1 00:00:00,040 --> 00:00:02,470 The following content is provided under a Creative 2 00:00:02,470 --> 00:00:03,880 Commons license. 3 00:00:03,880 --> 00:00:06,920 Your support will help MIT OpenCourseWare continue to 4 00:00:06,920 --> 00:00:10,570 offer high quality educational resources for free. 5 00:00:10,570 --> 00:00:13,470 To make a donation or view additional materials from 6 00:00:13,470 --> 00:00:17,400 hundreds of MIT courses, visit MIT OpenCourseWare at 7 00:00:17,400 --> 00:00:18,650 ocw.mit.edu. 8 00:00:20,430 --> 00:00:21,210 PROFESSOR: Ok, cool. 9 00:00:21,210 --> 00:00:25,690 So we've been reading the assignments. 10 00:00:25,690 --> 00:00:28,890 And we realize that there were a couple of things about how 11 00:00:28,890 --> 00:00:34,200 to write rules that we hadn't neccesarily gone through. 12 00:00:34,200 --> 00:00:38,140 One thing that we would like to see in the next assignment 13 00:00:38,140 --> 00:00:41,080 are a couple things that I'm going to read out now. 14 00:00:41,080 --> 00:00:43,890 But we'll probably send out an email, as well. 15 00:00:43,890 --> 00:00:47,000 So you can have it for reference. 16 00:00:47,000 --> 00:00:52,340 So having a paragraph or an overview that broadly explains 17 00:00:52,340 --> 00:00:54,375 what the game is about is actually 18 00:00:54,375 --> 00:00:56,240 really, really useful. 19 00:00:56,240 --> 00:00:58,870 Just jumping straight into the-- 20 00:00:58,870 --> 00:01:01,430 this is how you set up a border and this is how you 21 00:01:01,430 --> 00:01:04,250 take a turn. 22 00:01:04,250 --> 00:01:06,000 That's the meat of the assignment. 23 00:01:06,000 --> 00:01:08,450 But just to help people get a grasp, especially if you 24 00:01:08,450 --> 00:01:10,500 thought about your theme really, really hard. 25 00:01:10,500 --> 00:01:12,280 And this next coming assignment, your theme is 26 00:01:12,280 --> 00:01:16,020 right there, explaining who are you in this game? 27 00:01:16,020 --> 00:01:17,270 What are you trying to do? 28 00:01:19,880 --> 00:01:21,960 What's your overall goal in broad terms? 29 00:01:21,960 --> 00:01:24,940 Not necessarily very specific game terms. 30 00:01:24,940 --> 00:01:27,760 Just having one paragraph is a really, really good idea. 31 00:01:27,760 --> 00:01:29,150 And really, that [UNINTELLIGIBLE] 32 00:01:29,150 --> 00:01:30,400 paragraph. 33 00:01:33,070 --> 00:01:35,736 Two, list the components. 34 00:01:35,736 --> 00:01:39,230 In a card game, it would be like we have this many red 35 00:01:39,230 --> 00:01:41,460 cards, this many blue cards. 36 00:01:41,460 --> 00:01:46,060 Just so we know that we've got everything. 37 00:01:46,060 --> 00:01:48,550 It also helps, sometimes, to be able to establish the 38 00:01:48,550 --> 00:01:50,840 vocabulary of the game really, really early. 39 00:01:50,840 --> 00:01:54,030 So if all your red cards are attack cards, and all your 40 00:01:54,030 --> 00:01:56,180 blue cards are defense cards, you want to say your deck 41 00:01:56,180 --> 00:01:59,145 should have 25 red attack cards and 25 42 00:01:59,145 --> 00:02:00,500 blue defense cards. 43 00:02:00,500 --> 00:02:03,250 And now we know if you use the words attack card and defense 44 00:02:03,250 --> 00:02:06,270 card later, we now know what it means. 45 00:02:06,270 --> 00:02:08,130 So this is obvious from just looking at currents. 46 00:02:08,130 --> 00:02:12,090 But frankly, when we are opening up these cards, 47 00:02:12,090 --> 00:02:13,500 usually, there is one person looking at the cards and 48 00:02:13,500 --> 00:02:14,950 somebody else looking at the rules. 49 00:02:14,950 --> 00:02:16,286 And just having the information 50 00:02:16,286 --> 00:02:19,315 redundant is kind of nice. 51 00:02:19,315 --> 00:02:20,610 Let me see. 52 00:02:23,930 --> 00:02:26,830 The number of players-- 53 00:02:26,830 --> 00:02:30,580 in this particular assignment, I'm trying to remember what 54 00:02:30,580 --> 00:02:31,450 the requirements are for. 55 00:02:31,450 --> 00:02:33,050 It was like two to four? 56 00:02:33,050 --> 00:02:35,060 AUDIENCE: Two to four. 57 00:02:35,060 --> 00:02:35,870 PROFESSOR: Two to four. 58 00:02:35,870 --> 00:02:38,750 A number of your previous projects 59 00:02:38,750 --> 00:02:42,760 actually allow less players. 60 00:02:42,760 --> 00:02:46,420 We want an explicit line that says this is how many players 61 00:02:46,420 --> 00:02:47,670 your game supports. 62 00:02:49,860 --> 00:02:50,780 Just one line. 63 00:02:50,780 --> 00:02:52,340 Make it like a bullet point. 64 00:02:52,340 --> 00:02:54,320 By the way, bullet points-- 65 00:02:54,320 --> 00:02:56,260 be concise. 66 00:02:56,260 --> 00:03:03,450 Making things really easy to read is highly valued. 67 00:03:03,450 --> 00:03:05,450 One thing that you absolutely should do is make sure you're 68 00:03:05,450 --> 00:03:09,620 testing your written rules as well as your game. 69 00:03:09,620 --> 00:03:11,790 Don't just test the rules of your game. 70 00:03:11,790 --> 00:03:12,930 And then, you write it down. 71 00:03:12,930 --> 00:03:15,005 And you're never actually testing the written version of 72 00:03:15,005 --> 00:03:17,870 your rules on someone. 73 00:03:17,870 --> 00:03:20,290 You need to be able to test your rules, as well. 74 00:03:20,290 --> 00:03:22,062 There are some games that clearly need that. 75 00:03:22,062 --> 00:03:25,240 And some games that clearly don't. 76 00:03:25,240 --> 00:03:27,700 And it showed. 77 00:03:27,700 --> 00:03:31,430 By the way, no one really did badly on the last assignment. 78 00:03:31,430 --> 00:03:34,350 I'm nitpicking because this is, obviously, from 79 00:03:34,350 --> 00:03:37,700 B to A. Let's see. 80 00:03:37,700 --> 00:03:39,390 Expected playing time. 81 00:03:39,390 --> 00:03:42,630 Especially in this next assignment, if a game tends to 82 00:03:42,630 --> 00:03:48,210 take 30 minutes, or if your game tends to take 10. 83 00:03:48,210 --> 00:03:50,930 Just state it. 84 00:03:50,930 --> 00:03:53,855 In some games, it takes a really long time to set up and 85 00:03:53,855 --> 00:03:55,310 a really fast time to play. 86 00:03:55,310 --> 00:03:58,360 Then, you just state expected set up time, expected playing 87 00:03:58,360 --> 00:03:59,610 time [UNINTELLIGIBLE]. 88 00:04:02,090 --> 00:04:07,050 There was a lot of assumption in the rules and in the design 89 00:04:07,050 --> 00:04:10,260 of the game that your players are male. 90 00:04:10,260 --> 00:04:12,320 This is a very 91 00:04:12,320 --> 00:04:16,540 male-proportioned class right now. 92 00:04:20,142 --> 00:04:22,791 But don't assume that your players are 93 00:04:22,791 --> 00:04:23,179 all going to be male. 94 00:04:23,179 --> 00:04:26,030 It's actually really kind of off-putting to read a set of 95 00:04:26,030 --> 00:04:29,070 rules that just assumes that if you're playing this game, 96 00:04:29,070 --> 00:04:31,450 you are a guy. 97 00:04:31,450 --> 00:04:34,790 There are a couple of things that people have done in 98 00:04:34,790 --> 00:04:37,480 academia to address that issue. 99 00:04:37,480 --> 00:04:41,750 I've seen papers where they've used nonspecific 100 00:04:41,750 --> 00:04:42,620 third person pronouns. 101 00:04:42,620 --> 00:04:43,870 They just [UNINTELLIGIBLE] 102 00:04:43,870 --> 00:04:46,410 he/she all the time unless they're talking about a 103 00:04:46,410 --> 00:04:48,370 specific person. 104 00:04:48,370 --> 00:04:51,510 But in your case, when you're thinking about your themes, 105 00:04:51,510 --> 00:04:53,880 don't assume that your players are male. 106 00:04:53,880 --> 00:04:55,820 You can cast them in the role of a male. 107 00:04:55,820 --> 00:04:59,480 But don't assume that a player, itself is male. 108 00:04:59,480 --> 00:05:01,950 AUDIENCE: So I'm just going to say-- 109 00:05:01,950 --> 00:05:02,700 put this out there. 110 00:05:02,700 --> 00:05:04,170 In the English language, it's actually 111 00:05:04,170 --> 00:05:06,420 very masculine oriented. 112 00:05:06,420 --> 00:05:09,670 So the proper way to say in a third person, if you're not 113 00:05:09,670 --> 00:05:12,530 saying one says this, it's actually 114 00:05:12,530 --> 00:05:13,790 appropriate to say he. 115 00:05:13,790 --> 00:05:16,470 That's actually proper in the English language. 116 00:05:16,470 --> 00:05:18,685 PROFESSOR: And I'm saying it's off-putting from a marketing 117 00:05:18,685 --> 00:05:22,990 standpoint to assume that your players is male. 118 00:05:22,990 --> 00:05:28,770 It goes more than just gender specific pronouns. 119 00:05:28,770 --> 00:05:30,310 It goes way more than that. 120 00:05:30,310 --> 00:05:31,560 There were a lot of assumptions-- 121 00:05:34,630 --> 00:05:37,970 there were specific rules that assumed that you were a 122 00:05:37,970 --> 00:05:40,470 straight male in a couple of games. 123 00:05:40,470 --> 00:05:43,794 So let's be clear about that. 124 00:05:43,794 --> 00:05:44,770 [UNINTELLIGIBLE]. 125 00:05:44,770 --> 00:05:46,740 AUDIENCE: I was just going to mention that from what I've 126 00:05:46,740 --> 00:05:49,140 seen in a lot of rule books, it seems like a lot of people 127 00:05:49,140 --> 00:05:53,050 solve this problem by just replacing the assumption that 128 00:05:53,050 --> 00:05:54,660 the player's male with the assumption that 129 00:05:54,660 --> 00:05:57,380 the player's female. 130 00:05:57,380 --> 00:05:59,030 Yeah, I've noticed this. 131 00:05:59,030 --> 00:06:03,580 Every single pronoun in every like post second edition 132 00:06:03,580 --> 00:06:06,059 Dungeons and Dragons book is female. 133 00:06:06,059 --> 00:06:08,330 It's kind of interesting. 134 00:06:08,330 --> 00:06:10,380 PROFESSOR: That's actually kind of an interesting way to 135 00:06:10,380 --> 00:06:11,340 deal with it. 136 00:06:11,340 --> 00:06:12,960 It's just like you have a lampshade. 137 00:06:12,960 --> 00:06:15,630 You've got to use a pronoun, but we don't want to use 138 00:06:15,630 --> 00:06:18,240 language that's going to turn people off the game. 139 00:06:18,240 --> 00:06:19,680 So we just want to swap all the pronouns around. 140 00:06:19,680 --> 00:06:21,630 And all of a sudden, you actually have a more 141 00:06:21,630 --> 00:06:22,350 marketable game. 142 00:06:22,350 --> 00:06:25,535 You have a game where someone is going to read the rules. 143 00:06:25,535 --> 00:06:28,255 And if they're a straight male reading the 144 00:06:28,255 --> 00:06:30,300 rules, it's like OK. 145 00:06:30,300 --> 00:06:32,290 Clearly it just was a gender pronoun swap. 146 00:06:32,290 --> 00:06:36,550 But I can read these, and it makes sense. 147 00:06:36,550 --> 00:06:38,255 Whereas, someone who is not a straight 148 00:06:38,255 --> 00:06:39,360 male reading the rules. 149 00:06:39,360 --> 00:06:41,560 They're going, oh, this game is not for me. 150 00:06:41,560 --> 00:06:42,980 So I'm not going to play the game. 151 00:06:42,980 --> 00:06:46,130 That kind of reaction does happen. 152 00:06:46,130 --> 00:06:46,630 Board games are supposed to be inclusive. 153 00:06:46,630 --> 00:06:46,885 Board games and card cames are supposed to kind of like be 154 00:06:46,885 --> 00:06:54,800 these huge socially enabling games and [UNINTELLIGIBLE]. 155 00:06:54,800 --> 00:06:55,990 So keep that in mind. 156 00:06:55,990 --> 00:06:57,822 You want people to feel welcome when 157 00:06:57,822 --> 00:06:58,965 they read the rules. 158 00:06:58,965 --> 00:06:59,880 AUDIENCE: If I could just interject. 159 00:06:59,880 --> 00:07:02,760 So something that I've seen that happens a lot in like 160 00:07:02,760 --> 00:07:06,572 [? bridge ?] literature, is they make your partner-- so 161 00:07:06,572 --> 00:07:08,410 one person, specifically, is female and 162 00:07:08,410 --> 00:07:09,625 the others are male. 163 00:07:09,625 --> 00:07:11,890 And that way, you kind of have this inclusivity. 164 00:07:11,890 --> 00:07:14,810 But that helps clarify who you're talking about. 165 00:07:14,810 --> 00:07:18,801 So if you are writing up examples, or sample turns, or 166 00:07:18,801 --> 00:07:20,573 that kind of thing, you can think about doing 167 00:07:20,573 --> 00:07:21,380 it that way as well. 168 00:07:21,380 --> 00:07:23,934 Because it does the whole inclusivity, but then again 169 00:07:23,934 --> 00:07:26,269 kind of clarifies who you're talking about in the set. 170 00:07:29,080 --> 00:07:30,540 PROFESSOR: And we're in university. 171 00:07:30,540 --> 00:07:32,740 We're trying to be professors about this. 172 00:07:32,740 --> 00:07:34,910 AUDIENCE: I find it, generally, people's aversion 173 00:07:34,910 --> 00:07:43,639 to writing using pronouns, which are identity neutral 174 00:07:43,639 --> 00:07:48,372 specifically, people worry that there's an ambiguity 175 00:07:48,372 --> 00:07:49,821 between singular and plural. 