WEBVTT

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PROFESSOR: This class
is called game design.

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It is not an intro class.

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How many of you have
taken a CMS class before?

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OK, about half of you.

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All right, a number you haven't
taken to CMS class before.

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It's actually a prerequisite,
but I can really

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take as many students
as can fit in here.

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So let me tell you why
a prerequisite exists.

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The prerequisite exists
because in a CMS class

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we typically expect people
to do a lot of writing,

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we expect people to
expect their grades

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to depend on the quality
of their writing.

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We expect people to do all
of the reading in class,

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and to be able to do
it before class starts

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so that you can
actually be prepared

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to have a conversation
about that in class.

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Different departments
even, different humanities

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departments do
things differently.

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In CMS class, if you've taken
any CMS class, none of this

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should sound surprising.

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You know, you've
probably written way more

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in other CMS classes than
you would necessarily

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write in this class.

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You're also expected to present.

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You're expected to come up
in front of the entire class

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and say, and talk
about your project.

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You should expect
that your grades

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will depend on the quality
of your presentation as well.

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So, one example--

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You might design a
perfectly good game.

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In fact an extremely
elegant, beautiful game

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for the ages like Go
or something like that,

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and you designed in this
class, and that's great.

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But if your grammar is
terrible in your rules,

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even though I can still read the
rules and I can play the game,

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and it says, wow this is
a really beautiful game,

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but your writing
sucks you are going

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to lose grades based on that.

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That's one of the things
that you should expect.

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There is a writing center
over in building 12 I think,

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they are going to be
moving in the summer,

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but right now they're
still in building 12.

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Definitely take
advantage of them.

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We are looking for
concise writing,

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we are looking for
precise writing,

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but we're not looking
for, how should I put it,

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any more words than is
necessary to get a point across.

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We want things to
be fast to read.

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We want things to be easy
for laypeople to read,

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not necessarily MIT
students to read.

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You are going to
see examples, many,

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many examples of very poorly
written rules in this --

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of games that are
actually very well made.

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I actually kind of like
this company here, HABA.

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How many of you have heard
of this company HABA?

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They make little wooden trains--

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toys, if you have
any kid siblings,

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they may have gotten
toys from this company.

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They make games
for kids, and not

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for children under three years.

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That's the barrier.

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And the rules are written for,
like six different languages,

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but for kids.

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They still expect parents
to be able to explain

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how these games go, but you
can imagine a six year-old

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picking up a game
like this and being

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able to play it just fine.

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And this is actually
a really elegant game

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and will be taking a
look a little bit closer

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at this later today.

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That's kind of like
where you should

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be aiming for with the
quality of the writing.

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Try to get your stuff as
clearly as possible, as quickly

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as possible over to as low
a reading level as possible.

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There are a couple of
tips that we have written,

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and that file is up on Stellar,
and I'm handing that sheet out

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so you can go home and
download the PDF yourself,

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and that's called the
Rules Style Guide.

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Do I have a link
for that in here?

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I don't have a link
for that in here.

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I'll just put it on top of
the Stellar announcement page.

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The Rules Style Guide is
basically a two page document,

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that just gives
you a bunch of tips

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on when to use
bullet points versus

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numbered bullets for instance.

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Things that you absolutely
should include, like a list

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components in your game--

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so that when I get
it as an instructor

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at the end of the
assignment I can actually

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make sure that everything in
your game was provided to me,

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so that I can actually
play the whole thing.

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Give players a way to
decide who goes first,

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don't just leave it
up to the players,

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pick a player to go first.

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Pick something
silly like, person

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who grew up closest to the sea.

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That's a real rule from
[INAUDIBLE],, by the way.

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So, we do encourage
inclusive language.

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It can be a little
bit more verbose,

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but instead of writing--

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instead of describing
all players as male,

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we do appreciate it when
people say he or she.

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It's fine to be able to
flip between he and she,

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but, of course, not when you're
describing the same player

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doing certain rule.

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They're not changing
their gender

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in the middle of the turn.

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But the great way to be able to
use language to describe player

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is player B. You
can also just say

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the player, the
player, the player.

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It is a little bit more verbose,
but in that particular case

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there is a sort of
higher goal in mind,

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that's to get across the point
that games are for everyone.

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Especially the game
that you're going

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to be making in this class.

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There's no particular
reason why in this class,

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you should be making a
game just for men to play,

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just for women to play.

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And right now it is too
easy to fall into the trap

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that you just generalize
that all players are male,

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and that's just bad.

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So don't do that.

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In fact, if you take
the effort to do that,

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you will see that
reflected in your grade.

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If you take the effort to
use inclusive language.

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Let's see, what else.

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Attendance you have to
attend every single class.

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If you are sick, and especially
sick with something contagious,

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or sick to the point
where you can't move, say

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you broke something,
and you really

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should be resting
that's fine to the email

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that before class starts.

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Now you know, if there was
an accident or something

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and you had trouble getting
to email that's fine,

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you can email us after.

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It would be nice to be able get
some evidence from your doctor,

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but if push comes to
shove I'm not going to be

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too much of a stickler on that.

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Things that I don't
give automatic absences

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include being hauled
away for a job interview,

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being stuck in an airport
because you planed your spring

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break flight back too late
or something like that.

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You have three free
absences basically.

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You have three
absences where you

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don't have to provide any
excuse-- you don't have to tell

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me this is why you were gone.

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And that's what I expect.

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Now you can miss
about three classes

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and I'm still quite satisfied
that you've gotten everything

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that you need from this class.

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Illnesses are one of
the few things that

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are really out of control,
and can hit people

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for an extended period of time,
and that wasn't necessarily

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your fault. Whereas
something like being

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stuck in an airport
usually only you for class,

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so it's not that bad.

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How many of are seniors on
the job interview track?

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Save those three for
things like job interviews,

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because you're
going to need that.

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And you don't have to ask
for permission or anything--

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Just go for your job
interviews and realize

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that you have three of those.

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If you do miss more
than three classes,

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and it was not due to
illnesses, then you

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may well get a reduction
in your grades.

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I have students drop
by a full letter grade.

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So they would have
gotten a B, they got a C

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based on absences alone.

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All of the
assignments, told them

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that they were going
to be B average,

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but their attendance was poor.

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and as a result of that.

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Usually missing four classes
doesn't drop you a full letter

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grade, but it really depends on
how close you were to the tip

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off, like a B-minus and a
C-plus before your attendance

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into account.

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There's a little bit more
detail in the syllabus

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about how grades are computed.

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Plagiarism is usually
not so much of a problem

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when it comes to
the group projects,

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because you're going to be
writing a lot of your rules,

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and everyone is keeping an
eye on what's actually being

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handed in for your assignments.

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Keep in mind that
I certainly don't

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want you to be copying wholesale
from somebody else's rules.

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That's more than plagiarism.

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That might be
copyright infringement.

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But when it comes
to your own writing,

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there is actually a one page
personal report for every time

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you hand in a team assignment.

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We are expecting you to keep a
journal of every team meeting.

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A personal journal about
how the team meeting went,

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what decisions you made, you
can write down things like,

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wow, only half
the team turned up

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and that meeting
wasn't really useful.

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These are all useful
things to keep in mind.

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You get to choose what you are
what you want to write down

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your one page report.

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Again I'm looking for
something that's well-written,

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reflective would be very nice.

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Based on the experience of doing
this team assignment, what will

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I do differently next time.

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Or what went well that I want
to make sure that I do again?

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Those things are
very good to put down

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in your one page report.

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Write those on your
own, don't go into it

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like a group writing session.

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You can compare
notes that's fine.

00:10:13.048 --> 00:10:14.590 align:middle line:84%
But when it comes
down to writing it,

00:10:14.590 --> 00:10:16.140 align:middle line:84%
I want you to write
it on your own.

00:10:16.140 --> 00:10:22.820 align:middle line:90%


00:10:22.820 --> 00:10:24.904 align:middle line:90%
How many grad students in here?

00:10:24.904 --> 00:10:25.810 align:middle line:90%
One?

00:10:25.810 --> 00:10:31.630 align:middle line:84%
OK, so grad students, if
you're signing up for 608,

00:10:31.630 --> 00:10:32.840 align:middle line:90%
that's no additional work.

00:10:32.840 --> 00:10:35.700 align:middle line:84%
If you're signing up for 864,
which gives you grad credit,

00:10:35.700 --> 00:10:37.650 align:middle line:90%
then there is additional work.

00:10:37.650 --> 00:10:40.500 align:middle line:84%
That largely involves checking
out the games one week

00:10:40.500 --> 00:10:43.333 align:middle line:84%
in advance, making sure
that they're all punched,

00:10:43.333 --> 00:10:45.000 align:middle line:84%
making sure all the
pieces are in there,

00:10:45.000 --> 00:10:46.505 align:middle line:84%
and making sure
you know the rules.

00:10:46.505 --> 00:10:49.080 align:middle line:84%
You don't necessarily
have to learn the rules

00:10:49.080 --> 00:10:50.820 align:middle line:84%
by reading the rules,
you can't do it

00:10:50.820 --> 00:10:54.480 align:middle line:84%
by watching play
videos on YouTube.

00:10:54.480 --> 00:10:57.330 align:middle line:84%
However it takes to learn
the game, you it in class

00:10:57.330 --> 00:10:59.580 align:middle line:84%
and you teach your classmates
how to play this game,

00:10:59.580 --> 00:11:02.670 align:middle line:84%
so everyone can get started
a little bit faster.

00:11:02.670 --> 00:11:04.670 align:middle line:84%
And make sure that all
of the pieces are inside.

00:11:04.670 --> 00:11:07.850 align:middle line:90%


00:11:07.850 --> 00:11:09.960 align:middle line:84%
That being said,
everyone should be

00:11:09.960 --> 00:11:14.660 align:middle line:84%
looking at the rules of these
games when they're in class.

00:11:14.660 --> 00:11:17.440 align:middle line:84%
You will see in
the class schedule,

00:11:17.440 --> 00:11:19.320 align:middle line:84%
I actually have all
the games that we're

00:11:19.320 --> 00:11:22.620 align:middle line:84%
going to be playing listed so
that if the name of the game

00:11:22.620 --> 00:11:28.452 align:middle line:84%
escapes you, you'll be able to
Google it and look it up later.

00:11:28.452 --> 00:11:29.910 align:middle line:84%
And you should be
look at the rules

00:11:29.910 --> 00:11:32.510 align:middle line:84%
because you want to see
how the rules are written--

00:11:32.510 --> 00:11:34.980 align:middle line:84%
how good rules are written,
how bad rules are written.

00:11:34.980 --> 00:11:38.280 align:middle line:84%
And you're going to again see
a lot of really bad rules.

00:11:38.280 --> 00:11:42.760 align:middle line:84%
And you want to understand how
certain things are conveyed.

00:11:42.760 --> 00:11:45.180 align:middle line:84%
Maybe there's a really
elegant game mechanic

00:11:45.180 --> 00:11:47.670 align:middle line:84%
that you want to try to
use a version of that

00:11:47.670 --> 00:11:51.960 align:middle line:84%
in your own game, but
you are having difficulty

00:11:51.960 --> 00:11:52.860 align:middle line:90%
explaining it.

00:11:52.860 --> 00:11:55.230 align:middle line:84%
Well, look at the rules of
how other board games do it,

00:11:55.230 --> 00:11:58.410 align:middle line:84%
and see whether they
do a better job of it.

00:11:58.410 --> 00:12:02.650 align:middle line:84%
Look at videos-- I'm one of the
few people who definitely learn

00:12:02.650 --> 00:12:05.010 align:middle line:84%
the games better by watching
a video of somebody who's

00:12:05.010 --> 00:12:07.780 align:middle line:84%
actually played it, or talking
to somebody who's actually

00:12:07.780 --> 00:12:09.870 align:middle line:84%
played it and having
them shown to me.

00:12:09.870 --> 00:12:11.580 align:middle line:84%
I have trouble
parsing rules myself,

00:12:11.580 --> 00:12:14.640 align:middle line:84%
but that's why I can really
appreciate well written rules

00:12:14.640 --> 00:12:15.535 align:middle line:90%
when I see one.

00:12:15.535 --> 00:12:18.680 align:middle line:90%


00:12:18.680 --> 00:12:20.638 align:middle line:84%
So make sure that you
are looking at the rules.

00:12:20.638 --> 00:12:27.940 align:middle line:90%


00:12:27.940 --> 00:12:30.070 align:middle line:84%
As I briefly mentioned
earlier, all the assignments

00:12:30.070 --> 00:12:32.260 align:middle line:90%
in this class are team projects.

00:12:32.260 --> 00:12:34.510 align:middle line:84%
There is again, that one
page individual report

00:12:34.510 --> 00:12:38.410 align:middle line:84%
that you hand in, usually the
week after the assignment,

00:12:38.410 --> 00:12:40.750 align:middle line:84%
and that one you write
yourself, but it's all

00:12:40.750 --> 00:12:42.210 align:middle line:90%
based on that team project.

00:12:42.210 --> 00:12:44.650 align:middle line:84%
Which means you're going to
be working on teams typically

00:12:44.650 --> 00:12:46.630 align:middle line:90%
of three to four people.

00:12:46.630 --> 00:12:50.080 align:middle line:84%
I do not recommend teams of
five people in this class,

00:12:50.080 --> 00:12:51.850 align:middle line:84%
simply because once
you hit five you

00:12:51.850 --> 00:12:55.120 align:middle line:84%
get into to certain
communication overheads that

00:12:55.120 --> 00:12:56.595 align:middle line:84%
makes it kind of
counterproductive,

00:12:56.595 --> 00:12:58.205 align:middle line:84%
so you can probably get
about the same amount of work

00:12:58.205 --> 00:12:59.147 align:middle line:90%
done with four people.

00:12:59.147 --> 00:13:02.075 align:middle line:90%


00:13:02.075 --> 00:13:03.700 align:middle line:84%
Sometimes of all five
people are living

00:13:03.700 --> 00:13:06.937 align:middle line:84%
in the same living group you
might be able to make it work.

00:13:06.937 --> 00:13:08.770 align:middle line:84%
It's still really hard
to schedule a meeting

00:13:08.770 --> 00:13:11.320 align:middle line:90%
with five people all at once.

00:13:11.320 --> 00:13:13.030 align:middle line:90%
Class does end at 4 o'clock.

00:13:13.030 --> 00:13:15.863 align:middle line:84%
Usually that last hour
is game playing time,

00:13:15.863 --> 00:13:18.280 align:middle line:84%
which means you might be able
to take a set amount of time

00:13:18.280 --> 00:13:19.630 align:middle line:90%
to meet up with your team.

00:13:19.630 --> 00:13:22.030 align:middle line:84%
It's even better if the
hour between 4 and 5 o'clock

00:13:22.030 --> 00:13:24.340 align:middle line:84%
is all free for every
single member of your team,

00:13:24.340 --> 00:13:26.810 align:middle line:84%
but that's not going to be the
case for every single team--

00:13:26.810 --> 00:13:28.160 align:middle line:90%
for every single project.

00:13:28.160 --> 00:13:30.060 align:middle line:84%
And you can switch
teams between projects.

00:13:30.060 --> 00:13:32.440 align:middle line:84%
Assignment one can be with
a completely different group

00:13:32.440 --> 00:13:37.030 align:middle line:84%
of people from assignment
and two, that's fine.

00:13:37.030 --> 00:13:39.040 align:middle line:84%
We're going to team
formation, I think

00:13:39.040 --> 00:13:41.320 align:middle line:84%
the schedule has
it on Monday, yeah,

00:13:41.320 --> 00:13:45.500 align:middle line:84%
because I'm not sure if this
is the entire class yet.

00:13:45.500 --> 00:13:47.710 align:middle line:84%
So on Monday we'll actually
go a little bit more

00:13:47.710 --> 00:13:52.930 align:middle line:84%
into brainstorming, talking a
little bit about what projects

00:13:52.930 --> 00:13:55.610 align:middle line:84%
you want to do, assembling
teams around that,

00:13:55.610 --> 00:13:57.730 align:middle line:84%
and then you're
off to the races.

