WEBVTT

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PROFESSOR: So let's do
a bit of a discussion,

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we've got about 20 minutes.

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So these are the games
that we just played.

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And I just want to have
a discussion, again.

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What are the mechanics
in these games?

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We've been talking--

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I've gone to a lot of teams
to ask about core mechanics,

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because that's really
the thing that you're

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going to have to worry
about for assignment one.

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Well let's talk a little bit
about mechanics in general.

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Again, the definition
that I want to work with--

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at least for assignment
one-- is a set of rules,

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could be more than one--

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usually more than one--

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that is going to allow a player
to change the game state.

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Now I never defined game state.

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But anyone want to throw out how
you would interpret game state?

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AUDIENCE: Like all the public
and private information

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on the board right now.

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PROFESSOR: OK.

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All right, that's--
all the information,

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whether you know it or not,
that could be the in the game.

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AUDIENCE: Yeah, for me, it's
affecting other players.

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PROFESSOR: Affecting
other players?

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AUDIENCE: Yeah

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PROFESSOR: It's--
all the informa--

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what, what affecting
other players?

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AUDIENCE: Isn't it like, what
play is available to them, or--

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PROFESSOR: The decisions
are available to them,

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is one way to convey it.

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AUDIENCE: Sure.

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PROFESSOR: --to them could
be one way to interpret it.

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OK, all right.

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I thought I saw another hand.

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AUDIENCE: I was thinking, I
don't know how to explain it,

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but, yes, you're having a board
or whatever type of meeting

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that you have issue to change.

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PROFESSOR: Right

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AUDIENCE: We go from, I don't
know, something should move

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or if something doesn't
move, then there should

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be a reason why it didn't move.

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PROFESSOR: OK.

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So, one way that
I interpret that

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is that there has
to be a variable.

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It has to be something
that isn't necessarily

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the same every
single turn, right?

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It's like the board
of the Monopoly--

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the layout of a Monopoly board--

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It's not what I would describe
as being something, part

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of the game state, because
that never changes from turn

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to turn.

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AUDIENCE: So if you were
to take someone elsewhere,

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say, across the country.

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Some groups of people
have the same size

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as the group that's
playing their game.

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And to send-- has
each one of you

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send one telegraph--
telegram-- to one of them?

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If the minimum amount
you need, the minimum

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stuff you need to
tell them in order

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for them to be able to continue
your game from where you were.

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PROFESSOR: OK, so
you've got to evaluation

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criteria of whether you just
fully described the game play.

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But I'll, yeah, all these
are useful ways of thinking

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about what is the game state.

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What's the stuff
that can change?

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Which is-- and what's
all the information?

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Whether you know it, whether
an individual player knows it

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or not.

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To be able to
reproduce a state--

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to be able to reproduce
a game in progress

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and then be able
to carry on, right.

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Sometimes things are
unreproducible, like sports,

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for instance.

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If you try to halt the game
halfway and then reproduce

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exactly the same weather
conditions as the game it was--

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PROFESSOR: It was halted.

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It is kind of
difficult. But you know

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that if you really,
really wanted

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to be able to
continue that you have

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to make a decision on whether
the weather is part of the game

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state.

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In sports, often it's the
reason why the game was

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interrupted in the first place.

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AUDIENCE: Do you think at
least in sports fatigue

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is part of the game today?

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PROFESSOR: Yeah, I
think so, which makes

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it kind of difficult, right?

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It's, like, we're going to
start the game at halftime,

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and then we'll pick
this game up tomorrow,

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playing the second half.

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And it's-- that's a very
different game from the typical

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one.

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[INTERPOSING VOICES]

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AUDIENCE: Instead,
make it so that they

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have to start a different game,
right, for the first half.

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PROFESSOR: First,
exhaust yourself,

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or we'll throw
those results out.

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So-- so [INAUDIBLE]

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[INTERPOSING VOICES]

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AUDIENCE: do something
else with them.

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[INTERPOSING VOICES]

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PROFESSOR: Well, I
mean, that's a problem.

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If you actually had--
and this does happen in,

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not marathons, but
multi-day races.

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You have the situation where
people get a good night's sleep

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before they resume the
second leg of the race.

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And at which point they decided
that fatigue is not the thing

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that they're going for.

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Why, they've tried to
quantify your advantage

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or your disadvantage based on
your start time the next day

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or something like that, right?

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I try to think up a
competition that that

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would advance to that.

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I think that-- the Tour de
France is not one day, right?

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It's multiple days.

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Yeah.

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So you have to stop.

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You have to sleep.

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You have to wake up, and
then, depending on when

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you've reached the checkpoint,
determines when you get

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to leave the check-- the--

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yeah.

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AUDIENCE: I was going to say.

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I know, in cricket, they have
multiple day competitions.

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And near the end of the
one day, it could be dark

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[? for the gingham and like ?]
[? clothlike ?] The game

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doesn't get finished
for the day,

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and they'll put in-- they'll
specifically put in...

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The teams strategy,
basically trying

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to delay until the
next game starts there.

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PROFESSOR: Oh.

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AUDIENCE: They put in--

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PROFESSOR: So that their
rules will sort of counteract

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these exploitative strategies.

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AUDIENCE: They'll like put
in a pitcher who's younger.

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They'll put in a batter who's
job is to not really swing it

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very-- isn't really
to swing it very much,

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and all they're to do is trying
to delay until the game ends

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for the day, basically.

