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PROFESSOR: All right,
I'm going to start

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handing out assignment three.

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And on the back of
assignment three

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are the changes that we've
made to the syllabus, which

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is mostly in the
order of reading,

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but also we've lifted
some of the games that--

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we've [INAUDIBLE] some of the
games that that we're going to

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[INAUDIBLE].

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Because basically we
change the assignment three

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in the middle of the semester.

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Who actually read
ahead to figure out

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what assignments are you on?

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AUDIENCE: [INAUDIBLE].

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PROFESSOR: How long
ago did you read ahead?

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AUDIENCE: Like two weeks ago.

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PROFESSOR: Two weeks ago.

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OK.

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So whatever was online is
different from what it is now.

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AUDIENCE: OK.

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PROFESSOR: But if you just read
like the one line description--

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AUDIENCE: Yeah.

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PROFESSOR: It's that.

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But all of the text that we
wrote up completely changed.

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So this is [INAUDIBLE].

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AUDIENCE: [INAUDIBLE].

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PROFESSOR: What?

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AUDIENCE: Are there
any [INAUDIBLE]?

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PROFESSOR: It's
mostly rearranged.

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Mostly just scheduling, rather
than the actual readings.

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I don't think we
introduced any new reading,

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except for maybe [? MO ?]
7, which is [INAUDIBLE].

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That's been on our website
for a while now though.

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AUDIENCE: I did all the reading.

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PROFESSOR: Yep.

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So I don't know if
you've seen that one.

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[INAUDIBLE]

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Simulation 101.

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It's like a series of webpages.

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It's all online on the--

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AUDIENCE: Yeah.

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PROFESSOR: OK.

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All right.

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So you better read it.

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So I'm just reading this
because people are still

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cuttting things up.

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So I figure I might just talk.

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So assignment three is going
to be about applying everything

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that you've learned so far.

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Remember, assignment
one was kind

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of just getting used to this,
the discipline iterating.

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Of prototyping, of iterating.

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I feel that you've all shown
like a lot of good experience

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and skill in doing this.

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One thing while I saw those
presentations it reminded me

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that we actually
have notes about all

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of your individual write ups,
that I should copy and paste

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into the grading section of
the [? fellow ?] webpage.

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AUDIENCE: I'll do that next.

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PROFESSOR: Oh great.

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[INTERPOSING VOICES]

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PROFESSOR: That'll be some help.

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Yeah, I just forgot to do that.

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So you'll also be
getting a little bit

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more detailed feedback on
your individual writeups.

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Like, in terms of the
game, designing things

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are coming along pretty well.

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And if you want more feedback
on the individual elements

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of each game that you
worked on in the past

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we could totally
get that to you.

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I'm just guessing a
lot of you are probably

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more eager to just move
on to the next project.

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So I can talk about that.

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Remember, assignment
one was about the skill

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of prototyping and iterrating.

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Assignment two was about
trying to come up with,

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on some part holistic
aesthetic experience.

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And assignment three we're
asking you to apply that

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to the end of trying to depict
the perspective of somebody who

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lived all this in
the real world.

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That person could be a
very specific person,

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like I'm going to bring
up some examples here.

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Campaign Manager
2008 specifically

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states that you are the campaign
managers of either the McCain

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or the Obama campaigns, that
you are-- that's one person.

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Now, the powers of what
you have in the game

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is really a whole
network of campaigners,

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but you're the person
who is calling the shots.

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You are trying to win the
electoral college though this.

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We probably don't have time
to play this, but anyone

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who wants to take a
look at what's in here,

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all the bits, the way how
each state is represented,

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how the United States
is represented,

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the fact that you're
basically just trying

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to win points among demographics
by raising hot button issues.

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That's all this game is about,
[? and it's ?] putting you

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in the shoes of a very
specific person who actually

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exists in the real life.

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An alternative will be
something like Tulipmania 1637,

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which is a game about--

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anyone want to hear about
the Great Tulip Crash of 1637

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in the Netherlands?

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AUDIENCE: [LAUGHING]

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AUDIENCE: [INAUDIBLE]?

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PROFESSOR: One of the
first bubble markets--

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who [INAUDIBLE] bubble markets?

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You've got to have heard about
it in the past four years--

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eight years.

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2008 was a real long time ago.

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Oh, geeze.

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OK.

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AUDIENCE: [LAUGHING]

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AUDIENCE: It's OK.

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Next one's coming up
next year, so it's cool.

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PROFESSOR: Oh, yeah, I
read those articles, too.

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So this is about prices
of tulips, flowers,

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being driven up by speculation
to horrendous amounts

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and trying to be smart and
exiting at the right time

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and often not being
quite pulling it off

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at the right time and losing
your shirt in the process.

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And this game puts you in
the shoes of a [INAUDIBLE]

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speculator, someone
who is trying

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to play this market at that
time, when the market is

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behaving in this very, very
volatile, incredible increases

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and yet even faster crashes.

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[? It's ?] actually
designed by a professor

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in Syracuse University,
Scott Nicholson, who

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runs [INAUDIBLE] with Scott,
and it's pretty awesome.

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If you like playing
it, you can see

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the little token,
little flower heads,

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and you get to do
things like try

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to convince buyers to buy at
a higher price than what you

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had originally bought it at.

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Things like that.

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[? Care to talk ?] a
little bit about E3?

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GUEST SPEAKER: Yeah.

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So I chose three games.

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So what we're asking you to
do is choose a real world

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historical, political,
cultural, economic situation,

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so you might be choosing
some problematic situations

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like the conquest of
Africa by Europeans.

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So it's a game about
African exploration

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during the 19th Century.

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It's made in the 70s.

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They tried to be
less problematic.

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They were not
entirely successful

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because the point
of view of this game

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is entirely of the
European explorer entering

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this forbidden Africa
and finding things

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there, and basically finding
Zulu tribes, which were not all

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throughout Africa, of
course, and fighting

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other explorers who had
died there previously,

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biblical things like
King Solomon's mine,

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things like that.

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But mechanically, it
is an interesting way

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to talk about exploration,
not so much about

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the bigger issues around
what imperialism was,

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what that kind of conquest was.

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If you're thinking about
doing a live action game,

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we've got a couple
of different versions

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of how to do live action games.

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It can be a live
action playing game.

00:07:21.780 --> 00:07:24.440 align:middle line:84%
It can be a party game,
a conversation game.

00:07:24.440 --> 00:07:27.190 align:middle line:84%
This is a book called Heads
of State: Nine Short Games

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About Tyrants.

