't
always used very creatively.

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We see games that are
being played out on grids,

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we've been seeing games
where you can move freely

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throughout the whole grid.

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But then, what does each
individual square actually

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mean in relation to other
pieces on the same board?

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It's something that these
games actually do really well,

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both the games of
territorial capture, which

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the goal was all about.

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And the chase games, which are
these asymmetric games where

00:07:29.640 --> 00:07:31.750 align:middle line:84%
you try to surround
your opponent.

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Go and tafl are not the only
two games that describe in here.

00:07:37.440 --> 00:07:39.750 align:middle line:84%
There's a huge amount
of variation and thought

00:07:39.750 --> 00:07:42.360 align:middle line:84%
about what you can
particularly do

00:07:42.360 --> 00:07:47.550 align:middle line:84%
when it comes to manipulating
space, being surrounded.

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What does it mean to
have two of your opposing

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pieces on either side of you,
or at the l-shape of you.

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What does it mean to
be on a square grid?

00:07:58.050 --> 00:08:01.440 align:middle line:84%
Especially in a game
like in Go, it's

00:08:01.440 --> 00:08:04.980 align:middle line:90%
a game that's played on squares.

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On the corners of all
squares, in particular.

00:08:08.160 --> 00:08:10.689 align:middle line:84%
And it's very, very important
that what's to the top,

00:08:10.689 --> 00:08:11.730 align:middle line:90%
and what's to the bottom.

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And what's towards the left,
and to the right of every piece

00:08:13.860 --> 00:08:15.026 align:middle line:90%
is really, really important.

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But what's to the diagonals
isn't really so important,

00:08:18.870 --> 00:08:21.820 align:middle line:84%
until you consider
meta strategy.

00:08:21.820 --> 00:08:24.870 align:middle line:84%
What's the effect of
a clump of pieces,

00:08:24.870 --> 00:08:27.750 align:middle line:90%
rather than a single piece.

00:08:27.750 --> 00:08:30.370 align:middle line:84%
The other thing about
the section on Go,

00:08:30.370 --> 00:08:33.750 align:middle line:84%
in particular, is that you get
this huge amount of vocabulary.

00:08:33.750 --> 00:08:42.080 align:middle line:84%
Words like liberties, the way
how scores are being added up.

00:08:42.080 --> 00:08:43.600 align:middle line:90%
Words from different languages.

00:08:43.600 --> 00:08:47.680 align:middle line:84%
Korean, and Chinese,
and Japanese.

00:08:47.680 --> 00:08:50.240 align:middle line:84%
But most of the research
in this particular book

00:08:50.240 --> 00:08:52.560 align:middle line:84%
refer specifically to
the Japanese tradition.

00:08:52.560 --> 00:08:56.200 align:middle line:84%
So most of the terms
are used in Japanese.

00:08:56.200 --> 00:08:59.490 align:middle line:90%
How many of you heard of Atari?

00:08:59.490 --> 00:09:00.263 align:middle line:90%
Come on.

00:09:00.263 --> 00:09:03.120 align:middle line:90%
AUDIENCE: You said Atari?

00:09:03.120 --> 00:09:04.410 align:middle line:90%
PROFESSOR: OK, all right.

00:09:04.410 --> 00:09:07.830 align:middle line:84%
That's actually supposed to
be a derivation of atari,

00:09:07.830 --> 00:09:11.910 align:middle line:90%
which is a Go term.

00:09:11.910 --> 00:09:14.810 align:middle line:84%
Don't ask me what it means,
I don't actually play Go.

00:09:14.810 --> 00:09:17.820 align:middle line:84%
But these words have
kind of worked its way

00:09:17.820 --> 00:09:24.480 align:middle line:84%
into even cultures that don't
play Go that much, like in much

00:09:24.480 --> 00:09:27.320 align:middle line:90%
of the Western world.

00:09:27.320 --> 00:09:31.100 align:middle line:84%
In the same way [INAUDIBLE]
has made its way

00:09:31.100 --> 00:09:34.260 align:middle line:84%
into talking about
games of chance,

00:09:34.260 --> 00:09:37.820 align:middle line:84%
because that means
dice in Latin.

00:09:37.820 --> 00:09:42.030 align:middle line:90%
Die, specifically, in Latin.

00:09:42.030 --> 00:09:44.760 align:middle line:84%
It's in the same way
that sometimes we

00:09:44.760 --> 00:09:47.280 align:middle line:84%
talk about being
checkmated, even

00:09:47.280 --> 00:09:51.180 align:middle line:84%
when you're not
playing a chess game.

00:09:51.180 --> 00:09:54.260 align:middle line:84%
I'm trying to think of
other chess terminology that

00:09:54.260 --> 00:09:57.895 align:middle line:84%
tends to make its way into
common English parlance.

00:09:57.895 --> 00:10:01.130 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:10:01.130 --> 00:10:02.046 align:middle line:90%
PROFESSOR: [INAUDIBLE]

00:10:02.046 --> 00:10:03.444 align:middle line:90%
AUDIENCE: Yeah, [INAUDIBLE].

00:10:03.444 --> 00:10:06.674 align:middle line:90%


00:10:06.674 --> 00:10:08.007 align:middle line:90%
PROFESSOR: The least worst move.

00:10:08.007 --> 00:10:12.870 align:middle line:90%


00:10:12.870 --> 00:10:15.410 align:middle line:90%
That's a new tone.

00:10:15.410 --> 00:10:17.870 align:middle line:84%
I don't know if they're
specifically from chess.

00:10:17.870 --> 00:10:20.132 align:middle line:84%
I'm thinking more
about like in--

00:10:20.132 --> 00:10:22.824 align:middle line:90%


00:10:22.824 --> 00:10:25.240 align:middle line:84%
It's a concept that applies
to chess in particular, a lot.

00:10:25.240 --> 00:10:25.739 align:middle line:90%
But not--

00:10:25.739 --> 00:10:27.497 align:middle line:84%
AUDIENCE: [INAUDIBLE]
it's probably

00:10:27.497 --> 00:10:31.490 align:middle line:84%
a term that derives elsewhere
that's [INAUDIBLE] in chess.

00:10:31.490 --> 00:10:33.190 align:middle line:84%
But do you think
about tempo in games?

00:10:33.190 --> 00:10:35.307 align:middle line:84%
PROFESSOR: Well, I think
about tempo in games.

00:10:35.307 --> 00:10:36.890 align:middle line:84%
I don't really think
about it in chess

00:10:36.890 --> 00:10:39.250 align:middle line:84%
so much, because I
don't play chess.

00:10:39.250 --> 00:10:43.280 align:middle line:84%
But I've heard
chess commentators

00:10:43.280 --> 00:10:44.927 align:middle line:90%
talk about that a lot.

00:10:44.927 --> 00:10:47.385 align:middle line:84%
AUDIENCE: This isn't really
specifically chess necessarily,

00:10:47.385 --> 00:10:51.680 align:middle line:84%
but a lot of [INAUDIBLE] can
say your move, after you're

00:10:51.680 --> 00:10:52.970 align:middle line:90%
doing something, anything.

00:10:52.970 --> 00:10:53.595 align:middle line:90%
Usually moving.

00:10:53.595 --> 00:10:56.090 align:middle line:90%
[INAUDIBLE]

00:10:56.090 --> 00:10:59.030 align:middle line:84%
PROFESSOR: There's still a
general cheating the world

00:10:59.030 --> 00:10:59.585 align:middle line:90%
as a game.

00:10:59.585 --> 00:11:04.720 align:middle line:84%
Very Sherlock Holmes-y kind of,
I have such a high intellect

00:11:04.720 --> 00:11:07.560 align:middle line:84%
that the world is a game to me,
and this crime is a game to me.

00:11:07.560 --> 00:11:08.500 align:middle line:90%
Something like that.

00:11:08.500 --> 00:11:11.285 align:middle line:90%


00:11:11.285 --> 00:11:13.410 align:middle line:84%
AUDIENCE: [INAUDIBLE] I'm
just thinking [INAUDIBLE]

00:11:13.410 --> 00:11:16.010 align:middle line:84%
PROFESSOR: I'm just trying
to think of all the chess--

00:11:16.010 --> 00:11:21.190 align:middle line:90%
AUDIENCE: [INAUDIBLE] material.

00:11:21.190 --> 00:11:32.695 align:middle line:84%
[INAUDIBLE] the word material,
as a concept of [INAUDIBLE].

00:11:32.695 --> 00:11:34.195 align:middle line:84%
AUDIENCE: [INAUDIBLE]
position where

00:11:34.195 --> 00:11:38.685 align:middle line:84%
you're kind of engaging,
but you probably [INAUDIBLE]

00:11:38.685 --> 00:11:40.060 align:middle line:84%
PROFESSOR: Yeah,
I think that was

00:11:40.060 --> 00:11:41.810 align:middle line:84%
a terminology that
came from outside chess

00:11:41.810 --> 00:11:45.140 align:middle line:90%
and that applied into chess.

00:11:45.140 --> 00:11:48.140 align:middle line:84%
But I've definitely heard
checkmate being used

00:11:48.140 --> 00:11:49.442 align:middle line:90%
outside of chess specifically.

00:11:49.442 --> 00:11:50.900 align:middle line:84%
AUDIENCE: Oh, what
about stalemate?

00:11:50.900 --> 00:11:52.250 align:middle line:90%
PROFESSOR: Oh yeah, stalemate.

00:11:52.250 --> 00:11:54.560 align:middle line:84%
Stalemate is a
situation I generally

00:11:54.560 --> 00:11:58.790 align:middle line:84%
do associate with chess
more than any other game.

00:11:58.790 --> 00:12:01.125 align:middle line:84%
But a stalemate that happens
in a business situation,

00:12:01.125 --> 00:12:06.320 align:middle line:84%
or in a negotiation,
both of us have no way

00:12:06.320 --> 00:12:09.410 align:middle line:84%
to be able to gain an
advantage upon each other.

00:12:09.410 --> 00:12:12.950 align:middle line:84%
So that's a good way that
terminology from something

00:12:12.950 --> 00:12:17.030 align:middle line:84%
that's been as old as chess,
has been as old as Go,

00:12:17.030 --> 00:12:20.440 align:middle line:84%
we haven't preserved much
from tafl unfortunately.

00:12:20.440 --> 00:12:24.440 align:middle line:84%
But it can work its way into
sort of common parlance,

00:12:24.440 --> 00:12:26.850 align:middle line:84%
and that's something that he
does in the analysis of Go

00:12:26.850 --> 00:12:29.630 align:middle line:84%
that I don't see in any other
analysis inside this one

00:12:29.630 --> 00:12:30.350 align:middle line:90%
particular book.

00:12:30.350 --> 00:12:33.814 align:middle line:84%
But you do find it in
other people's writing.

00:12:33.814 --> 00:12:36.540 align:middle line:90%


00:12:36.540 --> 00:12:41.870 align:middle line:84%
There's also a lot of
talk about who play Go.

00:12:41.870 --> 00:12:44.780 align:middle line:84%
Right now, what
is the difference

00:12:44.780 --> 00:12:48.940 align:middle line:84%
between the Japanese
culture of masters.

00:12:48.940 --> 00:12:54.410 align:middle line:84%
Are like few, almost more
scholarly than scholars,

00:12:54.410 --> 00:12:59.300 align:middle line:84%
kind of rarefied elite, who are
assumed to be the absolute best

00:12:59.300 --> 00:13:01.460 align:middle line:90%
players of all, of Go.

00:13:01.460 --> 00:13:02.690 align:middle line:90%
At least in Japan.

00:13:02.690 --> 00:13:05.150 align:middle line:84%
Although, that [INAUDIBLE] the
best player of Go in Japan,

00:13:05.150 --> 00:13:07.150 align:middle line:84%
you're kind of the best
player of Go in general.

00:13:07.150 --> 00:13:11.090 align:middle line:84%
But then, in Korea, you
have exactly a 100 person

00:13:11.090 --> 00:13:12.252 align:middle line:90%
professional association.

00:13:12.252 --> 00:13:14.210 align:middle line:84%
Professional, as in you
are going to make money

00:13:14.210 --> 00:13:15.960 align:middle line:90%
playing this thing.

00:13:15.960 --> 00:13:18.140 align:middle line:84%
There's like a broadcast
culture around it,

00:13:18.140 --> 00:13:21.220 align:middle line:84%
kind of like e-sports
before the e.

00:13:21.220 --> 00:13:23.070 align:middle line:90%
[INAUDIBLE] game on TV, right?

00:13:23.070 --> 00:13:28.850 align:middle line:84%
And there's a lot of hype,
there's money involved in it.

00:13:28.850 --> 00:13:33.020 align:middle line:84%
And becomes this rarefied,
grand master class

00:13:33.020 --> 00:13:34.700 align:middle line:90%
that you're trying to get into.

00:13:34.700 --> 00:13:36.200 align:middle line:84%
Because once you're
into that class,

00:13:36.200 --> 00:13:40.526 align:middle line:84%
then you get to make the
big bucks, a TV personality.

00:13:40.526 --> 00:13:43.430 align:middle line:90%


00:13:43.430 --> 00:13:46.460 align:middle line:84%
In Chinese culture,
it's a little bit more

00:13:46.460 --> 00:13:49.790 align:middle line:90%
of a very historic thing.

00:13:49.790 --> 00:13:51.650 align:middle line:84%
It's this thing
that you could play,

00:13:51.650 --> 00:13:54.050 align:middle line:84%
but you're playing it
for historical reasons.

00:13:54.050 --> 00:13:59.090 align:middle line:84%
It's not a concept at quite as
contemporary a game as mahjong,

00:13:59.090 --> 00:13:59.930 align:middle line:90%
for instance.

00:13:59.930 --> 00:14:02.170 align:middle line:84%
Which is very much
a social game,

00:14:02.170 --> 00:14:03.920 align:middle line:84%
this is a game that
you play with friends.

00:14:03.920 --> 00:14:05.461 align:middle line:84%
It's like a game of
poker when you're

00:14:05.461 --> 00:14:07.900 align:middle line:90%
playing a game of mahjong.

00:14:07.900 --> 00:14:11.120 align:middle line:84%
[INAUDIBLE] doesn't have that
kind of cultural resonance.

00:14:11.120 --> 00:14:13.330 align:middle line:84%
Even though, it's the same
physical-- more or less,

00:14:13.330 --> 00:14:14.570 align:middle line:90%
the same physical game as Go.

00:14:14.570 --> 00:14:16.670 align:middle line:84%
I think there's some
minor scoring changes,

00:14:16.670 --> 00:14:19.820 align:middle line:84%
but otherwise the play
of the game is the same.

00:14:19.820 --> 00:14:25.700 align:middle line:84%
So the evolution of how
this game started off

00:14:25.700 --> 00:14:29.730 align:middle line:90%
as almost a spiritual activity.

00:14:29.730 --> 00:14:33.700 align:middle line:84%
It was something that was
promoted by monks, as something

00:14:33.700 --> 00:14:35.810 align:middle line:90%
that helped meditation.

00:14:35.810 --> 00:14:39.390 align:middle line:84%
And then moved its way from
that into royal courts,

00:14:39.390 --> 00:14:41.390 align:middle line:84%
and then eventually, the
rest of the population.

00:14:41.390 --> 00:14:45.690 align:middle line:84%
For people who aspire to those
kinds of high, lofty, social

00:14:45.690 --> 00:14:46.190 align:middle line:90%
positions.

00:14:46.190 --> 00:14:47.750 align:middle line:84%
It was seen to be
a sort of activity

00:14:47.750 --> 00:14:49.294 align:middle line:84%
that really smart
people will do.

00:14:49.294 --> 00:14:51.710 align:middle line:84%
And then, if you can demonstrate
that you're really smart,

00:14:51.710 --> 00:14:54.810 align:middle line:84%
then you can get jobs
for really smart people.

00:14:54.810 --> 00:14:58.870 align:middle line:84%
Which apparently pay
pretty well in Asia.

00:14:58.870 --> 00:15:05.732 align:middle line:90%


00:15:05.732 --> 00:15:07.440 align:middle line:84%
Then if you've got
the actual description

00:15:07.440 --> 00:15:09.370 align:middle line:90%
of how the game is played.

00:15:09.370 --> 00:15:11.880 align:middle line:84%
But even in this
particular write up,

00:15:11.880 --> 00:15:16.140 align:middle line:84%
the way how they describe
the play of the game

00:15:16.140 --> 00:15:18.340 align:middle line:84%
goes beyond the mechanics
very, very quickly.

00:15:18.340 --> 00:15:22.140 align:middle line:84%
Because the nice thing about Go,
is that the actual rules of Go

00:15:22.140 --> 00:15:24.330 align:middle line:90%
are pretty darn simple.

00:15:24.330 --> 00:15:29.100 align:middle line:84%
The idea of Go is
pretty darn simple.

00:15:29.100 --> 00:15:31.060 align:middle line:84%
There are black
and white stones,

00:15:31.060 --> 00:15:33.900 align:middle line:84%
each player plays all
black or all white stones.

00:15:33.900 --> 00:15:36.972 align:middle line:90%


00:15:36.972 --> 00:15:38.130 align:middle line:90%
You play on the grid.

00:15:38.130 --> 00:15:44.050 align:middle line:90%


00:15:44.050 --> 00:15:48.180 align:middle line:84%
I'm not going to draw the
exact number of lines, but--

00:15:48.180 --> 00:15:49.180 align:middle line:90%
it's that sort of thing.

00:15:49.180 --> 00:15:52.470 align:middle line:90%
You play on the intersections.

00:15:52.470 --> 00:15:56.530 align:middle line:84%
And if you've got a situation
like this, where you've

00:15:56.530 --> 00:15:58.300 align:middle line:84%
got one colored
completely surrounded

00:15:58.300 --> 00:16:04.280 align:middle line:84%
by the other color
on all four sides,

00:16:04.280 --> 00:16:05.710 align:middle line:90%
this piece is eliminated.

00:16:05.710 --> 00:16:08.620 align:middle line:84%
It's captured, it's
taken off the board.

00:16:08.620 --> 00:16:13.530 align:middle line:84%
And you can't repeat the same
board [INAUDIBLE] immediately.

00:16:13.530 --> 00:16:16.920 align:middle line:84%
Like if I have a
weird situation where

00:16:16.920 --> 00:16:19.920 align:middle line:84%
I've got a black piece here,
I've got a black piece here,

00:16:19.920 --> 00:16:21.622 align:middle line:90%
I've got a black piece here.

00:16:21.622 --> 00:16:25.060 align:middle line:90%


00:16:25.060 --> 00:16:26.590 align:middle line:90%
I think that's right.

00:16:26.590 --> 00:16:29.080 align:middle line:84%
And then I immediately
place a black piece here,

00:16:29.080 --> 00:16:31.680 align:middle line:90%
so I captured this piece.

00:16:31.680 --> 00:16:34.602 align:middle line:84%
Your opponent can't then
put a white piece here,

00:16:34.602 --> 00:16:35.560 align:middle line:90%
and capture that piece.

00:16:35.560 --> 00:16:38.320 align:middle line:84%
Because that returns the
board back to the state

00:16:38.320 --> 00:16:42.350 align:middle line:84%
that it was just a
couple of seconds ago.

00:16:42.350 --> 00:16:44.529 align:middle line:90%
That's basically the rules.

00:16:44.529 --> 00:16:47.070 align:middle line:84%
There's a whole chunk of rules
on how you figure out who won,

00:16:47.070 --> 00:16:48.920 align:middle line:90%
by basically scoring things.

00:16:48.920 --> 00:16:52.420 align:middle line:84%
And I've seen students show me
many different ways of scoring

00:16:52.420 --> 00:16:55.360 align:middle line:84%
that, some of them pretty
elegant, some of them

00:16:55.360 --> 00:16:59.290 align:middle line:84%
pretty clumsy, but they all
add up to the same numbers.

00:16:59.290 --> 00:17:03.040 align:middle line:84%
So it's basically a lot
of different algorithms

00:17:03.040 --> 00:17:06.970 align:middle line:84%
to get the same
result. But in the end,

00:17:06.970 --> 00:17:10.450 align:middle line:84%
the basic idea is just
surround your opponent.

00:17:10.450 --> 00:17:15.210 align:middle line:84%
But once you get from that
into all of the higher level

00:17:15.210 --> 00:17:16.300 align:middle line:90%
strategies of the--

00:17:16.300 --> 00:17:20.920 align:middle line:84%
OK, out of this game mechanic,
what are all of the things

00:17:20.920 --> 00:17:24.345 align:middle line:84%
that you have to do to be
able to play out this game

00:17:24.345 --> 00:17:25.579 align:middle line:90%
to your own advantage.