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PROFESSOR: Yeah.

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I mean, it's weird,
because you have

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a bunch of these strategies,
and that there are probably

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rules that will come up to
prevent some of the worst

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strategies from
being put into play.

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You've got the same
thing in baseball.

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Sometimes you put in these--

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that there are late
ending pitchers, right?

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That you will, and they're
your starters and--

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that try to achieve
completely different things.

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So we've talked a little
bit about game state,

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and we've played
all of these games.

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All of you played a
good portion of them

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and I have gone to
team to team to try

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to talk a little bit
about the mechanics.

00:06:30.850 --> 00:06:36.060 align:middle line:84%
So let's just pick one that not
that many people played so we

00:06:36.060 --> 00:06:37.770 align:middle line:90%
can talk a little bit about it.

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A lot of people, I think
Blokus will played once today,

00:06:42.020 --> 00:06:44.740 align:middle line:90%
so by this group, right?

00:06:44.740 --> 00:06:46.890 align:middle line:84%
So game state is
characterized by--

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AUDIENCE: [INAUDIBLE]
location of pieces.

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PROFESSOR: Yeah,
and the location

00:06:53.640 --> 00:06:55.300 align:middle line:90%
of pieces onto the great board.

00:06:55.300 --> 00:06:58.390 align:middle line:84%
But there is-- I
think every player has

00:06:58.390 --> 00:07:01.840 align:middle line:84%
the same set of pieces,
just in a different color.

00:07:01.840 --> 00:07:04.385 align:middle line:84%
And which pieces have
already been played.

00:07:04.385 --> 00:07:06.010 align:middle line:84%
So it's not just the
location, but also

00:07:06.010 --> 00:07:07.480 align:middle line:84%
which pieces have been
played in which teams,

00:07:07.480 --> 00:07:09.580 align:middle line:84%
which people are still
available to them.

00:07:09.580 --> 00:07:13.180 align:middle line:84%
Whose turn it is, because
it's part of the game state.

00:07:13.180 --> 00:07:16.670 align:middle line:84%
Because you take turns
placing pieces, right?

00:07:16.670 --> 00:07:21.884 align:middle line:84%
So-- so what's the core
mechanic of Blokus?

00:07:21.884 --> 00:07:26.110 align:middle line:90%
AUDIENCE: You place tiles.

00:07:26.110 --> 00:07:28.380 align:middle line:84%
PROFESSOR: You select
a piece from all

00:07:28.380 --> 00:07:30.470 align:middle line:84%
of the pieces you
haven't placed yet.

00:07:30.470 --> 00:07:32.430 align:middle line:84%
And then you figure
out where it goes.

00:07:32.430 --> 00:07:35.070 align:middle line:84%
And the rule that you
have to fit to meet,

00:07:35.070 --> 00:07:36.283 align:middle line:90%
before you put it down?

00:07:36.283 --> 00:07:40.066 align:middle line:84%
AUDIENCE: It has to touch
the corner of a piece

00:07:40.066 --> 00:07:41.040 align:middle line:90%
but not an edge.

00:07:41.040 --> 00:07:43.220 align:middle line:84%
PROFESSOR: A corner of
one of your own pieces.

00:07:43.220 --> 00:07:43.720 align:middle line:90%
Right.

00:07:43.720 --> 00:07:45.560 align:middle line:84%
AUDIENCE: But not an
edge of [INAUDIBLE]

00:07:45.560 --> 00:07:46.400 align:middle line:90%
PROFESSOR: Right.

00:07:46.400 --> 00:07:48.320 align:middle line:84%
So you can't two pieces
butting up like that,

00:07:48.320 --> 00:07:49.900 align:middle line:84%
but you can have two
corners touching each other.

00:07:49.900 --> 00:07:51.238 align:middle line:84%
And you have to
have corner pieces.

00:07:51.238 --> 00:07:53.405 align:middle line:84%
AUDIENCE: And it doesn't
matter where the pieces are

00:07:53.405 --> 00:07:55.222 align:middle line:84%
on the board, where
the opponent pieces are

00:07:55.222 --> 00:07:58.122 align:middle line:84%
on the board except you
can't put it [INAUDIBLE]

00:07:58.122 --> 00:08:00.330 align:middle line:84%
PROFESSOR: You tried to find
a little space to place,

00:08:00.330 --> 00:08:02.845 align:middle line:84%
with a open space, that your
piece will actually fit.

00:08:02.845 --> 00:08:04.890 align:middle line:84%
Out of all of the
pieces that you've got,

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which is part of the game state.

00:08:06.325 --> 00:08:07.950 align:middle line:84%
And, of course, that
changes game state

00:08:07.950 --> 00:08:11.637 align:middle line:84%
by not only changing what
pieces are on the board,

00:08:11.637 --> 00:08:13.470 align:middle line:84%
as we described earlier,
but also takes away

00:08:13.470 --> 00:08:15.630 align:middle line:90%
a piece that you've already got.

00:08:15.630 --> 00:08:19.620 align:middle line:90%
That's the core mechanic.

00:08:19.620 --> 00:08:22.535 align:middle line:84%
In, I think, the next
class, let me just check--

00:08:22.535 --> 00:08:26.270 align:middle line:90%
take a look at this again.