176 00:07:49,821 --> 00:07:52,720 And that's why you shouldn't use that kind of pronoun. 177 00:07:52,720 --> 00:07:57,390 But, for the most part, it's almost always obvious when 178 00:07:57,390 --> 00:07:59,127 you're talking about one person [INAUDIBLE]. 179 00:08:01,869 --> 00:08:02,990 AUDIENCE: I don't even see really why 180 00:08:02,990 --> 00:08:04,610 this is still an issue. 181 00:08:04,610 --> 00:08:04,810 GUEST SPEAKER: Yeah. 182 00:08:04,810 --> 00:08:07,060 It's one of those things where it's not technically correct 183 00:08:07,060 --> 00:08:09,000 to say if I'm referring to a single person 184 00:08:09,000 --> 00:08:11,035 to say they or their. 185 00:08:11,035 --> 00:08:16,165 But then, if you're reading, other people will say do that. 186 00:08:16,165 --> 00:08:18,951 A lot of people are just still using he or she now. 187 00:08:18,951 --> 00:08:20,352 It's certainly awkward. 188 00:08:20,352 --> 00:08:22,220 It's kind of [INAUDIBLE]. 189 00:08:22,220 --> 00:08:27,910 PROFESSOR: You can also use second person language-- you. 190 00:08:27,910 --> 00:08:30,265 When it's your turn, you blah blah blah. 191 00:08:30,265 --> 00:08:36,474 And also, the one player is a great substitue for all that. 192 00:08:36,474 --> 00:08:38,438 Say player one, player two. 193 00:08:38,438 --> 00:08:39,688 [UNINTELLIGIBLE]. 194 00:08:43,840 --> 00:08:44,780 And it's tough. 195 00:08:44,780 --> 00:08:46,110 It's tough to write stuff like this. 196 00:08:46,110 --> 00:08:48,990 But sometimes I find writing constraints, writing gets 197 00:08:48,990 --> 00:08:53,510 better because you're more focused on how your writing is 198 00:08:53,510 --> 00:08:54,480 going to be received. 199 00:08:54,480 --> 00:08:57,250 And we're, frankly, trying to encourage everything in your 200 00:08:57,250 --> 00:09:00,390 games to be better. 201 00:09:00,390 --> 00:09:04,200 I guess this is something that I hit on earlier. 202 00:09:04,200 --> 00:09:06,210 Try to go for short sentences. 203 00:09:06,210 --> 00:09:08,070 Not paragraphs or prose. 204 00:09:08,070 --> 00:09:10,030 Those are actually difficult to read when you're trying to 205 00:09:10,030 --> 00:09:13,210 also process what the moves are going to be. 206 00:09:13,210 --> 00:09:17,510 Go for active voice, rather than passive voice. 207 00:09:17,510 --> 00:09:20,925 I personally, automatically, write passive voice when I'm 208 00:09:20,925 --> 00:09:21,890 writing in a report. 209 00:09:21,890 --> 00:09:27,010 And I have to physically change myself and tell 210 00:09:27,010 --> 00:09:29,520 Microsoft Word to highlight every single instance of 211 00:09:29,520 --> 00:09:33,190 passive voice so that I can accurately correct that. 212 00:09:33,190 --> 00:09:35,220 Microsoft Word doesn't do a great job in highlighting 213 00:09:35,220 --> 00:09:36,240 every single instance. 214 00:09:36,240 --> 00:09:39,290 But if you do this often enough, you start picking it 215 00:09:39,290 --> 00:09:39,860 out yourself. 216 00:09:39,860 --> 00:09:42,270 It's actually easier to read. 217 00:09:42,270 --> 00:09:45,770 It's uncomfortable if you're moving from the field of 218 00:09:45,770 --> 00:09:50,390 writing chemical papers into writing for general public. 219 00:09:50,390 --> 00:09:53,562 But active voice is easier for someone to read. 220 00:09:53,562 --> 00:09:54,812 [UNINTELLIGIBLE] 221 00:09:57,734 --> 00:10:00,810 This one I might need more help and detail. 222 00:10:00,810 --> 00:10:02,075 These substeps of actions. 223 00:10:06,500 --> 00:10:07,630 GUEST SPEAKER: When you're going through the 224 00:10:07,630 --> 00:10:10,010 instructions, it's really helpful to have numbered 225 00:10:10,010 --> 00:10:14,254 sequences instead of having a chunk of prose that's saying 226 00:10:14,254 --> 00:10:15,222 first do this. 227 00:10:15,222 --> 00:10:15,706 Then you do this. 228 00:10:15,706 --> 00:10:16,674 Just bullet point it. 229 00:10:16,674 --> 00:10:18,126 Or make it a numbered list. 230 00:10:18,126 --> 00:10:21,520 And it's a lot easier for people to follow. 231 00:10:21,520 --> 00:10:24,400 Generally speaking, bullets versus numbers. 232 00:10:24,400 --> 00:10:27,165 You should use a numbered list if a sequence really matters 233 00:10:27,165 --> 00:10:29,917 versus bulleted lists are more like these are the things that 234 00:10:29,917 --> 00:10:30,518 are important. 235 00:10:30,518 --> 00:10:32,434 But there's not necessarily a temporal relationship 236 00:10:32,434 --> 00:10:33,684 [UNINTELLIGIBLE]. 237 00:10:35,790 --> 00:10:37,410 PROFESSOR: So just some tips. 238 00:10:37,410 --> 00:10:41,260 In the end, every single game that we played, we could play. 239 00:10:41,260 --> 00:10:45,020 It didn't take us long to figure out what was necessary. 240 00:10:45,020 --> 00:10:46,475 The games were good. 241 00:10:46,475 --> 00:10:49,385 The games were entertaining. 242 00:10:49,385 --> 00:10:51,810 [UNINTELLIGIBLE] 243 00:10:51,810 --> 00:10:52,780 extra people to come in and play. 244 00:10:52,780 --> 00:10:55,205 And we don't [UNINTELLIGIBLE] 245 00:10:55,205 --> 00:10:58,115 to play again just the two of us. 246 00:10:58,115 --> 00:10:59,090 Yeah. 247 00:10:59,090 --> 00:11:02,532 I'm actually really, really impressed because it's a 248 00:11:02,532 --> 00:11:02,780 marketing group. 249 00:11:02,780 --> 00:11:07,226 I know with previous classes [UNINTELLIGIBLE]. 250 00:11:07,226 --> 00:11:10,190 [APPLAUSE] 251 00:11:10,190 --> 00:11:12,660 [UNINTELLIGIBLE] 252 00:11:12,660 --> 00:11:15,380 Yay. 253 00:11:15,380 --> 00:11:15,740 All right. 254 00:11:15,740 --> 00:11:19,182 So that was the stuff on your assignment. 255 00:11:19,182 --> 00:11:22,990 And now onto intellectual property. 256 00:11:22,990 --> 00:11:27,202 Actually how many people figured out that we had given 257 00:11:27,202 --> 00:11:28,525 you the wrong chapter to read. 258 00:11:28,525 --> 00:11:29,845 AUDIENCE: Yeah. 259 00:11:29,845 --> 00:11:30,280 PROFESSOR: OK. 260 00:11:30,280 --> 00:11:30,660 All right. 261 00:11:30,660 --> 00:11:32,320 For those of you who ended up rereading 262 00:11:32,320 --> 00:11:34,980 chapter three, I'm sorry. 263 00:11:34,980 --> 00:11:36,340 It's not a huge chapter. 264 00:11:36,340 --> 00:11:39,680 But I kind of want to talk about two different things, 265 00:11:39,680 --> 00:11:42,610 both of which are related to intellectual property. 266 00:11:42,610 --> 00:11:44,840 What is the version of intellectual property that 267 00:11:44,840 --> 00:11:47,380 presented to you in the book. 268 00:11:47,380 --> 00:11:55,630 In that sense, that's kind of the game designer concept of 269 00:11:55,630 --> 00:11:57,570 what intellectual property is. 270 00:11:57,570 --> 00:11:58,650 Often it means a franchise. 271 00:11:58,650 --> 00:12:04,090 Often it means somebody else's story wall or characters. 272 00:12:04,090 --> 00:12:07,330 Maybe it's real people and images, like the 273 00:12:07,330 --> 00:12:08,725 faces and the bodies. 274 00:12:08,725 --> 00:12:11,050 In sports games, you have to deal with that a lot. 275 00:12:11,050 --> 00:12:14,210 There was a conference this last weekend. 276 00:12:14,210 --> 00:12:20,100 And one of the old guards of the Boston game development 277 00:12:20,100 --> 00:12:24,080 team, who now runs iRacing, was talking about the amount 278 00:12:24,080 --> 00:12:27,232 of effort it takes to actually license a NASCAR car. 279 00:12:27,232 --> 00:12:28,520 Because it's not just a car. 280 00:12:28,520 --> 00:12:33,220 But every single logo that's on their car, and the person 281 00:12:33,220 --> 00:12:35,560 who's inside it, and the uniform that they're wearing, 282 00:12:35,560 --> 00:12:37,876 every single logo on their uniform, and their face. 283 00:12:40,732 --> 00:12:44,205 There's a lot that goes into licensing for that. 284 00:12:44,205 --> 00:12:46,765 It helps that the person who now owns iRacing is also the 285 00:12:46,765 --> 00:12:48,698 same person who owns the Red Sox. 286 00:12:48,698 --> 00:12:53,420 So they've got the bank roll to be able to do all of this. 287 00:12:53,420 --> 00:12:57,620 But that's the idea of what IP is from 288 00:12:57,620 --> 00:12:58,920 industry point of view. 289 00:12:58,920 --> 00:13:01,810 And there's a couple of things that you can 290 00:13:01,810 --> 00:13:06,040 do to consider that. 291 00:13:06,040 --> 00:13:08,770 Not just all right, how do we design this game so that we 292 00:13:08,770 --> 00:13:12,290 can minimize how much IP we need to license? 293 00:13:12,290 --> 00:13:16,275 Licensing IP generally means licensing money that needs to 294 00:13:16,275 --> 00:13:17,640 be exchanged. 295 00:13:17,640 --> 00:13:21,010 That means that your splitting up their royalties or you're 296 00:13:21,010 --> 00:13:22,310 just putting up money up front. 297 00:13:22,310 --> 00:13:24,550 Of course, this goes for things like licensed music, 298 00:13:24,550 --> 00:13:24,860 for instance. 299 00:13:24,860 --> 00:13:26,770 EA has an entire music department. 300 00:13:26,770 --> 00:13:28,400 Sega has an entire music department. 301 00:13:28,400 --> 00:13:31,175 Its job is either to create their own music, or more 302 00:13:31,175 --> 00:13:34,380 likely, license popular music. 303 00:13:34,380 --> 00:13:37,950 And, of course, with Harmonix, that's half the 304 00:13:37,950 --> 00:13:39,560 business right there. 305 00:13:39,560 --> 00:13:42,786 Probably be bought, at this point. 306 00:13:42,786 --> 00:13:44,790 The other thing they can do is that, assuming that you are 307 00:13:44,790 --> 00:13:45,660 working with a license. 308 00:13:45,660 --> 00:13:47,540 And the reason why you're working with licensing-- 309 00:13:47,540 --> 00:13:51,160 think of Star Wars, which came up in the last class. 310 00:13:51,160 --> 00:13:52,640 How do we do justice to it? 311 00:13:52,640 --> 00:13:55,550 How do we sort of make sure that the fans of those 312 00:13:55,550 --> 00:14:00,000 particular intellectual property franchises are going 313 00:14:00,000 --> 00:14:02,960 to look at this game that we're creating, and say, yeah, 314 00:14:02,960 --> 00:14:04,160 that's faithful? 315 00:14:04,160 --> 00:14:06,050 That makes sense. 316 00:14:06,050 --> 00:14:08,630 We'll be actually playing a lot more of those games, I 317 00:14:08,630 --> 00:14:10,410 think, later on. 318 00:14:10,410 --> 00:14:13,200 For things like Battlestar Gallactica. 319 00:14:13,200 --> 00:14:17,330 But let's take LEGO Star Wars as one example. 320 00:14:17,330 --> 00:14:19,810 If you're a fan of LEGO then, you're probably a fan of 321 00:14:19,810 --> 00:14:22,030 building things up with little tiny blocks. 322 00:14:22,030 --> 00:14:25,570 You like making stuff combine. 323 00:14:25,570 --> 00:14:28,990 And you kind of like the whole blockiness, that look of it. 324 00:14:28,990 --> 00:14:31,390 So the folks who made LEGO Star Wars-- 325 00:14:31,390 --> 00:14:33,256 I think they are called Traveller's Tales. 326 00:14:33,256 --> 00:14:35,972 And LEGO Indiana Jones and those there 327 00:14:35,972 --> 00:14:37,163 was a bunch of games-- 328 00:14:37,163 --> 00:14:39,860 kind of had to play that up. 329 00:14:39,860 --> 00:14:41,520 They made a lot of obstacles in the game. 330 00:14:41,520 --> 00:14:45,010 Things that you had to put together with parts. 331 00:14:45,010 --> 00:14:48,390 Sure, it is holding one button into assemble it from a bunch 332 00:14:48,390 --> 00:14:49,480 of disconnected parts. 333 00:14:49,480 --> 00:14:52,760 But creating all that animation and sort of making-- 334 00:14:52,760 --> 00:14:55,320 this is one of the main game mechanics of the entire game 335 00:14:55,320 --> 00:14:57,380 was a decision they had to make. and they're very 336 00:14:57,380 --> 00:14:59,750 consciously making that because with LEGO, we're going 337 00:14:59,750 --> 00:15:01,980 to assume people are going to make things. 338 00:15:01,980 --> 00:15:05,460 And then you find parts in the entire game that you can later 339 00:15:05,460 --> 00:15:08,480 go back to a trophy room and can see your trophies, 340 00:15:08,480 --> 00:15:11,830 statues, and objects from the game builds that you're trying 341 00:15:11,830 --> 00:15:14,080 to do sort of built up. 342 00:15:14,080 --> 00:15:16,430 So the more parts you find-- they're like the hidden 343 00:15:16,430 --> 00:15:18,650 collectibles that you find in Grand Theft Auto. 344 00:15:18,650 --> 00:15:21,110 They're kind of hidden away in secret locations. 