00:17:25.579 --> 00:17:27.040 align:middle line:84%
You start going
into things like,

00:17:27.040 --> 00:17:29.950 align:middle line:84%
how important is it
to be able to capture

00:17:29.950 --> 00:17:32.330 align:middle line:84%
the corners of the
board, for instance.

00:17:32.330 --> 00:17:33.940 align:middle line:84%
What are the typical
opening moves

00:17:33.940 --> 00:17:36.580 align:middle line:90%
that you see in this game?

00:17:36.580 --> 00:17:39.865 align:middle line:84%
Where in his same analysis,
in the same chapter of reversi

00:17:39.865 --> 00:17:43.300 align:middle line:84%
in Othello, it just
largely comes down to,

00:17:43.300 --> 00:17:47.281 align:middle line:84%
are you playing your
pieces like this.

00:17:47.281 --> 00:17:52.489 align:middle line:84%
Or are you playing
your pieces like this.

00:17:52.489 --> 00:17:54.030 align:middle line:84%
Or do you not have
the choice at all,

00:17:54.030 --> 00:17:55.800 align:middle line:84%
because you're playing
Othello, and that's

00:17:55.800 --> 00:17:57.480 align:middle line:90%
what you started with.

00:17:57.480 --> 00:18:00.340 align:middle line:84%
That's basically the entire
analysis of your opening moves

00:18:00.340 --> 00:18:02.010 align:middle line:90%
of Othello that he gives.

00:18:02.010 --> 00:18:04.380 align:middle line:84%
But then when you're
go into Go, there's

00:18:04.380 --> 00:18:08.610 align:middle line:84%
a whole section on why
the opening moves have

00:18:08.610 --> 00:18:11.510 align:middle line:90%
such a long term impact.

00:18:11.510 --> 00:18:14.500 align:middle line:84%
And like chess, there
is an opening game,

00:18:14.500 --> 00:18:16.410 align:middle line:84%
there's a mid-game,
there's an endgame.

00:18:16.410 --> 00:18:19.980 align:middle line:84%
The end game is kind of like,
no real surprises at that point.

00:18:19.980 --> 00:18:21.490 align:middle line:84%
You're just kind
of rounding up what

00:18:21.490 --> 00:18:22.740 align:middle line:90%
was developed in the mid game.

00:18:22.740 --> 00:18:25.530 align:middle line:84%
The mid game is
where all the really

00:18:25.530 --> 00:18:28.410 align:middle line:84%
sort of strike from
behind, caught you

00:18:28.410 --> 00:18:30.500 align:middle line:90%
by surprise stuff happens.

00:18:30.500 --> 00:18:32.720 align:middle line:84%
And the beginning
of the game is just

00:18:32.720 --> 00:18:35.970 align:middle line:84%
setting up those situations
so that that kind of thing

00:18:35.970 --> 00:18:36.500 align:middle line:90%
can happen.

00:18:36.500 --> 00:18:41.130 align:middle line:90%


00:18:41.130 --> 00:18:46.110 align:middle line:84%
I think it is nice to be able to
try to imagine what a game that

00:18:46.110 --> 00:18:49.960 align:middle line:84%
has been around that long, that
can develop all that richness.

00:18:49.960 --> 00:18:54.860 align:middle line:84%
This cultural richness, its game
mechanic and strategy richness.

00:18:54.860 --> 00:18:57.510 align:middle line:84%
That sort of
linguistic richness--

00:18:57.510 --> 00:19:00.090 align:middle line:84%
how nice it will be to
be like the person who

00:19:00.090 --> 00:19:01.410 align:middle line:90%
designs the game like that.

00:19:01.410 --> 00:19:05.570 align:middle line:84%
Except no one will ever remember
you, which is kind of sad.

00:19:05.570 --> 00:19:12.760 align:middle line:84%
But also, what would that
kind of game have to have?

00:19:12.760 --> 00:19:15.640 align:middle line:84%
And I like also indulge
in a little brainstorming.

00:19:15.640 --> 00:19:19.890 align:middle line:84%
It's like, if you wanted to--
if it's explicitly your goal

00:19:19.890 --> 00:19:22.830 align:middle line:84%
to work with a team, to try
to develop a game that people

00:19:22.830 --> 00:19:27.090 align:middle line:84%
will be playing
1,000 years from now.

00:19:27.090 --> 00:19:28.720 align:middle line:90%
What would a game have to have?

00:19:28.720 --> 00:19:30.875 align:middle line:90%
What do they need to be?

00:19:30.875 --> 00:19:34.592 align:middle line:84%
AUDIENCE: It really has
to be just like chess

00:19:34.592 --> 00:19:37.440 align:middle line:84%
or go, in the sense that it
has to be simple to learn,

00:19:37.440 --> 00:19:39.401 align:middle line:90%
and infinite strategy.

00:19:39.401 --> 00:19:42.263 align:middle line:90%


00:19:42.263 --> 00:19:45.012 align:middle line:84%
It has to be
entirely unbreakable.

00:19:45.012 --> 00:19:45.970 align:middle line:90%
PROFESSOR: Unbreakable?

00:19:45.970 --> 00:19:47.533 align:middle line:90%
As in--

00:19:47.533 --> 00:19:51.780 align:middle line:84%
AUDIENCE: As in no computer
could ever solve Go.

00:19:51.780 --> 00:19:53.275 align:middle line:84%
In the history of
humanity, it'll

00:19:53.275 --> 00:19:54.734 align:middle line:90%
just probably never happen.

00:19:54.734 --> 00:19:58.350 align:middle line:84%
PROFESSOR: Well, no
computer's solved it, yet.

00:19:58.350 --> 00:20:00.830 align:middle line:84%
I'm not sure if anyone's
proven that it can't be solved.

00:20:00.830 --> 00:20:01.510 align:middle line:90%
AUDIENCE: No, [INAUDIBLE]

00:20:01.510 --> 00:20:02.176 align:middle line:90%
PROFESSOR: Yeah.

00:20:02.176 --> 00:20:03.350 align:middle line:90%
AUDIENCE: Probably can.

00:20:03.350 --> 00:20:06.900 align:middle line:90%
The numbers are astronomical.

00:20:06.900 --> 00:20:08.880 align:middle line:84%
The chess numbers
are astronomical.

00:20:08.880 --> 00:20:09.830 align:middle line:90%
[INTERPOSING VOICES]

00:20:09.830 --> 00:20:12.570 align:middle line:84%
PROFESSOR: The test
numbers are huge.

00:20:12.570 --> 00:20:16.070 align:middle line:84%
AUDIENCE: [INAUDIBLE] no
way to simplify the problem.

00:20:16.070 --> 00:20:19.916 align:middle line:84%
If you're saying [INAUDIBLE]
can't be solved, [INAUDIBLE].

00:20:19.916 --> 00:20:27.190 align:middle line:90%


00:20:27.190 --> 00:20:30.585 align:middle line:84%
Rubik's cube can be
solved [INAUDIBLE]--

00:20:30.585 --> 00:20:33.010 align:middle line:84%
any Rubik's cube can be solved
in 20 or fewer intervals.

00:20:33.010 --> 00:20:40.800 align:middle line:90%
[INAUDIBLE]

00:20:40.800 --> 00:20:46.366 align:middle line:84%
AUDIENCE: They actually sort
of just figured out [INAUDIBLE]

00:20:46.366 --> 00:20:47.740 align:middle line:84%
and then solved
all those pieces.

00:20:47.740 --> 00:20:49.410 align:middle line:90%
[INAUDIBLE]

00:20:49.410 --> 00:20:54.060 align:middle line:84%
PROFESSOR: So again, that's hard
to reduce into a simple form,

00:20:54.060 --> 00:20:55.590 align:middle line:90%
which then can be solved.

00:20:55.590 --> 00:20:57.900 align:middle line:84%
It gives you an idea
that there's always

00:20:57.900 --> 00:21:01.564 align:middle line:84%
going to be at least a
minimum a level of complexity.

00:21:01.564 --> 00:21:16.190 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:21:16.190 --> 00:21:17.900 align:middle line:84%
PROFESSOR: Yeah, I
can imagine that.

00:21:17.900 --> 00:21:19.649 align:middle line:84%
But there are sports
that have been around

00:21:19.649 --> 00:21:22.610 align:middle line:84%
for a real long
time, and you know,

00:21:22.610 --> 00:21:26.880 align:middle line:84%
I try to think of one that's
been around for 1,000 years.

00:21:26.880 --> 00:21:29.600 align:middle line:84%
I'm thinking javelin probably
has been around at least that

00:21:29.600 --> 00:21:32.015 align:middle line:90%
long?

00:21:32.015 --> 00:21:34.860 align:middle line:90%
Those are dexterous games.

00:21:34.860 --> 00:21:36.740 align:middle line:84%
But [INAUDIBLE]
make a board game,

00:21:36.740 --> 00:21:39.650 align:middle line:84%
you're gonna make a board game
to last the length of time,

00:21:39.650 --> 00:21:44.195 align:middle line:84%
it can't be something
like a flicking game.

00:21:44.195 --> 00:21:46.820 align:middle line:84%
I've played flicking games that
have been around, but maybe not

00:21:46.820 --> 00:21:48.068 align:middle line:90%
1,000 years.

00:21:48.068 --> 00:21:49.750 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:21:49.750 --> 00:21:51.890 align:middle line:84%
PROFESSOR: How long
has chess been around?

00:21:51.890 --> 00:21:54.350 align:middle line:84%
Someone with Wikipedia
should answer that question.

00:21:54.350 --> 00:21:58.510 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:21:58.510 --> 00:22:02.380 align:middle line:84%
PROFESSOR: It has gone through
several different versions.

00:22:02.380 --> 00:22:04.970 align:middle line:84%
Like there's a time where
the queen was a vizier.

00:22:04.970 --> 00:22:07.520 align:middle line:90%


00:22:07.520 --> 00:22:09.740 align:middle line:84%
We're talking about
versions of the game that

00:22:09.740 --> 00:22:12.650 align:middle line:84%
existed in India, and
in the Middle East.

00:22:12.650 --> 00:22:13.650 align:middle line:90%
AUDIENCE: Sixth century.

00:22:13.650 --> 00:22:14.941 align:middle line:90%
PROFESSOR: Sixth century, yeah.

00:22:14.941 --> 00:22:17.870 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:22:17.870 --> 00:22:21.860 align:middle line:84%
PROFESSOR: I think the
most recent version--

00:22:21.860 --> 00:22:23.720 align:middle line:84%
the most recent
change I think, would

00:22:23.720 --> 00:22:26.200 align:middle line:90%
be the power of the queen.

00:22:26.200 --> 00:22:29.020 align:middle line:90%
And that was Queen Isabella?

00:22:29.020 --> 00:22:36.140 align:middle line:84%
AUDIENCE: Kind of, it's like
mid 1400s, early 1500s in Spain.

00:22:36.140 --> 00:22:45.400 align:middle line:84%
[INAUDIBLE] but that's
about when she gets the--

00:22:45.400 --> 00:22:47.599 align:middle line:84%
PROFESSOR: The zoom right
across the board thing.

00:22:47.599 --> 00:22:53.664 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:22:53.664 --> 00:22:54.330 align:middle line:90%
PROFESSOR: Yeah.

00:22:54.330 --> 00:22:57.690 align:middle line:90%
And I'm not so sure.

00:22:57.690 --> 00:23:00.700 align:middle line:84%
There are a lot of
iterations over how

00:23:00.700 --> 00:23:04.710 align:middle line:84%
a tournament needs to be
played out, the long details.

00:23:04.710 --> 00:23:06.400 align:middle line:90%
But then things like--

00:23:06.400 --> 00:23:08.380 align:middle line:84%
basic things, like
how does a piece move.

00:23:08.380 --> 00:23:12.240 align:middle line:84%
I think the biggest change
was probably the queen's.

00:23:12.240 --> 00:23:16.070 align:middle line:84%
So I was talking about
like 1400s or 1600s,

00:23:16.070 --> 00:23:18.515 align:middle line:90%
but then that's a 200 period.

00:23:18.515 --> 00:23:20.890 align:middle line:84%
When you have a bunch of really
powerful European queens,

00:23:20.890 --> 00:23:21.640 align:middle line:90%
right?

00:23:21.640 --> 00:23:23.856 align:middle line:90%
That inspires this.

00:23:23.856 --> 00:23:27.939 align:middle line:84%
AUDIENCE: The game has to be
very, very, very balanced.

00:23:27.939 --> 00:23:28.980 align:middle line:90%
PROFESSOR: Very balanced?

00:23:28.980 --> 00:23:32.260 align:middle line:84%
As in, both sides has a
good chance of succeeding?

00:23:32.260 --> 00:23:32.898 align:middle line:90%
Yeah.

00:23:32.898 --> 00:23:41.720 align:middle line:84%
AUDIENCE: [INAUDIBLE]
but it's not like--

00:23:41.720 --> 00:23:43.970 align:middle line:84%
PROFESSOR: I don't think
[INAUDIBLE] is saying that it

00:23:43.970 --> 00:23:46.510 align:middle line:90%
has to be exactly balanced.

00:23:46.510 --> 00:23:48.070 align:middle line:90%
Just pretty darn close.

00:23:48.070 --> 00:23:51.052 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:23:51.052 --> 00:23:52.760 align:middle line:84%
PROFESSOR: The 55-45
is not close at all.

00:23:52.760 --> 00:23:53.380 align:middle line:90%
I [INAUDIBLE].

00:23:53.380 --> 00:24:03.510 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:24:03.510 --> 00:24:04.830 align:middle line:90%
[INTERPOSING VOICES]

00:24:04.830 --> 00:24:07.626 align:middle line:90%
AUDIENCE: Play a [INAUDIBLE]

00:24:07.626 --> 00:24:10.564 align:middle line:84%
AUDIENCE: So consider the
concept of grand master play

00:24:10.564 --> 00:24:12.300 align:middle line:84%
[INAUDIBLE] in
tournaments where they're

00:24:12.300 --> 00:24:16.846 align:middle line:84%
playing [INAUDIBLE]
they're not going to play

00:24:16.846 --> 00:24:18.010 align:middle line:90%
to win every single game.

00:24:18.010 --> 00:24:20.885 align:middle line:84%
AUDIENCE: [INAUDIBLE]
something along the lines

00:24:20.885 --> 00:24:24.390 align:middle line:84%
of like, right now, a
vast majority of games are

00:24:24.390 --> 00:24:25.200 align:middle line:90%
[INAUDIBLE].

00:24:25.200 --> 00:24:28.110 align:middle line:90%


00:24:28.110 --> 00:24:30.860 align:middle line:84%
AUDIENCE: So think of the
people behind chess games,

00:24:30.860 --> 00:24:35.290 align:middle line:84%
why would that be [INAUDIBLE]
against [INAUDIBLE].

00:24:35.290 --> 00:24:38.153 align:middle line:84%
AUDIENCE: Go being
black is supposed

00:24:38.153 --> 00:24:40.210 align:middle line:90%
to be a six point advantage.

00:24:40.210 --> 00:24:42.774 align:middle line:90%


00:24:42.774 --> 00:24:45.400 align:middle line:84%
AUDIENCE: I wondered,
does this game have

00:24:45.400 --> 00:24:46.915 align:middle line:90%
to be competitive in nature?

00:24:46.915 --> 00:24:48.880 align:middle line:84%
PROFESSOR: Does it
has to be competitive?

00:24:48.880 --> 00:24:50.840 align:middle line:84%
Can you make a
cooperative game that--

00:24:50.840 --> 00:24:52.206 align:middle line:90%
AUDIENCE: Think are competitive.

00:24:52.206 --> 00:24:58.776 align:middle line:84%
We still don't know the
rules for [INAUDIBLE] Ur

00:24:58.776 --> 00:25:00.370 align:middle line:90%
is before senet.

00:25:00.370 --> 00:25:01.870 align:middle line:84%
PROFESSOR: All we
have is the board.

00:25:01.870 --> 00:25:04.040 align:middle line:84%
AUDIENCE: Senet, I
think, was solitaire,

00:25:04.040 --> 00:25:06.029 align:middle line:90%
in one version of it.

00:25:06.029 --> 00:25:07.112 align:middle line:90%
PROFESSOR: No rules exist.

00:25:07.112 --> 00:25:14.790 align:middle line:84%
AUDIENCE: [INAUDIBLE] I was
wondering if the game happened

00:25:14.790 --> 00:25:20.020 align:middle line:90%
to be two players [INAUDIBLE]

00:25:20.020 --> 00:25:24.070 align:middle line:84%
PROFESSOR: Again, let's
think, not necessarily Go

00:25:24.070 --> 00:25:27.690 align:middle line:84%
and chess, but also things
like athletics, sports, right?

00:25:27.690 --> 00:25:30.160 align:middle line:84%
All these things that
we associate with games,

00:25:30.160 --> 00:25:33.200 align:middle line:84%
rather than just a
pure test of strength.

00:25:33.200 --> 00:25:34.950 align:middle line:84%
AUDIENCE: Sorry, but
I thought each course

00:25:34.950 --> 00:25:38.280 align:middle line:84%
it tends to be [INAUDIBLE] so
that's sort of an abstraction.

00:25:38.280 --> 00:25:42.660 align:middle line:90%
But not necessarily [INAUDIBLE]

00:25:42.660 --> 00:25:45.130 align:middle line:84%
PROFESSOR: I'm thinking,
what's the oldest team

00:25:45.130 --> 00:25:47.476 align:middle line:90%
game that we can think of.

00:25:47.476 --> 00:25:48.050 align:middle line:90%
Hurling?

00:25:48.050 --> 00:25:55.330 align:middle line:84%
AUDIENCE: The one [INAUDIBLE]
balls, [INAUDIBLE]

00:25:55.330 --> 00:25:59.292 align:middle line:84%
PROFESSOR: Is that what people
associate that with basketball?

00:25:59.292 --> 00:26:01.250 align:middle line:84%
AUDIENCE: I don't know,
[INAUDIBLE] basketball,

00:26:01.250 --> 00:26:05.721 align:middle line:90%
I just [INAUDIBLE]

00:26:05.721 --> 00:26:09.010 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:26:09.010 --> 00:26:11.680 align:middle line:84%
PROFESSOR: Yeah, I think
rolling on the ground--

00:26:11.680 --> 00:26:14.400 align:middle line:84%
balls rolling on the ground
are a little bit more common.

00:26:14.400 --> 00:26:16.190 align:middle line:90%
So I'm gonna get [INAUDIBLE]

00:26:16.190 --> 00:26:21.100 align:middle line:84%
AUDIENCE: So I was gonna say,
sort of based off [INAUDIBLE],

00:26:21.100 --> 00:26:23.730 align:middle line:84%
it seems like it's
helpful if it's

00:26:23.730 --> 00:26:25.390 align:middle line:84%
the sort of game
where you can build up

00:26:25.390 --> 00:26:30.200 align:middle line:84%
a culture of
competition around it.

00:26:30.200 --> 00:26:32.867 align:middle line:84%
It seems that seems to
help keep things rolling.

00:26:32.867 --> 00:26:35.200 align:middle line:84%
PROFESSOR: So it implies that
there's some type of skill

00:26:35.200 --> 00:26:36.616 align:middle line:84%
that you can
develop, and then you

00:26:36.616 --> 00:26:38.075 align:middle line:84%
can compete against
other people.

00:26:38.075 --> 00:26:41.030 align:middle line:90%


00:26:41.030 --> 00:26:48.870 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:26:48.870 --> 00:26:50.286 align:middle line:84%
PROFESSOR: Let me
get Laura first.

00:26:50.286 --> 00:26:53.686 align:middle line:84%
AUDIENCE: [INAUDIBLE]
look at any evaluation

00:26:53.686 --> 00:26:56.585 align:middle line:90%
six and a half points.

00:26:56.585 --> 00:26:57.210 align:middle line:90%
LAURA: So for--

00:26:57.210 --> 00:26:58.510 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:26:58.510 --> 00:27:02.169 align:middle line:84%
LAURA: According to what
[INAUDIBLE] percent for white.

00:27:02.169 --> 00:27:04.950 align:middle line:84%
But it said that, and
this kind of makes sense,

00:27:04.950 --> 00:27:10.010 align:middle line:84%
if you're like novice players,
it's pretty much [INAUDIBLE].

00:27:10.010 --> 00:27:11.616 align:middle line:90%
It's much closer.

00:27:11.616 --> 00:27:12.740 align:middle line:90%
Which makes a lot of sense.

00:27:12.740 --> 00:27:16.726 align:middle line:84%
And it also means it
does affect people

00:27:16.726 --> 00:27:20.709 align:middle line:84%
in some way to like try to learn
strategy, because [INAUDIBLE].