00:08:26.270 --> 00:08:28.290 align:middle line:84%
Oh, wow, it's going
to be February 19.

00:08:28.290 --> 00:08:32.370 align:middle line:84%
No, it's going to
be, holy cow, it's

00:08:32.370 --> 00:08:37.070 align:middle line:84%
going to be a month before we
get to chapter 2 of this book.

00:08:37.070 --> 00:08:39.669 align:middle line:90%
Seriously?

00:08:39.669 --> 00:08:40.919 align:middle line:90%
OK.

00:08:40.919 --> 00:08:45.550 align:middle line:84%
For your sanity, you might want
to read chapter 2 of Challenges

00:08:45.550 --> 00:08:47.430 align:middle line:84%
for Game Designers,
because it's five pages.

00:08:47.430 --> 00:08:48.570 align:middle line:90%
It's not much.

00:08:48.570 --> 00:08:52.650 align:middle line:84%
It's pages with
illustrations on them.

00:08:52.650 --> 00:08:55.060 align:middle line:90%
They go fast.

00:08:55.060 --> 00:09:00.443 align:middle line:84%
Chapter 2 goes into a lot of
more specific definitions.

00:09:00.443 --> 00:09:01.860 align:middle line:84%
But they also talk
about something

00:09:01.860 --> 00:09:03.943 align:middle line:84%
called core dynamic, which
is something I actually

00:09:03.943 --> 00:09:07.170 align:middle line:84%
don't necessarily want you to
worry too much about right now.

00:09:07.170 --> 00:09:09.670 align:middle line:84%
They are right in identifying
that, often, the core dynamics

00:09:09.670 --> 00:09:13.620 align:middle line:84%
are actually more important than
the core mechanics of the game.

00:09:13.620 --> 00:09:17.340 align:middle line:84%
So the core dynamic probably
has a bigger influence

00:09:17.340 --> 00:09:20.730 align:middle line:84%
on what a player is
going to experience.

00:09:20.730 --> 00:09:27.030 align:middle line:84%
Whether it's some sort
of crazy frenetic game

00:09:27.030 --> 00:09:30.560 align:middle line:84%
where you're trying to
screw over your opponent,

00:09:30.560 --> 00:09:33.216 align:middle line:90%
or when it is animal versus--

00:09:33.216 --> 00:09:34.830 align:middle line:84%
animal upon animal,
where it almost

00:09:34.830 --> 00:09:36.600 align:middle line:84%
feels like a cooperative
game at times.

00:09:36.600 --> 00:09:38.100 align:middle line:84%
Even though there's
a winner, you're

00:09:38.100 --> 00:09:42.930 align:middle line:84%
all kind of playing together to
not take the whole thing over.

00:09:42.930 --> 00:09:44.930 align:middle line:84%
Those things often come
out of the dynamics.

00:09:44.930 --> 00:09:47.190 align:middle line:90%
We'll go into the theory.

00:09:47.190 --> 00:09:48.720 align:middle line:84%
Some of you have
already encountered

00:09:48.720 --> 00:09:51.190 align:middle line:84%
this in other classes,
the mechanics, dynamics,

00:09:51.190 --> 00:09:52.040 align:middle line:90%
aesthetics theory.

00:09:52.040 --> 00:09:56.520 align:middle line:84%
We'll get into that
later into this semester.

00:09:56.520 --> 00:09:59.070 align:middle line:84%
And that's just a
very convoluted way

00:09:59.070 --> 00:10:02.340 align:middle line:84%
of explaining why sometimes
game design is hard.

00:10:02.340 --> 00:10:03.990 align:middle line:84%
But the mechanic is
the thing that you

00:10:03.990 --> 00:10:06.360 align:middle line:90%
get to control as a designer.

00:10:06.360 --> 00:10:07.920 align:middle line:90%
You get to write the rules.

00:10:07.920 --> 00:10:10.272 align:middle line:84%
You get to decide what
collection of rules

00:10:10.272 --> 00:10:11.730 align:middle line:84%
that the players
have to go through

00:10:11.730 --> 00:10:14.220 align:middle line:84%
in order to be able to
change the state of the game.

00:10:14.220 --> 00:10:17.160 align:middle line:84%
And I want you to go through
deep, deep permutations of what

00:10:17.160 --> 00:10:21.330 align:middle line:84%
you can possibly do
with one core mechanic.

00:10:21.330 --> 00:10:27.400 align:middle line:84%
So in Escape it's very
clearly rated easier.

00:10:27.400 --> 00:10:29.390 align:middle line:90%
He's not a game designer.

00:10:29.390 --> 00:10:33.840 align:middle line:84%
In fact, there's a little bio
of him in Chapter 1, I think.

00:10:33.840 --> 00:10:34.680 align:middle line:90%
Yeah.

00:10:34.680 --> 00:10:36.555 align:middle line:84%
In the chapter there's
a little photo of him,

00:10:36.555 --> 00:10:38.470 align:middle line:90%
the guy who designed that game.

00:10:38.470 --> 00:10:41.130 align:middle line:84%
And it's very clearly him
trying to do everything

00:10:41.130 --> 00:10:45.610 align:middle line:84%
that he can do with dice in a
short design period of time.

00:10:45.610 --> 00:10:49.092 align:middle line:84%
And when you see his other
games later this semester,

00:10:49.092 --> 00:10:51.300 align:middle line:84%
you will see that he's trying
to do everything he can

00:10:51.300 --> 00:10:52.105 align:middle line:90%
to with options.

