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PROFESSOR: All right.

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So today's reading comes from a
game designer, Lewis Pulsipher,

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who traditionally
worked on war games.

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I believe he's done some of
the board games, as well.

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But for the most
part, I think, he's

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recognize for his
war gaming work.

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And there's actually quite a lot
of war gaming journals, mostly

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written by designers for
fans or by fans for fans.

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Things like the
[? Compleat ?] Strategist

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used to be like the PC
Gamer of war gaming, right?

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It's like, this is
what's happening

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and these are our thoughts,
these are our critiques.

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And that particular
reading I feel

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is very typical of that
era of, maybe, late '80s,

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early to mid '90s
magazine publications.

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And it's interesting because
already at that time, sure,

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there are people who,
say, wrote the core

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rulesets for various games,
like Axis and Allies,

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or things like
Dungeons and Dragons.

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But there was going
to be this assumption

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that if you are interested
in something like war gaming,

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you're also interested in
creating your own scenarios.

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You are already halfway
a game designer.

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And so you have to keep all
of these things in mind.

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Particularly if
you're a game master,

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has anyone been like a dungeon
master or a game master

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for a role playing group?

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OK.

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You're basically
a game designer.

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AUDIENCE: Yeah

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PROFESSOR: Yeah.

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You know, you're
taking rule sets

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that somebody else
[? came up with ?] and cherry

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picking the stuff that you
really want to work with

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and discarding the stuff
that doesn't and then

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coming up with your own rules.

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So just as and
example of reading,

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I believe this is the first time
I've asked you to read anything

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from the table top book?

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AUDIENCE: [? Tic a Tac. ?]

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PROFESSOR: [? Tic a Tac? ?]

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AUDIENCE: Yeah.

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PROFESSOR: OK, all right.

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AUDIENCE: You just
ran this first.

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PROFESSOR: That's true.

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Yeah.

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But this particular
piece of reading

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is also a nice
little time capsule

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of how people used to
write about game design.

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It's a fairly modern
piece of writing it still

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has that same sort of style.

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So there's a lot of
examples of, like, this

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is how this theoretical
game is going to be played

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and I'm going to write it
out completely in prose.

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And even when they refer to
games that already exist, like,

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I believe they do cite
[? Vinci, ?] at one point.

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AUDIENCE: [INAUDIBLE]

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PROFESSOR: Yeah, again the
game mechanics that they're

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discussing are all in prose.

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It's not like in point
form or anything like that,

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it's just free prose.

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I don't think there's
ever any assumption

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that if you contributed
an essay for something

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like [? the Compleat ?]
Strategist that

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diagrams that you included would
be included in the magazine,

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right?

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Because a lot of people
who actually created

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those essays weren't
necessarily artists.

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And that's not to
say that you didn't

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have diagrams in magazines like
that, but it was expensive.

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This was before
desktop publishing.

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So people just got
really, really used

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to describing things in prose,
describing core game mechanics

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in prose, not just in point
form or bullet points.

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So there were basically
two suggestions

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that he has on how to deal with
the whole three player problem.

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Actually, before I get
into it, can anyone quickly

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sum up what's the main
problem with designing

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a game for three players?

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Your answer.

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AUDIENCE: Well, one of
them was [? turning-- ?]

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PROFESSOR: Mhm.

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AUDIENCE: --where
two of the players

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sort of go at it
for most of the game

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and then they weaken
themselves, and then

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the third player [INAUDIBLE]

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PROFESSOR: OK, so,
for a certain set

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of rules, that's one kind of
strategy which encourages you

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to basically not interact
with anybody else

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and then win the game, right?

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AUDIENCE: What I
going to say is,

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this is where it's just
one player chooses which

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of the other two players wins.

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PROFESSOR: Mhm, so I
believe [? kingmating ?]

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was the name that
was given to that.

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You may not be in
a position to win

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the game but in a game
with only three players,

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you might have enough
influence to basically say,

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I don't like you, therefore
you are not going to win.

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Therefore, the other
person is going to win,

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even though I can't win.

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There were a few more subtle
problems that he described.

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Anyone remember any of them?

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[INAUDIBLE] Yes?

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AUDIENCE: Politics,
so two people

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decide to team up
on the other player

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and the other player
really can't win.

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PROFESSOR: Uh--

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[INTERPOSING VOICES]

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PROFESSOR: --yeah,
he brought that up.

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It does come up in reading.

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It's not necessarily
described as a problem,

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but something that does
happen and it happens often.

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So you either take advantage
of it as a designer,

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or your game suffers because you
hadn't thought about it, right?

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This whole idea of, somebody's
in the lead and two people

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probably want to do a temporary
alliance at the very least

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to take down that player.

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There was one called
sandbagging and I actually

00:05:34.580 --> 00:05:36.554 align:middle line:84%
am forgetting what
that means here.

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AUDIENCE: If we
could set that up,

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saying that you're [? doing ?]
less well off than you actually

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are.

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PROFESSOR: Oh, yeah.

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Pretending that you are--

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like bordering on lying, right?

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It's like, no I'm not going to
win the game in the next turn,

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don't worry about me, deal
with him, he's scarier.

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And that sort
subtle deceit where

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you have to actively conceal
the fact that you are not

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in the lead.

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There are some games
that say, all right,

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here are some ways
that you can do that.

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I'm not sure, are
[? we enough ?] for Crunch?

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I think we are.

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[INTERPOSING VOICES]

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PROFESSOR: Yeah.

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So Crunch is a game
about being a banker.

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You're trying to fill
up your golden parachute

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before the market
crashes, and you

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are encouraged to play the
game in a three-piece suit

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so that you can actually
actively hide cards.

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And the idea is that
at the end of the game,

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the amount of money that
you've managed to keep yourself

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for your own personal use,
including any cards that you

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happen to [? have ?]
on yourself,

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will win you the game.

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It's not about keeping
your bank afloat, at all,

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it's all about leaving with
the largest personal fortune.

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So it's a rye,
satirical game, but one

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that actively encourages
you to conceal

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how well you're performing.

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Now, it's a
two-player game, it's

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not like a three-player
game, so that you are also

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well aware that your opponent
is doing the same sort of thing.

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You're just trying to do
the best that you can in

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accumulating as much
cash as possible

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because that's what's
going to win you the game.

00:07:13.430 --> 00:07:15.290 align:middle line:84%
But in the situation
with three players,

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you can imagine a situation
where someone could figure out

00:07:18.680 --> 00:07:22.070 align:middle line:84%
that you're in the lead and
that person can catch up.

00:07:22.070 --> 00:07:23.430 align:middle line:90%
And what can you do?

00:07:23.430 --> 00:07:26.850 align:middle line:84%
Like, pass cards to the
player that you want to win,

00:07:26.850 --> 00:07:28.066 align:middle line:90%
for instance?

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And that might be tough
because someone might not

00:07:32.195 --> 00:07:35.486 align:middle line:84%
be able to interfere
with that process.

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AUDIENCE: In the
game [? Junta ?]

00:07:41.450 --> 00:07:46.055 align:middle line:84%
you're a politician in some
Latin American banana republic,

00:07:46.055 --> 00:07:48.618 align:middle line:84%
and your goal is to
embezzle as much foreign aid

00:07:48.618 --> 00:07:50.580 align:middle line:90%
money as possible.

00:07:50.580 --> 00:07:54.572 align:middle line:84%
And one of the things is
that, the number [INAUDIBLE]

00:07:54.572 --> 00:07:57.923 align:middle line:84%
drawn each turn is variable,
and only the president really

00:07:57.923 --> 00:08:03.500 align:middle line:84%
knows, and so [INAUDIBLE] is
that sometimes the president

00:08:03.500 --> 00:08:06.390 align:middle line:84%
won't draw very much, which
might cause people to launch

00:08:06.390 --> 00:08:08.890 align:middle line:84%
a coup against him, because
they think he's lying and taking

00:08:08.890 --> 00:08:09.860 align:middle line:84%
a lot for himself
and there scared

00:08:09.860 --> 00:08:11.195 align:middle line:90%
he'll win for that reason.

00:08:11.195 --> 00:08:14.095 align:middle line:84%
But, basically there's
so much uncertainty

00:08:14.095 --> 00:08:15.220 align:middle line:90%
about how much people have.

00:08:15.220 --> 00:08:17.790 align:middle line:84%
It's not even computable how
much people have in their--

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PROFESSOR: It's Junta?

00:08:18.800 --> 00:08:21.000 align:middle line:90%
With a J, right?

00:08:21.000 --> 00:08:23.150 align:middle line:90%
AUDIENCE: Yeah.

00:08:23.150 --> 00:08:25.430 align:middle line:84%
PROFESSOR: So, [? this ?]
[? is ?] [? be, ?] right?

00:08:25.430 --> 00:08:28.090 align:middle line:84%
It sort of plays
around with this idea

00:08:28.090 --> 00:08:32.330 align:middle line:84%
that you have this
dictator that seems

00:08:32.330 --> 00:08:34.220 align:middle line:84%
to be amassing a large
personal fortune,

00:08:34.220 --> 00:08:37.460 align:middle line:84%
whether or not the
dictator can be

00:08:37.460 --> 00:08:39.310 align:middle line:84%
successful in a
process of amassing

00:08:39.310 --> 00:08:43.039 align:middle line:84%
a large personal fortune,
that game is designed

00:08:43.039 --> 00:08:44.600 align:middle line:90%
to paint a giant target.

00:08:44.600 --> 00:08:46.115 align:middle line:84%
And we have another
game here called

00:08:46.115 --> 00:08:51.080 align:middle line:84%
King of Tokyo, which is
basically giant monsters trying

00:08:51.080 --> 00:08:53.840 align:middle line:90%
to take over Tokyo bay.

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Every sing generic giant
robot, giant dinosaur,

00:08:59.270 --> 00:09:02.910 align:middle line:90%
octopus thing, mecha dinosaur.

00:09:02.910 --> 00:09:06.560 align:middle line:84%
And whoever happens to be a
king of the hill at that point

00:09:06.560 --> 00:09:08.270 align:middle line:84%
has a giant target
on them, and the game

00:09:08.270 --> 00:09:10.040 align:middle line:84%
mechanics all
support that, that's

00:09:10.040 --> 00:09:13.260 align:middle line:90%
what the game's all about.

00:09:13.260 --> 00:09:15.860 align:middle line:84%
So those are some
of the problems

00:09:15.860 --> 00:09:20.300 align:middle line:84%
and he proposed two solution,
not necessarily the only two

00:09:20.300 --> 00:09:22.940 align:middle line:84%
solutions, but these are
the ones that occur to him,

00:09:22.940 --> 00:09:28.560 align:middle line:84%
particularly in war
gaming, that might work.

00:09:28.560 --> 00:09:32.300 align:middle line:84%
And they're actually kind of
opposite ends of the spectrum.

00:09:32.300 --> 00:09:34.815 align:middle line:84%
Does anyone remember one
of the two solutions?

00:09:34.815 --> 00:09:36.180 align:middle line:90%
AUDIENCE: Equilibrium?

00:09:36.180 --> 00:09:37.090 align:middle line:90%
PROFESSOR: Mhm.

00:09:37.090 --> 00:09:38.283 align:middle line:90%
[INAUDIBLE]

00:09:38.283 --> 00:09:44.263 align:middle line:84%
AUDIENCE: If one person gets
ahead then they cannot be

00:09:44.263 --> 00:09:50.936 align:middle line:84%
significantly defeated
before they win the game.

00:09:50.936 --> 00:09:53.875 align:middle line:84%
PROFESSOR: I think equilibrium
was the opposite of that.

00:09:53.875 --> 00:09:54.666 align:middle line:90%
AUDIENCE: Opposite?

00:09:54.666 --> 00:09:56.545 align:middle line:84%
PROFESSOR: Yeah,
so you've actually

00:09:56.545 --> 00:09:58.670 align:middle line:84%
just completed two answers
into one, which is good.

00:09:58.670 --> 00:10:03.100 align:middle line:84%
[LAUGHTER] So, the equilibrium,
if I recall correctly

00:10:03.100 --> 00:10:07.670 align:middle line:84%
from the reading, the
equilibrium design goal method

00:10:07.670 --> 00:10:11.050 align:middle line:84%
that you can manage to design
is taking advantage of things

00:10:11.050 --> 00:10:13.150 align:middle line:84%
like the balance of
power theory, which

00:10:13.150 --> 00:10:16.360 align:middle line:84%
is, if there is a person
who is clearly ahead,

00:10:16.360 --> 00:10:18.400 align:middle line:84%
everybody else who
is weaker is probably

00:10:18.400 --> 00:10:20.620 align:middle line:84%
going to band up
and take you down,

00:10:20.620 --> 00:10:23.980 align:middle line:84%
and if you just balance
the game in a certain way

00:10:23.980 --> 00:10:25.610 align:middle line:84%
you give them the
tools to do that,

00:10:25.610 --> 00:10:29.740 align:middle line:84%
and that takes anyone who
seems to be ahead back

00:10:29.740 --> 00:10:33.780 align:middle line:90%
to a sort of equal power level.