00:27:20.709 --> 00:27:23.549 align:middle line:90%


00:27:23.549 --> 00:27:25.340 align:middle line:84%
PROFESSOR: The more
you know, the better it

00:27:25.340 --> 00:27:27.423 align:middle line:84%
is for you when you start
off as white, as opposed

00:27:27.423 --> 00:27:30.650 align:middle line:84%
to it being just like a
completely [INAUDIBLE] thing.

00:27:30.650 --> 00:27:34.320 align:middle line:84%
AUDIENCE: For a lot of these,
I think a cultural incentive

00:27:34.320 --> 00:27:35.180 align:middle line:90%
can help a lot.

00:27:35.180 --> 00:27:39.152 align:middle line:84%
So for both these games,
you were basically

00:27:39.152 --> 00:27:42.250 align:middle line:84%
considered intelligent if
you could play it well.

00:27:42.250 --> 00:27:46.424 align:middle line:84%
And then for a lot of
the sports, you were--

00:27:46.424 --> 00:27:49.245 align:middle line:84%
if you won the Olympics in
ancient Greece, or something.

00:27:49.245 --> 00:27:50.522 align:middle line:90%
That was a huge deal.

00:27:50.522 --> 00:27:52.646 align:middle line:84%
[INAUDIBLE] cultural
significance could really help

00:27:52.646 --> 00:27:54.520 align:middle line:90%
you develop more of a--

00:27:54.520 --> 00:27:58.699 align:middle line:84%
an entire population
might try as opposed

00:27:58.699 --> 00:28:00.240 align:middle line:84%
to a game that
doesn't really matter.

00:28:00.240 --> 00:28:02.690 align:middle line:84%
PROFESSOR: So what
I'm hearing is either

00:28:02.690 --> 00:28:05.004 align:middle line:84%
you'll end a war by
playing a game, that's

00:28:05.004 --> 00:28:07.420 align:middle line:84%
one way to get somewhere, like
real cultural significance.

00:28:07.420 --> 00:28:10.730 align:middle line:84%
And a lot of athletic
events, the Olympics

00:28:10.730 --> 00:28:13.480 align:middle line:84%
are kind of about that
sort of thing right.

00:28:13.480 --> 00:28:16.143 align:middle line:84%
Or you get a king
to play that game.

00:28:16.143 --> 00:28:22.550 align:middle line:84%
[INAUDIBLE] Which could
work, definitely chess

00:28:22.550 --> 00:28:24.820 align:middle line:90%
has had intellectual leaders.

00:28:24.820 --> 00:28:27.272 align:middle line:90%
You know, artists for instance.

00:28:27.272 --> 00:28:30.630 align:middle line:84%
I try to remember which authors
were really, really into chess.

00:28:30.630 --> 00:28:33.590 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:28:33.590 --> 00:28:34.940 align:middle line:90%
PROFESSOR: Yeah.

00:28:34.940 --> 00:28:37.610 align:middle line:84%
I wouldn't be surprised
if military leadership

00:28:37.610 --> 00:28:38.517 align:middle line:90%
were into that.

00:28:38.517 --> 00:28:40.400 align:middle line:84%
I'm actually thinking
that maybe instead

00:28:40.400 --> 00:28:42.080 align:middle line:84%
of balance, what
we're going to say

00:28:42.080 --> 00:28:46.780 align:middle line:84%
is that each side has
a fighting chance.

00:28:46.780 --> 00:28:50.660 align:middle line:84%
It's not so off balance
that games often

00:28:50.660 --> 00:28:55.000 align:middle line:90%
end in foregone conclusions.

00:28:55.000 --> 00:29:02.142 align:middle line:84%
Even when black has a
disadvantage in chess,

00:29:02.142 --> 00:29:03.100 align:middle line:90%
black can do something.

00:29:03.100 --> 00:29:05.290 align:middle line:90%
Like force a stalemate.

00:29:05.290 --> 00:29:08.320 align:middle line:84%
And that gets that
both player's agency

00:29:08.320 --> 00:29:09.897 align:middle line:84%
over the outcome
of the game, even

00:29:09.897 --> 00:29:11.980 align:middle line:84%
if what they're trying to
accomplish is different.

00:29:11.980 --> 00:29:13.180 align:middle line:84%
White is trying to
accomplish victory,

00:29:13.180 --> 00:29:14.867 align:middle line:84%
black is just trying
to prevent it.

00:29:14.867 --> 00:29:19.397 align:middle line:90%


00:29:19.397 --> 00:29:21.522 align:middle line:84%
AUDIENCE: In chess, actually,
the most recent rules

00:29:21.522 --> 00:29:23.160 align:middle line:90%
changed [INAUDIBLE] 2001.

00:29:23.160 --> 00:29:24.700 align:middle line:90%
PROFESSOR: 2001?

00:29:24.700 --> 00:29:26.636 align:middle line:90%
That's a while ago.

00:29:26.636 --> 00:29:27.770 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:29:27.770 --> 00:29:30.550 align:middle line:84%
PROFESSOR: Yeah,
it's pretty stable.

00:29:30.550 --> 00:29:33.040 align:middle line:84%
I will say that once you've
been around that long,

00:29:33.040 --> 00:29:36.445 align:middle line:84%
you've had enough tweaks to your
rules that things can work out.

00:29:36.445 --> 00:29:38.320 align:middle line:84%
People are still changing
the rules of things

00:29:38.320 --> 00:29:39.900 align:middle line:90%
like American football.

00:29:39.900 --> 00:29:41.374 align:middle line:90%
That's--

00:29:41.374 --> 00:29:43.690 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:29:43.690 --> 00:29:46.757 align:middle line:84%
PROFESSOR: Sometimes those rules
changes are for things like,

00:29:46.757 --> 00:29:48.340 align:middle line:84%
well, we need to
make it easier for us

00:29:48.340 --> 00:29:50.790 align:middle line:90%
to insert ads into this game.

00:29:50.790 --> 00:29:54.430 align:middle line:84%
And in football and such,
it was just like that.

00:29:54.430 --> 00:30:00.490 align:middle line:84%
So whether that makes it
have longevity, I don't know.

00:30:00.490 --> 00:30:02.740 align:middle line:84%
But it certainly [INAUDIBLE]
the current health of it,

00:30:02.740 --> 00:30:07.420 align:middle line:84%
it works with the current
economics of times.

00:30:07.420 --> 00:30:09.640 align:middle line:84%
I don't know if Go and
chess ever did that,

00:30:09.640 --> 00:30:13.930 align:middle line:84%
but but maybe that's why
the intellectual-- if you

00:30:13.930 --> 00:30:16.620 align:middle line:84%
can go into the
actual cultural value,

00:30:16.620 --> 00:30:19.470 align:middle line:90%
you can go for commercial value.

00:30:19.470 --> 00:30:21.310 align:middle line:90%
That works too, right?

00:30:21.310 --> 00:30:24.970 align:middle line:90%


00:30:24.970 --> 00:30:27.260 align:middle line:84%
And you know the
idea is, if you want

00:30:27.260 --> 00:30:29.287 align:middle line:84%
to make a game that
is really, really

00:30:29.287 --> 00:30:30.620 align:middle line:90%
going to stand the test of time.

00:30:30.620 --> 00:30:35.320 align:middle line:84%
Either as a full game, or
a sport, or a board game,

00:30:35.320 --> 00:30:37.915 align:middle line:90%
card game.

00:30:37.915 --> 00:30:39.290 align:middle line:84%
AUDIENCE: I guess
now, it doesn't

00:30:39.290 --> 00:30:41.700 align:middle line:84%
have to be simple learned,
but it should also

00:30:41.700 --> 00:30:44.390 align:middle line:90%
help make it simple to teach.

00:30:44.390 --> 00:30:46.492 align:middle line:90%
Pass on the game really easily.

00:30:46.492 --> 00:30:49.910 align:middle line:84%
PROFESSOR: You've got to get
generations to pick it up

00:30:49.910 --> 00:30:50.710 align:middle line:90%
over time.

00:30:50.710 --> 00:30:54.170 align:middle line:84%
AUDIENCE: Especially
where it's a board, then

00:30:54.170 --> 00:30:55.990 align:middle line:90%
two different colored rocks.

00:30:55.990 --> 00:30:59.420 align:middle line:84%
So even if you don't
have manufactured board,

00:30:59.420 --> 00:31:00.790 align:middle line:90%
you could teach someone.

00:31:00.790 --> 00:31:02.914 align:middle line:84%
PROFESSOR: Like a [INAUDIBLE]
or on the whiteboard.

00:31:02.914 --> 00:31:05.120 align:middle line:84%
AUDIENCE: Or like,
pennies and quarters.

00:31:05.120 --> 00:31:06.830 align:middle line:90%
PROFESSOR: Yeah, exactly.

00:31:06.830 --> 00:31:09.330 align:middle line:84%
AUDIENCE: And I was going to
say basically it also helps

00:31:09.330 --> 00:31:12.830 align:middle line:90%
a lot where it's simple.

00:31:12.830 --> 00:31:15.066 align:middle line:84%
Because obviously
that means that

00:31:15.066 --> 00:31:21.776 align:middle line:84%
you [INAUDIBLE], and that it
adds extreme amounts of value,

00:31:21.776 --> 00:31:23.267 align:middle line:90%
the ability to pass it on.

00:31:23.267 --> 00:31:26.700 align:middle line:90%


00:31:26.700 --> 00:31:29.920 align:middle line:84%
PROFESSOR: In sports, you
are sort of like it's--

00:31:29.920 --> 00:31:32.640 align:middle line:84%
you are sort of constrained
to essentially having

00:31:32.640 --> 00:31:34.500 align:middle line:84%
a large enough
space, flat space,

00:31:34.500 --> 00:31:37.270 align:middle line:90%
that you can play a game.

00:31:37.270 --> 00:31:39.060 align:middle line:84%
But assuming that's
something that's

00:31:39.060 --> 00:31:41.580 align:middle line:84%
fairly easy to find
around the world,

00:31:41.580 --> 00:31:46.160 align:middle line:84%
maybe increasingly
hard as time goes on.

00:31:46.160 --> 00:31:47.910 align:middle line:84%
Something like soccer
is very easy, right?

00:31:47.910 --> 00:31:50.190 align:middle line:84%
You know, it's like you
don't really need a goal,

00:31:50.190 --> 00:31:54.120 align:middle line:84%
you just need things to
mark goalposts, and corners.

00:31:54.120 --> 00:31:55.140 align:middle line:90%
And then you can play.

00:31:55.140 --> 00:31:56.880 align:middle line:84%
It's probably a
little bit harder

00:31:56.880 --> 00:31:59.850 align:middle line:84%
to do something like
baseball, where not only

00:31:59.850 --> 00:32:04.560 align:middle line:84%
do you need to be able to
mark out the playing space,

00:32:04.560 --> 00:32:08.280 align:middle line:84%
but you've also got to
have all the right--

00:32:08.280 --> 00:32:12.040 align:middle line:84%
a stick and thing that you can
throw without hurting anybody.

00:32:12.040 --> 00:32:14.070 align:middle line:84%
And theoretically, you
could play baseball

00:32:14.070 --> 00:32:16.350 align:middle line:84%
with a rock and a
stick, but you know,

00:32:16.350 --> 00:32:18.485 align:middle line:84%
that game's probably
not going to catch on.

00:32:18.485 --> 00:32:21.010 align:middle line:90%


00:32:21.010 --> 00:32:23.779 align:middle line:90%
Maybe it does.

00:32:23.779 --> 00:32:32.478 align:middle line:84%
AUDIENCE: Building off of
[INAUDIBLE] old objects

00:32:32.478 --> 00:32:36.832 align:middle line:90%
and simple the game [INAUDIBLE]

00:32:36.832 --> 00:32:38.290 align:middle line:84%
PROFESSOR: It is
amazing how that's

00:32:38.290 --> 00:32:41.850 align:middle line:84%
worked with chess, because chess
has so many different pieces.

00:32:41.850 --> 00:32:45.460 align:middle line:84%
But you know, you've
seen boards being

00:32:45.460 --> 00:32:50.080 align:middle line:84%
made by people who
were basically hermits,

00:32:50.080 --> 00:32:53.920 align:middle line:90%
handcrafted stuff.

00:32:53.920 --> 00:32:58.180 align:middle line:84%
And pieces that just
like made out of like--

00:32:58.180 --> 00:33:03.580 align:middle line:84%
people who were like survivors
of a plane crash [INAUDIBLE]

00:33:03.580 --> 00:33:06.330 align:middle line:84%
waiting to be rescued,
and things like that.

00:33:06.330 --> 00:33:11.090 align:middle line:84%
You can actually reproduce
the border pretty easily.

00:33:11.090 --> 00:33:13.790 align:middle line:84%
So it can just use pieces to
be able to reproduce that.

00:33:13.790 --> 00:33:21.400 align:middle line:90%


00:33:21.400 --> 00:33:25.180 align:middle line:84%
I wonder at what point
complex becomes too complex.

00:33:25.180 --> 00:33:30.340 align:middle line:84%
Because if chess is just
on the right side of just

00:33:30.340 --> 00:33:33.327 align:middle line:84%
easy enough to reproduce,
I can't imagine

00:33:33.327 --> 00:33:35.410 align:middle line:84%
it gets much harder, much
more complex than chess,

00:33:35.410 --> 00:33:40.748 align:middle line:84%
to get to the point where we
just can't reproduce anymore.

00:33:40.748 --> 00:33:44.010 align:middle line:90%
AUDIENCE: Mahjong or shogi.

00:33:44.010 --> 00:33:45.330 align:middle line:90%
PROFESSOR: Oh, mahjong pieces.

00:33:45.330 --> 00:33:46.510 align:middle line:90%
Oh, good Lord.

00:33:46.510 --> 00:33:49.396 align:middle line:84%
AUDIENCE: There's something
about them that's going on.

00:33:49.396 --> 00:33:50.520 align:middle line:90%
Chess piece doesn't quite--

00:33:50.520 --> 00:33:51.520 align:middle line:90%
[INAUDIBLE]

00:33:51.520 --> 00:33:57.410 align:middle line:84%
AUDIENCE: Chess is kind
of nice [INAUDIBLE]

00:33:57.410 --> 00:33:58.846 align:middle line:84%
PROFESSOR: This
is sort of like--

00:33:58.846 --> 00:34:03.042 align:middle line:84%
AUDIENCE: There's like an
accepted aesthetic for it,

00:34:03.042 --> 00:34:05.914 align:middle line:84%
but you could play it with
cut out pieces of paper

00:34:05.914 --> 00:34:06.830 align:middle line:90%
into different shapes.

00:34:06.830 --> 00:34:09.060 align:middle line:90%
PROFESSOR: Right.

00:34:09.060 --> 00:34:12.000 align:middle line:84%
Or you just draw
the icons on it.

00:34:12.000 --> 00:34:13.590 align:middle line:84%
Or you can do the
Lord of the Rings

00:34:13.590 --> 00:34:16.380 align:middle line:84%
chess set for instance,
where instead of a king,

00:34:16.380 --> 00:34:21.409 align:middle line:84%
you've got Gandalf, or
something like that.

00:34:21.409 --> 00:34:25.520 align:middle line:84%
AUDIENCE: Another game
as an example is mancala.

00:34:25.520 --> 00:34:29.804 align:middle line:90%
[INAUDIBLE] century.

00:34:29.804 --> 00:34:33.300 align:middle line:84%
Another one that you
can play with rocks.

00:34:33.300 --> 00:34:35.400 align:middle line:90%
AUDIENCE: Mancala's a great one.

00:34:35.400 --> 00:34:37.255 align:middle line:84%
I think I [INAUDIBLE]
lot about mechanics,

00:34:37.255 --> 00:34:40.474 align:middle line:84%
but I wonder if it's a cultural
or symbolic ritualistic that

00:34:40.474 --> 00:34:41.820 align:middle line:90%
is also required?

00:34:41.820 --> 00:34:44.120 align:middle line:84%
So like mancala, you've
got cultural [INAUDIBLE],

00:34:44.120 --> 00:34:45.800 align:middle line:90%
or so it seems.

00:34:45.800 --> 00:34:50.405 align:middle line:84%
I learned how to play it in
Bible study school as a kid.

00:34:50.405 --> 00:34:53.371 align:middle line:84%
I forget exactly what the
message was, but it was

00:34:53.371 --> 00:34:53.870 align:middle line:90%
[INAUDIBLE]

00:34:53.870 --> 00:34:58.920 align:middle line:90%
[LAUGHTER]

00:34:58.920 --> 00:35:03.800 align:middle line:84%
PROFESSOR: Something
seems to [INAUDIBLE]

00:35:03.800 --> 00:35:08.043 align:middle line:84%
AUDIENCE: It's that
[INAUDIBLE] cultural stuff that

00:35:08.043 --> 00:35:10.880 align:middle line:90%
is built into religion there.

00:35:10.880 --> 00:35:13.770 align:middle line:90%
I mean, chess kind of has war.

00:35:13.770 --> 00:35:15.440 align:middle line:90%
We really saw that in the '70s.

00:35:15.440 --> 00:35:20.429 align:middle line:84%
But what is go got--
what does this say?

00:35:20.429 --> 00:35:21.220 align:middle line:90%
[INAUDIBLE] Taoism?

00:35:21.220 --> 00:35:24.530 align:middle line:84%
PROFESSOR: Yeah it's this sort
of Taoist monk's kind of thing.

00:35:24.530 --> 00:35:27.650 align:middle line:84%
So there's a certain
amount of spirituality

00:35:27.650 --> 00:35:30.350 align:middle line:90%
that's associated with Go.

00:35:30.350 --> 00:35:32.060 align:middle line:84%
There's a lot more
spiritual writing

00:35:32.060 --> 00:35:36.130 align:middle line:84%
that I've seen on Go than on
say, military strategy writing.

00:35:36.130 --> 00:35:41.000 align:middle line:84%
Whereas chess, is very much
a military strategy thing.

00:35:41.000 --> 00:35:44.680 align:middle line:84%
AUDIENCE: The Egyptian
game of senet.

00:35:44.680 --> 00:35:48.437 align:middle line:84%
You put the board into the
Pharaoh's tomb for the Pharaoh

00:35:48.437 --> 00:35:52.591 align:middle line:84%
to play after going
into the afterlife.

00:35:52.591 --> 00:35:53.590 align:middle line:90%
It's not played anymore.

00:35:53.590 --> 00:35:55.720 align:middle line:90%
PROFESSOR: How do you know?

00:35:55.720 --> 00:35:58.345 align:middle line:90%
Maybe they are still playing it.

00:35:58.345 --> 00:36:02.220 align:middle line:84%
AUDIENCE: But there's no
current cultural significance.

00:36:02.220 --> 00:36:04.470 align:middle line:84%
At one point, it stopped
having cultural significance,

00:36:04.470 --> 00:36:06.614 align:middle line:90%
so it stopped being played.

00:36:06.614 --> 00:36:07.280 align:middle line:90%
PROFESSOR: Yeah.

00:36:07.280 --> 00:36:09.670 align:middle line:84%
I mean, that's a
game that people

00:36:09.670 --> 00:36:13.000 align:middle line:84%
have theorized is actually about
a journey into the afterlife.

00:36:13.000 --> 00:36:16.630 align:middle line:84%
So it has cultural
resonance for a society

00:36:16.630 --> 00:36:20.140 align:middle line:84%
that thinks very heavily about
what happens after I die,

00:36:20.140 --> 00:36:21.490 align:middle line:90%
right.

00:36:21.490 --> 00:36:25.480 align:middle line:84%
And chess makes
sense for a society

00:36:25.480 --> 00:36:30.730 align:middle line:84%
that's either constantly in
battle, or offered in battle.

00:36:30.730 --> 00:36:33.760 align:middle line:84%
And there was a resurgence
in the '60's and '70's

00:36:33.760 --> 00:36:35.479 align:middle line:90%
here in the US.

00:36:35.479 --> 00:36:37.866 align:middle line:84%
AUDIENCE: Probably had
to do with Bobby Fischer.

00:36:37.866 --> 00:36:38.740 align:middle line:90%
PROFESSOR: Also that.

00:36:38.740 --> 00:36:39.480 align:middle line:90%
Also that.

00:36:39.480 --> 00:36:42.177 align:middle line:90%


00:36:42.177 --> 00:36:43.930 align:middle line:84%
Celebrities, again--
it's nice to have

00:36:43.930 --> 00:36:45.401 align:middle line:90%
a king play your game game.

00:36:45.401 --> 00:36:48.190 align:middle line:90%


00:36:48.190 --> 00:36:48.690 align:middle line:90%
All right.

00:36:48.690 --> 00:36:51.690 align:middle line:84%
So a couple of things
just to think about,

00:36:51.690 --> 00:36:56.490 align:middle line:84%
we've been talking in class a
lot about [INAUDIBLE] games.