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We've got-- I haven't
played many of these yet,

00:07:32.300 --> 00:07:34.820 align:middle line:84%
but we've got, basically,
the first game here

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it is called Coup D'etat.

00:07:36.189 --> 00:07:38.350 align:middle line:90%


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GUEST SPEAKER: Basically, why
are dictators what they are?

00:07:43.030 --> 00:07:45.090 align:middle line:90%
How did they become a dictator?

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In this case,
Gaddafi's idolization

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of Egyptian president
Gamal Nasser,

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reading Nasser's philosophy
of the revolution,

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thinking about plots against
the Egyptian monarchy,

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but also entering into the
Military Academy in Benghazi

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in 1963, and then
having other officers

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in training with him
organizing the group that's

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going to overthrow the
pro-western Libyan monarchy.

00:08:07.720 --> 00:08:09.550 align:middle line:84%
Basically your
dictators in school,

00:08:09.550 --> 00:08:13.690 align:middle line:84%
learning how to be future
leaders in one of these games.

00:08:13.690 --> 00:08:15.100 align:middle line:84%
So what this book
is trying to do

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is try to give you multiple
different viewpoints of tyranny

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and of those kind of
problematic things.

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There's communism in here.

00:08:24.010 --> 00:08:25.150 align:middle line:90%
There's maoism in here.

00:08:25.150 --> 00:08:28.580 align:middle line:90%


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A game about the
disappearances of people,

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so if you're thinking about
making a game about Argentina

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in the '70s, good luck,
but they tried it,

00:08:38.260 --> 00:08:39.549 align:middle line:90%
so you can see what they did.

00:08:39.549 --> 00:08:41.530 align:middle line:84%
And then another
version is Dog Eat Dog.

00:08:41.530 --> 00:08:45.160 align:middle line:84%
It's a game about imperialism,
in particular the assimilation

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of the Pacific Islands.

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The great thing
about this game is

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you've got people who are
acting as the new colonizers,

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but you've also got
people who are acting

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as the native populace, and
the different interactions that

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happen there.

00:08:58.325 --> 00:08:59.950 align:middle line:84%
Basically, if you
decide you want to do

00:08:59.950 --> 00:09:02.710 align:middle line:90%
something that's coming to--

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trying to do something
more serious,

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if you try to do something with
more of a problematic tone,

00:09:09.430 --> 00:09:10.840 align:middle line:84%
you might want to
consider having

00:09:10.840 --> 00:09:12.589 align:middle line:84%
multiple different
perspectives, or saying

00:09:12.589 --> 00:09:14.056 align:middle line:84%
a similar perspective,
but at least

00:09:14.056 --> 00:09:16.180 align:middle line:84%
understanding what the
other different perspectives

00:09:16.180 --> 00:09:19.100 align:middle line:84%
are of the people who are
inside of that system.

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It's just good to
take account of--

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PROFESSOR: I think
if every player

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is taking on the perspective
of a single person, that's OK,

00:09:26.830 --> 00:09:29.080 align:middle line:84%
even if different
players in the same game

00:09:29.080 --> 00:09:31.130 align:middle line:84%
are taking different
perspectives.

00:09:31.130 --> 00:09:32.917 align:middle line:84%
I think that might
complicate things

00:09:32.917 --> 00:09:35.500 align:middle line:84%
a little bit because, again, you
end up in the situation where

00:09:35.500 --> 00:09:37.999 align:middle line:84%
you're designing basically two
very different kinds of games

00:09:37.999 --> 00:09:39.550 align:middle line:84%
that are interacting,
but some of you

00:09:39.550 --> 00:09:42.130 align:middle line:84%
have had experiences
with it and made it work.

00:09:42.130 --> 00:09:46.080 align:middle line:84%
So it's certainly not
out of the question.

00:09:46.080 --> 00:09:48.070 align:middle line:84%
What we don't want
is a situation

00:09:48.070 --> 00:09:53.420 align:middle line:84%
where you are simultaneously
two people, right?

00:09:53.420 --> 00:09:57.220 align:middle line:84%
It's like I am controlling
the survivors and the zombies

00:09:57.220 --> 00:09:58.270 align:middle line:90%
simultaneously.

00:09:58.270 --> 00:10:02.138 align:middle line:90%
That's a little bit weird.

00:10:02.138 --> 00:10:03.126 align:middle line:90%
Yep!

00:10:03.126 --> 00:10:06.090 align:middle line:84%
AUDIENCE: Can we
use a circle persona

00:10:06.090 --> 00:10:09.548 align:middle line:90%
who has multiple personalities?

00:10:09.548 --> 00:10:11.030 align:middle line:90%
[INAUDIBLE]

00:10:11.030 --> 00:10:13.940 align:middle line:90%
PROFESSOR: That is--

00:10:13.940 --> 00:10:17.500 align:middle line:84%
We can talk about
that, but good luck.

00:10:17.500 --> 00:10:20.980 align:middle line:84%
AUDIENCE: So if it's really
about the [INAUDIBLE]

00:10:20.980 --> 00:10:22.900 align:middle line:84%
interesting way
of pulling it out?

00:10:22.900 --> 00:10:25.750 align:middle line:84%
Maybe there are
multiple players playing

00:10:25.750 --> 00:10:29.390 align:middle line:90%
those individual personalities?

00:10:29.390 --> 00:10:32.070 align:middle line:84%
I think the biggest focus
is the system, right?

00:10:32.070 --> 00:10:34.730 align:middle line:84%
PROFESSOR: It should be less
about the individual person,

00:10:34.730 --> 00:10:37.460 align:middle line:84%
because I get the
perspective of that person,

00:10:37.460 --> 00:10:40.715 align:middle line:84%
but more about the conditions
in which that person lived in.

00:10:40.715 --> 00:10:41.506 align:middle line:90%
GUEST SPEAKER: Yes.

00:10:41.506 --> 00:10:44.686 align:middle line:84%
AUDIENCE: [INAUDIBLE]
game before where

00:10:44.686 --> 00:10:46.852 align:middle line:84%
you could be the president
of multiple corporations.

00:10:46.852 --> 00:10:51.730 align:middle line:90%


00:10:51.730 --> 00:10:54.355 align:middle line:84%
And like, in one
corporation you'd

00:10:54.355 --> 00:10:59.220 align:middle line:84%
just like embezzle all
their money [INAUDIBLE]

00:10:59.220 --> 00:11:04.100 align:middle line:84%
GUEST SPEAKER: That
sounds like [INAUDIBLE]

00:11:04.100 --> 00:11:07.640 align:middle line:84%
PROFESSOR: Yeah, and
that's where ostensibly

00:11:07.640 --> 00:11:09.770 align:middle line:84%
on a lot of the
[INAUDIBLE] games,

00:11:09.770 --> 00:11:12.850 align:middle line:84%
your actual role is
one of a robber baron,

00:11:12.850 --> 00:11:17.480 align:middle line:84%
of a capitalist who lived
in the 1800s, who owns

00:11:17.480 --> 00:11:19.230 align:middle line:90%
shares in multiple companies.