00:10:52.105 --> 00:10:54.480 align:middle line:84%
He's trying to do everything
that you can do with design,

00:10:54.480 --> 00:10:56.640 align:middle line:84%
and he's thinking about
these game mechanics.

00:10:56.640 --> 00:11:01.770 align:middle line:84%
And that's the thought
process I want to go through.

00:11:01.770 --> 00:11:03.540 align:middle line:90%
All right.

00:11:03.540 --> 00:11:08.970 align:middle line:84%
So leaves us with just
a little bit more time.

00:11:08.970 --> 00:11:10.920 align:middle line:84%
I'm going to end this
with the stupidest

00:11:10.920 --> 00:11:15.408 align:middle line:84%
question in the world,
which is, what is a game.

00:11:15.408 --> 00:11:17.430 align:middle line:90%
What is a game?

00:11:17.430 --> 00:11:20.490 align:middle line:84%
We've got 3 hours into a
class, and we haven't actually

00:11:20.490 --> 00:11:22.810 align:middle line:90%
talked about this yet.

00:11:22.810 --> 00:11:23.310 align:middle line:90%
Why?

00:11:23.310 --> 00:11:23.810 align:middle line:90%
Why?

00:11:23.810 --> 00:11:25.440 align:middle line:90%
OK, maybe I'll take a step back.

00:11:25.440 --> 00:11:27.548 align:middle line:90%
Why is it a stupid question?

00:11:27.548 --> 00:11:29.090 align:middle line:84%
AUDIENCE: It's not
a stupid question.

00:11:29.090 --> 00:11:31.750 align:middle line:90%
PROFESSOR: Is it?

00:11:31.750 --> 00:11:33.833 align:middle line:84%
Why did I describe it as
a stupid question, maybe.

00:11:33.833 --> 00:11:34.980 align:middle line:90%
That might be--

00:11:34.980 --> 00:11:36.690 align:middle line:84%
AUDIENCE: It feels
kind of intuitive.

00:11:36.690 --> 00:11:38.815 align:middle line:84%
Oh, I can look at something
and say this is a game,

00:11:38.815 --> 00:11:39.800 align:middle line:90%
this is not a game.

00:11:39.800 --> 00:11:42.270 align:middle line:84%
But it's actually--
describe-- maybe there's

00:11:42.270 --> 00:11:44.242 align:middle line:84%
some edge cases where
it gets really difficult

00:11:44.242 --> 00:11:46.630 align:middle line:84%
and then to actually
define what is

00:11:46.630 --> 00:11:49.510 align:middle line:84%
and what isn't
gets really murky.

00:11:49.510 --> 00:11:51.980 align:middle line:84%
PROFESSOR: That is definitely--
that is definitely true.

00:11:51.980 --> 00:11:56.098 align:middle line:90%
But you have a counterpoint?

00:11:56.098 --> 00:11:57.520 align:middle line:90%
AUDIENCE: Game.

00:11:57.520 --> 00:12:03.418 align:middle line:84%
Usually something with a, I
guess, set toll in mind given,

00:12:03.418 --> 00:12:06.802 align:middle line:84%
I don't know, to build
objective and rule.

00:12:06.802 --> 00:12:11.060 align:middle line:84%
PROFESSOR: Objectives, rules,
objectives or sub-objectives,

00:12:11.060 --> 00:12:13.550 align:middle line:90%
goals, as you describe them.

00:12:13.550 --> 00:12:15.469 align:middle line:90%
Some sort of constraints, some--

00:12:15.469 --> 00:12:17.052 align:middle line:84%
AUDIENCE: Like a
mechanical restraint.

00:12:17.052 --> 00:12:23.474 align:middle line:84%
Like an objective and
mechanical [INAUDIBLE]

00:12:23.474 --> 00:12:26.320 align:middle line:84%
I consider it a stupid
question because it is.

00:12:26.320 --> 00:12:28.888 align:middle line:84%
Everybody knows that a game
is that's a ridiculous thing

00:12:28.888 --> 00:12:29.589 align:middle line:90%
to say.

00:12:29.589 --> 00:12:30.589 align:middle line:90%
Of course I want a game.

00:12:30.589 --> 00:12:32.223 align:middle line:90%
But when we actually look at it?

00:12:32.223 --> 00:12:32.765 align:middle line:90%
Then it does.

00:12:32.765 --> 00:12:33.730 align:middle line:90%
It gets hard.

00:12:33.730 --> 00:12:35.294 align:middle line:84%
It gets convoluted
as you're playing.

00:12:35.294 --> 00:12:36.836 align:middle line:84%
That's why it's such
a dumb question.

00:12:36.836 --> 00:12:39.350 align:middle line:84%
PROFESSOR: Again, so many edge
cases, so many edge cases,

00:12:39.350 --> 00:12:44.163 align:middle line:84%
but there are these things
that a lot of games do share.

00:12:44.163 --> 00:12:45.830 align:middle line:84%
These goals that
you're working towards,

00:12:45.830 --> 00:12:47.881 align:middle line:84%
these constraints that
you are trying to work in,

00:12:47.881 --> 00:12:49.506 align:middle line:84%
these decisions
they're trying to make.

