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PROFESSOR: All right, so
this weekend's reading

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was met because be giving
a YouTube presentation.

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Actually it was a
Google presentation

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that was recorded onto YouTube.

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And he's the
designer of Pandemic,

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he also made the game
Forbidden Island,

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and I think he also did--

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Desert.

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I'm assuming that he
did Forbidden Desert.

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That's my guess because they're
not that different of games.

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I mean, these are cooperative
games, for the most part.

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How many of you have
played one of these games?

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Forbidden Island, Pandemic--

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Pandemic the board
game, specifically.

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Yeah, OK.

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Pandemic the computer game is
a completely different game.

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Huh?

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AUDIENCE: Pandemic
Two, the online game?

00:01:14.088 --> 00:01:15.064
PROFESSOR: Yeah.

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The one where you
shut off Madagascar.

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AUDIENCE: Yeah, yeah, yeah.

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PROFESSOR: OK, that one
is a different game.

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It's same title,
same concept, right.

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I mean, it sort of made
sense that they would have

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[INAUDIBLE].

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I mean, there's probably
more of a similarity

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of civilization of board
game than civilization

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of computer games.

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Although the civilization
that you play as a board game

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nowadays was not the
same civilization

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the board game that existed when
the computer game [INAUDIBLE].

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AUDIENCE: [INAUDIBLE]

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PROFESSOR: The computer game
aside, you can play the--

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how many of you
basically played a game

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where it just turned
into one person

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telling you to do everything?

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That's my [INAUDIBLE].

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How many of you
had the same thing

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happen with either Forbidden
Island or Forbidden Desert?

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It happened with you two?

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Or were you the one
telling people [INAUDIBLE]?

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[LAUGHER]

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PROFESSOR: So it seems--

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actually, how many people play
Forbidden Island or Desert?

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OK, only one.

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OK.

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AUDIENCE: So 100%.

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PROFESSOR: So maybe it
happens a lot more often.

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I don't know.

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If find it happens a little
bit less often with Island,

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but it happens to me every
time I play Pandemic.

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On one hand I'm usually
the one receiving orders,

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and I don't mind because
I'm not that invested in it.

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But on the other hand, I'm
not that invested in it.

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It kind of like takes me out.

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When someone starts telling
me, this is what you should do,

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clearly this is
the optimal move.

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This is the thing
that you should do.

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It's like, that's fine.

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I'll do it.

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I don't care about this
game anymore because I

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don't have any [INAUDIBLE].

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But I don't know.

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Yeah?

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AUDIENCE: So in my
experience it's always

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been each of the
players is doing that.

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PROFESSOR: Everybody else is
telling you to do something?

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AUDIENCE: Every single
person is telling

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every single other person
exactly what to do,

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and every person ends up making
a decision for themselves.

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Just at the end being
like, OK guys, here's

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what I'm actually doing because
I think that [INAUDIBLE].

00:03:26.440 --> 00:03:28.605
PROFESSOR: That sounds
reasonably interactive

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and you still have a
decision to make anyway.

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AUDIENCE: It's fun because
you actually get to like--

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people actually listen--

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PROFESSOR: Yeah.

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AUDIENCE: --on one hand because
when you bring up a good point

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they'll be like, oh yeah,
that's a good point.

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But on the other
hand, no one-- it's

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not one person playing the game.

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PROFESSOR: It's like a board
of directors giving you advice,

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and then you've
got to figure out

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what's the right thing to do.

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AUDIENCE: Except as you're
done you start giving advice.

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PROFESSOR: And everyone
switches roles.

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AUDIENCE: I don't
know if you're saying

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it's a negative, necessarily.

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PROFESSOR: I'm not
necessarily saying that.

00:04:02.530 --> 00:04:04.150
AUDIENCE: But I feel like
that might have very well been

00:04:04.150 --> 00:04:05.073
what he was going for.

00:04:05.073 --> 00:04:06.780
Like in the video he was
all talking about his wife,

00:04:06.780 --> 00:04:09.650
and like, he wanted to be able
to play with his wife, right?

00:04:09.650 --> 00:04:11.275
So this is kind
of a serious gamer

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can play it with someone
that's not as invested

00:04:13.510 --> 00:04:15.786
is kind of what you're
saying a little bit.

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PROFESSOR: Yeah, I
mean, as a result

00:04:17.620 --> 00:04:19.329
I've played many
games of Pandemic,

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which is a good thing.

00:04:21.667 --> 00:04:22.167
Yeah?

00:04:22.167 --> 00:04:27.680
AUDIENCE: Sometimes I
think, like, [INAUDIBLE]

00:04:37.290 --> 00:04:38.912
PROFESSOR: Right.

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Like deliberately sabotaging.

00:04:40.870 --> 00:04:41.870
AUDIENCE: Yeah.

00:04:41.870 --> 00:04:49.750
Also, there's a game that
[INAUDIBLE] being play

00:04:49.750 --> 00:04:50.800
tested basically.

00:04:50.800 --> 00:04:56.090
Called [INAUDIBLE], it's
like, really pretty tactical.

00:04:56.090 --> 00:04:58.873
There's like a [INAUDIBLE]
strategic components and you

00:04:58.873 --> 00:05:01.860
have teams of players
[INAUDIBLE], but there's huge--

00:05:01.860 --> 00:05:03.548
there are large
player [INAUDIBLE],

00:05:03.548 --> 00:05:06.930
but at the same time it's
really hard for one player

00:05:06.930 --> 00:05:08.720
to go help someone
else on their team

00:05:08.720 --> 00:05:10.720
and do everything
else components

00:05:10.720 --> 00:05:13.220
of two minutes for your turn.

00:05:13.220 --> 00:05:18.780
And so it happens [INAUDIBLE]
someone is, where like,

00:05:18.780 --> 00:05:20.820
someone steps in and tries
to help someone else,

00:05:20.820 --> 00:05:23.040
and they end up screwing
it up even worse

00:05:23.040 --> 00:05:26.026
because they didn't realize
that they [INAUDIBLE] everything

00:05:26.026 --> 00:05:27.776
that was going on and
didn't have the time

00:05:27.776 --> 00:05:28.830
to analyze it properly.

00:05:28.830 --> 00:05:30.871
PROFESSOR: I think that's
like an example of what

00:05:30.871 --> 00:05:33.190
you're describing as
well as like here.

00:05:33.190 --> 00:05:37.300
In the realm of [INAUDIBLE]
co-op games or games with

00:05:37.300 --> 00:05:42.660
a very strong [INAUDIBLE]
component, you got--

00:05:42.660 --> 00:05:47.790
there is an assumption, at
least in games like Pandemic,

00:05:47.790 --> 00:05:51.200
that it's not so
much that something

00:05:51.200 --> 00:05:54.072
is out there
strategizing to beat you

00:05:54.072 --> 00:05:57.340
and you're trying to over come
it-- like a different player,

00:05:57.340 --> 00:06:01.150
for instance, who is trying to
achieve victory at your cost.

00:06:01.150 --> 00:06:04.800
It's more about, can
you get your affairs

00:06:04.800 --> 00:06:08.920
and your communication and
your decision making lined up

00:06:08.920 --> 00:06:12.330
[INAUDIBLE] so that
you can actually

00:06:12.330 --> 00:06:15.190
overcome the odds that the
designer has set up for you?

00:06:15.190 --> 00:06:18.410
So I think in the case of the
[INAUDIBLE] games, there's

00:06:18.410 --> 00:06:20.430
actually somebody out
there who's actively

00:06:20.430 --> 00:06:23.240
playing the game who's
actively trying to win

00:06:23.240 --> 00:06:29.010
at the expense of your victory.

00:06:29.010 --> 00:06:32.810
So one way that I certainly
see is the [? timing, ?] right

00:06:32.810 --> 00:06:37.970
is it's OK to cooperate as
much as you want in a minute.

00:06:37.970 --> 00:06:42.360
And that just leads to, like,
confusion and bad judgment

00:06:42.360 --> 00:06:48.180
calls and sometimes hilarity
and [INAUDIBLE] Space Alert,

00:06:48.180 --> 00:06:52.410
which is maybe a game which
you should [INAUDIBLE]

00:06:52.410 --> 00:06:54.780
because it's--

00:06:54.780 --> 00:06:57.600
for those people who don't
remember me describing it

00:06:57.600 --> 00:07:02.370
in previous classes, you're
all members of a starship.

00:07:02.370 --> 00:07:04.140
You all pretty much
aren't sure what

00:07:04.140 --> 00:07:05.640
you're supposed to be doing.

00:07:05.640 --> 00:07:08.040
You're playing the
game in real time

00:07:08.040 --> 00:07:12.210
because events happen as
you play an audio track that

00:07:12.210 --> 00:07:14.780
just runs nonstop.

00:07:14.780 --> 00:07:17.460
It never pauses until
the game is over.

00:07:17.460 --> 00:07:19.830
And you all have to be
very, very coordinated

00:07:19.830 --> 00:07:21.780
to get anything done.

00:07:21.780 --> 00:07:24.660
Just like firing a single
gun requires you to charge up

00:07:24.660 --> 00:07:31.560
that gun, turning on a shield
so that you can block enemy fire

00:07:31.560 --> 00:07:34.910
needs to be on at the moment the
enemy fire is about to hit you,

00:07:34.910 --> 00:07:36.586
I think-- as I
recall [INAUDIBLE].

00:07:36.586 --> 00:07:38.886
But [INAUDIBLE] it
just [INAUDIBLE].

00:07:38.886 --> 00:07:42.599
AUDIENCE: [INAUDIBLE] and
also because there's so

00:07:42.599 --> 00:07:44.390
many threats [INAUDIBLE]
it's very easy to,

00:07:44.390 --> 00:07:47.260
like, accidentally run out
of energy or to do things

00:07:47.260 --> 00:07:51.937
where they [INAUDIBLE] or miss
if you don't [INAUDIBLE] one

00:07:51.937 --> 00:07:53.680
of the [INAUDIBLE]
things is obviously,

00:07:53.680 --> 00:07:55.929
like, [INAUDIBLE] fires their
gun at like some threat,

00:07:55.929 --> 00:07:58.610
but they fired it a turn
before it appears [INAUDIBLE].