00:10:33.780 --> 00:10:36.910 align:middle line:84%
That's a balance of
power theory is something

00:10:36.910 --> 00:10:38.450 align:middle line:90%
from political science.

00:10:38.450 --> 00:10:39.950 align:middle line:84%
I've only heard
about it in passing.

00:10:39.950 --> 00:10:41.710 align:middle line:84%
If there's anybody here who
has taken political science

00:10:41.710 --> 00:10:44.320 align:middle line:84%
classes, you can tell me if I'm
getting this right or wrong.

00:10:44.320 --> 00:10:47.170 align:middle line:84%
The whole thing is not a
far fetched idea, right?

00:10:47.170 --> 00:10:51.810 align:middle line:84%
If you've got a powerful
nation other nations who

00:10:51.810 --> 00:10:56.320 align:middle line:84%
are bordering that
powerful nation

00:10:56.320 --> 00:10:59.170 align:middle line:84%
are likely to either team
up with the powerful nation,

00:10:59.170 --> 00:11:02.990 align:middle line:84%
or more likely to band their
[? nations ?] together,

00:11:02.990 --> 00:11:04.990 align:middle line:84%
even though they may not
be ideologically linked

00:11:04.990 --> 00:11:05.810 align:middle line:90%
or anything.

00:11:05.810 --> 00:11:09.280 align:middle line:84%
They're ideologically linked
against the powerful nation,

00:11:09.280 --> 00:11:13.390 align:middle line:90%
so same thing goes for players.

00:11:13.390 --> 00:11:17.730 align:middle line:84%
So basically it comes down
to giving everybody the tool

00:11:17.730 --> 00:11:25.000 align:middle line:84%
to take down the leader a notch,
and does restore everything

00:11:25.000 --> 00:11:28.000 align:middle line:90%
to a sort of equilibrium state.

00:11:28.000 --> 00:11:31.450 align:middle line:84%
And then your success
criteria for the game

00:11:31.450 --> 00:11:35.431 align:middle line:84%
probably isn't who is going
to gain such a massive leap,

00:11:35.431 --> 00:11:37.555 align:middle line:84%
because the game isn't
deliberately really designed

00:11:37.555 --> 00:11:39.790 align:middle line:84%
to wait for everything
to equilibrium,

00:11:39.790 --> 00:11:43.420 align:middle line:84%
you need to have some other
kinds of success criteria.

00:11:43.420 --> 00:11:45.460 align:middle line:84%
Maybe the game is time
limited, for instance,

00:11:45.460 --> 00:11:48.370 align:middle line:84%
maybe the game has different
goals for each player,

00:11:48.370 --> 00:11:50.110 align:middle line:90%
or something.

00:11:50.110 --> 00:11:53.530 align:middle line:84%
So even though your power
levels are about the same

00:11:53.530 --> 00:11:57.560 align:middle line:84%
you might be able to get
victory points on some things

00:11:57.560 --> 00:11:58.710 align:middle line:90%
faster than others.

00:11:58.710 --> 00:12:02.060 align:middle line:90%


00:12:02.060 --> 00:12:03.970 align:middle line:84%
The alternative,
which you hinted at,

00:12:03.970 --> 00:12:08.050 align:middle line:84%
which was, basically, making
it difficult to take down

00:12:08.050 --> 00:12:10.130 align:middle line:84%
the person who's in the
lead once they're already

00:12:10.130 --> 00:12:10.990 align:middle line:90%
in the lead.

00:12:10.990 --> 00:12:15.070 align:middle line:90%


00:12:15.070 --> 00:12:17.290 align:middle line:84%
He had one very
specific implementation

00:12:17.290 --> 00:12:25.806 align:middle line:84%
of this, or one particular rule
of thumb, on how effective must

00:12:25.806 --> 00:12:28.079 align:middle line:84%
a person in the lead
be in order to prevent

00:12:28.079 --> 00:12:29.620 align:middle line:84%
the king making,
and sandbagging, and

00:12:29.620 --> 00:12:31.876 align:middle line:90%
[? turtling, ?] and everything.

00:12:31.876 --> 00:12:34.750 align:middle line:90%
Remember this?

00:12:34.750 --> 00:12:37.150 align:middle line:90%
Remember?

00:12:37.150 --> 00:12:41.740 align:middle line:84%
The basic idea is that you must
be able to do it in one turn,

00:12:41.740 --> 00:12:44.414 align:middle line:90%
in a single turn.

00:12:44.414 --> 00:12:45.830 align:middle line:84%
If you are in the
lead, you should

00:12:45.830 --> 00:12:48.540 align:middle line:84%
be able to complete the game and
win the game in a single turn.

00:12:48.540 --> 00:12:51.490 align:middle line:84%
I'm not so sure whether
I agree with that.

00:12:51.490 --> 00:12:54.320 align:middle line:84%
And I don't think he
means win it on your turn.

00:12:54.320 --> 00:12:58.370 align:middle line:84%
I think it means in
a round of people.

00:12:58.370 --> 00:13:00.950 align:middle line:84%
If you're in the
lead in the game,

00:13:00.950 --> 00:13:03.620 align:middle line:84%
you should be able to do
something to cement that lead

00:13:03.620 --> 00:13:06.260 align:middle line:84%
so that within that turn no
one's going to be able to do

00:13:06.260 --> 00:13:09.890 align:middle line:84%
anything about [? changing ?]
the [? turnout of ?] the game.

00:13:09.890 --> 00:13:13.580 align:middle line:84%
This is for games where
there is a clear win

00:13:13.580 --> 00:13:18.380 align:middle line:84%
condition that is based on
overpowering your opponents.

00:13:18.380 --> 00:13:21.430 align:middle line:84%
That you don't want to
have the situation where,

00:13:21.430 --> 00:13:24.620 align:middle line:84%
yeah, I'm in the lead
but everybody else still

00:13:24.620 --> 00:13:29.120 align:middle line:84%
has enough time to take
me down to the point

00:13:29.120 --> 00:13:32.510 align:middle line:84%
that somebody else can then
catch up and be in the lead,

00:13:32.510 --> 00:13:36.530 align:middle line:84%
because that basically
means that the first person

00:13:36.530 --> 00:13:43.040 align:middle line:84%
to get in the lead will
probably lose, and that's sad.

00:13:43.040 --> 00:13:47.996 align:middle line:84%
But we see that in
certain computer games.

00:13:47.996 --> 00:13:51.560 align:middle line:84%
We've seen games where
whoever who is in the lead

00:13:51.560 --> 00:13:53.510 align:middle line:84%
has a giant target
painted on their back

00:13:53.510 --> 00:13:56.507 align:middle line:84%
and you're expected
to be taken down.

00:13:56.507 --> 00:13:57.965 align:middle line:84%
If you're the first
one in the lead

00:13:57.965 --> 00:14:00.440 align:middle line:84%
you are probably going to
get hit, but then that now

00:14:00.440 --> 00:14:03.160 align:middle line:84%
[? there's ?] enough time
to be able to pull ahead.

00:14:03.160 --> 00:14:07.340 align:middle line:84%
So that's closer to the
equilibrium style, right?

00:14:07.340 --> 00:14:09.420 align:middle line:84%
So I think I heard
someone give--

00:14:09.420 --> 00:14:10.520 align:middle line:90%
AUDIENCE: Oh, Mario Kart.

00:14:10.520 --> 00:14:13.560 align:middle line:84%
PROFESSOR: Mario Kart
being the obvious one.

00:14:13.560 --> 00:14:16.850 align:middle line:84%
You get increasingly powerful
weapons the further behind you

00:14:16.850 --> 00:14:18.980 align:middle line:90%
get, or useful things.

00:14:18.980 --> 00:14:23.480 align:middle line:84%
There's an example in this
book here, the Rules of Play--

00:14:23.480 --> 00:14:28.380 align:middle line:90%
this is the hardback version--

00:14:28.380 --> 00:14:30.900 align:middle line:90%
of Super Monkey Ball.

00:14:30.900 --> 00:14:33.740 align:middle line:84%
And, basically, all their
weapons face forward.

00:14:33.740 --> 00:14:37.530 align:middle line:84%
So again, number one, you
can only shoot forward,

00:14:37.530 --> 00:14:40.340 align:middle line:84%
there's nothing to shoot,
there's nobody ahead of you.

00:14:40.340 --> 00:14:42.890 align:middle line:84%
It's not actually a
technical disadvantage,

00:14:42.890 --> 00:14:45.480 align:middle line:84%
it's not like a weapon
that slows you down,

00:14:45.480 --> 00:14:47.256 align:middle line:90%
but it's useless thing.

00:14:47.256 --> 00:14:48.922 align:middle line:84%
You get these powerups
that are useless.

00:14:48.922 --> 00:14:51.630 align:middle line:90%


00:14:51.630 --> 00:14:57.860 align:middle line:84%
So a lot of these feed
into a different way

00:14:57.860 --> 00:15:01.610 align:middle line:84%
of looking at games that
is a very formal, very

00:15:01.610 --> 00:15:04.070 align:middle line:84%
[? technique, ?] and one
day you've probably heard

00:15:04.070 --> 00:15:05.840 align:middle line:84%
of, mentioned multiple
times in this class

00:15:05.840 --> 00:15:07.548 align:middle line:84%
and in other classes,
as well, and that's

00:15:07.548 --> 00:15:09.070 align:middle line:90%
just feedback systems.

00:15:09.070 --> 00:15:11.990 align:middle line:84%
I don't care about UI feedback,
I'm talking about feedback

00:15:11.990 --> 00:15:13.860 align:middle line:84%
from the cybernetic
[? sense. ?] Anyone

00:15:13.860 --> 00:15:17.394 align:middle line:84%
here has heard about
cybernetics from another class?

00:15:17.394 --> 00:15:18.216 align:middle line:90%
Yeah.

00:15:18.216 --> 00:15:20.340 align:middle line:84%
AUDIENCE: Oh, I was going
with the feedback systems

00:15:20.340 --> 00:15:21.822 align:middle line:84%
that you used in
your other class,

00:15:21.822 --> 00:15:23.530 align:middle line:84%
like we did
[? in the engineering one. ?]

00:15:23.530 --> 00:15:24.470 align:middle line:90%
PROFESSOR: Yeah, yeah.

00:15:24.470 --> 00:15:25.970 align:middle line:84%
I definitely brought
it up in there.

00:15:25.970 --> 00:15:27.500 align:middle line:84%
AUDIENCE: Yeah, where you
had a forward feedback

00:15:27.500 --> 00:15:29.110 align:middle line:84%
system and a backward feedback
system, and, basically--

00:15:29.110 --> 00:15:30.303 align:middle line:84%
PROFESSOR: Mhm,
positive and negative.

00:15:30.303 --> 00:15:30.656 align:middle line:90%
Yeah.

00:15:30.656 --> 00:15:32.447 align:middle line:84%
AUDIENCE: --If you were
winning, you either

00:15:32.447 --> 00:15:37.476 align:middle line:84%
start winning by more, or your
losing, you start to catch up.

00:15:37.476 --> 00:15:40.512 align:middle line:90%
For example, [INAUDIBLE]

00:15:40.512 --> 00:15:41.220 align:middle line:90%
PROFESSOR: Right.

00:15:41.220 --> 00:15:45.310 align:middle line:84%
So, the whole basic
idea of cybernetics

00:15:45.310 --> 00:15:49.770 align:middle line:84%
is based on, sort of,
automated control.

00:15:49.770 --> 00:15:52.950 align:middle line:84%
You create systems, mechanical
or electronic, or with a set

00:15:52.950 --> 00:15:58.270 align:middle line:84%
of rules that basically are
going to either accelerate

00:15:58.270 --> 00:16:06.590 align:middle line:84%
or snowball the
performance of the system,

00:16:06.590 --> 00:16:09.720 align:middle line:90%
or bring it back to equilibrium.

00:16:09.720 --> 00:16:12.450 align:middle line:84%
If this sounds very familiar
to something [? Mech-E ?]

00:16:12.450 --> 00:16:15.230 align:middle line:84%
or [? EE ?] or something,
that's completely expected

00:16:15.230 --> 00:16:18.720 align:middle line:84%
because this all
originally came from that.