345 00:15:21,110 --> 00:15:22,810 And you find more of them-- 346 00:15:22,810 --> 00:15:25,510 you go back to your trophy room and oh, wow, your X-wing. 347 00:15:25,510 --> 00:15:26,910 Or you have part of an X-wing. 348 00:15:26,910 --> 00:15:28,400 You haven't found half of it. 349 00:15:28,400 --> 00:15:30,810 So all you've got are the wings. 350 00:15:30,810 --> 00:15:34,600 And none of the guns or something like that. 351 00:15:34,600 --> 00:15:37,240 They've actually figured out a way how that weaves back into 352 00:15:37,240 --> 00:15:43,160 basic game mechanics but is still appealing to LEGO fans. 353 00:15:43,160 --> 00:15:45,840 If you get chopped in half by a lightsaber, 354 00:15:45,840 --> 00:15:47,170 you fall into pieces. 355 00:15:47,170 --> 00:15:49,830 You don't actually bleed. 356 00:15:49,830 --> 00:15:54,670 When the characters walk, they actually walk like that. 357 00:15:54,670 --> 00:15:55,910 They're a little bit more flexible 358 00:15:55,910 --> 00:15:57,290 than actual LEGO pieces. 359 00:15:57,290 --> 00:15:59,475 They don't just move down like the right angles. 360 00:16:02,010 --> 00:16:02,970 But they try. 361 00:16:02,970 --> 00:16:04,350 They try really, really hard to make 362 00:16:04,350 --> 00:16:05,600 everything look plasticy. 363 00:16:08,110 --> 00:16:09,100 And it's [UNINTELLIGIBLE]. 364 00:16:09,100 --> 00:16:10,170 The same thing goes with Star Wars. 365 00:16:10,170 --> 00:16:11,350 Right? 366 00:16:11,350 --> 00:16:15,730 What are the things that people expect from Star Wars? 367 00:16:15,730 --> 00:16:16,460 AUDIENCE: Lightsabers. 368 00:16:16,460 --> 00:16:17,200 PROFESSOR: Lightsabers. 369 00:16:17,200 --> 00:16:17,890 OK. 370 00:16:17,890 --> 00:16:19,110 Anything else? 371 00:16:19,110 --> 00:16:19,900 AUDIENCE: The Force. 372 00:16:19,900 --> 00:16:20,520 PROFESSOR: The Force. 373 00:16:20,520 --> 00:16:22,390 OK. 374 00:16:22,390 --> 00:16:23,240 AUDIENCE: Darth Vader. 375 00:16:23,240 --> 00:16:23,870 PROFESSOR: Darth Vader. 376 00:16:23,870 --> 00:16:25,110 You've got to have Darth-- 377 00:16:25,110 --> 00:16:28,520 Well, they're doing it on the Episodes Four, Five, and Six. 378 00:16:28,520 --> 00:16:31,930 Actually, I believe Darth Vader is still unlockable on 379 00:16:31,930 --> 00:16:34,360 Episode One, Two, and Three because people expect there to 380 00:16:34,360 --> 00:16:36,260 be a Darth Vader. 381 00:16:36,260 --> 00:16:37,580 AUDIENCE: Generally, they use the main 382 00:16:37,580 --> 00:16:38,850 characters from the films. 383 00:16:38,850 --> 00:16:42,350 PROFESSOR: Yeah, the main characters from films. 384 00:16:42,350 --> 00:16:43,320 AUDIENCE: Dog fights. 385 00:16:43,320 --> 00:16:43,540 PROFESSOR: Dog fights? 386 00:16:43,540 --> 00:16:45,220 You mean like-- 387 00:16:45,220 --> 00:16:47,520 that's actually interesting because I believe they 388 00:16:47,520 --> 00:16:48,770 actually didn't do that. 389 00:16:51,490 --> 00:16:53,620 They didn't manage to put that in. 390 00:16:53,620 --> 00:16:55,375 But in a lot of other Lucas games they did. 391 00:16:55,375 --> 00:16:58,924 They focused mostly on space fights. 392 00:16:58,924 --> 00:17:00,298 AUDIENCE: [INAUDIBLE] 393 00:17:00,298 --> 00:17:00,760 AUDIENCE: Catch phrases. 394 00:17:00,760 --> 00:17:02,400 PROFESSOR: Catch phrases. 395 00:17:02,400 --> 00:17:04,890 I think they've weaved the catch phrases into the names 396 00:17:04,890 --> 00:17:07,420 of the levels because they can't-- 397 00:17:07,420 --> 00:17:09,695 not that [UNINTELLIGIBLE]. 398 00:17:09,695 --> 00:17:11,742 AUDIENCE: Nobody ever says, I've got a bad 399 00:17:11,742 --> 00:17:13,310 feeling about this? 400 00:17:13,310 --> 00:17:14,770 PROFESSOR: I think there's a title of a level that says, 401 00:17:14,770 --> 00:17:16,430 I've got a bad feeling about this. 402 00:17:16,430 --> 00:17:17,420 Because there's no dialog. 403 00:17:17,420 --> 00:17:19,540 No one says anything. 404 00:17:19,540 --> 00:17:22,966 The only thing that says anything is R2-D2. 405 00:17:22,966 --> 00:17:25,574 And that's just a voice over. 406 00:17:25,574 --> 00:17:27,800 AUDIENCE: Actually, I have a really good example of catch 407 00:17:27,800 --> 00:17:31,930 phrases in, I think Rogue Squadron on Nintendo 64. 408 00:17:31,930 --> 00:17:35,015 There's this line in the Star Wars movies, where Luke is 409 00:17:35,015 --> 00:17:37,200 like, that stabilizer's broken loose. 410 00:17:37,200 --> 00:17:38,650 If you can, lock it down. 411 00:17:38,650 --> 00:17:40,845 Every like second time you get shot, 412 00:17:40,845 --> 00:17:42,260 they play that recording. 413 00:17:42,260 --> 00:17:44,400 [LAUGHTER] 414 00:17:44,400 --> 00:17:46,400 And it just even like cut scene you where this other 415 00:17:46,400 --> 00:17:49,530 pilot is like, Luke, my stabilizer's broken loose. 416 00:17:49,530 --> 00:17:52,400 And he's like, see if you can't have your R2 417 00:17:52,400 --> 00:17:52,880 unit lock it down. 418 00:17:52,880 --> 00:17:55,770 [LAUGHTER] 419 00:17:55,770 --> 00:18:01,560 So yeah, I mean a good example of the worst end is that game. 420 00:18:01,560 --> 00:18:04,670 PROFESSOR: You can over do it. 421 00:18:04,670 --> 00:18:06,460 I'm trying to remember how the force works. 422 00:18:06,460 --> 00:18:10,097 I think you can assemble LEGO blocks from a distance in Star 423 00:18:10,097 --> 00:18:12,910 Wars if you're playing Obi-Wan. 424 00:18:12,910 --> 00:18:15,520 It's kind of, "oooo." And then, [UNINTELLIGIBLE]. 425 00:18:15,520 --> 00:18:17,290 AUDIENCE: [LAUGHTER] 426 00:18:17,290 --> 00:18:19,520 PROFESSOR: Call Yoda. 427 00:18:19,520 --> 00:18:21,860 Obviously, Darth Vader is in there. 428 00:18:21,860 --> 00:18:24,050 Darth Vader is in the first cut scene, obviously. 429 00:18:24,050 --> 00:18:25,420 AUDIENCE: Yoda is? 430 00:18:25,420 --> 00:18:27,120 PROFESSOR: Yeah. 431 00:18:27,120 --> 00:18:29,030 All the big characters have got to be there, right? 432 00:18:29,030 --> 00:18:29,840 You've got to have your Luke. 433 00:18:29,840 --> 00:18:31,210 You've got to have your C-3PO. 434 00:18:31,210 --> 00:18:33,260 And the interesting thing about every LEGO game-- 435 00:18:33,260 --> 00:18:36,710 this is a nice mix between LEGO and Star Wars is that you 436 00:18:36,710 --> 00:18:39,150 can play any level with any character. 437 00:18:39,150 --> 00:18:42,605 So after you've beaten it once, I think you unlock the 438 00:18:42,605 --> 00:18:45,440 ability to swap characters in, which is more of a LEGO kind 439 00:18:45,440 --> 00:18:46,090 of thing, right? 440 00:18:46,090 --> 00:18:48,250 I'm just going to take the characters from the Harry 441 00:18:48,250 --> 00:18:51,130 Potter set and put them in the LEGO Star Wars game and see 442 00:18:51,130 --> 00:18:52,590 what happens. 443 00:18:52,590 --> 00:18:55,290 But that's one thing that you get. 444 00:18:55,290 --> 00:18:56,550 You get to unlock all these characters. 445 00:18:56,550 --> 00:18:58,655 So you can play the whole game with [UNINTELLIGIBLE]. 446 00:19:03,400 --> 00:19:05,110 GUEST SPEAKER: You want to add the locales? 447 00:19:05,110 --> 00:19:06,040 [UNINTELLIGIBLE] 448 00:19:06,040 --> 00:19:06,220 PROFESSOR: Oh yeah. 449 00:19:06,220 --> 00:19:07,470 The locations. 450 00:19:11,290 --> 00:19:14,390 At least some acknowledgment that there is some sequence of 451 00:19:14,390 --> 00:19:15,820 when people go to each locale. 452 00:19:15,820 --> 00:19:18,120 GUEST SPEAKER: Yeah, the LEGO games, in particular, 453 00:19:18,120 --> 00:19:21,040 basically, follow the events of the movies, specifically. 454 00:19:21,040 --> 00:19:23,700 So it's like each separate event in the movie is kind of 455 00:19:23,700 --> 00:19:26,410 it's own level. 456 00:19:26,410 --> 00:19:28,340 PROFESSOR: Mos Eisley Cantina is one 457 00:19:28,340 --> 00:19:29,390 chunk of this one level. 458 00:19:29,390 --> 00:19:32,752 And you beat that, and you're going to-- what happens after 459 00:19:32,752 --> 00:19:33,962 the cantina? 460 00:19:33,962 --> 00:19:37,350 [INTERPOSING VOICES] 461 00:19:37,350 --> 00:19:38,600 Tatooine. 462 00:19:40,840 --> 00:19:43,170 AUDIENCE: Probably in some Death Star. 463 00:19:43,170 --> 00:19:44,110 AUDIENCE: Death Star yeah. 464 00:19:44,110 --> 00:19:46,582 PROFESSOR: Oh right, right. 465 00:19:46,582 --> 00:19:49,080 I was going to say, someone should invent a game where it 466 00:19:49,080 --> 00:19:51,554 has all the LEGO games. 467 00:19:51,554 --> 00:19:52,462 And you can any of the characters, interchangably 468 00:19:52,462 --> 00:19:53,370 between them. 469 00:19:53,370 --> 00:19:55,180 PROFESSOR: Well, there's one company that already has 470 00:19:55,180 --> 00:19:56,510 technology for that. 471 00:19:56,510 --> 00:19:59,330 And I would to see LEGO Star Wars slash Indiana Jones. 472 00:20:03,120 --> 00:20:04,415 Even better you can change [UNINTELLIGIBLE] 473 00:20:04,415 --> 00:20:07,838 Indiana Jones, which is about it. 474 00:20:07,838 --> 00:20:09,332 AUDIENCE: Like take off the hat. 475 00:20:09,332 --> 00:20:09,830 PROFESSOR: Blaster? 476 00:20:09,830 --> 00:20:12,330 Whip! 477 00:20:12,330 --> 00:20:14,680 One thing which these particular games have done a 478 00:20:14,680 --> 00:20:16,110 really good job with is they'll always 479 00:20:16,110 --> 00:20:17,390 bring the music over. 480 00:20:17,390 --> 00:20:20,090 Actually, every single Star Wars game has been very, very 481 00:20:20,090 --> 00:20:22,710 careful about making sure that it sounds like Star Wars. 482 00:20:22,710 --> 00:20:25,246 The sound effects and the music. 483 00:20:25,246 --> 00:20:26,560 [INAUDIBLE] 484 00:20:26,560 --> 00:20:29,990 A lot of it is actually developed with the Lucas Arts 485 00:20:29,990 --> 00:20:33,680 license, which is, obviously, under the Lucas umbrella. 486 00:20:33,680 --> 00:20:37,090 So it makes it a little bit easier. 487 00:20:37,090 --> 00:20:43,860 The company of the whole Lucas family, Lucas Arts, Lucas Film 488 00:20:43,860 --> 00:20:47,940 is actually really, really tightly centrally controlled 489 00:20:47,940 --> 00:20:48,980 by Lucas, himself. 490 00:20:48,980 --> 00:20:50,540 Partly for quality control, partly for 491 00:20:50,540 --> 00:20:53,570 control freak issues. 492 00:20:53,570 --> 00:20:57,320 In the end, what it does make it really, really easy as for 493 00:20:57,320 --> 00:21:01,288 say-- how many folks paid for The Force Unleashed? 494 00:21:01,288 --> 00:21:02,212 AUDIENCE: The live action trailer was awesome. 495 00:21:02,212 --> 00:21:04,060 The second one? 496 00:21:04,060 --> 00:21:06,186 AUDIENCE: Oh, I haven't seen live action trailer. 497 00:21:06,186 --> 00:21:08,222 AUDIENCE: [UNINTELLIGIBLE] they blend the in-game footage 498 00:21:08,222 --> 00:21:09,287 and live action to get back and forth. 499 00:21:09,287 --> 00:21:13,366 And it's really hard to tell where [UNINTELLIGIBLE]. 500 00:21:13,366 --> 00:21:15,150 PROFESSOR: I actually wonder whether the character is 501 00:21:15,150 --> 00:21:17,170 actually based on the case of the real world. 502 00:21:17,170 --> 00:21:18,700 AUDIENCE: It must be because it's the exact same face. 503 00:21:18,700 --> 00:21:19,950 PROFESSOR: OK. 504 00:21:21,560 --> 00:21:25,751 A lot of the assets that are used in the movies were 505 00:21:25,751 --> 00:21:27,190 brought over into the game. 506 00:21:27,190 --> 00:21:29,920 Obviously with with some tweaks to make it run better 507 00:21:29,920 --> 00:21:31,380 in the game. 508 00:21:31,380 --> 00:21:34,610 A lot of stuff in the force unleashed, like when you use 509 00:21:34,610 --> 00:21:37,859 your force power and smash things, which is actually most 510 00:21:37,859 --> 00:21:40,500 of the game, if I recall. 511 00:21:40,500 --> 00:21:43,040 A lot of that same technology is actually technology that 512 00:21:43,040 --> 00:21:46,610 they use in the films to simulate things being smashed. 513 00:21:46,610 --> 00:21:49,970 That being said, that particular example is probably 514 00:21:49,970 --> 00:21:52,310 not even a good instance of something that any player is 515 00:21:52,310 --> 00:21:52,710 going to notice. 516 00:21:52,710 --> 00:21:55,410 It's like, why do I care that things that are breaking in 517 00:21:55,410 --> 00:21:58,380 the game, break exactly the same way in the movie? 518 00:21:58,380 --> 00:21:59,630 But they do. 519 00:22:02,550 --> 00:22:04,230 More usefully you see art assets. 520 00:22:04,230 --> 00:22:08,055 You see the same concept art moving between the games, 521 00:22:08,055 --> 00:22:08,960 moving smoothly. 522 00:22:08,960 --> 00:22:11,730 Traveller's Tales is actually an illegal Star Wars game. 523 00:22:11,730 --> 00:22:14,080 They're a little bit further out. 524 00:22:14,080 --> 00:22:15,580 Obviously, those are third party. 