00:07:58.610 --> 00:07:58.840
PROFESSOR: Yeah.

00:07:58.840 --> 00:07:59.550
AUDIENCE: Which is
like [INAUDIBLE].

00:07:59.550 --> 00:08:01.591
PROFESSOR: Yeah, because
[INAUDIBLE] has a range,

00:08:01.591 --> 00:08:04.105
if I recall, right?

00:08:04.105 --> 00:08:06.480
An effective range.

00:08:06.480 --> 00:08:10.160
So, you're all trying to
achieve simultaneous victory.

00:08:10.160 --> 00:08:12.650
You're all trying to
not die in that game.

00:08:12.650 --> 00:08:14.490
But because you
have so little time

00:08:14.490 --> 00:08:16.490
to be able to figure out
what the right thing is

00:08:16.490 --> 00:08:18.150
to do, you just [INAUDIBLE].

00:08:18.150 --> 00:08:25.404
That's not the case, I believe,
in Desert Island and Pandemic.

00:08:25.404 --> 00:08:26.820
You have about as
much time as you

00:08:26.820 --> 00:08:31.830
like to make a group decision.

00:08:31.830 --> 00:08:34.110
But it's fairly
[INAUDIBLE] these sort

00:08:34.110 --> 00:08:38.080
of competing cooperative
games, where your only opponent

00:08:38.080 --> 00:08:41.760
is the game system the designers
really created for you.

00:08:41.760 --> 00:08:45.012
You can of course set difficulty
levels in a lot of these games.

00:08:45.012 --> 00:08:46.720
If you're learning it
for the first time,

00:08:46.720 --> 00:08:48.750
you play it on kind
of the easy set up.

00:08:48.750 --> 00:08:52.045
And if you're [INAUDIBLE] with
all the mechanics of the game,

00:08:52.045 --> 00:08:53.670
you can sort of crank
up the difficulty

00:08:53.670 --> 00:08:58.910
by starting the game at
a point of [INAUDIBLE].

00:08:58.910 --> 00:09:02.040
But I think-- anything
else that anyone

00:09:02.040 --> 00:09:04.080
noticed from his
thoughts about the design

00:09:04.080 --> 00:09:04.960
of cooperative games?

00:09:07.960 --> 00:09:09.960
AUDIENCE: You mentioned--

00:09:09.960 --> 00:09:13.460
I think it might have been in
the video or something else

00:09:13.460 --> 00:09:17.350
[INAUDIBLE] the rule that said
that you couldn't show anybody

00:09:17.350 --> 00:09:17.860
else--

00:09:17.860 --> 00:09:18.660
PROFESSOR: Your hand?

00:09:18.660 --> 00:09:18.950
AUDIENCE: Your hand.

00:09:18.950 --> 00:09:19.300
PROFESSOR: Yeah.

00:09:19.300 --> 00:09:21.633
AUDIENCE: Because that was a
very important component of

00:09:21.633 --> 00:09:23.010
[INAUDIBLE].

00:09:23.010 --> 00:09:24.954
PROFESSOR: Yeah, yeah.

00:09:24.954 --> 00:09:26.870
AUDIENCE: I didn't
understand the [INAUDIBLE].

00:09:26.870 --> 00:09:31.110
PROFESSOR: It's kind of giving
you still something to do.

00:09:31.110 --> 00:09:34.490
Because you have information
that no one else has until you

00:09:34.490 --> 00:09:36.150
share it, there's
still the thing

00:09:36.150 --> 00:09:40.110
that you can do, which is share
the information that you got,

00:09:40.110 --> 00:09:46.180
even though it's not necessarily
information that you probably--

00:09:46.180 --> 00:09:47.700
in a game like
"Pandemic," it's not

00:09:47.700 --> 00:09:49.100
information you want to hide.

00:09:49.100 --> 00:09:51.670
You want everyone else
to know this information

00:09:51.670 --> 00:09:54.360
So there's still a decision
to be made even though there's

00:09:54.360 --> 00:09:57.750
activity to be done.

00:09:57.750 --> 00:10:00.050
But in a game where
time is limited,

00:10:00.050 --> 00:10:02.160
then yes, there
becomes a decision of,

00:10:02.160 --> 00:10:04.189
do I want to share this
piece of information?

00:10:04.189 --> 00:10:06.522
Because it's taking away time
from doing something else.

00:10:09.075 --> 00:10:12.000
I worked on a game with
the Education Arcade,

00:10:12.000 --> 00:10:16.900
which is a research group
here based in [INAUDIBLE].

00:10:16.900 --> 00:10:19.980
And a long time
ago, we made a game

00:10:19.980 --> 00:10:22.170
where it was a
location based game.

00:10:22.170 --> 00:10:24.220
So everyone's walking
around with GPS

00:10:24.220 --> 00:10:28.340
[INAUDIBLE] smart devices.

00:10:28.340 --> 00:10:33.150
And everyone is trying to
investigate the ground water

00:10:33.150 --> 00:10:36.800
contamination, basically,
but everyone also

00:10:36.800 --> 00:10:38.900
was one of three
different classes

00:10:38.900 --> 00:10:39.730
and they would get
different information

00:10:39.730 --> 00:10:41.110
based on which class they were.

00:10:41.110 --> 00:10:46.590
Some of them were, like,
[INAUDIBLE] some of them were

00:10:46.590 --> 00:10:47.090
more--

00:10:47.090 --> 00:10:49.705
I'm trying to remember what--
some of them were biologists.

00:10:49.705 --> 00:10:51.893
Some of them were geologists.

00:10:51.893 --> 00:10:54.017
I think one of one was,
like, construction engineer

00:10:54.017 --> 00:10:55.150
or something like that.

00:10:55.150 --> 00:10:58.560
So you knew things
about how things

00:10:58.560 --> 00:11:00.200
were built but you
didn't necessarily

00:11:00.200 --> 00:11:05.030
know much about
what type of animals

00:11:05.030 --> 00:11:09.170
will be affected by [INAUDIBLE]

00:11:11.270 --> 00:11:15.230
And so in the game, information
that you got were private,

00:11:15.230 --> 00:11:18.750
but it was the kind of thing
that you want to share.

00:11:18.750 --> 00:11:21.920
Now, in a location based
game, sharing information

00:11:21.920 --> 00:11:24.770
becomes tough because
everyone is physically

00:11:24.770 --> 00:11:26.110
spread out over an area.

00:11:26.110 --> 00:11:29.570
This was a game that was played
over the entire MIT campus.

00:11:29.570 --> 00:11:31.190
Everyone had walkie talkies.

00:11:31.190 --> 00:11:32.815
But the nice thing
about walkie talkies

00:11:32.815 --> 00:11:34.940
is that only one person
can talk at a time.

00:11:34.940 --> 00:11:38.360
Otherwise, no one really can
make sense of everything.

00:11:38.360 --> 00:11:40.970
And it's still kind
of the case as you

00:11:40.970 --> 00:11:42.880
try to play the game
with cell phones

00:11:42.880 --> 00:11:45.243
because you can only talk
to one person at a time

00:11:45.243 --> 00:11:48.260
unless you, like, set
up some crazy network.

00:11:48.260 --> 00:11:51.512
Even if you try to do text
messaging, that's [INAUDIBLE],

00:11:51.512 --> 00:11:52.012
right?

00:11:54.760 --> 00:11:58.100
So that's one way that you
can get people involved

00:11:58.100 --> 00:12:00.950
and feel like they're
contributing, which is just,

00:12:00.950 --> 00:12:04.900
give everybody little fragments
of information that they need

00:12:04.900 --> 00:12:06.522
and then get them to--

00:12:06.522 --> 00:12:08.480
and then the game becomes
more about how do you

00:12:08.480 --> 00:12:11.430
go about sharing this
information rather than what

00:12:11.430 --> 00:12:15.500
decision you make
with the information.

00:12:15.500 --> 00:12:17.570
[INAUDIBLE] once you
got all the information,

00:12:17.570 --> 00:12:19.186
there is a decision to be made.

00:12:19.186 --> 00:12:21.060
And in some cases, it
feels like a board room

00:12:21.060 --> 00:12:23.660
where everyone's
got different ideas

00:12:23.660 --> 00:12:26.120
and trying to encourage you
to do it in certain ways.

00:12:26.120 --> 00:12:28.520
And that's great,
because [INAUDIBLE]

00:12:28.520 --> 00:12:32.290
is weighing the pros and cons
of every possible option.

00:12:32.290 --> 00:12:34.880
But in some cases, it's
just, like, one person just

00:12:34.880 --> 00:12:37.560
decides to be the
decider and is going

00:12:37.560 --> 00:12:41.120
to tell everybody else the
decisions and then everyone

00:12:41.120 --> 00:12:44.840
else [INAUDIBLE].

00:12:44.840 --> 00:12:48.860
Has anyone played, like, sort
of cooperative live action-type

00:12:48.860 --> 00:12:49.900
games?

00:12:49.900 --> 00:12:51.640
[INAUDIBLE]?

00:12:51.640 --> 00:12:54.016
AUDIENCE: Oh, cooperative
live action type games.

00:12:54.016 --> 00:13:02.320
I played [INAUDIBLE]
where there was, like--

00:13:02.320 --> 00:13:08.210
I mean, a lot of [INAUDIBLE] to
do when you're [INAUDIBLE] make

00:13:08.210 --> 00:13:08.963
sure that--

00:13:08.963 --> 00:13:11.040
you need to get
everyone's [INAUDIBLE]

00:13:11.040 --> 00:13:13.890
because that will make
people communicate and work

00:13:13.890 --> 00:13:15.120
[INAUDIBLE].

00:13:15.120 --> 00:13:20.372
And oftentimes-- so,
for [INAUDIBLE] like,

00:13:20.372 --> 00:13:22.078
I remember [INAUDIBLE]
in particular,

00:13:22.078 --> 00:13:26.260
there was [INAUDIBLE]

00:13:26.260 --> 00:13:29.157
You would need, like,
[INAUDIBLE] components, which

00:13:29.157 --> 00:13:30.490
you can [INAUDIBLE] on your own.

00:13:30.490 --> 00:13:32.760
You can gather the
resources and stuff.