00:36:56.490 --> 00:36:58.137 align:middle line:84%
And you know, especially
the discussion

00:36:58.137 --> 00:36:59.220 align:middle line:90%
about the Parker Brothers.

00:36:59.220 --> 00:37:02.364 align:middle line:84%
And what it will take
to be able to make

00:37:02.364 --> 00:37:03.530 align:middle line:90%
a game that's going to sell.

00:37:03.530 --> 00:37:05.700 align:middle line:84%
The last time, we
had a guest in here

00:37:05.700 --> 00:37:09.480 align:middle line:84%
to talk about Kickstarter,
or Patreon, and Crowdfunding.

00:37:09.480 --> 00:37:13.280 align:middle line:84%
How to put a game in a
box and ship it to people.

00:37:13.280 --> 00:37:15.440 align:middle line:84%
But then also, the
other direction

00:37:15.440 --> 00:37:17.490 align:middle line:84%
of what if you just
try to make a bigger

00:37:17.490 --> 00:37:20.100 align:middle line:90%
set of rules that anybody can--

00:37:20.100 --> 00:37:24.420 align:middle line:84%
with a ball and a field,
or a chunk of wood

00:37:24.420 --> 00:37:25.590 align:middle line:90%
that had a good curve.

00:37:25.590 --> 00:37:28.770 align:middle line:84%
A bunch of different colored
stones, or holes in the ground

00:37:28.770 --> 00:37:29.920 align:middle line:90%
could reproduce.

00:37:29.920 --> 00:37:35.360 align:middle line:84%
And what's the design
process around designing

00:37:35.360 --> 00:37:36.510 align:middle line:90%
those kind of games?

00:37:36.510 --> 00:37:41.130 align:middle line:84%
It might be that's a perfectly
legitimate application of game

00:37:41.130 --> 00:37:42.570 align:middle line:90%
design.

00:37:42.570 --> 00:37:46.530 align:middle line:84%
And so you might want
to think about that.

00:37:46.530 --> 00:37:54.055 align:middle line:84%
And now that everybody's here,
let's hear about your games.

00:37:54.055 --> 00:38:00.060 align:middle line:84%
Who needs to use the projector
today for the pictures?

00:38:00.060 --> 00:38:04.870 align:middle line:84%
You don't have to,
we can turn it off.

00:38:04.870 --> 00:38:05.660 align:middle line:90%
No?

00:38:05.660 --> 00:38:06.160 align:middle line:90%
OK.

00:38:06.160 --> 00:38:06.660 align:middle line:90%
All right.

00:38:06.660 --> 00:38:08.830 align:middle line:84%
[INAUDIBLE] shut
the projector off.

00:38:08.830 --> 00:38:14.420 align:middle line:84%
And can the ship racing
team come up here?

00:38:14.420 --> 00:38:17.099 align:middle line:84%
And we're going to give
you feedback on your pitch.

00:38:17.099 --> 00:38:18.640 align:middle line:84%
We're also going to
give you feedback

00:38:18.640 --> 00:38:23.967 align:middle line:84%
on ideas about tips on the
game that you're pitching.

00:38:23.967 --> 00:38:28.165 align:middle line:90%


00:38:28.165 --> 00:38:32.950 align:middle line:84%
So imagine that Rick
and I are the decision

00:38:32.950 --> 00:38:34.780 align:middle line:84%
makers of the
publisher that you're

00:38:34.780 --> 00:38:37.230 align:middle line:90%
trying to get money from.

00:38:37.230 --> 00:38:39.250 align:middle line:84%
You're trying to
get seed money to be

00:38:39.250 --> 00:38:40.882 align:middle line:84%
able to finish
designing this game

00:38:40.882 --> 00:38:42.580 align:middle line:90%
that you're currently designing.

00:38:42.580 --> 00:38:45.760 align:middle line:84%
Maybe even employees
in our company.

00:38:45.760 --> 00:38:47.530 align:middle line:90%
We're the heads of Hasbro.

00:38:47.530 --> 00:38:50.252 align:middle line:90%
You're all designers in Hasbro.

00:38:50.252 --> 00:38:51.960 align:middle line:84%
And you're going to
say, this is the game

00:38:51.960 --> 00:38:53.870 align:middle line:90%
we all want to work on next.

00:38:53.870 --> 00:38:54.670 align:middle line:90%
All right?

00:38:54.670 --> 00:38:57.420 align:middle line:84%
Everybody else is kind
of like your competition

00:38:57.420 --> 00:38:59.240 align:middle line:90%
in the company.

00:38:59.240 --> 00:39:01.660 align:middle line:84%
Yes, but we're not
really doing that.

00:39:01.660 --> 00:39:04.674 align:middle line:90%
They all want something too.

00:39:04.674 --> 00:39:05.590 align:middle line:90%
So give us that pitch.

00:39:05.590 --> 00:39:11.710 align:middle line:90%


00:39:11.710 --> 00:39:13.660 align:middle line:90%
AUDIENCE: Let's do it.

00:39:13.660 --> 00:39:16.240 align:middle line:90%
So as you know--

00:39:16.240 --> 00:39:19.390 align:middle line:84%
well first of all,
thanks for having us.

00:39:19.390 --> 00:39:23.230 align:middle line:84%
[INAUDIBLE] run through the team
real quick. [? Fro, ?] Jory,

00:39:23.230 --> 00:39:23.980 align:middle line:90%
Matt and Joan.

00:39:23.980 --> 00:39:27.076 align:middle line:90%
And we are team ship racing.

00:39:27.076 --> 00:39:28.450 align:middle line:84%
And so we're here
to tell you why

00:39:28.450 --> 00:39:33.607 align:middle line:84%
ship racing is going to be the
number one game for Phil Rick

00:39:33.607 --> 00:39:34.107 align:middle line:90%
Studios.

00:39:34.107 --> 00:39:37.000 align:middle line:90%


00:39:37.000 --> 00:39:42.490 align:middle line:84%
And as you know, games
like Agricola and Tsuro

00:39:42.490 --> 00:39:48.580 align:middle line:84%
are some of the top grossing
games in recent history.

00:39:48.580 --> 00:39:51.970 align:middle line:84%
So since we're passionate
about Euro style games,

00:39:51.970 --> 00:39:54.280 align:middle line:84%
and we love path
building games, why

00:39:54.280 --> 00:39:57.930 align:middle line:84%
not do a mash-up of
the two kinds of games?

00:39:57.930 --> 00:40:00.730 align:middle line:84%
So that's for--
enter ship racing.

00:40:00.730 --> 00:40:03.600 align:middle line:90%
A mash-up of Tsuro and Agricola.

00:40:03.600 --> 00:40:07.000 align:middle line:84%
So let me walk you through
our vision for this game.

00:40:07.000 --> 00:40:14.650 align:middle line:84%
There's gonna be a common board
that looks something like this.

00:40:14.650 --> 00:40:16.840 align:middle line:84%
We're experimenting
with [INAUDIBLE] size,

00:40:16.840 --> 00:40:25.343 align:middle line:84%
but right now, five by five is
pretty fun in early prototypes.

00:40:25.343 --> 00:40:27.291 align:middle line:90%
And this is the common.

00:40:27.291 --> 00:40:30.220 align:middle line:90%


00:40:30.220 --> 00:40:36.970 align:middle line:84%
And then you have tiles
that go on the spaces.

00:40:36.970 --> 00:40:42.760 align:middle line:84%
And each tile-- here,
I'll blow it up for you--

00:40:42.760 --> 00:40:48.766 align:middle line:90%
has two nodes on each side.

00:40:48.766 --> 00:40:51.350 align:middle line:84%
And there will be
multiple permutations

00:40:51.350 --> 00:40:55.220 align:middle line:90%
of paths like this one.

00:40:55.220 --> 00:40:59.020 align:middle line:90%


00:40:59.020 --> 00:41:00.990 align:middle line:84%
You've got you guys
that played Tsuro?

00:41:00.990 --> 00:41:01.740 align:middle line:90%
Tsuro [INAUDIBLE]?

00:41:01.740 --> 00:41:10.940 align:middle line:84%
A So these tiles
will go together

00:41:10.940 --> 00:41:12.340 align:middle line:84%
and will help
navigate your ship.

00:41:12.340 --> 00:41:17.660 align:middle line:90%


00:41:17.660 --> 00:41:21.827 align:middle line:84%
Your ship starts here,
and you play this tile,

00:41:21.827 --> 00:41:23.020 align:middle line:90%
and it ends up here.

00:41:23.020 --> 00:41:28.310 align:middle line:84%
So the idea of the
game is to start here.

00:41:28.310 --> 00:41:32.010 align:middle line:90%
It's a race to the finish.

00:41:32.010 --> 00:41:34.401 align:middle line:84%
First person that can go from
the left side of the board

00:41:34.401 --> 00:41:36.880 align:middle line:84%
to the right side of
the board is the winner.

00:41:36.880 --> 00:41:41.940 align:middle line:84%
The cool part is that each
player is gonna have--

00:41:41.940 --> 00:41:44.667 align:middle line:84%
this is gonna be a zoomed
in view of the ship.

00:41:44.667 --> 00:41:47.800 align:middle line:90%


00:41:47.800 --> 00:41:51.250 align:middle line:84%
So this is where the worker
placement Euro-style turn

00:41:51.250 --> 00:41:53.065 align:middle line:90%
based game comes into play.

00:41:53.065 --> 00:41:55.649 align:middle line:84%
So on your ship, it
will be a simulation.

00:41:55.649 --> 00:41:57.940 align:middle line:84%
You're going to get a really
good understanding of what

00:41:57.940 --> 00:41:59.492 align:middle line:90%
it's like to be a ship captain.

00:41:59.492 --> 00:42:04.320 align:middle line:84%
You're going to be able to
steer the ship, man the sails,

00:42:04.320 --> 00:42:10.120 align:middle line:84%
act as a navigation using
the sun sky horizon as tools.

00:42:10.120 --> 00:42:11.740 align:middle line:84%
You can populate
the crow's nest,

00:42:11.740 --> 00:42:14.929 align:middle line:84%
you can be the
cook, swab the deck,

00:42:14.929 --> 00:42:16.720 align:middle line:84%
you could retreat to
the captain's quarters

00:42:16.720 --> 00:42:20.230 align:middle line:84%
to sit with [INAUDIBLE],
fish off the side of the boat

00:42:20.230 --> 00:42:23.790 align:middle line:90%
to get food for your crew.

00:42:23.790 --> 00:42:29.450 align:middle line:84%
And we're not quite sure how,
but these are the two elements

00:42:29.450 --> 00:42:34.220 align:middle line:84%
of game-play that we want to
mash together to really crush

00:42:34.220 --> 00:42:37.021 align:middle line:90%
it for you guys next year.

00:42:37.021 --> 00:42:38.270 align:middle line:90%
Is there anything I'm missing?

00:42:38.270 --> 00:42:41.860 align:middle line:90%


00:42:41.860 --> 00:42:43.680 align:middle line:84%
AUDIENCE: Focus
groups loved in tests.

00:42:43.680 --> 00:42:45.964 align:middle line:90%


00:42:45.964 --> 00:42:47.672 align:middle line:84%
AUDIENCE: We have 100
pre-orders already.

00:42:47.672 --> 00:42:51.710 align:middle line:90%


00:42:51.710 --> 00:42:53.437 align:middle line:90%
We'd love to hear your feedback.

00:42:53.437 --> 00:42:57.175 align:middle line:90%


00:42:57.175 --> 00:42:58.690 align:middle line:90%
Let's see.

00:42:58.690 --> 00:43:01.270 align:middle line:84%
PROFESSOR: I'm just going to
give you feedback not playing

00:43:01.270 --> 00:43:08.526 align:middle line:84%
the character that I [INAUDIBLE]
I think that being ship captain

00:43:08.526 --> 00:43:10.792 align:middle line:84%
is actually the
center point of this.

00:43:10.792 --> 00:43:12.250 align:middle line:84%
That's the whole
[INAUDIBLE] trying

00:43:12.250 --> 00:43:15.070 align:middle line:90%
to get people excited about.

00:43:15.070 --> 00:43:16.870 align:middle line:84%
The actual game
mechanic of everything,

00:43:16.870 --> 00:43:20.520 align:middle line:84%
like putting the tiles together,
intellectually and designerly

00:43:20.520 --> 00:43:22.320 align:middle line:90%
very interesting.

00:43:22.320 --> 00:43:29.380 align:middle line:84%
But it's not the same
[INAUDIBLE] to get [INAUDIBLE]

00:43:29.380 --> 00:43:31.390 align:middle line:84%
AUDIENCE: So there's like
a hole in the market,

00:43:31.390 --> 00:43:33.400 align:middle line:84%
you can't be a ship
captain in any other game,

00:43:33.400 --> 00:43:35.430 align:middle line:84%
but we're going to
give you a chance to.

00:43:35.430 --> 00:43:37.513 align:middle line:84%
PROFESSOR: I think you
don't even have to do that.

00:43:37.513 --> 00:43:41.560 align:middle line:84%
I think to sell the fantasy,
to sell the fantasy of this

00:43:41.560 --> 00:43:44.140 align:middle line:84%
is the age of sails,
or something like that.

00:43:44.140 --> 00:43:48.710 align:middle line:84%
You are a ship captain for
the East India Company.

00:43:48.710 --> 00:43:51.340 align:middle line:84%
Sort of create the
fantasy that [INAUDIBLE].

00:43:51.340 --> 00:43:56.210 align:middle line:84%
Like Ticket to Ride, you are
the globe, continent trotting,

00:43:56.210 --> 00:43:58.900 align:middle line:90%
aristocrat, basically.

00:43:58.900 --> 00:44:01.268 align:middle line:84%
Even though really the
game is nothing about that.

00:44:01.268 --> 00:44:03.393 align:middle line:84%
But that is the fantasy
that they're trying to sell

00:44:03.393 --> 00:44:05.950 align:middle line:84%
would be try to
sell you the box.

00:44:05.950 --> 00:44:10.000 align:middle line:84%
And of course, that is a focus
you will need to better flesh

00:44:10.000 --> 00:44:10.970 align:middle line:90%
out--

00:44:10.970 --> 00:44:14.364 align:middle line:84%
what the decision
that you're doing

00:44:14.364 --> 00:44:19.910 align:middle line:84%
on the road, how that influences
your progress on the map.

00:44:19.910 --> 00:44:22.250 align:middle line:90%
Because it was unclear.

00:44:22.250 --> 00:44:25.710 align:middle line:84%
It looked like the
tile assembling thing,

00:44:25.710 --> 00:44:28.280 align:middle line:84%
it's already game all
by itself, like Tsuro.

00:44:28.280 --> 00:44:31.960 align:middle line:90%


00:44:31.960 --> 00:44:35.059 align:middle line:84%
You didn't make it very
clear what drives what.

00:44:35.059 --> 00:44:37.350 align:middle line:84%
Is it the map-building that
drives the ship [INAUDIBLE]

00:44:37.350 --> 00:44:39.976 align:middle line:84%
directions, or do
the ship [INAUDIBLE]

00:44:39.976 --> 00:44:43.066 align:middle line:84%
give you the ability to use
on the map of [INAUDIBLE].

00:44:43.066 --> 00:44:43.940 align:middle line:90%
AUDIENCE: I hear you.

00:44:43.940 --> 00:44:52.626 align:middle line:90%


00:44:52.626 --> 00:44:56.220 align:middle line:84%
AUDIENCE: I'm curious, what
are the primary and secondary

00:44:56.220 --> 00:45:01.660 align:middle line:84%
sources you're using for
how ship captaining works.

00:45:01.660 --> 00:45:03.350 align:middle line:90%
Why is it that this is--

00:45:03.350 --> 00:45:04.930 align:middle line:84%
how do you know
that you're actually

00:45:04.930 --> 00:45:06.785 align:middle line:84%
showing the experience
that this is

00:45:06.785 --> 00:45:09.290 align:middle line:84%
from the perspecive
of this person?

00:45:09.290 --> 00:45:10.440 align:middle line:90%
What's the date?

00:45:10.440 --> 00:45:13.911 align:middle line:90%
What's the range of dates?

00:45:13.911 --> 00:45:16.410 align:middle line:84%
What's material you're using,
the background material you're

00:45:16.410 --> 00:45:18.864 align:middle line:90%
using to [INAUDIBLE]

00:45:18.864 --> 00:45:20.530 align:middle line:84%
AUDIENCE: These are
questions that we're

00:45:20.530 --> 00:45:23.040 align:middle line:90%
asking ourselves, too.

00:45:23.040 --> 00:45:25.600 align:middle line:84%
[INAUDIBLE] making it
explicit, because we really

00:45:25.600 --> 00:45:28.542 align:middle line:90%
need to dive into the research.

00:45:28.542 --> 00:45:31.000 align:middle line:84%
We had a lot of game ideas and
now we're just choosing this

00:45:31.000 --> 00:45:32.350 align:middle line:90%
and we're gonna run with it.

00:45:32.350 --> 00:45:35.270 align:middle line:84%
So I think that's a good next
step, thanks for helping us

00:45:35.270 --> 00:45:35.960 align:middle line:90%
with that.

00:45:35.960 --> 00:45:46.374 align:middle line:84%
AUDIENCE: [INAUDIBLE]
I think so.

00:45:46.374 --> 00:45:48.100 align:middle line:84%
[INAUDIBLE] I think
[INAUDIBLE] would

00:45:48.100 --> 00:45:55.427 align:middle line:84%
be [INAUDIBLE] You could do
a lot worse than just saying,

00:45:55.427 --> 00:45:56.260 align:middle line:90%
that sounds awesome.

00:45:56.260 --> 00:46:02.390 align:middle line:84%
[INAUDIBLE] British
navy, you are

00:46:02.390 --> 00:46:04.662 align:middle line:84%
one of the boats that
has carried cargo

00:46:04.662 --> 00:46:08.770 align:middle line:84%
at the same time
[INAUDIBLE] It helps

00:46:08.770 --> 00:46:10.455 align:middle line:84%
that every one of
those boats has a map,

00:46:10.455 --> 00:46:13.840 align:middle line:84%
has a cross section of
the ship, [INAUDIBLE]

00:46:13.840 --> 00:46:17.340 align:middle line:84%
explains [INAUDIBLE] rest of
the book is just use of terms.

00:46:17.340 --> 00:46:23.770 align:middle line:84%
[INAUDIBLE] which
symbol [INAUDIBLE]

00:46:23.770 --> 00:46:26.870 align:middle line:84%
AUDIENCE: We're going to
have to beef up our research.

00:46:26.870 --> 00:46:28.739 align:middle line:84%
Never been on a
sailboat, personally.

00:46:28.739 --> 00:46:30.780 align:middle line:84%
The fantasy is something
that people can relate--

00:46:30.780 --> 00:46:33.540 align:middle line:90%
[INAUDIBLE] guys.

00:46:33.540 --> 00:46:35.090 align:middle line:90%
AUDIENCE: Great competitions.

00:46:35.090 --> 00:46:41.520 align:middle line:90%
[SIDE CONVERSATION]

00:46:41.520 --> 00:46:44.200 align:middle line:84%
AUDIENCE: Thank you,
thanks for your feedback.

00:46:44.200 --> 00:46:47.630 align:middle line:90%
[APPLAUSE]

00:46:47.630 --> 00:46:49.590 align:middle line:90%
[SIDE CONVERSATION]

00:46:49.590 --> 00:47:14.280 align:middle line:90%


00:47:14.280 --> 00:47:18.190 align:middle line:84%
AUDIENCE: I want you to
close your eyes for a second.

00:47:18.190 --> 00:47:19.960 align:middle line:90%
Rick.

00:47:19.960 --> 00:47:23.710 align:middle line:90%
May 28, 1953.

00:47:23.710 --> 00:47:26.710 align:middle line:84%
Your name is Sir Edmund
Hillary and you are

00:47:26.710 --> 00:47:31.480 align:middle line:90%
300 feet on top of the world.

00:47:31.480 --> 00:47:32.080 align:middle line:90%
Philip.

00:47:32.080 --> 00:47:33.610 align:middle line:90%
Same date.

00:47:33.610 --> 00:47:36.520 align:middle line:90%
Your name is [INAUDIBLE].

00:47:36.520 --> 00:47:39.396 align:middle line:84%
You have walked-- looked at
this mountain your entire life,

00:47:39.396 --> 00:47:40.770 align:middle line:84%
and wondered what
was at the top.

00:47:40.770 --> 00:47:44.330 align:middle line:84%
For the first time in the
history of your people,

00:47:44.330 --> 00:47:49.390 align:middle line:84%
you're going to actually
[INAUDIBLE] by your face.

00:47:49.390 --> 00:47:52.000 align:middle line:84%
You spent the last week
climbing this thing.