00:13:57.730 --> 00:14:01.510 align:middle line:84%
You've only got three weeks
to finish this first game.

00:14:01.510 --> 00:14:03.470 align:middle line:90%
Is it three weeks?

00:14:03.470 --> 00:14:06.277 align:middle line:84%
Yep, exactly three
weeks, actually less than

00:14:06.277 --> 00:14:08.360 align:middle line:84%
that because you start on
the Monday and then hand

00:14:08.360 --> 00:14:10.950 align:middle line:90%
in on that third Wednesday.

00:14:10.950 --> 00:14:12.700 align:middle line:84%
So a very short amount
of time, but that's

00:14:12.700 --> 00:14:15.707 align:middle line:84%
OK because this
is supposed to be

00:14:15.707 --> 00:14:17.290 align:middle line:84%
very quick and dirty
first assignment,

00:14:17.290 --> 00:14:21.570 align:middle line:84%
get it out of the way and get
into the groove of things.

00:14:21.570 --> 00:14:25.080 align:middle line:84%
We're going to spend most
of this month just talking

00:14:25.080 --> 00:14:27.420 align:middle line:84%
about the discipline
of making games.

00:14:27.420 --> 00:14:31.740 align:middle line:84%
What is iterative design, what
is rapid prototyping, what

00:14:31.740 --> 00:14:34.298 align:middle line:84%
is game testing,
why is it important

00:14:34.298 --> 00:14:36.090 align:middle line:84%
and why you're going
to be doing this over,

00:14:36.090 --> 00:14:38.820 align:middle line:84%
and over, and over, and over,
and over again all semester

00:14:38.820 --> 00:14:39.390 align:middle line:90%
long.

00:14:39.390 --> 00:14:40.890 align:middle line:84%
That's the one thing
that I want you

00:14:40.890 --> 00:14:43.300 align:middle line:84%
to walk away from class
with, is being better

00:14:43.300 --> 00:14:46.090 align:middle line:90%
at itterative design.

00:14:46.090 --> 00:14:48.188 align:middle line:90%
Who here is familiar with--

00:14:48.188 --> 00:14:49.980 align:middle line:84%
has practiced some sort
of iterative design

00:14:49.980 --> 00:14:53.510 align:middle line:90%
from any discipline?

00:14:53.510 --> 00:14:56.712 align:middle line:84%
How many of you are from
an engineering background

00:14:56.712 --> 00:14:58.740 align:middle line:90%
where you practiced that.

00:14:58.740 --> 00:15:05.160 align:middle line:84%
OK, just to get a sense which
sort of project kind of work

00:15:05.160 --> 00:15:06.282 align:middle line:90%
that you came from--

00:15:06.282 --> 00:15:07.700 align:middle line:90%
AUDIENCE: Mech E.

00:15:07.700 --> 00:15:09.530 align:middle line:90%
PROFESSOR: Mech E?

00:15:09.530 --> 00:15:11.880 align:middle line:84%
AUDIENCE: I was in Creating
Video Games last year.

00:15:11.880 --> 00:15:14.785 align:middle line:84%
PROFESSOR: Yeah,
Creating Video Games.

00:15:14.785 --> 00:15:18.237 align:middle line:84%
AUDIENCE: Building a robot
for the 6.270 competition.

00:15:18.237 --> 00:15:19.410 align:middle line:90%
PROFESSOR: OK, yeah.

00:15:19.410 --> 00:15:19.910 align:middle line:90%
Others?

00:15:19.910 --> 00:15:20.720 align:middle line:90%
AUDIENCE: Software development.

00:15:20.720 --> 00:15:21.710 align:middle line:90%
PROFESSOR: Software development.

00:15:21.710 --> 00:15:23.612 align:middle line:84%
AUDIENCE: Creating Video
Games last semester.

00:15:23.612 --> 00:15:24.570 align:middle line:90%
PROFESSOR: Right, Yeah.

00:15:24.570 --> 00:15:27.870 align:middle line:84%
I'll just leave the computer
game design classes,

00:15:27.870 --> 00:15:30.840 align:middle line:90%
very relevant experience here.

00:15:30.840 --> 00:15:33.390 align:middle line:84%
This class is, of course,
a good prerequisite

00:15:33.390 --> 00:15:37.110 align:middle line:84%
for getting into CMS.611 which
is our creating video games

00:15:37.110 --> 00:15:37.940 align:middle line:90%
class.

00:15:37.940 --> 00:15:41.030 align:middle line:84%
That class is about teamwork,
is a lot more about obviously

00:15:41.030 --> 00:15:42.805 align:middle line:84%
software because it's
a video games class.

00:15:42.805 --> 00:15:46.460 align:middle line:90%


00:15:46.460 --> 00:15:49.610 align:middle line:84%
That's going to be in
the fall, so if you're

00:15:49.610 --> 00:15:51.468 align:middle line:84%
interested after
this class is over,

00:15:51.468 --> 00:15:53.010 align:middle line:84%
you might want to
check that one out,

00:15:53.010 --> 00:15:54.843 align:middle line:84%
and you can talk to the
students around here

00:15:54.843 --> 00:15:56.097 align:middle line:90%
who've done it before.

00:15:56.097 --> 00:15:57.930 align:middle line:84%
By the way, for those
people who've actually

00:15:57.930 --> 00:16:00.160 align:middle line:84%
been in classes with me I
haven't gotten contacts,

00:16:00.160 --> 00:16:01.530 align:middle line:90%
I'm just blind right now.

00:16:01.530 --> 00:16:06.360 align:middle line:84%
My glasses snapped in half,
and I have a three-year-old,

00:16:06.360 --> 00:16:08.130 align:middle line:90%
things are happening.

00:16:08.130 --> 00:16:19.945 align:middle line:84%
Actually I was playing
StarCraft and then [INAUDIBLE]

00:16:19.945 --> 00:16:21.820 align:middle line:84%
The final thing that I
want to talk about all

00:16:21.820 --> 00:16:23.278 align:middle line:84%
the way at the end
of the syllabus,

00:16:23.278 --> 00:16:24.910 align:middle line:84%
is this thing
called a change log.

00:16:24.910 --> 00:16:27.530 align:middle line:84%
Some of you have
done CMS.611 recently

00:16:27.530 --> 00:16:30.100 align:middle line:90%
will find this quite familiar.

00:16:30.100 --> 00:16:32.913 align:middle line:84%
This is again one per
group, not one for person,

00:16:32.913 --> 00:16:34.330 align:middle line:84%
but you hand this
at the same time

00:16:34.330 --> 00:16:36.167 align:middle line:90%
as you hand in each assignment.

00:16:36.167 --> 00:16:38.500 align:middle line:84%
And what I want you to do,
is that you end up every time

00:16:38.500 --> 00:16:40.708 align:middle line:84%
you have a design meeting,
whether you meet in class,

00:16:40.708 --> 00:16:43.240 align:middle line:84%
or you might outside of
class on a weekend, even

00:16:43.240 --> 00:16:48.850 align:middle line:84%
online or something, every time
you make changes to your game

00:16:48.850 --> 00:16:52.590 align:middle line:84%
write down why those changes
written down in this format.

00:16:52.590 --> 00:16:55.090 align:middle line:84%
We give you the sample format,
we expect you to stick to it.

00:16:55.090 --> 00:16:56.800 align:middle line:84%
You can tweak it,
but we expect to see

00:16:56.800 --> 00:17:01.480 align:middle line:90%
at least this much detail.

00:17:01.480 --> 00:17:04.089 align:middle line:84%
What are the actions
do in your games,

00:17:04.089 --> 00:17:10.010 align:middle line:84%
what are the goals of the
player, or players of course.

00:17:10.010 --> 00:17:11.510 align:middle line:84%
What are the problems
that your team

00:17:11.510 --> 00:17:15.099 align:middle line:84%
is noticing after having
played through this game?

00:17:15.099 --> 00:17:18.099 align:middle line:84%
Turn takes too
long, no one knows

00:17:18.099 --> 00:17:22.690 align:middle line:84%
what to do, game takes too
long, games over to quickly,

00:17:22.690 --> 00:17:24.940 align:middle line:84%
game seems too random
and out of our control.

00:17:24.940 --> 00:17:27.160 align:middle line:84%
All those things,
write down in problems.

00:17:27.160 --> 00:17:30.790 align:middle line:84%
These should be useful
for you as it is for us.

00:17:30.790 --> 00:17:32.778 align:middle line:84%
If somebody misses
a design meeting,

00:17:32.778 --> 00:17:34.570 align:middle line:84%
you should be able to
keep this on a Google

00:17:34.570 --> 00:17:36.880 align:middle line:84%
Doc or some publicly
shared document,

00:17:36.880 --> 00:17:39.640 align:middle line:84%
and you can look at this, oh
that's what happened last week.

00:17:39.640 --> 00:17:44.413 align:middle line:84%
Oh, you change the wind
condition to half what it was.

00:17:44.413 --> 00:17:46.330 align:middle line:84%
OK I guess that's what
we're working with now,

00:17:46.330 --> 00:17:47.170 align:middle line:90%
why did you do that?

00:17:47.170 --> 00:17:49.378 align:middle line:84%
And it says, Oh, because
the game was taking too long

00:17:49.378 --> 00:17:51.330 align:middle line:90%
or something.

00:17:51.330 --> 00:17:53.902 align:middle line:84%
I expect to see that coming
with your final assignment--

00:17:53.902 --> 00:17:55.110 align:middle line:90%
with each assignment as well.

00:17:55.110 --> 00:18:02.934 align:middle line:90%


00:18:02.934 --> 00:18:04.401 align:middle line:90%
Any questions so far?

00:18:04.401 --> 00:18:11.270 align:middle line:90%


00:18:11.270 --> 00:18:13.910 align:middle line:84%
There's going to be a
bunch of guest lectures

00:18:13.910 --> 00:18:16.630 align:middle line:84%
but we haven't labeled them in
here because we haven't quite

00:18:16.630 --> 00:18:17.757 align:middle line:90%
scheduled them just yet.

00:18:17.757 --> 00:18:19.840 align:middle line:84%
The readings are the same,
the games are the same.

00:18:19.840 --> 00:18:22.750 align:middle line:84%
Some changes might happen
to the schedule on Stellar.

00:18:22.750 --> 00:18:26.890 align:middle line:84%
I will obviously make
announcements on Stellar,

00:18:26.890 --> 00:18:28.380 align:middle line:84%
I'll make
announcements in class,

00:18:28.380 --> 00:18:30.420 align:middle line:84%
I'll try to update the
document on Stellar

00:18:30.420 --> 00:18:32.332 align:middle line:90%
with schedule changes.

00:18:32.332 --> 00:18:33.790 align:middle line:84%
But, for the most
part, assignments

00:18:33.790 --> 00:18:35.850 align:middle line:84%
are not going to change,
just some readings

00:18:35.850 --> 00:18:37.870 align:middle line:90%
may get rearranged.

00:18:37.870 --> 00:18:40.290 align:middle line:84%
I have to point out
something about reading.

00:18:40.290 --> 00:18:44.860 align:middle line:84%
So, here are books that
we're referencing in class.

00:18:44.860 --> 00:18:47.140 align:middle line:84%
There's a few individual
essays, but you're not

00:18:47.140 --> 00:18:49.307 align:middle line:84%
going to have to read every
single one of these back

00:18:49.307 --> 00:18:51.183 align:middle line:90%
to back.

00:18:51.183 --> 00:18:55.180 align:middle line:84%
For tabletop, this is actually
available as a free PDF

00:18:55.180 --> 00:18:58.490 align:middle line:84%
from the publisher, and the
link of that is on Stellar.

00:18:58.490 --> 00:19:01.540 align:middle line:84%
So, you don't have to buy the
book you just download the PDF,

00:19:01.540 --> 00:19:05.273 align:middle line:84%
scroll down to the reading
and just read that.

00:19:05.273 --> 00:19:06.690 align:middle line:84%
We have one reading
from his book,

00:19:06.690 --> 00:19:09.590 align:middle line:84%
but I actually
recommend this book.

00:19:09.590 --> 00:19:12.113 align:middle line:84%
How many of you have heard
of the New Games Movement?

00:19:12.113 --> 00:19:13.000 align:middle line:90%
AUDIENCE: New Games?

00:19:13.000 --> 00:19:14.580 align:middle line:90%
PROFESSOR: New Games.

00:19:14.580 --> 00:19:19.660 align:middle line:84%
It's from the '60s,
so new is relative.

00:19:19.660 --> 00:19:22.410 align:middle line:84%
The New Games Movement
was something that--

00:19:22.410 --> 00:19:24.810 align:middle line:84%
OK, how many of you played
with a parachute in gym class

00:19:24.810 --> 00:19:26.580 align:middle line:84%
when you were in
elementary school?

00:19:26.580 --> 00:19:29.680 align:middle line:84%
OK, you were part of
the New Games Movement.

00:19:29.680 --> 00:19:33.760 align:middle line:84%
This was basically an activist
group of game designers

00:19:33.760 --> 00:19:38.410 align:middle line:84%
in the '60s, heavily influenced
by the Whole Earth Catalog

00:19:38.410 --> 00:19:41.200 align:middle line:90%
if you've heard of that--

00:19:41.200 --> 00:19:42.556 align:middle line:90%
Stewart Brand, yeah.

00:19:42.556 --> 00:19:45.240 align:middle line:90%


00:19:45.240 --> 00:19:49.870 align:middle line:84%
Basically typical
counterculture,

00:19:49.870 --> 00:19:52.690 align:middle line:84%
but in the games side of
things was very specifically

00:19:52.690 --> 00:19:56.320 align:middle line:84%
about making games that
feature different kinds

00:19:56.320 --> 00:19:58.750 align:middle line:90%
of cooperative play.

00:19:58.750 --> 00:20:00.280 align:middle line:84%
If they were
competitive they were

00:20:00.280 --> 00:20:02.430 align:middle line:84%
sort of light
hearted competitive,

00:20:02.430 --> 00:20:05.450 align:middle line:84%
and we're still trying to
develop a sense of community.

00:20:05.450 --> 00:20:07.390 align:middle line:84%
The parachute type
games are very

00:20:07.390 --> 00:20:09.160 align:middle line:84%
much about taking
military hardware

00:20:09.160 --> 00:20:13.645 align:middle line:84%
and turning them into
peacetime fun activities.

00:20:13.645 --> 00:20:16.145 align:middle line:84%
The parachute is something that
used to drop soldiers right?

00:20:16.145 --> 00:20:19.170 align:middle line:90%


00:20:19.170 --> 00:20:22.010 align:middle line:90%
It's a really neat book.

00:20:22.010 --> 00:20:25.890 align:middle line:84%
You can see the title of A
Playful Path to Wholeness.

00:20:25.890 --> 00:20:31.660 align:middle line:84%
It could be some sort
of New Age writing,

00:20:31.660 --> 00:20:34.960 align:middle line:84%
but it's actually a
pretty nice treatise

00:20:34.960 --> 00:20:36.970 align:middle line:84%
on a particular kind
of game design, which

00:20:36.970 --> 00:20:40.290 align:middle line:84%
is how do you make games
to bring people together,

00:20:40.290 --> 00:20:43.420 align:middle line:84%
which is a perfectly
fine goal when if you

00:20:43.420 --> 00:20:45.010 align:middle line:90%
want to be a game designer.

00:20:45.010 --> 00:20:47.770 align:middle line:90%
So, check that out.

00:20:47.770 --> 00:20:50.740 align:middle line:84%
The Design of Everyday Things,
you should graduate from MIT

00:20:50.740 --> 00:20:52.780 align:middle line:90%
without having read this book.

00:20:52.780 --> 00:20:56.650 align:middle line:84%
If you design anything
mechanical engineer, software,

00:20:56.650 --> 00:20:58.877 align:middle line:84%
anything that's meant to
be used by a human being.