00:13:32.760 --> 00:13:36.420
And then you needed to
successfully [INAUDIBLE]

00:13:36.420 --> 00:13:39.140
in the blank, Hangman or
Pictionary or something

00:13:39.140 --> 00:13:42.080
that's describing [INAUDIBLE]

00:13:42.080 --> 00:13:45.700
And it was nice to have
this cooperation [INAUDIBLE]

00:13:45.700 --> 00:13:47.412
cooperation is like,
did someone want

00:13:47.412 --> 00:13:50.810
to, like, [INAUDIBLE] trying
to describe [INAUDIBLE]

00:13:50.810 --> 00:13:51.620
face to someone.

00:13:51.620 --> 00:13:53.960
And it was also
[INAUDIBLE] like,

00:13:53.960 --> 00:13:55.300
share a little bit about them.

00:13:55.300 --> 00:13:57.425
It also was interesting is
that oftentimes, someone

00:13:57.425 --> 00:13:59.340
says, does anyone
want to, like, when

00:13:59.340 --> 00:14:02.220
you're doing Pictionary,
trying to describe the word

00:14:02.220 --> 00:14:02.720
destruction.

00:14:02.720 --> 00:14:09.520
It's like [INAUDIBLE] people
talk about your research

00:14:09.520 --> 00:14:10.020
after that.

00:14:10.020 --> 00:14:11.020
PROFESSOR: Right, right.

00:14:11.020 --> 00:14:12.740
Of course, yeah.

00:14:12.740 --> 00:14:13.770
Yeah.

00:14:13.770 --> 00:14:16.400
So I think what
you're describing

00:14:16.400 --> 00:14:19.080
is, like, the live action
role playing [INAUDIBLE].

00:14:19.080 --> 00:14:20.788
PROFESSOR: Yeah, live
action [INAUDIBLE].

00:14:20.788 --> 00:14:21.727
PROFESSOR: Yeah.

00:14:21.727 --> 00:14:23.560
But a lot of live action
role playing games,

00:14:23.560 --> 00:14:25.476
even though you may be
cooperative on that one

00:14:25.476 --> 00:14:28.340
activity, you don't
know what the motive

00:14:28.340 --> 00:14:31.460
of every single person
in that room is.

00:14:31.460 --> 00:14:38.010
Whereas in non-LARP type games
but that are played out in live

00:14:38.010 --> 00:14:38.510
action--

00:14:38.510 --> 00:14:41.510
say, training simulations,
for instance--

00:14:41.510 --> 00:14:43.844
often, everyone's
actually on the same team.

00:14:43.844 --> 00:14:45.510
Everyone is very,
very clear [INAUDIBLE]

00:14:45.510 --> 00:14:49.550
working toward a common goal,
just given different roles.

00:14:49.550 --> 00:14:54.250
So, [INAUDIBLE] I trained a
couple of years in the Army

00:14:54.250 --> 00:14:57.650
and we had a lot of live
action training simulations

00:14:57.650 --> 00:15:00.040
where, yeah, everyone's
on the same team

00:15:00.040 --> 00:15:02.690
and there are
instructors out there

00:15:02.690 --> 00:15:04.540
trying to make your
life difficult, sure.

00:15:04.540 --> 00:15:07.310
But everybody that you're
actually working with

00:15:07.310 --> 00:15:12.140
is communicating and trying
to do the best job that they

00:15:12.140 --> 00:15:13.450
can towards the common goal.

00:15:16.150 --> 00:15:19.470
Has anyone gone through
anything like a sort

00:15:19.470 --> 00:15:21.100
of simulated exercise
or anything--

00:15:21.100 --> 00:15:25.010
either an evaluation or--
you know, like an emergency

00:15:25.010 --> 00:15:26.970
evacuation?

00:15:26.970 --> 00:15:28.879
AUDIENCE: Yeah,
[INAUDIBLE] fire drills.

00:15:28.879 --> 00:15:30.170
PROFESSOR: We have fire drills.

00:15:30.170 --> 00:15:31.660
All right, that's
a great insight.

00:15:31.660 --> 00:15:33.409
Everybody wants to get
out of the building

00:15:33.409 --> 00:15:36.420
alive without falling
all over, sure.

00:15:36.420 --> 00:15:39.854
And that's a great example, yes.

00:15:39.854 --> 00:15:45.678
AUDIENCE: [INAUDIBLE] in a
lot of the, like, scenarios

00:15:45.678 --> 00:15:49.380
that [INAUDIBLE] you and your
team [INAUDIBLE] even a company

00:15:49.380 --> 00:15:51.270
trying to design
this product and you

00:15:51.270 --> 00:15:52.641
had all these challenges.

00:15:52.641 --> 00:15:59.866
And it was primarily intended
to be cooperative [INAUDIBLE]

00:15:59.866 --> 00:16:05.350
an element of, like, [INAUDIBLE]
other team [INAUDIBLE]

00:16:05.350 --> 00:16:08.750
PROFESSOR: Do you-- so you
compete with the other teams

00:16:08.750 --> 00:16:09.620
for the--

00:16:09.620 --> 00:16:11.220
do you feel like
you're in competition

00:16:11.220 --> 00:16:15.470
with the other teams while
you are basing your decisions?

00:16:15.470 --> 00:16:17.220
Or is it really just
like right at the end

00:16:17.220 --> 00:16:19.861
when you present everything?

00:16:19.861 --> 00:16:21.277
AUDIENCE: Mostly
right at the end,

00:16:21.277 --> 00:16:24.118
but there were certaion
ones where, you know,

00:16:24.118 --> 00:16:27.090
you had like a
shop and there were

00:16:27.090 --> 00:16:29.601
pieces you could get while you
were waiting in line to get

00:16:29.601 --> 00:16:30.523
different pieces.

00:16:30.523 --> 00:16:32.909
Like, you were kind
of looking at what

00:16:32.909 --> 00:16:34.200
all the other groups are doing.

00:16:34.200 --> 00:16:35.362
PROFESSOR: OK

00:16:35.362 --> 00:16:37.820
AUDIENCE: And part of it was
because it was the same groups

00:16:37.820 --> 00:16:38.820
all semester.

00:16:41.460 --> 00:16:46.050
Even if there wasn't any
[INAUDIBLE] competition

00:16:46.050 --> 00:16:48.520
between groups at
first, but because

00:16:48.520 --> 00:16:50.530
over the entire
semester, you were

00:16:50.530 --> 00:16:51.654
working with the same team.

00:16:51.654 --> 00:16:55.744
You kind of develop
a [INAUDIBLE]

00:16:55.744 --> 00:16:57.910
PROFESSOR: Yes, yes, I've
been in similar exercises,

00:16:57.910 --> 00:16:59.960
mostly in school as well.

00:16:59.960 --> 00:17:02.270
AUDIENCE: Could this go
as simple as just playing

00:17:02.270 --> 00:17:04.210
Lava when you're,
like, three years old

00:17:04.210 --> 00:17:05.935
and you can't thouch
the ground, and you

00:17:05.935 --> 00:17:07.150
get from one end of
the room to the other

00:17:07.150 --> 00:17:08.733
without ever touching
the ground, jump

00:17:08.733 --> 00:17:10.854
pillar to pillar or something?

00:17:10.854 --> 00:17:12.020
PROFESSOR: Well, let me see.

00:17:12.020 --> 00:17:14.060
I guess [INAUDIBLE]
cooperative, I guess.

00:17:14.060 --> 00:17:17.578
There's player versus
gravity, pretty much.

00:17:21.040 --> 00:17:24.250
And yeah, I mean, it
depends on whether your goal

00:17:24.250 --> 00:17:26.319
is to be the last person
standing, in which it

00:17:26.319 --> 00:17:27.720
does become a competitive game.

00:17:27.720 --> 00:17:29.720
AUDIENCE: Sure, but it
was one where you're just

00:17:29.720 --> 00:17:30.681
trying to get from
one side of the room

00:17:30.681 --> 00:17:32.170
to the other,
something like that.

00:17:32.170 --> 00:17:32.526
PROFESSOR: Yeah.

00:17:32.526 --> 00:17:34.109
AUDIENCE: And you're
working together.

00:17:34.109 --> 00:17:36.190
PROFESSOR: Yeah, if you're
all working together,

00:17:36.190 --> 00:17:39.490
I would say that is a
fairly cooperative game

00:17:39.490 --> 00:17:41.110
and the rules are fairly simple.

00:17:41.110 --> 00:17:45.970
Just don't fall off
pillows which are unstable.

00:17:45.970 --> 00:17:49.514
And that's very different
from having different roles.

00:17:49.514 --> 00:17:50.680
Everybody has the same role.

00:17:50.680 --> 00:17:53.440
Everybody is just put
in a situation where

00:17:53.440 --> 00:17:55.700
they can't accomplish
much on their own

00:17:55.700 --> 00:17:57.564
but you can do quite
a lot if they pull--

00:17:57.564 --> 00:17:59.272
AUDIENCE: I always
played with my sister,

00:17:59.272 --> 00:18:01.789
and we kind of had
different roles, because I

00:18:01.789 --> 00:18:03.080
was three years older than her.

00:18:03.080 --> 00:18:05.180
When we were five years old,
I could jump [INAUDIBLE]

00:18:05.180 --> 00:18:06.050
further than her, right?

00:18:06.050 --> 00:18:06.473
PROFESSOR: OK.

00:18:06.473 --> 00:18:08.230
AUDIENCE: [INAUDIBLE]
put up different roles

00:18:08.230 --> 00:18:09.022
there a little bit.

00:18:09.022 --> 00:18:11.438
PROFESSOR: I mean, she also
has a lower center of gravity,

00:18:11.438 --> 00:18:12.280
I'm suggesting then?

00:18:12.280 --> 00:18:15.325
AUDIENCE: Sure, she
could also barely walk.

00:18:19.530 --> 00:18:21.970
PROFESSOR: So you're
playing with your sister.

00:18:24.770 --> 00:18:29.150
So, it's kind of interesting.

00:18:29.150 --> 00:18:31.960
I don't actually like a lot
of creativity competitions

00:18:31.960 --> 00:18:35.350
where they put teams
against each other.

00:18:35.350 --> 00:18:39.200
I understand that it does get
people enthusiastic and engaged

00:18:39.200 --> 00:18:42.370
and [INAUDIBLE] they want
to be able to do the best.