00:16:18.720 --> 00:16:22.440 align:middle line:84%
So, the basic model
is that you have

00:16:22.440 --> 00:16:27.710 align:middle line:84%
some sort of sensor,
something that detects

00:16:27.710 --> 00:16:29.020 align:middle line:90%
an environmental change.

00:16:29.020 --> 00:16:33.690 align:middle line:84%
It could be something that
detects the state of your game,

00:16:33.690 --> 00:16:36.870 align:middle line:84%
some way of telling you
this is the current state

00:16:36.870 --> 00:16:38.360 align:middle line:90%
that you're looking at.

00:16:38.360 --> 00:16:42.070 align:middle line:90%
Then goes to a comparator--

00:16:42.070 --> 00:16:44.230 align:middle line:84%
which needs more
space because it's

00:16:44.230 --> 00:16:47.553 align:middle line:90%
a longer word, comparator--

00:16:47.553 --> 00:16:51.370 align:middle line:84%
which performs some sort
of logical assessment

00:16:51.370 --> 00:16:55.345 align:middle line:84%
on the state of the system
that you're looking at.

00:16:55.345 --> 00:17:02.970 align:middle line:84%
And then you're going
to an actuator, which

00:17:02.970 --> 00:17:04.330 align:middle line:90%
performs some sort of action.

00:17:04.330 --> 00:17:06.300 align:middle line:84%
And it's called feedback
because the thing just

00:17:06.300 --> 00:17:09.040 align:middle line:90%
keeps feeding back, all right?

00:17:09.040 --> 00:17:12.290 align:middle line:84%
Real life systems
that do this, what

00:17:12.290 --> 00:17:15.349 align:middle line:84%
are some of the simplest
real-life systems that do this,

00:17:15.349 --> 00:17:21.832 align:middle line:84%
electronically or mechanically,
without human intervention?

00:17:21.832 --> 00:17:22.915 align:middle line:90%
AUDIENCE: Washing machine.

00:17:22.915 --> 00:17:23.980 align:middle line:90%
PROFESSOR: Washing machine?

00:17:23.980 --> 00:17:24.855 align:middle line:90%
AUDIENCE: Thermostat.

00:17:24.855 --> 00:17:26.589 align:middle line:90%
PROFESSOR: Thermostat.

00:17:26.589 --> 00:17:27.480 align:middle line:90%
Washing machine?

00:17:27.480 --> 00:17:29.690 align:middle line:84%
That would watch water
levels I think, right?

00:17:29.690 --> 00:17:31.690 align:middle line:90%
AUDIENCE: Well, the [INAUDIBLE]

00:17:31.690 --> 00:17:32.980 align:middle line:90%
PROFESSOR: Oh, yeah, yeah.

00:17:32.980 --> 00:17:34.950 align:middle line:90%
That's true.

00:17:34.950 --> 00:17:39.790 align:middle line:84%
So, thermostat, things get too
hot, turn on the cooling system

00:17:39.790 --> 00:17:42.810 align:middle line:90%
or shut off the heating system.

00:17:42.810 --> 00:17:46.290 align:middle line:84%
AUDIENCE: Wonder if that
emergency [INAUDIBLE]

00:17:46.290 --> 00:17:47.165 align:middle line:90%
PROFESSOR: Emergency?

00:17:47.165 --> 00:17:51.657 align:middle line:84%
AUDIENCE: [INAUDIBLE] There's a
hole at the top of sinks where

00:17:51.657 --> 00:17:52.564 align:middle line:90%
if the water--

00:17:52.564 --> 00:17:53.230 align:middle line:90%
PROFESSOR: Yeah.

00:17:53.230 --> 00:17:53.976 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:17:53.976 --> 00:17:54.642 align:middle line:90%
PROFESSOR: Yeah.

00:17:54.642 --> 00:17:59.836 align:middle line:84%
The sensors, whether the water
has actually hit that hole.

00:17:59.836 --> 00:18:04.550 align:middle line:84%
[INAUDIBLE] I guess the sensor
is the level of the water,

00:18:04.550 --> 00:18:06.956 align:middle line:84%
the comparator is the
height of the hole,

00:18:06.956 --> 00:18:09.455 align:middle line:84%
and then the actuator is if
it's at the height of the whole,

00:18:09.455 --> 00:18:10.632 align:middle line:90%
go out the hole, right?

00:18:10.632 --> 00:18:12.090 align:middle line:84%
So, it's actually
just like physics

00:18:12.090 --> 00:18:13.984 align:middle line:84%
is the entire system
for you, but it's

00:18:13.984 --> 00:18:15.900 align:middle line:84%
engineered in a way to
take advantage of that.

00:18:15.900 --> 00:18:17.280 align:middle line:84%
AUDIENCE: Systems
like autopilot.

00:18:17.280 --> 00:18:20.320 align:middle line:84%
PROFESSOR: Mhm,
keeping you on the path

00:18:20.320 --> 00:18:22.370 align:middle line:84%
that you're supposed to
be on, always just doing

00:18:22.370 --> 00:18:24.207 align:middle line:90%
minute little corrections.

00:18:24.207 --> 00:18:26.540 align:middle line:84%
The majority of these things
are real-world applications

00:18:26.540 --> 00:18:29.495 align:middle line:84%
of these negative
feedback systems.

00:18:29.495 --> 00:18:32.814 align:middle line:90%


00:18:32.814 --> 00:18:37.310 align:middle line:84%
And the idea is that if there
is a change in one direction,

00:18:37.310 --> 00:18:38.760 align:middle line:90%
pull it back.

00:18:38.760 --> 00:18:42.980 align:middle line:84%
If goes in the other
direction pull it forward

00:18:42.980 --> 00:18:49.180 align:middle line:84%
so it always hovers
around the same point.

00:18:49.180 --> 00:18:51.870 align:middle line:84%
These are deliberately
designed systems

00:18:51.870 --> 00:18:54.240 align:middle line:90%
trying to do this all the time.

00:18:54.240 --> 00:18:57.150 align:middle line:84%
But there are a lot
of real-world systems

00:18:57.150 --> 00:18:58.816 align:middle line:90%
that do the opposite, right?

00:18:58.816 --> 00:19:01.828 align:middle line:90%


00:19:01.828 --> 00:19:03.820 align:middle line:90%
Stuff that snowballs.

00:19:03.820 --> 00:19:08.510 align:middle line:84%
For instance, a snowball
rolling down the hill.

00:19:08.510 --> 00:19:12.730 align:middle line:84%
As it goes down it gets larger
and it makes it slightly easier

00:19:12.730 --> 00:19:15.520 align:middle line:90%
to continue rolling.

00:19:15.520 --> 00:19:18.080 align:middle line:84%
I think some of the
area in contact to snow

00:19:18.080 --> 00:19:21.556 align:middle line:84%
actually decreases
by a proper ratio

00:19:21.556 --> 00:19:24.100 align:middle line:84%
[? required ?] to make
it easier to keep going.

00:19:24.100 --> 00:19:27.720 align:middle line:84%
It picks up more snow and
gets larger and larger.

00:19:27.720 --> 00:19:30.060 align:middle line:84%
Another positive feedback
system in the real world?

00:19:30.060 --> 00:19:31.893 align:middle line:84%
AUDIENCE: I don't know
the name of the game,

00:19:31.893 --> 00:19:34.287 align:middle line:84%
but there's this
[INAUDIBLE] game where

00:19:34.287 --> 00:19:35.495 align:middle line:90%
you start off as an asteroid.

00:19:35.495 --> 00:19:36.770 align:middle line:90%
AUDIENCE: [? Astrobrah. ?]

00:19:36.770 --> 00:19:37.978 align:middle line:90%
AUDIENCE: Is that what it is?

00:19:37.978 --> 00:19:40.536 align:middle line:90%
PROFESSOR: Astro-what?

00:19:40.536 --> 00:19:41.460 align:middle line:90%
[INAUDIBLE]

00:19:41.460 --> 00:19:43.865 align:middle line:84%
AUDIENCE: You start off
as a small asteroid,

00:19:43.865 --> 00:19:47.232 align:middle line:84%
and what happens is you
meet other small asteroids

00:19:47.232 --> 00:19:50.130 align:middle line:84%
and you grow up to be a planet,
and then, at that point,

00:19:50.130 --> 00:19:53.487 align:middle line:84%
asteroids become fairly
easy to gobble up,

00:19:53.487 --> 00:19:55.820 align:middle line:84%
but you want to go after other
smaller planets than you,

00:19:55.820 --> 00:19:59.628 align:middle line:84%
and then [INAUDIBLE] and
then keep on getting bigger

00:19:59.628 --> 00:20:00.957 align:middle line:90%
until you become a black hole.

00:20:00.957 --> 00:20:01.540 align:middle line:90%
PROFESSOR: Hm.

00:20:01.540 --> 00:20:02.220 align:middle line:84%
AUDIENCE: And then,
eventually you

00:20:02.220 --> 00:20:04.860 align:middle line:84%
get so large that you can just
eat everything up afterwards.

00:20:04.860 --> 00:20:07.400 align:middle line:84%
PROFESSOR: There are two
games that reminds me of.

00:20:07.400 --> 00:20:11.485 align:middle line:84%
One is Orbital, which
was a Nintendo game.

00:20:11.485 --> 00:20:12.570 align:middle line:90%
Do you know?

00:20:12.570 --> 00:20:13.695 align:middle line:90%
AUDIENCE: Wait, which one?

00:20:13.695 --> 00:20:14.820 align:middle line:90%
Which game were you saying?

00:20:14.820 --> 00:20:16.860 align:middle line:84%
AUDIENCE: That sounds
like Katamari Damacy.

00:20:16.860 --> 00:20:18.342 align:middle line:84%
PROFESSOR: It sounds
like Katamari Damacy.

00:20:18.342 --> 00:20:20.133 align:middle line:84%
AUDIENCE: I think that
sounds like a genre.

00:20:20.133 --> 00:20:20.802 align:middle line:90%
PROFESSOR: Yeah.

00:20:20.802 --> 00:20:23.340 align:middle line:84%
AUDIENCE: So, get bigger
so you can get bigger.

00:20:23.340 --> 00:20:25.028 align:middle line:90%
PROFESSOR: Yeah.

00:20:25.028 --> 00:20:27.010 align:middle line:90%
Let's see.

00:20:27.010 --> 00:20:31.597 align:middle line:84%
What's the game
done by Andy Nealen?

00:20:31.597 --> 00:20:32.722 align:middle line:90%
AUDIENCE: [? Orthos? ?] No.

00:20:32.722 --> 00:20:33.674 align:middle line:90%
Osmos.

00:20:33.674 --> 00:20:34.975 align:middle line:90%
PROFESSOR: Osmos.

00:20:34.975 --> 00:20:40.950 align:middle line:84%
Yeah, I think that's a PC
and portable device game.

00:20:40.950 --> 00:20:44.020 align:middle line:84%
So, Osmos is an
interesting situation

00:20:44.020 --> 00:20:47.350 align:middle line:84%
because yes, the bigger you
get, the bigger you can get,

00:20:47.350 --> 00:20:50.080 align:middle line:84%
because the idea of
Osmos is like you're just

00:20:50.080 --> 00:20:53.970 align:middle line:84%
a little amoeba-like blob, so
asteroid, amoeba-like blob.

00:20:53.970 --> 00:20:55.820 align:middle line:84%
You can eat anything
smaller than you,

00:20:55.820 --> 00:20:57.880 align:middle line:84%
and everything that you
eat makes you bigger,

00:20:57.880 --> 00:20:59.750 align:middle line:84%
so you can eat
even bigger things.

00:20:59.750 --> 00:21:01.810 align:middle line:84%
But actually it makes it
more difficult for you

00:21:01.810 --> 00:21:04.830 align:middle line:84%
to navigate because
you're more massive now.

00:21:04.830 --> 00:21:07.780 align:middle line:84%
So you actually have both
negative and positive loops

00:21:07.780 --> 00:21:09.187 align:middle line:90%
going on at once.

00:21:09.187 --> 00:21:10.770 align:middle line:84%
AUDIENCE: I have
another possible one.

00:21:10.770 --> 00:21:11.730 align:middle line:90%
PROFESSOR: Mhm?

00:21:11.730 --> 00:21:12.462 align:middle line:90%
AUDIENCE: Bombs.

00:21:12.462 --> 00:21:13.170 align:middle line:90%
PROFESSOR: Bombs?

00:21:13.170 --> 00:21:15.720 align:middle line:84%
AUDIENCE: Yeah, because then
[INAUDIBLE] exploding and--

00:21:15.720 --> 00:21:17.570 align:middle line:84%
PROFESSOR: It makes
other things explode?