00:20:58.877 --> 00:21:00.460 align:middle line:84%
Maybe some of you
will work but robots

00:21:00.460 --> 00:21:02.418 align:middle line:84%
might be able to skip
this, but I would suggest

00:21:02.418 --> 00:21:05.050 align:middle line:84%
not, I think you can
read this too, and get

00:21:05.050 --> 00:21:08.890 align:middle line:84%
a lot about usability,
accessibility, how

00:21:08.890 --> 00:21:12.460 align:middle line:90%
to make good user interfaces.

00:21:12.460 --> 00:21:14.640 align:middle line:84%
We have two readings
from here, these

00:21:14.640 --> 00:21:17.560 align:middle line:84%
are PDFs that are up
on our Stellar site.

00:21:17.560 --> 00:21:22.300 align:middle line:84%
Let me leave these two
follow-ups for last.

00:21:22.300 --> 00:21:23.980 align:middle line:84%
The Oxford History
of Board Games--

00:21:23.980 --> 00:21:26.350 align:middle line:84%
we actually have a lot of
readings of it from here

00:21:26.350 --> 00:21:29.900 align:middle line:84%
because it's relevant
to our final assignment.

00:21:29.900 --> 00:21:35.740 align:middle line:84%
And what it is, is a
surprisingly readable list

00:21:35.740 --> 00:21:42.246 align:middle line:84%
of traditional board games that
maybe you've heard about 10%

00:21:42.246 --> 00:21:42.746 align:middle line:90%
of these.

00:21:42.746 --> 00:21:45.570 align:middle line:90%


00:21:45.570 --> 00:21:47.210 align:middle line:84%
It's a really
interesting analysis,

00:21:47.210 --> 00:21:52.210 align:middle line:84%
and the reason why I prescribe
this book is two reasons.

00:21:52.210 --> 00:21:54.340 align:middle line:84%
One, you need this
background knowledge

00:21:54.340 --> 00:21:57.160 align:middle line:84%
to be able to execute
assignment three.

00:21:57.160 --> 00:22:03.520 align:middle line:84%
Second reason, is that it's
a good example of what game

00:22:03.520 --> 00:22:05.830 align:middle line:90%
historical analysis looks like.

00:22:05.830 --> 00:22:08.290 align:middle line:84%
So, if you're ever interested
in going to academia

00:22:08.290 --> 00:22:10.290 align:middle line:84%
and doing this sort of
writing, you at least now

00:22:10.290 --> 00:22:13.420 align:middle line:84%
have a sample of
what that looks like.

00:22:13.420 --> 00:22:15.850 align:middle line:84%
It's not as dry and
stodgy as you think,

00:22:15.850 --> 00:22:18.795 align:middle line:90%
it is about game play after all.

00:22:18.795 --> 00:22:20.170 align:middle line:84%
But we do have a
lot of readings,

00:22:20.170 --> 00:22:24.460 align:middle line:84%
this book is available on
reserve in the library.

00:22:24.460 --> 00:22:28.127 align:middle line:84%
We're going to try to get more
scans of this up on Stellar.

00:22:28.127 --> 00:22:29.710 align:middle line:84%
I'm not entirely
sure what I'm legally

00:22:29.710 --> 00:22:34.330 align:middle line:84%
allowed to put that many
scans up on Stellar.

00:22:34.330 --> 00:22:36.308 align:middle line:90%
The hard copy itself is there.

00:22:36.308 --> 00:22:38.350 align:middle line:84%
I don't think you can even
buy this book anymore.

00:22:38.350 --> 00:22:40.420 align:middle line:84%
This book has been out
of print for a long time,

00:22:40.420 --> 00:22:42.520 align:middle line:84%
so I'm going to try and
increase access to this,

00:22:42.520 --> 00:22:44.670 align:middle line:84%
but the best I can
do right now is

00:22:44.670 --> 00:22:48.325 align:middle line:84%
that it's on reserve in
Hayden Library I believe.

00:22:48.325 --> 00:22:52.280 align:middle line:90%


00:22:52.280 --> 00:22:55.610 align:middle line:84%
Finally, these three books,
you might be familiar

00:22:55.610 --> 00:22:58.270 align:middle line:84%
if you've ever taken any
of the game lab classes--

00:22:58.270 --> 00:23:01.240 align:middle line:84%
Game Design Workshop,
Challenges for Game Designers,

00:23:01.240 --> 00:23:02.850 align:middle line:90%
and Rules of Play.

00:23:02.850 --> 00:23:04.870 align:middle line:84%
The reading for
today is actually

00:23:04.870 --> 00:23:10.190 align:middle line:84%
chapter one from Challenges
for Game Designers.

00:23:10.190 --> 00:23:12.830 align:middle line:84%
All of these books
are available online,

00:23:12.830 --> 00:23:15.620 align:middle line:84%
through MIT
Libraries web portal.

00:23:15.620 --> 00:23:19.830 align:middle line:84%
The trick is you need
to be on a MIT subnet.

00:23:19.830 --> 00:23:22.960 align:middle line:90%
How many of you live on campus?

00:23:22.960 --> 00:23:24.593 align:middle line:84%
OK, you're not going
to have a problem.

00:23:24.593 --> 00:23:26.510 align:middle line:84%
Just got our Stellar
site, there is this thing

00:23:26.510 --> 00:23:29.210 align:middle line:84%
called the books 24/7
link on the Stellar,

00:23:29.210 --> 00:23:32.240 align:middle line:84%
you click on that first
before you read any book, that

00:23:32.240 --> 00:23:34.400 align:middle line:84%
basically does some
authentication to make sure

00:23:34.400 --> 00:23:35.930 align:middle line:84%
that you're actually
an MIT student,

00:23:35.930 --> 00:23:38.400 align:middle line:84%
and have a browser with cookies
it should work just fine.

00:23:38.400 --> 00:23:42.410 align:middle line:84%
And then you click the
book as you want to read,

00:23:42.410 --> 00:23:45.020 align:middle line:84%
you'll get a table of contents,
you jump to the chapter,

00:23:45.020 --> 00:23:49.700 align:middle line:84%
you're reading of
the book in HTML.

00:23:49.700 --> 00:23:52.100 align:middle line:84%
However, if you're
not on the MIT campus,

00:23:52.100 --> 00:23:55.390 align:middle line:84%
I think you have a browser
with cookies you're still fine.

00:23:55.390 --> 00:23:58.280 align:middle line:84%
But, you might have
better luck by actually

00:23:58.280 --> 00:23:59.470 align:middle line:90%
being on MIT subnet.

00:23:59.470 --> 00:24:01.220 align:middle line:84%
You do exactly the
same steps that I said.

00:24:01.220 --> 00:24:04.830 align:middle line:84%
You go to Stellar, you click
on the books 24/7 link,

00:24:04.830 --> 00:24:07.400 align:middle line:84%
it authenticates
you, and then you

00:24:07.400 --> 00:24:10.250 align:middle line:84%
can read the book-- you
can even print it out.

00:24:10.250 --> 00:24:13.130 align:middle line:84%
But, if you do have trouble
reading it for any reason,

00:24:13.130 --> 00:24:15.110 align:middle line:84%
please let me know
because we're going

00:24:15.110 --> 00:24:16.818 align:middle line:84%
to have a lot of
reading from these three

00:24:16.818 --> 00:24:20.828 align:middle line:84%
books over the entire
semester, so let's try

00:24:20.828 --> 00:24:22.620 align:middle line:84%
to fix that for you as
quickly as possible,

00:24:22.620 --> 00:24:24.800 align:middle line:84%
and then you won't have
any trouble with that.

00:24:24.800 --> 00:24:26.880 align:middle line:84%
It's free, but it's
a bit of a hassle.

00:24:26.880 --> 00:24:34.900 align:middle line:90%


00:24:34.900 --> 00:24:38.530 align:middle line:84%
That's basically it
for the formalities.

00:24:38.530 --> 00:24:42.260 align:middle line:84%
Again, any questions about
how the class is organized,

00:24:42.260 --> 00:24:44.800 align:middle line:90%
how grades are assigned?

00:24:44.800 --> 00:24:46.512 align:middle line:84%
It is a project
based class, which

00:24:46.512 --> 00:24:48.220 align:middle line:84%
means your grades are
going to be heavily

00:24:48.220 --> 00:24:50.178 align:middle line:84%
dependent on the performance
of your teammates,

00:24:50.178 --> 00:24:53.020 align:middle line:84%
so get along with
your teammates.

00:24:53.020 --> 00:24:55.700 align:middle line:90%
Try to do good work, but it's--

00:24:55.700 --> 00:24:57.610 align:middle line:84%
your grade is not
going to be determined

00:24:57.610 --> 00:24:59.980 align:middle line:90%
by how fun your game is.

00:24:59.980 --> 00:25:02.740 align:middle line:84%
This may be coming as a
surprise to some of you.

00:25:02.740 --> 00:25:08.440 align:middle line:84%
Fun is one of those things that
is really elusive, even if you

00:25:08.440 --> 00:25:10.420 align:middle line:84%
know what you're
trying to design for,

00:25:10.420 --> 00:25:12.350 align:middle line:90%
you might not get there.

00:25:12.350 --> 00:25:14.440 align:middle line:84%
Especially in the
constraints of doing

00:25:14.440 --> 00:25:17.685 align:middle line:90%
three projects in one semester.

00:25:17.685 --> 00:25:19.480 align:middle line:84%
As someone who has
designed a lot of games,

00:25:19.480 --> 00:25:25.570 align:middle line:84%
both in MIT and outside,
I fully acknowledge

00:25:25.570 --> 00:25:27.400 align:middle line:84%
that you might be
perfectly disciplined

00:25:27.400 --> 00:25:28.840 align:middle line:84%
and do everything
that I tell you

00:25:28.840 --> 00:25:31.510 align:middle line:84%
and still end up with
a very unfun game.

00:25:31.510 --> 00:25:34.390 align:middle line:84%
So I'm not going to grade
you on the quality that.

00:25:34.390 --> 00:25:38.125 align:middle line:84%
I am going to grade you on your
ability to listen to feedback,

00:25:38.125 --> 00:25:39.700 align:middle line:84%
from feedback that
provided, feedback

00:25:39.700 --> 00:25:41.890 align:middle line:84%
that you're getting from
the testers, your ability

00:25:41.890 --> 00:25:45.910 align:middle line:84%
to do things like
regular testing sessions,

00:25:45.910 --> 00:25:49.533 align:middle line:84%
the ability to stick to the
discipline of iterative design.

00:25:49.533 --> 00:25:53.130 align:middle line:90%


00:25:53.130 --> 00:25:56.200 align:middle line:84%
If your game is mostly not
playable until the last week,

00:25:56.200 --> 00:25:58.960 align:middle line:84%
and then suddenly you pull
some sort of marathon effort

00:25:58.960 --> 00:26:03.430 align:middle line:84%
to try to get everything working
together in that last week,

00:26:03.430 --> 00:26:05.232 align:middle line:90%
you should expect a good grade.

00:26:05.232 --> 00:26:06.940 align:middle line:84%
That's not what I'm
trying to teach here.

00:26:06.940 --> 00:26:09.400 align:middle line:84%
You should be constantly
iterating on these games

00:26:09.400 --> 00:26:12.700 align:middle line:90%
every single week.

00:26:12.700 --> 00:26:16.050 align:middle line:84%
And if you do that you should
count on a fairly reasonable,

00:26:16.050 --> 00:26:17.390 align:middle line:90%
fairly good grade.

00:26:17.390 --> 00:26:20.120 align:middle line:90%


00:26:20.120 --> 00:26:21.850 align:middle line:84%
This is a B-average
class though.

00:26:21.850 --> 00:26:26.360 align:middle line:84%
So, typically when I grade
that's how it ends up.

00:26:26.360 --> 00:26:27.890 align:middle line:84%
I'm not actually
grading on a curve,

00:26:27.890 --> 00:26:31.330 align:middle line:84%
It is possible to have an
A-average class if everybody

00:26:31.330 --> 00:26:33.310 align:middle line:84%
does incredibly
well, but typically,

00:26:33.310 --> 00:26:35.943 align:middle line:84%
in the past couple of years
it'll always be B-average.

00:26:35.943 --> 00:26:43.500 align:middle line:90%


00:26:43.500 --> 00:26:45.000 align:middle line:84%
Let me start with
the easy question.

00:26:45.000 --> 00:26:46.690 align:middle line:84%
What are people
playing nowadays?

00:26:46.690 --> 00:26:50.120 align:middle line:84%
What are people in
this class playing,

00:26:50.120 --> 00:26:52.350 align:middle line:84%
maybe not right now
with this instant, but--

00:26:52.350 --> 00:26:55.135 align:middle line:90%


00:26:55.135 --> 00:26:56.760 align:middle line:84%
AUDIENCE: You mean
like computer games?

00:26:56.760 --> 00:26:58.240 align:middle line:90%
Or any game?

00:26:58.240 --> 00:27:00.800 align:middle line:84%
PROFESSOR: Any games,
board games, card games,

00:27:00.800 --> 00:27:01.690 align:middle line:90%
computer games,

00:27:01.690 --> 00:27:02.590 align:middle line:90%
AUDIENCE: League of Legends.

00:27:02.590 --> 00:27:03.670 align:middle line:90%
PROFESSOR: League of Legends.

00:27:03.670 --> 00:27:05.190 align:middle line:84%
AUDIENCE: I got a lot
of people on [INAUDIBLE]

00:27:05.190 --> 00:27:06.680 align:middle line:84%
AUDIENCE: Ascension:
Chronicle of the Godslayer.

00:27:06.680 --> 00:27:08.142 align:middle line:90%
PROFESSOR: On Ascension?

00:27:08.142 --> 00:27:09.475 align:middle line:90%
Were you going to say Ascension?

00:27:09.475 --> 00:27:11.058 align:middle line:84%
AUDIENCE: I was going
to say Dominion.

00:27:11.058 --> 00:27:11.600 align:middle line:90%
PROFESSOR: OK

00:27:11.600 --> 00:27:13.141 align:middle line:84%
AUDIENCE: You should
learn Ascension.

00:27:13.141 --> 00:27:13.910 align:middle line:90%
Settlers of Catan.

00:27:13.910 --> 00:27:14.838 align:middle line:90%
Yeah.

00:27:14.838 --> 00:27:15.630 align:middle line:90%
AUDIENCE: Settlers.

00:27:15.630 --> 00:27:21.337 align:middle line:84%
AUDIENCE: [INTERPOSING VOICES]
So when you--

00:27:21.337 --> 00:27:22.170 align:middle line:90%
PROFESSOR: Dominion.

00:27:22.170 --> 00:27:22.837 align:middle line:90%
Adventure Quest?

00:27:22.837 --> 00:27:24.290 align:middle line:90%
AUDIENCE: Wow.

00:27:24.290 --> 00:27:25.540 align:middle line:90%
PROFESSOR: Wait, wait hold on.

00:27:25.540 --> 00:27:26.530 align:middle line:90%
What's Adventure Quest?

00:27:26.530 --> 00:27:27.912 align:middle line:90%
I haven't heard this one.

00:27:27.912 --> 00:27:31.040 align:middle line:84%
AUDIENCE: It's like
this online game.

00:27:31.040 --> 00:27:31.580 align:middle line:90%
Yeah.

00:27:31.580 --> 00:27:32.080 align:middle line:90%
Always--

00:27:32.080 --> 00:27:34.370 align:middle line:90%
[INTERPOSING VOICES]

00:27:34.370 --> 00:27:35.960 align:middle line:90%
PROFESSOR: It's like--

00:27:35.960 --> 00:27:37.865 align:middle line:84%
AUDIENCE: I guess
like, it's a lot of--

00:27:37.865 --> 00:27:42.320 align:middle line:90%
[INTERPOSING VOICES]

00:27:42.320 --> 00:27:44.750 align:middle line:84%
PROFESSOR: So it's
an adventure game.

00:27:44.750 --> 00:27:47.180 align:middle line:90%
[INAUDIBLE] Cool.

00:27:47.180 --> 00:27:49.810 align:middle line:90%
OK.

00:27:49.810 --> 00:27:52.440 align:middle line:90%
So we've got Adventure Quest.

00:27:52.440 --> 00:27:55.130 align:middle line:84%
That one I just
shortened to be Trail.