00:11:19.230 --> 00:11:21.950 align:middle line:84%
You're not really the
president of a single company,

00:11:21.950 --> 00:11:24.042 align:middle line:84%
but you may take on
that role somewhere

00:11:24.042 --> 00:11:26.000 align:middle line:84%
in the middle of the
game, but your role is not

00:11:26.000 --> 00:11:27.124 align:middle line:90%
defined by being president.

00:11:27.124 --> 00:11:28.820 align:middle line:84%
Your role is being
defined as being

00:11:28.820 --> 00:11:31.670 align:middle line:84%
a person with a lot
of money in the 1800s,

00:11:31.670 --> 00:11:34.770 align:middle line:84%
and trying to increase that
wealth through railroad

00:11:34.770 --> 00:11:35.860 align:middle line:90%
systems.

00:11:35.860 --> 00:11:37.970 align:middle line:90%
AUDIENCE: Can it be satirical?

00:11:37.970 --> 00:11:38.840 align:middle line:90%
GUEST SPEAKER: Yes.

00:11:38.840 --> 00:11:40.220 align:middle line:90%
PROFESSOR: Absolutely.

00:11:40.220 --> 00:11:42.620 align:middle line:84%
Just because you
may take your game

00:11:42.620 --> 00:11:44.420 align:middle line:84%
to make a game about
a serious topic

00:11:44.420 --> 00:11:50.780 align:middle line:84%
doesn't necessarily mean your
game needs to be dull or somber

00:11:50.780 --> 00:11:54.540 align:middle line:84%
and I've got some
examples of that.

00:11:54.540 --> 00:11:56.770 align:middle line:90%
So how many of you play Crunch?

00:11:56.770 --> 00:12:00.150 align:middle line:90%


00:12:00.150 --> 00:12:01.750 align:middle line:90%
[INAUDIBLE] Nope?

00:12:01.750 --> 00:12:03.180 align:middle line:90%
Two-person card game.

00:12:03.180 --> 00:12:05.860 align:middle line:90%
You are a CEO of a bank.

00:12:05.860 --> 00:12:08.120 align:middle line:84%
You are trying to
get out of the bank

00:12:08.120 --> 00:12:12.020 align:middle line:84%
with as large a golden
parachute as you possibly can.

00:12:12.020 --> 00:12:15.080 align:middle line:84%
To hell with the health
of the bank itself.

00:12:15.080 --> 00:12:22.370 align:middle line:84%
This game encourages you to take
advantage of the government's

00:12:22.370 --> 00:12:25.070 align:middle line:90%
generosity in bailing you out.

00:12:25.070 --> 00:12:29.040 align:middle line:84%
It encourages you to
hide cards on your body

00:12:29.040 --> 00:12:33.260 align:middle line:84%
to secret fund your
own personal wealth,

00:12:33.260 --> 00:12:35.240 align:middle line:84%
to be able to take money
out of your own bank

00:12:35.240 --> 00:12:37.510 align:middle line:84%
and put it into your
own personal accounts,

00:12:37.510 --> 00:12:42.380 align:middle line:84%
so that it becomes your fortune
rather than the banks fortune.

00:12:42.380 --> 00:12:49.310 align:middle line:84%
To make really risky loans
that may never pay out.

00:12:49.310 --> 00:12:52.820 align:middle line:84%
It came out in 2009,
so you can understand

00:12:52.820 --> 00:12:54.490 align:middle line:90%
why this game was made.

00:12:54.490 --> 00:12:59.780 align:middle line:84%
This company, Terrible
Games, basically

00:12:59.780 --> 00:13:03.312 align:middle line:84%
makes satirical games
that comment on real world

00:13:03.312 --> 00:13:05.270 align:middle line:84%
situations, but this one
is very, very clearly,

00:13:05.270 --> 00:13:08.190 align:middle line:90%
you are a banker.

00:13:08.190 --> 00:13:11.889 align:middle line:84%
Well, the satirical
version vision of a banker.

00:13:11.889 --> 00:13:13.430 align:middle line:84%
They have another
game called the War

00:13:13.430 --> 00:13:15.129 align:middle line:84%
on Terror, which
I did not bring up

00:13:15.129 --> 00:13:16.670 align:middle line:84%
because it's a little
bit unclear who

00:13:16.670 --> 00:13:18.220 align:middle line:90%
you are in that game.

00:13:18.220 --> 00:13:22.600 align:middle line:84%
You're supposedly a world power,
but are you the President?

00:13:22.600 --> 00:13:24.400 align:middle line:90%
Are you the government?

00:13:24.400 --> 00:13:26.830 align:middle line:84%
Sort of like all of
the government at once.

00:13:26.830 --> 00:13:29.140 align:middle line:84%
Or are you some sort of
media construction of what

00:13:29.140 --> 00:13:33.080 align:middle line:84%
that country is because you
can get branded as evil,

00:13:33.080 --> 00:13:34.690 align:middle line:90%
for instance.

00:13:34.690 --> 00:13:36.830 align:middle line:90%
[INAUDIBLE] evil in it.

00:13:36.830 --> 00:13:41.877 align:middle line:84%
But then that doesn't
actually change your role

00:13:41.877 --> 00:13:44.210 align:middle line:84%
in the game, which is I think
part of the point of game.

00:13:44.210 --> 00:13:47.210 align:middle line:84%
The point is that whether
you are a terrorist state

00:13:47.210 --> 00:13:49.790 align:middle line:84%
or not you kind of all engage
in the same sort of activities

00:13:49.790 --> 00:13:50.362 align:middle line:90%
anyway.

00:13:50.362 --> 00:13:52.070 align:middle line:84%
Just being branded as
evil just let's you

00:13:52.070 --> 00:13:54.930 align:middle line:84%
do it with a little
bit more impunity.

00:13:54.930 --> 00:14:00.140 align:middle line:84%
Anyway that game's
not a great example

00:14:00.140 --> 00:14:02.720 align:middle line:84%
of what we're looking for
because who you are in the game

00:14:02.720 --> 00:14:04.560 align:middle line:90%
is not quite well defined.