00:21:17.570 --> 00:21:20.594 align:middle line:84%
AUDIENCE: Well there's that, but
there's also some bombs where--

00:21:20.594 --> 00:21:21.600 align:middle line:90%
AUDIENCE: Nuclear bombs.

00:21:21.600 --> 00:21:22.850 align:middle line:90%
AUDIENCE: Yeah, nuclear bombs.

00:21:22.850 --> 00:21:26.320 align:middle line:84%
PROFESSOR: Oh, so like you're
using an atomic bomb to set off

00:21:26.320 --> 00:21:27.820 align:middle line:84%
a hydrogen bomb,
that sort of thing?

00:21:27.820 --> 00:21:28.550 align:middle line:90%
AUDIENCE: Something like that.

00:21:28.550 --> 00:21:29.430 align:middle line:90%
PROFESSOR: OK, yeah.

00:21:29.430 --> 00:21:33.213 align:middle line:90%


00:21:33.213 --> 00:21:39.670 align:middle line:84%
Positive feedback often happens
in military conflict, right?

00:21:39.670 --> 00:21:47.740 align:middle line:84%
If you've got overwhelming
forces every engagement just

00:21:47.740 --> 00:21:52.450 align:middle line:84%
makes the ratio, if
everything goes according

00:21:52.450 --> 00:21:55.560 align:middle line:84%
to military doctrine,
every engagement

00:21:55.560 --> 00:21:58.920 align:middle line:84%
is going to give you
yet a greater advantage.

00:21:58.920 --> 00:22:02.050 align:middle line:90%
[INAUDIBLE]

00:22:02.050 --> 00:22:05.960 align:middle line:84%
So, the way this has been
applied in games is--

00:22:05.960 --> 00:22:09.100 align:middle line:90%
just to make it literal--

00:22:09.100 --> 00:22:13.390 align:middle line:84%
you have some sort
of state of the game.

00:22:13.390 --> 00:22:14.590 align:middle line:90%
Am I getting this right?

00:22:14.590 --> 00:22:15.699 align:middle line:90%
Yeah.

00:22:15.699 --> 00:22:16.990 align:middle line:90%
You have the state of the game.

00:22:16.990 --> 00:22:20.820 align:middle line:90%


00:22:20.820 --> 00:22:23.150 align:middle line:84%
Wait, hold on, let me
just make sure I've

00:22:23.150 --> 00:22:24.290 align:middle line:90%
got this perfectly right.

00:22:24.290 --> 00:22:26.020 align:middle line:90%
Here we go.

00:22:26.020 --> 00:22:27.644 align:middle line:84%
You have some sort
of scoring function.

00:22:27.644 --> 00:22:30.440 align:middle line:90%


00:22:30.440 --> 00:22:32.470 align:middle line:84%
It doesn't have to
be the literal score,

00:22:32.470 --> 00:22:35.740 align:middle line:84%
but it has to be some way
of assessing how close you

00:22:35.740 --> 00:22:37.600 align:middle line:90%
are to some sort of goal.

00:22:37.600 --> 00:22:40.370 align:middle line:84%
So either the short term
goal or the overall goal

00:22:40.370 --> 00:22:44.780 align:middle line:84%
of the game, some sort
of scoring function.

00:22:44.780 --> 00:22:51.030 align:middle line:84%
And that goes into some
set of [? prior ?] input.

00:22:51.030 --> 00:22:56.110 align:middle line:90%


00:22:56.110 --> 00:22:58.740 align:middle line:84%
There are some versions of
this diagram that separate this

00:22:58.740 --> 00:23:02.640 align:middle line:84%
into two things, that's kind
of like the player decides

00:23:02.640 --> 00:23:05.040 align:middle line:84%
what they're going to do
and then actually executes

00:23:05.040 --> 00:23:07.260 align:middle line:90%
the input.

00:23:07.260 --> 00:23:10.260 align:middle line:84%
Actually, there is
one more stage, sorry.

00:23:10.260 --> 00:23:13.647 align:middle line:90%


00:23:13.647 --> 00:23:15.480 align:middle line:84%
There is one more stage,
and that's the kind

00:23:15.480 --> 00:23:17.200 align:middle line:90%
of the mechanical bias.

00:23:17.200 --> 00:23:24.000 align:middle line:90%


00:23:24.000 --> 00:23:26.600 align:middle line:84%
So the state of the game
can be revealed in some sort

00:23:26.600 --> 00:23:27.770 align:middle line:90%
of scoring function.

00:23:27.770 --> 00:23:30.860 align:middle line:84%
A player assesses
what they want to do

00:23:30.860 --> 00:23:33.470 align:middle line:90%
and then tries to execute it.

00:23:33.470 --> 00:23:37.280 align:middle line:84%
That is filtered within the
computer's or the board game's

00:23:37.280 --> 00:23:39.290 align:middle line:84%
or the card game's
interpretation of what

00:23:39.290 --> 00:23:42.290 align:middle line:84%
that input is going to do,
and then that feeds back

00:23:42.290 --> 00:23:44.840 align:middle line:90%
into game state, right?

00:23:44.840 --> 00:23:48.170 align:middle line:84%
So for games like
Mario Kart, you

00:23:48.170 --> 00:23:52.250 align:middle line:84%
perceive that you
are doing badly

00:23:52.250 --> 00:24:01.480 align:middle line:84%
because you are the last one
at the back of the races.

00:24:01.480 --> 00:24:06.200 align:middle line:84%
You drive your vehicle into
one of those rotating boxes

00:24:06.200 --> 00:24:08.920 align:middle line:84%
because you're deliberately
steering to them

00:24:08.920 --> 00:24:11.760 align:middle line:84%
because they're probably
your only chance

00:24:11.760 --> 00:24:13.880 align:middle line:90%
to be able to catch up again.

00:24:13.880 --> 00:24:16.249 align:middle line:84%
You get usually
something really,

00:24:16.249 --> 00:24:18.165 align:middle line:84%
really sweet because
you're all the way behind

00:24:18.165 --> 00:24:20.060 align:middle line:84%
and the way the
game is designed,

00:24:20.060 --> 00:24:24.220 align:middle line:84%
if you're all the way behind
you get all the best toys.

00:24:24.220 --> 00:24:26.470 align:middle line:84%
Every single tool that you
need to be able to catch up

00:24:26.470 --> 00:24:28.678 align:middle line:84%
is given to you when you
are all the way at the back.

00:24:28.678 --> 00:24:30.590 align:middle line:84%
That's the mechanic
bias, all right?

00:24:30.590 --> 00:24:32.182 align:middle line:84%
It gives you the
right tool and that

00:24:32.182 --> 00:24:34.640 align:middle line:84%
affects game state because now
you have this wonderful tool

00:24:34.640 --> 00:24:37.630 align:middle line:84%
and you use it, hopefully
it works, and then

00:24:37.630 --> 00:24:39.771 align:middle line:84%
you gain a couple of
places up in the race.

00:24:39.771 --> 00:24:42.530 align:middle line:90%


00:24:42.530 --> 00:24:46.070 align:middle line:84%
So, there are a couple
of other examples

00:24:46.070 --> 00:24:47.940 align:middle line:90%
that are a little bit clearer.

00:24:47.940 --> 00:24:51.280 align:middle line:90%
So, say, basketball.

00:24:51.280 --> 00:24:53.270 align:middle line:84%
If you've got a
situation where you've

00:24:53.270 --> 00:24:55.880 align:middle line:84%
got five people
on each side, you

00:24:55.880 --> 00:24:59.360 align:middle line:84%
could do a game
where if you start

00:24:59.360 --> 00:25:07.740 align:middle line:84%
to have a lead of five
points, you lose a player.

00:25:07.740 --> 00:25:09.672 align:middle line:90%
Someone's benched.

00:25:09.672 --> 00:25:15.262 align:middle line:84%
[LAUGHTER] So is that
negative or is positive?

00:25:15.262 --> 00:25:16.684 align:middle line:90%
AUDIENCE: Negative.

00:25:16.684 --> 00:25:18.100 align:middle line:84%
PROFESSOR: That's
negative, right?

00:25:18.100 --> 00:25:20.690 align:middle line:84%
Because you're
saying, all right, you

00:25:20.690 --> 00:25:23.660 align:middle line:84%
are far enough ahead,
we're going to take away

00:25:23.660 --> 00:25:25.970 align:middle line:90%
one of the advantages.

00:25:25.970 --> 00:25:28.210 align:middle line:84%
Is there another way
to do negative feedback

00:25:28.210 --> 00:25:29.810 align:middle line:90%
on that example?

00:25:29.810 --> 00:25:31.576 align:middle line:90%
Instead of taking away a player?

00:25:31.576 --> 00:25:32.470 align:middle line:84%
AUDIENCE: Add another
player to the others.

00:25:32.470 --> 00:25:35.330 align:middle line:84%
PROFESSOR: You could add another
player to the other side.

00:25:35.330 --> 00:25:38.990 align:middle line:84%
That's also negative
feedback, even though you're

00:25:38.990 --> 00:25:40.940 align:middle line:84%
adding something,
what you're really

00:25:40.940 --> 00:25:44.180 align:middle line:84%
doing is you're going to give an
advantage to someone who's not

00:25:44.180 --> 00:25:48.150 align:middle line:84%
doing so well, and that's trying
to bring things to equilibrium.

00:25:48.150 --> 00:25:50.932 align:middle line:84%
The positive feedback
version of this would be--

00:25:50.932 --> 00:25:54.750 align:middle line:84%
[LAUGHTER]
[INTERPOSING VOICES] What?

00:25:54.750 --> 00:25:56.629 align:middle line:84%
AUDIENCE: Turn the
three-point line

00:25:56.629 --> 00:25:58.045 align:middle line:84%
into a four-point
line [INAUDIBLE]

00:25:58.045 --> 00:25:59.096 align:middle line:90%
PROFESSOR: Oh, OK.

00:25:59.096 --> 00:25:59.595 align:middle line:90%
All right.

00:25:59.595 --> 00:26:00.948 align:middle line:84%
AUDIENCE: Every time
you score a point

00:26:00.948 --> 00:26:02.250 align:middle line:90%
the other team loses a player.

00:26:02.250 --> 00:26:03.510 align:middle line:90%
PROFESSOR: Yeah, OK.

00:26:03.510 --> 00:26:04.369 align:middle line:90%
[LAUGHTER]

00:26:04.369 --> 00:26:05.952 align:middle line:84%
AUDIENCE: Do you
ever play basketball?

00:26:05.952 --> 00:26:08.730 align:middle line:90%
[LAUGHTER]

00:26:08.730 --> 00:26:10.200 align:middle line:84%
PROFESSOR: I was
thinking something

00:26:10.200 --> 00:26:13.070 align:middle line:84%
more literal like just
giving the team that's

00:26:13.070 --> 00:26:14.570 align:middle line:90%
ahead extra players.

00:26:14.570 --> 00:26:17.030 align:middle line:90%
Right, that's right.

00:26:17.030 --> 00:26:18.830 align:middle line:84%
You could do it, every
five point that you

00:26:18.830 --> 00:26:20.110 align:middle line:90%
get, you get one more player.

00:26:20.110 --> 00:26:22.080 align:middle line:84%
Then pretty soon you've got
two more players, then pretty

00:26:22.080 --> 00:26:23.973 align:middle line:84%
soon you've got three
more players, and then--

00:26:23.973 --> 00:26:25.270 align:middle line:84%
AUDIENCE: Pretty soon you
have too many players.

00:26:25.270 --> 00:26:27.832 align:middle line:84%
PROFESSOR: --and then you just
have more people than anyone

00:26:27.832 --> 00:26:30.290 align:middle line:84%
can move on a basketball court,
and as a result of that you

00:26:30.290 --> 00:26:31.890 align:middle line:90%
kind of win by default.

00:26:31.890 --> 00:26:34.057 align:middle line:84%
AUDIENCE: Some game have
a similar mechanism,

00:26:34.057 --> 00:26:36.390 align:middle line:84%
like, somebody's on fire,
they make three shot in a row,

00:26:36.390 --> 00:26:39.140 align:middle line:84%
and all of a sudden they're
just way better at playing.

00:26:39.140 --> 00:26:41.805 align:middle line:84%
PROFESSOR: They run faster,
they jump a little higher.

00:26:41.805 --> 00:26:44.069 align:middle line:84%
Yeah, and the computer
games can totally do that.

00:26:44.069 --> 00:26:45.402 align:middle line:90%
AUDIENCE: [INAUDIBLE] [LAUGHTER]

00:26:45.402 --> 00:26:50.182 align:middle line:84%
PROFESSOR: Well--
[INTERPOSING VOICES]

00:26:50.182 --> 00:26:52.384 align:middle line:84%
AUDIENCE: Being on fire
is the same as momentum.