00:27:55.130 --> 00:27:56.850 align:middle line:90%
AUDIENCE: Smash Brothers.

00:27:56.850 --> 00:27:57.943 align:middle line:90%
PROFESSOR: Smash ...

00:27:57.943 --> 00:27:58.860 align:middle line:90%
AUDIENCE: Liars Poker.

00:27:58.860 --> 00:28:00.668 align:middle line:84%
PROFESSOR: Wait, hold on
which version of Smash?

00:28:00.668 --> 00:28:01.626 align:middle line:90%
AUDIENCE: I like Melee.

00:28:01.626 --> 00:28:05.175 align:middle line:84%
AUDIENCE: Everyone in my
house wants to play Brawl.

00:28:05.175 --> 00:28:07.455 align:middle line:84%
PROFESSOR: So Melee
is GameCube right?

00:28:07.455 --> 00:28:08.405 align:middle line:90%
AUDIENCE: Yeah.

00:28:08.405 --> 00:28:11.180 align:middle line:84%
That was the first
one I ever played.

00:28:11.180 --> 00:28:11.823 align:middle line:90%
Liars Poker.

00:28:11.823 --> 00:28:12.490 align:middle line:90%
PROFESSOR: What?

00:28:12.490 --> 00:28:13.240 align:middle line:90%
Liars Poker?

00:28:13.240 --> 00:28:13.750 align:middle line:90%
All right.

00:28:13.750 --> 00:28:15.340 align:middle line:90%
AUDIENCE: Normal Poker.

00:28:15.340 --> 00:28:16.340 align:middle line:90%
PROFESSOR: Wait hold on.

00:28:16.340 --> 00:28:18.377 align:middle line:90%
What's normal poker?

00:28:18.377 --> 00:28:19.710 align:middle line:90%
AUDIENCE: I guess Texas hold'em.

00:28:19.710 --> 00:28:21.210 align:middle line:90%
PROFESSOR: Texas hold'em poker.

00:28:21.210 --> 00:28:22.210 align:middle line:90%
OK, all right.

00:28:22.210 --> 00:28:26.126 align:middle line:90%


00:28:26.126 --> 00:28:27.070 align:middle line:90%
AUDIENCE: Innovation?

00:28:27.070 --> 00:28:29.730 align:middle line:90%


00:28:29.730 --> 00:28:32.780 align:middle line:84%
PROFESSOR: The card
game Innovation?

00:28:32.780 --> 00:28:35.370 align:middle line:90%
Actually made locally.

00:28:35.370 --> 00:28:36.520 align:middle line:90%
AUDIENCE: Alien Frontiers.

00:28:36.520 --> 00:28:37.187 align:middle line:90%
PROFESSOR: Yeah.

00:28:37.187 --> 00:28:38.405 align:middle line:90%
AUDIENCE: Alien Frontiers.

00:28:38.405 --> 00:28:39.530 align:middle line:90%
PROFESSOR: Alien Frontiers.

00:28:39.530 --> 00:28:40.822 align:middle line:90%
I'm not familiar with this one.

00:28:40.822 --> 00:28:41.658 align:middle line:90%
This is--

00:28:41.658 --> 00:28:45.402 align:middle line:84%
AUDIENCE: It's an out of
print board game, Euro style.

00:28:45.402 --> 00:28:47.742 align:middle line:84%
I was going to say
Empire Builder,

00:28:47.742 --> 00:28:51.945 align:middle line:84%
but you already have that on
one of the games that you own.

00:28:51.945 --> 00:28:53.945 align:middle line:84%
PROFESSOR: I'm not saying,
what games do I have.

00:28:53.945 --> 00:28:54.864 align:middle line:90%
[INTERPOSING VOICES]

00:28:54.864 --> 00:28:56.489 align:middle line:84%
AUDIENCE: I know,
but I want that game,

00:28:56.489 --> 00:28:57.251 align:middle line:90%
so I'm a little jealous.

00:28:57.251 --> 00:28:58.250 align:middle line:84%
PROFESSOR: Well I'll
let you try it out.

00:28:58.250 --> 00:28:59.420 align:middle line:90%
AUDIENCE: Zombie Apocalypse.

00:28:59.420 --> 00:28:59.920 align:middle line:90%
PROFESSOR: Zombie Apocalypse.

00:28:59.920 --> 00:29:00.860 align:middle line:90%
AUDIENCE: Oh yeah.

00:29:00.860 --> 00:29:01.800 align:middle line:90%
Munchkin?

00:29:01.800 --> 00:29:06.980 align:middle line:84%
RoboRally One day I'll be able
to add Nymph to this list.

00:29:06.980 --> 00:29:08.832 align:middle line:90%
PROFESSOR: What's Nymph?

00:29:08.832 --> 00:29:10.415 align:middle line:84%
AUDIENCE: The board
game that came out

00:29:10.415 --> 00:29:11.540 align:middle line:90%
on Kickstarter [INAUDIBLE].

00:29:11.540 --> 00:29:14.817 align:middle line:84%
It's going to be delivered
sometime this month.

00:29:14.817 --> 00:29:16.150 align:middle line:90%
That's one of the most exciting.

00:29:16.150 --> 00:29:18.400 align:middle line:84%
PROFESSOR: I missed something
after Zombie Apocalypse.

00:29:18.400 --> 00:29:20.500 align:middle line:90%
AUDIENCE: Munchkin.

00:29:20.500 --> 00:29:22.500 align:middle line:90%
Robo Rally.

00:29:22.500 --> 00:29:24.620 align:middle line:90%
PROFESSOR: Robo Rally, wow.

00:29:24.620 --> 00:29:27.290 align:middle line:84%
How did people get exposed
to Robo Rally, just out

00:29:27.290 --> 00:29:29.392 align:middle line:90%
of curiosity?

00:29:29.392 --> 00:29:31.260 align:middle line:84%
AUDIENCE: I saw it
at an internship.

00:29:31.260 --> 00:29:33.330 align:middle line:84%
They just had a bunch of
board games on the wall.

00:29:33.330 --> 00:29:35.210 align:middle line:90%
PROFESSOR: OK

00:29:35.210 --> 00:29:37.250 align:middle line:84%
AUDIENCE: My brother
played it somewhere,

00:29:37.250 --> 00:29:40.820 align:middle line:84%
and then I bought it
for my [INAUDIBLE]..

00:29:40.820 --> 00:29:44.751 align:middle line:84%
PROFESSOR: Very MIT-ish game,
it's a game about programing

00:29:44.751 --> 00:29:45.251 align:middle line:90%


00:29:45.251 --> 00:29:46.622 align:middle line:90%
[LAUGHTER]

00:29:46.622 --> 00:29:49.930 align:middle line:84%
PROFESSOR: Programming and
robots beating each other up.

00:29:49.930 --> 00:29:53.180 align:middle line:84%
AUDIENCE: Cards
Against Humanity.

00:29:53.180 --> 00:29:53.930 align:middle line:90%
AUDIENCE: Hex Hex.

00:29:53.930 --> 00:29:57.000 align:middle line:90%


00:29:57.000 --> 00:30:01.570 align:middle line:84%
PROFESSOR: I know Hex
one, but what type of Hex?

00:30:01.570 --> 00:30:06.595 align:middle line:84%
AUDIENCE: Hex Hex is a game
where someone casts a hex,

00:30:06.595 --> 00:30:08.450 align:middle line:84%
and then everyone
has a certain number

00:30:08.450 --> 00:30:11.510 align:middle line:84%
of cards that just tell you
what to do with the hex,

00:30:11.510 --> 00:30:13.468 align:middle line:84%
like pass it left,
and pass it right.

00:30:13.468 --> 00:30:16.580 align:middle line:84%
And then who ever has
the hex in front of them

00:30:16.580 --> 00:30:18.706 align:middle line:84%
has to deal with hex
as one of their cards.

00:30:18.706 --> 00:30:20.950 align:middle line:84%
If they can't then
they're hexed,

00:30:20.950 --> 00:30:23.840 align:middle line:84%
and then they chance to play
cards that say, play one hex.

00:30:23.840 --> 00:30:26.305 align:middle line:84%
PROFESSOR: I hope that's a
hexagon involved in there.

00:30:26.305 --> 00:30:26.888 align:middle line:90%
AUDIENCE: Yes.

00:30:26.888 --> 00:30:27.764 align:middle line:90%
PROFESSOR: OK, cool.

00:30:27.764 --> 00:30:30.340 align:middle line:90%
[LAUGHTER]

00:30:30.340 --> 00:30:32.132 align:middle line:84%
AUDIENCE: We Didn't
Playtest This.

00:30:32.132 --> 00:30:33.340 align:middle line:90%
PROFESSOR: That's also local.

00:30:33.340 --> 00:30:35.812 align:middle line:84%
The same people
that did Innovation.

00:30:35.812 --> 00:30:37.228 align:middle line:90%
Didn't Playtest This.

00:30:37.228 --> 00:30:39.838 align:middle line:84%
There's a game called We
Didn't Playtest This At All,

00:30:39.838 --> 00:30:42.766 align:middle line:84%
and We Didn't Playtest
This Either, right?

00:30:42.766 --> 00:30:45.206 align:middle line:90%
AUDIENCE: I want to try those.

00:30:45.206 --> 00:30:46.182 align:middle line:90%
Air Baron.

00:30:46.182 --> 00:30:47.660 align:middle line:90%
PROFESSOR: What?

00:30:47.660 --> 00:30:48.750 align:middle line:90%
AUDIENCE: Air Baron.

00:30:48.750 --> 00:30:49.625 align:middle line:90%
PROFESSOR: Care Bear?

00:30:49.625 --> 00:30:50.125 align:middle line:90%


00:30:50.125 --> 00:30:51.260 align:middle line:90%
[LAUGHTER]

00:30:51.260 --> 00:30:53.450 align:middle line:84%
AUDIENCE: A-I-R,
air, as in the sky,

00:30:53.450 --> 00:30:56.790 align:middle line:84%
baron, as in not a noble
or the lords of a baron.

00:30:56.790 --> 00:30:58.080 align:middle line:90%
PROFESSOR: Oh, Air Baron.

00:30:58.080 --> 00:31:00.098 align:middle line:90%
AUDIENCE: Yes.

00:31:00.098 --> 00:31:02.140 align:middle line:84%
PROFESSOR: We should make
a game called Air Bear.

00:31:02.140 --> 00:31:04.140 align:middle line:90%
[LAUGHTER]

00:31:04.140 --> 00:31:05.924 align:middle line:90%
PROFESSOR: This is digital?

00:31:05.924 --> 00:31:07.600 align:middle line:90%
AUDIENCE: No, Avalon Hill, 1997.

00:31:07.600 --> 00:31:08.775 align:middle line:90%
PROFESSOR: Oh, OK.

00:31:08.775 --> 00:31:09.400 align:middle line:90%
AUDIENCE: Yeah.

00:31:09.400 --> 00:31:10.630 align:middle line:90%
Resistance?

00:31:10.630 --> 00:31:11.464 align:middle line:90%
Yeah.

00:31:11.464 --> 00:31:12.770 align:middle line:90%
Resistance.

00:31:12.770 --> 00:31:15.093 align:middle line:84%
PROFESSOR: This is like
a Mafia like game right?

00:31:15.093 --> 00:31:16.385 align:middle line:90%
AUDIENCE: Yeah, love that game.

00:31:16.385 --> 00:31:17.470 align:middle line:90%
Coup?

00:31:17.470 --> 00:31:18.440 align:middle line:90%
PROFESSOR: Clue?

00:31:18.440 --> 00:31:19.406 align:middle line:90%
AUDIENCE: Coup.

00:31:19.406 --> 00:31:20.372 align:middle line:90%
C-O-U-P.

00:31:20.372 --> 00:31:21.340 align:middle line:90%
PROFESSOR: C-O

00:31:21.340 --> 00:31:23.340 align:middle line:90%
AUDIENCE: U-P

00:31:23.340 --> 00:31:24.257 align:middle line:90%
PROFESSOR: Oh yeah.

00:31:24.257 --> 00:31:25.340 align:middle line:90%
Lots of love for this one.

00:31:25.340 --> 00:31:29.473 align:middle line:84%
AUDIENCE: It's the same
people who made Resistance.

00:31:29.473 --> 00:31:31.098 align:middle line:84%
It's kind of like
Mafia, except instead

00:31:31.098 --> 00:31:34.164 align:middle line:84%
of having night and day
places, what they have is

00:31:34.164 --> 00:31:35.090 align:middle line:90%
people take turns.

00:31:35.090 --> 00:31:39.590 align:middle line:84%
They have two different
roles, and your role

00:31:39.590 --> 00:31:41.490 align:middle line:90%
lets you take actions.

00:31:41.490 --> 00:31:43.400 align:middle line:84%
So what you do is you
lie about what role

00:31:43.400 --> 00:31:46.260 align:middle line:84%
you have in order to take
actions that you wouldn't

00:31:46.260 --> 00:31:49.250 align:middle line:90%
have access to.

00:31:49.250 --> 00:31:51.900 align:middle line:84%
Overall that mechanics
are, you make money,

00:31:51.900 --> 00:31:54.792 align:middle line:84%
and then you pay money
to kill other people.

00:31:54.792 --> 00:31:58.120 align:middle line:84%
When you kill someone they
lose one of their roles.

00:31:58.120 --> 00:32:01.410 align:middle line:84%
The way you lose rolls
is killing someone,

00:32:01.410 --> 00:32:07.455 align:middle line:84%
or by lying and being caught,
or by challenge someone

00:32:07.455 --> 00:32:08.940 align:middle line:90%
and being wrong.

00:32:08.940 --> 00:32:10.760 align:middle line:90%
Like Mascarade.

00:32:10.760 --> 00:32:14.700 align:middle line:84%
PROFESSOR: It's a
little like Bluff.

00:32:14.700 --> 00:32:15.200 align:middle line:90%
Say what?

00:32:15.200 --> 00:32:16.670 align:middle line:90%
AUDIENCE: It's like Mascarade.

00:32:16.670 --> 00:32:18.250 align:middle line:90%
PROFESSOR: OK, Yeah.

00:32:18.250 --> 00:32:22.038 align:middle line:84%
Actually, we could add
Mascarade to this here as well.

00:32:22.038 --> 00:32:25.250 align:middle line:90%


00:32:25.250 --> 00:32:29.170 align:middle line:84%
So far I asked a
couple of people

00:32:29.170 --> 00:32:32.240 align:middle line:84%
to describe the games
that have come out.

00:32:32.240 --> 00:32:35.490 align:middle line:84%
And you can see it's not really
all that difficult to say

00:32:35.490 --> 00:32:37.240 align:middle line:84%
this is what's interesting
about the game,

00:32:37.240 --> 00:32:39.573 align:middle line:84%
it's kind of like this game
then it's got these changes.

00:32:39.573 --> 00:32:42.370 align:middle line:90%


00:32:42.370 --> 00:32:44.420 align:middle line:84%
That's a normal way
of communicating.

00:32:44.420 --> 00:32:47.140 align:middle line:84%
You're going to have to do that
multiple times this semester

00:32:47.140 --> 00:32:48.490 align:middle line:90%
for your own games.

00:32:48.490 --> 00:32:50.733 align:middle line:84%
But, often what happens
is that when students

00:32:50.733 --> 00:32:52.150 align:middle line:84%
come up and talk
about their game,

00:32:52.150 --> 00:32:56.230 align:middle line:90%
they just start from step one--

00:32:56.230 --> 00:33:01.710 align:middle line:84%
Well, this game is a card
game that has 52 cards,

00:33:01.710 --> 00:33:04.600 align:middle line:84%
and is going to be played with
four players, and it's like,

00:33:04.600 --> 00:33:07.040 align:middle line:84%
can you like, cut to the
chase and a little bit faster?

00:33:07.040 --> 00:33:08.250 align:middle line:90%
The way that you just.

00:33:08.250 --> 00:33:10.880 align:middle line:84%
The way you just described, you
know it's kind of like Mafia

00:33:10.880 --> 00:33:12.670 align:middle line:90%
but you make these changes.

