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 00:00:21,510 --> 00:00:25,670 So some of my perspective on what kinds of things you can 9 00:00:25,670 --> 00:00:27,930 do in relation to game mechanics is kind of like 10 00:00:27,930 --> 00:00:31,660 seeing [INAUDIBLE]. 11 00:00:31,660 --> 00:00:34,932 But it's not the be all and end all. 12 00:00:34,932 --> 00:00:39,040 I'm basically showing you my perspective but it's not the 13 00:00:39,040 --> 00:00:41,680 only perspective out there. 14 00:00:41,680 --> 00:00:46,360 I have very little that I feel qualified to say about things 15 00:00:46,360 --> 00:00:47,320 like sports. 16 00:00:47,320 --> 00:00:53,246 Things where we are talking about athletic competitions. 17 00:00:53,246 --> 00:00:57,880 Faster, higher, stronger, that sort of thing. 18 00:00:57,880 --> 00:01:02,020 But I'm a little bit more engaged in games where there's 19 00:01:02,020 --> 00:01:02,750 role-playing. 20 00:01:02,750 --> 00:01:07,270 Where you're taking on a persona or at least some sort 21 00:01:07,270 --> 00:01:10,140 of behavior that you aren't just 22 00:01:10,140 --> 00:01:13,030 normally doing in real-life. 23 00:01:13,030 --> 00:01:15,680 It's not just about how fast you can run or how skilled you 24 00:01:15,680 --> 00:01:17,370 are at hitting the ball. 25 00:01:17,370 --> 00:01:18,620 That sort of thing. 26 00:01:21,510 --> 00:01:26,860 Let's see, and not every single live-action game needs 27 00:01:26,860 --> 00:01:29,090 to necessarily fit within role-playing sports. 28 00:01:29,090 --> 00:01:30,930 You've got things like party games. 29 00:01:30,930 --> 00:01:35,020 This afternoon we'll have the lead designer for Dance 30 00:01:35,020 --> 00:01:40,500 central coming in to do a little Q & A about Dance 31 00:01:40,500 --> 00:01:44,330 Central around 4 o'clock, 4:30, in the TV lounge. 32 00:01:44,330 --> 00:01:45,510 You guys are all welcome to do that. 33 00:01:45,510 --> 00:01:47,120 And that's arguably a live-action game. 34 00:01:47,120 --> 00:01:50,810 Sure you've got a computer, you've got a-- 35 00:01:50,810 --> 00:01:52,480 how much is the Kinect? 36 00:01:55,880 --> 00:02:05,400 $150 piece of equipment connected to a $250 Xbox 37 00:02:05,400 --> 00:02:08,259 hooked to a screen that's probably more than that. 38 00:02:08,259 --> 00:02:10,550 You've got all this technology, but in the end, 39 00:02:10,550 --> 00:02:12,150 what's that game about? 40 00:02:12,150 --> 00:02:14,330 What's Rock Band about? 41 00:02:14,330 --> 00:02:16,700 It's about the people who are in the living room. 42 00:02:19,660 --> 00:02:23,550 And what is one of the arguments that [INAUDIBLE], in 43 00:02:23,550 --> 00:02:29,730 a different chapter in Casual Revolution, he argues that one 44 00:02:29,730 --> 00:02:32,730 of the big things that's happened with gaming is this 45 00:02:32,730 --> 00:02:37,500 re-introduction of the space in front of the screen. 46 00:02:37,500 --> 00:02:40,485 The living room space has come back into play. 47 00:02:43,470 --> 00:02:46,050 You haven't lost that with board games or card games, but 48 00:02:46,050 --> 00:02:48,800 for electronic games really it used to be something that 49 00:02:48,800 --> 00:02:50,300 existed with arcade games. 50 00:02:50,300 --> 00:02:55,290 You've got these giant motorcycles or steering wheels 51 00:02:55,290 --> 00:02:56,840 and stuff like that. 52 00:02:56,840 --> 00:03:01,540 And you still had it with some really expensive computer 53 00:03:01,540 --> 00:03:03,450 games like flight simulators where 54 00:03:03,450 --> 00:03:05,840 people buy the joysticks. 