00:26:52.384 --> 00:26:53.050 align:middle line:90%
PROFESSOR: Yeah.

00:26:53.050 --> 00:26:54.110 align:middle line:90%
Yeah.

00:26:54.110 --> 00:26:56.500 align:middle line:84%
AUDIENCE: Statistically, if
you're throwing a good game

00:26:56.500 --> 00:26:59.746 align:middle line:84%
and you're doing more
and more pitches, better

00:26:59.746 --> 00:27:02.669 align:middle line:84%
and better pitches,
you are playing better.

00:27:02.669 --> 00:27:04.460 align:middle line:84%
PROFESSOR: But I'm
wondering whether that's

00:27:04.460 --> 00:27:05.930 align:middle line:90%
correlation or causation.

00:27:05.930 --> 00:27:07.970 align:middle line:84%
Is the reason why you're
doing better because--

00:27:07.970 --> 00:27:10.137 align:middle line:84%
AUDIENCE: Right now they're
thinking it's causation.

00:27:10.137 --> 00:27:11.219 align:middle line:90%
PROFESSOR: It's causation?

00:27:11.219 --> 00:27:12.370 align:middle line:90%
AUDIENCE: They thinking it.

00:27:12.370 --> 00:27:14.229 align:middle line:84%
There's a new study
that just came out.

00:27:14.229 --> 00:27:15.770 align:middle line:84%
PROFESSOR: But it
definitely comes up

00:27:15.770 --> 00:27:18.430 align:middle line:90%
in sports psychology, right?

00:27:18.430 --> 00:27:23.320 align:middle line:84%
You're sort of building on the
mental momentum of doing well.

00:27:23.320 --> 00:27:28.330 align:middle line:84%
And similarly a team that's
not doing well can lose hope.

00:27:28.330 --> 00:27:30.590 align:middle line:84%
Again, that's positive
feedback, I just

00:27:30.590 --> 00:27:33.030 align:middle line:84%
want to be extremely clear
about the use of positive,

00:27:33.030 --> 00:27:37.700 align:middle line:84%
if there's anything that
amplifies differences

00:27:37.700 --> 00:27:40.710 align:middle line:90%
that already exist.

00:27:40.710 --> 00:27:45.620 align:middle line:84%
So, there are a couple
of things to think

00:27:45.620 --> 00:27:49.250 align:middle line:84%
about when it comes to feedback,
especially as a problem solving

00:27:49.250 --> 00:27:51.950 align:middle line:90%
technique for design.

00:27:51.950 --> 00:27:55.640 align:middle line:84%
We've already talked about
how negative feedback tries

00:27:55.640 --> 00:27:57.650 align:middle line:84%
to bring things
down to equilibrium,

00:27:57.650 --> 00:28:00.150 align:middle line:90%
so it's a stabilizing force.

00:28:00.150 --> 00:28:05.090 align:middle line:84%
If your game is out of control
and unpredictable and chaotic,

00:28:05.090 --> 00:28:07.450 align:middle line:84%
negative feedback can rein
things in a little bit.

00:28:07.450 --> 00:28:09.675 align:middle line:84%
Sure, it may be
unpredictable, but it's not

00:28:09.675 --> 00:28:11.060 align:middle line:90%
going to hurt me so bad.

00:28:11.060 --> 00:28:14.010 align:middle line:84%
Or if somebody
gets and advantage

00:28:14.010 --> 00:28:17.180 align:middle line:84%
it's not going to be
a runaway advantage.

00:28:17.180 --> 00:28:22.152 align:middle line:84%
Similarly if your games just
actually always hovering

00:28:22.152 --> 00:28:24.610 align:middle line:84%
at equilibrium and nobody seems
to be getting an advantage,

00:28:24.610 --> 00:28:28.840 align:middle line:84%
then positive feedback
will destabilize that.

00:28:28.840 --> 00:28:32.750 align:middle line:84%
It will make it more likely that
somebody who gets an advantage

00:28:32.750 --> 00:28:36.080 align:middle line:84%
will actually get
a large advantage,

00:28:36.080 --> 00:28:39.470 align:middle line:84%
and that could be a good thing
if your game is kind of dull

00:28:39.470 --> 00:28:45.260 align:middle line:84%
and it's always just kind of
hovering at the same level.

00:28:45.260 --> 00:28:49.850 align:middle line:84%
But there's a
trade-off with that,

00:28:49.850 --> 00:28:52.220 align:middle line:84%
because any amount of
feedback that you're

00:28:52.220 --> 00:28:54.487 align:middle line:84%
adding into your
game, especially

00:28:54.487 --> 00:28:56.570 align:middle line:84%
this kind of automated
feedback, this is something

00:28:56.570 --> 00:28:59.240 align:middle line:84%
that your rules are
automatically generating,

00:28:59.240 --> 00:29:02.200 align:middle line:84%
can actually be taking
control away from players,

00:29:02.200 --> 00:29:04.190 align:middle line:84%
and as a result of
that might actually

00:29:04.190 --> 00:29:06.050 align:middle line:90%
make the game less engaging.

00:29:06.050 --> 00:29:11.180 align:middle line:84%
So even a game with like, all
right, this game is too stable,

00:29:11.180 --> 00:29:13.780 align:middle line:84%
we're going to add some
positive feedback mechanisms

00:29:13.780 --> 00:29:16.520 align:middle line:84%
so that people who
have an advantage

00:29:16.520 --> 00:29:18.850 align:middle line:84%
can capitalize on
that advantage.

00:29:18.850 --> 00:29:21.170 align:middle line:84%
But if that's not done
right, then you've

00:29:21.170 --> 00:29:24.290 align:middle line:84%
just got a situation
where once someone starts

00:29:24.290 --> 00:29:26.600 align:middle line:84%
winning everybody else loses
interest because there's

00:29:26.600 --> 00:29:29.250 align:middle line:90%
no way that they can catch up.

00:29:29.250 --> 00:29:31.610 align:middle line:84%
So it destabilizes it in a
point that, yeah, someone's

00:29:31.610 --> 00:29:33.818 align:middle line:84%
going to win this game
whereas previous it was always

00:29:33.818 --> 00:29:35.030 align:middle line:90%
stuck at equilibrium.

00:29:35.030 --> 00:29:38.067 align:middle line:84%
But it's very easy
to lose people

00:29:38.067 --> 00:29:39.900 align:middle line:84%
in that process because
you're just creating

00:29:39.900 --> 00:29:42.230 align:middle line:84%
and automated system to
take control away from them.

00:29:42.230 --> 00:29:48.550 align:middle line:84%
So that's one danger of
putting in a feedback system.

00:29:48.550 --> 00:29:51.800 align:middle line:84%
Also we talked about bringing
things down to equilibrium

00:29:51.800 --> 00:29:54.770 align:middle line:84%
to make things a little bit
easier for people to catch up

00:29:54.770 --> 00:29:58.220 align:middle line:84%
or to make advantages a
little bit less drastic.

00:29:58.220 --> 00:30:00.766 align:middle line:84%
That can also make our
game much more, right?

00:30:00.766 --> 00:30:02.140 align:middle line:84%
Because nobody
gets an advantage,

00:30:02.140 --> 00:30:03.681 align:middle line:84%
and depending on
your win conditions,

00:30:03.681 --> 00:30:07.130 align:middle line:84%
depending on your end
of game conditions,

00:30:07.130 --> 00:30:11.614 align:middle line:84%
could actually just make
it interminably long.

00:30:11.614 --> 00:30:13.030 align:middle line:84%
You could take a
half an hour game

00:30:13.030 --> 00:30:14.196 align:middle line:90%
and make it a one hour game.

00:30:14.196 --> 00:30:16.490 align:middle line:84%
So on the flip side, the
positive feedback game

00:30:16.490 --> 00:30:19.140 align:middle line:84%
can actually help rein in
the length of the game.

00:30:19.140 --> 00:30:23.200 align:middle line:84%
So if your game is currently
taking an hour long [INAUDIBLE]

00:30:23.200 --> 00:30:25.100 align:middle line:84%
and your victory
conditions happen

00:30:25.100 --> 00:30:29.960 align:middle line:84%
to be on gaining an advantage
over your opponents,

00:30:29.960 --> 00:30:32.490 align:middle line:84%
then a positive feedback system
can help speed that along.

00:30:32.490 --> 00:30:32.990 align:middle line:90%
Right?

00:30:32.990 --> 00:30:35.305 align:middle line:84%
OK, maybe we can
cut it down by half

00:30:35.305 --> 00:30:37.430 align:middle line:84%
by just giving some advantages
the the person who's

00:30:37.430 --> 00:30:39.360 align:middle line:84%
ahead or penalizing the
people who are behind.

00:30:39.360 --> 00:30:42.670 align:middle line:90%


00:30:42.670 --> 00:30:45.080 align:middle line:84%
That's an interesting
little side

00:30:45.080 --> 00:30:50.930 align:middle line:84%
effect, which is because
positive feedback builds

00:30:50.930 --> 00:30:56.720 align:middle line:84%
on itself, if you have an
advantage early on, like you

00:30:56.720 --> 00:31:00.650 align:middle line:84%
have early success,
then positive feedback

00:31:00.650 --> 00:31:02.170 align:middle line:84%
is going to be the
mechanism that's

00:31:02.170 --> 00:31:04.040 align:middle line:90%
going to help build on that.

00:31:04.040 --> 00:31:06.209 align:middle line:84%
On the other hand, if you
have a negative feedback

00:31:06.209 --> 00:31:08.000 align:middle line:84%
system in your game,
which means everything

00:31:08.000 --> 00:31:11.110 align:middle line:84%
is kind of being brought
down to an equilibrium,

00:31:11.110 --> 00:31:14.590 align:middle line:84%
but everyone's getting closer
to actually finishing the game,

00:31:14.590 --> 00:31:16.660 align:middle line:84%
but no one really
has a huge lead,

00:31:16.660 --> 00:31:20.405 align:middle line:84%
then late successes
mean a lot more.

00:31:20.405 --> 00:31:23.590 align:middle line:84%
That last boost when
you are near the final--

00:31:23.590 --> 00:31:27.900 align:middle line:90%


00:31:27.900 --> 00:31:28.687 align:middle line:90%
What's it called?

00:31:28.687 --> 00:31:29.770 align:middle line:90%
AUDIENCE: The finish line.

00:31:29.770 --> 00:31:31.050 align:middle line:90%
PROFESSOR: The finish line!

00:31:31.050 --> 00:31:34.910 align:middle line:84%
That last boost before
you hit the finish line

00:31:34.910 --> 00:31:37.011 align:middle line:84%
on the very last
round of Mario Kart

00:31:37.011 --> 00:31:39.250 align:middle line:84%
means a lot because
the whole game

00:31:39.250 --> 00:31:43.550 align:middle line:84%
is designed with a huge
amount of negative feedback,

00:31:43.550 --> 00:31:47.036 align:middle line:84%
and could make all
the difference.

00:31:47.036 --> 00:31:49.100 align:middle line:84%
People have played
Mario Kart where

00:31:49.100 --> 00:31:50.600 align:middle line:84%
that was pretty
much the game, there

00:31:50.600 --> 00:31:53.740 align:middle line:84%
was this last fight
[INAUDIBLE] Someone just

00:31:53.740 --> 00:31:56.375 align:middle line:84%
got hit with a blue shell
in the last five seconds

00:31:56.375 --> 00:32:01.880 align:middle line:84%
and [INAUDIBLE] So negative
feedback prioritizes what

00:32:01.880 --> 00:32:05.890 align:middle line:84%
happens late in the game,
whereas positive feedback

00:32:05.890 --> 00:32:08.540 align:middle line:84%
prioritizes what happens earlier
on in the game, the strategies

00:32:08.540 --> 00:32:09.900 align:middle line:84%
that you pick, the
cards that you have

00:32:09.900 --> 00:32:12.275 align:middle line:84%
which you draw in play right
at the beginning of the game

00:32:12.275 --> 00:32:14.840 align:middle line:84%
[INAUDIBLE] Positive
feedback stresses that.

00:32:14.840 --> 00:32:19.120 align:middle line:90%


00:32:19.120 --> 00:32:22.970 align:middle line:84%
And finally, , always keep in
mind that any interactional

00:32:22.970 --> 00:32:26.321 align:middle line:84%
game systems probably create
emergent feedback loops even

00:32:26.321 --> 00:32:30.362 align:middle line:84%
if you had [INAUDIBLE] So what
you want to do is you want

00:32:30.362 --> 00:32:32.300 align:middle line:90%
to try to find that.