525 00:22:15,580 --> 00:22:17,390 Those are separate from the Lucas family. 526 00:22:17,390 --> 00:22:21,340 They had to actually license both LEGO and Star Wars. 527 00:22:21,340 --> 00:22:24,050 But they already had a relationship with Star Wars. 528 00:22:24,050 --> 00:22:25,350 [UNINTELLIGIBLE] 529 00:22:25,350 --> 00:22:28,445 So it was a little bit easier for them to negotiate that. 530 00:22:28,445 --> 00:22:31,790 And as a game developer issue issue, I believe, with the 531 00:22:31,790 --> 00:22:33,810 [UNINTELLIGIBLE] and how they actually managed that. 532 00:22:39,500 --> 00:22:42,880 Again, they're going to be very, very capital. 533 00:22:42,880 --> 00:22:45,308 Even though it's not Lucas's own company, they're going to 534 00:22:45,308 --> 00:22:49,060 be very, very capital and at least matching up with Lucas's 535 00:22:49,060 --> 00:22:51,660 control of the product. 536 00:22:51,660 --> 00:22:55,440 And if you're a developer working with a license, often, 537 00:22:55,440 --> 00:22:58,590 it's just a long process of just earning trust back from 538 00:22:58,590 --> 00:23:01,090 the original license holders. 539 00:23:01,090 --> 00:23:01,580 [? Jason Beam ?] 540 00:23:01,580 --> 00:23:04,130 is actually a partner entering this lab. 541 00:23:04,130 --> 00:23:09,900 And he used to work with THQ, which made a lot of DS and Wii 542 00:23:09,900 --> 00:23:15,560 titles, specifically on Disney and Pixar products. 543 00:23:15,560 --> 00:23:19,330 One problem with the DS is that it doesn't have a huge 544 00:23:19,330 --> 00:23:23,500 amount of 3D processing quality. 545 00:23:23,500 --> 00:23:27,334 Whereas, obviously Pixar movies have all the power in 546 00:23:27,334 --> 00:23:30,060 the world to do awesome looking 3D. 547 00:23:30,060 --> 00:23:33,080 So some of the tricks that they have to do to be able to 548 00:23:33,080 --> 00:23:34,650 get the characters-- 549 00:23:34,650 --> 00:23:39,990 to be faithful to the characters in the movie are 550 00:23:39,990 --> 00:23:40,890 kind of interesting. 551 00:23:40,890 --> 00:23:44,660 So the folks who work for Pixar films-- 552 00:23:44,660 --> 00:23:47,460 a lot of them have these opening and closing sequences 553 00:23:47,460 --> 00:23:50,410 that are actually animated in completely different style. 554 00:23:50,410 --> 00:23:52,835 Maybe it's hand drawn, maybe it's paper cutouts. 555 00:23:55,540 --> 00:23:59,306 And those are still emblematic of Pixar style, even though 556 00:23:59,306 --> 00:24:03,600 they're not super 3D, realistically rendered. 557 00:24:03,600 --> 00:24:07,340 And a lot of DS games that [? Jason Beam ?] worked out 558 00:24:07,340 --> 00:24:08,480 will use those tricks. 559 00:24:08,480 --> 00:24:09,360 They'll make a game. 560 00:24:09,360 --> 00:24:12,220 Instead of making it look like it's all 3D, you can make it 561 00:24:12,220 --> 00:24:16,690 look like it's all cut out of cardboard because that's part 562 00:24:16,690 --> 00:24:18,400 of the movies. 563 00:24:18,400 --> 00:24:20,985 And the DS has a much easier time with that. 564 00:24:23,780 --> 00:24:27,430 One thing that's kind of useful when you're thinking 565 00:24:27,430 --> 00:24:31,580 about what to take from a franchise or license is to 566 00:24:31,580 --> 00:24:37,920 look at the verbs that come out from that franchise. 567 00:24:37,920 --> 00:24:39,290 I think we have enough time. 568 00:24:39,290 --> 00:24:44,320 I'd like to do an exercise where we pick out a franchise. 569 00:24:44,320 --> 00:24:48,860 And you just try to come up with a bunch of verbs that 570 00:24:48,860 --> 00:24:52,820 make that franchise unique or at least you expect to see in 571 00:24:52,820 --> 00:24:55,010 a franchise. 572 00:24:55,010 --> 00:24:56,520 But I'd like some examples. 573 00:24:56,520 --> 00:24:59,490 I'm going to just start with movies and see if you can get 574 00:24:59,490 --> 00:25:03,740 at least one that everyone's fairly familiar with. 575 00:25:03,740 --> 00:25:07,375 And if not, then I'll try books or other kinds of media 576 00:25:07,375 --> 00:25:08,310 properties. 577 00:25:08,310 --> 00:25:11,080 Anyone want to throw out a movie that maybe everyone in 578 00:25:11,080 --> 00:25:13,250 here should be familiar with? 579 00:25:13,250 --> 00:25:14,340 AUDIENCE: Independence Day. 580 00:25:14,340 --> 00:25:15,810 PROFESSOR: Independence Day? 581 00:25:15,810 --> 00:25:19,180 Has anyone not seen Independence Day? 582 00:25:19,180 --> 00:25:20,430 AUDIENCE: [INTERPOSING VOICES] 583 00:25:22,180 --> 00:25:24,180 PROFESSOR: Actually, let's just throw out a few 584 00:25:24,180 --> 00:25:25,180 brainstorming ideas. 585 00:25:25,180 --> 00:25:26,180 There's Independence Day. 586 00:25:26,180 --> 00:25:27,430 AUDIENCE: [INTERPOSING VOICES] 587 00:25:29,320 --> 00:25:32,542 PROFESSOR: I'm going to go this way. 588 00:25:32,542 --> 00:25:34,957 AUDIENCE: Ferris Bueller's Day Off. 589 00:25:34,957 --> 00:25:36,406 AUDIENCE: Twilight. 590 00:25:36,406 --> 00:25:37,800 AUDIENCE: [INTERPOSING VOICES] 591 00:25:37,800 --> 00:25:39,910 AUDIENCE: Lord of the Rings. 592 00:25:39,910 --> 00:25:40,640 AUDIENCE: Inception. 593 00:25:40,640 --> 00:25:42,530 AUDIENCE: Iron Man. 594 00:25:42,530 --> 00:25:43,310 AUDIENCE: The Matrix. 595 00:25:43,310 --> 00:25:43,520 PROFESSOR: OK. 596 00:25:43,520 --> 00:25:44,350 We hit some in there. 597 00:25:44,350 --> 00:25:46,240 And I think that's all I can remember. 598 00:25:46,240 --> 00:25:52,036 So Inception, Iron Man, The Matrix, Ferris Bueller's Day 599 00:25:52,036 --> 00:25:58,330 Off, Independence Day, Twilight, Lord of the Rings. 600 00:25:58,330 --> 00:26:00,900 AUDIENCE: I've never seen Twilight. 601 00:26:00,900 --> 00:26:02,140 I'm going to pick Inception. 602 00:26:02,140 --> 00:26:04,194 Who has not seen Inception? 603 00:26:04,194 --> 00:26:05,150 AUDIENCE: You should. 604 00:26:05,150 --> 00:26:06,460 PROFESSOR: You haven't seen Inception? 605 00:26:06,460 --> 00:26:08,020 [INTERPOSING VOICES] 606 00:26:08,020 --> 00:26:10,310 PROFESSOR: Which have you seen? 607 00:26:10,310 --> 00:26:14,266 AUDIENCE: I've seen all the other ones. 608 00:26:14,266 --> 00:26:15,700 AUDIENCE: [INTERPOSING VOICES] 609 00:26:15,700 --> 00:26:19,524 PROFESSOR: My problem with The Matrix [UNINTELLIGIBLE]. 610 00:26:19,524 --> 00:26:21,030 AUDIENCE: Has everyone seen Ferris Bueller's Day Off? 611 00:26:21,030 --> 00:26:22,464 AUDIENCE: Nope. 612 00:26:22,464 --> 00:26:23,420 AUDIENCE: Have you seen it? 613 00:26:23,420 --> 00:26:24,376 AUDIENCE: Nope. 614 00:26:24,376 --> 00:26:25,626 AUDIENCE: [INTERPOSING VOICES] 615 00:26:28,210 --> 00:26:28,750 AUDIENCE: Monty Python, yeah. 616 00:26:28,750 --> 00:26:29,930 PROFESSOR: Monty Python? 617 00:26:29,930 --> 00:26:31,480 Does anyone not know Monty Python? 618 00:26:31,480 --> 00:26:32,170 AUDIENCE: Wait-- 619 00:26:32,170 --> 00:26:33,150 AUDIENCE: [INTERPOSING VOICES] 620 00:26:33,150 --> 00:26:34,980 AUDIENCE: --Holy Grail. 621 00:26:34,980 --> 00:26:35,550 AUDIENCE: [INTERPOSING VOICES] 622 00:26:35,550 --> 00:26:36,535 AUDIENCE: Home Alone. 623 00:26:36,535 --> 00:26:37,785 AUDIENCE: [INTERPOSING VOICES] 624 00:26:40,840 --> 00:26:42,562 PROFESSOR: There might have been a Home Alone game, but I 625 00:26:42,562 --> 00:26:44,540 bet no one here has played it. 626 00:26:44,540 --> 00:26:45,500 AUDIENCE: I have. 627 00:26:45,500 --> 00:26:46,460 AUDIENCE: [LAUGHTER] 628 00:26:46,460 --> 00:26:48,860 AUDIENCE: [INTERPOSING VOICES] 629 00:26:48,860 --> 00:26:50,620 PROFESSOR: That is impressive. 630 00:26:50,620 --> 00:26:52,470 AUDIENCE: They're for the original Game Boy. 631 00:26:52,470 --> 00:26:54,000 PROFESSOR: Oh, okay. 632 00:26:54,000 --> 00:26:54,950 AUDIENCE: It's actually one of the first Game Boy games my 633 00:26:54,950 --> 00:26:56,090 brother ever got. 634 00:26:56,090 --> 00:26:56,410 AUDIENCE: That's old. 635 00:26:56,410 --> 00:26:57,930 AUDIENCE: Yeah. 636 00:26:57,930 --> 00:27:00,566 PROFESSOR: OK. 637 00:27:00,566 --> 00:27:03,068 Let me try Lord of the Rings but maybe a specific Lord of 638 00:27:03,068 --> 00:27:04,695 the Rings movie. 639 00:27:04,695 --> 00:27:15,440 AUDIENCE: [TRANSPOSING VOICES] 640 00:27:15,440 --> 00:27:15,910 AUDIENCE: --The Matrix. 641 00:27:15,910 --> 00:27:17,550 How about The Matrix. 642 00:27:17,550 --> 00:27:18,955 PROFESSOR: No, the problem with The Matrix is that there 643 00:27:18,955 --> 00:27:21,238 are too many games on it. 644 00:27:21,238 --> 00:27:23,720 AUDIENCE: The Two Towers? 645 00:27:23,720 --> 00:27:25,580 PROFESSOR: I'm really curious about Ferris Bueller's 646 00:27:25,580 --> 00:27:29,265 Day Off as a game. 647 00:27:29,265 --> 00:27:33,050 If somebody would like to volunteer a quick summary of 648 00:27:33,050 --> 00:27:35,776 what Ferris Bueller's Day Off is about? 649 00:27:35,776 --> 00:27:37,060 AUDIENCE: Which is Matthew -- 650 00:27:37,060 --> 00:27:38,980 AUDIENCE: [INTERPOSING VOICES] 651 00:27:38,980 --> 00:27:39,500 AUDIENCE: Well, OK. 652 00:27:39,500 --> 00:27:42,540 So the basic idea is the main character is Ferris Bueller 653 00:27:42,540 --> 00:27:45,390 played by Matthew Broderick. 654 00:27:45,390 --> 00:27:51,710 The idea is that he's the infamously super popular like 655 00:27:51,710 --> 00:27:53,850 class clown kid in school. 656 00:27:53,850 --> 00:27:58,420 And he decides to just play hooky with, essentially, his 657 00:27:58,420 --> 00:28:00,200 girlfriend and his best friend. 658 00:28:00,200 --> 00:28:03,130 And the whole movie is them going around the city getting 659 00:28:03,130 --> 00:28:07,240 into wacky misadventures while the principal tries to catch 660 00:28:07,240 --> 00:28:09,620 him playing hooky because he hates him. 661 00:28:12,130 --> 00:28:12,925 AUDIENCE: That is awesome. 662 00:28:12,925 --> 00:28:15,050 AUDIENCE: It is incredible. 663 00:28:15,050 --> 00:28:18,942 PROFESSOR: So actually that white board would be-- 664 00:28:18,942 --> 00:28:21,498 AUDIENCE: Has anyone heard the Fight Club theory on Ferris 665 00:28:21,498 --> 00:28:21,864 Bueller's Day Off? 666 00:28:21,864 --> 00:28:23,325 AUDIENCE: No. 667 00:28:23,325 --> 00:28:23,812 AUDIENCE: [INTERPOSING VOICES] 668 00:28:23,812 --> 00:28:25,273 AUDIENCE: Ferris Bueller and his best friend. 669 00:28:25,273 --> 00:28:25,760 AUDIENCE: [UNINTELLIGIBLE] 670 00:28:25,760 --> 00:28:26,880 AUDIENCE: Yeah, Cameron. 671 00:28:26,880 --> 00:28:31,110 AUDIENCE: [LAUGHTER] 672 00:28:31,110 --> 00:28:33,296 PROFESSOR: I'm going to stand at this screen. 673 00:28:33,296 --> 00:28:34,070 AUDIENCE: [INTERPOSING VOICES] 674 00:28:34,070 --> 00:28:35,870 AUDIENCE: Wait, who hasn't seen Fight Club. 675 00:28:35,870 --> 00:28:36,870 AUDIENCE: Oh, Fight Club. 676 00:28:36,870 --> 00:28:38,370 That's a pretty good movie. 677 00:28:38,370 --> 00:28:40,370 AUDIENCE: Has everyone seen Fight Club? 678 00:28:40,370 --> 00:28:42,370 That's another one. 679 00:28:42,370 --> 00:28:43,620 AUDIENCE: [INTERPOSING VOICES] 680 00:28:47,870 --> 00:28:50,180 PROFESSOR: --because I think, that game would have 681 00:28:50,180 --> 00:28:53,472 benefitted from the exercise that we're about to do. 682 00:28:53,472 --> 00:28:54,722 AUDIENCE: [INTERPOSING VOICES] 683 00:28:59,120 --> 00:28:59,780 AUDIENCE: Like do both controllers 684 00:28:59,780 --> 00:29:00,890 control the same character? 685 00:29:00,890 --> 00:29:03,330 AUDIENCE: [LAUGHTER] 686 00:29:03,330 --> 00:29:04,580 AUDIENCE: That's some Metal Gear Solid stuff right there. 687 00:29:07,880 --> 00:29:10,325 AUDIENCE: Psycho [UNINTELLIGIBLE]. 688 00:29:10,325 --> 00:29:11,575 AUDIENCE: [INTERPOSING VOICES] 689 00:29:17,690 --> 00:29:21,230 PROFESSOR: So I just got to bring out the note pad thing. 690 00:29:21,230 --> 00:29:24,370 And I want people to start thinking about verbs. 691 00:29:24,370 --> 00:29:29,054 What are the verbs that make Ferris Bueller's 692 00:29:29,054 --> 00:29:30,710 Day Off kind of unique? 693 00:29:30,710 --> 00:29:35,544 Or really that's what you think of when you think of 694 00:29:35,544 --> 00:29:36,950 Ferris Bueller's Day Off? 695 00:29:36,950 --> 00:29:37,830 AUDIENCE: Verbs? 696 00:29:37,830 --> 00:29:38,260 PROFESSOR: Yeah, verbs. 697 00:29:38,260 --> 00:29:39,980 What do they do? 698 00:29:39,980 --> 00:29:41,610 What do the characters do? 699 00:29:41,610 --> 00:29:42,498 AUDIENCE: Bad karoake. 700 00:29:42,498 --> 00:29:44,670 PROFESSOR: [UNINTELLIGIBLE] 701 00:29:44,670 --> 00:29:45,580 AUDIENCE: Bad Karoake. 702 00:29:45,580 --> 00:29:46,300 AUDIENCE: Sing. 703 00:29:46,300 --> 00:29:47,550 AUDIENCE: [INTERPOSING VOICES] 704 00:29:55,600 --> 00:29:57,050 PROFESSOR: Let me make sure we've got [UNINTELLIGIBLE]. 