00:12:49.506 --> 00:12:52.580 align:middle line:84%
AUDIENCE: They're definitely
[INAUDIBLE] games,

00:12:52.580 --> 00:12:55.240 align:middle line:84%
which have had like
sub-objectives in them.

00:12:55.240 --> 00:12:59.735 align:middle line:84%
Like another set of objectives,
and it's hard to say like--

00:12:59.735 --> 00:13:02.705 align:middle line:90%
And [INAUDIBLE] like--

00:13:02.705 --> 00:13:04.641 align:middle line:84%
The way that the
[INAUDIBLE] is like--

00:13:04.641 --> 00:13:07.350 align:middle line:84%
I don't think a game necessarily
has to have [? real ?] goals.

00:13:07.350 --> 00:13:09.520 align:middle line:84%
PROFESSOR: It's crazy
to think of a game

00:13:09.520 --> 00:13:13.640 align:middle line:84%
that people might recognize
as a game that doesn't

00:13:13.640 --> 00:13:16.500 align:middle line:90%
meet all of these criteria.

00:13:16.500 --> 00:13:18.780 align:middle line:84%
AUDIENCE: So I think
of it as something

00:13:18.780 --> 00:13:22.220 align:middle line:84%
with a goal, an
entertaining goal.

00:13:22.220 --> 00:13:25.630 align:middle line:84%
So basically a goal that would
be entertaining to obtain.

00:13:25.630 --> 00:13:28.880 align:middle line:84%
But I also think that's
very dependent on what

00:13:28.880 --> 00:13:29.860 align:middle line:90%
you think of as a game.

00:13:29.860 --> 00:13:31.865 align:middle line:84%
And someone mentioned
that, oh, it's obvious.

00:13:31.865 --> 00:13:35.500 align:middle line:84%
If you look at a game you
feel like this is a game.

00:13:35.500 --> 00:13:36.406 align:middle line:90%
It's not.

00:13:36.406 --> 00:13:38.671 align:middle line:84%
But I think that
it's not as obvious.

00:13:38.671 --> 00:13:42.620 align:middle line:84%
I think with animal upon animal,
everyone of us can look at that

00:13:42.620 --> 00:13:45.450 align:middle line:84%
and say it's the game, but
there are a lot of things

00:13:45.450 --> 00:13:47.922 align:middle line:90%
that kind of fall on the edge.

00:13:47.922 --> 00:13:50.850 align:middle line:84%
Some people will define this
game where other people won't.

00:13:50.850 --> 00:13:56.950 align:middle line:84%
[? Want To play ?] [? a game. ?]
[LAUGHTER] Or my dad's really

00:13:56.950 --> 00:13:57.682 align:middle line:90%
angry with me.

00:13:57.682 --> 00:13:59.160 align:middle line:90%
I have to pickup all

00:13:59.160 --> 00:14:00.932 align:middle line:90%
the cards.

00:14:00.932 --> 00:14:02.515 align:middle line:84%
AUDIENCE: I personally
like the vision

00:14:02.515 --> 00:14:06.286 align:middle line:84%
of unnecessary
obstacles, because it--

00:14:06.286 --> 00:14:08.607 align:middle line:84%
There's a play space that
you don't have to be in it,

00:14:08.607 --> 00:14:10.190 align:middle line:84%
but you should clean
it and you should

00:14:10.190 --> 00:14:14.094 align:middle line:84%
be giving yourself these
obstacles to get over them

00:14:14.094 --> 00:14:15.560 align:middle line:90%
or whatever.

00:14:15.560 --> 00:14:19.970 align:middle line:84%
PROFESSOR: I think that's
Bernard Suits who posited that

00:14:19.970 --> 00:14:23.750 align:middle line:84%
and he likes to use
golf as an example.

00:14:23.750 --> 00:14:26.840 align:middle line:84%
Right, it's because
clearly golf is

00:14:26.840 --> 00:14:29.140 align:middle line:84%
an inefficient way of
delivering a ball into a cup.

00:14:29.140 --> 00:14:33.050 align:middle line:90%
AUDIENCE: [LAUGHTER]

00:14:33.050 --> 00:14:35.990 align:middle line:84%
PROFESSOR: Yes, let's just
use this very long stick

00:14:35.990 --> 00:14:39.847 align:middle line:84%
that's weighted weirdly and then
put the ball really far away.

00:14:39.847 --> 00:14:41.930 align:middle line:84%
And give you a rule that
you can't just pick it up

00:14:41.930 --> 00:14:44.070 align:middle line:90%
and drop it in there.

00:14:44.070 --> 00:14:47.790 align:middle line:84%
So unnecessary obstacles,
it's kind of a nice way

00:14:47.790 --> 00:14:52.040 align:middle line:84%
to describe a criteria
that a game could meet.

00:14:52.040 --> 00:14:54.360 align:middle line:84%
AUDIENCE: So it's
interesting because the--

00:14:54.360 --> 00:14:56.480 align:middle line:84%
often times a lot of
people, the creative people

00:14:56.480 --> 00:14:58.366 align:middle line:84%
like artists and
other such people,

00:14:58.366 --> 00:15:01.788 align:middle line:84%
will say constraints actually
let you be more creative.