00:33:12.670 --> 00:33:16.117 align:middle line:84%
We will want those details
especially when it's written,

00:33:16.117 --> 00:33:17.950 align:middle line:84%
or when we're actually
sitting down to play.

00:33:17.950 --> 00:33:20.350 align:middle line:84%
But when you're coming
up here and talking

00:33:20.350 --> 00:33:23.190 align:middle line:84%
about your own game, give
us those elevated pitches

00:33:23.190 --> 00:33:23.940 align:middle line:90%
that you just did.

00:33:23.940 --> 00:33:26.650 align:middle line:90%


00:33:26.650 --> 00:33:31.770 align:middle line:84%
If you think of this game
as a little bit like chess,

00:33:31.770 --> 00:33:34.300 align:middle line:84%
but with different pieces
or something like that.

00:33:34.300 --> 00:33:35.680 align:middle line:84%
And then you cut
in, and then you

00:33:35.680 --> 00:33:37.960 align:middle line:84%
can go into greater detail
about what your game is.

00:33:37.960 --> 00:33:39.760 align:middle line:84%
When you give a
presentation though,

00:33:39.760 --> 00:33:43.365 align:middle line:84%
usually what I'm listening
for isn't so much,

00:33:43.365 --> 00:33:45.490 align:middle line:84%
what is your game right
now, because I can actually

00:33:45.490 --> 00:33:47.310 align:middle line:90%
read that.

00:33:47.310 --> 00:33:50.547 align:middle line:84%
What was your game before it
became the thing that is now?

00:33:50.547 --> 00:33:52.380 align:middle line:84%
Because I don't necessarily
always see that.

00:33:52.380 --> 00:33:55.150 align:middle line:84%
I'll see various play tests,
but I may not necessarily

00:33:55.150 --> 00:33:57.160 align:middle line:90%
get to every single thing.

00:33:57.160 --> 00:34:01.390 align:middle line:84%
I want to know how you made the
decisions that you did in order

00:34:01.390 --> 00:34:03.980 align:middle line:84%
to end up with what
you finally submitted.

00:34:03.980 --> 00:34:05.890 align:middle line:84%
And I'll get all
the details that I

00:34:05.890 --> 00:34:08.960 align:middle line:84%
need from the final submission
when I actually read it.

00:34:08.960 --> 00:34:10.989 align:middle line:84%
So when you give
your presentations,

00:34:10.989 --> 00:34:12.508 align:middle line:84%
talk about the
history of your game,

00:34:12.508 --> 00:34:14.550 align:middle line:84%
three week history of your
game, or the four week

00:34:14.550 --> 00:34:16.934 align:middle line:90%
history of the game.

00:34:16.934 --> 00:34:20.260 align:middle line:90%


00:34:20.260 --> 00:34:23.150 align:middle line:84%
So, these are the games that
people have been playing.

00:34:23.150 --> 00:34:27.320 align:middle line:84%
A lot of board games,
couple of digital games

00:34:27.320 --> 00:34:29.489 align:middle line:90%
although I think I'm seeing--

00:34:29.489 --> 00:34:32.030 align:middle line:84%
how many of you are playing
these games digitally?

00:34:32.030 --> 00:34:34.002 align:middle line:84%
Any of these board games
playing in digitally?

00:34:34.002 --> 00:34:35.460 align:middle line:84%
AUDIENCE: Physically
and digitally?

00:34:35.460 --> 00:34:36.366 align:middle line:90%
PROFESSOR: Yeah.

00:34:36.366 --> 00:34:38.474 align:middle line:90%
On the phone, yeah?

00:34:38.474 --> 00:34:43.489 align:middle line:84%
AUDIENCE: I think we [INAUDIBLE]
Dominion web application.

00:34:43.489 --> 00:34:44.440 align:middle line:90%
PROFESSOR: Web app?

00:34:44.440 --> 00:34:46.315 align:middle line:90%
[INTERPOSING VOICES]

00:34:46.315 --> 00:34:47.690 align:middle line:84%
PROFESSOR: Your
hand was up, yes?

00:34:47.690 --> 00:34:49.760 align:middle line:84%
AUDIENCE: Ascension, I think
it's on the iPhone now.

00:34:49.760 --> 00:34:51.802 align:middle line:84%
PROFESSOR: Yeah, a lot of
these games actually do

00:34:51.802 --> 00:34:54.003 align:middle line:84%
have iPhone and iOS
parts, Android parts.

00:34:54.003 --> 00:34:56.909 align:middle line:90%


00:34:56.909 --> 00:34:57.701 align:middle line:90%
AUDIENCE: Settlers.

00:34:57.701 --> 00:34:59.512 align:middle line:90%
Just not fun at all.

00:34:59.512 --> 00:35:01.400 align:middle line:84%
PROFESSOR: Oh, because
you don't-- yeah.

00:35:01.400 --> 00:35:01.920 align:middle line:90%
Why?

00:35:01.920 --> 00:35:02.970 align:middle line:84%
AUDIENCE: Because it's
more fun to yell at people.

00:35:02.970 --> 00:35:05.095 align:middle line:84%
PROFESSOR: Because it's
more fun to yell at people?

00:35:05.095 --> 00:35:08.580 align:middle line:84%
It's more fun to guilt
people into giving you trades

00:35:08.580 --> 00:35:10.570 align:middle line:90%
that are beneficial to you.

00:35:10.570 --> 00:35:13.590 align:middle line:84%
We often refer to that
as over the table talk.

00:35:13.590 --> 00:35:18.060 align:middle line:84%
Or, the over the
table interaction.

00:35:18.060 --> 00:35:19.950 align:middle line:84%
That's something
that when you're

00:35:19.950 --> 00:35:21.563 align:middle line:84%
designing a board
game or a card game,

00:35:21.563 --> 00:35:22.980 align:middle line:84%
or even a live
action game, I want

00:35:22.980 --> 00:35:25.290 align:middle line:84%
to say that you're allowed
to design live action

00:35:25.290 --> 00:35:26.325 align:middle line:90%
games in this class.

00:35:26.325 --> 00:35:28.200 align:middle line:84%
Games where you're not
actually sitting down,

00:35:28.200 --> 00:35:30.090 align:middle line:84%
but you're actually
moving around.

00:35:30.090 --> 00:35:33.851 align:middle line:84%
Mafia kind of sits
in a gray area.

00:35:33.851 --> 00:35:36.506 align:middle line:84%
AUDIENCE: I think Risk is
the perfect example of that.

00:35:36.506 --> 00:35:39.192 align:middle line:84%
Because video Risk is an
entirely different than board

00:35:39.192 --> 00:35:42.200 align:middle line:90%
Risk because you can't cheat.

00:35:42.200 --> 00:35:44.460 align:middle line:84%
Cheating is an
integral part of Risk.

00:35:44.460 --> 00:35:46.640 align:middle line:84%
PROFESSOR: Describe the
tactics of cheating in--

00:35:46.640 --> 00:35:49.060 align:middle line:84%
AUDIENCE: You hide
cards in your shoe.

00:35:49.060 --> 00:35:50.819 align:middle line:84%
You move people's
armies to places

00:35:50.819 --> 00:35:51.986 align:middle line:90%
that they weren't on before.

00:35:51.986 --> 00:35:53.690 align:middle line:90%
PROFESSOR: That one I've seen.

00:35:53.690 --> 00:35:55.543 align:middle line:84%
AUDIENCE: You add
people to your places.

00:35:55.543 --> 00:35:57.210 align:middle line:84%
PROFESSOR: But not
like re-rolls, right?

00:35:57.210 --> 00:35:58.877 align:middle line:84%
Because those are
hard to get away with.

00:35:58.877 --> 00:36:00.955 align:middle line:84%
AUDIENCE: Monopoly is
the worst game ever.

00:36:00.955 --> 00:36:03.330 align:middle line:84%
PROFESSOR: Because of the
cheating, or because of the way

00:36:03.330 --> 00:36:04.555 align:middle line:90%
how the game is made?

00:36:04.555 --> 00:36:05.680 align:middle line:90%
AUDIENCE: Because cheating.

00:36:05.680 --> 00:36:08.457 align:middle line:84%
And because it takes
like 12 hours to play.

00:36:08.457 --> 00:36:09.290 align:middle line:90%
[INTERPOSING VOICES]

00:36:09.290 --> 00:36:10.340 align:middle line:84%
AUDIENCE: --you get
the best game, right?

00:36:10.340 --> 00:36:11.312 align:middle line:90%
Play Riskopoly.

00:36:11.312 --> 00:36:14.383 align:middle line:90%


00:36:14.383 --> 00:36:15.800 align:middle line:84%
PROFESSOR: So you
send [INAUDIBLE]

00:36:15.800 --> 00:36:17.967 align:middle line:84%
into combat with [INAUDIBLE]
or something like that.

00:36:17.967 --> 00:36:21.370 align:middle line:90%
[INTERPOSING VOICES]

00:36:21.370 --> 00:36:22.660 align:middle line:90%
PROFESSOR: I think that's it.

00:36:22.660 --> 00:36:23.190 align:middle line:90%
Well, OK.

00:36:23.190 --> 00:36:27.090 align:middle line:84%
So let's briefly talk
about Monopoly then.

00:36:27.090 --> 00:36:31.528 align:middle line:84%
How many people here
like playing Monopoly?

00:36:31.528 --> 00:36:32.028 align:middle line:90%
OK.

00:36:32.028 --> 00:36:33.932 align:middle line:90%
AUDIENCE: [INAUDIBLE].

00:36:33.932 --> 00:36:36.540 align:middle line:84%
PROFESSOR: How many
play Monopoly regularly,

00:36:36.540 --> 00:36:38.296 align:middle line:90%
like with families?

00:36:38.296 --> 00:36:40.798 align:middle line:90%


00:36:40.798 --> 00:36:42.290 align:middle line:90%
AUDIENCE: [INAUDIBLE].

00:36:42.290 --> 00:36:44.415 align:middle line:84%
PROFESSOR: What are the
good things about Monopoly?

00:36:44.415 --> 00:36:46.566 align:middle line:84%
What do people like
about Monopoly?

00:36:46.566 --> 00:36:47.940 align:middle line:90%
AUDIENCE: Making bank.

00:36:47.940 --> 00:36:48.600 align:middle line:90%
PROFESSOR: OK.

00:36:48.600 --> 00:36:49.800 align:middle line:90%
All right.

00:36:49.800 --> 00:36:52.820 align:middle line:84%
There's this real sense of
progression there, right?

00:36:52.820 --> 00:36:56.403 align:middle line:84%
AUDIENCE: I like putting
four houses on one property.

00:36:56.403 --> 00:36:58.320 align:middle line:84%
PROFESSOR: That's kind
of like the real estate

00:36:58.320 --> 00:36:59.380 align:middle line:90%
version of making bank.

00:36:59.380 --> 00:37:00.284 align:middle line:90%
Sure.

00:37:00.284 --> 00:37:02.242 align:middle line:84%
AUDIENCE: When you
have a long row

00:37:02.242 --> 00:37:03.950 align:middle line:84%
of properties all in
a row and somebody's

00:37:03.950 --> 00:37:04.691 align:middle line:90%
like heading into them.

00:37:04.691 --> 00:37:06.305 align:middle line:84%
And you're like, OK, you're
not going to get through here

00:37:06.305 --> 00:37:07.555 align:middle line:90%
without getting on your knees.

00:37:07.555 --> 00:37:12.562 align:middle line:84%
PROFESSOR: Those little plastic
bits mean everything when--

00:37:12.562 --> 00:37:14.942 align:middle line:90%
OK.

00:37:14.942 --> 00:37:17.110 align:middle line:90%
AUDIENCE: It's family friendly.

00:37:17.110 --> 00:37:18.660 align:middle line:90%
So people like it.

00:37:18.660 --> 00:37:22.560 align:middle line:84%
The reason people like is that
a little kid can just win.

00:37:22.560 --> 00:37:25.170 align:middle line:84%
Can do really well and
win based off the money.

00:37:25.170 --> 00:37:27.080 align:middle line:84%
PROFESSOR: That's kind
of like a minimum age

00:37:27.080 --> 00:37:28.593 align:middle line:84%
where they get the
basic strategy,

00:37:28.593 --> 00:37:31.010 align:middle line:84%
and then past that point, it's
kind of like anyone's game.

00:37:31.010 --> 00:37:32.052 align:middle line:90%
AUDIENCE: So an anecdote.

00:37:32.052 --> 00:37:33.630 align:middle line:90%
I played with my family once.

00:37:33.630 --> 00:37:35.950 align:middle line:84%
The first and last time
I'll ever play with them.

00:37:35.950 --> 00:37:38.450 align:middle line:84%
My sister, she's a year younger
than me, and for some reason

00:37:38.450 --> 00:37:40.130 align:middle line:90%
always has it out for me.

00:37:40.130 --> 00:37:42.300 align:middle line:84%
And so she was
about to go bankrupt

00:37:42.300 --> 00:37:44.690 align:middle line:84%
and my dad made a deal
with her, basically.

00:37:44.690 --> 00:37:47.300 align:middle line:84%
So any time you make a profit,
you give me two thirds of it

00:37:47.300 --> 00:37:48.860 align:middle line:84%
and I'll make sure
you never go out.

00:37:48.860 --> 00:37:52.470 align:middle line:84%
I was like, now I'm
playing against two people.

00:37:52.470 --> 00:37:55.680 align:middle line:84%
I don't know what I'm
supposed to do anymore.

00:37:55.680 --> 00:37:59.810 align:middle line:84%
PROFESSOR: That situation has
been described as king-making,

00:37:59.810 --> 00:38:02.190 align:middle line:84%
where a player who
isn't going to win

00:38:02.190 --> 00:38:04.510 align:middle line:90%
decides who's going to win.

00:38:04.510 --> 00:38:08.080 align:middle line:84%
And it can be sucky if
they're not the person who--

00:38:08.080 --> 00:38:10.360 align:middle line:90%
AUDIENCE: Basically.

00:38:10.360 --> 00:38:13.490 align:middle line:84%
AUDIENCE: I actually really like
that-- kind of what he said,

00:38:13.490 --> 00:38:17.570 align:middle line:84%
but in a different light, that
it seems like anyone can win.

00:38:17.570 --> 00:38:19.438 align:middle line:84%
But the more you
know about the game,

00:38:19.438 --> 00:38:23.044 align:middle line:84%
the more you actually start to
understand not anyone can win.

00:38:23.044 --> 00:38:26.530 align:middle line:84%
And in any game where you're
rolling a thousand times,

00:38:26.530 --> 00:38:28.090 align:middle line:84%
there's very little
luck involved.

00:38:28.090 --> 00:38:30.440 align:middle line:84%
PROFESSOR: Because
it all averages out.

00:38:30.440 --> 00:38:32.150 align:middle line:84%
AUDIENCE: So yeah,
it does allow you

00:38:32.150 --> 00:38:35.262 align:middle line:84%
to implement a lot of strategy,
even though just about anyone

00:38:35.262 --> 00:38:38.925 align:middle line:84%
can play it and understand
the rules [INAUDIBLE]..

00:38:38.925 --> 00:38:44.070 align:middle line:84%
PROFESSOR: How many of you
play Monopoly with sort

00:38:44.070 --> 00:38:46.115 align:middle line:90%
of over-the-table bargaining?

00:38:46.115 --> 00:38:48.060 align:middle line:90%
AUDIENCE: All the time.

00:38:48.060 --> 00:38:49.075 align:middle line:90%
PROFESSOR: All the time?

00:38:49.075 --> 00:38:49.658 align:middle line:90%
AUDIENCE: Yep.

00:38:49.658 --> 00:38:50.970 align:middle line:90%
PROFESSOR: Who doesn't?

00:38:50.970 --> 00:38:52.350 align:middle line:90%
Like only the rules?

00:38:52.350 --> 00:38:53.590 align:middle line:90%
Only the things that--

00:38:53.590 --> 00:38:54.920 align:middle line:90%
AUDIENCE: I do only the rules.