705 00:29:57,050 --> 00:29:57,430 AUDIENCE: Live life. 706 00:29:57,430 --> 00:29:57,810 AUDIENCE: Lie. 707 00:29:57,810 --> 00:29:59,060 They lie. 708 00:30:02,040 --> 00:30:02,395 PROFESSOR: OK. 709 00:30:02,395 --> 00:30:05,850 So they sing. 710 00:30:05,850 --> 00:30:08,072 They deceive or lie. 711 00:30:08,072 --> 00:30:09,800 AUDIENCE: They run. 712 00:30:09,800 --> 00:30:10,750 PROFESSOR: They run? 713 00:30:10,750 --> 00:30:11,570 AUDIENCE: Elude. 714 00:30:11,570 --> 00:30:14,690 [LAUGHTER] 715 00:30:14,690 --> 00:30:15,800 PROFESSOR: They definitely elude. 716 00:30:15,800 --> 00:30:17,050 AUDIENCE: [INTERPOSING VOICES] 717 00:30:21,630 --> 00:30:23,490 AUDIENCE: They drive. 718 00:30:23,490 --> 00:30:25,340 AUDIENCE: Destroy. 719 00:30:25,340 --> 00:30:27,250 AUDIENCE: They [UNINTELLIGIBLE PHRASE]. 720 00:30:27,250 --> 00:30:27,930 They trick. 721 00:30:27,930 --> 00:30:29,630 AUDIENCE: They trick? 722 00:30:29,630 --> 00:30:32,060 That's deceive. 723 00:30:32,060 --> 00:30:33,340 AUDIENCE: [UNINTELLIGIBLE] be spontaneous. 724 00:30:33,340 --> 00:30:34,610 PROFESSOR: They be spontaneous. 725 00:30:34,610 --> 00:30:36,970 AUDIENCE: [LAUGHTER] 726 00:30:36,970 --> 00:30:38,220 PROFESSOR: They improvise. 727 00:30:40,490 --> 00:30:42,050 AUDIENCE: They get in trouble. 728 00:30:42,050 --> 00:30:43,490 PROFESSOR: They get in trouble. 729 00:30:43,490 --> 00:30:46,390 There's not a real verb for that. 730 00:30:46,390 --> 00:30:47,378 AUDIENCE: And get out of trouble. 731 00:30:47,378 --> 00:30:47,876 AUDIENCE: They mischief. 732 00:30:47,876 --> 00:30:49,868 AUDIENCE: [LAUGHTER] 733 00:30:49,868 --> 00:30:51,660 AUDIENCE: [INTERPOSING VOICES] 734 00:30:51,660 --> 00:30:52,990 PROFESSOR: Well, mischief is a word that should 735 00:30:52,990 --> 00:30:54,510 probably be in there. 736 00:30:54,510 --> 00:30:57,266 That might be an actually a back of the box or tagline. 737 00:30:57,266 --> 00:30:59,560 [UNINTELLIGIBLE PHRASE]. 738 00:30:59,560 --> 00:31:01,470 What else? 739 00:31:01,470 --> 00:31:02,970 Anything else they do there? 740 00:31:02,970 --> 00:31:03,970 AUDIENCE: They hide. 741 00:31:03,970 --> 00:31:04,970 PROFESSOR: They hide? 742 00:31:04,970 --> 00:31:06,470 AUDIENCE: [UNINTELLIGIBLE] 743 00:31:06,470 --> 00:31:07,880 PROFESSOR: Hide, run, elude. 744 00:31:07,880 --> 00:31:09,540 Those kind of [UNINTELLIGIBLE]. 745 00:31:09,540 --> 00:31:10,330 AUDIENCE: Exploit maybe? 746 00:31:10,330 --> 00:31:10,600 PROFESSOR: Exploit? 747 00:31:10,600 --> 00:31:12,444 AUDIENCE: Yeah, they take advantage. 748 00:31:16,030 --> 00:31:17,510 PROFESSOR: OK. 749 00:31:17,510 --> 00:31:19,400 They exploit [UNINTELLIGIBLE]. 750 00:31:19,400 --> 00:31:21,130 AUDIENCE: They impress. 751 00:31:21,130 --> 00:31:23,520 PROFESSOR: They impress. 752 00:31:23,520 --> 00:31:25,911 AUDIENCE: Relax. 753 00:31:25,911 --> 00:31:26,700 AUDIENCE: That's good. 754 00:31:26,700 --> 00:31:27,682 At some point they relax. 755 00:31:27,682 --> 00:31:29,650 AUDIENCE: [INTERPOSING VOICES. 756 00:31:29,650 --> 00:31:31,905 PROFESSOR: One guy is very relaxed. 757 00:31:31,905 --> 00:31:32,650 AUDIENCE: They kiss. 758 00:31:32,650 --> 00:31:34,171 PROFESSOR: They kiss. 759 00:31:34,171 --> 00:31:36,095 AUDIENCE: They hack. 760 00:31:36,095 --> 00:31:38,005 PROFESSOR: Do they hack into a computer? 761 00:31:38,005 --> 00:31:39,830 AUDIENCE: Into the school computer. 762 00:31:39,830 --> 00:31:40,790 AUDIENCE: [INTERPOSING VOICES] 763 00:31:40,790 --> 00:31:40,958 PROFESSOR: Oh yeah. 764 00:31:40,958 --> 00:31:41,810 I forgot about that. 765 00:31:41,810 --> 00:31:43,190 AUDIENCE: [INTERPOSING VOICES] 766 00:31:43,190 --> 00:31:45,030 AUDIENCE: It's going to take a little bit more interest. 767 00:31:45,030 --> 00:31:47,540 AUDIENCE: [LAUGHTER] 768 00:31:47,540 --> 00:31:48,450 AUDIENCE: [INTERPOSING VOICES] 769 00:31:48,450 --> 00:31:51,725 PROFESSOR: The school has a [UNINTELLIGIBLE] 770 00:31:51,725 --> 00:31:52,110 That's too easy. 771 00:31:52,110 --> 00:31:53,780 There's a movie about that. 772 00:31:53,780 --> 00:31:55,030 AUDIENCE: [UNINTELLIGIBLE PHRASE]. 773 00:32:00,340 --> 00:32:01,512 AUDIENCE: That's War Games. 774 00:32:01,512 --> 00:32:03,230 AUDIENCE: You ruined it. 775 00:32:03,230 --> 00:32:03,960 AUDIENCE: [INTERPOSING VOICES] 776 00:32:03,960 --> 00:32:04,155 PROFESSOR: Let's see. 777 00:32:04,155 --> 00:32:05,591 What else? 778 00:32:05,591 --> 00:32:06,962 AUDIENCE: It's a classic line. 779 00:32:06,962 --> 00:32:07,680 [UNINTELLIGIBLE] 780 00:32:07,680 --> 00:32:08,950 PROFESSOR: Do they ever support each other? 781 00:32:08,950 --> 00:32:12,476 Or do they just stress each other out? 782 00:32:12,476 --> 00:32:15,710 AUDIENCE: They may just stress each other out. 783 00:32:15,710 --> 00:32:17,100 AUDIENCE: They plan. 784 00:32:17,100 --> 00:32:18,030 AUDIENCE: [INTERPOSING VOICES] 785 00:32:18,030 --> 00:32:18,136 AUDIENCE: Scheme. 786 00:32:18,136 --> 00:32:19,350 No, they scheme. 787 00:32:19,350 --> 00:32:20,260 AUDIENCE: Scheme. 788 00:32:20,260 --> 00:32:23,120 AUDIENCE: Scheme is so much better than plan. 789 00:32:23,120 --> 00:32:26,720 AUDIENCE: I don't like these negative words for him. 790 00:32:26,720 --> 00:32:28,320 PROFESSOR: This may not be what the main characters do, 791 00:32:28,320 --> 00:32:31,920 but they campaign. 792 00:32:31,920 --> 00:32:33,790 They run a campaign to save Ferris. 793 00:32:36,330 --> 00:32:40,502 So the idea is that Ferris is basically pretending that he's 794 00:32:40,502 --> 00:32:42,410 deathly ill. 795 00:32:42,410 --> 00:32:45,560 And so a bunch of the students in the school are running a 796 00:32:45,560 --> 00:32:48,657 campaign to raise funds for his medical expenses. 797 00:32:48,657 --> 00:32:49,116 AUDIENCE: Well, everyone says it. 798 00:32:49,116 --> 00:32:52,330 Like the police station says, tell your brother feel better. 799 00:32:52,330 --> 00:32:57,215 And also the water tower has Save Ferris printed on it. 800 00:32:57,215 --> 00:32:57,660 [UNINTELLIGIBLE] 801 00:32:57,660 --> 00:32:58,910 PROFESSOR: Yeah. 802 00:33:01,330 --> 00:33:04,810 And you can think about what those verbs associated with 803 00:33:04,810 --> 00:33:06,890 like putting signs up and painting. 804 00:33:09,767 --> 00:33:13,450 And if you look at this list, the list can 805 00:33:13,450 --> 00:33:15,194 probably get much longer. 806 00:33:15,194 --> 00:33:18,570 But this is a fairly unique collection. 807 00:33:18,570 --> 00:33:21,230 Maybe it's all unique if you compare it to other, sort of, 808 00:33:21,230 --> 00:33:22,790 hijinks movies. 809 00:33:22,790 --> 00:33:25,510 But it's not like we've had a lot of video games, in 810 00:33:25,510 --> 00:33:28,390 particular, that are in that game. 811 00:33:28,390 --> 00:33:33,390 And we probably should have because it sounds like it's 812 00:33:33,390 --> 00:33:36,330 going to be a heck of a lot of fun. 813 00:33:36,330 --> 00:33:40,460 Actually, the one theme that reminds me of this is actually 814 00:33:40,460 --> 00:33:43,060 Bully, which was released by Rockstar. 815 00:33:43,060 --> 00:33:44,620 Where you sort of do these things. 816 00:33:44,620 --> 00:33:46,490 But it's much more vengeful. 817 00:33:46,490 --> 00:33:52,710 It's much more I'm going to show the other bullies in the 818 00:33:52,710 --> 00:33:55,470 school how [UNINTELLIGIBLE]. 819 00:33:55,470 --> 00:33:58,090 Whereas this one is kind of more good natured. 820 00:33:58,090 --> 00:34:00,197 They parade. 821 00:34:00,197 --> 00:34:01,447 AUDIENCE: [UNINTELLIGIBLE] 822 00:34:04,020 --> 00:34:05,580 AUDIENCE: [UNINTELLIGIBLE] is also part of the 823 00:34:05,580 --> 00:34:06,850 singing badly part. 824 00:34:06,850 --> 00:34:07,410 PROFESSOR: Yeah. 825 00:34:07,410 --> 00:34:08,340 AUDIENCE: You get the girlfriend and then they sing 826 00:34:08,340 --> 00:34:09,629 [UNINTELLIGIBLE] 827 00:34:09,629 --> 00:34:11,310 PROFESSOR: But singing badly wouldn't have the same impact 828 00:34:11,310 --> 00:34:12,900 if there wasn't a brass band behind him. 829 00:34:15,760 --> 00:34:19,360 So you can think about how any of these verbs-- and we've 830 00:34:19,360 --> 00:34:21,850 done this exercise by taking verbs and turning them into 831 00:34:21,850 --> 00:34:23,550 game mechanics before. 832 00:34:23,550 --> 00:34:25,912 And you can think about how any of these verbs could 833 00:34:25,912 --> 00:34:27,162 actually be turned into a game. 834 00:34:29,580 --> 00:34:32,944 Kiss might be a goal or it might be a rule, a mechanic, 835 00:34:32,944 --> 00:34:36,020 to be able to accomplish something. 836 00:34:36,020 --> 00:34:37,389 Parade might be a setting. 837 00:34:37,389 --> 00:34:41,785 Campaign might be a collection of mechanics that feed off 838 00:34:41,785 --> 00:34:42,150 each other. 839 00:34:42,150 --> 00:34:44,229 It could be a whole system that tells you how successful 840 00:34:44,229 --> 00:34:46,340 your Save Ferris campaign is going. 841 00:34:46,340 --> 00:34:47,565 You could make a game that's just all about saving Ferris, 842 00:34:47,565 --> 00:34:50,570 as opposed to playing Ferris Bueller himself. 843 00:34:56,020 --> 00:35:00,070 And that's kind of one exercise that you can do when 844 00:35:00,070 --> 00:35:02,690 you're thinking about your reward systems and all the 845 00:35:02,690 --> 00:35:04,810 systems that you guys have [UNINTELLIGIBLE] as far as I 846 00:35:04,810 --> 00:35:06,050 can recall. 847 00:35:06,050 --> 00:35:08,860 You don't have to worry about licensing the idea. 848 00:35:08,860 --> 00:35:10,880 But you're basically working with a real live franchise. 849 00:35:10,880 --> 00:35:14,880 And if you're doing something based on political diplomacy 850 00:35:14,880 --> 00:35:19,040 or something like that, then there are real life source 851 00:35:19,040 --> 00:35:21,345 material things that you're trying to be faithful to. 852 00:35:21,345 --> 00:35:22,940 And going through this exercise-- 853 00:35:22,940 --> 00:35:23,860 OK. 854 00:35:23,860 --> 00:35:26,890 What are all the verbs in this idea that we're working with? 855 00:35:26,890 --> 00:35:28,110 This isn't going to work-- 856 00:35:28,110 --> 00:35:29,710 What do people actually do? 857 00:35:29,710 --> 00:35:33,142 It's a good exercise to be able to try to be faithful to 858 00:35:33,142 --> 00:35:34,830 [UNINTELLIGIBLE]. 859 00:35:34,830 --> 00:35:36,750 And then, you don't have to pick all of them, of course. 860 00:35:36,750 --> 00:35:37,440 You're just going to cherry pick. 861 00:35:37,440 --> 00:35:39,510 And you want to prioritize a little bit. 862 00:35:39,510 --> 00:35:39,980 OK. 863 00:35:39,980 --> 00:35:42,990 What things can we get rid of and very still clearly be 864 00:35:42,990 --> 00:35:45,340 Ferris Bueller game. 865 00:35:45,340 --> 00:35:47,720 Running. 866 00:35:47,720 --> 00:35:50,890 I think as long as we have some kind of evation think, 867 00:35:50,890 --> 00:35:52,590 physical running may not be necessary. 868 00:35:52,590 --> 00:35:54,780 You could do something like as long as they're not in one 869 00:35:54,780 --> 00:35:56,520 location where the principal is at any given 870 00:35:56,520 --> 00:35:58,332 time, you're good. 871 00:35:58,332 --> 00:36:00,180 But you don't have to physically move through 872 00:36:00,180 --> 00:36:02,716 [UNINTELLIGIBLE] basically in all that. 873 00:36:02,716 --> 00:36:03,550 AUDIENCE: Drive, probably. 874 00:36:03,550 --> 00:36:03,820 PROFESSOR: Driving. 875 00:36:03,820 --> 00:36:04,270 Yeah. 876 00:36:04,270 --> 00:36:06,680 It's such a minor part of the film. 877 00:36:06,680 --> 00:36:07,840 Yeah. 878 00:36:07,840 --> 00:36:11,293 The actual driving is such a minor part of the film that 879 00:36:11,293 --> 00:36:13,760 you can probably do without that. 880 00:36:17,800 --> 00:36:20,430 And you might actually want to think about what if instead of 881 00:36:20,430 --> 00:36:23,110 this being Ferris Bueller's day off into Ferris Bueller's 882 00:36:23,110 --> 00:36:24,500 multiple days off. 883 00:36:24,500 --> 00:36:26,340 Maybe just play each day differently. 884 00:36:26,340 --> 00:36:29,030 And just trying to stay out more and more days. 885 00:36:29,030 --> 00:36:31,190 Maybe a score or number of days you don't go 886 00:36:31,190 --> 00:36:33,490 to school or something. 887 00:36:33,490 --> 00:36:36,180 So that's an idea. 888 00:36:36,180 --> 00:36:40,043 That's one approach that you can use in your projects. 889 00:36:43,640 --> 00:36:46,660 Before we hit two, I just want to touch on another point. 890 00:36:46,660 --> 00:36:51,590 Before I transition, any questions about 891 00:36:51,590 --> 00:36:53,930 dealing with IP ? 