00:32:32.300 --> 00:32:35.430 align:middle line:84%
There is a tool out there that
I've seen some student teams

00:32:35.430 --> 00:32:37.258 align:middle line:84%
use, and I don't
know whether it's

00:32:37.258 --> 00:32:39.674 align:middle line:84%
going to be useful for you,
I'm just going to give you it.

00:32:39.674 --> 00:32:42.150 align:middle line:84%
Has anyone heard of
causal loop diagrams?

00:32:42.150 --> 00:32:45.150 align:middle line:90%
It's from economics.

00:32:45.150 --> 00:32:46.650 align:middle line:90%
You have?

00:32:46.650 --> 00:32:48.830 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:32:48.830 --> 00:32:50.475 align:middle line:84%
PROFESSOR: It's a
very simple concept.

00:32:50.475 --> 00:32:54.580 align:middle line:84%
You just basically write in
your variables in your game,

00:32:54.580 --> 00:32:57.650 align:middle line:84%
and you can add in a
few in between variables

00:32:57.650 --> 00:33:02.660 align:middle line:84%
if you know how players are
thinking about your game.

00:33:02.660 --> 00:33:05.170 align:middle line:84%
I've been using Mario Kart
too much for an example.

00:33:05.170 --> 00:33:09.430 align:middle line:84%
Let's pick another game with
a obvious [? defect ?] in it

00:33:09.430 --> 00:33:11.350 align:middle line:84%
that everyone in this
room probably knows.

00:33:11.350 --> 00:33:12.310 align:middle line:90%
AUDIENCE: Chess.

00:33:12.310 --> 00:33:13.750 align:middle line:90%
PROFESSOR: Chess?

00:33:13.750 --> 00:33:14.870 align:middle line:90%
Chess, does our piece--

00:33:14.870 --> 00:33:26.360 align:middle line:84%
OK, so, [? our ?] [? pieces ?]
in chess sort of influence

00:33:26.360 --> 00:33:41.940 align:middle line:84%
the number of attack
[? patterns. ?] Which means

00:33:41.940 --> 00:33:46.660 align:middle line:84%
the number of pieces will
influence the number of pieces

00:33:46.660 --> 00:33:48.790 align:middle line:90%
being threatened.

00:33:48.790 --> 00:33:51.915 align:middle line:84%
Of your opponents
pieces being threatened.

00:33:51.915 --> 00:34:05.551 align:middle line:90%


00:34:05.551 --> 00:34:17.728 align:middle line:84%
And so it's just the number
of opponent pieces taken.

00:34:17.728 --> 00:34:22.510 align:middle line:90%


00:34:22.510 --> 00:34:25.540 align:middle line:84%
Now, if I flip this
around a little bit,

00:34:25.540 --> 00:34:30.820 align:middle line:84%
I think I could make an
argument that if I switched it

00:34:30.820 --> 00:34:37.030 align:middle line:84%
to the number of my own pieces,
rather than my opponents

00:34:37.030 --> 00:34:38.320 align:middle line:90%
pieces, then it connects.

00:34:38.320 --> 00:34:40.540 align:middle line:84%
But not everything is
a positive connection.

00:34:40.540 --> 00:34:44.040 align:middle line:84%
Number of pieces
that I have means

00:34:44.040 --> 00:34:46.960 align:middle line:84%
if I have more pieces I
have attack power, sort of.

00:34:46.960 --> 00:34:51.225 align:middle line:84%
It's not exactly a linear
connection, but [INAUDIBLE]

00:34:51.225 --> 00:34:52.250 align:middle line:90%
chess set, right?

00:34:52.250 --> 00:34:54.619 align:middle line:84%
I have more pieces than
you, I have more ways

00:34:54.619 --> 00:34:57.010 align:middle line:90%
to attack than you.

00:34:57.010 --> 00:34:59.710 align:middle line:84%
If I have more ways to attack
than you, then actually

00:34:59.710 --> 00:35:01.840 align:middle line:84%
I have fewer pieces
threatened because I get also

00:35:01.840 --> 00:35:03.670 align:middle line:90%
more ways to defend.

00:35:03.670 --> 00:35:08.070 align:middle line:84%
So I'm going to say,
defend attack [? powers. ?]

00:35:08.070 --> 00:35:11.446 align:middle line:84%
Anything that I can attack,
I can prevent from--

00:35:11.446 --> 00:35:13.020 align:middle line:84%
I say, well, if you
take this piece,

00:35:13.020 --> 00:35:16.020 align:middle line:84%
then I'm just going to take
the piece that you just moved,

00:35:16.020 --> 00:35:21.360 align:middle line:84%
and with a one for one trade, I
also have more pieces than you.

00:35:21.360 --> 00:35:28.826 align:middle line:84%
And if you fewer of my
pieces are threatened,

00:35:28.826 --> 00:35:31.291 align:middle line:90%
that means I can--

00:35:31.291 --> 00:35:33.980 align:middle line:84%
let's see, if number of pieces
that are threatened goes down,

00:35:33.980 --> 00:35:37.826 align:middle line:84%
then the number of pieces
that I can take goes up.

00:35:37.826 --> 00:35:38.450 align:middle line:90%
AUDIENCE: Wait.

00:35:38.450 --> 00:35:40.420 align:middle line:90%
[INTERPOSING VOICES]

00:35:40.420 --> 00:35:42.970 align:middle line:90%
PROFESSOR: I think, yeah.

00:35:42.970 --> 00:35:44.471 align:middle line:90%
AUDIENCE: [INAUDIBLE] be ignored

00:35:44.471 --> 00:35:45.054 align:middle line:90%
PROFESSOR: Hm?

00:35:45.054 --> 00:35:46.637 align:middle line:84%
AUDIENCE: If the
number of your pieces

00:35:46.637 --> 00:35:49.084 align:middle line:84%
threatened goes down then the
number of your pieces taken

00:35:49.084 --> 00:35:49.975 align:middle line:90%
goes down, as well.

00:35:49.975 --> 00:35:50.600 align:middle line:90%
PROFESSOR: Yes.

00:35:50.600 --> 00:35:52.000 align:middle line:84%
AUDIENCE: Those two are
positively correlated.

00:35:52.000 --> 00:35:53.615 align:middle line:84%
PROFESSOR: Yes,
yes, that's right.

00:35:53.615 --> 00:35:54.330 align:middle line:90%
You are right.

00:35:54.330 --> 00:35:58.570 align:middle line:90%


00:35:58.570 --> 00:36:00.440 align:middle line:90%
And that should just decrease.

00:36:00.440 --> 00:36:05.308 align:middle line:84%
And if the number of
pieces taken goes down--

00:36:05.308 --> 00:36:09.950 align:middle line:84%
If the number of
pieces taken goes up,

00:36:09.950 --> 00:36:11.040 align:middle line:90%
then I have fewer pieces.

00:36:11.040 --> 00:36:16.240 align:middle line:84%
If I have fewer pieces taken,
then I have more pieces.

00:36:16.240 --> 00:36:19.150 align:middle line:84%
So we have two classes
and we have two minor

00:36:19.150 --> 00:36:22.080 align:middle line:84%
[? suspicions. ?] Over
all, this entire loop

00:36:22.080 --> 00:36:24.440 align:middle line:90%
is called a reinforcing loop.

00:36:24.440 --> 00:36:24.940 align:middle line:90%
Right?

00:36:24.940 --> 00:36:27.250 align:middle line:84%
This is part of
the feedback loop.

00:36:27.250 --> 00:36:30.250 align:middle line:84%
You can connect this
to other things.

00:36:30.250 --> 00:36:34.720 align:middle line:84%
Maybe in chess I'm not terribly
good at causal loop diagrams

00:36:34.720 --> 00:36:37.310 align:middle line:84%
to begin with, but
in chess you might

00:36:37.310 --> 00:36:39.700 align:middle line:84%
be able to connect it to
other things like positioning

00:36:39.700 --> 00:36:42.660 align:middle line:84%
of pieces, or the
value of pieces.

00:36:42.660 --> 00:36:47.500 align:middle line:84%
So those might be reinforcing,
and reinforcing is basically

00:36:47.500 --> 00:36:49.952 align:middle line:84%
another way of saying it's
a positive feedback loop.

00:36:49.952 --> 00:36:52.410 align:middle line:84%
Another way that you can say
is that it's a balancing loop,

00:36:52.410 --> 00:36:54.326 align:middle line:84%
which means actually a
negative feedback loop,

00:36:54.326 --> 00:37:03.460 align:middle line:84%
and that's usually you put that
with [? another ?] [? B. ?]

00:37:03.460 --> 00:37:05.960 align:middle line:84%
[? Just remember ?] that thing
used as well as students from

00:37:05.960 --> 00:37:08.586 align:middle line:84%
economics and management
who have actually done that

00:37:08.586 --> 00:37:10.960 align:middle line:84%
because they're trying to
study things like supply chains

00:37:10.960 --> 00:37:14.630 align:middle line:84%
and how a system
[INAUDIBLE] and industry.

00:37:14.630 --> 00:37:16.493 align:middle line:84%
That's why they've
already used the tool

00:37:16.493 --> 00:37:19.610 align:middle line:90%
and then they can put it in.

00:37:19.610 --> 00:37:21.932 align:middle line:84%
But, it might be
worth looking up,

00:37:21.932 --> 00:37:24.332 align:middle line:84%
it might be a useful
diagnostic tool for your game

00:37:24.332 --> 00:37:25.790 align:middle line:84%
if you're just
trying to figure out

00:37:25.790 --> 00:37:28.140 align:middle line:84%
what are all the different
loops and just write down

00:37:28.140 --> 00:37:33.740 align:middle line:84%
all of your variables and figure
out whether things even up.

00:37:33.740 --> 00:37:37.527 align:middle line:84%
Two negatives and two positives
give you a reinforcing loop;

00:37:37.527 --> 00:37:39.110 align:middle line:84%
positive, positive,
positive, positive

00:37:39.110 --> 00:37:42.090 align:middle line:84%
gives you a reinforcing loop;
positive, positive, negative,

00:37:42.090 --> 00:37:44.000 align:middle line:84%
and that's it, gives
you a balancing loop.

00:37:44.000 --> 00:37:50.250 align:middle line:84%
Basically, [INAUDIBLE] add up to
positive, positive, [INAUDIBLE]

00:37:50.250 --> 00:37:51.540 align:middle line:90%
negative.

00:37:51.540 --> 00:37:54.980 align:middle line:84%
So, the one thing
to keep in mind

00:37:54.980 --> 00:37:56.450 align:middle line:84%
is that occasionally
what happens

00:37:56.450 --> 00:38:02.010 align:middle line:84%
is that you have something
like a time delay,

00:38:02.010 --> 00:38:04.097 align:middle line:84%
and that's notation
for a time delay.

00:38:04.097 --> 00:38:05.930 align:middle line:84%
And that means things
sometimes won't end up

00:38:05.930 --> 00:38:08.480 align:middle line:84%
oscillating because of
your [? timeline. ?]

00:38:08.480 --> 00:38:11.520 align:middle line:84%
So you get a better
state in some things.

00:38:11.520 --> 00:38:14.600 align:middle line:84%
We had a game, for instance,
which was about climate change

00:38:14.600 --> 00:38:20.020 align:middle line:84%
and you can invest
money into research.

00:38:20.020 --> 00:38:22.910 align:middle line:84%
Yeah, at some point of
time in the far, far future

00:38:22.910 --> 00:38:24.029 align:middle line:90%
that pays off, right?

00:38:24.029 --> 00:38:25.820 align:middle line:84%
But that doesn't
necessarily mean that it's

00:38:25.820 --> 00:38:27.175 align:middle line:90%
going to pay off right away.

00:38:27.175 --> 00:38:29.960 align:middle line:90%


00:38:29.960 --> 00:38:32.820 align:middle line:84%
So that may end up
in situations where

00:38:32.820 --> 00:38:35.750 align:middle line:84%
you can make money, big
fluctuations around the

00:38:35.750 --> 00:38:38.750 align:middle line:84%
[? store, ?] so balancing
in terms of equilibrium.

00:38:38.750 --> 00:38:42.780 align:middle line:84%
But just like a thermostat
that's very slow to respond.

00:38:42.780 --> 00:38:46.580 align:middle line:84%
You might have something like
a heater that warms up a room

00:38:46.580 --> 00:38:49.940 align:middle line:84%
and it makes the room too warm
before the sensor actually

00:38:49.940 --> 00:38:52.830 align:middle line:84%
realizes that it's warm
enough and then shuts it off

00:38:52.830 --> 00:38:55.176 align:middle line:84%
and then the room becomes
really, really cold

00:38:55.176 --> 00:38:57.050 align:middle line:84%
before the sensor realizes
that it's too cold

00:38:57.050 --> 00:38:58.970 align:middle line:90%
and then turns it back on again.