00:18:42.370 --> 00:18:44.980
But it discourages a lot
of information sharing,

00:18:44.980 --> 00:18:48.220
which could actually be better
for learning in the process.

00:18:48.220 --> 00:18:52.180
So when we were
[INAUDIBLE], for instance,

00:18:52.180 --> 00:18:57.620
a lot of [INAUDIBLE] run by
colleges will give out awards.

00:18:57.620 --> 00:19:01.150
They'll quite simply
have prizes for people

00:19:01.150 --> 00:19:04.310
who win maximum applause
or something like that.

00:19:04.310 --> 00:19:09.055
I think we do give
verbal [INAUDIBLE].

00:19:09.055 --> 00:19:11.790
Has anybody ever done,
like, [INAUDIBLE] awards?

00:19:11.790 --> 00:19:13.946
AUDIENCE: No, I've
never done any awards.

00:19:13.946 --> 00:19:18.235
When We're doing [INAUDIBLE]
the joy of engagement

00:19:18.235 --> 00:19:19.830
is being able to
share [INAUDIBLE]

00:19:19.830 --> 00:19:23.005
and making sure people
share throughout [INAUDIBLE]

00:19:23.005 --> 00:19:25.380
PROFESSOR: And those are
usually the shout outs that give

00:19:25.380 --> 00:19:26.250
[INAUDIBLE].

00:19:26.250 --> 00:19:28.090
These are the people
who really helped

00:19:28.090 --> 00:19:32.490
as a team, the people who
were clearly a benefit to more

00:19:32.490 --> 00:19:34.202
than just one project.

00:19:34.202 --> 00:19:35.860
We will do those
kind of shout outs

00:19:35.860 --> 00:19:40.040
because in learning
situations [INAUDIBLE]

00:19:40.040 --> 00:19:42.210
For competitive
situations where you

00:19:42.210 --> 00:19:46.000
don't expect to have a lot
of information sharing--

00:19:46.000 --> 00:19:50.720
say, a school versus
a school competition.

00:19:50.720 --> 00:19:51.439
It could be math.

00:19:51.439 --> 00:19:52.230
It could be sports.

00:19:52.230 --> 00:19:56.070
It could be-- we're working
on one right now, which

00:19:56.070 --> 00:19:59.850
is a [INAUDIBLE] competition,
a satellite programming thing.

00:19:59.850 --> 00:20:02.054
Some of you might
have seen the email

00:20:02.054 --> 00:20:04.390
about that, where a
lot of the schools that

00:20:04.390 --> 00:20:06.510
are working together
are geographically

00:20:06.510 --> 00:20:08.460
separated by
different countries,

00:20:08.460 --> 00:20:10.450
probably speaking
different languages.

00:20:10.450 --> 00:20:13.790
So there may not be
terribly much information

00:20:13.790 --> 00:20:14.850
sharing to begin with.

00:20:14.850 --> 00:20:17.700
So it makes sense that they
won't be sharing information

00:20:17.700 --> 00:20:21.180
with people that are
geographically close to them.

00:20:21.180 --> 00:20:24.570
So it's OK to sort of
put them in competition

00:20:24.570 --> 00:20:27.090
with each other while expecting
they're going to cooperate

00:20:27.090 --> 00:20:29.690
entirely within their own team.

00:20:29.690 --> 00:20:32.000
But there's a deep
wrinkle to that one, which

00:20:32.000 --> 00:20:35.260
is when it gets to
the final rounds,

00:20:35.260 --> 00:20:37.620
three schools are put
together and one school

00:20:37.620 --> 00:20:40.890
is always geographically
separated from the other one.

00:20:40.890 --> 00:20:43.680
And that gives
students an experience

00:20:43.680 --> 00:20:46.900
of what it's like to actually
work on the state, right?

00:20:46.900 --> 00:20:50.730
Because you are working with
different companies which

00:20:50.730 --> 00:20:55.242
are writing code to all
run on the same machine.

00:20:55.242 --> 00:20:58.080
But-- and all trying
to accomplish different

00:20:58.080 --> 00:21:00.570
[INAUDIBLE] problems that
they're given [INAUDIBLE]

00:21:00.570 --> 00:21:03.288
so difficult that one school--

00:21:03.288 --> 00:21:06.180
one school could probably
do a mediocre job on it,

00:21:06.180 --> 00:21:08.455
but you need the
resources of three schools

00:21:08.455 --> 00:21:09.830
and all the kids
in three schools

00:21:09.830 --> 00:21:13.530
to be able to solve this
particular space problem.

00:21:13.530 --> 00:21:16.710
So you need to communicate
and you need to share.

00:21:16.710 --> 00:21:21.780
And that's an interesting
[INAUDIBLE] of the game

00:21:21.780 --> 00:21:23.670
where, again, it's
all about what are

00:21:23.670 --> 00:21:25.320
the limits of communication?

00:21:25.320 --> 00:21:27.000
We talk about time.

00:21:27.000 --> 00:21:30.490
We talk about physical distance
being a limit of communication.

00:21:30.490 --> 00:21:32.100
What about things like language?

00:21:32.100 --> 00:21:34.340
About things like time zones?

00:21:37.320 --> 00:21:41.660
All right, so any of the
games that you are making,

00:21:41.660 --> 00:21:46.150
cooperative games, I think
are also competitive in a way?

00:21:46.150 --> 00:21:52.106
AUDIENCE: [INAUDIBLE] the end
goal is [INAUDIBLE] I mean--

00:21:52.106 --> 00:21:53.064
PROFESSOR: Yeah, it's--

00:21:53.064 --> 00:21:56.070
AUDIENCE: In the end, it's
like a competitive thing,

00:21:56.070 --> 00:21:59.952
but to achieve the most you
can, it would be be cooperative.

00:21:59.952 --> 00:22:01.995
PROFESSOR: OK, is this
the base [INAUDIBLE] one?

00:22:01.995 --> 00:22:02.494
No.

00:22:02.494 --> 00:22:04.540
[INAUDIBLE]

00:22:04.540 --> 00:22:05.372
AUDIENCE: No.

00:22:05.372 --> 00:22:05.872
Well, yes.

00:22:05.872 --> 00:22:07.913
I was going to say, we're
definitely cooperative.

00:22:07.913 --> 00:22:10.249
[INAUDIBLE] well,
two teams, I guess.

00:22:10.249 --> 00:22:11.790
AUDIENCE: Two versus
one [INAUDIBLE].

00:22:11.790 --> 00:22:12.415
AUDIENCE: Yeah.

00:22:12.415 --> 00:22:14.340
PROFESSOR: Oh, it's
two competitive teams.

00:22:14.340 --> 00:22:15.324
AUDIENCE: Yes.

00:22:15.324 --> 00:22:16.740
PROFESSOR: So you
have cooperation

00:22:16.740 --> 00:22:19.220
within the team and
competition between teams.

00:22:19.220 --> 00:22:21.642
And which game was the
one that [INAUDIBLE]

00:22:21.642 --> 00:22:23.530
AUDIENCE: The ship captain one.

00:22:23.530 --> 00:22:24.360
PROFESSOR: The ship
captain one, right, right,

00:22:24.360 --> 00:22:25.984
where [INAUDIBLE]
trying to [INAUDIBLE]

00:22:25.984 --> 00:22:29.440
put all of this information
together, right.

00:22:29.440 --> 00:22:33.330
So, is there anything
from Matt's presentation

00:22:33.330 --> 00:22:43.350
that you might want
to try out in a game?

00:22:43.350 --> 00:22:48.924
AUDIENCE: I really like the
idea small leveling, kind of.

00:22:48.924 --> 00:22:51.960
So you said he had three--
he gave the flow chart,

00:22:51.960 --> 00:22:53.315
which I really like.

00:22:53.315 --> 00:22:53.800
PROFESSOR: Right, right, right.

00:22:53.800 --> 00:22:54.466
AUDIENCE: Right?

00:22:54.466 --> 00:22:56.950
So you want to make it
balanced between players'

00:22:56.950 --> 00:22:59.280
skill and [INAUDIBLE].

00:22:59.280 --> 00:23:02.247
And if there's too much
[INAUDIBLE] players' skills,

00:23:02.247 --> 00:23:03.221
you have anxiety.

00:23:03.221 --> 00:23:05.060
And if there's too
much player skill

00:23:05.060 --> 00:23:07.830
and too little [INAUDIBLE],
you get boredom.

00:23:07.830 --> 00:23:11.090
So we have like a basic version
that you can just start with.

00:23:11.090 --> 00:23:12.847
And then if you're
a really good gamer,

00:23:12.847 --> 00:23:15.430
you might move onto the normal
version or the advanced version

00:23:15.430 --> 00:23:17.039
really quickly.

00:23:17.039 --> 00:23:19.580
And first, I was like, oh, this
is really complicated, right?

00:23:19.580 --> 00:23:20.130
Three versions of the game.

00:23:20.130 --> 00:23:22.751
Then, you play [INAUDIBLE] and
you just add one [INAUDIBLE]

00:23:22.751 --> 00:23:23.250
to that.

00:23:23.250 --> 00:23:25.900
And that's [INAUDIBLE]
changes [INAUDIBLE].

00:23:25.900 --> 00:23:28.180
PROFESSOR: And that's another--

00:23:28.180 --> 00:23:32.470
in Forbidden Island, I believe
the only change in difficulty

00:23:32.470 --> 00:23:35.000
is that you start--

00:23:35.000 --> 00:23:37.120
the way [INAUDIBLE]
works is that you

00:23:37.120 --> 00:23:39.760
are on an island that's
slowly sinking into the water.

00:23:39.760 --> 00:23:41.590
And [? there's a ?]
water level marker.

00:23:41.590 --> 00:23:45.310
So by increasing
difficulty, I believe

00:23:45.310 --> 00:23:47.830
you just start at a
higher level of water.

00:23:47.830 --> 00:23:50.530
And more stuff is submerged
at the beginning of the game.

00:23:50.530 --> 00:23:52.480
But the rules don't change.

00:23:52.480 --> 00:23:54.490
And if you're going
to try to do something

00:23:54.490 --> 00:23:56.500
like that in your
game, I would certainly

00:23:56.500 --> 00:23:59.500
encourage you to think of
difficulty levels in that way.