00:38:54.920 --> 00:38:55.620 align:middle line:84%
PROFESSOR: You do
only the rules.

00:38:55.620 --> 00:38:57.555 align:middle line:84%
But do the other
people around the table

00:38:57.555 --> 00:39:00.330 align:middle line:84%
also do only the rules,
or will they play--

00:39:00.330 --> 00:39:01.622 align:middle line:90%
AUDIENCE: [INTERPOSING VOICES].

00:39:01.622 --> 00:39:03.872 align:middle line:84%
PROFESSOR: Things like, I
was going to give you money,

00:39:03.872 --> 00:39:04.960 align:middle line:90%
things like that.

00:39:04.960 --> 00:39:07.252 align:middle line:84%
AUDIENCE: They always make
me offers that I don't want.

00:39:07.252 --> 00:39:08.947 align:middle line:90%
I'm just like, skip it.

00:39:08.947 --> 00:39:11.030 align:middle line:84%
PROFESSOR: There is something
that a lot of people

00:39:11.030 --> 00:39:14.672 align:middle line:84%
do in Monopoly and that's
put money in Free Parking.

00:39:14.672 --> 00:39:15.255 align:middle line:90%
AUDIENCE: Yep.

00:39:15.255 --> 00:39:16.010 align:middle line:90%
Have to.

00:39:16.010 --> 00:39:17.270 align:middle line:90%
PROFESSOR: Never do that.

00:39:17.270 --> 00:39:18.380 align:middle line:90%
Never do that.

00:39:18.380 --> 00:39:20.744 align:middle line:90%
Game gets four times longer.

00:39:20.744 --> 00:39:25.010 align:middle line:84%
Never do that because
the game is designed to--

00:39:25.010 --> 00:39:28.650 align:middle line:84%
the rules of the game at least
was designed to suck money out

00:39:28.650 --> 00:39:29.390 align:middle line:90%
of the system.

00:39:29.390 --> 00:39:32.570 align:middle line:84%
There are inflows-- things
like the collect $200.

00:39:32.570 --> 00:39:35.330 align:middle line:84%
Things like the certain
Community Chest and Chance

00:39:35.330 --> 00:39:36.380 align:middle line:90%
cards.

00:39:36.380 --> 00:39:39.080 align:middle line:84%
But the game is also
designed to take money

00:39:39.080 --> 00:39:41.210 align:middle line:90%
out so that people go bankrupt.

00:39:41.210 --> 00:39:44.480 align:middle line:84%
By saying, I'm now
losing this money,

00:39:44.480 --> 00:39:46.122 align:middle line:84%
but I'm now putting
it on this square.

00:39:46.122 --> 00:39:48.080 align:middle line:84%
And if anybody happens
to land on free parking,

00:39:48.080 --> 00:39:48.920 align:middle line:90%
they get all this money.

00:39:48.920 --> 00:39:51.295 align:middle line:84%
That money hasn't actually
been sucked out of the system.

00:39:51.295 --> 00:39:54.190 align:middle line:84%
It's just waiting to be
redistributed to somebody else.

00:39:54.190 --> 00:39:57.970 align:middle line:84%
And that means people take a
very long time to go bankrupt.

00:39:57.970 --> 00:40:00.880 align:middle line:84%
And if everyone's complaining
about how long the game takes,

00:40:00.880 --> 00:40:02.630 align:middle line:84%
you might want to check
if you're actually

00:40:02.630 --> 00:40:02.810 align:middle line:90%
playing with that rule.

00:40:02.810 --> 00:40:05.450 align:middle line:84%
And if you are and you read
the rules, it's not there.

00:40:05.450 --> 00:40:07.370 align:middle line:90%
It's not there at all.

00:40:07.370 --> 00:40:09.440 align:middle line:84%
It's the sort of
thing though that

00:40:09.440 --> 00:40:11.810 align:middle line:84%
does make it a lot
easier for somebody

00:40:11.810 --> 00:40:14.510 align:middle line:84%
who is about to go bankrupt
to get back into the game.

00:40:14.510 --> 00:40:17.250 align:middle line:84%
So now we're back to this
whole family-friendly thing,

00:40:17.250 --> 00:40:18.830 align:middle line:90%
which is--

00:40:18.830 --> 00:40:20.930 align:middle line:84%
if you are not that great
at playing this game,

00:40:20.930 --> 00:40:23.480 align:middle line:84%
or maybe even taking
it that seriously,

00:40:23.480 --> 00:40:25.230 align:middle line:90%
you still stand a chance.

00:40:25.230 --> 00:40:27.620 align:middle line:84%
There's a couple of other
things about Monopoly.

00:40:27.620 --> 00:40:34.320 align:middle line:84%
It's a decent game if you're
not at the table all the time.

00:40:34.320 --> 00:40:36.230 align:middle line:84%
Say, at Thanksgiving
or something,

00:40:36.230 --> 00:40:40.730 align:middle line:84%
and somebody is
watching the game

00:40:40.730 --> 00:40:44.033 align:middle line:84%
or making sure that
the turkey doesn't

00:40:44.033 --> 00:40:45.200 align:middle line:90%
catch on fire, or something.

00:40:45.200 --> 00:40:47.830 align:middle line:84%
That needs to stand
up and check, and then

00:40:47.830 --> 00:40:49.362 align:middle line:90%
come back to the game.

00:40:49.362 --> 00:40:51.320 align:middle line:84%
Everything that you need
to know about the game

00:40:51.320 --> 00:40:53.840 align:middle line:84%
is right there in front of
you at the moment of time

00:40:53.840 --> 00:40:55.340 align:middle line:84%
when you need to
make your decision.

00:40:55.340 --> 00:40:58.085 align:middle line:90%
There's very little--

00:40:58.085 --> 00:40:59.960 align:middle line:84%
I don't think there's
any hidden information,

00:40:59.960 --> 00:41:01.960 align:middle line:84%
except for the amount of
money that people have.

00:41:01.960 --> 00:41:05.360 align:middle line:84%
And that's usually
fairly easy to just see.

00:41:05.360 --> 00:41:08.335 align:middle line:84%
Some people get very secretive,
but most people don't.

00:41:08.335 --> 00:41:10.850 align:middle line:90%


00:41:10.850 --> 00:41:13.920 align:middle line:84%
Monopoly is an incredibly
successful game.

00:41:13.920 --> 00:41:16.210 align:middle line:84%
I don't think this is
a contentious issue.

00:41:16.210 --> 00:41:19.970 align:middle line:90%
It makes a lot of money.

00:41:19.970 --> 00:41:21.920 align:middle line:84%
A lot of copies get
sold and bought.

00:41:21.920 --> 00:41:25.813 align:middle line:84%
And there was some
ambivalence here about

00:41:25.813 --> 00:41:27.230 align:middle line:84%
whether it was a
good game or not.

00:41:27.230 --> 00:41:32.952 align:middle line:84%
Why does that game do well,
do so commercially well?

00:41:32.952 --> 00:41:36.933 align:middle line:84%
AUDIENCE: Because it's
easy and well-known.

00:41:36.933 --> 00:41:37.940 align:middle line:90%
PROFESSOR: Is it easy?

00:41:37.940 --> 00:41:39.720 align:middle line:84%
AUDIENCE: Sorry,
easy to pick up.

00:41:39.720 --> 00:41:42.110 align:middle line:90%
Not necessarily easy to win.

00:41:42.110 --> 00:41:44.150 align:middle line:84%
You can take 10, 15
minutes to explain it,

00:41:44.150 --> 00:41:45.390 align:middle line:90%
and then you play a game.

00:41:45.390 --> 00:41:46.890 align:middle line:84%
PROFESSOR: 10, 15
minutes to explain

00:41:46.890 --> 00:41:48.080 align:middle line:90%
if you already know the rules.

00:41:48.080 --> 00:41:49.313 align:middle line:90%
AUDIENCE: If one person knows.

00:41:49.313 --> 00:41:50.530 align:middle line:84%
Just explaining
to another person.

00:41:50.530 --> 00:41:52.863 align:middle line:84%
PROFESSOR: But chances are
somebody does know the rules.

00:41:52.863 --> 00:41:55.400 align:middle line:84%
Somebody in that room
probably has played Monopoly.

00:41:55.400 --> 00:41:56.360 align:middle line:84%
AUDIENCE: Because
it's so well-known.

00:41:56.360 --> 00:41:57.943 align:middle line:84%
PROFESSOR: Because
it's so well-known.

00:41:57.943 --> 00:41:59.360 align:middle line:90%
[INTERPOSING VOICES]

00:41:59.360 --> 00:42:02.152 align:middle line:84%
AUDIENCE: It's sort of
like the classic that--

00:42:02.152 --> 00:42:05.560 align:middle line:84%
it's an old game that exits
before many other games.

00:42:05.560 --> 00:42:08.510 align:middle line:84%
Also, it's easy to play because
you don't make decisions,

00:42:08.510 --> 00:42:09.493 align:middle line:90%
really.

00:42:09.493 --> 00:42:10.160 align:middle line:90%
PROFESSOR: Yeah.

00:42:10.160 --> 00:42:11.740 align:middle line:84%
AUDIENCE: It's easy to play
without making a decision.

00:42:11.740 --> 00:42:12.976 align:middle line:90%
Like, roll the dice and move.

00:42:12.976 --> 00:42:13.390 align:middle line:90%
Roll the dice and move.

00:42:13.390 --> 00:42:15.348 align:middle line:84%
PROFESSOR: If you can
afford to buy it, buy it.

00:42:15.348 --> 00:42:16.640 align:middle line:90%
That's the decision-making.

00:42:16.640 --> 00:42:17.870 align:middle line:90%
It's not a decision.

00:42:17.870 --> 00:42:18.843 align:middle line:90%
It's strategy.

00:42:18.843 --> 00:42:21.010 align:middle line:84%
AUDIENCE: I hate it when
people make long decisions,

00:42:21.010 --> 00:42:23.042 align:middle line:84%
like do I buy it,
for like 15 minutes.

00:42:23.042 --> 00:42:24.250 align:middle line:90%
PROFESSOR: And it's like, no.

00:42:24.250 --> 00:42:26.700 align:middle line:90%
If you can afford it, buy it.

00:42:26.700 --> 00:42:28.350 align:middle line:90%
All right.

00:42:28.350 --> 00:42:31.950 align:middle line:84%
So there's a lot to do
in the game, though.

00:42:31.950 --> 00:42:33.120 align:middle line:90%
You roll the dice.

00:42:33.120 --> 00:42:34.470 align:middle line:90%
You pull cards out.

00:42:34.470 --> 00:42:35.695 align:middle line:90%
You move your little dog.

00:42:35.695 --> 00:42:38.820 align:middle line:90%


00:42:38.820 --> 00:42:41.860 align:middle line:84%
You can make bargains with
people over the table.

00:42:41.860 --> 00:42:44.108 align:middle line:84%
You pick your little
houses and you put the down

00:42:44.108 --> 00:42:45.150 align:middle line:90%
and you turn into hotels.

00:42:45.150 --> 00:42:46.925 align:middle line:84%
So there's a lot of
busy work that you

00:42:46.925 --> 00:42:49.050 align:middle line:84%
get to do without having
to make a single decision.

00:42:49.050 --> 00:42:52.730 align:middle line:84%
So you feel very active
while you're doing it.

00:42:52.730 --> 00:42:54.940 align:middle line:84%
Any other ideas about
why it might be popular?

00:42:54.940 --> 00:42:57.550 align:middle line:84%
We already talked about
how well-known it is.

00:42:57.550 --> 00:43:00.514 align:middle line:84%
AUDIENCE: They sell different
versions of the same game.

00:43:00.514 --> 00:43:04.350 align:middle line:84%
If you want one that's Star
Wars-themed, [INAUDIBLE]..

00:43:04.350 --> 00:43:07.740 align:middle line:84%
PROFESSOR: Trivially
reskinnable.

00:43:07.740 --> 00:43:09.980 align:middle line:84%
I have Monopoly
Singapore somewhere.

00:43:09.980 --> 00:43:11.460 align:middle line:90%
It's where I'm from.

00:43:11.460 --> 00:43:14.290 align:middle line:84%
They just renamed
all the properties.

00:43:14.290 --> 00:43:17.038 align:middle line:84%
All the amounts of money
are exactly the same

00:43:17.038 --> 00:43:19.030 align:middle line:90%
as your standard Monopoly.

00:43:19.030 --> 00:43:22.028 align:middle line:84%
I think there are some more
clever versions of Monopoly

00:43:22.028 --> 00:43:23.820 align:middle line:84%
out there where you
add in a few new rules.

00:43:23.820 --> 00:43:25.770 align:middle line:84%
But you're right,
you can easily sell

00:43:25.770 --> 00:43:29.364 align:middle line:84%
somebody who has a monopoly
a different copy of Monopoly.

00:43:29.364 --> 00:43:32.230 align:middle line:90%


00:43:32.230 --> 00:43:37.225 align:middle line:84%
But is that person buying
a new copy of Monopoly?

00:43:37.225 --> 00:43:38.850 align:middle line:84%
If you already have
a copy of Monopoly,

00:43:38.850 --> 00:43:41.570 align:middle line:84%
are you buying yourself
a new copy of Monopoly?

00:43:41.570 --> 00:43:44.133 align:middle line:90%


00:43:44.133 --> 00:43:45.800 align:middle line:84%
AUDIENCE: I guess
you're buying yourself

00:43:45.800 --> 00:43:47.680 align:middle line:90%
a new skin of Monopoly.

00:43:47.680 --> 00:43:48.550 align:middle line:90%
PROFESSOR: Are you?

00:43:48.550 --> 00:43:51.340 align:middle line:84%
Does anyone actually
pay money for that?

00:43:51.340 --> 00:43:52.200 align:middle line:90%
AUDIENCE: No.

00:43:52.200 --> 00:43:53.450 align:middle line:90%
PROFESSOR: I think you get it.

00:43:53.450 --> 00:43:54.760 align:middle line:90%
AUDIENCE: They're good gifts.

00:43:54.760 --> 00:43:56.200 align:middle line:90%
PROFESSOR: They're a good gift.

00:43:56.200 --> 00:44:00.400 align:middle line:84%
That's the dirty, little
secret about all these Parker

00:44:00.400 --> 00:44:01.910 align:middle line:90%
Brothers, Hasbro.

00:44:01.910 --> 00:44:03.430 align:middle line:90%
Maybe it's not dirty.

00:44:03.430 --> 00:44:05.140 align:middle line:90%
It's the reality.

00:44:05.140 --> 00:44:11.320 align:middle line:84%
The majority of board games,
these super, mega, ultra

00:44:11.320 --> 00:44:14.470 align:middle line:84%
perennial favorites are
not bought by the people

00:44:14.470 --> 00:44:15.760 align:middle line:90%
who are playing them.

00:44:15.760 --> 00:44:20.170 align:middle line:84%
They are bought by somebody
else or given as a gift.

00:44:20.170 --> 00:44:22.983 align:middle line:84%
Which means you can expect
that they usually sell most

00:44:22.983 --> 00:44:26.110 align:middle line:90%
of the copies at Christmas.

00:44:26.110 --> 00:44:30.940 align:middle line:84%
And people might get
them for their birthdays.

00:44:30.940 --> 00:44:34.420 align:middle line:84%
And that's the difference
between a game that shows up

00:44:34.420 --> 00:44:37.840 align:middle line:84%
in Target and Wal-Mart
and a game that

00:44:37.840 --> 00:44:40.405 align:middle line:84%
shows up in a speciality
board game store.

00:44:40.405 --> 00:44:43.360 align:middle line:84%
You walk into a specialty board
game store, which is probably

00:44:43.360 --> 00:44:45.970 align:middle line:84%
under threat by
companies like Amazon,

00:44:45.970 --> 00:44:48.280 align:middle line:84%
and you're buying a
game for yourself.

00:44:48.280 --> 00:44:52.680 align:middle line:84%
You're buying special dice
because your role playing game,

00:44:52.680 --> 00:44:54.378 align:middle line:90%
game player or miniatures.