00:15:01.788 --> 00:15:03.330 align:middle line:84%
So that's, I think
what's interesting

00:15:03.330 --> 00:15:06.375 align:middle line:84%
about games is, specifically
with strategies and stuff,

00:15:06.375 --> 00:15:08.509 align:middle line:84%
the fact that you can't
just pick up the golf ball

00:15:08.509 --> 00:15:09.967 align:middle line:84%
and walk to the
hole and put it in.

00:15:09.967 --> 00:15:11.467 align:middle line:84%
It means you actually
have to learn.

00:15:11.467 --> 00:15:14.570 align:middle line:84%
Well, this golf club, it goes
for long distances and this

00:15:14.570 --> 00:15:16.693 align:middle line:90%
and that and that.

00:15:16.693 --> 00:15:19.110 align:middle line:84%
So all these constraints yield
different strategies, which

00:15:19.110 --> 00:15:20.330 align:middle line:90%
is a really interesting sight.

00:15:20.330 --> 00:15:21.666 align:middle line:84%
PROFESSOR: Right and
even in the example

00:15:21.666 --> 00:15:22.833 align:middle line:90%
of the cricket thing, right.

00:15:22.833 --> 00:15:25.610 align:middle line:84%
It's-- you have this weird
collection, a set of rules.

00:15:25.610 --> 00:15:28.227 align:middle line:84%
We need to this emergent
strategy, which is like--

00:15:28.227 --> 00:15:29.810 align:middle line:84%
And now we put in
this particular kind

00:15:29.810 --> 00:15:35.120 align:middle line:84%
of batter or pitcher that is
going to help us maximize our--

00:15:35.120 --> 00:15:36.882 align:middle line:84%
what's going to extend
this game by day.

00:15:36.882 --> 00:15:42.510 align:middle line:90%


00:15:42.510 --> 00:15:47.540 align:middle line:84%
So why is-- it's not
entirely-- it's not

00:15:47.540 --> 00:15:51.448 align:middle line:84%
an entirely futile experiment
to try to define games.

00:15:51.448 --> 00:15:53.990 align:middle line:84%
In fact, I believe we do have
a definition of games coming up

00:15:53.990 --> 00:15:59.360 align:middle line:84%
in one of the rules
of play readings,

00:15:59.360 --> 00:16:02.700 align:middle line:84%
and it is one that
is functional.

00:16:02.700 --> 00:16:04.550 align:middle line:90%
And it has goals.

00:16:04.550 --> 00:16:07.100 align:middle line:84%
It has the constraints
that you're working in.

00:16:07.100 --> 00:16:10.760 align:middle line:84%
I believe they also have it
describing an activity that's

00:16:10.760 --> 00:16:12.630 align:middle line:90%
actually carved out of--

00:16:12.630 --> 00:16:13.880 align:middle line:90%
of regular life.

00:16:13.880 --> 00:16:16.120 align:middle line:84%
And the consequences
that happen inside it

00:16:16.120 --> 00:16:18.320 align:middle line:84%
don't include that
you're outside it.

00:16:18.320 --> 00:16:22.760 align:middle line:84%
But as many people have
already pointed out in class,

00:16:22.760 --> 00:16:24.650 align:middle line:84%
if I gave you a
little bit of time

00:16:24.650 --> 00:16:27.230 align:middle line:84%
you will be able to
come up with a game

00:16:27.230 --> 00:16:28.790 align:middle line:84%
that people will
recognize as a game,

00:16:28.790 --> 00:16:32.450 align:middle line:84%
and falls outside
of that definition.

00:16:32.450 --> 00:16:34.220 align:middle line:90%
The reason why I personally--

00:16:34.220 --> 00:16:36.980 align:middle line:84%
this is not-- this is not
going to be useful to you

00:16:36.980 --> 00:16:38.282 align:middle line:90%
outside of this class.

00:16:38.282 --> 00:16:39.740 align:middle line:84%
So I'm going to
tell you personally

00:16:39.740 --> 00:16:43.600 align:middle line:84%
the reason why I don't like
that question, what is a game,

00:16:43.600 --> 00:16:47.570 align:middle line:84%
is because it invites
you to carve things out

00:16:47.570 --> 00:16:48.610 align:middle line:90%
of the game space.

00:16:48.610 --> 00:16:51.080 align:middle line:84%
To say that thing is not
a game because it doesn't

00:16:51.080 --> 00:16:55.910 align:middle line:84%
meet this definition, and I find
that activity to be pointless.

00:16:55.910 --> 00:17:00.943 align:middle line:84%
To-- just telling people
who've made something

00:17:00.943 --> 00:17:02.360 align:middle line:84%
and have decided
to call it a game

00:17:02.360 --> 00:17:05.890 align:middle line:84%
that it is not-- that thing
that you created is not a game.

00:17:05.890 --> 00:17:08.869 align:middle line:84%
I actually feel that
is very antisocial,

00:17:08.869 --> 00:17:12.290 align:middle line:84%
very noninclusive
way of thinking

00:17:12.290 --> 00:17:15.047 align:middle line:84%
about what could actually be
useful in thinking about it.

00:17:15.047 --> 00:17:17.630 align:middle line:90%


00:17:17.630 --> 00:17:22.220 align:middle line:84%
But for your own benefit
of working in a team,

00:17:22.220 --> 00:17:24.260 align:middle line:84%
it is reasonable to
set goals that you

00:17:24.260 --> 00:17:27.200 align:middle line:90%
want to hit with you game.