00:14:04.560 --> 00:14:07.704 align:middle line:84%
AUDIENCE: Are these games
usually a set number of players

00:14:07.704 --> 00:14:10.526 align:middle line:84%
or do they have [INAUDIBLE]
range like 2 to 4,

00:14:10.526 --> 00:14:13.020 align:middle line:90%
or is it [INAUDIBLE]?

00:14:13.020 --> 00:14:15.330 align:middle line:84%
PROFESSOR: This is
a two-player game.

00:14:15.330 --> 00:14:19.370 align:middle line:84%
Specifically, Campaign Manager
2008, again a two-player game.

00:14:19.370 --> 00:14:20.730 align:middle line:90%
Tulipmania has a range.

00:14:20.730 --> 00:14:25.920 align:middle line:84%
It really depends on your
ability as a game designer

00:14:25.920 --> 00:14:29.820 align:middle line:84%
to design for different
people, but for this assignment

00:14:29.820 --> 00:14:35.130 align:middle line:84%
in particular we're
asking for two

00:14:35.130 --> 00:14:38.006 align:middle line:84%
to four people, but
a specific number.

00:14:38.006 --> 00:14:40.380 align:middle line:84%
So you can design a two-player
game, a three-player game,

00:14:40.380 --> 00:14:43.950 align:middle line:84%
or a four-player game, but raid
you don't need to make the game

00:14:43.950 --> 00:14:45.496 align:middle line:84%
playable by a range,
and that means

00:14:45.496 --> 00:14:47.370 align:middle line:84%
you can tune it very
specifically for a fixed

00:14:47.370 --> 00:14:48.120 align:middle line:90%
number of players.

00:14:48.120 --> 00:14:51.240 align:middle line:90%


00:14:51.240 --> 00:14:53.160 align:middle line:84%
The gentlemen of the
South Sandwich Islands

00:14:53.160 --> 00:14:56.160 align:middle line:84%
is an absurd game of
logic discovered in 1821,

00:14:56.160 --> 00:14:57.300 align:middle line:90%
which is not true at all.

00:14:57.300 --> 00:15:01.530 align:middle line:84%
It was really kick-started as a
project about three years ago.

00:15:01.530 --> 00:15:03.530 align:middle line:90%
Four years ago, maybe?

00:15:03.530 --> 00:15:04.860 align:middle line:90%
Yeah.

00:15:04.860 --> 00:15:07.410 align:middle line:84%
This is interesting
because this is probably

00:15:07.410 --> 00:15:09.840 align:middle line:84%
right at the edge of what
I would consider acceptable

00:15:09.840 --> 00:15:12.060 align:middle line:90%
for classical.

00:15:12.060 --> 00:15:16.110 align:middle line:84%
This is a game about sort
of fantastical courtship

00:15:16.110 --> 00:15:17.460 align:middle line:90%
where you are trying--

00:15:17.460 --> 00:15:19.290 align:middle line:84%
where you are two
gentlemen trying

00:15:19.290 --> 00:15:21.450 align:middle line:84%
to win the affection
of ladies who

00:15:21.450 --> 00:15:26.740 align:middle line:84%
are walking around this island,
but and also there are--

00:15:26.740 --> 00:15:28.500 align:middle line:90%
there-- what's the word?

00:15:28.500 --> 00:15:33.200 align:middle line:90%


00:15:33.200 --> 00:15:34.198 align:middle line:90%
the handlers

00:15:34.198 --> 00:15:35.960 align:middle line:90%
AUDIENCE: What do you call it?

00:15:35.960 --> 00:15:40.280 align:middle line:90%


00:15:40.280 --> 00:15:42.355 align:middle line:90%
[INAUDIBLE] chaperone.

00:15:42.355 --> 00:15:43.230 align:middle line:90%
PROFESSOR: Chaperone.

00:15:43.230 --> 00:15:43.730 align:middle line:90%
Yes.

00:15:43.730 --> 00:15:46.170 align:middle line:84%
But the chaperones are
also following them

00:15:46.170 --> 00:15:48.420 align:middle line:84%
around here trying to get
them alone, so that they can

00:15:48.420 --> 00:15:49.920 align:middle line:90%
have a quiet talk with them.

00:15:49.920 --> 00:15:53.602 align:middle line:90%
Kind of the game of Jane Austen.

00:15:53.602 --> 00:15:56.010 align:middle line:84%
Now Jane Austen, of course,
was writing about some

00:15:56.010 --> 00:15:58.957 align:middle line:84%
of the social situations, but
every single character that she

00:15:58.957 --> 00:16:00.040 align:middle line:90%
wrote about was fictional.

00:16:00.040 --> 00:16:01.930 align:middle line:84%
But, the world that
she was writing about

00:16:01.930 --> 00:16:03.580 align:middle line:90%
is at least plausible.

00:16:03.580 --> 00:16:05.417 align:middle line:90%
And it's based on [INAUDIBLE].

00:16:05.417 --> 00:16:07.000 align:middle line:84%
You want to look at
something and make

00:16:07.000 --> 00:16:10.830 align:middle line:84%
the game set in Dickens' Oliver
Twist or something like that,

00:16:10.830 --> 00:16:12.840 align:middle line:90%
you can.

00:16:12.840 --> 00:16:18.530 align:middle line:84%
You could be individual
people in that setting.

00:16:18.530 --> 00:16:23.760 align:middle line:84%
Do pay some mind onto
how grounded in reality

00:16:23.760 --> 00:16:24.727 align:middle line:90%
those things were.

00:16:24.727 --> 00:16:26.310 align:middle line:84%
The more grounded
they are in reality,

00:16:26.310 --> 00:16:30.790 align:middle line:84%
the more different sources you
can pull out for inspiration.

00:16:30.790 --> 00:16:34.500 align:middle line:84%
If it's just like, well this was
just the fantastical invention

00:16:34.500 --> 00:16:38.220 align:middle line:84%
of one person in this game
or something like that,

00:16:38.220 --> 00:16:43.130 align:middle line:84%
then you'll only have Scott
Card's writing as a reference.

00:16:43.130 --> 00:16:44.880 align:middle line:84%
Whereas with Jane
Austen, you can actually

00:16:44.880 --> 00:16:46.350 align:middle line:84%
look at real
historical stuff to be

00:16:46.350 --> 00:16:49.470 align:middle line:84%
able to get more ideas about
how that social system works

00:16:49.470 --> 00:16:51.840 align:middle line:84%
and actually Jane Austen's
books are actually

00:16:51.840 --> 00:16:53.310 align:middle line:90%
these social systems.