00:38:58.970 --> 00:39:01.780 align:middle line:84%
And that can lead to
these oscillations.

00:39:01.780 --> 00:39:03.530 align:middle line:84%
So keep in mind also
things like timelines

00:39:03.530 --> 00:39:05.155 align:middle line:84%
when you're drawing
out these diagrams.

00:39:05.155 --> 00:39:07.080 align:middle line:84%
How long does it
take this advantage

00:39:07.080 --> 00:39:09.596 align:middle line:84%
to turn into that
advantage, or this increase

00:39:09.596 --> 00:39:10.720 align:middle line:90%
to turn into that decrease?

00:39:10.720 --> 00:39:16.807 align:middle line:90%


00:39:16.807 --> 00:39:18.180 align:middle line:90%
Yeah, any questions?

00:39:18.180 --> 00:39:18.854 align:middle line:90%
Yes.

00:39:18.854 --> 00:39:20.354 align:middle line:84%
AUDIENCE: So isn't
[? a change in ?]

00:39:20.354 --> 00:39:23.214 align:middle line:84%
negative and positive
feedback usually--

00:39:23.214 --> 00:39:25.380 align:middle line:84%
it seems really weird because
usually positive means

00:39:25.380 --> 00:39:27.950 align:middle line:84%
a multiplier greater
than one and negative

00:39:27.950 --> 00:39:29.870 align:middle line:84%
means a multiplier
between zero and one,

00:39:29.870 --> 00:39:33.230 align:middle line:84%
in the sense that, how much does
your point [? mean ?] really

00:39:33.230 --> 00:39:34.383 align:middle line:90%
near?

00:39:34.383 --> 00:39:37.418 align:middle line:84%
If I had a one point
lead right now,

00:39:37.418 --> 00:39:39.137 align:middle line:84%
positive feedback
means that it's really

00:39:39.137 --> 00:39:39.890 align:middle line:90%
like a two point lead--

00:39:39.890 --> 00:39:40.473 align:middle line:90%
PROFESSOR: Hm.

00:39:40.473 --> 00:39:43.350 align:middle line:84%
AUDIENCE: --because the points
provide more for me later

00:39:43.350 --> 00:39:46.748 align:middle line:84%
and, even though, [INAUDIBLE]
negative loop that wins but it

00:39:46.748 --> 00:39:49.385 align:middle line:84%
will often mean that it's
actually more like a half point

00:39:49.385 --> 00:39:52.604 align:middle line:84%
lead because it means less
than it really does, whereas--

00:39:52.604 --> 00:39:53.270 align:middle line:90%
PROFESSOR: Yeah.

00:39:53.270 --> 00:39:55.570 align:middle line:84%
AUDIENCE: --it means power
differences definitely

00:39:55.570 --> 00:39:58.549 align:middle line:84%
have a case where sometimes
if it's negative then

00:39:58.549 --> 00:40:00.340 align:middle line:84%
that can literally be
negative in the sense

00:40:00.340 --> 00:40:03.039 align:middle line:84%
that taking this lead right
now could actually hurt me

00:40:03.039 --> 00:40:04.580 align:middle line:84%
because in the game
it could actually

00:40:04.580 --> 00:40:06.486 align:middle line:90%
hurt me in the long run.

00:40:06.486 --> 00:40:07.860 align:middle line:84%
PROFESSOR: Yeah,
I think positive

00:40:07.860 --> 00:40:13.660 align:middle line:84%
and negative signals
originally inherited from math,

00:40:13.660 --> 00:40:15.010 align:middle line:90%
cybernetics.

00:40:15.010 --> 00:40:19.310 align:middle line:84%
It's actually referring to a
differential, rather than the--

00:40:19.310 --> 00:40:22.750 align:middle line:84%
it's referring to
the rate of change,

00:40:22.750 --> 00:40:25.250 align:middle line:84%
rather than the
actual multiplier.

00:40:25.250 --> 00:40:30.970 align:middle line:90%


00:40:30.970 --> 00:40:35.050 align:middle line:84%
That's some baggage
that we've taken on.

00:40:35.050 --> 00:40:37.650 align:middle line:84%
It's funny because some
people think negative feedback

00:40:37.650 --> 00:40:39.432 align:middle line:90%
means bad, right?

00:40:39.432 --> 00:40:42.100 align:middle line:84%
And it's like, no, negative
feedback could mean good,

00:40:42.100 --> 00:40:45.296 align:middle line:84%
and could mean that negative
feedback for someone who's

00:40:45.296 --> 00:40:48.430 align:middle line:90%
behind could be an advantage.

00:40:48.430 --> 00:40:53.590 align:middle line:84%
So the terminology doesn't
quite make it easy for everyone

00:40:53.590 --> 00:40:57.280 align:middle line:84%
to use, but it's something
that is currently

00:40:57.280 --> 00:40:59.930 align:middle line:84%
in use, so it's good to
know that game designers do

00:40:59.930 --> 00:41:02.058 align:middle line:90%
use these terms.

00:41:02.058 --> 00:41:03.052 align:middle line:90%
Hm?

00:41:03.052 --> 00:41:04.635 align:middle line:84%
AUDIENCE: Talking
about flight control

00:41:04.635 --> 00:41:06.034 align:middle line:90%
systems and positive feedback.

00:41:06.034 --> 00:41:07.040 align:middle line:90%
Bad.

00:41:07.040 --> 00:41:08.415 align:middle line:84%
PROFESSOR: A
control system where

00:41:08.415 --> 00:41:10.000 align:middle line:90%
positive feedback would be bad.

00:41:10.000 --> 00:41:12.865 align:middle line:84%
Yeah, I think that's kind of the
opposite of the word control.

00:41:12.865 --> 00:41:16.645 align:middle line:84%
[LAUGHTER] Chain reaction
might be a great way

00:41:16.645 --> 00:41:19.770 align:middle line:90%
to describe that, for instance.

00:41:19.770 --> 00:41:24.210 align:middle line:84%
Any other questions
about these ideas?

00:41:24.210 --> 00:41:27.010 align:middle line:84%
A lot of the stuff that
I've been talking about

00:41:27.010 --> 00:41:29.840 align:middle line:84%
is known as first order
cybernetics, which is basically

00:41:29.840 --> 00:41:33.285 align:middle line:84%
the system is doing
its own thing happily,

00:41:33.285 --> 00:41:36.856 align:middle line:84%
and if I'm taking a look at
the system from the outside

00:41:36.856 --> 00:41:38.230 align:middle line:84%
I don't really
have any influence

00:41:38.230 --> 00:41:41.090 align:middle line:90%
on how it's going to perform.

00:41:41.090 --> 00:41:43.350 align:middle line:84%
But, there is a second
order, a whole school

00:41:43.350 --> 00:41:46.160 align:middle line:84%
of second order cybernetics that
I'm totally unfamiliar with,

00:41:46.160 --> 00:41:48.330 align:middle line:84%
which actually takes
into account having

00:41:48.330 --> 00:41:50.600 align:middle line:84%
a person in the loop,
which you would think

00:41:50.600 --> 00:41:53.470 align:middle line:84%
would be a lot more applicable
for games, especially

00:41:53.470 --> 00:41:54.890 align:middle line:90%
games being played by people.

00:41:54.890 --> 00:41:59.060 align:middle line:84%
But I don't know much about
second order cybernetics.

00:41:59.060 --> 00:42:02.180 align:middle line:84%
So, if you're interested in a
research project or something

00:42:02.180 --> 00:42:06.032 align:middle line:84%
like that, a thesis or something
like that, come and talk to me.

00:42:06.032 --> 00:42:09.438 align:middle line:84%
I would love to [INAUDIBLE]
because I don't know about

00:42:09.438 --> 00:42:10.634 align:middle line:90%
that just yet.

00:42:10.634 --> 00:42:13.630 align:middle line:90%
All right.

00:42:13.630 --> 00:42:16.450 align:middle line:84%
One final word, this
is a very formal way

00:42:16.450 --> 00:42:20.290 align:middle line:90%
of looking at game systems.

00:42:20.290 --> 00:42:22.110 align:middle line:84%
Just as I have
[INAUDIBLE] I just

00:42:22.110 --> 00:42:26.920 align:middle line:84%
admitted that it doesn't
take people's involvement

00:42:26.920 --> 00:42:33.610 align:middle line:84%
in the process very well, it
is not necessarily the case

00:42:33.610 --> 00:42:36.430 align:middle line:84%
that the formal ways
of looking at a system,

00:42:36.430 --> 00:42:39.470 align:middle line:84%
just looking at how
the rules interact,

00:42:39.470 --> 00:42:42.690 align:middle line:84%
is necessarily always the
best way to look at games.

00:42:42.690 --> 00:42:44.890 align:middle line:84%
In many ways, in
many occasions, it

00:42:44.890 --> 00:42:48.550 align:middle line:84%
is actually not a
useful technique.

00:42:48.550 --> 00:42:50.190 align:middle line:84%
I can have
[? all these systems ?]

00:42:50.190 --> 00:42:54.210 align:middle line:84%
in my rules, but if people
are going to read my rules

00:42:54.210 --> 00:42:56.020 align:middle line:84%
and interpret my rules,
as you've already

00:42:56.020 --> 00:42:59.486 align:middle line:84%
seen happen in this
class, differently,

00:42:59.486 --> 00:43:03.610 align:middle line:84%
then they may be
motivated to do things

00:43:03.610 --> 00:43:06.010 align:middle line:84%
that operate against
my assumptions

00:43:06.010 --> 00:43:10.680 align:middle line:84%
because that's something else
in my narrative, my aesthetic,

00:43:10.680 --> 00:43:13.560 align:middle line:84%
in their own
individual motivations.

00:43:13.560 --> 00:43:17.140 align:middle line:84%
If somebody wants to take
down somebody else in a game

00:43:17.140 --> 00:43:20.820 align:middle line:84%
just because they happen
to hate that person

00:43:20.820 --> 00:43:25.183 align:middle line:84%
and it's outside of the game
rules then nothing in the rules

00:43:25.183 --> 00:43:27.010 align:middle line:90%
are going to tell me that.

00:43:27.010 --> 00:43:29.575 align:middle line:84%
But it's still going to affect
how that game gets played,

00:43:29.575 --> 00:43:33.650 align:middle line:84%
and I might want to
take that into account.

00:43:33.650 --> 00:43:36.840 align:middle line:84%
The Game of Diplomacy,
for instance,

00:43:36.840 --> 00:43:40.380 align:middle line:84%
has to take into account the
fact that you're probably

00:43:40.380 --> 00:43:42.167 align:middle line:84%
playing it with
people that you know,

00:43:42.167 --> 00:43:44.125 align:middle line:84%
and you have some sort
of existing relationship

00:43:44.125 --> 00:43:44.890 align:middle line:90%
with them.

00:43:44.890 --> 00:43:47.920 align:middle line:84%
I don't think it does a very,
very good job of insulating you

00:43:47.920 --> 00:43:49.960 align:middle line:90%
from the fallout of the game.

00:43:49.960 --> 00:43:53.550 align:middle line:84%
[LAUGHTER] Everyone knows
what I'm talking about, right?

00:43:53.550 --> 00:43:54.720 align:middle line:90%
OK.

00:43:54.720 --> 00:43:56.790 align:middle line:84%
Just unfriend the people
that you play diplomacy

00:43:56.790 --> 00:43:58.420 align:middle line:90%
with anymore.

00:43:58.420 --> 00:44:00.460 align:middle line:84%
That's why I don't
like playing that game,

00:44:00.460 --> 00:44:02.032 align:middle line:90%
but I like talking about it.

00:44:02.032 --> 00:44:04.570 align:middle line:90%


00:44:04.570 --> 00:44:08.920 align:middle line:84%
So, we'll be going into things
like games for social play,

00:44:08.920 --> 00:44:10.584 align:middle line:84%
and the social
function of games,

00:44:10.584 --> 00:44:13.216 align:middle line:84%
how you interact
with people, right?

00:44:13.216 --> 00:44:14.590 align:middle line:84%
Some other topics
are going to be

00:44:14.590 --> 00:44:16.590 align:middle line:84%
things like games of
simulation, games that

00:44:16.590 --> 00:44:20.990 align:middle line:84%
have a slightly flawed
mirror to the real world,

00:44:20.990 --> 00:44:22.320 align:middle line:90%
but an interesting one.

00:44:22.320 --> 00:44:26.230 align:middle line:84%
It could be a fun house
mirror which could be fun.

00:44:26.230 --> 00:44:30.610 align:middle line:84%
So, we'll be looking
at that in weeks ahead.

00:44:30.610 --> 00:44:32.680 align:middle line:84%
This is probably about
as formal as we get.