00:23:59.500 --> 00:24:02.770
Don't give us, like,
here are the simple set

00:24:02.770 --> 00:24:06.250
of rules for simple
players and the advanced

00:24:06.250 --> 00:24:08.190
set of rules for players.

00:24:08.190 --> 00:24:14.470
Those don't change things like
just the starting conditions

00:24:14.470 --> 00:24:17.930
so that I--

00:24:17.930 --> 00:24:20.460
I wouldn't encourage
you to change, like,

00:24:20.460 --> 00:24:22.360
individual variables
in your game

00:24:22.360 --> 00:24:25.140
because that might be too
complicated to get across.

00:24:25.140 --> 00:24:26.670
But things like setup--

00:24:26.670 --> 00:24:27.170
that's, OK.

00:24:27.170 --> 00:24:29.020
Once you've got the
whole game set up

00:24:29.020 --> 00:24:30.539
at the correct difficult level.

00:24:30.539 --> 00:24:32.830
Don't have to worry about
the differences between setup

00:24:32.830 --> 00:24:35.470
for easy or setup for hard.

00:24:35.470 --> 00:24:37.420
Giving people extra
options, for instance,

00:24:37.420 --> 00:24:39.700
by giving them extra cards
or something like that

00:24:39.700 --> 00:24:42.670
could also be a good way
to be able to [INAUDIBLE]

00:24:42.670 --> 00:24:45.900
change the level of difficulty
throughout the game.

00:24:45.900 --> 00:24:46.702
That's a good idea.

00:24:50.995 --> 00:24:55.470
[INAUDIBLE] there's
something I was

00:24:55.470 --> 00:24:57.220
talking about cooperative
and competitive.

00:24:57.220 --> 00:24:59.850
He just talks a
lot about what it

00:24:59.850 --> 00:25:02.810
was like to design
his first board game.

00:25:02.810 --> 00:25:06.780
I believe he said that that
was his first board game.

00:25:06.780 --> 00:25:09.540
[INAUDIBLE] his first published
board game [INAUDIBLE].

00:25:09.540 --> 00:25:11.830
AUDIENCE: First one was
[INAUDIBLE] Fish and Chips.

00:25:11.830 --> 00:25:12.370
PROFESSOR: Oh, yeah.

00:25:12.370 --> 00:25:13.411
Oh right, Fish and Chips.

00:25:13.411 --> 00:25:14.719
That's right.

00:25:14.719 --> 00:25:15.510
AUDIENCE: Oh, wait.

00:25:15.510 --> 00:25:16.730
I just got that joke.

00:25:16.730 --> 00:25:17.230
Wow.

00:25:20.170 --> 00:25:26.370
PROFESSOR: So-- but
anyone observe or hear

00:25:26.370 --> 00:25:28.250
anything interesting
from that one?

00:25:28.250 --> 00:25:29.960
From the [INAUDIBLE]
talking outside

00:25:29.960 --> 00:25:32.490
of the cooperative and
competitive [INAUDIBLE]

00:25:32.490 --> 00:25:33.490
cooperative game design?

00:25:38.693 --> 00:25:42.680
AUDIENCE: [INAUDIBLE] do
you just mean something

00:25:42.680 --> 00:25:43.830
interesting about the talk?

00:25:43.830 --> 00:25:45.999
PROFESSOR: Yeah, anything
else that was interesting.

00:25:45.999 --> 00:25:47.790
I've been asking you
questions specifically

00:25:47.790 --> 00:25:51.222
on his thoughts on cooperative
games like [INAUDIBLE].

00:25:51.222 --> 00:25:53.770
But that's only
part of the talk.

00:25:53.770 --> 00:25:54.910
That's not his whole talk.

00:25:54.910 --> 00:25:57.800
So I was just
wondering if anyone

00:25:57.800 --> 00:25:59.084
noticed anything interesting.

00:25:59.084 --> 00:26:02.408
AUDIENCE: I think
[INAUDIBLE] he mentioned

00:26:02.408 --> 00:26:04.557
Ameritrash [INAUDIBLE] games.

00:26:04.557 --> 00:26:05.390
PROFESSOR: Ah, yeah.

00:26:05.390 --> 00:26:07.014
AUDIENCE: Something
I haven't herad of.

00:26:07.014 --> 00:26:08.620
And then when I
looked online, it

00:26:08.620 --> 00:26:13.342
seems to be either something
that has made it [INAUDIBLE],

00:26:13.342 --> 00:26:13.850
sort of?

00:26:13.850 --> 00:26:19.220
PROFESSOR: It's one of those
almost invented internet forum

00:26:19.220 --> 00:26:20.720
arguments.

00:26:20.720 --> 00:26:22.184
But it's one that--

00:26:22.184 --> 00:26:24.350
I mean, it's like the
[INAUDIBLE] of the [INAUDIBLE]

00:26:24.350 --> 00:26:26.570
in game design.

00:26:26.570 --> 00:26:28.270
That's another one where--

00:26:28.270 --> 00:26:30.870
that's the sort of thing
that you see now just

00:26:30.870 --> 00:26:33.510
to make people roll [INAUDIBLE]

00:26:33.510 --> 00:26:37.560
But back in the '90s, I
guess, it was a bigger thing.

00:26:37.560 --> 00:26:40.530
It was like, are games
about the systems

00:26:40.530 --> 00:26:42.390
or are games about the stories?

00:26:42.390 --> 00:26:44.230
The whole thing was
just that and it

00:26:44.230 --> 00:26:48.240
was people sort of arguing
past each other-- not actually

00:26:48.240 --> 00:26:50.930
waiting to talk to each
other, just wanted to shout

00:26:50.930 --> 00:26:52.310
at each other about it.

00:26:52.310 --> 00:26:56.820
And Ameritrash and Euro games
are one of those things purely,

00:26:56.820 --> 00:26:59.770
from the description
of Ameritrash,

00:26:59.770 --> 00:27:03.236
you can sort of expect that
the people who like Euro games

00:27:03.236 --> 00:27:05.930
gave it that term.

00:27:05.930 --> 00:27:08.920
AUDIENCE: [INAUDIBLE] argument,
because the Ameritrash games

00:27:08.920 --> 00:27:11.450
were--

00:27:11.450 --> 00:27:13.950
the big problem with
the Ameritrash games

00:27:13.950 --> 00:27:15.716
were the Milton-Bradley
Gamemakers games.

00:27:15.716 --> 00:27:18.090
I think they were called
Gamemakers or Game Masters

00:27:18.090 --> 00:27:19.790
series in the mid '80s.

00:27:19.790 --> 00:27:23.380
Like [INAUDIBLE]

00:27:23.380 --> 00:27:25.300
There's another [INAUDIBLE] one.

00:27:25.300 --> 00:27:28.330
But games with a board and
lots of little plastic pieces

00:27:28.330 --> 00:27:31.440
where there's a lot
of, like, details

00:27:31.440 --> 00:27:35.110
given to the [INAUDIBLE]
molding on the pieces rather

00:27:35.110 --> 00:27:37.356
than the system.

00:27:37.356 --> 00:27:40.590
Like, that's where it was
thought the money was spent.

00:27:40.590 --> 00:27:45.500
Where a Euro game is, well, it's
little wooden cubes, and not

00:27:45.500 --> 00:27:46.980
much theme going on.

00:27:46.980 --> 00:27:51.550
And so the system
has more the amount

00:27:51.550 --> 00:27:54.080
of attention and
detail [INAUDIBLE]

00:27:54.080 --> 00:27:56.240
PROFESSOR: There is
a lower cost version

00:27:56.240 --> 00:27:59.095
that is along those same
lines, because Ameritrash

00:27:59.095 --> 00:28:01.490
is a lot about
presentation, right?

00:28:01.490 --> 00:28:07.160
This is just-- so, a lot of--

00:28:07.160 --> 00:28:08.510
I tried to think.

00:28:08.510 --> 00:28:09.330
Munchkin?

00:28:09.330 --> 00:28:10.670
Anyone play Munchkin?

00:28:10.670 --> 00:28:11.240
Yeah, OK.

00:28:11.240 --> 00:28:13.440
So, you know, this
card game about sort

00:28:13.440 --> 00:28:18.040
of dungeon crawling, being
really bad role playing gamers.

00:28:18.040 --> 00:28:19.625
And it's all about the art.

00:28:19.625 --> 00:28:22.060
It's all about funny text
that they've written.

00:28:22.060 --> 00:28:24.530
It's not necessarily
about cool-looking pieces,

00:28:24.530 --> 00:28:27.800
but it's about cool looking
cards that you can laugh with,

00:28:27.800 --> 00:28:29.570
you know, while you're
playing the game.

00:28:29.570 --> 00:28:32.540
But a game [INAUDIBLE]
itself, [INAUDIBLE] actually

00:28:32.540 --> 00:28:33.777
[INAUDIBLE]

00:28:33.777 --> 00:28:36.699
AUDIENCE: I might
call Magic Ameritrash.

00:28:36.699 --> 00:28:38.480
PROFESSOR: And Magic--
the Gathering sort

00:28:38.480 --> 00:28:40.146
of trades [INAUDIBLE]
same sort of thing

00:28:40.146 --> 00:28:41.990
as like [INAUDIBLE]
layered complexity

00:28:41.990 --> 00:28:44.960
on top of complexity
[INAUDIBLE] very little elegance

00:28:44.960 --> 00:28:46.190
to the [? system, ?] right?

00:28:46.190 --> 00:28:47.990
But every once in a
while, they sort it out

00:28:47.990 --> 00:28:50.156
and then it becomes a pretty
elegant system and they

00:28:50.156 --> 00:28:52.490
then keep adding
things on top of it.

00:28:52.490 --> 00:28:55.044
That's because that's how
their business model works.

00:28:55.044 --> 00:28:57.454
AUDIENCE: So I guess a big
question about [INAUDIBLE].

00:28:57.454 --> 00:29:00.105
How is Ameritrash different
from the theme games

00:29:00.105 --> 00:29:02.290
like Monopoly [INAUDIBLE]?

00:29:02.290 --> 00:29:03.610
PROFESSOR: Not that different.