892 00:36:53,930 --> 00:36:56,240 There is a point that Brenda makes in her book-- 893 00:36:56,240 --> 00:36:57,640 the Brenda [UNINTELLIGIBLE] 894 00:36:57,640 --> 00:36:59,230 book-- that if you go professionally in the game 895 00:36:59,230 --> 00:37:02,530 industry, you will most likely at some point in time, 896 00:37:02,530 --> 00:37:04,495 probably many times in your career, work 897 00:37:04,495 --> 00:37:06,060 with a licensed product. 898 00:37:06,060 --> 00:37:08,900 And it can be painful because you do not have greater 899 00:37:08,900 --> 00:37:14,325 control yet trying to be faithful to what you're 900 00:37:14,325 --> 00:37:14,820 working with. 901 00:37:14,820 --> 00:37:18,105 And if you succeed, you make a lot of money. 902 00:37:18,105 --> 00:37:19,720 And maybe you get enough money to start 903 00:37:19,720 --> 00:37:21,270 working on your own projects. 904 00:37:21,270 --> 00:37:26,390 But it's a reality because franchises do sell. 905 00:37:26,390 --> 00:37:29,050 And they're a lot lower risk than dealing with a 906 00:37:29,050 --> 00:37:32,660 completely new idea. 907 00:37:32,660 --> 00:37:34,430 By the way, if you haven't played the new Tomb Raider 908 00:37:34,430 --> 00:37:37,890 game, which is actually kind of interesting because it's 909 00:37:37,890 --> 00:37:39,140 like Tomb Raider meets Diablo. 910 00:37:41,920 --> 00:37:44,010 If people have never... 911 00:37:44,010 --> 00:37:47,580 Whose played or seen some one play Tomb Raider before? 912 00:37:47,580 --> 00:37:48,270 OK. 913 00:37:48,270 --> 00:37:50,950 Who knows about this latest game that I'm talking about. 914 00:37:50,950 --> 00:37:53,410 It's kind of like 3/4 isometric view. 915 00:37:53,410 --> 00:37:53,750 Yeah. 916 00:37:53,750 --> 00:37:57,660 It is Tomb Raider meets Diablo but it still keeps in with the 917 00:37:57,660 --> 00:37:58,520 puzzle solving. 918 00:37:58,520 --> 00:37:59,350 It's cooperative. 919 00:37:59,350 --> 00:38:02,260 It's a very, very different game in terms of 920 00:38:02,260 --> 00:38:03,380 how you play it. 921 00:38:03,380 --> 00:38:05,560 But it will be an interesting exercise to sort 922 00:38:05,560 --> 00:38:07,950 of play that game. 923 00:38:07,950 --> 00:38:10,030 Maybe I'll load it up here sometime. 924 00:38:10,030 --> 00:38:12,950 And you can take a look and how does that resemble the 925 00:38:12,950 --> 00:38:15,545 Tomb Raider franchise so that people who look at the game 926 00:38:15,545 --> 00:38:19,050 and still say, yeah that's Tomb Raider even though it's a 927 00:38:19,050 --> 00:38:21,450 very new game. 928 00:38:21,450 --> 00:38:22,850 You can imagine like a Tomb Raider board game, for 929 00:38:22,850 --> 00:38:24,950 instance, and how would that be different. 930 00:38:24,950 --> 00:38:26,590 And how could that still be faithful? 931 00:38:26,590 --> 00:38:28,382 That's World of Warcraft games and Starcraft board 932 00:38:28,382 --> 00:38:30,482 games that we invent. 933 00:38:30,482 --> 00:38:33,380 [UNINTELLIGIBLE PHRASE] 934 00:38:33,380 --> 00:38:36,290 But I'd love to try it out. 935 00:38:36,290 --> 00:38:37,450 Let's see. 936 00:38:37,450 --> 00:38:39,560 So the other point I want to get to is kind of the 937 00:38:39,560 --> 00:38:41,610 legalistic definition of IP. 938 00:38:41,610 --> 00:38:45,710 And I don't want to spend an entire class on this because I 939 00:38:45,710 --> 00:38:48,350 know you will all fall asleep. 940 00:38:48,350 --> 00:38:50,560 I just want to point out that there's quite a lot of 941 00:38:50,560 --> 00:38:51,570 different ways that 942 00:38:51,570 --> 00:38:53,470 intellectual property is protected. 943 00:38:53,470 --> 00:38:57,780 People who are creating stuff professionally, creatively, 944 00:38:57,780 --> 00:39:00,650 want to make sure that they can finish their product, they 945 00:39:00,650 --> 00:39:04,340 can make sequels of their product, they can maybe even 946 00:39:04,340 --> 00:39:07,510 license their ideas to someone else. 947 00:39:07,510 --> 00:39:11,810 Make IP for some company without having ideas copied 948 00:39:11,810 --> 00:39:15,230 outright and not seeing any compensation for that. 949 00:39:15,230 --> 00:39:20,030 If it is copyrights, there's trademarks, there's patents. 950 00:39:20,030 --> 00:39:21,280 I feel like I'm missing something. 951 00:39:23,750 --> 00:39:25,720 I guess we have those three first. 952 00:39:25,720 --> 00:39:27,920 And if anything-- 953 00:39:27,920 --> 00:39:31,440 those are definitely the three big ones. 954 00:39:31,440 --> 00:39:32,350 Copyright. 955 00:39:32,350 --> 00:39:35,610 Copyright basically protects an expression of an idea. 956 00:39:35,610 --> 00:39:37,900 The idea, itself, is not protected. 957 00:39:37,900 --> 00:39:43,670 If your basic idea is in a world where aliens are 958 00:39:43,670 --> 00:39:47,010 attacked by space marines, the idea, itself, is not 959 00:39:47,010 --> 00:39:49,620 protected, which is a relief because a lot of people have 960 00:39:49,620 --> 00:39:51,810 many games on that idea. 961 00:39:51,810 --> 00:39:53,140 But the actual expression is. 962 00:39:53,140 --> 00:39:56,035 So the actual-- 963 00:39:56,035 --> 00:39:57,150 say that you're an artist. 964 00:39:57,150 --> 00:39:59,350 And you're creating concept art based on that theme. 965 00:39:59,350 --> 00:40:04,740 That piece of concept art is copyrighted to either you or 966 00:40:04,740 --> 00:40:07,220 if you're an employee of a company then you've probably 967 00:40:07,220 --> 00:40:08,980 signed over your rights to the company. 968 00:40:08,980 --> 00:40:10,930 That whatever you're creating on their dime 969 00:40:10,930 --> 00:40:13,600 belongs to the company. 970 00:40:13,600 --> 00:40:15,090 And that's defensible in court. 971 00:40:15,090 --> 00:40:16,930 It's actually an automatic protection. 972 00:40:16,930 --> 00:40:21,590 But it's one of those things where it helps to be able to 973 00:40:21,590 --> 00:40:23,980 document that you've actually created something. 974 00:40:23,980 --> 00:40:25,820 There's a copyright office that you can send things to. 975 00:40:25,820 --> 00:40:29,010 But for the most part, internal company documentation 976 00:40:29,010 --> 00:40:33,050 saying, this piece of art was created on the so and so date 977 00:40:33,050 --> 00:40:35,500 by so and so person. 978 00:40:35,500 --> 00:40:39,610 It's usually good enough to stand up in court if there's 979 00:40:39,610 --> 00:40:41,710 ever a dispute. 980 00:40:41,710 --> 00:40:46,070 So the same thing goes for writing. 981 00:40:46,070 --> 00:40:49,296 The same thing goes for audio and music. 982 00:40:49,296 --> 00:40:53,270 A lot of music is protected under copyright. 983 00:40:53,270 --> 00:40:55,860 So if somebody creates a piece of music that sounds an awful 984 00:40:55,860 --> 00:40:58,770 lot like your piece of music. 985 00:40:58,770 --> 00:41:01,580 There are specific rules that allow for that to happen. 986 00:41:01,580 --> 00:41:08,600 But I think, if you completely reperform the piece, you are 987 00:41:08,600 --> 00:41:09,910 allowed to do that. 988 00:41:09,910 --> 00:41:13,190 But you may have to pay the original composers the 989 00:41:13,190 --> 00:41:16,850 royalties from the music. 990 00:41:16,850 --> 00:41:20,460 This means that if person A composes a song, then B 991 00:41:20,460 --> 00:41:29,860 performs a song and releases an album, then C could 992 00:41:29,860 --> 00:41:31,900 actually reperform that song. 993 00:41:31,900 --> 00:41:33,860 And the only royalties goes back to the composer. 994 00:41:33,860 --> 00:41:41,770 It doesn't necessarily go back to Band B. However, Band B-- 995 00:41:41,770 --> 00:41:44,600 it depends on really how close they sound to each other. 996 00:41:44,600 --> 00:41:46,860 And, of course, if Band B happens to be also the 997 00:41:46,860 --> 00:41:50,010 composers, then they're going to get royalties and win. 998 00:41:50,010 --> 00:41:54,120 But you see this idea that copyright protects the 999 00:41:54,120 --> 00:41:55,255 expression of an idea. 1000 00:41:55,255 --> 00:41:58,200 The composers, at some point in time, had to write down the 1001 00:41:58,200 --> 00:42:00,357 music, the notes, and the lyrics. 1002 00:42:00,357 --> 00:42:03,310 And that is what is protected. 1003 00:42:03,310 --> 00:42:06,656 And you can't just copy that without entering into some 1004 00:42:06,656 --> 00:42:09,530 sort of contract saying that you can. 1005 00:42:09,530 --> 00:42:12,890 We have systems like Creative Commons for instance that 1006 00:42:12,890 --> 00:42:16,190 basically, people who are creating your IP say, under 1007 00:42:16,190 --> 00:42:19,106 these conditions, I am letting people do whatever 1008 00:42:19,106 --> 00:42:21,062 they want with it. 1009 00:42:21,062 --> 00:42:23,996 And there are different kinds of Creative Commons licensing. 1010 00:42:23,996 --> 00:42:25,463 Some of them that you do-- literally whatever 1011 00:42:25,463 --> 00:42:26,441 you want with it. 1012 00:42:26,441 --> 00:42:28,890 They're like open source licenses. 1013 00:42:28,890 --> 00:42:31,570 And in some cases, it's like well, you can do whatever you 1014 00:42:31,570 --> 00:42:34,170 want with it as long as it's for non-commercial use and you 1015 00:42:34,170 --> 00:42:37,610 have to credit the origin [UNINTELLIGIBLE] 1016 00:42:37,610 --> 00:42:40,393 So that's why Creative Commons evolved. 1017 00:42:40,393 --> 00:42:45,323 So to enable people to freely do stuff without necessarily 1018 00:42:45,323 --> 00:42:48,527 having to pay and enter into separate contracts with 1019 00:42:48,527 --> 00:42:50,750 everybody who is creating IP. 1020 00:42:50,750 --> 00:42:55,140 So the problem is with code. 1021 00:42:55,140 --> 00:42:58,970 If code and game mechanics actually for this class is 1022 00:42:58,970 --> 00:42:59,980 something I want to consider. 1023 00:42:59,980 --> 00:43:02,410 Because you can think of code in two ways. 1024 00:43:02,410 --> 00:43:04,620 One, you can think of it as a chunk of text. 1025 00:43:04,620 --> 00:43:08,645 It's a chunk of ASCII symbols that you type into a 1026 00:43:08,645 --> 00:43:11,150 development environment and you compile it. 1027 00:43:11,150 --> 00:43:14,260 And that's an expression of an idea. 1028 00:43:14,260 --> 00:43:17,130 But the other way that you can think of it is it's a machine. 1029 00:43:17,130 --> 00:43:19,190 It's a bunch of instructions that you feed into a machine 1030 00:43:19,190 --> 00:43:21,220 for it to operate in a certain way. 1031 00:43:21,220 --> 00:43:24,796 And those things, machines, inventions basically, can be 1032 00:43:24,796 --> 00:43:28,050 protected by patents. 1033 00:43:28,050 --> 00:43:31,120 That's pretty much what the patent system is designed for. 1034 00:43:31,120 --> 00:43:33,600 Patent system is a lot slower because you actually have to 1035 00:43:33,600 --> 00:43:36,880 apply to central US Patent Office to be able to secure 1036 00:43:36,880 --> 00:43:39,519 those, assuming that you're looking for patent 1037 00:43:39,519 --> 00:43:41,610 protection in the US. 1038 00:43:41,610 --> 00:43:43,440 Every single country, every single region has it's own 1039 00:43:43,440 --> 00:43:44,940 patent office and it's own process. 1040 00:43:44,940 --> 00:43:47,670 It's really expensive. 1041 00:43:47,670 --> 00:43:50,700 What it does is basically give you a temporary monopoly on 1042 00:43:50,700 --> 00:43:52,280 that invention. 1043 00:43:52,280 --> 00:43:56,020 At least, that's what they were originally designed for. 1044 00:43:56,020 --> 00:44:00,190 You make an invention, and you've got like 25 years or 1045 00:44:00,190 --> 00:44:05,580 something to be able to capitalize on it before anyone 1046 00:44:05,580 --> 00:44:06,830 can use your idea. 1047 00:44:06,830 --> 00:44:09,090 And the whole reason why it was invented is that you now 1048 00:44:09,090 --> 00:44:12,270 have an incentive to be able to come up with inventions. 1049 00:44:12,270 --> 00:44:14,565 You might make some profit off it. 1050 00:44:14,565 --> 00:44:16,950 And after the patent expires-- 1051 00:44:16,950 --> 00:44:19,190 25 years or something-- 1052 00:44:19,190 --> 00:44:22,112 because you've released your information to the patent 1053 00:44:22,112 --> 00:44:26,150 office, now, all of society can benefit. 1054 00:44:26,150 --> 00:44:27,960 Can make derivatives of your invention. 1055 00:44:27,960 --> 00:44:32,690 So in a sense, it was invented to eventually release great 1056 00:44:32,690 --> 00:44:33,870 monopolies. 