00:16:53.310 --> 00:16:57.510 align:middle line:84%
And they're incredibly
complicated.

00:16:57.510 --> 00:17:00.920 align:middle line:84%
But this game is really just
about walking across bridges

00:17:00.920 --> 00:17:03.560 align:middle line:84%
and being on a very
small island, so this

00:17:03.560 --> 00:17:05.940 align:middle line:84%
is a sort of a
holiday island or just

00:17:05.940 --> 00:17:08.940 align:middle line:84%
trying to get quiet
talks with ladies.

00:17:08.940 --> 00:17:11.510 align:middle line:90%


00:17:11.510 --> 00:17:12.010 align:middle line:90%
Yes?

00:17:12.010 --> 00:17:16.772 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:17:16.772 --> 00:17:18.230 align:middle line:84%
PROFESSOR: Yes, I
don't want a game

00:17:18.230 --> 00:17:19.930 align:middle line:84%
that takes more than four
people to play definitely.

00:17:19.930 --> 00:17:20.460 align:middle line:84%
GUEST SPEAKER: For
us to grade, it's

00:17:20.460 --> 00:17:22.099 align:middle line:84%
hard to get more
than four people.

00:17:22.099 --> 00:17:24.750 align:middle line:84%
PROFESSOR: Yeah, you will be
getting your grade in August

00:17:24.750 --> 00:17:28.890 align:middle line:84%
if you give me a game
that requires six people.

00:17:28.890 --> 00:17:30.532 align:middle line:84%
I can't get that many
people in a room.

00:17:30.532 --> 00:17:31.907 align:middle line:84%
GUEST SPEAKER:
You want your team

00:17:31.907 --> 00:17:34.540 align:middle line:84%
to be no bigger than
four or five still.

00:17:34.540 --> 00:17:37.990 align:middle line:84%
PROFESSOR: It's easier to
test [INAUDIBLE] at least

00:17:37.990 --> 00:17:40.290 align:middle line:90%
[INAUDIBLE] the game.

00:17:40.290 --> 00:17:43.590 align:middle line:84%
Something to think
about is agency.

00:17:43.590 --> 00:17:47.269 align:middle line:84%
Not just how does the world
look like to that person.

00:17:47.269 --> 00:17:48.810 align:middle line:84%
Like for instance
in Source of Denial

00:17:48.810 --> 00:17:53.650 align:middle line:84%
you are colonial European
power for the most part right?

00:17:53.650 --> 00:17:57.480 align:middle line:84%
And you're seeing the
continent of Africa

00:17:57.480 --> 00:18:01.650 align:middle line:84%
as this resource rich
land to grab stuff out of.

00:18:01.650 --> 00:18:03.250 align:middle line:90%
That's the perspective.

00:18:03.250 --> 00:18:04.650 align:middle line:90%
But then what are the verbs?

00:18:04.650 --> 00:18:08.136 align:middle line:84%
What are the things you
can do in that context?

00:18:08.136 --> 00:18:11.874 align:middle line:84%
In [INAUDIBLE], you are in
communist Poland in the 1980s.

00:18:11.874 --> 00:18:13.080 align:middle line:90%
Poland?

00:18:13.080 --> 00:18:13.890 align:middle line:90%
Poland, right?

00:18:13.890 --> 00:18:16.020 align:middle line:90%
Yeah.

00:18:16.020 --> 00:18:17.760 align:middle line:84%
And the only thing
that you can do

00:18:17.760 --> 00:18:21.180 align:middle line:84%
is stand in line
for rationed goods,

00:18:21.180 --> 00:18:23.640 align:middle line:84%
but what you can do
is you can affect

00:18:23.640 --> 00:18:29.640 align:middle line:84%
your place in line by let's
see carrying around a cute baby

00:18:29.640 --> 00:18:32.890 align:middle line:90%
is one of them that are on here.

00:18:32.890 --> 00:18:35.320 align:middle line:84%
I believe you can knock
somebody's hat off

00:18:35.320 --> 00:18:41.180 align:middle line:84%
or you can change which
line you're standing on

00:18:41.180 --> 00:18:42.920 align:middle line:84%
so maybe instead of
waiting for dry goods

00:18:42.920 --> 00:18:45.600 align:middle line:90%
you are waiting for furniture.

00:18:45.600 --> 00:18:46.500 align:middle line:90%
That's our thing.

00:18:46.500 --> 00:18:48.900 align:middle line:84%
It's kind of neat because all
the goods that we actually

00:18:48.900 --> 00:18:50.580 align:middle line:84%
have in here are
actually pictures

00:18:50.580 --> 00:18:53.560 align:middle line:84%
of the actual rationed goods
that were available in Poland

00:18:53.560 --> 00:18:54.060 align:middle line:90%
in 1980s.

00:18:54.060 --> 00:18:56.280 align:middle line:84%
In fact this was
a project that was

00:18:56.280 --> 00:19:01.210 align:middle line:84%
funded by some Polish
historical institute.

00:19:01.210 --> 00:19:03.510 align:middle line:84%
But the only agency
you have in this game

00:19:03.510 --> 00:19:06.550 align:middle line:84%
is, which line are you
standing in and where in line

00:19:06.550 --> 00:19:09.540 align:middle line:84%
are you standing because that's
the perspective that they

00:19:09.540 --> 00:19:11.620 align:middle line:90%
want to get across to you.

00:19:11.620 --> 00:19:16.680 align:middle line:84%
And so your whole game is all
about jockeying for position.

00:19:16.680 --> 00:19:18.840 align:middle line:84%
And it's actually a
pretty well-designed game.

00:19:18.840 --> 00:19:21.330 align:middle line:90%
We played it a few times.

00:19:21.330 --> 00:19:24.180 align:middle line:84%
That has both the
perspective of this

00:19:24.180 --> 00:19:25.470 align:middle line:90%
is what the world looks like.

00:19:25.470 --> 00:19:29.940 align:middle line:84%
The world looks like a bunch of
lines for rationed goods to me

00:19:29.940 --> 00:19:31.620 align:middle line:84%
as someone who
lives in that world.

00:19:31.620 --> 00:19:35.220 align:middle line:84%
It's a kind of satirical
lighthearted tone,

00:19:35.220 --> 00:19:38.700 align:middle line:84%
but it's grounded in reality as
it's the only thing I can do.

00:19:38.700 --> 00:19:41.370 align:middle line:84%
What can I do about
this world that's

00:19:41.370 --> 00:19:43.440 align:middle line:84%
going to give me some
interesting decisions

00:19:43.440 --> 00:19:44.340 align:middle line:90%
to make, right?