00:29:03.610 --> 00:29:06.550
It's a more
derogatory term, but I

00:29:06.550 --> 00:29:08.860
think when it comes
to the stuff that's

00:29:08.860 --> 00:29:17.080
really old like
"Monopoly," there's

00:29:17.080 --> 00:29:20.860
a limited level of presentation
they could possibly achieve

00:29:20.860 --> 00:29:22.810
with traditional manufacturing.

00:29:22.810 --> 00:29:26.410
And by the time the [INAUDIBLE]
term Ameritrash had shown up,

00:29:26.410 --> 00:29:29.920
games like Monopoly
and Clue and all that

00:29:29.920 --> 00:29:33.960
had already been shrunk
down into budget versions.

00:29:33.960 --> 00:29:36.800
You know, it's like, you're no
longer getting metal pieces.

00:29:36.800 --> 00:29:39.810
You're getting
little plastic pieces

00:29:39.810 --> 00:29:45.930
that barely look like the dog or
the hat they're supposed to be.

00:29:45.930 --> 00:29:47.350
Games like
"Battleship" where it's

00:29:47.350 --> 00:29:49.420
like, the whole idea is
that it's not really,

00:29:49.420 --> 00:29:51.432
like, the "Battleship"
kit looks nice.

00:29:51.432 --> 00:29:53.890
It's just like this small part
of [INAUDIBLE] manufacturing

00:29:53.890 --> 00:29:55.780
and people grew up
playing Battleship.

00:29:55.780 --> 00:29:58.450
And those games are being
sold on a completely different

00:29:58.450 --> 00:29:59.080
premise.

00:29:59.080 --> 00:30:00.830
Those games are primarily
nostalgia games.

00:30:00.830 --> 00:30:04.280
Those games are games that you
bought because you played them

00:30:04.280 --> 00:30:05.360
at one point in time.

00:30:05.360 --> 00:30:07.720
But I think
Ameritrash was mostly

00:30:07.720 --> 00:30:09.450
used to brand a
certain kind of game

00:30:09.450 --> 00:30:11.050
that you'll be buying
because you want

00:30:11.050 --> 00:30:12.640
to play for the first time--

00:30:12.640 --> 00:30:18.000
like "Munchkin" that you buy to
play with a bunch of friends,

00:30:18.000 --> 00:30:21.670
often published by companies
that either had a war gaming

00:30:21.670 --> 00:30:25.840
background or a
role playing book

00:30:25.840 --> 00:30:29.830
kind of background like
Steve Jackson, for instance.

00:30:29.830 --> 00:30:35.450
Because they're used--
actually I believe [INAUDIBLE].

00:30:35.450 --> 00:30:38.020
Actually, I'm not so sure
if this came up in class.

00:30:38.020 --> 00:30:41.980
This is something that I
remember hearing recently.

00:30:41.980 --> 00:30:44.831
The idea of the game
writer, you know--

00:30:44.831 --> 00:30:46.214
what is [INAUDIBLE]?

00:30:46.214 --> 00:30:49.910
AUDIENCE: Yeah, Mack
was talking about--

00:30:49.910 --> 00:30:52.410
writer verses inventor
versus designer.

00:30:52.410 --> 00:30:55.830
PROFESSOR: Right, so the idea
is that games were things

00:30:55.830 --> 00:30:59.640
that you would write comes
out from the role playing game

00:30:59.640 --> 00:31:04.360
industry, where their
primary product was books.

00:31:04.360 --> 00:31:07.120
And sure, books included
descriptions of systems,

00:31:07.120 --> 00:31:09.747
but [INAUDIBLE]
prose is your tool

00:31:09.747 --> 00:31:11.080
to be able to get things across.

00:31:11.080 --> 00:31:13.330
[INAUDIBLE] to try to use prose
on the things that prose is

00:31:13.330 --> 00:31:13.970
good at--

00:31:13.970 --> 00:31:19.614
on things like creating
atmosphere, giving you

00:31:19.614 --> 00:31:21.030
exclusive detail
about the setting

00:31:21.030 --> 00:31:26.265
a whole world or characters,
and things like that.

00:31:26.265 --> 00:31:31.504
Whereas the Euro
games, the Euro games

00:31:31.504 --> 00:31:35.020
were originally designed
for quite a different market

00:31:35.020 --> 00:31:37.330
from the role playing.

00:31:37.330 --> 00:31:39.215
Traditionally,
role playing games

00:31:39.215 --> 00:31:41.200
are designed for enthusiasts.

00:31:41.200 --> 00:31:43.730
Euro games are designed
for Christmas presents.

00:31:43.730 --> 00:31:45.460
Very specifically,
they're designed

00:31:45.460 --> 00:31:50.155
to sell lots and lots and
lots of copies at Christmas

00:31:50.155 --> 00:31:51.590
to families.

00:31:51.590 --> 00:31:53.500
So, not only had
the systems have

00:31:53.500 --> 00:31:56.360
to be simple enough for
kids to be able to learn,

00:31:56.360 --> 00:31:58.690
but also advanced
enough for adults

00:31:58.690 --> 00:32:01.012
to be able to want to play
them and give them away

00:32:01.012 --> 00:32:04.770
as gifts to other people.

00:32:04.770 --> 00:32:09.000
And so that's a lot of attention
paid to, like, simple rules,

00:32:09.000 --> 00:32:12.550
very, very complex interactions.

00:32:12.550 --> 00:32:19.200
And I don't know what the
push towards the simplicity

00:32:19.200 --> 00:32:21.820
of [INAUDIBLE], sort of
the abstraction of, like,

00:32:21.820 --> 00:32:25.852
cubes and circles and maybe
[INAUDIBLE] like the are, like,

00:32:25.852 --> 00:32:26.352
[INAUDIBLE]

00:32:26.352 --> 00:32:28.760
AUDIENCE: A lot of it is
[INAUDIBLE] factory [INAUDIBLE]

00:32:28.760 --> 00:32:30.406
the one factory
that makes it all.

00:32:30.406 --> 00:32:31.530
PROFESSOR: [INAUDIBLE] one?

00:32:31.530 --> 00:32:35.690
AUDIENCE: There's one factory in
Germany that made most of them.

00:32:35.690 --> 00:32:38.250
They don't make them
in China, those games.

00:32:38.250 --> 00:32:39.290
PROFESSOR: OK.

00:32:39.290 --> 00:32:41.230
So that's economy of
scale there, I guess.

00:32:41.230 --> 00:32:43.222
[INAUDIBLE] easier to
make than anything else?

00:32:43.222 --> 00:32:45.097
AUDIENCE: So, when it
comes to-- like I said,

00:32:45.097 --> 00:32:47.795
Euro games are for families and
Christmas presents and stuff?

00:32:47.795 --> 00:32:49.876
That feels kind of
weird to me because I'd

00:32:49.876 --> 00:32:52.970
expect for children to care
a lot about the presentation

00:32:52.970 --> 00:32:55.360
of the game.

00:32:55.360 --> 00:33:00.640
So, how would you
reconcile that, I guess?

00:33:00.640 --> 00:33:04.060
PROFESSOR: I don't know much
about that social dynamics

00:33:04.060 --> 00:33:05.520
of the Euro game family.

00:33:05.520 --> 00:33:08.150
Who makes the call of what game
they're going to play, right?

00:33:08.150 --> 00:33:12.080
Is it the kids or
is it the parents?

00:33:12.080 --> 00:33:15.269
I certainly grew up in a family
where the parents would say,

00:33:15.269 --> 00:33:16.560
this is what we're playing now.

00:33:16.560 --> 00:33:18.480
We are playing
"Scrabble" because mom

00:33:18.480 --> 00:33:21.168
likes "Scrabble" and mom
will destroy all of us

00:33:21.168 --> 00:33:22.632
at "Scrabble".

00:33:25.504 --> 00:33:27.170
So I don't know if
that's the same thing

00:33:27.170 --> 00:33:28.970
in European families.

00:33:28.970 --> 00:33:31.476
AUDIENCE: And so
we had a professor

00:33:31.476 --> 00:33:34.535
come in who talked about
this a couple years ago

00:33:34.535 --> 00:33:36.660
where one thing that
happened, at least in Germany,

00:33:36.660 --> 00:33:41.005
is there is a conference
called [INAUDIBLE] Fair?

00:33:41.005 --> 00:33:41.947
PROFESSOR: Trade Fair.

00:33:41.947 --> 00:33:43.670
AUDIENCE: Trade Fair.

00:33:43.670 --> 00:33:46.100
[INAUDIBLE] fair
happened in Germany.

00:33:46.100 --> 00:33:48.420
Thousands upon thousands
of people in Germany

00:33:48.420 --> 00:33:53.410
go to that fair to play the new
games before they're published.

00:33:53.410 --> 00:33:55.740
And [INAUDIBLE] fairs, they
give this spiel [INAUDIBLE]

00:33:55.740 --> 00:33:57.310
awards, the game
of the year awards,

00:33:57.310 --> 00:33:58.990
which then if you
get that award,

00:33:58.990 --> 00:34:01.559
they'll sell a [INAUDIBLE]

00:34:01.559 --> 00:34:03.600
PROFESSOR: Because every
newspaper will cover it.

00:34:03.600 --> 00:34:05.280
AUDIENCE: All the newspapers
are going to cover it.

00:34:05.280 --> 00:34:07.280
But those families were going
to go there, play those games.

00:34:07.280 --> 00:34:09.405
The kids are going to be
interested in those games.

00:34:09.405 --> 00:34:12.780
Then, when Christmas time
comes around, the game they get

00:34:12.780 --> 00:34:15.281
is going to be the game that
won the [INAUDIBLE] award,

00:34:15.281 --> 00:34:17.572
not necessarily the game they
played at the convention.

00:34:17.572 --> 00:34:19.960
But that's the game
that got the award.

00:34:19.960 --> 00:34:21.409
Everybody bought it that year.

00:34:21.409 --> 00:34:23.574
And the next year
at flea markets,

00:34:23.574 --> 00:34:27.900
that game is all over
the place [INAUDIBLE] So

00:34:27.900 --> 00:34:29.650
there's a little--

00:34:29.650 --> 00:34:32.887
it's a very different kind of
consumption economy going on

00:34:32.887 --> 00:34:33.387
over there.

00:34:33.387 --> 00:34:35.446
But here, it's a hobby market.