1057 00:44:33,870 --> 00:44:38,120 I got this idea, and I am going to be upfront and very 1058 00:44:38,120 --> 00:44:40,940 clear about how I make this thing work. 1059 00:44:40,940 --> 00:44:42,830 Say Amazon patents 1-click. 1060 00:44:42,830 --> 00:44:45,750 And I'm going to say for the next 25 years, Amazon now has 1061 00:44:45,750 --> 00:44:50,820 this lock on 1-click shipping and purchasing, which is 1062 00:44:50,820 --> 00:44:52,070 [UNINTELLIGIBLE] but it's been [UNINTELLIGIBLE]. 1063 00:44:54,590 --> 00:45:00,150 But after 25 years, anyone can do 1-click shipping. 1064 00:45:00,150 --> 00:45:01,080 But that's the problem, right? 1065 00:45:01,080 --> 00:45:02,770 25 years is a heck of a long time. 1066 00:45:02,770 --> 00:45:05,870 And by then, whatever is invented is kind of obsolete. 1067 00:45:05,870 --> 00:45:08,340 And a lot of the ideas that tend to get approved by the 1068 00:45:08,340 --> 00:45:11,430 patent office are pretty damn obvious. 1069 00:45:11,430 --> 00:45:14,770 I'm not going to discourage the amount of work that Amazon 1070 00:45:14,770 --> 00:45:17,240 has actually put into 1-click shipping. 1071 00:45:17,240 --> 00:45:21,300 It's actually a really complex process. 1072 00:45:21,300 --> 00:45:24,700 But I am going to discourage, say there is a patent on the 1073 00:45:24,700 --> 00:45:27,110 giant floating arrow that tells you where you're 1074 00:45:27,110 --> 00:45:27,987 supposed to go next. 1075 00:45:27,987 --> 00:45:29,360 They have a patent on this. 1076 00:45:29,360 --> 00:45:33,600 Namco has a patent on mini games that you play while your 1077 00:45:33,600 --> 00:45:35,000 game is loading. 1078 00:45:35,000 --> 00:45:39,470 That's why only Namco games have mini games in those 1079 00:45:39,470 --> 00:45:41,180 screens because they have a patent on that. 1080 00:45:41,180 --> 00:45:43,600 When it comes to game ideas and game mechanics, I find 1081 00:45:43,600 --> 00:45:45,360 this really annoying. 1082 00:45:45,360 --> 00:45:51,330 It's a personal rant because I think that's [UNINTELLIGIBLE] 1083 00:45:51,330 --> 00:45:56,340 creation is that opening it up is really, really tough. 1084 00:45:56,340 --> 00:45:59,304 I don't really think game mechanics fit in the 1085 00:45:59,304 --> 00:45:59,720 [UNINTELLIGIBLE]. 1086 00:45:59,720 --> 00:45:59,900 AUDIENCE: [UNINTELLIGIBLE] 1087 00:45:59,900 --> 00:46:02,220 Apple has is on all the touching. 1088 00:46:02,220 --> 00:46:04,511 On their gestures, a lot of people can't get 1089 00:46:04,511 --> 00:46:05,180 off the same thing. 1090 00:46:05,180 --> 00:46:08,400 PROFESSOR: A lot of people have the same issue that I 1091 00:46:08,400 --> 00:46:10,990 have with game mechanics, with software, in general. 1092 00:46:10,990 --> 00:46:14,530 Software happens so quickly that this kind of temporary 1093 00:46:14,530 --> 00:46:20,765 monopoly basically means a real monopoly over that idea. 1094 00:46:20,765 --> 00:46:25,675 AUDIENCE: I thought that game rules were not patented or 1095 00:46:25,675 --> 00:46:27,148 covered by a copyright. 1096 00:46:27,148 --> 00:46:28,621 I seem to remember hearing that somewhere. 1097 00:46:31,570 --> 00:46:35,480 And this was an issue which came up when Scrabulous and 1098 00:46:35,480 --> 00:46:38,340 Scrabble were at loggerheads with one another. 1099 00:46:38,340 --> 00:46:41,250 There's some weird technical detail that I don't really 1100 00:46:41,250 --> 00:46:46,207 know, but it kind of comes down to the actual rules of 1101 00:46:46,207 --> 00:46:50,430 Scrabble, the actual game rules themselves 1102 00:46:50,430 --> 00:46:51,894 [UNINTELLIGIBLE] are not copyrightable. 1103 00:46:51,894 --> 00:46:54,334 But somehow, the look and feel of your game is. 1104 00:46:57,270 --> 00:46:58,710 Do you know what the specific details are? 1105 00:46:58,710 --> 00:46:59,940 PROFESSOR: I don't know the specific details. 1106 00:46:59,940 --> 00:47:04,350 But how you outlined it is one very clear way on how someone 1107 00:47:04,350 --> 00:47:06,900 who's created a game can protect a game without 1108 00:47:06,900 --> 00:47:09,450 necessarily being protective of the rules. 1109 00:47:09,450 --> 00:47:13,150 And Scrabble can protect the layout of their board. 1110 00:47:13,150 --> 00:47:17,310 Because in order to come to design the layout, they had to 1111 00:47:17,310 --> 00:47:21,080 express the idea of what the board was with graphic design. 1112 00:47:21,080 --> 00:47:22,600 It's like here's where all the triple word scores are. 1113 00:47:22,600 --> 00:47:24,750 Here are where the double word scores. 1114 00:47:24,750 --> 00:47:26,310 That's an image. 1115 00:47:26,310 --> 00:47:27,568 Images can be copyrighted. 1116 00:47:27,568 --> 00:47:29,844 And that's protected under copyrighting law, not under 1117 00:47:29,844 --> 00:47:30,496 patent law. 1118 00:47:30,496 --> 00:47:33,330 AUDIENCE: And I think [UNINTELLIGIBLE] of copyrights 1119 00:47:33,330 --> 00:47:36,470 and trademarks, it comes down to like confusion, right? 1120 00:47:36,470 --> 00:47:39,712 Like if someone could-- if Scrabulous was similar enough 1121 00:47:39,712 --> 00:47:42,936 to Scrabble, superficially, that if someone could use 1122 00:47:42,936 --> 00:47:43,680 their products. 1123 00:47:43,680 --> 00:47:47,460 I think that is like a major criteria, right? 1124 00:47:47,460 --> 00:47:50,940 And then again, it comes down to things like font, colors, 1125 00:47:50,940 --> 00:47:52,820 titles, [INAUDIBLE]. 1126 00:47:52,820 --> 00:47:54,967 PROFESSOR: It's even more specific when it comes to 1127 00:47:54,967 --> 00:47:56,217 trademarks. 1128 00:47:58,960 --> 00:48:06,080 If you can claim that the image or a particular saying 1129 00:48:06,080 --> 00:48:08,970 or something is closely associated with your company's 1130 00:48:08,970 --> 00:48:12,100 core brand, you can defend that as a trademark if you 1131 00:48:12,100 --> 00:48:14,340 registered it with the trademark office. 1132 00:48:14,340 --> 00:48:16,428 GAMBIT, the Singapore [UNINTELLIGIBLE] game lab is 1133 00:48:16,428 --> 00:48:19,780 actually a registered trademark in Singapore. 1134 00:48:19,780 --> 00:48:23,255 And actually, we had some trouble registering that 1135 00:48:23,255 --> 00:48:25,120 because well, [UNINTELLIGIBLE] not the first company to come 1136 00:48:25,120 --> 00:48:26,580 along with the word GAMBIT. 1137 00:48:26,580 --> 00:48:29,970 There's actually another MIT product called GAMBIT. 1138 00:48:29,970 --> 00:48:33,570 It's a game theory modeling system. 1139 00:48:33,570 --> 00:48:36,610 So we actually had to negotiate some fine words to 1140 00:48:36,610 --> 00:48:39,040 be able to separate what we were doing was not going to be 1141 00:48:39,040 --> 00:48:41,690 confused with what they were doing. 1142 00:48:41,690 --> 00:48:41,920 [UNINTELLIGIBLE]? 1143 00:48:41,920 --> 00:48:44,280 AUDIENCE: Are copyrights and trademarks also for 25 years? 1144 00:48:44,280 --> 00:48:46,600 Or are they different? 1145 00:48:46,600 --> 00:48:47,850 AUDIENCE: [INTERPOSING VOICES] 1146 00:48:51,460 --> 00:48:55,540 PROFESSOR: Copyrights last as long as Walt Disney is dead. 1147 00:48:55,540 --> 00:49:01,060 That is because the Disney corp keeps lobbying the 1148 00:49:01,060 --> 00:49:04,330 various branches of the United States to extend copyrights so 1149 00:49:04,330 --> 00:49:05,580 that they can lock down Mickey. 1150 00:49:07,840 --> 00:49:11,860 That's the easiest way to tell exactly how long. 1151 00:49:11,860 --> 00:49:13,010 In other words, right now, you've got something 1152 00:49:13,010 --> 00:49:14,770 copyrighted, it's in perpetuity until Disney loses. 1153 00:49:18,480 --> 00:49:20,320 This is actually really annoying. 1154 00:49:20,320 --> 00:49:22,820 Which means there's a whole bunch of works, literature 1155 00:49:22,820 --> 00:49:25,100 [UNINTELLIGIBLE] 1156 00:49:25,100 --> 00:49:30,190 that date back to the elite 20th century that by all means 1157 00:49:30,190 --> 00:49:32,285 really should be public domain at this point. 1158 00:49:32,285 --> 00:49:34,490 And then, they will pass into public use. 1159 00:49:34,490 --> 00:49:36,390 But they aren't. 1160 00:49:36,390 --> 00:49:37,570 I know one thing for sure. 1161 00:49:37,570 --> 00:49:40,330 H.P. Lovecraft is definitely in public domain. 1162 00:49:40,330 --> 00:49:44,198 That's why there are so many games based on 1163 00:49:44,198 --> 00:49:45,448 H.P. Lovecraft material. 1164 00:49:47,890 --> 00:49:49,900 Whatever is based on Disney material, has 1165 00:49:49,900 --> 00:49:52,020 to be made by Disney. 1166 00:49:52,020 --> 00:49:53,192 [UNINTELLIGIBLE] 1167 00:49:53,192 --> 00:49:54,442 of the copyright law. 1168 00:50:04,740 --> 00:50:05,300 Images. 1169 00:50:05,300 --> 00:50:10,300 If the Scrabble board is identified as being key to the 1170 00:50:10,300 --> 00:50:12,240 Scrabble brand, you might be able to 1171 00:50:12,240 --> 00:50:14,570 protect it under trademark. 1172 00:50:14,570 --> 00:50:18,900 And trademark is one of those things where all you're saying 1173 00:50:18,900 --> 00:50:20,660 is that this is how our company 1174 00:50:20,660 --> 00:50:22,410 is identifying ourselves. 1175 00:50:22,410 --> 00:50:27,700 And if that is confused with somebody else's product, that 1176 00:50:27,700 --> 00:50:28,760 product is now hurting [UNINTELLIGIBLE] 1177 00:50:28,760 --> 00:50:30,700 to make money. 1178 00:50:30,700 --> 00:50:33,350 So there are a lot of steps to allow you to fight that. 1179 00:50:33,350 --> 00:50:34,950 The problem with trademark is that you have to 1180 00:50:34,950 --> 00:50:36,810 keep fighting back. 1181 00:50:36,810 --> 00:50:40,300 So Xerox, for instance, constantly fights to keep 1182 00:50:40,300 --> 00:50:43,090 Xerox as a trademark because people keep using the word, 1183 00:50:43,090 --> 00:50:47,100 Xerox, to mean photocopy, which is a great problem for a 1184 00:50:47,100 --> 00:50:47,950 company to have. 1185 00:50:47,950 --> 00:50:49,670 But it's actually a cash drain as well. 1186 00:50:49,670 --> 00:50:55,690 Because everyone's associating your company's name-- 1187 00:50:55,690 --> 00:50:57,960 you're thinking Google, right? 1188 00:50:57,960 --> 00:50:59,170 AUDIENCE: I think [UNINTELLIGIBLE]. 1189 00:50:59,170 --> 00:51:01,510 Too many people or lose it. 1190 00:51:01,510 --> 00:51:02,450 Band-aid would for sure. 1191 00:51:02,450 --> 00:51:03,860 PROFESSOR: So you have to fight it. 1192 00:51:03,860 --> 00:51:04,420 AUDIENCE: And Kleenex, yeah. 1193 00:51:04,420 --> 00:51:06,300 PROFESSOR: As long as you keep fighting it, you stand a 1194 00:51:06,300 --> 00:51:07,790 chance of hanging onto it. 1195 00:51:11,610 --> 00:51:13,660 Like [UNINTELLIGIBLE] you blink. 1196 00:51:13,660 --> 00:51:15,600 AUDIENCE: [INAUDIBLE] 1197 00:51:15,600 --> 00:51:17,540 AUDIENCE: I remember hearing about this, so I was looking 1198 00:51:17,540 --> 00:51:18,025 to find it. 1199 00:51:18,025 --> 00:51:22,830 But Richard Garfield, who created Magic, has a patent on 1200 00:51:22,830 --> 00:51:26,380 methods of play for trading card games. 1201 00:51:26,380 --> 00:51:26,470 PROFESSOR: Like the 1202 00:51:26,470 --> 00:51:27,030 [UNINTELLIGIBLE], for instance? 1203 00:51:27,030 --> 00:51:29,925 AUDIENCE: And the one who owns the patent is playing a card 1204 00:51:29,925 --> 00:51:32,850 in a certain orientation and then changing it's orientation 1205 00:51:32,850 --> 00:51:36,650 in the game field choosing to buy a different state of that 1206 00:51:36,650 --> 00:51:38,075 character's embodiment. 1207 00:51:38,075 --> 00:51:39,040 AUDIENCE: What? 1208 00:51:39,040 --> 00:51:39,690 [LAUGHTER] 1209 00:51:39,690 --> 00:51:40,997 AUDIENCE: [INTERPOSING VOICES] 1210 00:51:40,997 --> 00:51:43,799 AUDIENCE: That is stupid. 1211 00:51:43,799 --> 00:51:45,200 AUDIENCE: He has a patent on tapping cards? 1212 00:51:45,200 --> 00:51:46,440 AUDIENCE: He has a patent on tapping cards, among many 1213 00:51:46,440 --> 00:51:47,600 other things that are basically-- 1214 00:51:47,600 --> 00:51:50,676 So I suspect that he doesn't enforce this patent or that it 1215 00:51:50,676 --> 00:51:52,950 is not enforceable because if you try to enforce it, it gets 1216 00:51:52,950 --> 00:51:54,240 [UNINTELLIGIBLE PHRASE]. 1217 00:51:54,240 --> 00:51:56,705 PROFESSOR: It is possible, but it's not [UNINTELLIGIBLE] 1218 00:51:56,705 --> 00:51:58,160 AUDIENCE: I heard that the actual 1219 00:51:58,160 --> 00:52:01,070 manifestation of that is that-- 1220 00:52:01,070 --> 00:52:03,010 I don't know whether [UNINTELLIGIBLE] contested 1221 00:52:03,010 --> 00:52:03,980 people over it. 1222 00:52:03,980 --> 00:52:07,030 But definitely, they're anti anyone else 1223 00:52:07,030 --> 00:52:08,570 using the term tap. 1224 00:52:08,570 --> 00:52:11,730 So which is why whenever you go to look at Legend of the 1225 00:52:11,730 --> 00:52:14,428 Five Rings or whatever, they have the turned sideways 1226 00:52:14,428 --> 00:52:14,900 [UNINTELLIGIBLE]. 