55 00:03:05,840 --> 00:03:12,230 I'm a big train fan, so I've got a Playstation One train 56 00:03:12,230 --> 00:03:14,380 controller. 57 00:03:14,380 --> 00:03:15,720 It's throttle and brakes. 58 00:03:15,720 --> 00:03:17,868 That's all it is. 59 00:03:17,868 --> 00:03:20,730 No steering when it comes to trains. 60 00:03:20,730 --> 00:03:21,980 It's a lot of fun. 61 00:03:27,710 --> 00:03:29,840 With arcade games, and of course [INAUDIBLE], there's 62 00:03:29,840 --> 00:03:31,550 this whole idea that you're going to be engaging your 63 00:03:31,550 --> 00:03:34,660 entire body. 64 00:03:34,660 --> 00:03:37,470 And you could argue that those are live-action games. 65 00:03:37,470 --> 00:03:41,860 And you take the technology out and what you've got is 66 00:03:41,860 --> 00:03:45,970 just this human body playing with all it's constraints, 67 00:03:45,970 --> 00:03:52,160 beholden to gravity, it can't move faster than a certain 68 00:03:52,160 --> 00:03:55,415 speed, it's kind of ungamely, and it's got 69 00:03:55,415 --> 00:03:58,490 roughly a certain size. 70 00:03:58,490 --> 00:04:01,200 Gives you constraints that you can work with in 71 00:04:01,200 --> 00:04:02,980 terms of game mechanics. 72 00:04:02,980 --> 00:04:06,470 One of the things that we did last year was we had a 73 00:04:06,470 --> 00:04:09,850 live-action game assignment in this class. 74 00:04:09,850 --> 00:04:12,250 And the constraint was you had to be able to play the 75 00:04:12,250 --> 00:04:13,500 game in this room. 76 00:04:16,040 --> 00:04:18,720 Was a newspaper a constant? 77 00:04:18,720 --> 00:04:19,589 GUEST SPEAKER: No. 78 00:04:19,589 --> 00:04:23,065 PROFESSOR: That was one huge decision to use newspaper as a 79 00:04:23,065 --> 00:04:24,900 constraint. 80 00:04:24,900 --> 00:04:27,280 But they did things like blindfold people. 81 00:04:27,280 --> 00:04:30,780 They were playing around with the senses on the body so that 82 00:04:30,780 --> 00:04:32,270 you could hear. 83 00:04:32,270 --> 00:04:35,500 When one person had unlimited ammunition, in terms of low 84 00:04:35,500 --> 00:04:41,820 vaulted newspaper and the bucket, but couldn't see where 85 00:04:41,820 --> 00:04:42,650 everybody else was. 86 00:04:42,650 --> 00:04:47,500 And everybody else could move around the room 87 00:04:47,500 --> 00:04:48,530 on sheets of newspaper. 88 00:04:48,530 --> 00:04:50,480 They had to step on sheets of newspaper. 89 00:04:50,480 --> 00:04:52,800 So you could always hear where they were stepping. 90 00:04:52,800 --> 00:04:56,440 And the person with the bucket was trying to pelt the people 91 00:04:56,440 --> 00:04:58,610 who were stepping on the ground. 92 00:04:58,610 --> 00:05:03,940 If you got hit you had to go out of the magic circle and 93 00:05:03,940 --> 00:05:05,780 then start coming in. 94 00:05:05,780 --> 00:05:07,525 The whole idea was to attack the person who was actually 95 00:05:07,525 --> 00:05:09,330 throwing all these newspaper balls. 96 00:05:09,330 --> 00:05:12,720 We had a little newspaper hat that you could grab. 97 00:05:12,720 --> 00:05:14,880 It was pretty awesome, because what you need 98 00:05:14,880 --> 00:05:15,870 to play that game? 99 00:05:15,870 --> 00:05:21,750 You need one set of rules, and a chair, a recycle 100 00:05:21,750 --> 00:05:23,770 bin--specifically it was that bin-- 101 00:05:23,770 --> 00:05:26,520 and newspaper. 