00:34:35.446 --> 00:34:37.323
Here, it's the
[INAUDIBLE] stores.

00:34:37.323 --> 00:34:39.370
It's not necessarily
family oriented

00:34:39.370 --> 00:34:42.136
at all or family [INAUDIBLE]
included in a particular kind

00:34:42.136 --> 00:34:43.760
of family organization.

00:34:43.760 --> 00:34:46.084
PROFESSOR: So they're like
toy [INAUDIBLE] in the US,

00:34:46.084 --> 00:34:48.270
then, like Tickle
Me Elmo and Furby.

00:34:48.270 --> 00:34:50.219
AUDIENCE: Yeah,
the toy fairs are--

00:34:50.219 --> 00:34:54.840
yeah, in the US, they're
inventors, products from China

00:34:54.840 --> 00:34:59.800
and again, one thing gets
bought and one thing is sold

00:34:59.800 --> 00:35:02.370
and everybody wants that
one thing every single year.

00:35:02.370 --> 00:35:04.828
PROFESSOR: But the majority of
people who go to [INAUDIBLE]

00:35:04.828 --> 00:35:06.300
are, in fact, families--

00:35:06.300 --> 00:35:08.076
tourists, you know.

00:35:08.076 --> 00:35:09.700
But a lot of them
are probably tourists

00:35:09.700 --> 00:35:11.820
from other parts of
Germany [INAUDIBLE],

00:35:11.820 --> 00:35:13.159
but also from Europe as a whole.

00:35:13.159 --> 00:35:14.700
But of course,
there's a small number

00:35:14.700 --> 00:35:16.450
of people who are going
to [INAUDIBLE] who

00:35:16.450 --> 00:35:19.800
are the [INAUDIBLE] the
people who are going

00:35:19.800 --> 00:35:21.590
to decide what's [INAUDIBLE].

00:35:21.590 --> 00:35:24.440
And they are looking
at the families

00:35:24.440 --> 00:35:26.670
They're trying to
figure out what

00:35:26.670 --> 00:35:29.040
is going to be that
hot product this year

00:35:29.040 --> 00:35:31.190
so they can get new
[? orders ?] in.

00:35:31.190 --> 00:35:31.689
[INAUDIBLE]

00:35:31.689 --> 00:35:32.615
[INTERPOSING VOICES]

00:35:32.615 --> 00:35:34.220
AUDIENCE: What
time of year is it?

00:35:34.220 --> 00:35:35.015
PROFESSOR: I think it's August.

00:35:35.015 --> 00:35:36.320
AUDIENCE: Yeah, it's summer.

00:35:36.320 --> 00:35:37.140
[INAUDIBLE]

00:35:37.140 --> 00:35:39.590
[INTERPOSING VOICES]

00:35:39.590 --> 00:35:42.330
PROFESSOR: Yeah,
so-- but I don't

00:35:42.330 --> 00:35:44.810
know the extent to which
the manufacturers need

00:35:44.810 --> 00:35:51.420
to have lined up their pipelines
before [INAUDIBLE] in order

00:35:51.420 --> 00:35:55.290
to be able to capitalize
on the [INAUDIBLE]

00:35:55.290 --> 00:35:58.030
Because if you fail to miss your
window-- if you get the award

00:35:58.030 --> 00:36:00.446
and you can't actually put
[INAUDIBLE] product down there,

00:36:00.446 --> 00:36:02.670
then you can't make as much
money as you [INAUDIBLE].

00:36:02.670 --> 00:36:04.920
AUDIENCE: And the toy fairs
in the US, are they mainly

00:36:04.920 --> 00:36:07.566
consumers going to it or the
industry, the professionals,

00:36:07.566 --> 00:36:09.440
and they're sort of,
like, rubbing shoulders?

00:36:09.440 --> 00:36:10.746
PROFESSOR: Press.

00:36:10.746 --> 00:36:12.440
Press go to toy fairs as well.

00:36:12.440 --> 00:36:15.250
AUDIENCE: Yes, press,
industry, Walmart, basically.

00:36:15.250 --> 00:36:17.679
[INAUDIBLE] Walmart
and a couple others.

00:36:17.679 --> 00:36:19.470
AUDIENCE: So it's like,
you're an inventor.

00:36:19.470 --> 00:36:22.020
You're trying to get
on Walmart's shelf.

00:36:22.020 --> 00:36:23.544
So that's why you go?

00:36:23.544 --> 00:36:24.210
PROFESSOR: Yeah.

00:36:24.210 --> 00:36:26.876
AUDIENCE: You're trying to find,
the next hot toy for Christmas.

00:36:26.876 --> 00:36:28.089
And that's why they--

00:36:28.089 --> 00:36:30.630
PROFESSOR: Well, I'm not so sure
that the toy fairs in the US

00:36:30.630 --> 00:36:32.559
are that inventor friendly.

00:36:32.559 --> 00:36:34.600
AUDIENCE: Yeah, the
inventors have already gotten

00:36:34.600 --> 00:36:36.330
things [? off ?] by somebody.

00:36:36.330 --> 00:36:37.780
So it's the publisher.

00:36:37.780 --> 00:36:39.270
It's the maker who
has already had

00:36:39.270 --> 00:36:41.632
the stable of inventors they
purchased the product form.

00:36:41.632 --> 00:36:43.330
And they're making
it to this place

00:36:43.330 --> 00:36:44.652
to test it out, see [INAUDIBLE]

00:36:44.652 --> 00:36:46.360
AUDIENCE: But who are
they testing it on?

00:36:46.360 --> 00:36:47.840
AUDIENCE: The press
and the people

00:36:47.840 --> 00:36:49.020
who are going to sell it.

00:36:49.020 --> 00:36:50.810
But-- [INAUDIBLE] Exactly.

00:36:50.810 --> 00:36:51.820
AUDIENCE: Isn't [INAUDIBLE]
backwards, though?

00:36:51.820 --> 00:36:52.680
Because it's the
consumer that's going

00:36:52.680 --> 00:36:54.051
to be buying it, not the--

00:36:54.051 --> 00:36:55.462
AUDIENCE: The consumer
doesn't have a need for it

00:36:55.462 --> 00:36:57.003
until they find out
about it, though.

00:36:57.003 --> 00:36:58.400
It's a very different process.

00:36:58.400 --> 00:37:00.720
The consumer is like,
when you look at toys,

00:37:00.720 --> 00:37:02.760
just look at the
US toy industry.

00:37:02.760 --> 00:37:04.230
The customer just
isn't involved.

00:37:04.230 --> 00:37:06.680
AUDIENCE: It's just whatever
the hype machine builds up?

00:37:06.680 --> 00:37:08.221
AUDIENCE: Yep,
whichever hype machine

00:37:08.221 --> 00:37:09.740
has the most money
behind it gets

00:37:09.740 --> 00:37:11.330
the product on the shelves.

00:37:11.330 --> 00:37:13.621
And these days, it's [INAUDIBLE]
properties [INAUDIBLE]

00:37:13.621 --> 00:37:16.390
trans media, but like,
most media properties.

00:37:16.390 --> 00:37:20.270
There's-- the game, the toy,
the [INAUDIBLE], the comic,

00:37:20.270 --> 00:37:21.217
everything around it.

00:37:21.217 --> 00:37:22.550
AUDIENCE: Like a multi platform.

00:37:22.550 --> 00:37:23.904
AUDIENCE: Yeah, yeah.

00:37:23.904 --> 00:37:25.320
PROFESSOR: [INAUDIBLE]
because you

00:37:25.320 --> 00:37:28.260
have multiple advertising
campaigns pushing

00:37:28.260 --> 00:37:29.400
each one of these threads.

00:37:29.400 --> 00:37:31.390
But they're also sort of
pushing the entire [INAUDIBLE].

00:37:31.390 --> 00:37:33.473
AUDIENCE: If this is
something of interest to you,

00:37:33.473 --> 00:37:34.920
go to a Walgreens or a CVS.

00:37:34.920 --> 00:37:38.980
Go to the toy area, and look
at the toys that have really

00:37:38.980 --> 00:37:42.010
poorly designed games
on the back of them just

00:37:42.010 --> 00:37:44.333
to kind of see, like, these
are the things [INAUDIBLE].

00:37:44.333 --> 00:37:46.074
Somebody made it.

00:37:46.074 --> 00:37:47.648
It didn't get much press.

00:37:47.648 --> 00:37:49.356
It didn't get that
[INAUDIBLE] behind it.

00:37:49.356 --> 00:37:52.330
And just, these are
[INAUDIBLE] what

00:37:52.330 --> 00:37:54.716
is the effort they
put into that thing?

00:37:54.716 --> 00:37:56.340
For the most part,
it's just packaging.

00:37:56.340 --> 00:37:57.500
The actual thing
[? that's inside ?] of the

00:37:57.500 --> 00:37:57.999
package.

00:38:00.620 --> 00:38:03.124
PROFESSOR: I'm trying to think.

00:38:03.124 --> 00:38:05.070
Where is the big
toy fair in the US?

00:38:05.070 --> 00:38:06.260
AUDIENCE: In New York.

00:38:06.260 --> 00:38:09.694
PROFESSOR: In New York f Do
you know when it is, ish?

00:38:09.694 --> 00:38:10.610
The summer, I suppose?

00:38:10.610 --> 00:38:13.090
AUDIENCE: I want to say
summer because [INAUDIBLE]

00:38:13.090 --> 00:38:14.650
Toys "R" Us.

00:38:14.650 --> 00:38:17.480
Well, I helped [INAUDIBLE]
Toys "R" Us [INAUDIBLE]

00:38:17.480 --> 00:38:20.892
do this thing for a toy fair.

00:38:20.892 --> 00:38:23.660
I want to say but
I could be wrong.

00:38:23.660 --> 00:38:25.159
PROFESSOR: Did you [INAUDIBLE]?

00:38:25.159 --> 00:38:26.450
AUDIENCE: I didn't actually go.

00:38:26.450 --> 00:38:27.574
I just shipped the product.

00:38:27.574 --> 00:38:32.896
PROFESSOR: OK,
so, my [INAUDIBLE]

00:38:32.896 --> 00:38:37.730
You may see a [INAUDIBLE]
collectors, in particular.