00:19:44.340 --> 00:19:47.750 align:middle line:84%
And it's going to be which
line do I want to wait for?

00:19:47.750 --> 00:19:52.200 align:middle line:90%
[INAUDIBLE] again, historical--

00:19:52.200 --> 00:19:55.890 align:middle line:84%
I can't remember which
decade this is in, though.

00:19:55.890 --> 00:19:57.790 align:middle line:90%
AUDIENCE: 1890s is it?

00:19:57.790 --> 00:20:01.339 align:middle line:84%
PROFESSOR: I think
that sounds right.

00:20:01.339 --> 00:20:02.880 align:middle line:84%
Somewhere in the
rules they mentioned

00:20:02.880 --> 00:20:04.680 align:middle line:90%
it and it's about Manhattan.

00:20:04.680 --> 00:20:07.666 align:middle line:84%
It's about ruling
New York where it

00:20:07.666 --> 00:20:09.540 align:middle line:84%
says it's a game of
backstabbing, corruption,

00:20:09.540 --> 00:20:11.206 align:middle line:84%
temporary alliances
and you're basically

00:20:11.206 --> 00:20:13.170 align:middle line:90%
just running for mayor.

00:20:13.170 --> 00:20:15.720 align:middle line:84%
And if you can't
get mayor, you're

00:20:15.720 --> 00:20:17.604 align:middle line:90%
running for other city offices.

00:20:17.604 --> 00:20:19.770 align:middle line:84%
Turns out that actually as
soon as you become mayor,

00:20:19.770 --> 00:20:22.687 align:middle line:84%
you have a giant target painted
on your back and everybody

00:20:22.687 --> 00:20:25.020 align:middle line:84%
else who is in other positions,
but you can become chief

00:20:25.020 --> 00:20:28.970 align:middle line:90%
of police, precinct chairman.

00:20:28.970 --> 00:20:32.970 align:middle line:84%
You then abuse
those powers to sort

00:20:32.970 --> 00:20:35.310 align:middle line:84%
of place new immigrants
in different worlds

00:20:35.310 --> 00:20:38.440 align:middle line:84%
and change the demographic
makeup of different worlds

00:20:38.440 --> 00:20:43.230 align:middle line:84%
of different
boroughs in New York

00:20:43.230 --> 00:20:45.164 align:middle line:84%
to be able to change
the way how they vote.

00:20:45.164 --> 00:20:46.055 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:20:46.055 --> 00:20:47.430 align:middle line:84%
PROFESSOR: The
object of the game

00:20:47.430 --> 00:20:49.270 align:middle line:84%
is victory points
for the most part.

00:20:49.270 --> 00:20:51.780 align:middle line:84%
But the victory points you
can get it by becoming mayor,

00:20:51.780 --> 00:20:54.930 align:middle line:84%
but then you're not
staying there for long.

00:20:54.930 --> 00:21:01.360 align:middle line:84%
AUDIENCE: [INAUDIBLE] machine
and trying to control it?

00:21:01.360 --> 00:21:04.592 align:middle line:84%
And the agency that
you have is really

00:21:04.592 --> 00:21:07.140 align:middle line:84%
just you were able
to coerce people

00:21:07.140 --> 00:21:09.056 align:middle line:84%
to come to various
locations and you're

00:21:09.056 --> 00:21:10.180 align:middle line:90%
trying to get the vote out.

00:21:10.180 --> 00:21:15.600 align:middle line:84%
So [INAUDIBLE] were
14 people [INAUDIBLE]

00:21:15.600 --> 00:21:19.156 align:middle line:84%
or doing things like having
free food [INAUDIBLE] things

00:21:19.156 --> 00:21:19.780 align:middle line:90%
like that.

00:21:19.780 --> 00:21:22.800 align:middle line:84%
PROFESSOR: You could possibly
evict people from boroughs

00:21:22.800 --> 00:21:25.740 align:middle line:84%
and move them into
other boroughs

00:21:25.740 --> 00:21:31.680 align:middle line:84%
to create not ghettos,
what am I thinking?

00:21:31.680 --> 00:21:33.780 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:21:33.780 --> 00:21:37.885 align:middle line:84%
PROFESSOR: [INAUDIBLE]
the districts, right?

00:21:37.885 --> 00:21:38.760 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:21:38.760 --> 00:21:41.790 align:middle line:84%
PROFESSOR: Yeah, instead
of changing the minds,

00:21:41.790 --> 00:21:43.230 align:middle line:90%
they're actually moving people.

00:21:43.230 --> 00:21:46.320 align:middle line:84%
Yeah because you know if
you're chief of police,

00:21:46.320 --> 00:21:48.810 align:middle line:84%
you can just grab people
and put them somewhere else.

00:21:48.810 --> 00:21:52.380 align:middle line:90%
You can throw them off New York.

00:21:52.380 --> 00:21:55.670 align:middle line:90%
So that's their view.

00:21:55.670 --> 00:21:59.120 align:middle line:84%
Yeah that's a
perspective they are

00:21:59.120 --> 00:22:01.480 align:middle line:90%
trying to place, this abuse--

00:22:01.480 --> 00:22:06.270 align:middle line:84%
they're asking-- they're saying
that in this era if you're

00:22:06.270 --> 00:22:07.980 align:middle line:84%
one of these people
you are actively

00:22:07.980 --> 00:22:11.010 align:middle line:84%
engaging in the abuse
of power to sort of play

00:22:11.010 --> 00:22:15.120 align:middle line:90%
with the lives of immigrants.

00:22:15.120 --> 00:22:18.810 align:middle line:84%
So, yeah, it turns out
that it's just more

00:22:18.810 --> 00:22:22.080 align:middle line:90%
of a game of territory.

00:22:22.080 --> 00:22:24.200 align:middle line:84%
When you actually
play the game you

00:22:24.200 --> 00:22:27.510 align:middle line:84%
are looking at Manhattan
as a bunch of resources

00:22:27.510 --> 00:22:35.190 align:middle line:84%
that get moving around, but
it's a very specific perspective

00:22:35.190 --> 00:22:38.940 align:middle line:84%
and I think the game is
played over a period of 16

00:22:38.940 --> 00:22:43.380 align:middle line:84%
years, which is [INAUDIBLE]
or something that.

00:22:43.380 --> 00:22:46.860 align:middle line:84%
So check it out when
you get a chance.

00:22:46.860 --> 00:22:49.620 align:middle line:84%
Any questions about
assignment three?