102 00:05:26,520 --> 00:05:28,780 But there were all these things in play about 103 00:05:28,780 --> 00:05:29,590 what you can do. 104 00:05:29,590 --> 00:05:33,240 So OK, your target is going to be roughly the size of a human 105 00:05:33,240 --> 00:05:35,230 body, and roughly the weight of a human body. 106 00:05:35,230 --> 00:05:38,260 It's going to be able to move at roughly the same speed of a 107 00:05:38,260 --> 00:05:39,110 human body. 108 00:05:39,110 --> 00:05:42,387 And you cannot have multiple targets in the 109 00:05:42,387 --> 00:05:43,420 same place at once. 110 00:05:43,420 --> 00:05:46,290 In fact it's hilarious when you try, because you've got 111 00:05:46,290 --> 00:05:49,000 these [INAUDIBLE]. 112 00:05:49,000 --> 00:05:52,080 And because you're playing with the humans, all five of 113 00:05:52,080 --> 00:05:56,190 the human senses, usually just like hearing. 114 00:05:56,190 --> 00:05:57,650 I don't know that anyone's made a smell game. 115 00:05:57,650 --> 00:06:04,620 But you will have the situation where the people who 116 00:06:04,620 --> 00:06:08,710 are standing on the newspapers will try to make noise near 117 00:06:08,710 --> 00:06:10,520 the other people who are playing the game. 118 00:06:10,520 --> 00:06:15,280 So they were drawing attention away from themselves. 119 00:06:15,280 --> 00:06:15,690 Sometimes it works. 120 00:06:15,690 --> 00:06:16,380 Sometimes it doesn't. 121 00:06:16,380 --> 00:06:18,406 Sometimes it leads to hilarious collisions --a good 122 00:06:18,406 --> 00:06:19,656 time was had by all. 123 00:06:21,460 --> 00:06:22,470 And those kinds of party games. 124 00:06:22,470 --> 00:06:23,720 You know, King of the Hill? 125 00:06:28,430 --> 00:06:33,240 Can anyone think of any other playground type games that are 126 00:06:33,240 --> 00:06:33,930 personal favorites? 127 00:06:33,930 --> 00:06:35,085 AUDIENCE: Freeze tag. 128 00:06:35,085 --> 00:06:36,330 PROFESSOR: Freeze tag? 129 00:06:36,330 --> 00:06:36,453 [? 130 00:06:36,453 --> 00:06:38,340 AUDIENCE: Lava. 131 00:06:38,340 --> 00:06:38,600 PROFESSOR: What's? 132 00:06:38,600 --> 00:06:38,643 [? 133 00:06:38,643 --> 00:06:42,190 AUDIENCE: Lava's where you have swings and all things you 134 00:06:42,190 --> 00:06:43,010 can climb on. 135 00:06:43,010 --> 00:06:46,330 And you're playing generally on the little pebble-like 136 00:06:46,330 --> 00:06:46,970 rocky stuff. 137 00:06:46,970 --> 00:06:49,050 And if you step on the pebble stuff that's like the lava and 138 00:06:49,050 --> 00:06:51,390 you get burnt. 139 00:06:51,390 --> 00:06:54,040 So you have to stay hanging on the metal part. 140 00:06:54,040 --> 00:06:56,650 And usually there's someone who's immune to the lava 141 00:06:56,650 --> 00:06:57,670 trying to tag you. 142 00:06:57,670 --> 00:06:59,470 So they can walk over the lava but they 143 00:06:59,470 --> 00:07:01,480 can't go in the structure. 144 00:07:01,480 --> 00:07:04,020 AUDIENCE: Lava monster. 145 00:07:04,020 --> 00:07:05,530 PROFESSOR: Does the game ever stop? 146 00:07:05,530 --> 00:07:07,580 Just out of curiosity? 147 00:07:07,580 --> 00:07:09,990 AUDIENCE: Yeah, someone becomes the next lava monster. 148 00:07:09,990 --> 00:07:11,925 Once you get tagged you switch roles and keep doing it. 149 00:07:11,925 --> 00:07:14,748 AUDIENCE: But the thing is, I never played that on my 150 00:07:14,748 --> 00:07:15,150 playground. 151 00:07:15,150 --> 00:07:17,640 I always played in my living room and throw couch cushions 152 00:07:17,640 --> 00:07:20,130 on the floor and stuff. 