00:47:52.000 --> 00:47:53.530 align:middle line:90%
You're finally at the top.

00:47:53.530 --> 00:47:55.685 align:middle line:90%
You can open your eyes now.

00:47:55.685 --> 00:47:57.310 align:middle line:84%
This is the experience
that we're going

00:47:57.310 --> 00:47:59.740 align:middle line:90%
to create with Tenzing Norgay.

00:47:59.740 --> 00:48:03.550 align:middle line:84%
We want to show people what it
was like for these two men that

00:48:03.550 --> 00:48:04.901 align:middle line:90%
had no idea what was going on.

00:48:04.901 --> 00:48:06.400 align:middle line:84%
There was a second
attempt to climb,

00:48:06.400 --> 00:48:08.920 align:middle line:84%
the first two died
in the attempt.

00:48:08.920 --> 00:48:13.970 align:middle line:84%
And after 12 days
of climbing, they

00:48:13.970 --> 00:48:17.590 align:middle line:84%
set up base camp in each
spot, and reached the top.

00:48:17.590 --> 00:48:20.760 align:middle line:84%
We're going to make a
three-dimensional board

00:48:20.760 --> 00:48:22.340 align:middle line:90%
with 12 different base camps.

00:48:22.340 --> 00:48:23.895 align:middle line:90%


00:48:23.895 --> 00:48:26.020 align:middle line:84%
I'm not gonna draw 12 base
camps right now, that'll

00:48:26.020 --> 00:48:27.910 align:middle line:90%
take a little bit.

00:48:27.910 --> 00:48:29.760 align:middle line:84%
But each level essentially
is a base camp.

00:48:29.760 --> 00:48:31.862 align:middle line:84%
If you've ever played
the game Deception--

00:48:31.862 --> 00:48:37.600 align:middle line:84%
Descent, there is one kind of
dungeon master type player.

00:48:37.600 --> 00:48:39.710 align:middle line:84%
Who, it's not like
Dungeons and Dragons

00:48:39.710 --> 00:48:41.830 align:middle line:84%
dungeon master, who
creates an entire game.

00:48:41.830 --> 00:48:44.950 align:middle line:84%
But he controls the monsters,
controls tracks, how

00:48:44.950 --> 00:48:46.710 align:middle line:90%
they track, stuff like that.

00:48:46.710 --> 00:48:50.220 align:middle line:84%
We're gonna have a similar
element with the environment.

00:48:50.220 --> 00:48:53.440 align:middle line:84%
The environment challenge that
you face various equipment

00:48:53.440 --> 00:48:57.820 align:middle line:84%
failures, and just the
unplanned for things

00:48:57.820 --> 00:49:01.690 align:middle line:84%
that happen during the
climb, will be laid out

00:49:01.690 --> 00:49:04.270 align:middle line:90%
by this environment master.

00:49:04.270 --> 00:49:07.030 align:middle line:84%
It will be him against
the two climbers

00:49:07.030 --> 00:49:09.580 align:middle line:90%
on their way to the top.

00:49:09.580 --> 00:49:12.940 align:middle line:84%
There will be
different boundaries

00:49:12.940 --> 00:49:14.720 align:middle line:84%
placed on you,
based on the stuff

00:49:14.720 --> 00:49:17.840 align:middle line:90%
that they had to fight for.

00:49:17.840 --> 00:49:21.630 align:middle line:84%
The last two base camps, you
have to ascend in 24 hours.

00:49:21.630 --> 00:49:26.070 align:middle line:84%
If you don't, you will die
of oxygen asphyxiation.

00:49:26.070 --> 00:49:27.980 align:middle line:84%
By the same logic,
when these players

00:49:27.980 --> 00:49:30.470 align:middle line:84%
pass the [INAUDIBLE]
base camp, they

00:49:30.470 --> 00:49:33.040 align:middle line:90%
will have called three turns.

00:49:33.040 --> 00:49:35.980 align:middle line:84%
We'll have to work on the
details to reach the top.

00:49:35.980 --> 00:49:38.380 align:middle line:84%
Things like this can make
the experience realistic,

00:49:38.380 --> 00:49:42.010 align:middle line:84%
make them feel like they're
actually on the climb,

00:49:42.010 --> 00:49:43.790 align:middle line:84%
on the mountain, trying
to reach the top.

00:49:43.790 --> 00:49:47.420 align:middle line:84%
Become the first person
in the world to make it.

00:49:47.420 --> 00:49:51.910 align:middle line:84%
Simple enough, if you make it
to the top and get down alive,

00:49:51.910 --> 00:49:52.910 align:middle line:90%
you win.

00:49:52.910 --> 00:49:54.710 align:middle line:84%
You go down this street,
you get knighted.

00:49:54.710 --> 00:49:59.620 align:middle line:90%


00:49:59.620 --> 00:50:02.110 align:middle line:90%
Sounds good?

00:50:02.110 --> 00:50:04.970 align:middle line:84%
That, my friends,
that is [INAUDIBLE]

00:50:04.970 --> 00:50:08.600 align:middle line:84%
PROFESSOR: Source material that
you're looking at right now?

00:50:08.600 --> 00:50:12.290 align:middle line:84%
AUDIENCE: I found a couple
websites on just the climb.

00:50:12.290 --> 00:50:15.410 align:middle line:84%
I also read a book
two years ago,

00:50:15.410 --> 00:50:17.450 align:middle line:84%
not necessarily
about this climb,

00:50:17.450 --> 00:50:21.230 align:middle line:84%
but on the 1996
Everest disaster.

00:50:21.230 --> 00:50:23.320 align:middle line:84%
Which goes into a lot of
detail on what it takes

00:50:23.320 --> 00:50:25.430 align:middle line:90%
for a pair to climb Everest.

00:50:25.430 --> 00:50:27.140 align:middle line:84%
The challenges that
people face, how they

00:50:27.140 --> 00:50:29.170 align:middle line:90%
feel while they're climbing.

00:50:29.170 --> 00:50:31.130 align:middle line:84%
And then, obviously,
the worst case scenario

00:50:31.130 --> 00:50:33.825 align:middle line:84%
of what can happen, when you
get caught on base camp four

00:50:33.825 --> 00:50:36.375 align:middle line:84%
in the middle of a
blizzard and 15 people die.

00:50:36.375 --> 00:50:44.558 align:middle line:90%


00:50:44.558 --> 00:50:50.831 align:middle line:90%
PROFESSOR: [INAUDIBLE]

00:50:50.831 --> 00:50:52.914 align:middle line:84%
AUDIENCE: I planned on
doing that the entire time,

00:50:52.914 --> 00:50:54.428 align:middle line:90%
and then you said [INAUDIBLE]

00:50:54.428 --> 00:51:00.229 align:middle line:90%
[INTERPOSING VOICES]

00:51:00.229 --> 00:51:02.020 align:middle line:84%
PROFESSOR: If you have
a strategy going in,

00:51:02.020 --> 00:51:04.460 align:middle line:90%
always volunteer to go first.

00:51:04.460 --> 00:51:08.987 align:middle line:84%
[INAUDIBLE], about your
style of pitch, and more

00:51:08.987 --> 00:51:10.820 align:middle line:84%
about the things that
you said in the pitch.

00:51:10.820 --> 00:51:12.920 align:middle line:84%
3-D board-- Really,
really think about how

00:51:12.920 --> 00:51:15.420 align:middle line:84%
you're going to be handing
that in on [INAUDIBLE].

00:51:15.420 --> 00:51:17.492 align:middle line:84%
Come in with a box that
can actually fit this,

00:51:17.492 --> 00:51:19.325 align:middle line:84%
give us instruction
about how we're supposed

00:51:19.325 --> 00:51:21.100 align:middle line:90%
to assemble this thing.

00:51:21.100 --> 00:51:23.450 align:middle line:84%
Make sure that it will hold
up to repeated assembly

00:51:23.450 --> 00:51:26.120 align:middle line:90%
and disassembly.

00:51:26.120 --> 00:51:30.040 align:middle line:84%
Possibly something that may
not be essential for your game,

00:51:30.040 --> 00:51:36.787 align:middle line:84%
something that [INAUDIBLE]
which is a really interesting--

00:51:36.787 --> 00:51:38.620 align:middle line:84%
AUDIENCE: We met yesterday
to talk about it,

00:51:38.620 --> 00:51:40.901 align:middle line:84%
and I said I was thinking
about a 3-D board,

00:51:40.901 --> 00:51:41.900 align:middle line:90%
if that would look cool.

00:51:41.900 --> 00:51:44.220 align:middle line:84%
And both Matt and
Eddy both said they

00:51:44.220 --> 00:51:45.605 align:middle line:90%
had the exact same thought.

00:51:45.605 --> 00:51:47.000 align:middle line:90%
So I was like, OK.

00:51:47.000 --> 00:51:48.050 align:middle line:90%
Then we have to do it.

00:51:48.050 --> 00:51:49.466 align:middle line:84%
PROFESSOR: You
might actually want

00:51:49.466 --> 00:51:51.550 align:middle line:84%
to incorporate the
board in your box

00:51:51.550 --> 00:51:54.560 align:middle line:84%
somehow, so that the box becomes
something that can actually

00:51:54.560 --> 00:51:56.680 align:middle line:90%
be used to support the board.

00:51:56.680 --> 00:52:02.992 align:middle line:84%
[INAUDIBLE] it's
up to you, really.

00:52:02.992 --> 00:52:10.380 align:middle line:84%
But do consider things like
cost and time, [INAUDIBLE]

00:52:10.380 --> 00:52:17.090 align:middle line:84%
There is actually a genre of
mountain climbing games that

00:52:17.090 --> 00:52:22.460 align:middle line:84%
looks like two [INAUDIBLE] with
ropes [INAUDIBLE] straight from

00:52:22.460 --> 00:52:26.810 align:middle line:90%
[INAUDIBLE] attached to the--

00:52:26.810 --> 00:52:29.390 align:middle line:84%
and they both attach
to one weight.

00:52:29.390 --> 00:52:32.250 align:middle line:84%
The board itself,
[INAUDIBLE] quarter

00:52:32.250 --> 00:52:34.530 align:middle line:84%
of the board are slightly
inclined and are [INAUDIBLE]

00:52:34.530 --> 00:52:36.310 align:middle line:90%
there [INAUDIBLE].

00:52:36.310 --> 00:52:38.880 align:middle line:84%
So the whole idea is get
from point A to the top,

00:52:38.880 --> 00:52:41.510 align:middle line:84%
to the other side, without
falling into the hole.

00:52:41.510 --> 00:52:44.330 align:middle line:84%
And each player holds
onto to a different rope.

00:52:44.330 --> 00:52:45.270 align:middle line:90%
[INAUDIBLE]

00:52:45.270 --> 00:52:48.750 align:middle line:90%


00:52:48.750 --> 00:53:05.920 align:middle line:90%
A couple of ideas [INAUDIBLE]

00:53:05.920 --> 00:53:10.480 align:middle line:84%
AUDIENCE: I think for me,
if it is Tenzing Norgay,

00:53:10.480 --> 00:53:12.500 align:middle line:90%
I would've wanted--

00:53:12.500 --> 00:53:15.000 align:middle line:84%
hinted a little bit towards
this character [INAUDIBLE]

00:53:15.000 --> 00:53:16.770 align:middle line:84%
AUDIENCE: Mainly, just
put that out there

00:53:16.770 --> 00:53:19.390 align:middle line:84%
because it was the first
name that came to mind.

00:53:19.390 --> 00:53:20.650 align:middle line:90%
[INTERPOSING VOICES]

00:53:20.650 --> 00:53:22.290 align:middle line:84%
AUDIENCE: So be
very clear if that's

00:53:22.290 --> 00:53:22.920 align:middle line:90%
what you're going to go for.

00:53:22.920 --> 00:53:24.836 align:middle line:84%
There's actually some
really interesting stuff

00:53:24.836 --> 00:53:31.813 align:middle line:84%
going on there, [INAUDIBLE]
He's Tibetan, [INAUDIBLE].

00:53:31.813 --> 00:53:35.214 align:middle line:90%


00:53:35.214 --> 00:53:37.880 align:middle line:84%
AUDIENCE: He's a local Sherpa, I
have I have his Wikipedia page.

00:53:37.880 --> 00:53:43.950 align:middle line:84%
AUDIENCE: He's a local Sherpa,
he's supporting a European--

00:53:43.950 --> 00:53:45.176 align:middle line:90%
AUDIENCE: Nepalese.

00:53:45.176 --> 00:53:48.720 align:middle line:84%
AUDIENCE: To support
European climber.

00:53:48.720 --> 00:53:50.220 align:middle line:84%
Europeans coming
in with money, he's

00:53:50.220 --> 00:53:53.546 align:middle line:84%
coming in with knowledge of
the area, how to survive,

00:53:53.546 --> 00:53:55.470 align:middle line:90%
and things like that.

00:53:55.470 --> 00:53:59.940 align:middle line:84%
A really rich amount of
material to dive into,

00:53:59.940 --> 00:54:04.320 align:middle line:84%
that may or may not be useful
to the game you want to make.

00:54:04.320 --> 00:54:06.430 align:middle line:84%
So just choose which-- if
you're going to do that,

00:54:06.430 --> 00:54:07.920 align:middle line:90%
choose why you're doing that.

00:54:07.920 --> 00:54:14.060 align:middle line:84%
So an alternative would be
[INAUDIBLE] for the North

00:54:14.060 --> 00:54:18.750 align:middle line:90%
Pole, South Pole, [INAUDIBLE]

00:54:18.750 --> 00:54:21.330 align:middle line:84%
Basically, two
European guys are going

00:54:21.330 --> 00:54:25.010 align:middle line:84%
to find the North Pole,
or South Pole [INAUDIBLE].

00:54:25.010 --> 00:54:28.530 align:middle line:84%
They are competitors
trying to get there first.

00:54:28.530 --> 00:54:31.650 align:middle line:84%
Is your game to competitors
trying to get there first?

00:54:31.650 --> 00:54:33.121 align:middle line:90%
[INTERPOSING VOICES]

00:54:33.121 --> 00:54:34.620 align:middle line:84%
AUDIENCE: Two
situations and the one

00:54:34.620 --> 00:54:37.500 align:middle line:84%
we decided we liked was
two people working together

00:54:37.500 --> 00:54:38.792 align:middle line:90%
against one environment person.

00:54:38.792 --> 00:54:39.625 align:middle line:90%
AUDIENCE: Great, OK.

00:54:39.625 --> 00:54:40.200 align:middle line:90%
Cool.

00:54:40.200 --> 00:54:43.110 align:middle line:84%
I just wasn't quite sure about
that, so that's really great.

00:54:43.110 --> 00:54:46.775 align:middle line:90%
That's really interesting.

00:54:46.775 --> 00:54:49.550 align:middle line:84%
PROFESSOR: I like the
idea of playing up exactly

00:54:49.550 --> 00:54:50.910 align:middle line:90%
who these two people were.

00:54:50.910 --> 00:54:58.580 align:middle line:84%
Rather than two
[INAUDIBLE] this is offset.

00:54:58.580 --> 00:55:00.124 align:middle line:90%
[INAUDIBLE] can buy things.

00:55:00.124 --> 00:55:01.665 align:middle line:84%
Maybe not in the
middle the mountain.

00:55:01.665 --> 00:55:03.232 align:middle line:90%
[LAUGHTER]

00:55:03.232 --> 00:55:05.190 align:middle line:84%
AUDIENCE: Actually, that's
a really good thing.

00:55:05.190 --> 00:55:05.900 align:middle line:90%
How much of this [INAUDIBLE].

00:55:05.900 --> 00:55:07.210 align:middle line:84%
AUDIENCE: You can
start the game off

00:55:07.210 --> 00:55:08.501 align:middle line:90%
at the base camp, or something.

00:55:08.501 --> 00:55:10.980 align:middle line:84%
And you'd start out with
a certain amount of money.

00:55:10.980 --> 00:55:13.316 align:middle line:84%
And have to buy the various
materials or something

00:55:13.316 --> 00:55:14.120 align:middle line:90%
like that.

00:55:14.120 --> 00:55:17.600 align:middle line:84%
AUDIENCE: There's a lot of
stuff you can go in there.

00:55:17.600 --> 00:55:20.377 align:middle line:84%
The 24 hour limit for
oxygen asphyxiation, really

00:55:20.377 --> 00:55:21.460 align:middle line:90%
interesting little detail.

00:55:21.460 --> 00:55:24.315 align:middle line:84%
So really think about the levels
of abstraction you're using,

00:55:24.315 --> 00:55:29.310 align:middle line:84%
and how much you're abstracting
away, how much [INAUDIBLE] Some

00:55:29.310 --> 00:55:33.090 align:middle line:84%
of this, if you're going to do
this 24 hour limit, then that

00:55:33.090 --> 00:55:35.589 align:middle line:84%
might mean that you're
focusing on the climb itself.

00:55:35.589 --> 00:55:37.380 align:middle line:84%
You're not worried
about how you got there.

00:55:37.380 --> 00:55:40.665 align:middle line:84%
You're just setting the player
up with all the materials

00:55:40.665 --> 00:55:43.200 align:middle line:90%
they need to do it.

00:55:43.200 --> 00:55:45.290 align:middle line:84%
Just be consistent
throughout the game.

00:55:45.290 --> 00:55:48.257 align:middle line:84%
What level of abstraction
are you looking at?

00:55:48.257 --> 00:55:50.762 align:middle line:90%


00:55:50.762 --> 00:55:52.720 align:middle line:84%
PROFESSOR: It's interesting
that you brought up

00:55:52.720 --> 00:55:55.690 align:middle line:84%
[INAUDIBLE] because
that implies not only

00:55:55.690 --> 00:55:58.780 align:middle line:84%
do you have to get to the top,
you have to [INAUDIBLE] down.

00:55:58.780 --> 00:56:02.428 align:middle line:84%
And possibly getting up to the
top isn't the end of the game.

00:56:02.428 --> 00:56:06.740 align:middle line:90%


00:56:06.740 --> 00:56:09.637 align:middle line:84%
And that again, comes
back to [INAUDIBLE].

00:56:09.637 --> 00:56:11.470 align:middle line:84%
One of the things that
he does, is make sure

00:56:11.470 --> 00:56:13.616 align:middle line:90%
that this thing gets published.

00:56:13.616 --> 00:56:30.490 align:middle line:84%
[INAUDIBLE] The environment
does not necessarily need to be

00:56:30.490 --> 00:56:35.700 align:middle line:84%
[INAUDIBLE] it could
be another player.

00:56:35.700 --> 00:56:38.526 align:middle line:84%
You could make it a two
player versus one player game.

00:56:38.526 --> 00:56:41.050 align:middle line:90%
[INTERPOSING VOICES]

00:56:41.050 --> 00:56:45.000 align:middle line:84%
AUDIENCE: So when you said when
you're positioning as a GM,

00:56:45.000 --> 00:56:47.790 align:middle line:84%
the way we understand
it, is that the GM's

00:56:47.790 --> 00:56:50.410 align:middle line:90%
really disinterested.

00:56:50.410 --> 00:56:51.555 align:middle line:90%
[INTERPOSING VOICES]

00:56:51.555 --> 00:56:53.930 align:middle line:84%
AUDIENCE: I compared it to
the set where you're playing--

00:56:53.930 --> 00:56:57.394 align:middle line:84%
you're actually playing
against the other person.

00:56:57.394 --> 00:56:59.560 align:middle line:84%
PROFESSOR: There's more
than rules enforcement then.

00:56:59.560 --> 00:57:02.550 align:middle line:84%
Then you're actually
working against--

00:57:02.550 --> 00:57:05.940 align:middle line:84%
AUDIENCE: There's a set of rules
that everyone has to learn.

00:57:05.940 --> 00:57:08.232 align:middle line:84%
Specified not like Dungeons
and Dragons dungeon master,

00:57:08.232 --> 00:57:09.773 align:middle line:84%
but where you're
actually competitive

00:57:09.773 --> 00:57:11.070 align:middle line:90%
against the other player.

00:57:11.070 --> 00:57:13.065 align:middle line:84%
And there's a set of rules that
you both have to work with.

00:57:13.065 --> 00:57:14.281 align:middle line:84%
PROFESSOR: You might as
well call that Dungeons

00:57:14.281 --> 00:57:15.263 align:middle line:90%
and Mountains.

00:57:15.263 --> 00:57:18.670 align:middle line:90%


00:57:18.670 --> 00:57:20.472 align:middle line:90%
Thank you, thank you.

00:57:20.472 --> 00:57:24.264 align:middle line:90%
[APPLAUSE]

00:57:24.264 --> 00:57:39.574 align:middle line:84%
PROFESSOR: [INAUDIBLE]
of which [INAUDIBLE]

00:57:39.574 --> 00:57:43.067 align:middle line:90%
[SIDE CONVERSATION]

00:57:43.067 --> 00:57:54.651 align:middle line:90%


00:57:54.651 --> 00:57:55.400 align:middle line:90%
AUDIENCE: I'm Liz.