00:44:32.680 --> 00:44:34.060 align:middle line:84%
We've been talking about things
like information systems,

00:44:34.060 --> 00:44:35.420 align:middle line:90%
that's also very formal.

00:44:35.420 --> 00:44:39.140 align:middle line:84%
Just keep in mind that's just
one school of game design

00:44:39.140 --> 00:44:42.852 align:middle line:90%
and writing about game design.

00:44:42.852 --> 00:44:44.708 align:middle line:90%
OK.

00:44:44.708 --> 00:44:48.230 align:middle line:84%
So we have games that all
have an interesting way

00:44:48.230 --> 00:44:49.580 align:middle line:90%
of dealing with this.

00:44:49.580 --> 00:44:52.302 align:middle line:84%
Some of them, you're going to
see these problems come up,

00:44:52.302 --> 00:44:53.760 align:middle line:84%
like especially in
[? Imperiums. ?]

00:44:53.760 --> 00:44:55.140 align:middle line:84%
How many people do we
have in class today?

00:44:55.140 --> 00:44:57.098 align:middle line:84%
One, two, three, four,
five, six, seven, eight,

00:44:57.098 --> 00:44:58.820 align:middle line:90%
nine, 10, 11.

00:44:58.820 --> 00:44:59.640 align:middle line:90%
OK.

00:44:59.640 --> 00:45:05.675 align:middle line:84%
So, 11, that's like
one four-person game--

00:45:05.675 --> 00:45:08.880 align:middle line:90%
[INTERPOSING VOICES]

00:45:08.880 --> 00:45:09.520 align:middle line:90%
PROFESSOR: OK.

00:45:09.520 --> 00:45:10.426 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:45:10.426 --> 00:45:14.680 align:middle line:84%
PROFESSOR: So we'll get about
three games going on at once.

00:45:14.680 --> 00:45:17.270 align:middle line:84%
Some games like King
of Tokyo is very much

00:45:17.270 --> 00:45:20.440 align:middle line:84%
a king of the hill game,
so it's deliberately

00:45:20.440 --> 00:45:24.100 align:middle line:84%
trying to ask you to take down
the person who's in the lead,

00:45:24.100 --> 00:45:26.060 align:middle line:84%
and the game
mechanics make wonder

00:45:26.060 --> 00:45:30.240 align:middle line:84%
whether being in the lead
is really all that great.

00:45:30.240 --> 00:45:33.020 align:middle line:84%
So, it's playing around
with [INAUDIBLE] Small World

00:45:33.020 --> 00:45:39.947 align:middle line:84%
is occupying territory
with your army.

00:45:39.947 --> 00:45:40.446 align:middle line:90%
Yeah?

00:45:40.446 --> 00:45:42.487 align:middle line:84%
AUDIENCE: [INAUDIBLE] when
he talked about Vinci,

00:45:42.487 --> 00:45:44.080 align:middle line:84%
Small World is a
update of Vinci.

00:45:44.080 --> 00:45:46.350 align:middle line:84%
PROFESSOR: Yeah,
though faster to play,

00:45:46.350 --> 00:45:47.680 align:middle line:90%
which fits in this class.

00:45:47.680 --> 00:45:50.190 align:middle line:84%
We have Vinci too if anybody
wants to take a look at that.

00:45:50.190 --> 00:45:53.200 align:middle line:84%
We have that at home but
we don't play that often

00:45:53.200 --> 00:45:55.044 align:middle line:90%
because it takes like two hours.

00:45:55.044 --> 00:45:57.030 align:middle line:84%
Unless, of course,
you already know it.

00:45:57.030 --> 00:46:00.930 align:middle line:84%
Lifeboats is just about
a bunch of sailors

00:46:00.930 --> 00:46:05.150 align:middle line:90%
trying to get to safety.

00:46:05.150 --> 00:46:07.830 align:middle line:84%
Basically, their
boats are sinking

00:46:07.830 --> 00:46:09.540 align:middle line:84%
and they're all trying
to get to safety

00:46:09.540 --> 00:46:11.900 align:middle line:84%
and everyone's
jumping on and pushing

00:46:11.900 --> 00:46:14.961 align:middle line:84%
people out of lifeboats,
and swimming to lifeboats,

00:46:14.961 --> 00:46:15.794 align:middle line:90%
and stuff like that.

00:46:15.794 --> 00:46:19.280 align:middle line:84%
So it's all about
knocking people out.

00:46:19.280 --> 00:46:22.900 align:middle line:90%
Hoity Toity and--

00:46:22.900 --> 00:46:24.644 align:middle line:84%
AUDIENCE: El Grande
and [INAUDIBLE]

00:46:24.644 --> 00:46:26.727 align:middle line:84%
PROFESSOR: Yeah, I actually
know relatively little

00:46:26.727 --> 00:46:27.470 align:middle line:90%
about these ones.

00:46:27.470 --> 00:46:28.850 align:middle line:90%
I forget--

00:46:28.850 --> 00:46:29.790 align:middle line:90%
AUDIENCE: Bluffing.

00:46:29.790 --> 00:46:30.761 align:middle line:90%
PROFESSOR: Yeah.

00:46:30.761 --> 00:46:32.260 align:middle line:84%
Hoity Toity's a
game about bluffing?

00:46:32.260 --> 00:46:33.670 align:middle line:90%
OK.

00:46:33.670 --> 00:46:37.405 align:middle line:84%
These were recommended by
somebody's [? father ?] when I

00:46:37.405 --> 00:46:44.340 align:middle line:84%
shared with them the
[? syllabus. ?] And El Grande

00:46:44.340 --> 00:46:48.020 align:middle line:84%
is a Spanish game about
being territorial?

00:46:48.020 --> 00:46:48.887 align:middle line:90%
AUDIENCE: Yeah.

00:46:48.887 --> 00:46:50.720 align:middle line:84%
PROFESSOR: No, I totally
[? made this up. ?]

00:46:50.720 --> 00:46:52.550 align:middle line:84%
AUDIENCE: Do you have
English rules in here?

00:46:52.550 --> 00:46:54.508 align:middle line:84%
PROFESSOR: Yes, the
English rules are in there.

00:46:54.508 --> 00:46:56.470 align:middle line:84%
The box is just
[INAUDIBLE] but I'm

00:46:56.470 --> 00:46:58.410 align:middle line:84%
pretty sure I looked
in there earlier

00:46:58.410 --> 00:47:01.970 align:middle line:84%
and I saw British
or English rules.

00:47:01.970 --> 00:47:04.870 align:middle line:84%
Intrigue is the game that
I like the thing the most.

00:47:04.870 --> 00:47:08.250 align:middle line:84%
It's basically, you're
running a university

00:47:08.250 --> 00:47:09.874 align:middle line:84%
and you're trying to
put your foot down

00:47:09.874 --> 00:47:11.900 align:middle line:90%
with another university.

00:47:11.900 --> 00:47:14.900 align:middle line:84%
That's not what the
game says in the box,

00:47:14.900 --> 00:47:17.580 align:middle line:84%
but I would like you
to try playing the game

00:47:17.580 --> 00:47:19.094 align:middle line:90%
with that theme in mind.

00:47:19.094 --> 00:47:26.510 align:middle line:84%
[LAUGHTER] So, yeah,
it's interesting game

00:47:26.510 --> 00:47:30.000 align:middle line:84%
because you are doing
exactly the same thing

00:47:30.000 --> 00:47:31.830 align:middle line:84%
that everybody else
is trying to do,

00:47:31.830 --> 00:47:34.520 align:middle line:84%
but in order to succeed
in the game you have

00:47:34.520 --> 00:47:41.560 align:middle line:84%
to put your troops, your colors,
into other people's territory,

00:47:41.560 --> 00:47:43.490 align:middle line:84%
and they're trying
to put into yours.

00:47:43.490 --> 00:47:48.400 align:middle line:84%
And there's some mutual
benefit [INAUDIBLE] So a lot

00:47:48.400 --> 00:47:50.390 align:middle line:90%
of opportunity for you--

00:47:50.390 --> 00:47:52.109 align:middle line:84%
It's a pretty good
negative feedback game

00:47:52.109 --> 00:47:53.900 align:middle line:84%
because it gives you
a whole bunch of tools

00:47:53.900 --> 00:47:56.354 align:middle line:84%
to basically take
[INAUDIBLE] take the lead.

00:47:56.354 --> 00:47:59.150 align:middle line:90%


00:47:59.150 --> 00:48:04.130 align:middle line:84%
Take a look at which games
hide the progress of players

00:48:04.130 --> 00:48:05.230 align:middle line:90%
from you.

00:48:05.230 --> 00:48:07.417 align:middle line:84%
Some of these games, you
can easily see who's ahead,

00:48:07.417 --> 00:48:09.458 align:middle line:84%
and some of these games
it's really hard to tell,

00:48:09.458 --> 00:48:12.020 align:middle line:84%
but that's deliberate so that
you don't have these situations

00:48:12.020 --> 00:48:17.939 align:middle line:84%
where someone all gang up on
the people who are in the lead.

00:48:17.939 --> 00:48:20.230 align:middle line:84%
Look at how they're avoiding
things like [? turtling ?]

00:48:20.230 --> 00:48:23.510 align:middle line:84%
and how they discourage
[? stuff like ?] sandbagging,

00:48:23.510 --> 00:48:27.770 align:middle line:84%
or maybe sometimes encourage
them and use them in favor

00:48:27.770 --> 00:48:28.630 align:middle line:90%
of them.

00:48:28.630 --> 00:48:31.800 align:middle line:84%
Like Intrigue definitely
encourages sandbagging.

00:48:31.800 --> 00:48:33.252 align:middle line:90%
All right.

00:48:33.252 --> 00:48:37.007 align:middle line:84%
And then we'll have these boxes
out at three o'clock, working

00:48:37.007 --> 00:48:38.650 align:middle line:84%
on teams, [INAUDIBLE]
I think we're

00:48:38.650 --> 00:48:40.520 align:middle line:84%
going to see your teams
before spring break

00:48:40.520 --> 00:48:43.400 align:middle line:84%
so you might want to give
each other tasks to work on

00:48:43.400 --> 00:48:44.800 align:middle line:90%
during spring break.

00:48:44.800 --> 00:48:47.430 align:middle line:84%
If you can't think of anything,
test over spring break.

00:48:47.430 --> 00:48:51.650 align:middle line:84%
A good number of you
are going to see people

00:48:51.650 --> 00:48:53.150 align:middle line:90%
who haven't seen your game yet.

00:48:53.150 --> 00:48:53.650 align:middle line:90%
And--

00:48:53.650 --> 00:48:55.460 align:middle line:84%
AUDIENCE: So that you can have
written rules, a first draft

00:48:55.460 --> 00:48:56.990 align:middle line:90%
of your written rules.

00:48:56.990 --> 00:48:59.160 align:middle line:84%
It's a great opportunity
to take the test then.

00:48:59.160 --> 00:48:59.560 align:middle line:90%
PROFESSOR: Yeah.

00:48:59.560 --> 00:49:01.250 align:middle line:84%
And if you don't have a first
draft of the written rules

00:49:01.250 --> 00:49:03.560 align:middle line:84%
then this last hour of class
is probably a good time

00:49:03.560 --> 00:49:07.870 align:middle line:84%
to bring out the laptop and
just start editing that text so

00:49:07.870 --> 00:49:09.916 align:middle line:84%
that you can go into
spring break with something

00:49:09.916 --> 00:49:10.975 align:middle line:90%
that you can test with.

00:49:10.975 --> 00:49:12.559 align:middle line:90%
All right?

00:49:12.559 --> 00:49:14.225 align:middle line:84%
AUDIENCE: And for the
game King of Tokyo

00:49:14.225 --> 00:49:16.183 align:middle line:84%
the people will probably
be able to play twice,

00:49:16.183 --> 00:49:17.860 align:middle line:90%
maybe you can play another game.

00:49:17.860 --> 00:49:19.748 align:middle line:84%
But yet again they're
all about 40 minutes.

00:49:19.748 --> 00:49:21.182 align:middle line:90%
PROFESSOR: Yeah.

00:49:21.182 --> 00:49:23.830 align:middle line:90%
AUDIENCE: Is El Grande longer?

00:49:23.830 --> 00:49:27.160 align:middle line:84%
AUDIENCE: Yeah, El Grande is
probably 90 minutes or so.

00:49:27.160 --> 00:49:28.700 align:middle line:84%
AUDIENCE: Small
World is 40 to 80.

00:49:28.700 --> 00:49:29.950 align:middle line:90%
[INAUDIBLE]

00:49:29.950 --> 00:49:38.768 align:middle line:90%