153 00:07:20,130 --> 00:07:22,120 AUDIENCE: That sounds really dangerous. 154 00:07:22,120 --> 00:07:25,210 AUDIENCE: We'd have wheely chairs and push off and yeah. 155 00:07:25,210 --> 00:07:25,950 PROFESSOR: I used to have a water bed. 156 00:07:25,950 --> 00:07:29,034 So there was some unpredictability that I could 157 00:07:29,034 --> 00:07:32,010 have in my bedroom with my two brothers. 158 00:07:32,010 --> 00:07:34,320 But they were both bigger than me so I always lost. 159 00:07:39,120 --> 00:07:41,480 I mean, you can think of-- 160 00:07:41,480 --> 00:07:45,690 on one hand, these are athletic games because they do 161 00:07:45,690 --> 00:07:49,300 test your ability to move and control your body. 162 00:07:49,300 --> 00:07:50,990 Which is why they're so popular around kids who are 163 00:07:50,990 --> 00:07:55,590 trying to master what their bodies are capable of. 164 00:07:55,590 --> 00:08:00,160 But on the other hand, they're also games of mimicry going 165 00:08:00,160 --> 00:08:01,748 back to [INAUDIBLE] 166 00:08:01,748 --> 00:08:03,050 definition. 167 00:08:03,050 --> 00:08:05,967 Because you're pretending that it's lava, and pretending that 168 00:08:05,967 --> 00:08:10,220 you're a person that cares that it's lava, or a monster 169 00:08:10,220 --> 00:08:12,160 that's immune to it. 170 00:08:12,160 --> 00:08:15,730 And these games don't necessarily-- 171 00:08:15,730 --> 00:08:17,300 they may have some rules about, OK you 172 00:08:17,300 --> 00:08:19,440 can tag now we swap. 173 00:08:19,440 --> 00:08:23,830 I've seen games where sure, I've technically been tagged 174 00:08:23,830 --> 00:08:26,945 out of this game but since this game really has no end 175 00:08:26,945 --> 00:08:29,440 state that just means that oh, I lost. 176 00:08:29,440 --> 00:08:31,180 Now I'm back in the game again. 177 00:08:31,180 --> 00:08:35,070 It's like playing a Doom death match and you die and you're 178 00:08:35,070 --> 00:08:38,390 just right back in the game again. 179 00:08:38,390 --> 00:08:42,490 Let's see, anyone play those-- 180 00:08:42,490 --> 00:08:44,750 what's the name of the football variant where you 181 00:08:44,750 --> 00:08:47,296 just have a scarf attached to you? 182 00:08:47,296 --> 00:08:48,546 AUDIENCE: Flag football. 183 00:08:51,070 --> 00:08:53,485 PROFESSOR: For those of you-- everyone knows what it is? 184 00:08:59,940 --> 00:09:02,320 AUDIENCE: Isn't flag football where you just have a flag and 185 00:09:02,320 --> 00:09:05,160 instead of being tackled you? 186 00:09:05,160 --> 00:09:05,800 PROFESSOR: Yeah, instead of tackling you 187 00:09:05,800 --> 00:09:07,050 just grab the flag. 188 00:09:07,050 --> 00:09:09,190 And that's an abstraction. 189 00:09:09,190 --> 00:09:11,610 That's an abstraction of something that you well could 190 00:09:11,610 --> 00:09:13,452 physically do. 191 00:09:13,452 --> 00:09:15,380 You could grab this person and pull them to the ground. 192 00:09:15,380 --> 00:09:17,430 AUDIENCE: Does touch football exist? 193 00:09:17,430 --> 00:09:18,680 AUDIENCE: Yes. 194 00:09:21,490 --> 00:09:23,230 PROFESSOR: That's a smaller level of abstraction because 195 00:09:23,230 --> 00:09:24,860 you can really hit someone pretty damn 196 00:09:24,860 --> 00:09:27,496 hard with touch football. 197 00:09:27,496 --> 00:09:30,710 But it's an abstraction of, here's this thing that I 198 00:09:30,710 --> 00:09:32,430 personally, physically, could do. 199 00:09:32,430 --> 00:09:33,780 But I'm going to introduce this level 200 00:09:33,780 --> 00:09:34,740 of abstraction for-- 201 00:09:34,740 --> 00:09:36,970 I don't know-- safety. 