00:44:54.378 --> 00:44:56.170 align:middle line:84%
And right next to that
are the board games.

00:44:56.170 --> 00:44:59.770 align:middle line:84%
And you say, hey, this will
be fun for my next gathering,

00:44:59.770 --> 00:45:03.310 align:middle line:84%
either at some friend's house
or at my own place, or something

00:45:03.310 --> 00:45:03.980 align:middle line:90%
like that.

00:45:03.980 --> 00:45:05.676 align:middle line:90%
I want to play this game.

00:45:05.676 --> 00:45:07.590 align:middle line:84%
You buy a Monopoly
and it's usually not

00:45:07.590 --> 00:45:08.590 align:middle line:90%
for your own collection.

00:45:08.590 --> 00:45:10.020 align:middle line:90%
It's usually for somebody else.

00:45:10.020 --> 00:45:12.090 align:middle line:84%
So you give Monopoly to somebody
else who already has it.

00:45:12.090 --> 00:45:14.673 align:middle line:84%
And it's fine because you just
gave them the Star Wars version

00:45:14.673 --> 00:45:16.090 align:middle line:90%
and they didn't have that.

00:45:16.090 --> 00:45:19.300 align:middle line:90%
That's how they're successful.

00:45:19.300 --> 00:45:21.610 align:middle line:84%
I guess what I'm trying to
say is not necessarily--

00:45:21.610 --> 00:45:23.920 align:middle line:84%
it doesn't necessarily have
anything to do with how

00:45:23.920 --> 00:45:25.150 align:middle line:90%
well the game is designed.

00:45:25.150 --> 00:45:29.987 align:middle line:84%
There are a couple of nice
things that Monopoly does.

00:45:29.987 --> 00:45:32.070 align:middle line:84%
We talked about how it's
relatively easy to learn.

00:45:32.070 --> 00:45:34.210 align:middle line:84%
The fact that it's been around
makes it very easy to teach.

00:45:34.210 --> 00:45:35.890 align:middle line:84%
It's very friendly
to people who are

00:45:35.890 --> 00:45:38.390 align:middle line:84%
playing on some sort of
interrupted schedule.

00:45:38.390 --> 00:45:41.298 align:middle line:84%
But that's not the reason
that it's a successful game.

00:45:41.298 --> 00:45:42.881 align:middle line:84%
AUDIENCE: So I think
a lot of it comes

00:45:42.881 --> 00:45:44.750 align:middle line:90%
from like the snowball effect.

00:45:44.750 --> 00:45:46.858 align:middle line:90%
Everyone knows about Monopoly.

00:45:46.858 --> 00:45:48.794 align:middle line:84%
If we assume that's
true, how do you then

00:45:48.794 --> 00:45:51.720 align:middle line:84%
make a commercially
successful board game?

00:45:51.720 --> 00:45:54.960 align:middle line:84%
PROFESSOR: How much
marketing money do you have?

00:45:54.960 --> 00:45:56.830 align:middle line:90%
I mean, we've got Blokus here.

00:45:56.830 --> 00:46:00.250 align:middle line:84%
That's probably one of the
more successful recent entries.

00:46:00.250 --> 00:46:04.630 align:middle line:84%
And there's a
couple of ways to be

00:46:04.630 --> 00:46:09.940 align:middle line:84%
able to get a large number of
families to buy a board game.

00:46:09.940 --> 00:46:12.790 align:middle line:84%
If you're living
in Germany, there

00:46:12.790 --> 00:46:17.050 align:middle line:84%
is a big conference called
the Essen Spiel, I believe.

00:46:17.050 --> 00:46:21.040 align:middle line:84%
I might be mangling the language
here in the town of Essen.

00:46:21.040 --> 00:46:24.840 align:middle line:84%
There are smaller conferences
in places like Leipzig.

00:46:24.840 --> 00:46:28.240 align:middle line:90%
But what they are--

00:46:28.240 --> 00:46:30.550 align:middle line:84%
in addition to the
vendors bringing

00:46:30.550 --> 00:46:33.160 align:middle line:84%
all of their old and the
new board games saying like,

00:46:33.160 --> 00:46:34.990 align:middle line:90%
this is what we have on sale.

00:46:34.990 --> 00:46:37.270 align:middle line:84%
We have tons and tons
and tons of families

00:46:37.270 --> 00:46:38.660 align:middle line:84%
going there trying
to decide what

00:46:38.660 --> 00:46:40.120 align:middle line:90%
they're buying for Christmas.

00:46:40.120 --> 00:46:44.050 align:middle line:84%
And in Germany, that is kind
of like an annual tradition

00:46:44.050 --> 00:46:47.056 align:middle line:84%
for families to buy
a Christmas game.

00:46:47.056 --> 00:46:49.644 align:middle line:84%
Built on top of that,
there is this thing--

00:46:49.644 --> 00:46:52.974 align:middle line:90%


00:46:52.974 --> 00:46:57.610 align:middle line:84%
I'm going to mangle
all the German in here.

00:46:57.610 --> 00:46:59.000 align:middle line:90%
AUDIENCE: BoardGameGeek.

00:46:59.000 --> 00:47:01.515 align:middle line:90%
PROFESSOR: The Spiel des Jahres.

00:47:01.515 --> 00:47:02.640 align:middle line:90%
AUDIENCE: Spiel des Jahres.

00:47:02.640 --> 00:47:03.420 align:middle line:90%
PROFESSOR: Oh.

00:47:03.420 --> 00:47:05.200 align:middle line:90%
Yeah, OK.

00:47:05.200 --> 00:47:07.480 align:middle line:84%
Basically, game
of the year award

00:47:07.480 --> 00:47:12.340 align:middle line:84%
that is awarded, I
believe, at Essen, they

00:47:12.340 --> 00:47:15.300 align:middle line:90%
definitely do a big thing.

00:47:15.300 --> 00:47:20.300 align:middle line:90%


00:47:20.300 --> 00:47:22.700 align:middle line:84%
I'm not exactly sure
how the timing lines up.

00:47:22.700 --> 00:47:24.350 align:middle line:84%
But definitely, the
game that happens

00:47:24.350 --> 00:47:26.420 align:middle line:84%
to be awarded game
of the year is

00:47:26.420 --> 00:47:31.220 align:middle line:84%
going to be the biggest
mover at a convention like--

00:47:31.220 --> 00:47:35.600 align:middle line:84%
convention is not the right
word I am looking for.

00:47:35.600 --> 00:47:38.660 align:middle line:90%
Its more like a trade fair.

00:47:38.660 --> 00:47:40.970 align:middle line:90%
That's probably a good example.

00:47:40.970 --> 00:47:43.730 align:middle line:84%
And just lots and lots of
families will go there.

00:47:43.730 --> 00:47:46.678 align:middle line:84%
They will buy a lot of
the game of the year

00:47:46.678 --> 00:47:48.470 align:middle line:84%
because a bunch of
board game critics said,

00:47:48.470 --> 00:47:51.530 align:middle line:84%
this is the best new game
that came out this past year.

00:47:51.530 --> 00:47:56.180 align:middle line:84%
And then, all that money gets
circulated back into marketing.

00:47:56.180 --> 00:47:57.560 align:middle line:90%
You see more ads.

00:47:57.560 --> 00:48:01.990 align:middle line:84%
You see the awards sticker
on the side of the boxes.

00:48:01.990 --> 00:48:03.373 align:middle line:90%
More families buy it.

00:48:03.373 --> 00:48:05.540 align:middle line:84%
And that just snowballs on
top of each other, right?

00:48:05.540 --> 00:48:08.980 align:middle line:84%
So winning sort of
similar things in the US I

00:48:08.980 --> 00:48:10.860 align:middle line:90%
believe there are--

00:48:10.860 --> 00:48:11.860 align:middle line:90%
AUDIENCE: BoardGameGeek.

00:48:11.860 --> 00:48:13.096 align:middle line:90%
AUDIENCE: ABC News.

00:48:13.096 --> 00:48:14.138 align:middle line:90%
PROFESSOR: BoardGameGeek.

00:48:14.138 --> 00:48:16.400 align:middle line:84%
AUDIENCE: Yeah, they have
their own con in Texas.

00:48:16.400 --> 00:48:17.930 align:middle line:90%
PROFESSOR: Yeah.

00:48:17.930 --> 00:48:19.970 align:middle line:90%
But not that many families.

00:48:19.970 --> 00:48:23.420 align:middle line:84%
I mean, I'm thinking
more like ABC News

00:48:23.420 --> 00:48:30.320 align:middle line:84%
doing a top 10 hot toys for
this Christmas kind of thing.

00:48:30.320 --> 00:48:34.002 align:middle line:84%
That's the sort of thing
that bumps you up from a game

00:48:34.002 --> 00:48:35.460 align:middle line:84%
that you buy for
yourself to a game

00:48:35.460 --> 00:48:37.860 align:middle line:84%
you start buying for other
people, which multiplies how

00:48:37.860 --> 00:48:40.396 align:middle line:90%
many copies actually get sold.

00:48:40.396 --> 00:48:43.910 align:middle line:90%


00:48:43.910 --> 00:48:44.780 align:middle line:90%
So that's one way.

00:48:44.780 --> 00:48:47.240 align:middle line:84%
That's usually one
way that it happens.

00:48:47.240 --> 00:48:49.900 align:middle line:84%
That's not to say
that a game that--

00:48:49.900 --> 00:48:51.537 align:middle line:84%
what's called an
enthusiast board game.

00:48:51.537 --> 00:48:53.120 align:middle line:84%
A game that's basically
sold to people

00:48:53.120 --> 00:48:55.095 align:middle line:84%
who are buying it
for themselves can't

00:48:55.095 --> 00:48:56.220 align:middle line:90%
be commercially successful.

00:48:56.220 --> 00:48:59.510 align:middle line:84%
It just means that you need
to make enough money that you

00:48:59.510 --> 00:49:01.910 align:middle line:90%
made a profit on it.

00:49:01.910 --> 00:49:04.910 align:middle line:90%
And a lot of these games--

00:49:04.910 --> 00:49:11.000 align:middle line:84%
I think of all the games that
I've got today, let's see.

00:49:11.000 --> 00:49:17.210 align:middle line:84%
This is probably-- let me see
if this won any awards actually.

00:49:17.210 --> 00:49:19.340 align:middle line:84%
This is probably
the sort of game

00:49:19.340 --> 00:49:21.820 align:middle line:90%
that you would buy for families.

00:49:21.820 --> 00:49:22.852 align:middle line:90%
This is Set.

00:49:22.852 --> 00:49:24.560 align:middle line:84%
And of course, missing
it's original box.

00:49:24.560 --> 00:49:27.710 align:middle line:90%
But you have played Set, right?

00:49:27.710 --> 00:49:30.200 align:middle line:90%
OK.

00:49:30.200 --> 00:49:33.350 align:middle line:84%
So this probably fits into
the category of a game

00:49:33.350 --> 00:49:35.690 align:middle line:84%
that somebody in the room
has probably played once

00:49:35.690 --> 00:49:39.030 align:middle line:84%
and can teach everybody
else how to play.

00:49:39.030 --> 00:49:42.030 align:middle line:84%
Who's played Blokus
before today?

00:49:42.030 --> 00:49:42.620 align:middle line:90%
Yep.

00:49:42.620 --> 00:49:43.350 align:middle line:90%
OK.

00:49:43.350 --> 00:49:45.440 align:middle line:84%
How many people played
with your family?

00:49:45.440 --> 00:49:46.760 align:middle line:90%
Before you came to--

00:49:46.760 --> 00:49:49.530 align:middle line:84%
how many of you played
before you came to MIT?

00:49:49.530 --> 00:49:50.030 align:middle line:90%
OK.

00:49:50.030 --> 00:49:51.550 align:middle line:90%
High school?

00:49:51.550 --> 00:49:52.550 align:middle line:90%
AUDIENCE: Middle school.

00:49:52.550 --> 00:49:54.090 align:middle line:90%
PROFESSOR: Middle school?

00:49:54.090 --> 00:49:54.590 align:middle line:90%
Yeah.

00:49:54.590 --> 00:49:58.340 align:middle line:84%
So I think the reason
for it-- this is Mattel.

00:49:58.340 --> 00:50:00.581 align:middle line:84%
So they certainly
know their marketing.

00:50:00.581 --> 00:50:03.030 align:middle line:84%
But I think the reason why
this got popular was again,

00:50:03.030 --> 00:50:08.670 align:middle line:84%
one of those top 10 toys
to buy that Christmas

00:50:08.670 --> 00:50:09.830 align:middle line:90%
when it was released.

00:50:09.830 --> 00:50:11.580 align:middle line:84%
And that's why Blokus
really took off.

00:50:11.580 --> 00:50:12.860 align:middle line:90%
It's a well-designed game.

00:50:12.860 --> 00:50:14.250 align:middle line:84%
You don't get on those
lists without being

00:50:14.250 --> 00:50:14.860 align:middle line:90%
a well-designed game.

00:50:14.860 --> 00:50:17.450 align:middle line:84%
But that's not the reason why
these games are successful.

00:50:17.450 --> 00:50:20.240 align:middle line:84%
That's kind of the
bare minimum to even

00:50:20.240 --> 00:50:26.110 align:middle line:84%
be considered to have
designed a well-designed game.

00:50:26.110 --> 00:50:29.493 align:middle line:84%
So if you're in
this class thinking

00:50:29.493 --> 00:50:31.160 align:middle line:84%
that you're going to
make a lot of money

00:50:31.160 --> 00:50:36.650 align:middle line:84%
as a board game designer,
I know people in Hasbro

00:50:36.650 --> 00:50:37.980 align:middle line:90%
I can get you in touch with.

00:50:37.980 --> 00:50:41.230 align:middle line:84%
And I think they're probably
going to say don't expect that.

00:50:41.230 --> 00:50:43.953 align:middle line:90%


00:50:43.953 --> 00:50:48.380 align:middle line:84%
You might be able to have
a decent living working

00:50:48.380 --> 00:50:50.700 align:middle line:84%
in a large company like Hasbro
on Mattel, which I think

00:50:50.700 --> 00:50:52.295 align:middle line:90%
is the same company, yeah.

00:50:52.295 --> 00:50:54.810 align:middle line:90%


00:50:54.810 --> 00:50:58.820 align:middle line:84%
But it's probably not
because of the quality

00:50:58.820 --> 00:51:00.410 align:middle line:84%
of the games that
you're designing,

00:51:00.410 --> 00:51:04.070 align:middle line:84%
but more about your ability
to design a game based

00:51:04.070 --> 00:51:05.622 align:middle line:84%
on s spec that
was handed to you.

00:51:05.622 --> 00:51:06.580 align:middle line:90%
Based on a requirement.

00:51:06.580 --> 00:51:12.920 align:middle line:84%
It's like, we need a Star
Wars Risk game by Christmas.

00:51:12.920 --> 00:51:15.320 align:middle line:84%
Design it in two months,
or something like that.

00:51:15.320 --> 00:51:21.290 align:middle line:84%
And you execute that well and
you will get a good career

00:51:21.290 --> 00:51:23.872 align:middle line:90%
in a place like Hasbro.

00:51:23.872 --> 00:51:26.790 align:middle line:84%
If you're designing
for yourself,

00:51:26.790 --> 00:51:28.770 align:middle line:84%
you should feel
very happy if you

00:51:28.770 --> 00:51:32.270 align:middle line:84%
manage to make your
initial investment back.

00:51:32.270 --> 00:51:36.250 align:middle line:84%
A lot of people who are sort
of hobbyist game designers

00:51:36.250 --> 00:51:39.680 align:middle line:84%
who make incredibly good games
don't make back the money

00:51:39.680 --> 00:51:41.660 align:middle line:84%
that they initially
invested into it.

00:51:41.660 --> 00:51:44.840 align:middle line:90%
And that's fine if you know--

00:51:44.840 --> 00:51:47.690 align:middle line:84%
if you went into that
business knowing that.