00:17:27.200 --> 00:17:29.540 align:middle line:84%
Many of the descriptions
that have already come up

00:17:29.540 --> 00:17:32.120 align:middle line:84%
in the past 10
minutes are actually

00:17:32.120 --> 00:17:34.850 align:middle line:84%
things I would use to describe
good games, but not necessarily

00:17:34.850 --> 00:17:36.340 align:middle line:90%
games as a whole.

00:17:36.340 --> 00:17:38.530 align:middle line:84%
Entertaining, for instance,
it's like how many of

00:17:38.530 --> 00:17:40.530 align:middle line:84%
you can think of a game
that's not entertaining,

00:17:40.530 --> 00:17:41.586 align:middle line:90%
but it's a game?

00:17:41.586 --> 00:17:42.580 align:middle line:90%
AUDIENCE: Monopoly?

00:17:42.580 --> 00:17:43.527 align:middle line:90%
[LAUGHTER]

00:17:43.527 --> 00:17:46.190 align:middle line:90%
PROFESSOR: Sure.

00:17:46.190 --> 00:17:46.940 align:middle line:90%
AUDIENCE: The game

00:17:46.940 --> 00:17:47.780 align:middle line:90%
PROFESSOR: What else?

00:17:47.780 --> 00:17:49.155 align:middle line:84%
AUDIENCE: War and
[? golf are. ?]

00:17:49.155 --> 00:17:49.880 align:middle line:90%
PROFESSOR: War.

00:17:49.880 --> 00:17:51.380 align:middle line:90%
Golf.

00:17:51.380 --> 00:17:52.970 align:middle line:90%
It depends on you, right?

00:17:52.970 --> 00:17:56.150 align:middle line:90%
It depends on the player.

00:17:56.150 --> 00:17:58.300 align:middle line:84%
Actually, a lot
depends on the player.

00:17:58.300 --> 00:18:01.302 align:middle line:84%
You can come up with the
worst game in the world.

00:18:01.302 --> 00:18:03.260 align:middle line:84%
Conversely, you can come
up with the worst game

00:18:03.260 --> 00:18:06.280 align:middle line:84%
and, well, and find
people who would enjoy it.

00:18:06.280 --> 00:18:07.940 align:middle line:84%
And you can make
it a game that's

00:18:07.940 --> 00:18:09.728 align:middle line:84%
trying to deliver a
particular message.

00:18:09.728 --> 00:18:11.770 align:middle line:84%
And people are going to
walk away with completely

00:18:11.770 --> 00:18:14.530 align:middle line:90%
the wrong interpretation of it.

00:18:14.530 --> 00:18:17.220 align:middle line:84%
And that's fine, because
they are players.

00:18:17.220 --> 00:18:19.345 align:middle line:84%
They-- I'll say it's not
even a completely wrong

00:18:19.345 --> 00:18:19.970 align:middle line:90%
interpretation.

00:18:19.970 --> 00:18:22.400 align:middle line:84%
They come up with a
valid interpretation

00:18:22.400 --> 00:18:25.550 align:middle line:84%
that they walked away with it,
and you had very little control

00:18:25.550 --> 00:18:26.130 align:middle line:90%
over that.

00:18:26.130 --> 00:18:27.760 align:middle line:84%
But it's OK, because the
game's more about players

00:18:27.760 --> 00:18:29.210 align:middle line:84%
usually than about
the designers.

00:18:29.210 --> 00:18:30.970 align:middle line:84%
Even though you see
the designers names

00:18:30.970 --> 00:18:35.940 align:middle line:84%
on many of these boxes, a lot of
them would have that, I think.

00:18:35.940 --> 00:18:39.002 align:middle line:84%
In the end, there are relatively
few famous game designers

00:18:39.002 --> 00:18:40.960 align:middle line:84%
out there, but there are
many, many famous game

00:18:40.960 --> 00:18:42.590 align:middle line:90%
players out there.

00:18:42.590 --> 00:18:45.110 align:middle line:84%
I think there's a
good reason for that.

00:18:45.110 --> 00:18:47.360 align:middle line:84%
All the creative--
all the creativity

00:18:47.360 --> 00:18:49.190 align:middle line:84%
that comes out from
constraints, all the,

00:18:49.190 --> 00:18:53.710 align:middle line:84%
as we're talking about
sports, the athleticism.

00:18:53.710 --> 00:18:56.153 align:middle line:84%
The ability to work
within these constraints

00:18:56.153 --> 00:18:58.070 align:middle line:84%
to do something that
people didn't necessarily

00:18:58.070 --> 00:19:00.950 align:middle line:84%
think that was possible is
usually the Hallmark card

00:19:00.950 --> 00:19:03.440 align:middle line:90%
of a great player.

00:19:03.440 --> 00:19:06.050 align:middle line:84%
The designers just
provide it, the sandbox

00:19:06.050 --> 00:19:09.020 align:middle line:84%
for them to be able
to express that way.

00:19:09.020 --> 00:19:13.140 align:middle line:84%
So I think when you
come back on Monday,

00:19:13.140 --> 00:19:15.360 align:middle line:84%
to be able to come
in with a concept

00:19:15.360 --> 00:19:18.300 align:middle line:84%
after taking a look at
some of the readings.