00:22:49.620 --> 00:22:54.730 align:middle line:90%


00:22:54.730 --> 00:22:59.090 align:middle line:84%
Now one little wrinkle
is on April 16th,

00:22:59.090 --> 00:23:03.760 align:middle line:84%
which is just two weeks from
now we want you to come in here

00:23:03.760 --> 00:23:09.580 align:middle line:84%
and give us a pitch presentation
on what you've decided

00:23:09.580 --> 00:23:11.680 align:middle line:84%
to do with your
project and we want

00:23:11.680 --> 00:23:15.130 align:middle line:84%
to see a concise description of
how you expect it to be played

00:23:15.130 --> 00:23:21.100 align:middle line:84%
at least two weeks into the
project at what you decided

00:23:21.100 --> 00:23:22.187 align:middle line:90%
so far.

00:23:22.187 --> 00:23:23.770 align:middle line:84%
Because [INAUDIBLE]
you want to create

00:23:23.770 --> 00:23:26.140 align:middle line:84%
so you want to tell
us what kind of feel

00:23:26.140 --> 00:23:28.130 align:middle line:84%
you want to get out,
whose perspective this is.

00:23:28.130 --> 00:23:31.930 align:middle line:84%
What type of agency that you're
likely to have in the game.

00:23:31.930 --> 00:23:33.960 align:middle line:84%
Very important to
tell us where you

00:23:33.960 --> 00:23:36.640 align:middle line:84%
are drawing your historical
references from if it's

00:23:36.640 --> 00:23:39.470 align:middle line:84%
a history game, where you're
drawing information from.

00:23:39.470 --> 00:23:42.580 align:middle line:84%
If it's a contemporary game
what are you using to inform

00:23:42.580 --> 00:23:45.070 align:middle line:90%
this thing, your experience.

00:23:45.070 --> 00:23:47.860 align:middle line:84%
Now you could theoretically
all make a game

00:23:47.860 --> 00:23:54.707 align:middle line:84%
about being an MIT
student at MIT in 2014.

00:23:54.707 --> 00:23:57.040 align:middle line:84%
I'm going to encourage you
to think a little bit broader

00:23:57.040 --> 00:24:01.090 align:middle line:84%
than that because you don't
need any additional information.

00:24:01.090 --> 00:24:06.130 align:middle line:84%
And that's why it's kind of
boring to get that degree.

00:24:06.130 --> 00:24:08.920 align:middle line:84%
You can draw inspiration
from other games

00:24:08.920 --> 00:24:14.650 align:middle line:84%
but also books,
websites news articles,

00:24:14.650 --> 00:24:20.740 align:middle line:84%
not just Wikipedia but Wikipedia
can be a useful resource

00:24:20.740 --> 00:24:26.140 align:middle line:84%
to find other stuff but we want
you to give that presentation

00:24:26.140 --> 00:24:29.050 align:middle line:84%
as if you were seeking green
light as if you were going

00:24:29.050 --> 00:24:30.820 align:middle line:84%
to a publisher
saying, please give me

00:24:30.820 --> 00:24:34.480 align:middle line:84%
money to be able to
continue work on this game.

00:24:34.480 --> 00:24:37.210 align:middle line:84%
We're not going to
fund you down we're not

00:24:37.210 --> 00:24:39.070 align:middle line:84%
going to cancel
your project but we

00:24:39.070 --> 00:24:43.280 align:middle line:84%
are going to give you feedback
both on how you can improve

00:24:43.280 --> 00:24:44.920 align:middle line:84%
the project on what
we've heard, also

00:24:44.920 --> 00:24:46.884 align:middle line:90%
on your presentation skills.

00:24:46.884 --> 00:24:49.050 align:middle line:84%
That's going to be one of
the few time in this class

00:24:49.050 --> 00:24:50.650 align:middle line:84%
where we're talking
specifically about how

00:24:50.650 --> 00:24:52.775 align:middle line:84%
you deliver the presentation
because you might have

00:24:52.775 --> 00:24:54.850 align:middle line:84%
to do that one day and
there are other classes

00:24:54.850 --> 00:24:59.530 align:middle line:84%
especially [? CMS 610, ?] where
you will get a lot of practice

00:24:59.530 --> 00:25:03.070 align:middle line:84%
doing pitching so this is a
little taste of that if you

00:25:03.070 --> 00:25:05.660 align:middle line:84%
want to be able to
get more practice

00:25:05.660 --> 00:25:07.330 align:middle line:84%
I encourage you to
look at that class.

00:25:07.330 --> 00:25:10.680 align:middle line:90%


00:25:10.680 --> 00:25:13.837 align:middle line:84%
everything else at the
end of the semester

00:25:13.837 --> 00:25:15.920 align:middle line:84%
you're going to do the
same sort of a presentation

00:25:15.920 --> 00:25:18.070 align:middle line:90%
you gave today.

00:25:18.070 --> 00:25:19.150 align:middle line:90%
We expect change logs.

00:25:19.150 --> 00:25:23.250 align:middle line:90%
We expect a one page write up.

00:25:23.250 --> 00:25:25.810 align:middle line:84%
The one big difference
is that everything

00:25:25.810 --> 00:25:30.190 align:middle line:84%
needs to be handed
in at the same time.

00:25:30.190 --> 00:25:31.660 align:middle line:84%
Previously you
could hand in your

00:25:31.660 --> 00:25:34.510 align:middle line:84%
write up the following
week, I believe

00:25:34.510 --> 00:25:37.270 align:middle line:84%
that's the case for
this assignment.

00:25:37.270 --> 00:25:41.440 align:middle line:84%
We can't do that for the final
assignment in a MIT [INAUDIBLE]

00:25:41.440 --> 00:25:44.997 align:middle line:90%
because of MIT course rules.

00:25:44.997 --> 00:25:47.080 align:middle line:84%
You can't hand in anything
late and only the class

00:25:47.080 --> 00:25:49.079 align:middle line:84%
can ask you to hand in
anything later than that.

00:25:49.079 --> 00:25:50.740 align:middle line:90%


00:25:50.740 --> 00:25:54.200 align:middle line:84%
So everything is
due on the 14th.

00:25:54.200 --> 00:25:57.490 align:middle line:84%
Finally, we have a
bunch of guest lecturers

00:25:57.490 --> 00:25:59.550 align:middle line:90%
that will be coming in.

00:25:59.550 --> 00:26:02.210 align:middle line:84%
This is starting
to segue into what

00:26:02.210 --> 00:26:04.880 align:middle line:84%
you do with the information that
you're getting in this class

00:26:04.880 --> 00:26:07.420 align:middle line:90%
after this class is over.