202 00:09:36,970 --> 00:09:39,320 That's usually the reason. 203 00:09:39,320 --> 00:09:44,090 And so you've got the human body and you've got all of its 204 00:09:44,090 --> 00:09:48,010 values and virtues and all of its curses. 205 00:09:48,010 --> 00:09:49,260 You've got issues of safety. 206 00:09:51,915 --> 00:09:56,080 You don't want people to hurt each other, but yet human 207 00:09:56,080 --> 00:09:59,073 beings and their bodies are extremely capable of hurting 208 00:09:59,073 --> 00:10:02,450 each other with no added implement at all. 209 00:10:02,450 --> 00:10:05,771 Even worse when it gets to a game and someone's trying to 210 00:10:05,771 --> 00:10:07,850 win something. 211 00:10:07,850 --> 00:10:10,860 If you don't have a specific rule that says you can't punch 212 00:10:10,860 --> 00:10:14,540 this person, but you have a game that's very athletic, 213 00:10:14,540 --> 00:10:15,830 someone's going to try. 214 00:10:15,830 --> 00:10:21,330 That's why you get these sort of abstractions to pretend in 215 00:10:21,330 --> 00:10:23,740 that military form that all right, I've grabbed 216 00:10:23,740 --> 00:10:24,650 this thing off you. 217 00:10:24,650 --> 00:10:26,594 Now you have just been tagged. 218 00:10:26,594 --> 00:10:31,380 I've effectively tackled you [INAUDIBLE]. 219 00:10:31,380 --> 00:10:36,170 So, what I'm trying to draw attention to with these 220 00:10:36,170 --> 00:10:42,520 examples is that with live-actions games the thing 221 00:10:42,520 --> 00:10:47,620 that you have to keep in mind all the time is at what point 222 00:10:47,620 --> 00:10:51,110 is the person who's playing actually the 223 00:10:51,110 --> 00:10:52,780 character who's playing? 224 00:10:52,780 --> 00:10:55,150 It's really, really, hard to tell when it comes to 225 00:10:55,150 --> 00:10:56,210 live-action games. 226 00:10:56,210 --> 00:11:00,820 If you are playing in sports it's the same thing. 227 00:11:04,010 --> 00:11:09,010 Any given athlete and their performance in the sport is 228 00:11:09,010 --> 00:11:09,870 who they are. 229 00:11:09,870 --> 00:11:11,320 It's the same person. 230 00:11:11,320 --> 00:11:14,770 If I'm role-playing then the person that I'm playing is not 231 00:11:14,770 --> 00:11:15,820 supposed to be the same. 232 00:11:15,820 --> 00:11:19,360 But there needs to be a whole bunch of rules that basically 233 00:11:19,360 --> 00:11:23,680 specify that the character that I'm playing is not 234 00:11:23,680 --> 00:11:27,630 actually the person that you're seeing in front of you. 235 00:11:27,630 --> 00:11:33,214 For that time, the player is not the Count of Monte Cristo 236 00:11:33,214 --> 00:11:34,200 or something like that. 237 00:11:34,200 --> 00:11:34,520 AUDIENCE: One interesting 238 00:11:34,520 --> 00:11:36,180 exception to that is wrestling. 239 00:11:38,990 --> 00:11:41,000 Not wrestling like actual high-school wrestling, but 240 00:11:41,000 --> 00:11:42,602 wrestling on TV-- 241 00:11:42,602 --> 00:11:43,360 I don't remember what it's called. 242 00:11:43,360 --> 00:11:44,820 Because everybody puts on a persona. 243 00:11:44,820 --> 00:11:46,770 They're never the same person that they are. 244 00:11:46,770 --> 00:11:49,475 I just thought it was interesting when you said that 245 00:11:49,475 --> 00:11:51,460 any sports person, but that's one exception. 