1227 00:52:14,900 --> 00:52:17,530 But it's called bowing. 1228 00:52:17,530 --> 00:52:20,545 And the same is true in any collectible card game that has 1229 00:52:20,545 --> 00:52:23,667 a tap mechanic, they're not allowed to use the word, tap. 1230 00:52:23,667 --> 00:52:25,575 AUDIENCE: But that's a copyright. 1231 00:52:25,575 --> 00:52:27,483 AUDIENCE: Yeah, it's a copyright. 1232 00:52:27,483 --> 00:52:29,200 AUDIENCE: [INTERPOSING VOICES] 1233 00:52:29,200 --> 00:52:31,938 AUDIENCE: So I don't know it's been tested because I don't 1234 00:52:31,938 --> 00:52:33,720 know if that patent has been contested. 1235 00:52:33,720 --> 00:52:34,270 AUDIENCE: I would suspect not. 1236 00:52:34,270 --> 00:52:34,990 AUDIENCE: Probably not. 1237 00:52:34,990 --> 00:52:37,120 But it's interesting. 1238 00:52:37,120 --> 00:52:40,290 If you look at any of the [UNINTELLIGIBLE], so 1239 00:52:40,290 --> 00:52:40,682 [UNINTELLIGIBLE] 1240 00:52:40,682 --> 00:52:43,450 Pokemon and I don't recall what the others are. 1241 00:52:43,450 --> 00:52:45,570 They all use the term tap. 1242 00:52:45,570 --> 00:52:49,810 But because of the copyright in which they hold, they're 1243 00:52:49,810 --> 00:52:50,890 allowed to do it, but nobody else-- 1244 00:52:50,890 --> 00:52:51,020 AUDIENCE: [INTERPOSING VOICES] 1245 00:52:51,020 --> 00:52:53,470 PROFESSOR: The copyright violation probably gives 1246 00:52:53,470 --> 00:52:56,240 evidence for a patent violation. 1247 00:52:56,240 --> 00:53:00,200 So if you can stay clear of the copyright violation, the 1248 00:53:00,200 --> 00:53:04,030 case that Wizards has to be able to contest the same 1249 00:53:04,030 --> 00:53:06,290 mechanic that's under [UNINTELLIGIBLE]. 1250 00:53:06,290 --> 00:53:07,890 But they might still have a case. 1251 00:53:07,890 --> 00:53:11,052 AUDIENCE: I suspect that they think that their patent is not 1252 00:53:11,052 --> 00:53:11,990 enforceable. 1253 00:53:11,990 --> 00:53:12,710 PROFESSOR: It's possible. 1254 00:53:12,710 --> 00:53:14,752 AUDIENCE: Otherwise, you wouldn't even be able to get 1255 00:53:14,752 --> 00:53:16,429 away with not even calling it tapping. 1256 00:53:16,429 --> 00:53:18,235 As long as you turn a card, you'd be able to say, hey, do 1257 00:53:18,235 --> 00:53:18,850 you have a method? 1258 00:53:18,850 --> 00:53:19,650 AUDIENCE: It's so ridiculous. 1259 00:53:19,650 --> 00:53:22,380 AUDIENCE: Entering [UNINTELLIGIBLE PHRASE] 1260 00:53:22,380 --> 00:53:26,850 the first orientation at the player's option. 1261 00:53:26,850 --> 00:53:28,880 Turning the trick card another orientation 1262 00:53:28,880 --> 00:53:29,900 on the playing surface. 1263 00:53:29,900 --> 00:53:32,440 It doesn't even say for any reason. 1264 00:53:32,440 --> 00:53:33,960 AUDIENCE: In Naval Battles, you have to turn the card 1265 00:53:33,960 --> 00:53:35,320 upside down. 1266 00:53:35,320 --> 00:53:39,488 Like submarine cards, you can put them upside down to 1267 00:53:39,488 --> 00:53:41,710 [UNINTELLIGIBLE]. 1268 00:53:41,710 --> 00:53:44,634 AUDIENCE: [INTERPOSING VOICES] 1269 00:53:44,634 --> 00:53:46,520 AUDIENCE: --method of playing games when two or more players 1270 00:53:46,520 --> 00:53:47,780 blah, blah, blah. 1271 00:53:47,780 --> 00:53:49,430 AUDIENCE: [INTERPOSING VOICES] 1272 00:53:49,430 --> 00:53:51,390 PROFESSOR: So you can see how this gets annoying quick. 1273 00:53:51,390 --> 00:53:54,870 But there's actually an, unfortunately, good reason why 1274 00:53:54,870 --> 00:53:57,440 things like game mechanics and more often implementation of 1275 00:53:57,440 --> 00:54:00,930 game mechanisms code are protected by patents. 1276 00:54:00,930 --> 00:54:05,490 Is in that because there are already so many out there, if 1277 00:54:05,490 --> 00:54:08,725 your company is just trying to make a game, the likelihood 1278 00:54:08,725 --> 00:54:10,786 that you're going to run into a pile of patents is actually 1279 00:54:10,786 --> 00:54:12,690 pretty high. 1280 00:54:12,690 --> 00:54:14,560 So what do you do? 1281 00:54:14,560 --> 00:54:18,670 If you've got something that you know that you created, a 1282 00:54:18,670 --> 00:54:21,200 lot of companies just go and patent that. 1283 00:54:21,200 --> 00:54:24,773 In the event that it turns out to be a case that you run 1284 00:54:24,773 --> 00:54:27,490 afoul of a different patent, they might actually look at 1285 00:54:27,490 --> 00:54:30,430 the company that's suing them and say, but you were running 1286 00:54:30,430 --> 00:54:33,870 to file our patents because we just also patented something 1287 00:54:33,870 --> 00:54:36,270 pretty obvious. 1288 00:54:36,270 --> 00:54:39,130 EA, Activision what? 1289 00:54:39,130 --> 00:54:41,020 AUDIENCE: It's all just mutually assured destruction. 1290 00:54:41,020 --> 00:54:41,450 PROFESSOR: Exactly. 1291 00:54:41,450 --> 00:54:42,660 I mean, well, it's not destruction. 1292 00:54:42,660 --> 00:54:45,000 It's what they do is they trade licenses. 1293 00:54:45,000 --> 00:54:48,300 It's like we will let you use these patents if you will let 1294 00:54:48,300 --> 00:54:51,415 us use that patent and thus, avoid a legal fight. 1295 00:54:51,415 --> 00:54:52,080 Final costs. 1296 00:54:52,080 --> 00:54:53,372 Lawyers are getting paid 1297 00:54:53,372 --> 00:54:54,505 throughout this entire process. 1298 00:54:54,505 --> 00:54:56,450 AUDIENCE: [LAUGHTER] 1299 00:54:56,450 --> 00:54:57,446 PROFESSOR: It's cheaper than actually 1300 00:54:57,446 --> 00:54:58,840 bringing it to court because-- 1301 00:54:58,840 --> 00:55:02,535 AUDIENCE: Your patent isn't validated if you can be shown 1302 00:55:02,535 --> 00:55:04,062 someone else came up with it and patented 1303 00:55:04,062 --> 00:55:05,570 it earlier in time. 1304 00:55:05,570 --> 00:55:08,110 You have to be the first person to come up with it. 1305 00:55:08,110 --> 00:55:09,360 AUDIENCE: [INTERPOSING VOICES] 1306 00:55:12,550 --> 00:55:14,750 AUDIENCE: And that's why I'm sure that Wizard has never 1307 00:55:14,750 --> 00:55:17,530 tried to use their patent against people because they 1308 00:55:17,530 --> 00:55:20,070 suspect that it's not going to hold up [UNINTELLIGIBLE]. 1309 00:55:20,070 --> 00:55:20,570 PROFESSOR: It's possible. 1310 00:55:20,570 --> 00:55:21,620 You may not want to fight it. 1311 00:55:21,620 --> 00:55:23,890 But sometimes, the threat of a lawsuit is 1312 00:55:23,890 --> 00:55:25,410 a big enough threat. 1313 00:55:25,410 --> 00:55:27,705 It's like you don't even have to be able to win it. 1314 00:55:27,705 --> 00:55:29,740 You just-- we are a big company. 1315 00:55:29,740 --> 00:55:30,720 We have lawyers. 1316 00:55:30,720 --> 00:55:31,634 And we can pay them. 1317 00:55:31,634 --> 00:55:32,884 Do you? 1318 00:55:34,840 --> 00:55:38,090 So that's one reason I mean why companies that are 1319 00:55:38,090 --> 00:55:41,463 otherwise opposed to legal patents will still secure 1320 00:55:41,463 --> 00:55:44,640 patents to protect themselves. 1321 00:55:44,640 --> 00:55:45,470 It's kind of sad. 1322 00:55:45,470 --> 00:55:47,790 It's like one of those things where in a city where everyone 1323 00:55:47,790 --> 00:55:50,594 owns a gun, you want to own one, too. 1324 00:55:53,300 --> 00:55:54,450 So that's patents. 1325 00:55:54,450 --> 00:55:55,000 We talked about trademarks. 1326 00:55:55,000 --> 00:55:57,180 We talked about copyright. 1327 00:55:57,180 --> 00:56:00,130 One last thing I kind of want to talk about is fair use. 1328 00:56:00,130 --> 00:56:04,280 Fair use is kind of the defense that a lot of schools 1329 00:56:04,280 --> 00:56:05,000 fall back on. 1330 00:56:05,000 --> 00:56:07,175 The idea that if you're doing something, or if you're 1331 00:56:07,175 --> 00:56:11,515 appropriating some sort of material, or some sort of IP 1332 00:56:11,515 --> 00:56:17,820 for political or educational reasons, you have a defense. 1333 00:56:17,820 --> 00:56:21,688 Should the case be brought to court, you might be able to 1334 00:56:21,688 --> 00:56:24,410 defend yourself and win that case by saying well, this was 1335 00:56:24,410 --> 00:56:24,730 the reason. 1336 00:56:24,730 --> 00:56:26,500 So am I doing something for satirical purposes. 1337 00:56:26,500 --> 00:56:30,850 Am I doing something to teach people 1338 00:56:30,850 --> 00:56:34,130 about games, for instance. 1339 00:56:34,130 --> 00:56:36,385 I'm going to reprint rules or something. 1340 00:56:36,385 --> 00:56:38,630 And you guys can look at it. 1341 00:56:38,630 --> 00:56:40,000 And you guys can sue me. 1342 00:56:40,000 --> 00:56:41,910 And I can claim fair use. 1343 00:56:41,910 --> 00:56:42,800 I may not win. 1344 00:56:42,800 --> 00:56:43,430 That's the problem. 1345 00:56:43,430 --> 00:56:45,130 Fair use is only a defense. 1346 00:56:45,130 --> 00:56:50,130 Fair use is not a law that automatically protects you 1347 00:56:50,130 --> 00:56:52,330 from being taken to court. 1348 00:56:52,330 --> 00:56:53,750 So lawyer's fees. 1349 00:56:57,920 --> 00:57:01,580 Who pays the lawyers' fees depends on the case. 1350 00:57:01,580 --> 00:57:04,710 But frankly, I would rather not be put in that position. 1351 00:57:04,710 --> 00:57:05,960 So there is that chilling effect. 1352 00:57:09,100 --> 00:57:13,160 Just keep that in mind of the games you guys are making for 1353 00:57:13,160 --> 00:57:14,300 the class assignments. 1354 00:57:14,300 --> 00:57:18,000 But, of course, we don't expect you to be say, copying 1355 00:57:18,000 --> 00:57:20,570 text verbatim from other rule sets. 1356 00:57:20,570 --> 00:57:23,635 In fact, I doubt any of you would be particularly 1357 00:57:23,635 --> 00:57:25,730 interested in doing so. 1358 00:57:25,730 --> 00:57:28,560 Certainly not copying art. 1359 00:57:28,560 --> 00:57:31,120 But also, keep in mind that also applies for things like 1360 00:57:31,120 --> 00:57:34,420 art that you find online. 1361 00:57:34,420 --> 00:57:35,305 You could protect yourself under fair use. 1362 00:57:35,305 --> 00:57:38,180 This is for a class assignment, darnit. 1363 00:57:38,180 --> 00:57:40,720 And for the most part, no one is really going to notice. 1364 00:57:40,720 --> 00:57:42,750 But, of course, if you want to take these games a little bit 1365 00:57:42,750 --> 00:57:45,410 further, maybe sell them in the future, you'll want to 1366 00:57:45,410 --> 00:57:47,620 rethink about every single piece of art, every single 1367 00:57:47,620 --> 00:57:49,720 piece of text that you're using in your games. 1368 00:57:49,720 --> 00:57:52,870 Is that coming from somewhere else or can we claim that we 1369 00:57:52,870 --> 00:57:53,365 invented that? 1370 00:57:53,365 --> 00:57:56,824 AUDIENCE: Have any past students or groups tried to 1371 00:57:56,824 --> 00:57:58,130 pitch their games anywhere? 1372 00:57:58,130 --> 00:58:01,080 PROFESSOR: Oh, you mean like turn it commercial? 1373 00:58:01,080 --> 00:58:02,520 Not to my knowledge. 1374 00:58:02,520 --> 00:58:04,440 AUDIENCE: [INTERPOSING VOICES] 1375 00:58:04,440 --> 00:58:04,930 PROFESSOR: Yeah, do it. 1376 00:58:04,930 --> 00:58:09,260 I mean, based on the games that we played on Tuesday, 1377 00:58:09,260 --> 00:58:10,510 absolutely. 1378 00:58:14,080 --> 00:58:16,160 Actually, one of the pieces of feedback that we got from the 1379 00:58:16,160 --> 00:58:17,790 GAMBIT [UNINTELLIGIBLE] every single one of those games has 1380 00:58:17,790 --> 00:58:19,835 something they have not seen before in a card game. 1381 00:58:22,690 --> 00:58:24,480 Every one of those projects had a 1382 00:58:24,480 --> 00:58:25,910 really interesting mechanic. 1383 00:58:25,910 --> 00:58:27,260 And as far as I can tell, they've 1384 00:58:27,260 --> 00:58:28,510 all really been tested. 1385 00:58:31,450 --> 00:58:33,035 All right. 1386 00:58:33,035 --> 00:58:33,510 OK. 1387 00:58:33,510 --> 00:58:37,040 So I'm not going anymore into IP discussions. 1388 00:58:37,040 --> 00:58:40,015 I spend too much time talking to IP lawyers because we 1389 00:58:40,015 --> 00:58:40,790 create IP in this lab. 1390 00:58:40,790 --> 00:58:42,390 We create games. 1391 00:58:42,390 --> 00:58:43,800 And if anyone happens to be interested. 1392 00:58:43,800 --> 00:58:46,790 I was considering a career in law. 1393 00:58:46,790 --> 00:58:50,420 I'll be happy to go into greater detail. 1394 00:58:50,420 --> 00:58:54,270 But for now, anymore questions? 1395 00:58:54,270 --> 00:58:54,570 OK. 1396 00:58:54,570 --> 00:58:55,820 Let's just play games.