00:57:55.400 --> 00:57:56.233 align:middle line:90%
AUDIENCE: I'm Laura.

00:57:56.233 --> 00:57:57.110 align:middle line:90%
AUDIENCE: Michael

00:57:57.110 --> 00:58:00.900 align:middle line:84%
AUDIENCE: And we're pitching
[INAUDIBLE] game [INAUDIBLE].

00:58:00.900 --> 00:58:05.180 align:middle line:84%
So a very relevant
problem in modern day,

00:58:05.180 --> 00:58:08.720 align:middle line:84%
is the lack of women
in the tech industries.

00:58:08.720 --> 00:58:11.530 align:middle line:84%
And how they're being
generally harassed,

00:58:11.530 --> 00:58:14.090 align:middle line:84%
and gaming culture,
and things that

00:58:14.090 --> 00:58:16.910 align:middle line:90%
are heavy tech-wise in general.

00:58:16.910 --> 00:58:22.040 align:middle line:84%
And we're trying to address that
by exploring that boss employee

00:58:22.040 --> 00:58:24.650 align:middle line:84%
dynamic that women
in the tech industry

00:58:24.650 --> 00:58:26.540 align:middle line:90%
currently have to deal with.

00:58:26.540 --> 00:58:30.050 align:middle line:84%
And very much the
reason why women

00:58:30.050 --> 00:58:31.810 align:middle line:84%
are averting the tech
industry every day,

00:58:31.810 --> 00:58:34.860 align:middle line:84%
'cause it's just easier
to do other things.

00:58:34.860 --> 00:58:36.710 align:middle line:84%
So we're planning to
do a live action role

00:58:36.710 --> 00:58:40.640 align:middle line:84%
play to explore this
relationship, where

00:58:40.640 --> 00:58:42.320 align:middle line:90%
one player plays as the boss.

00:58:42.320 --> 00:58:47.180 align:middle line:84%
And he has the ability to
create a new rule every minute,

00:58:47.180 --> 00:58:48.650 align:middle line:90%
or something like that.

00:58:48.650 --> 00:58:50.330 align:middle line:84%
And one player plays
as the employee,

00:58:50.330 --> 00:58:54.830 align:middle line:84%
and she has to follow all
the rules that the boss says.

00:58:54.830 --> 00:59:00.770 align:middle line:84%
And maybe her ability
to be productive

00:59:00.770 --> 00:59:04.370 align:middle line:84%
is affected by certain
phrases that the boss says.

00:59:04.370 --> 00:59:08.380 align:middle line:84%
Which he's required to
say, but he isn't sure--

00:59:08.380 --> 00:59:12.630 align:middle line:84%
he doesn't know that they might
affect the person in this way.

00:59:12.630 --> 00:59:15.620 align:middle line:84%
They are just on
the character sheet.

00:59:15.620 --> 00:59:20.630 align:middle line:84%
It would probably be a
minimally re-playable game,

00:59:20.630 --> 00:59:23.060 align:middle line:84%
unless we introduce new
characters and new scenarios.

00:59:23.060 --> 00:59:30.710 align:middle line:84%
And they'd be modular conditions
on rules, introductions,

00:59:30.710 --> 00:59:33.020 align:middle line:90%
and the way they respond.

00:59:33.020 --> 00:59:36.800 align:middle line:84%
And both players will have goals
that require the other player

00:59:36.800 --> 00:59:39.112 align:middle line:84%
to cooperate in
order to succeed.

00:59:39.112 --> 00:59:41.570 align:middle line:84%
So they're going to have to
learn to work together in order

00:59:41.570 --> 00:59:44.499 align:middle line:90%
to accomplish their goals.

00:59:44.499 --> 00:59:46.040 align:middle line:84%
So they have to
learn to communicate,

00:59:46.040 --> 00:59:52.510 align:middle line:84%
despite the rules making
it hard for them to do so.

00:59:52.510 --> 00:59:54.760 align:middle line:84%
AUDIENCE: In terms of
search source material,

00:59:54.760 --> 00:59:57.370 align:middle line:84%
there's currently a
wealth of information

00:59:57.370 --> 00:59:59.230 align:middle line:84%
on the internet about
people bringing up

00:59:59.230 --> 01:00:01.806 align:middle line:84%
this issue in the
tech community.

01:00:01.806 --> 01:00:03.430 align:middle line:84%
It's also something
that's particularly

01:00:03.430 --> 01:00:07.630 align:middle line:84%
relevant on MIT'S campus, just
because so many people here

01:00:07.630 --> 01:00:09.940 align:middle line:90%
will go into tech.

01:00:09.940 --> 01:00:12.940 align:middle line:84%
And so for source material,
we're looking at a lot of--

01:00:12.940 --> 01:00:15.520 align:middle line:84%
there have been a lot of
recent articles written

01:00:15.520 --> 01:00:17.470 align:middle line:90%
on the subject.

01:00:17.470 --> 01:00:20.050 align:middle line:84%
AUDIENCE: Also, I have
a survey that I sent out

01:00:20.050 --> 01:00:23.950 align:middle line:84%
for another project that
I did, that's basically

01:00:23.950 --> 01:00:27.290 align:middle line:84%
asking for women and
the problems they

01:00:27.290 --> 01:00:28.660 align:middle line:90%
encounter every day at work.

01:00:28.660 --> 01:00:30.505 align:middle line:84%
And a lot of these are
in the tech industry.

01:00:30.505 --> 01:00:32.380 align:middle line:84%
And even if they're not
in the tech industry,

01:00:32.380 --> 01:00:34.200 align:middle line:84%
there's still
boss-employee dynamics

01:00:34.200 --> 01:00:38.590 align:middle line:84%
that we can use to further
explore that topic.

01:00:38.590 --> 01:00:40.540 align:middle line:84%
AUDIENCE: So if
we have the time,

01:00:40.540 --> 01:00:43.530 align:middle line:84%
there's an alternative idea
that we haven't had as much

01:00:43.530 --> 01:00:45.450 align:middle line:90%
of a chance to discuss.

01:00:45.450 --> 01:00:49.450 align:middle line:84%
It's a little less on
the side of something

01:00:49.450 --> 01:00:53.020 align:middle line:84%
that's an educational tool
that's minimally re-playable,

01:00:53.020 --> 01:00:54.680 align:middle line:84%
and you just play
it once to try--

01:00:54.680 --> 01:00:56.280 align:middle line:90%
end up cooperating.

01:00:56.280 --> 01:01:00.690 align:middle line:84%
And more for like, maybe toning
down the message a little bit

01:01:00.690 --> 01:01:03.800 align:middle line:84%
for the sake of making
it more of a game.

01:01:03.800 --> 01:01:08.790 align:middle line:84%
And the idea is
similar, where the boss

01:01:08.790 --> 01:01:12.550 align:middle line:84%
is in charge of the rules,
as far as the employee goes.

01:01:12.550 --> 01:01:14.340 align:middle line:84%
So that all of
the rules that are

01:01:14.340 --> 01:01:16.740 align:middle line:84%
in play for a
particular section,

01:01:16.740 --> 01:01:21.270 align:middle line:84%
are going to be given to
the boss at the beginning,

01:01:21.270 --> 01:01:23.610 align:middle line:90%
or over the course of the game.

01:01:23.610 --> 01:01:26.625 align:middle line:84%
And the employee
would be told only

01:01:26.625 --> 01:01:29.520 align:middle line:84%
whatever the boss tells
them, and penalized

01:01:29.520 --> 01:01:33.400 align:middle line:84%
for whatever the boss
decides to penalize them for.

01:01:33.400 --> 01:01:38.190 align:middle line:84%
And there would be some
sort of inadequate system

01:01:38.190 --> 01:01:46.970 align:middle line:90%
for the employee to disagree.

01:01:46.970 --> 01:01:51.150 align:middle line:84%
And overall, goals might be less
cooperative, and more directly

01:01:51.150 --> 01:01:51.720 align:middle line:90%
opposing.

01:01:51.720 --> 01:01:53.940 align:middle line:84%
Where, for example,
the employee's goal

01:01:53.940 --> 01:01:58.380 align:middle line:84%
might be to get the boss
fired without getting

01:01:58.380 --> 01:02:00.540 align:middle line:90%
fired themselves first.

01:02:00.540 --> 01:02:02.820 align:middle line:84%
And that's something
that they might

01:02:02.820 --> 01:02:05.370 align:middle line:90%
do that would let them do that.

01:02:05.370 --> 01:02:08.550 align:middle line:84%
Like finding out
things about the rules,

01:02:08.550 --> 01:02:11.760 align:middle line:84%
might take their focus
off of being productive,

01:02:11.760 --> 01:02:14.790 align:middle line:84%
which would generally
lead them to get fired.

01:02:14.790 --> 01:02:18.870 align:middle line:84%
Whereas the boss's
job, boss's goal,

01:02:18.870 --> 01:02:23.910 align:middle line:84%
could be to end up with
a golden parachute.

01:02:23.910 --> 01:02:28.350 align:middle line:84%
End up being profitable, end
up exploiting the employee,

01:02:28.350 --> 01:02:31.230 align:middle line:84%
enough to live happily
ever after on their own,

01:02:31.230 --> 01:02:33.300 align:middle line:90%
and quit themselves.

01:02:33.300 --> 01:02:35.910 align:middle line:84%
At a time where they
have enough to just like,

01:02:35.910 --> 01:02:37.065 align:middle line:90%
coast by for the rest--

01:02:37.065 --> 01:02:40.810 align:middle line:90%


01:02:40.810 --> 01:02:45.250 align:middle line:84%
If they get enough
out of the employee

01:02:45.250 --> 01:02:47.310 align:middle line:84%
before having to
either fire them,

01:02:47.310 --> 01:02:51.120 align:middle line:84%
or ending up in
trouble themselves,

01:02:51.120 --> 01:02:53.085 align:middle line:84%
that would be the
other side that would

01:02:53.085 --> 01:02:54.342 align:middle line:90%
be the success for the boss.

01:02:54.342 --> 01:03:01.650 align:middle line:90%


01:03:01.650 --> 01:03:02.530 align:middle line:90%
PROFESSOR: OK.

01:03:02.530 --> 01:03:04.126 align:middle line:84%
So is there anything
else you want

01:03:04.126 --> 01:03:10.492 align:middle line:84%
to get in [INAUDIBLE]
Couple of things.

01:03:10.492 --> 01:03:17.790 align:middle line:84%
It's [INAUDIBLE] nice to
have the clarity of this is--

01:03:17.790 --> 01:03:20.900 align:middle line:84%
if you can specify your
audience [INAUDIBLE].

01:03:20.900 --> 01:03:26.478 align:middle line:90%


01:03:26.478 --> 01:03:28.386 align:middle line:84%
You mention minimally
re-playable.

01:03:28.386 --> 01:03:32.730 align:middle line:84%
I'm wondering whether there's
some value in playing it twice

01:03:32.730 --> 01:03:34.836 align:middle line:90%
with inverted roles.

01:03:34.836 --> 01:03:36.160 align:middle line:90%
AUDIENCE: That was considered.

01:03:36.160 --> 01:03:39.010 align:middle line:90%
We meant that it's just--

01:03:39.010 --> 01:03:40.645 align:middle line:84%
if you keep playing
as the employee,

01:03:40.645 --> 01:03:43.560 align:middle line:84%
and you already know that
you're being lied to.

01:03:43.560 --> 01:03:46.780 align:middle line:84%
And even worse, if the
rules stay the same,

01:03:46.780 --> 01:03:48.700 align:middle line:84%
and you already know
the rules, then that's

01:03:48.700 --> 01:03:50.315 align:middle line:84%
completely defeating
the purpose.

01:03:50.315 --> 01:03:51.690 align:middle line:84%
AUDIENCE: I mean,
you could still

01:03:51.690 --> 01:03:56.290 align:middle line:84%
play it to explore the
relationship further, and maybe

01:03:56.290 --> 01:03:58.130 align:middle line:84%
see what else you
could have done.

01:03:58.130 --> 01:03:59.140 align:middle line:90%
But fundamentally,

01:03:59.140 --> 01:04:03.835 align:middle line:90%
[INTERPOSING VOICES]

01:04:03.835 --> 01:04:06.400 align:middle line:84%
AUDIENCE: [INAUDIBLE]
because it's live action,

01:04:06.400 --> 01:04:08.810 align:middle line:84%
because you're two
people working together,

01:04:08.810 --> 01:04:10.180 align:middle line:90%
talking about this stuff.

01:04:10.180 --> 01:04:12.430 align:middle line:84%
Even if the rules are the
same every time you play it,

01:04:12.430 --> 01:04:15.400 align:middle line:84%
that other person is
going to be different.

01:04:15.400 --> 01:04:16.900 align:middle line:84%
I don't worry minimal
replayability.

01:04:16.900 --> 01:04:18.960 align:middle line:90%
It's very replayable.

01:04:18.960 --> 01:04:22.425 align:middle line:84%
PROFESSOR: And definitely
reusable, among--

01:04:22.425 --> 01:04:24.298 align:middle line:84%
in a training
setting, absolutely.

01:04:24.298 --> 01:04:27.714 align:middle line:90%
[INAUDIBLE] reusable.

01:04:27.714 --> 01:04:33.300 align:middle line:84%
If you don't play it again, at
least no matter what you do,

01:04:33.300 --> 01:04:38.073 align:middle line:84%
[INAUDIBLE] how do you
talk with each other

01:04:38.073 --> 01:04:39.462 align:middle line:90%
after the game is over?

01:04:39.462 --> 01:04:45.200 align:middle line:84%
And [INAUDIBLE] because
that sort of helps people

01:04:45.200 --> 01:04:50.134 align:middle line:84%
reflect on what they
should have picked up

01:04:50.134 --> 01:04:51.425 align:middle line:90%
while they're playing the game.

01:04:51.425 --> 01:04:55.707 align:middle line:84%
[INAUDIBLE] thinking
about how [INAUDIBLE]

01:04:55.707 --> 01:04:57.290 align:middle line:84%
AUDIENCE: Great thing
for that, if you

01:04:57.290 --> 01:05:00.140 align:middle line:84%
can do that without
requiring a facilitator,

01:05:00.140 --> 01:05:02.090 align:middle line:84%
you're already doing
much better than a lot

01:05:02.090 --> 01:05:04.001 align:middle line:90%
of the games in this sector.

01:05:04.001 --> 01:05:06.460 align:middle line:84%
It gets your game a little
bit more useful, a little more

01:05:06.460 --> 01:05:10.340 align:middle line:84%
used, if your players
can debrief each other.

01:05:10.340 --> 01:05:12.642 align:middle line:90%


01:05:12.642 --> 01:05:14.850 align:middle line:84%
PROFESSOR: You describe
specifically the relationship

01:05:14.850 --> 01:05:16.550 align:middle line:90%
between a boss and an employee.

01:05:16.550 --> 01:05:19.170 align:middle line:90%
And it seems like that--

01:05:19.170 --> 01:05:21.980 align:middle line:90%


01:05:21.980 --> 01:05:26.567 align:middle line:84%
I guess you should be clear
whether all of the tension

01:05:26.567 --> 01:05:28.150 align:middle line:84%
specifically between
these two people,

01:05:28.150 --> 01:05:30.850 align:middle line:84%
or whether also there's any
abstraction of the college

01:05:30.850 --> 01:05:38.500 align:middle line:84%
of [INAUDIBLE] Say in a
stereotypical, male boss,

01:05:38.500 --> 01:05:41.200 align:middle line:84%
female employee
situation, there's

01:05:41.200 --> 01:05:43.810 align:middle line:84%
a lot of culture
supporting the male boss.

01:05:43.810 --> 01:05:50.220 align:middle line:84%
That's not there [INAUDIBLE] so
how do you put them together?

01:05:50.220 --> 01:05:53.950 align:middle line:84%
The sort of touchy phrases
thing reminds me a bit of Taboo.

01:05:53.950 --> 01:06:00.820 align:middle line:84%
Which may not necessarily
be a [INAUDIBLE]

01:06:00.820 --> 01:06:04.460 align:middle line:84%
For research,
micro-aggressions, I

01:06:04.460 --> 01:06:07.020 align:middle line:84%
think is one thing
that comes up a lot.

01:06:07.020 --> 01:06:11.410 align:middle line:84%
[INAUDIBLE] you just
[INAUDIBLE] get a lot of stuff.

01:06:11.410 --> 01:06:17.761 align:middle line:84%
Not just gender, but also ethnic
discrimination, disability,

01:06:17.761 --> 01:06:34.515 align:middle line:84%
[INAUDIBLE] You can find a
lot of material [INAUDIBLE]

01:06:34.515 --> 01:06:35.820 align:middle line:90%
actually.

01:06:35.820 --> 01:06:36.702 align:middle line:90%
Because--

01:06:36.702 --> 01:06:38.160 align:middle line:84%
AUDIENCE: Just to
make clear, those

01:06:38.160 --> 01:06:41.940 align:middle line:84%
were the kind of very
two, very separate--

01:06:41.940 --> 01:06:44.950 align:middle line:84%
AUDIENCE: For future-- for
pitch-- don't pitch two ideas.

01:06:44.950 --> 01:06:47.380 align:middle line:84%
I had a hard time
following the second one.

01:06:47.380 --> 01:06:51.370 align:middle line:84%
If you're going to pitch the
second idea, a very simple two

01:06:51.370 --> 01:06:52.410 align:middle line:90%
line--

01:06:52.410 --> 01:06:55.880 align:middle line:84%
and if we did this other
way, this is how it would be.

01:06:55.880 --> 01:06:57.329 align:middle line:90%
Enough to get it [INAUDIBLE]

01:06:57.329 --> 01:06:59.120 align:middle line:84%
AUDIENCE: I mean, it
obviously came up here

01:06:59.120 --> 01:07:01.750 align:middle line:84%
because we're not at the
stage where we have one idea.

01:07:01.750 --> 01:07:04.880 align:middle line:90%


01:07:04.880 --> 01:07:07.470 align:middle line:84%
AUDIENCE: So we heard
a great, clear idea

01:07:07.470 --> 01:07:10.360 align:middle line:84%
that's still not specific,
but pretty general.

01:07:10.360 --> 01:07:13.810 align:middle line:84%
And then with this extra
route, this alternate route,

01:07:13.810 --> 01:07:17.020 align:middle line:84%
it's really just a matter
of knowing a two line

01:07:17.020 --> 01:07:20.020 align:middle line:84%
version of how is this
different from the other,

01:07:20.020 --> 01:07:22.450 align:middle line:84%
without having to go
into detail on it.

01:07:22.450 --> 01:07:26.410 align:middle line:84%
PROFESSOR: Describing it,
I think, as a variant,

01:07:26.410 --> 01:07:29.876 align:middle line:84%
this is a very
[INAUDIBLE] right now,

01:07:29.876 --> 01:07:32.422 align:middle line:84%
rather than here's
a second idea.

01:07:32.422 --> 01:07:33.630 align:middle line:90%
This is just a general pitch.

01:07:33.630 --> 01:07:34.485 align:middle line:90%
[INTERPOSING VOICES]

01:07:34.485 --> 01:07:36.860 align:middle line:84%
AUDIENCE: Talked about it, if
you haven't talked about it

01:07:36.860 --> 01:07:41.380 align:middle line:90%
enough, we don't need hear it.

01:07:41.380 --> 01:07:47.162 align:middle line:84%
If you were trying to
get money, [INAUDIBLE]

01:07:47.162 --> 01:07:48.870 align:middle line:84%
PROFESSOR: But since
you did bring it up,

01:07:48.870 --> 01:07:51.660 align:middle line:84%
I do want to give my perspective
from a design point of view.

01:07:51.660 --> 01:07:56.530 align:middle line:84%
I think that actual
competitive game might--

01:07:56.530 --> 01:07:58.550 align:middle line:90%
different goals is fine.

01:07:58.550 --> 01:08:04.770 align:middle line:84%
But it's sort of like,
opposed goals [INAUDIBLE]

01:08:04.770 --> 01:08:09.852 align:middle line:84%
I think takes the game out of a
situation that a lot of people

01:08:09.852 --> 01:08:10.810 align:middle line:90%
can see [INAUDIBLE] in.

01:08:10.810 --> 01:08:12.450 align:middle line:84%
But a lot of people
don't actively

01:08:12.450 --> 01:08:15.330 align:middle line:84%
want to get [INAUDIBLE]
or at least don't

01:08:15.330 --> 01:08:17.279 align:middle line:90%
see themselves that way.