246 00:11:51,460 --> 00:11:53,590 PROFESSOR: That's true. 247 00:11:53,590 --> 00:11:56,890 And that creates a lot of discussion about whether 248 00:11:56,890 --> 00:11:59,971 wrestling is a sport. 249 00:11:59,971 --> 00:12:00,840 It's athletic. 250 00:12:00,840 --> 00:12:01,780 Everyone agrees that it's athletic. 251 00:12:01,780 --> 00:12:04,790 But so are trapeze artists athletic but you wouldn't call 252 00:12:04,790 --> 00:12:06,040 it a sport. 253 00:12:08,920 --> 00:12:11,090 And in fact, if I understand correctly, wrestlers are 254 00:12:11,090 --> 00:12:15,185 insured as circus performers, because they have the same 255 00:12:15,185 --> 00:12:19,320 risks and are playing the same role as a performance. 256 00:12:19,320 --> 00:12:21,550 But you're right, that's one of those things 257 00:12:21,550 --> 00:12:25,590 where it's a persona. 258 00:12:25,590 --> 00:12:28,430 The really, really, good wrestling networks play around 259 00:12:28,430 --> 00:12:32,140 with what's real and what's not. 260 00:12:32,140 --> 00:12:35,430 Yeah sure, these two people are putting on these 261 00:12:35,430 --> 00:12:39,060 ridiculous personalities. 262 00:12:39,060 --> 00:12:42,890 Threatening to kill each other over the most trivial and 263 00:12:42,890 --> 00:12:47,550 made-up of the offenses, and crazy accents, and costumes, 264 00:12:47,550 --> 00:12:48,200 and everything. 265 00:12:48,200 --> 00:12:50,650 But when they're bleeding they're actually bleeding. 266 00:12:50,650 --> 00:12:55,400 There's no denying and no doubt they actually get angry 267 00:12:55,400 --> 00:12:58,980 with each other and people actually get hurt. 268 00:12:58,980 --> 00:13:02,040 And playing around with that line is actually some of the 269 00:13:02,040 --> 00:13:06,222 appeal that we get in things like professional wrestling. 270 00:13:06,222 --> 00:13:09,620 I guess that's what the terminology that they use. 271 00:13:09,620 --> 00:13:11,270 It's very different from something like 272 00:13:11,270 --> 00:13:12,520 mixed martial arts. 273 00:13:16,340 --> 00:13:18,080 I don't watch mixed martial arts. 274 00:13:18,080 --> 00:13:18,970 AUDIENCE: No, I don't think so, I'm pretty sure 275 00:13:18,970 --> 00:13:21,180 it's just flat out. 276 00:13:21,180 --> 00:13:24,070 AUDIENCE: [INAUDIBLE] are very associated with the person. 277 00:13:24,070 --> 00:13:26,021 PROFESSOR: So they are the persona. 278 00:13:26,021 --> 00:13:27,197 AUDIENCE: They don't have stage personalities, but they 279 00:13:27,197 --> 00:13:29,350 do have strong personalities. 280 00:13:29,350 --> 00:13:31,180 AUDIENCE: That's definitely a sport. 281 00:13:31,180 --> 00:13:33,390 I mean, they're actually fighting. 282 00:13:33,390 --> 00:13:36,100 PROFESSOR: I mean let's take a look at 283 00:13:36,100 --> 00:13:39,790 Muhammad Ali for instance. 284 00:13:39,790 --> 00:13:42,460 Extremely athletic person but his personality had a lot to 285 00:13:42,460 --> 00:13:45,620 do with it as well with how successful that he was. 286 00:13:45,620 --> 00:13:50,420 The way that he taunted people on TV and on cameras before 287 00:13:50,420 --> 00:13:53,230 the game, so that people would get all worked up for the 288 00:13:53,230 --> 00:13:54,880 game, made him a star. 289 00:13:54,880 --> 00:13:58,420 Sure he was athletic, but that was part of it. 290 00:13:58,420 --> 00:14:04,430 So where that line is, and as designers you get some control 291 00:14:04,430 --> 00:14:07,715 over that through the rules that you're writing. 