00:38:37.730 --> 00:38:40.140
AUDIENCE: My customer
was, like, they made

00:38:40.140 --> 00:38:42.300
point of purchase displays.

00:38:42.300 --> 00:38:44.930
They made point of purchase
displays for retail outlets

00:38:44.930 --> 00:38:47.080
and it was like a
huge deal for them.

00:38:47.080 --> 00:38:49.330
PROFESSOR: OK, so this is
where they're selling things

00:38:49.330 --> 00:38:53.260
to stores to sell things,
not the actual product that

00:38:53.260 --> 00:38:54.730
[INAUDIBLE].

00:38:54.730 --> 00:38:56.060
Be caring sure.

00:38:56.060 --> 00:38:57.089
[INAUDIBLE]

00:38:57.089 --> 00:38:57.880
AUDIENCE: February.

00:38:57.880 --> 00:38:59.550
PROFESSOR: February?

00:38:59.550 --> 00:39:00.050
Gee.

00:39:00.050 --> 00:39:02.220
AUDIENCE: Toy fair in New York--

00:39:02.220 --> 00:39:04.280
2015, February 14 [INAUDIBLE].

00:39:04.280 --> 00:39:05.540
PROFESSOR: Oh good lord.

00:39:05.540 --> 00:39:08.517
February-- OK.

00:39:08.517 --> 00:39:10.600
I have a lot more to learn
about the toy industry.

00:39:10.600 --> 00:39:12.370
AUDIENCE: So I guess
it's Valentine's Day,

00:39:12.370 --> 00:39:13.876
after cards, then toys.

00:39:17.245 --> 00:39:18.620
PROFESSOR: The
other thing that I

00:39:18.620 --> 00:39:21.036
thought was actually kind of
interesting in the video that

00:39:21.036 --> 00:39:25.280
was how he was talking with
the folks at [INAUDIBLE].

00:39:25.280 --> 00:39:28.760
And he was describing
about embodying the player,

00:39:28.760 --> 00:39:32.270
giving the player something
that he can identify with either

00:39:32.270 --> 00:39:35.810
on the board or if all
else fails, somewhere

00:39:35.810 --> 00:39:41.210
in the packaging, something that
he can project himself into.

00:39:41.210 --> 00:39:45.590
I'm not entirely sure if that
is sort of universally accepted

00:39:45.590 --> 00:39:47.990
across all publishers or
even conventional wisdom

00:39:47.990 --> 00:39:50.927
across the board game
industry, but it's certainly

00:39:50.927 --> 00:39:52.760
interesting to see it
from the point of view

00:39:52.760 --> 00:39:54.880
of one publisher saying,
this is something

00:39:54.880 --> 00:39:58.280
important about the games
that we want to publish.

00:39:58.280 --> 00:40:02.460
And we got a little bit of this
from the [INAUDIBLE] gaming

00:40:02.460 --> 00:40:03.860
[INAUDIBLE] the other day.

00:40:03.860 --> 00:40:07.190
But it's [INAUDIBLE] I
tend to go to the publisher

00:40:07.190 --> 00:40:09.545
and try to say, this is a
game that [? could be ?]

00:40:09.545 --> 00:40:13.562
interesting, definitely try to
do some research on not just

00:40:13.562 --> 00:40:16.020
the kind of games that they
make, but also how they present

00:40:16.020 --> 00:40:17.228
those games to people, right?

00:40:17.228 --> 00:40:21.639
You know, you can
probably make a good game.

00:40:21.639 --> 00:40:23.430
Like, the people who
are at those companies

00:40:23.430 --> 00:40:25.130
have seen enough
good games to be

00:40:25.130 --> 00:40:30.150
able to see past anything
you may have missed.

00:40:30.150 --> 00:40:32.990
But it might improve your
pitch a little bit and say,

00:40:32.990 --> 00:40:35.930
we've taken into
account that you like--

00:40:35.930 --> 00:40:39.270
I've taken into account that
you like to position your games,

00:40:39.270 --> 00:40:41.580
present your games
a certain way.

00:40:41.580 --> 00:40:44.301
And this is how you
could do it with the game

00:40:44.301 --> 00:40:46.550
that I'm pitching to you,
even though what I'm showing

00:40:46.550 --> 00:40:47.591
right now, the prototype.

00:40:47.591 --> 00:40:48.530
They didn't have that.

00:40:48.530 --> 00:40:51.430
Just being able to be able to
speak to that means [INAUDIBLE]

00:40:51.430 --> 00:40:56.340
you're aware of the company's
strategy and how [INAUDIBLE].

00:40:56.340 --> 00:41:00.215
So if you are talking to a
publisher, which generally does

00:41:00.215 --> 00:41:04.000
[INAUDIBLE] you
know, I don't know

00:41:04.000 --> 00:41:08.080
who publishes [INAUDIBLE]
but someone does,

00:41:08.080 --> 00:41:11.310
because I [INAUDIBLE].

00:41:11.310 --> 00:41:14.630
But to say that this particular
set of game mechanics

00:41:14.630 --> 00:41:17.840
would be a great tie in for
this particular property

00:41:17.840 --> 00:41:19.610
or something that
you already have.

00:41:19.610 --> 00:41:22.026
Even though that may not be
something that you want to do,

00:41:22.026 --> 00:41:23.907
it's probably good
for a publisher

00:41:23.907 --> 00:41:25.615
to be able to realize
that you understand

00:41:25.615 --> 00:41:29.070
[INAUDIBLE] particular section
of the business that you're in.

00:41:29.070 --> 00:41:31.030
AUDIENCE: It's also
some so Fantasy Flight,

00:41:31.030 --> 00:41:33.455
don't want you to have IP
attached to your games.

00:41:33.455 --> 00:41:35.330
They're going to bring
their IP to the games.

00:41:35.330 --> 00:41:36.288
So they want mechanics.

00:41:36.288 --> 00:41:37.270
They want rules.

00:41:37.270 --> 00:41:39.860
They want how it's
going to play,

00:41:39.860 --> 00:41:43.185
but they don't care about---
the space travel game.

00:41:43.185 --> 00:41:44.655
You might sell for them.

00:41:44.655 --> 00:41:46.780
And they say, all right,
it's a [INAUDIBLE] fantasy

00:41:46.780 --> 00:41:49.042
game, the IP [INAUDIBLE]
with us here.

00:41:49.042 --> 00:41:50.500
PROFESSOR: Also,
probably gives you

00:41:50.500 --> 00:41:52.270
an idea of the kind
of deal and contract

00:41:52.270 --> 00:41:53.919
you can get out of them.

00:41:53.919 --> 00:41:55.460
Because if you say
you want to retain

00:41:55.460 --> 00:42:00.570
absolute creative control on
it and determine the art that's

00:42:00.570 --> 00:42:03.127
going to go on the box
or something like that,

00:42:03.127 --> 00:42:05.460
you might even be able to get
that contract from someone

00:42:05.460 --> 00:42:07.160
like Fantasy Flight,
but it's something

00:42:07.160 --> 00:42:08.460
that might be negotiable for--

00:42:08.460 --> 00:42:11.864
AUDIENCE: [INAUDIBLE] there
you would talk to them

00:42:11.864 --> 00:42:14.030
about what Kickstarter
campaign you're going to run.

00:42:14.030 --> 00:42:15.660
That's what they're going
to do-- a Kickstarter

00:42:15.660 --> 00:42:18.072
campaign with the game that
they're publishing with you.

00:42:20.394 --> 00:42:22.810
PROFESSOR: So in other words,
before you go and do a pitch

00:42:22.810 --> 00:42:25.730
at the publisher, just don't go
in with a [? generic ?] pitch.

00:42:25.730 --> 00:42:30.417
[INAUDIBLE] go into
something like a convention.

00:42:30.417 --> 00:42:32.500
You know, there are games
that just have different

00:42:32.500 --> 00:42:34.840
[INAUDIBLE], for instance.

00:42:34.840 --> 00:42:36.530
[INAUDIBLE] of EB Games.

00:42:36.530 --> 00:42:38.790
There's one that's going
to be right here on campus.

00:42:38.790 --> 00:42:40.460
If you've got a
prototype that you

00:42:40.460 --> 00:42:44.020
want to let people
know about and make--

00:42:44.020 --> 00:42:45.770
I guess we don't get
many publishers here,

00:42:45.770 --> 00:42:46.562
but you might get--

00:42:46.562 --> 00:42:48.519
AUDIENCE: That's probably
going to change soon.

00:42:48.519 --> 00:42:50.360
PROFESSOR: Yeah,
Gathering of Friends

00:42:50.360 --> 00:42:56.690
is one such group where you have
inventors and publishers all

00:42:56.690 --> 00:42:57.904
sitting at a big table.

00:42:57.904 --> 00:43:00.195
You don't need to [INAUDIBLE]
prepare something special

00:43:00.195 --> 00:43:02.622
for publishers [INAUDIBLE]
because they show you

00:43:02.622 --> 00:43:04.150
to multiple publishers at once.

00:43:04.150 --> 00:43:05.774
[INAUDIBLE] actually
going to submit it

00:43:05.774 --> 00:43:07.160
to Hasbro or something that.

00:43:07.160 --> 00:43:12.710
You might just want to say this
might make a great Transformers

00:43:12.710 --> 00:43:19.132
game because parts connect
to each other or object

00:43:19.132 --> 00:43:20.840
[INAUDIBLE] mode, or
something with that.

00:43:23.570 --> 00:43:25.640
Yeah, that's what I
want to say about that.

00:43:29.000 --> 00:43:31.030
So, today is [INAUDIBLE]
play test day.

00:43:31.030 --> 00:43:33.320
It's almost 2:00.

00:43:33.320 --> 00:43:35.650
We had all our parts up here.

00:43:35.650 --> 00:43:39.771
So, how about we start
play test at 3 o'clock?

00:43:39.771 --> 00:43:41.560
That should probably
give you enough time

00:43:41.560 --> 00:43:46.420
to be able to get something
playable by then, I'm hoping.

00:43:46.420 --> 00:43:48.750
Figure out what
you want to test,

00:43:48.750 --> 00:43:50.680
how you're going to
present it to people,

00:43:50.680 --> 00:43:56.600
and what questions you need
answered to [INAUDIBLE]