01:08:17.279 --> 01:08:23.490 align:middle line:84%
So just to be able to make a
game where people can easily

01:08:23.490 --> 01:08:26.080 align:middle line:84%
make connections
to their real life,

01:08:26.080 --> 01:08:29.306 align:middle line:84%
the goal should be a little
bit closer to non-competitive

01:08:29.306 --> 01:08:32.124 align:middle line:84%
even though it may not be
a completely aligned goal.

01:08:32.124 --> 01:08:36.914 align:middle line:90%


01:08:36.914 --> 01:08:38.340 align:middle line:90%
Any questions for us?

01:08:38.340 --> 01:08:40.550 align:middle line:90%
[INAUDIBLE]

01:08:40.550 --> 01:08:43.050 align:middle line:84%
AUDIENCE: I had just another
quick [INAUDIBLE] for research.

01:08:43.050 --> 01:08:46.740 align:middle line:84%
We did an equal pay game
[INAUDIBLE] two years ago,

01:08:46.740 --> 01:08:47.886 align:middle line:90%
I think.

01:08:47.886 --> 01:08:50.729 align:middle line:84%
And there were some
interesting things

01:08:50.729 --> 01:08:53.880 align:middle line:84%
that came up with like, talking
about specific scenarios.

01:08:53.880 --> 01:09:01.000 align:middle line:84%
So how does the fact that
women don't necessarily--

01:09:01.000 --> 01:09:03.464 align:middle line:84%
at the time, it was
thought people didn't have

01:09:03.464 --> 01:09:06.246 align:middle line:90%
the data to get a pay raise.

01:09:06.246 --> 01:09:07.870 align:middle line:84%
So maybe it was just
a matter of, well,

01:09:07.870 --> 01:09:08.470 align:middle line:90%
they don't have the data.

01:09:08.470 --> 01:09:11.095 align:middle line:84%
So if we just give them the
data, maybe it would help them.

01:09:11.095 --> 01:09:13.890 align:middle line:84%
It's not much more
complex than that.

01:09:13.890 --> 01:09:17.069 align:middle line:84%
[INAUDIBLE] see what kind of
scenarios are you going to do.

01:09:17.069 --> 01:09:18.527 align:middle line:84%
Are they going to
be very specific,

01:09:18.527 --> 01:09:20.880 align:middle line:84%
like going to your employee
to try and get something

01:09:20.880 --> 01:09:21.970 align:middle line:90%
that you need?

01:09:21.970 --> 01:09:25.430 align:middle line:84%
Or is it going to be
what I think I heard,

01:09:25.430 --> 01:09:28.380 align:middle line:84%
and correct me if I'm wrong,
an employee going to a boss

01:09:28.380 --> 01:09:30.870 align:middle line:84%
to try and just do the
job they need to do.

01:09:30.870 --> 01:09:33.620 align:middle line:84%
And the boss [INAUDIBLE] can
get difficult for them to do it.

01:09:33.620 --> 01:09:39.426 align:middle line:90%


01:09:39.426 --> 01:09:40.800 align:middle line:84%
PROFESSOR: There's
a lot of stuff

01:09:40.800 --> 01:09:43.140 align:middle line:84%
about how the same
adjective, feelings, you

01:09:43.140 --> 01:09:45.470 align:middle line:84%
use to describe a
female professional

01:09:45.470 --> 01:09:48.939 align:middle line:84%
or a male professional, it
can be positive in one sense

01:09:48.939 --> 01:09:50.322 align:middle line:90%
and negative in the other.

01:09:50.322 --> 01:09:52.166 align:middle line:90%
It's the same word, literally.

01:09:52.166 --> 01:09:58.637 align:middle line:84%
[INAUDIBLE]
definitely [INAUDIBLE]

01:09:58.637 --> 01:10:00.470 align:middle line:84%
AUDIENCE: And really
good seeing you already

01:10:00.470 --> 01:10:04.210 align:middle line:84%
did a survey of getting actual
phrases that you can use,

01:10:04.210 --> 01:10:06.050 align:middle line:84%
and actual perspective
[INAUDIBLE]

01:10:06.050 --> 01:10:08.140 align:middle line:84%
AUDIENCE: So I guess
I have a question.

01:10:08.140 --> 01:10:11.640 align:middle line:84%
Which is, how would you
recommend dealing with the fact

01:10:11.640 --> 01:10:15.051 align:middle line:84%
that the players might not
be the genders that they're

01:10:15.051 --> 01:10:15.550 align:middle line:90%
playing?

01:10:15.550 --> 01:10:18.200 align:middle line:84%
PROFESSOR: That could be a very
valuable learning experience.

01:10:18.200 --> 01:10:19.080 align:middle line:90%
AUDIENCE: No, I understand.

01:10:19.080 --> 01:10:21.060 align:middle line:84%
I mean, the fact that
if it even-- if you just

01:10:21.060 --> 01:10:22.590 align:middle line:90%
said about the phrases.

01:10:22.590 --> 01:10:28.540 align:middle line:84%
If you're having a conversation,
and that word comes up,

01:10:28.540 --> 01:10:31.630 align:middle line:84%
it just won't mean anything
necessarily to someone.

01:10:31.630 --> 01:10:33.370 align:middle line:90%
[INTERPOSING VOICES]

01:10:33.370 --> 01:10:34.990 align:middle line:84%
AUDIENCE: Game
mechanic for that.

01:10:34.990 --> 01:10:38.164 align:middle line:84%
If it's known that
that word is going

01:10:38.164 --> 01:10:39.705 align:middle line:84%
to have a positive
or negative affect

01:10:39.705 --> 01:10:43.640 align:middle line:84%
to that particular
gender, then you

01:10:43.640 --> 01:10:46.780 align:middle line:90%
make a mechanic around that.

01:10:46.780 --> 01:10:49.465 align:middle line:84%
Your mechanics should
support these things.

01:10:49.465 --> 01:10:52.440 align:middle line:84%
There's times when you don't
need a mechanic because players

01:10:52.440 --> 01:10:53.630 align:middle line:90%
will all understand.

01:10:53.630 --> 01:10:55.350 align:middle line:84%
But any game where
you're talking

01:10:55.350 --> 01:10:58.030 align:middle line:84%
about these kinds of cultural
things, the mechanics

01:10:58.030 --> 01:11:01.826 align:middle line:84%
kind of just help
buttress the message.

01:11:01.826 --> 01:11:03.450 align:middle line:84%
The things you're
trying to get across.

01:11:03.450 --> 01:11:04.824 align:middle line:84%
PROFESSOR: Yeah,
all the research

01:11:04.824 --> 01:11:07.470 align:middle line:84%
implies [INAUDIBLE]
game mechanics are just

01:11:07.470 --> 01:11:09.216 align:middle line:90%
making the system obvious.

01:11:09.216 --> 01:11:11.650 align:middle line:90%
[INAUDIBLE]

01:11:11.650 --> 01:11:14.195 align:middle line:84%
AUDIENCE: That stuff should
just come out in debrief.

01:11:14.195 --> 01:11:15.570 align:middle line:84%
Especially if you
have two people

01:11:15.570 --> 01:11:18.642 align:middle line:84%
with different genders
and different experiences

01:11:18.642 --> 01:11:22.610 align:middle line:90%
[INAUDIBLE]

01:11:22.610 --> 01:11:26.578 align:middle line:90%
[APPLAUSE]

01:11:26.578 --> 01:11:36.700 align:middle line:90%
PROFESSOR: [INAUDIBLE]

01:11:36.700 --> 01:11:40.280 align:middle line:90%
[SIDE CONVERSATION]

01:11:40.280 --> 01:11:51.834 align:middle line:90%


01:11:51.834 --> 01:11:53.750 align:middle line:84%
AUDIENCE: We have a third
group member, Damon,

01:11:53.750 --> 01:11:54.625 align:middle line:90%
who's not here today.

01:11:54.625 --> 01:12:03.190 align:middle line:90%


01:12:03.190 --> 01:12:07.420 align:middle line:84%
So our game mostly
explores the dynamics

01:12:07.420 --> 01:12:09.892 align:middle line:84%
of the sort of the
balance of power

01:12:09.892 --> 01:12:12.100 align:middle line:84%
that can occur when there's
a bunch of-- when there's

01:12:12.100 --> 01:12:15.520 align:middle line:84%
three people who are sort of
all fearful of the others there.

01:12:15.520 --> 01:12:19.360 align:middle line:84%
And how there's an
unstable equilibrium there,

01:12:19.360 --> 01:12:27.250 align:middle line:84%
where they're trying to
keep up with the other two

01:12:27.250 --> 01:12:29.411 align:middle line:84%
to make sure that no one
gets far ahead of them.

01:12:29.411 --> 01:12:30.910 align:middle line:84%
But the game's
dynamics will be such

01:12:30.910 --> 01:12:35.450 align:middle line:84%
that this is guaranteed
to fail in the long run.

01:12:35.450 --> 01:12:41.080 align:middle line:84%
In such, one of the things
that players will have to do

01:12:41.080 --> 01:12:44.160 align:middle line:84%
is try to realize when they
have a large enough advantage

01:12:44.160 --> 01:12:46.430 align:middle line:84%
to strike, and it's
really about finding

01:12:46.430 --> 01:12:53.890 align:middle line:84%
the moment of opportunity when
they can make an attack that

01:12:53.890 --> 01:12:56.470 align:middle line:90%
will work out well.

01:12:56.470 --> 01:12:59.770 align:middle line:84%
They mostly explore
some of the--

01:12:59.770 --> 01:13:06.340 align:middle line:84%
it's intended to be
sort of a strategy game.

01:13:06.340 --> 01:13:10.450 align:middle line:84%
But sort of lighter than
some of the versions

01:13:10.450 --> 01:13:12.818 align:middle line:84%
that cover similar topics
that can take several hours.

01:13:12.818 --> 01:13:17.270 align:middle line:90%


01:13:17.270 --> 01:13:20.110 align:middle line:84%
It's going to cover a lot
of the historical trends

01:13:20.110 --> 01:13:21.070 align:middle line:90%
around the time.

01:13:21.070 --> 01:13:24.700 align:middle line:84%
So the conflict between
populist reformers

01:13:24.700 --> 01:13:29.110 align:middle line:84%
and the conservatives, and the
rise of the equestrian class,

01:13:29.110 --> 01:13:35.750 align:middle line:84%
and their importance as a power
base to some of the leaders

01:13:35.750 --> 01:13:36.550 align:middle line:90%
there.

01:13:36.550 --> 01:13:40.180 align:middle line:84%
And also how the legions,
the loyalties of legions

01:13:40.180 --> 01:13:44.320 align:middle line:84%
was shifting from the
Senate to individuals.

01:13:44.320 --> 01:13:46.780 align:middle line:84%
Who are actually paying
them, and giving them

01:13:46.780 --> 01:13:48.466 align:middle line:84%
the lands that they
would retire to.

01:13:48.466 --> 01:13:56.850 align:middle line:90%


01:13:56.850 --> 01:13:58.490 align:middle line:90%
That's what this game covers.

01:13:58.490 --> 01:14:03.410 align:middle line:90%


01:14:03.410 --> 01:14:05.710 align:middle line:90%
PROFESSOR: Source material?

01:14:05.710 --> 01:14:10.630 align:middle line:84%
AUDIENCE: Source material is I
took a class in Roman history,

01:14:10.630 --> 01:14:14.710 align:middle line:84%
and it's mostly just stuff
that I remember from that.

01:14:14.710 --> 01:14:16.780 align:middle line:84%
I've looked at [INAUDIBLE]
sources of lines

01:14:16.780 --> 01:14:23.320 align:middle line:84%
for detailed stuff online,
like the number of details

01:14:23.320 --> 01:14:26.170 align:middle line:84%
of numbers of legions, and
where they were stationed,

01:14:26.170 --> 01:14:27.119 align:middle line:90%
and that's about it.

01:14:27.119 --> 01:14:33.010 align:middle line:90%


01:14:33.010 --> 01:14:36.820 align:middle line:84%
AUDIENCE: So we remember the
games about the Tribunal.

01:14:36.820 --> 01:14:42.436 align:middle line:84%
I don't remember what personal
perspective it's from,

01:14:42.436 --> 01:14:44.060 align:middle line:84%
so the pitch should
have that in there.

01:14:44.060 --> 01:14:44.893 align:middle line:90%
AUDIENCE: I'm sorry.

01:14:44.893 --> 01:14:53.546 align:middle line:90%


01:14:53.546 --> 01:14:55.670 align:middle line:84%
AUDIENCE: So you want to
reiterate that [INAUDIBLE]

01:14:55.670 --> 01:14:57.044 align:middle line:84%
AUDIENCE: Yeah,
I just completely

01:14:57.044 --> 01:15:00.450 align:middle line:84%
forgot to like describe
exactly what the game was.

01:15:00.450 --> 01:15:04.070 align:middle line:84%
It's the [INAUDIBLE] members
the First Triumvirate

01:15:04.070 --> 01:15:06.680 align:middle line:90%
and they're all sort of--

01:15:06.680 --> 01:15:09.770 align:middle line:84%
Caesar, Pompey, and
Crassus, and they're

01:15:09.770 --> 01:15:14.270 align:middle line:90%
sort of jockeying for influence.

01:15:14.270 --> 01:15:16.850 align:middle line:84%
And eventual plan to sort
of of usurp the other team

01:15:16.850 --> 01:15:18.605 align:middle line:84%
and to become the
sole leader of Rome.

01:15:18.605 --> 01:15:23.540 align:middle line:90%


01:15:23.540 --> 01:15:27.520 align:middle line:84%
PROFESSOR: For a pitch, you
have to assume that the audience

01:15:27.520 --> 01:15:28.760 align:middle line:90%
doesn't know that.

01:15:28.760 --> 01:15:30.930 align:middle line:84%
The audience may
have heard of Caesar,

01:15:30.930 --> 01:15:35.380 align:middle line:84%
and not realize that at the time
that your game is [INAUDIBLE],

01:15:35.380 --> 01:15:38.280 align:middle line:90%
he's not in charge.

01:15:38.280 --> 01:15:40.240 align:middle line:90%
Because everyone assumes--

01:15:40.240 --> 01:15:42.135 align:middle line:90%
Caesar means king, right?

01:15:42.135 --> 01:15:49.029 align:middle line:84%
[INAUDIBLE] who is
Pompey, who is Crassus--

01:15:49.029 --> 01:15:49.820 align:middle line:90%
especially Crassus.

01:15:49.820 --> 01:15:51.700 align:middle line:84%
A lot of people
haven't heard of him.

01:15:51.700 --> 01:15:56.570 align:middle line:90%
[INAUDIBLE]

01:15:56.570 --> 01:15:58.250 align:middle line:84%
You talk a little
about light strategy,

01:15:58.250 --> 01:16:01.010 align:middle line:84%
and I wonder if that
means it's still working?

01:16:01.010 --> 01:16:08.420 align:middle line:84%
Or is it a little bit more of
a political points type game?

01:16:08.420 --> 01:16:10.940 align:middle line:84%
Do you expect it is going to
be like a victory point base

01:16:10.940 --> 01:16:12.780 align:middle line:90%
system?

01:16:12.780 --> 01:16:19.140 align:middle line:84%
Or is it going to be more
about military [INAUDIBLE]

01:16:19.140 --> 01:16:20.080 align:middle line:90%
AUDIENCE: [INAUDIBLE].

01:16:20.080 --> 01:16:24.652 align:middle line:90%


01:16:24.652 --> 01:16:26.610 align:middle line:84%
It's not going to have
a victory points system.

01:16:26.610 --> 01:16:27.850 align:middle line:90%
It's going to be sort of--

01:16:27.850 --> 01:16:32.310 align:middle line:84%
the way you win, is by crushing
the other two players there.

01:16:32.310 --> 01:16:34.460 align:middle line:84%
There are multiple paths
that this can happen.

01:16:34.460 --> 01:16:39.120 align:middle line:90%


01:16:39.120 --> 01:16:41.986 align:middle line:84%
You can get enough legions to
become personally loyal to you,

01:16:41.986 --> 01:16:44.610 align:middle line:84%
that you can just beat the other
two people in the [INAUDIBLE].

01:16:44.610 --> 01:16:47.540 align:middle line:84%
Or you can gain enough
support from various groups

01:16:47.540 --> 01:16:51.300 align:middle line:84%
in the realm and that you really
can just start to snowball.

01:16:51.300 --> 01:16:54.210 align:middle line:84%
And you can have a
tremendously large force

01:16:54.210 --> 01:16:58.290 align:middle line:84%
that the other players
can't deal with there.

01:16:58.290 --> 01:17:07.500 align:middle line:84%
And it's going to be a war
game, but with sort of more--

01:17:07.500 --> 01:17:11.390 align:middle line:90%


01:17:11.390 --> 01:17:15.115 align:middle line:84%
mostly what it is
is action selection.

01:17:15.115 --> 01:17:17.240 align:middle line:84%
And that the players will
have a choice [INAUDIBLE]

01:17:17.240 --> 01:17:20.430 align:middle line:84%
on their [INAUDIBLE] choice
of actions that they can take.

01:17:20.430 --> 01:17:28.500 align:middle line:84%
The game will probably be
such that the players will

01:17:28.500 --> 01:17:32.310 align:middle line:84%
go in order over about
a 10 year period,

01:17:32.310 --> 01:17:33.450 align:middle line:90%
or maybe a 15 year period.

01:17:33.450 --> 01:17:36.535 align:middle line:84%
They'll have about
four actions per year

01:17:36.535 --> 01:17:41.710 align:middle line:84%
[INAUDIBLE] That's the
sense that, for instance,

01:17:41.710 --> 01:17:43.350 align:middle line:84%
if the players
build new buildings,

01:17:43.350 --> 01:17:45.365 align:middle line:84%
or conquer new problems, it
makes more options available

01:17:45.365 --> 01:17:45.865 align:middle line:90%
there.

01:17:45.865 --> 01:17:47.820 align:middle line:90%
Also the struggle, if you--

01:17:47.820 --> 01:17:49.805 align:middle line:84%
depending on
whether the optimize

01:17:49.805 --> 01:17:52.050 align:middle line:84%
the conservative to the
popular are the populous

01:17:52.050 --> 01:17:53.770 align:middle line:90%
are sort of in power.

01:17:53.770 --> 01:17:56.910 align:middle line:84%
Have more power, or different
actions are available also.

01:17:56.910 --> 01:18:04.450 align:middle line:84%
PROFESSOR: So I just had maybe
three different envisions,

01:18:04.450 --> 01:18:08.390 align:middle line:84%
just from that last [INAUDIBLE]
of what this game could be.

01:18:08.390 --> 01:18:11.200 align:middle line:84%
On one hand, you describe
it as a Roman war game.

01:18:11.200 --> 01:18:16.870 align:middle line:84%
And I'm thinking units
and pieces on a hex grid.

01:18:16.870 --> 01:18:20.199 align:middle line:90%


01:18:20.199 --> 01:18:21.740 align:middle line:84%
AUDIENCE: It's very
much you go and--

01:18:21.740 --> 01:18:26.600 align:middle line:90%


01:18:26.600 --> 01:18:28.062 align:middle line:90%
it's in what you take, sort of.

01:18:28.062 --> 01:18:30.270 align:middle line:84%
It's very much [INAUDIBLE]
where the players are just

01:18:30.270 --> 01:18:33.680 align:middle line:84%
choosing if you want to go
[INAUDIBLE] you just say, OK.

01:18:33.680 --> 01:18:36.362 align:middle line:84%
I'm going to go launch
an invasion of Gaul here.

01:18:36.362 --> 01:18:37.820 align:middle line:84%
I'm going to take
this [INAUDIBLE].

01:18:37.820 --> 01:18:40.010 align:middle line:90%
You have to prepare for it.

01:18:40.010 --> 01:18:43.557 align:middle line:84%
You have to make sure
that you have the position

01:18:43.557 --> 01:18:45.140 align:middle line:84%
that you would go
to do this, that you

01:18:45.140 --> 01:18:47.900 align:middle line:84%
have the resources to raise
the legions necessary there.

01:18:47.900 --> 01:18:50.390 align:middle line:84%
You also might
want to [INAUDIBLE]

01:18:50.390 --> 01:18:52.770 align:middle line:84%
to call your veterans
if you're successful.

01:18:52.770 --> 01:18:54.670 align:middle line:84%
And then, once you
launch [INAUDIBLE],

01:18:54.670 --> 01:18:56.540 align:middle line:84%
there'd be a factor
of luck to determine

01:18:56.540 --> 01:18:59.930 align:middle line:90%
how successful you are there.

01:18:59.930 --> 01:19:04.350 align:middle line:84%
And you would probably continue
repeating the same few actions

01:19:04.350 --> 01:19:07.380 align:middle line:84%
to continue your invasion
for several years.