292 00:14:07,715 --> 00:14:13,040 And there are a couple of tactics that you can focus on. 293 00:14:13,040 --> 00:14:17,060 But I want to segue into-- 294 00:14:17,060 --> 00:14:18,120 that's the tension. 295 00:14:18,120 --> 00:14:20,050 That is one thing that's pulling your 296 00:14:20,050 --> 00:14:21,340 design in one direction. 297 00:14:21,340 --> 00:14:26,260 Which is, how am I going to figure out what the difference 298 00:14:26,260 --> 00:14:28,640 between the person who's playing this game and the 299 00:14:28,640 --> 00:14:30,290 character that they're playing, or the role that 300 00:14:30,290 --> 00:14:33,030 they're playing, is going to be. 301 00:14:33,030 --> 00:14:36,830 In your games, for this next assignment, if you've got 302 00:14:36,830 --> 00:14:39,750 people playing mental patients then you've got to figure out 303 00:14:39,750 --> 00:14:41,600 how you're going to draw that line. 304 00:14:41,600 --> 00:14:45,370 You've got to be clear whether it's the player who's actually 305 00:14:45,370 --> 00:14:47,080 upset at you or the character who's actually upset at you. 306 00:14:50,030 --> 00:14:52,840 But if you draw that line too broadly, then you've got the 307 00:14:52,840 --> 00:14:56,310 situation where both be angry at you [INAUDIBLE]. 308 00:14:56,310 --> 00:14:59,820 Because this is a ridiculous situation and emotional. 309 00:14:59,820 --> 00:15:04,570 Pretending to be really emotional can usually make a 310 00:15:04,570 --> 00:15:09,340 lot of people react by laughing just to release the 311 00:15:09,340 --> 00:15:12,326 tension in space. 312 00:15:12,326 --> 00:15:16,380 In fact, that happened when Dion was role-playing with 313 00:15:16,380 --> 00:15:17,160 Caesar, right? 314 00:15:17,160 --> 00:15:19,225 Sure, they were laughing. 315 00:15:19,225 --> 00:15:21,320 They were trying to level that and take it as seriously as 316 00:15:21,320 --> 00:15:25,640 possible, and everybody else in the room was cracking up. 317 00:15:25,640 --> 00:15:26,800 To release that tension. 318 00:15:26,800 --> 00:15:29,850 And sometimes that's OK playing games. 319 00:15:29,850 --> 00:15:31,160 In fact, sometimes that's great for the game. 320 00:15:31,160 --> 00:15:33,630 And sometimes that's detrimental. 321 00:15:33,630 --> 00:15:35,270 Depends on what you're playing for. 322 00:15:35,270 --> 00:15:38,580 But you have to understand that is something that's 323 00:15:38,580 --> 00:15:42,155 pulling the overall design, why do rules exist, and why 324 00:15:42,155 --> 00:15:44,870 your game mechanics exist, and why your game mechanic is 325 00:15:44,870 --> 00:15:46,040 pretending a certain way. 326 00:15:46,040 --> 00:15:47,347 That's one of the tensions that's pulling it 327 00:15:47,347 --> 00:15:50,760 in a certain direction. 328 00:15:50,760 --> 00:15:52,570 And in reality, that's actually 329 00:15:52,570 --> 00:15:53,600 two different tensions. 330 00:15:53,600 --> 00:15:57,900 Because in one sense, they're trying to make an experience 331 00:15:57,900 --> 00:16:02,020 as aversive, as feeling like you're 332 00:16:02,020 --> 00:16:04,450 actually doing it as possible. 333 00:16:04,450 --> 00:16:07,240 And on the other hand, you don't want to make it so 334 00:16:07,240 --> 00:16:09,670 associated with who you are, and what you're actually 335 00:16:09,670 --> 00:16:12,120 doing, that people start to think, oh wow. 336 00:16:12,120 --> 00:16:16,120 This person, this player, is actually mad at me. 337 00:16:16,120 --> 00:16:18,170 Or, this player could actually hit me at this point. 338 00:16:18,170 --> 00:16:21,050 While as, no the character [INAUDIBLE]. 