00:51:47.690 --> 00:51:49.910 align:middle line:84%
Because for some people,
it's just good enough

00:51:49.910 --> 00:51:51.577 align:middle line:84%
to be able to have a
game with your name

00:51:51.577 --> 00:51:54.260 align:middle line:84%
on it being played by
a whole bunch of people

00:51:54.260 --> 00:51:56.120 align:middle line:90%
who appreciate it.

00:51:56.120 --> 00:51:58.160 align:middle line:90%
That's fine.

00:51:58.160 --> 00:52:00.800 align:middle line:84%
More likely, a lot
of people are going

00:52:00.800 --> 00:52:04.880 align:middle line:84%
into careers, I'm assuming,
that are not game design.

00:52:04.880 --> 00:52:06.780 align:middle line:90%
Some of you are.

00:52:06.780 --> 00:52:09.140 align:middle line:84%
But some of you will
go into a career that

00:52:09.140 --> 00:52:13.072 align:middle line:84%
might benefit from some
of the design practices

00:52:13.072 --> 00:52:14.780 align:middle line:84%
that you're going to
learn in this class.

00:52:14.780 --> 00:52:17.180 align:middle line:90%
Not just iterative design.

00:52:17.180 --> 00:52:19.280 align:middle line:84%
Although, we've already
talked about how

00:52:19.280 --> 00:52:22.520 align:middle line:84%
that's relevant to a number
of engineering disciplines.

00:52:22.520 --> 00:52:26.360 align:middle line:84%
But also, things like
you want to teach people

00:52:26.360 --> 00:52:27.990 align:middle line:84%
a new system that
you've designed,

00:52:27.990 --> 00:52:32.450 align:middle line:84%
or a new system that's
been put into practice.

00:52:32.450 --> 00:52:34.813 align:middle line:84%
You want to create some sort
of team building exercise.

00:52:34.813 --> 00:52:36.230 align:middle line:84%
You want to
communicate to someone

00:52:36.230 --> 00:52:40.110 align:middle line:84%
how complex a certain system
is that's relevant to you

00:52:40.110 --> 00:52:42.950 align:middle line:84%
through your work
and your discipline.

00:52:42.950 --> 00:52:44.450 align:middle line:84%
There's a bunch of
things that games

00:52:44.450 --> 00:52:50.710 align:middle line:84%
can do to communicate ideas that
might be relevant in whatever

00:52:50.710 --> 00:52:54.980 align:middle line:90%
career you end up in.

00:52:54.980 --> 00:52:58.010 align:middle line:84%
Even here in MIT, I'm
the Creative Director

00:52:58.010 --> 00:52:59.390 align:middle line:90%
of the MIT Game Lab.

00:52:59.390 --> 00:53:01.850 align:middle line:84%
There's a bunch of
different labs here in MIT

00:53:01.850 --> 00:53:08.390 align:middle line:84%
who are using games for a
variety of different purposes.

00:53:08.390 --> 00:53:08.890 align:middle line:90%
Eyewire.

00:53:08.890 --> 00:53:11.550 align:middle line:90%
Anyone heard of that one?

00:53:11.550 --> 00:53:12.530 align:middle line:90%
Yep.

00:53:12.530 --> 00:53:14.370 align:middle line:84%
AUDIENCE: I was in
Sebastian Seung's Lab.

00:53:14.370 --> 00:53:15.230 align:middle line:90%
PROFESSOR: Yeah.

00:53:15.230 --> 00:53:19.400 align:middle line:84%
Over in the Picower Institute
right across the street where

00:53:19.400 --> 00:53:22.010 align:middle line:84%
the train tracks run
under the building,

00:53:22.010 --> 00:53:25.340 align:middle line:84%
they've got a game that's
basically massively

00:53:25.340 --> 00:53:29.420 align:middle line:84%
multiplayer, massively
single player really,

00:53:29.420 --> 00:53:37.070 align:middle line:84%
and you solve the puzzle
which is kind of like paint...

00:53:37.070 --> 00:53:38.690 align:middle line:84%
It's kind of like
paint by numbers.

00:53:38.690 --> 00:53:41.150 align:middle line:84%
You're clicking and
you're coloring a field.

00:53:41.150 --> 00:53:44.270 align:middle line:84%
What you're really doing is
you're identifying neurons

00:53:44.270 --> 00:53:47.760 align:middle line:84%
from scanning
tunneling microscopes.

00:53:47.760 --> 00:53:51.740 align:middle line:84%
These are neurons
from a mouse retina.

00:53:51.740 --> 00:53:54.378 align:middle line:84%
And you're basically doing
all of the pattern recognition

00:53:54.378 --> 00:53:56.420 align:middle line:84%
that computers have a
tremendously difficult time

00:53:56.420 --> 00:53:58.690 align:middle line:84%
to do, but humans actually
are pretty good at.

00:53:58.690 --> 00:54:00.950 align:middle line:84%
And then, you're accumulating
all of that data.

00:54:00.950 --> 00:54:06.530 align:middle line:84%
It's a fairly nice, very
clicky Minesweeper-ish kind

00:54:06.530 --> 00:54:07.730 align:middle line:90%
of feel to this game.

00:54:07.730 --> 00:54:10.450 align:middle line:84%
It's like you're just clicking
things so that you find--

00:54:10.450 --> 00:54:12.315 align:middle line:84%
they meet a nice
contiguous space.

00:54:12.315 --> 00:54:14.690 align:middle line:84%
It's a 3D game, So there's
some sort of like mental hoops

00:54:14.690 --> 00:54:15.898 align:middle line:90%
that your brain gets through.

00:54:15.898 --> 00:54:18.732 align:middle line:84%
And kind of nice
build, puzzle feeling.

00:54:18.732 --> 00:54:20.315 align:middle line:84%
But what you're
really doing is you're

00:54:20.315 --> 00:54:22.700 align:middle line:84%
providing Sebastian
Seung's lab with a ton

00:54:22.700 --> 00:54:29.718 align:middle line:84%
of data about how a mouse's
eye is wired, which is amazing.

00:54:29.718 --> 00:54:31.510 align:middle line:84%
And I think they've
got a couple of papers.

00:54:31.510 --> 00:54:32.240 align:middle line:90%
So try it.

00:54:32.240 --> 00:54:35.070 align:middle line:90%
It's real fun.

00:54:35.070 --> 00:54:39.132 align:middle line:84%
Anyone here from systems,
systems dynamics?

00:54:39.132 --> 00:54:40.050 align:middle line:90%
No?

00:54:40.050 --> 00:54:40.550 align:middle line:90%
Engineering.

00:54:40.550 --> 00:54:44.750 align:middle line:84%
I their parent group is
the AeroAstro department.

00:54:44.750 --> 00:54:48.487 align:middle line:90%


00:54:48.487 --> 00:54:50.087 align:middle line:90%
[BACKGROUND NOISE]

00:54:50.087 --> 00:54:50.670 align:middle line:90%
PROFESSOR: OK.

00:54:50.670 --> 00:54:53.240 align:middle line:90%


00:54:53.240 --> 00:54:57.340 align:middle line:84%
Do you think that's
a kid out there?

00:54:57.340 --> 00:55:00.345 align:middle line:84%
AUDIENCE: I wonder if
they're walking away or not.

00:55:00.345 --> 00:55:02.470 align:middle line:84%
PROFESSOR: Just like a
three-year-old or something,

00:55:02.470 --> 00:55:03.290 align:middle line:90%
that's fine.

00:55:03.290 --> 00:55:05.392 align:middle line:84%
But I hope it's not
someone who's hurt.

00:55:05.392 --> 00:55:08.090 align:middle line:90%


00:55:08.090 --> 00:55:14.390 align:middle line:84%
But a lot of system dynamics
folks on campus, engineering

00:55:14.390 --> 00:55:16.010 align:middle line:84%
systems design
for instance, will

00:55:16.010 --> 00:55:18.500 align:middle line:84%
use games to try
to teach clients

00:55:18.500 --> 00:55:21.290 align:middle line:84%
about certain
engineering practices.

00:55:21.290 --> 00:55:27.414 align:middle line:84%
So there's a group here that
has a game called Space Tug--

00:55:27.414 --> 00:55:28.806 align:middle line:90%
AUDIENCE: Space Tug Skirmish?

00:55:28.806 --> 00:55:30.080 align:middle line:90%
PROFESSOR: Yeah, skirmish.

00:55:30.080 --> 00:55:30.866 align:middle line:90%
AUDIENCE: I've played that.

00:55:30.866 --> 00:55:32.408 align:middle line:84%
My roommate worked
there last summer.

00:55:32.408 --> 00:55:33.183 align:middle line:90%
PROFESSOR: Yeah.

00:55:33.183 --> 00:55:34.110 align:middle line:90%
At UROP?

00:55:34.110 --> 00:55:35.240 align:middle line:90%
AUDIENCE: Yeah.

00:55:35.240 --> 00:55:37.822 align:middle line:84%
PROFESSOR: And I think they're
still looking for more UROPs

00:55:37.822 --> 00:55:40.280 align:middle line:84%
because they've turned their
board game into a digital game

00:55:40.280 --> 00:55:42.458 align:middle line:84%
and they need to
keep working on it.

00:55:42.458 --> 00:55:44.500 align:middle line:84%
AUDIENCE: And it just
[INAUDIBLE] three weeks ago

00:55:44.500 --> 00:55:45.167 align:middle line:90%
and [INAUDIBLE].

00:55:45.167 --> 00:55:46.490 align:middle line:90%
PROFESSOR: Yeah.

00:55:46.490 --> 00:55:50.322 align:middle line:90%
It's kind of got a--

00:55:50.322 --> 00:55:52.280 align:middle line:84%
I was going to say a
Magic: The Gathering feel,

00:55:52.280 --> 00:55:54.260 align:middle line:84%
but that's not
really true anymore,

00:55:54.260 --> 00:55:56.500 align:middle line:84%
the way how the
game has evolved.

00:55:56.500 --> 00:56:00.020 align:middle line:84%
But it's primarily a card game
about building satellites,

00:56:00.020 --> 00:56:01.730 align:middle line:90%
launching them into space.

00:56:01.730 --> 00:56:04.100 align:middle line:84%
And then realizing that by
the time you launch something

00:56:04.100 --> 00:56:05.517 align:middle line:84%
into space, it's
kind of obsolete.

00:56:05.517 --> 00:56:08.910 align:middle line:84%
And the question is, how
do you design a satellite

00:56:08.910 --> 00:56:12.370 align:middle line:84%
so that it can adapt to
changing circumstances?

00:56:12.370 --> 00:56:16.070 align:middle line:84%
That's what they are
teaching people from NASA,

00:56:16.070 --> 00:56:19.308 align:middle line:90%
from the military about.

00:56:19.308 --> 00:56:21.350 align:middle line:84%
And they decided that
games are the way to do it.

00:56:21.350 --> 00:56:22.558 align:middle line:90%
It started with a board game.

00:56:22.558 --> 00:56:23.820 align:middle line:90%
They're going to digital game.

00:56:23.820 --> 00:56:26.870 align:middle line:84%
It's a very large
group here on campus

00:56:26.870 --> 00:56:30.200 align:middle line:84%
called the Scheller
Teacher Education Program.

00:56:30.200 --> 00:56:38.180 align:middle line:84%
And they design games for K-12
to freshmen undergraduate-level

00:56:38.180 --> 00:56:41.120 align:middle line:90%
science, math, language.

00:56:41.120 --> 00:56:45.560 align:middle line:84%
How to better address some
problems in curriculum,

00:56:45.560 --> 00:56:48.690 align:middle line:84%
in sub-standard
classroom curriculum.

00:56:48.690 --> 00:56:50.210 align:middle line:90%
So they've done MMOs.

00:56:50.210 --> 00:56:51.890 align:middle line:90%
They've done puzzle games.

00:56:51.890 --> 00:56:54.020 align:middle line:84%
They've done a lot
of stuff on Flash

00:56:54.020 --> 00:56:56.720 align:middle line:84%
because it's very easy to get
Flash running in a school.

00:56:56.720 --> 00:56:59.503 align:middle line:84%
It's very much harder to
get a whole school out

00:56:59.503 --> 00:57:01.420 align:middle line:84%
to download a piece of
software and install it

00:57:01.420 --> 00:57:04.580 align:middle line:90%
across all the computers.

00:57:04.580 --> 00:57:05.900 align:middle line:90%
All these places have UROPs.

00:57:05.900 --> 00:57:06.650 align:middle line:90%
My lab has UROPs.

00:57:06.650 --> 00:57:08.888 align:middle line:84%
So if you're interested
in any of these things,

00:57:08.888 --> 00:57:10.430 align:middle line:84%
you should definitely
check them out.

00:57:10.430 --> 00:57:13.842 align:middle line:90%
You can ask me for more leads.

00:57:13.842 --> 00:57:15.050 align:middle line:90%
There are a lot of different.

00:57:15.050 --> 00:57:16.640 align:middle line:90%
And finally, back to AeroAstro.

00:57:16.640 --> 00:57:22.420 align:middle line:84%
There is a group that works
with zero gravity satellites.

00:57:22.420 --> 00:57:23.420 align:middle line:90%
What am I talking about?

00:57:23.420 --> 00:57:24.400 align:middle line:90%
They're satellites.

00:57:24.400 --> 00:57:25.220 align:middle line:90%
They work in zero gravity.

00:57:25.220 --> 00:57:25.970 align:middle line:90%
AUDIENCE: SPHERES?

00:57:25.970 --> 00:57:27.130 align:middle line:90%
PROFESSOR: SPHERES, yeah.

00:57:27.130 --> 00:57:29.780 align:middle line:84%
These little
compressed, I think,

00:57:29.780 --> 00:57:36.585 align:middle line:84%
carbon dioxide
propelled SPHERES.

00:57:36.585 --> 00:57:39.260 align:middle line:84%
They look like gigantic
dice, actually.

00:57:39.260 --> 00:57:41.230 align:middle line:90%
And they spin around in space.

00:57:41.230 --> 00:57:44.540 align:middle line:90%
And they'll run C code.

00:57:44.540 --> 00:57:46.850 align:middle line:84%
And they have a high school
programming competition,

00:57:46.850 --> 00:57:51.170 align:middle line:84%
kind of like the FIRST
robotics tournaments.

00:57:51.170 --> 00:57:53.050 align:middle line:90%
Think of that in zero gravity.

00:57:53.050 --> 00:57:55.123 align:middle line:84%
So they have you
accomplish things.

00:57:55.123 --> 00:57:58.010 align:middle line:84%
It's a pretty cool
high school education

00:57:58.010 --> 00:58:02.090 align:middle line:84%
thing to connect high school
kids to space, basically.

00:58:02.090 --> 00:58:03.530 align:middle line:84%
I know they are
looking for UROPs.

00:58:03.530 --> 00:58:05.780 align:middle line:84%
So if you're interested in
that, you should definitely

00:58:05.780 --> 00:58:06.697 align:middle line:90%
talk to me about that.

00:58:06.697 --> 00:58:10.490 align:middle line:84%
I'll give you the
contact information.

00:58:10.490 --> 00:58:14.968 align:middle line:84%
So I've been yammering
for about an hour.

00:58:14.968 --> 00:58:15.760 align:middle line:90%
Let's take a break.

00:58:15.760 --> 00:58:16.617 align:middle line:90%
Stretch.

00:58:16.617 --> 00:58:18.450 align:middle line:84%
I'll start distributing
some of these games.

00:58:18.450 --> 00:58:19.950 align:middle line:84%
So we have one more
discussion topic

00:58:19.950 --> 00:58:21.838 align:middle line:90%
before we go into game planning.

00:58:21.838 --> 00:58:24.130 align:middle line:84%
Some people should probably
distribute stuff up here as

00:58:24.130 --> 00:58:24.230 align:middle line:90%
well.

00:58:24.230 --> 00:58:25.990 align:middle line:84%
AUDIENCE: Where's
the nearest bathroom?

00:58:25.990 --> 00:58:28.030 align:middle line:84%
PROFESSOR: Bathrooms
are out to the right.

00:58:28.030 --> 00:58:29.280 align:middle line:90%
[INTERPOSING VOICES]

00:58:29.280 --> 00:58:31.127 align:middle line:90%