01:19:07.380 --> 01:19:09.895 align:middle line:84%
PROFESSOR: And that gives me
a completely different image

01:19:09.895 --> 01:19:11.360 align:middle line:90%
of what your game is.

01:19:11.360 --> 01:19:18.920 align:middle line:84%
Which is more of a collecting
resources [INAUDIBLE] tokens.

01:19:18.920 --> 01:19:24.260 align:middle line:84%
That's the second
image [INAUDIBLE]

01:19:24.260 --> 01:19:25.790 align:middle line:84%
And then you said
action selection.

01:19:25.790 --> 01:19:31.590 align:middle line:84%
And I'm thinking that
[INAUDIBLE] like a card game.

01:19:31.590 --> 01:19:35.440 align:middle line:84%
Almost like a game
where these that I

01:19:35.440 --> 01:19:36.580 align:middle line:90%
could be doing right now.

01:19:36.580 --> 01:19:45.890 align:middle line:84%
Maybe [INAUDIBLE] if you
get say, if you [INAUDIBLE].

01:19:45.890 --> 01:19:48.680 align:middle line:90%


01:19:48.680 --> 01:19:55.510 align:middle line:84%
AUDIENCE: The actions will be
normal in [INAUDIBLE] global

01:19:55.510 --> 01:19:56.070 align:middle line:90%
there.

01:19:56.070 --> 01:20:03.440 align:middle line:84%
So in the sense that if the
populous are in power there,

01:20:03.440 --> 01:20:07.920 align:middle line:84%
there is a set of
actions that you can take

01:20:07.920 --> 01:20:09.097 align:middle line:90%
is sort of different.

01:20:09.097 --> 01:20:11.180 align:middle line:84%
Because the political
possibilities are different.

01:20:11.180 --> 01:20:13.030 align:middle line:84%
Because the political
[INAUDIBLE] So like,

01:20:13.030 --> 01:20:14.210 align:middle line:84%
if the populous
are in power, it's

01:20:14.210 --> 01:20:16.543 align:middle line:84%
much easier to get land for
your veterans, for instance.

01:20:16.543 --> 01:20:18.260 align:middle line:90%


01:20:18.260 --> 01:20:20.176 align:middle line:84%
PROFESSOR: So you still
have the same actions,

01:20:20.176 --> 01:20:24.306 align:middle line:90%
but how hard it is [INAUDIBLE]

01:20:24.306 --> 01:20:26.680 align:middle line:84%
AUDIENCE: Some of them might
get grayed out or something.

01:20:26.680 --> 01:20:29.160 align:middle line:90%
[INTERPOSING VOICES]

01:20:29.160 --> 01:20:30.660 align:middle line:84%
AUDIENCE: Specifically,
what happens

01:20:30.660 --> 01:20:33.020 align:middle line:84%
is as the [INAUDIBLE] has
mentioned, that the actions

01:20:33.020 --> 01:20:34.736 align:middle line:90%
will sort of flip over there.

01:20:34.736 --> 01:20:36.860 align:middle line:84%
Like instead of the populace
being able to do this,

01:20:36.860 --> 01:20:38.844 align:middle line:84%
instead, you're able
to get conservatives

01:20:38.844 --> 01:20:39.760 align:middle line:90%
to do this [INAUDIBLE]

01:20:39.760 --> 01:20:42.164 align:middle line:84%
PROFESSOR: So I think
[INAUDIBLE] of what

01:20:42.164 --> 01:20:43.330 align:middle line:90%
your game's gonna look like.

01:20:43.330 --> 01:20:46.720 align:middle line:84%
But that's something you want
to get across in the pitch.

01:20:46.720 --> 01:20:49.760 align:middle line:84%
[INAUDIBLE] board, you
could use hand gestures,

01:20:49.760 --> 01:20:51.930 align:middle line:90%
like you just did.

01:20:51.930 --> 01:20:53.710 align:middle line:90%
Referencing other games.

01:20:53.710 --> 01:20:57.560 align:middle line:84%
Just so that when you're
talking about the game,

01:20:57.560 --> 01:20:59.980 align:middle line:84%
you're trying to help
me see it in my head.

01:20:59.980 --> 01:21:09.766 align:middle line:90%
[INAUDIBLE]

01:21:09.766 --> 01:21:11.140 align:middle line:84%
AUDIENCE: One of
the last things.

01:21:11.140 --> 01:21:13.500 align:middle line:84%
So we're going to
have three players.

01:21:13.500 --> 01:21:17.490 align:middle line:84%
Each be one member
of the Triumvirate.

01:21:17.490 --> 01:21:21.050 align:middle line:84%
I imagine each of
those historical people

01:21:21.050 --> 01:21:24.770 align:middle line:84%
had different perspectives
of how they saw things.

01:21:24.770 --> 01:21:26.309 align:middle line:90%
Were they equal?

01:21:26.309 --> 01:21:27.600 align:middle line:90%
They had different backgrounds?

01:21:27.600 --> 01:21:31.380 align:middle line:84%
AUDIENCE: The game is
going to be portraying them

01:21:31.380 --> 01:21:38.490 align:middle line:84%
as having equal views, the
same goals, the same views,

01:21:38.490 --> 01:21:40.730 align:middle line:84%
the same perspectives,
and everything.

01:21:40.730 --> 01:21:42.120 align:middle line:90%
But it treats them different.

01:21:42.120 --> 01:21:44.160 align:middle line:84%
They will have different
starting resources,

01:21:44.160 --> 01:21:46.410 align:middle line:84%
and different advantages and
disadvantages as the game

01:21:46.410 --> 01:21:47.040 align:middle line:90%
goes through.

01:21:47.040 --> 01:21:51.330 align:middle line:84%
So like Crassus will
have more money,

01:21:51.330 --> 01:21:54.480 align:middle line:84%
and [INAUDIBLE]
money, for instance.

01:21:54.480 --> 01:22:00.280 align:middle line:84%
I imagined that Pompey will
start with a lot more influence

01:22:00.280 --> 01:22:01.119 align:middle line:90%
than the others.

01:22:01.119 --> 01:22:03.202 align:middle line:84%
AUDIENCE: Is there a
historical or realistic basis

01:22:03.202 --> 01:22:04.460 align:middle line:90%
for any of that?

01:22:04.460 --> 01:22:05.610 align:middle line:90%
AUDIENCE: Yeah.

01:22:05.610 --> 01:22:09.030 align:middle line:84%
Crassus is often called the
richest man in history there.

01:22:09.030 --> 01:22:13.470 align:middle line:84%
He is known for just
acquiring such just massive--

01:22:13.470 --> 01:22:16.900 align:middle line:84%
he had more money than
basically the Roman government.

01:22:16.900 --> 01:22:19.760 align:middle line:84%
AUDIENCE: So that's going
to at least help him

01:22:19.760 --> 01:22:23.190 align:middle line:84%
with the players
starting position.

01:22:23.190 --> 01:22:27.430 align:middle line:84%
Did that wealth--
is that wealth then

01:22:27.430 --> 01:22:29.426 align:middle line:84%
carried over to
the kind of actions

01:22:29.426 --> 01:22:31.670 align:middle line:84%
that he's able to
do historically?

01:22:31.670 --> 01:22:33.710 align:middle line:84%
Or was it really
just setting up?

01:22:33.710 --> 01:22:36.000 align:middle line:90%
AUDIENCE: It's going to offer--

01:22:36.000 --> 01:22:39.330 align:middle line:84%
I haven't said whether or
not that will offer him

01:22:39.330 --> 01:22:41.700 align:middle line:84%
bonuses towards acquiring
wealth, or whether or not he

01:22:41.700 --> 01:22:44.130 align:middle line:84%
will just have more wealth at
the start of the game there.

01:22:44.130 --> 01:22:46.600 align:middle line:84%
AUDIENCE: From our point of
view, for the assignment,

01:22:46.600 --> 01:22:48.230 align:middle line:84%
we're really
interested in seeing

01:22:48.230 --> 01:22:50.200 align:middle line:90%
the personal perspectives.

01:22:50.200 --> 01:22:55.700 align:middle line:84%
So you could do the generic,
they're each an equal person.

01:22:55.700 --> 01:22:58.007 align:middle line:84%
It'd be more interesting
for us to see

01:22:58.007 --> 01:23:01.102 align:middle line:84%
be a reflection of
the actual personage.

01:23:01.102 --> 01:23:02.560 align:middle line:84%
AUDIENCE: The
differences, I think,

01:23:02.560 --> 01:23:05.160 align:middle line:84%
are really going to
shape their strategy,

01:23:05.160 --> 01:23:07.250 align:middle line:90%
and how they start the play.

01:23:07.250 --> 01:23:12.810 align:middle line:84%
So is for instance, in Caesar
will have sort of have a bonus

01:23:12.810 --> 01:23:15.696 align:middle line:84%
towards campaigning,
or not necessarily

01:23:15.696 --> 01:23:17.070 align:middle line:84%
bonus towards
military invasions,

01:23:17.070 --> 01:23:19.910 align:middle line:84%
but making his
legions loyal to him.

01:23:19.910 --> 01:23:21.840 align:middle line:84%
His legions become
loyal to him quicker.

01:23:21.840 --> 01:23:25.700 align:middle line:84%
I'm not sure which
of these is sort of--

01:23:25.700 --> 01:23:27.540 align:middle line:84%
and Pompey will
sort of start out

01:23:27.540 --> 01:23:30.150 align:middle line:84%
with more powerful and
prestigious than the others.

01:23:30.150 --> 01:23:33.030 align:middle line:84%
But during the first several
years of the alliance

01:23:33.030 --> 01:23:36.270 align:middle line:84%
there, he was obsessed
with his wife, Julia,

01:23:36.270 --> 01:23:39.510 align:middle line:84%
who was Caesar's daughter
that he had married there.

01:23:39.510 --> 01:23:46.140 align:middle line:84%
And he was neglecting lots of
his responsibilities because

01:23:46.140 --> 01:23:47.040 align:middle line:90%
of his wife there.

01:23:47.040 --> 01:23:49.980 align:middle line:84%
So he will probably
have penalties,

01:23:49.980 --> 01:23:52.372 align:middle line:84%
he would miss every forth
action, or something.

01:23:52.372 --> 01:23:54.330 align:middle line:84%
He starts off in a much
more powerful position,

01:23:54.330 --> 01:23:56.460 align:middle line:84%
and he sort of has to
use limited actions

01:23:56.460 --> 01:24:00.130 align:middle line:84%
to try to not fall behind in
the earlier part of the game.

01:24:00.130 --> 01:24:03.060 align:middle line:84%
So [INAUDIBLE] these players
sort of have the same goals,

01:24:03.060 --> 01:24:05.802 align:middle line:84%
but these small
differences are going

01:24:05.802 --> 01:24:07.760 align:middle line:84%
to cause them to take
very different strategies

01:24:07.760 --> 01:24:08.629 align:middle line:90%
oftentimes.

01:24:08.629 --> 01:24:10.420 align:middle line:84%
PROFESSOR: So I'm
actually going to suggest

01:24:10.420 --> 01:24:13.300 align:middle line:84%
that the differences are what
the game should be built on,

01:24:13.300 --> 01:24:16.837 align:middle line:84%
not the bedrock of
similar [INAUDIBLE].

01:24:16.837 --> 01:24:18.420 align:middle line:84%
It seems to me that
you are describing

01:24:18.420 --> 01:24:23.775 align:middle line:84%
that there is an objective
reality which all three of them

01:24:23.775 --> 01:24:26.400 align:middle line:84%
agree on and are just
playing on this field

01:24:26.400 --> 01:24:29.710 align:middle line:84%
with their individual
advantages.

01:24:29.710 --> 01:24:36.860 align:middle line:84%
But I'm going to suggest that
you start from the differences.

01:24:36.860 --> 01:24:39.780 align:middle line:84%
Start from the fact that one
of them's richer than everybody

01:24:39.780 --> 01:24:43.040 align:middle line:84%
else, one of them's more
loved than everybody else,

01:24:43.040 --> 01:24:49.410 align:middle line:84%
and one of them just [INAUDIBLE]
And then you can just--

01:24:49.410 --> 01:24:52.440 align:middle line:84%
what if the game is all
about those differences,

01:24:52.440 --> 01:24:57.120 align:middle line:84%
rather than everything else
that was involved [INAUDIBLE].

01:24:57.120 --> 01:24:59.130 align:middle line:84%
Because then we get
a little bit closer

01:24:59.130 --> 01:25:03.010 align:middle line:84%
for how these three particular
people see the world, rather

01:25:03.010 --> 01:25:07.250 align:middle line:90%
than [INAUDIBLE]

01:25:07.250 --> 01:25:09.900 align:middle line:84%
AUDIENCE: The thing is, I really
like a lot of the differences,

01:25:09.900 --> 01:25:16.810 align:middle line:84%
the sort of [INAUDIBLE] and
to have these differences,

01:25:16.810 --> 01:25:21.030 align:middle line:84%
[INAUDIBLE] I intend to have
these bonuses that are really

01:25:21.030 --> 01:25:22.832 align:middle line:90%
not going to be--

01:25:22.832 --> 01:25:24.540 align:middle line:84%
they're just going to
be one [INAUDIBLE],

01:25:24.540 --> 01:25:25.769 align:middle line:90%
something fairly simple.

01:25:25.769 --> 01:25:28.185 align:middle line:84%
But will cause the players to
be playing almost completely

01:25:28.185 --> 01:25:28.851 align:middle line:90%
different games.

01:25:28.851 --> 01:25:30.660 align:middle line:84%
Where Crassus is
basically trying

01:25:30.660 --> 01:25:33.930 align:middle line:84%
to take actions that
are just [INAUDIBLE]

01:25:33.930 --> 01:25:42.390 align:middle line:84%
is basically going to try
to acquire lots of money,

01:25:42.390 --> 01:25:45.170 align:middle line:84%
and then use it to brute
force his way through money.

01:25:45.170 --> 01:25:48.640 align:middle line:84%
Try to brute force his way to
get the most efficient ways

01:25:48.640 --> 01:25:52.320 align:middle line:90%
to use this, or try to--

01:25:52.320 --> 01:25:54.540 align:middle line:84%
PROFESSOR: Set it up
to be [INAUDIBLE] it's

01:25:54.540 --> 01:26:00.770 align:middle line:90%
not just [INAUDIBLE] project.

01:26:00.770 --> 01:26:04.400 align:middle line:84%
It really should be all three
players end up playing very

01:26:04.400 --> 01:26:06.774 align:middle line:90%
different games, [INAUDIBLE]

01:26:06.774 --> 01:26:08.440 align:middle line:84%
AUDIENCE: That's
definitely [INAUDIBLE].

01:26:08.440 --> 01:26:09.655 align:middle line:90%
Like Caesar's going to be--

01:26:09.655 --> 01:26:12.180 align:middle line:90%


01:26:12.180 --> 01:26:13.660 align:middle line:84%
he has the potential,
but he needs

01:26:13.660 --> 01:26:16.999 align:middle line:84%
to be able to get the resources
so that he can start--

01:26:16.999 --> 01:26:18.290 align:middle line:90%
that he can really [INAUDIBLE].

01:26:18.290 --> 01:26:20.750 align:middle line:84%
Whereas like Pompey
has this power

01:26:20.750 --> 01:26:24.280 align:middle line:84%
and is basically going to
be trying to consolidate it.

01:26:24.280 --> 01:26:26.620 align:middle line:84%
And try to threaten the
other team's growth,

01:26:26.620 --> 01:26:30.020 align:middle line:84%
and threatening the
growth of the other two.

01:26:30.020 --> 01:26:33.485 align:middle line:90%


01:26:33.485 --> 01:26:34.475 align:middle line:90%
Thank you.

01:26:34.475 --> 01:26:43.190 align:middle line:90%
[APPLAUSE]

01:26:43.190 --> 01:26:47.720 align:middle line:84%
PROFESSOR: So that was
probably as good a time

01:26:47.720 --> 01:26:50.320 align:middle line:90%
as any to take a short break.

01:26:50.320 --> 01:26:54.410 align:middle line:84%
We'll have about-- these
games generally don't

01:26:54.410 --> 01:26:57.650 align:middle line:90%
take more than 45 minutes.

01:26:57.650 --> 01:27:03.020 align:middle line:84%
So these are related to the
reading that of space control.

01:27:03.020 --> 01:27:06.800 align:middle line:84%
Not so many chase games,
mostly control games.

01:27:06.800 --> 01:27:08.330 align:middle line:84%
And although, Ticket
to Ride I guess

01:27:08.330 --> 01:27:14.150 align:middle line:84%
has some sort of set
building in there as well.

01:27:14.150 --> 01:27:15.460 align:middle line:90%
Play through the game.

01:27:15.460 --> 01:27:17.626 align:middle line:84%
It seems like a lot of
people didn't do the reading,

01:27:17.626 --> 01:27:20.120 align:middle line:84%
so I'm not so sure how
much context they give you.

01:27:20.120 --> 01:27:23.080 align:middle line:90%
But I do still want you to.

01:27:23.080 --> 01:27:25.970 align:middle line:84%
End up having played
a wide range of games

01:27:25.970 --> 01:27:27.970 align:middle line:90%
before the end of the semester.

01:27:27.970 --> 01:27:33.346 align:middle line:84%
And then at about 3:30 I guess,
a little before 3:30, we'll

01:27:33.346 --> 01:27:34.970 align:middle line:84%
bring in the prototyping
boxes, and you

01:27:34.970 --> 01:27:37.230 align:middle line:84%
can spend the rest of the
class working in your teams.

01:27:37.230 --> 01:27:39.950 align:middle line:90%


01:27:39.950 --> 01:27:42.160 align:middle line:84%
AUDIENCE: Go over this
again really quick?

01:27:42.160 --> 01:27:43.910 align:middle line:84%
AUDIENCE: So Panic
Station is a little bit

01:27:43.910 --> 01:27:46.820 align:middle line:84%
of a-- it's got a lot
of trader mechanic.

01:27:46.820 --> 01:27:50.379 align:middle line:84%
You are trying to survive
in a space station,

01:27:50.379 --> 01:27:51.170 align:middle line:90%
but there's aliens.

01:27:51.170 --> 01:27:52.711 align:middle line:84%
And they're infecting
you, and you're

01:27:52.711 --> 01:27:55.189 align:middle line:90%
going to infect the others too.

01:27:55.189 --> 01:27:57.230 align:middle line:84%
[INAUDIBLE] is another
one of those path building

01:27:57.230 --> 01:27:59.960 align:middle line:84%
games that has area control,
and other things like that.

01:27:59.960 --> 01:28:05.000 align:middle line:84%
French, medieval
towns, [INAUDIBLE]

01:28:05.000 --> 01:28:07.060 align:middle line:84%
PROFESSOR: Through
the Desert, it's

01:28:07.060 --> 01:28:10.115 align:middle line:90%
kind of like mapping paths.

01:28:10.115 --> 01:28:13.280 align:middle line:84%
AUDIENCE: Path
building, mapping,

01:28:13.280 --> 01:28:18.680 align:middle line:84%
you're creating basically a
supply chain line of camels

01:28:18.680 --> 01:28:19.970 align:middle line:90%
through the desert.

01:28:19.970 --> 01:28:22.310 align:middle line:90%
It's a [INAUDIBLE] game.

01:28:22.310 --> 01:28:24.416 align:middle line:90%
I've not played [? Purple. ?]

01:28:24.416 --> 01:28:30.225 align:middle line:90%
[INTERPOSING VOICES]

01:28:30.225 --> 01:28:31.850 align:middle line:84%
PROFESSOR: And every
one of these games

01:28:31.850 --> 01:28:36.530 align:middle line:84%
that we put up so
far, these three games

01:28:36.530 --> 01:28:39.440 align:middle line:84%
are all about
putting tiles down.

01:28:39.440 --> 01:28:41.990 align:middle line:90%
This one is more about putting--

01:28:41.990 --> 01:28:43.830 align:middle line:84%
I was going to say
putting dues down,

01:28:43.830 --> 01:28:46.790 align:middle line:84%
but really you're
putting down camels.

01:28:46.790 --> 01:28:48.007 align:middle line:90%
They're really cute camels.

01:28:48.007 --> 01:28:49.590 align:middle line:84%
AUDIENCE: This is
putting down trains,

01:28:49.590 --> 01:28:52.560 align:middle line:84%
but you're putting them
down creating sets.

01:28:52.560 --> 01:28:57.150 align:middle line:84%
To create matching
sets of train.

01:28:57.150 --> 01:28:58.250 align:middle line:90%
PROFESSOR: Cool.

01:28:58.250 --> 01:28:59.860 align:middle line:90%
All right.

01:28:59.860 --> 01:29:04.120 align:middle line:90%