00:19:18.300 --> 00:19:19.840 align:middle line:84%
This is what I
want to hit, right,

00:19:19.840 --> 00:19:22.670 align:middle line:90%
and I want to have a game that--

00:19:22.670 --> 00:19:23.880 align:middle line:90%
that has a goal.

00:19:23.880 --> 00:19:27.510 align:middle line:84%
Or I want to have a game
where the players have a goal.

00:19:27.510 --> 00:19:30.690 align:middle line:84%
I want to have a game where the
players are going to express

00:19:30.690 --> 00:19:32.250 align:middle line:90%
a certain amount of creativity.

00:19:32.250 --> 00:19:34.950 align:middle line:84%
Or whether it's-- they're really
just sort of mechanically going

00:19:34.950 --> 00:19:37.033 align:middle line:90%
through the possibility space.

00:19:37.033 --> 00:19:38.700 align:middle line:84%
I think we've got a
couple of games that

00:19:38.700 --> 00:19:40.950 align:middle line:90%
actually were very mechanical.

00:19:40.950 --> 00:19:44.940 align:middle line:84%
And you're are just
stepping through the--

00:19:44.940 --> 00:19:46.570 align:middle line:90%
stepping through the paces.

00:19:46.570 --> 00:19:47.900 align:middle line:84%
[? Some ?] [? are ?]
[? closer, ?] and some of them

00:19:47.900 --> 00:19:49.590 align:middle line:84%
is almost a little
bit like that, right,

00:19:49.590 --> 00:19:52.200 align:middle line:84%
because you don't get to
decide what question you ask,

00:19:52.200 --> 00:19:53.327 align:middle line:90%
I believe.

00:19:53.327 --> 00:19:54.910 align:middle line:84%
AUDIENCE: [You just
draw the question.

00:19:54.910 --> 00:19:55.980 align:middle line:84%
PROFESSOR: Yeah,
you just draw it.

00:19:55.980 --> 00:19:56.855 align:middle line:90%
You ask the question.

00:19:56.855 --> 00:19:59.100 align:middle line:84%
You get information, and,
at some point of time,

00:19:59.100 --> 00:20:02.220 align:middle line:84%
you get all the
information you need.

00:20:02.220 --> 00:20:07.410 align:middle line:84%
So-- so that's a game that has
very relatively little decision

00:20:07.410 --> 00:20:11.233 align:middle line:84%
making on the player's part,
if you are playing optimally.

00:20:11.233 --> 00:20:13.150 align:middle line:84%
If you're not playing
optimally, then actually

00:20:13.150 --> 00:20:15.927 align:middle line:84%
you're making a whole bunch
of incorrect decisions

00:20:15.927 --> 00:20:18.344 align:middle line:84%
that actually makes it a little
bit more variable in who's

00:20:18.344 --> 00:20:18.886 align:middle line:90%
going to win.

00:20:18.886 --> 00:20:22.200 align:middle line:84%
And that's why the game's
actually interesting.

00:20:22.200 --> 00:20:23.590 align:middle line:90%
Come in on Monday.

00:20:23.590 --> 00:20:25.020 align:middle line:90%
Be willing to discuss that.

00:20:25.020 --> 00:20:25.770 align:middle line:90%
Come in on Monday.

00:20:25.770 --> 00:20:27.770 align:middle line:84%
Be willing to change your
mind when you actually

00:20:27.770 --> 00:20:29.040 align:middle line:90%
meet up with your team.

00:20:29.040 --> 00:20:31.415 align:middle line:84%
We're going to do a little
bit of brainstorming on Monday

00:20:31.415 --> 00:20:35.190 align:middle line:84%
on what sort of games
that you want to work on,

00:20:35.190 --> 00:20:38.700 align:middle line:84%
and, more importantly, what
mechanics you want to work on.

00:20:38.700 --> 00:20:41.340 align:middle line:84%
One more clarification
about the first assignment.

00:20:41.340 --> 00:20:44.130 align:middle line:84%
It is not about the
story of your game

00:20:44.130 --> 00:20:46.490 align:middle line:84%
or the fiction of
your game or where

00:20:46.490 --> 00:20:48.690 align:middle line:84%
your game is set,
in ancient history

00:20:48.690 --> 00:20:51.880 align:middle line:84%
or in the science, sci-fi
or anything of that.

00:20:51.880 --> 00:20:53.820 align:middle line:84%
We'll get to that later
on in this lecture.

00:20:53.820 --> 00:20:56.550 align:middle line:84%
I want you to think about what
are the rules that a player

00:20:56.550 --> 00:20:58.260 align:middle line:90%
needs to deal with.

00:20:58.260 --> 00:20:59.210 align:middle line:90%
Right?

00:20:59.210 --> 00:21:02.668 align:middle line:84%
You are your own target
audience, as far as I know.

00:21:02.668 --> 00:21:04.130 align:middle line:90%
That's it for class today.

00:21:04.130 --> 00:21:05.850 align:middle line:90%
Thank you very much.

00:21:05.850 --> 00:21:07.880 align:middle line:84%
Please make sure
that you did sign in,

00:21:07.880 --> 00:21:10.060 align:middle line:84%
if you haven't gotten
the attendance sheet.

00:21:10.060 --> 00:21:11.230 align:middle line:90%
Be officially on it.

00:21:11.230 --> 00:21:12.480 align:middle line:90%
[INTERPOSING VOICES]

00:21:12.480 --> 00:21:24.756 align:middle line:90%