00:26:07.420 --> 00:26:10.190 align:middle line:84%
April 9th, exactly
a week from now,

00:26:10.190 --> 00:26:13.210 align:middle line:84%
will be the Game
Makers Skill people

00:26:13.210 --> 00:26:15.460 align:middle line:84%
who actually are a
collection of people

00:26:15.460 --> 00:26:17.950 align:middle line:84%
here in Cambridge who
make board games and card

00:26:17.950 --> 00:26:21.610 align:middle line:84%
games for retail,
but have been funded

00:26:21.610 --> 00:26:23.140 align:middle line:84%
through a range of
different sources

00:26:23.140 --> 00:26:24.764 align:middle line:84%
all the way from
traditional publishing

00:26:24.764 --> 00:26:28.732 align:middle line:84%
model to Kickstarter,
and they all talk

00:26:28.732 --> 00:26:30.190 align:middle line:84%
about their
experiences and what it

00:26:30.190 --> 00:26:32.680 align:middle line:84%
took to be able to take
these ideas into something

00:26:32.680 --> 00:26:36.610 align:middle line:84%
that people could
buy off the shelf.

00:26:36.610 --> 00:26:38.230 align:middle line:84%
We also have another
guest lecturer

00:26:38.230 --> 00:26:40.400 align:middle line:84%
from The Geneva University
of Art and Design.

00:26:40.400 --> 00:26:42.280 align:middle line:84%
These are mostly masters
students and people

00:26:42.280 --> 00:26:44.230 align:middle line:84%
who recently graduated
from masters programs

00:26:44.230 --> 00:26:46.810 align:middle line:84%
and are going to a
design school that are

00:26:46.810 --> 00:26:48.120 align:middle line:90%
thinking about game playing.

00:26:48.120 --> 00:26:51.270 align:middle line:84%
They're mostly tech
designs, so they're

00:26:51.270 --> 00:26:53.819 align:middle line:84%
digital games for the
most part but because it's

00:26:53.819 --> 00:26:55.360 align:middle line:84%
an art school they're
actually pretty

00:26:55.360 --> 00:26:57.990 align:middle line:84%
broad minded in what
happens in the computer

00:26:57.990 --> 00:26:59.740 align:middle line:84%
and what happens
outside of the computer.

00:26:59.740 --> 00:27:00.950 align:middle line:84%
So that should be
fairly interesting.

00:27:00.950 --> 00:27:02.991 align:middle line:84%
They're gonna talk a little
bit about their work.

00:27:02.991 --> 00:27:05.230 align:middle line:90%


00:27:05.230 --> 00:27:07.720 align:middle line:84%
[INAUDIBLE] will be
coming in May 7th.

00:27:07.720 --> 00:27:10.000 align:middle line:90%
He is a theorist.

00:27:10.000 --> 00:27:12.590 align:middle line:84%
He actually currently teaches
at a number of places,

00:27:12.590 --> 00:27:14.800 align:middle line:90%
including New York University.

00:27:14.800 --> 00:27:16.110 align:middle line:90%
He used to teach here at MIT.

00:27:16.110 --> 00:27:20.260 align:middle line:84%
He is probably best
known among game scholars

00:27:20.260 --> 00:27:25.060 align:middle line:84%
for writing his books on
the Art of Failure, A Casual

00:27:25.060 --> 00:27:27.960 align:middle line:90%
Revolution, [INAUDIBLE].

00:27:27.960 --> 00:27:32.830 align:middle line:84%
These are the three books
that are about games and how--

00:27:32.830 --> 00:27:35.170 align:middle line:84%
not so much how designers
think about games,

00:27:35.170 --> 00:27:40.720 align:middle line:84%
but how to analyze games from
sort of abstract perspective.

00:27:40.720 --> 00:27:44.140 align:middle line:84%
[INAUDIBLE] If you're
interested in those books,

00:27:44.140 --> 00:27:48.100 align:middle line:84%
please feel free to check
out our library and game lab.

00:27:48.100 --> 00:27:50.686 align:middle line:84%
I'll be happy to
let you have a look.

00:27:50.686 --> 00:27:52.060 align:middle line:84%
They're really,
really easy reads

00:27:52.060 --> 00:27:56.730 align:middle line:84%
because he believes in padding
out his books with images.

00:27:56.730 --> 00:27:58.564 align:middle line:84%
He has told us this
very specifically.

00:27:58.564 --> 00:28:00.730 align:middle line:84%
He was like, "Well, I could
write about half as much

00:28:00.730 --> 00:28:03.250 align:middle line:84%
and then just have larger
images and then the book becomes

00:28:03.250 --> 00:28:09.310 align:middle line:84%
bigger. " He also makes games
and he'll be here to not only

00:28:09.310 --> 00:28:12.580 align:middle line:84%
talk about his current work and
what he's working on right now,

00:28:12.580 --> 00:28:15.940 align:middle line:84%
but also play test games on
me, so I can give you some

00:28:15.940 --> 00:28:17.880 align:middle line:84%
feedback, because he's
taught here before,

00:28:17.880 --> 00:28:22.180 align:middle line:84%
he's been part of this
class a couple of years ago.

00:28:22.180 --> 00:28:24.910 align:middle line:84%
So please don't miss any
of the guest lecturers.

00:28:24.910 --> 00:28:28.240 align:middle line:84%
They're great folks and give
you an idea of what you could

00:28:28.240 --> 00:28:30.010 align:middle line:84%
do if you want to
go to design school,

00:28:30.010 --> 00:28:31.900 align:middle line:84%
if you want to go to
academia, if you wanted

00:28:31.900 --> 00:28:34.350 align:middle line:84%
to make your own games
and publish them,

00:28:34.350 --> 00:28:36.087 align:middle line:90%
and make commercial product.

00:28:36.087 --> 00:28:38.170 align:middle line:84%
Just give you some perspective
on what you can do.

00:28:38.170 --> 00:28:41.454 align:middle line:90%


00:28:41.454 --> 00:28:42.870 align:middle line:84%
All right who's
games are actually

00:28:42.870 --> 00:28:44.380 align:middle line:90%
ready at this point in time?

00:28:44.380 --> 00:28:45.930 align:middle line:90%
Everyone's ready?

00:28:45.930 --> 00:28:46.500 align:middle line:90%
Awesome.

00:28:46.500 --> 00:28:48.530 align:middle line:90%
Let's play those games.

00:28:48.530 --> 00:28:54.932 align:middle line:90%