339 00:16:24,350 --> 00:16:28,300 I call that verisimilitude. 340 00:16:28,300 --> 00:16:32,540 These are just words that I picked up from dictionaries. 341 00:16:32,540 --> 00:16:33,950 This one, you were in my masters thesis. 342 00:16:37,180 --> 00:16:44,470 Verisimilitude is basically a tension when you're designing 343 00:16:44,470 --> 00:16:45,830 a game mechanic. 344 00:16:45,830 --> 00:16:48,200 And that tension is telling you, I want to make this 345 00:16:48,200 --> 00:16:52,930 experience as immersive and as true to life as possible. 346 00:16:52,930 --> 00:16:57,635 And the opposite of that is what I call dissociation. 347 00:16:57,635 --> 00:16:58,580 Which is really hard to pronounce. 348 00:16:58,580 --> 00:17:01,390 It's not like I just call it separation. 349 00:17:01,390 --> 00:17:04,910 But, how do you draw that line between who I am and who my 350 00:17:04,910 --> 00:17:06,230 character is? 351 00:17:06,230 --> 00:17:09,640 And I'll give you a couple of examples just to 352 00:17:09,640 --> 00:17:10,890 get inside this now. 353 00:17:16,290 --> 00:17:18,670 Who doesn't know what a live-action 354 00:17:18,670 --> 00:17:19,750 role-playing game is? 355 00:17:19,750 --> 00:17:21,819 Or doesn't have a good clear idea? 356 00:17:25,119 --> 00:17:25,849 OK. 357 00:17:25,849 --> 00:17:29,856 So maybe, a little bit of background just so that I can 358 00:17:29,856 --> 00:17:31,106 use the examples. 359 00:17:32,950 --> 00:17:36,310 Do you folks know how a table-top role-playing game 360 00:17:36,310 --> 00:17:37,560 generally works? 361 00:17:39,880 --> 00:17:40,150 OK. 362 00:17:40,150 --> 00:17:42,200 So, start from scratch. 363 00:17:42,200 --> 00:17:45,450 Imagine improv theatre. 364 00:17:45,450 --> 00:17:49,100 Imagine you have an environment where you have a 365 00:17:49,100 --> 00:17:52,030 bunch of people who want to enact some 366 00:17:52,030 --> 00:17:55,620 sort of scene together. 367 00:17:55,620 --> 00:17:58,010 In theatre, a scene is usually something like five minutes, 368 00:17:58,010 --> 00:18:00,020 maybe half an hour. 369 00:18:00,020 --> 00:18:02,855 In a live-action role-playing game, that's more like an hour 370 00:18:02,855 --> 00:18:07,300 to 10 days to 30 days long. 371 00:18:07,300 --> 00:18:10,150 A much longer period of time. 372 00:18:10,150 --> 00:18:11,850 But the motivation is the same. 373 00:18:11,850 --> 00:18:16,440 We're in this space to enact some sort of shared reality, 374 00:18:16,440 --> 00:18:20,300 shared creative reality, together. 375 00:18:20,300 --> 00:18:22,900 In a role-playing game that's done by the 376 00:18:22,900 --> 00:18:25,560 usual addition of rules. 377 00:18:25,560 --> 00:18:28,850 And usually some sort of world setting and some sort of 378 00:18:28,850 --> 00:18:30,370 character description. 379 00:18:30,370 --> 00:18:34,170 And how these things are told to you could be as simple as 380 00:18:34,170 --> 00:18:36,980 the game master walks up to each person and explains 381 00:18:36,980 --> 00:18:39,440 what's going on. 382 00:18:39,440 --> 00:18:47,750 You are all cats in an alley-way and some of you are 383 00:18:47,750 --> 00:18:48,620 hungry and looking for food. 384 00:18:48,620 --> 00:18:51,560 Some of you are on top of the pecking order and make sure 385 00:18:51,560 --> 00:18:53,610 you get all of the food. 386 00:18:53,610 --> 00:18:54,750 Here's how you eat food. 387 00:18:54,750 --> 00:18:56,390 Here's how you move food around. 388 00:18:56,390 --> 00:18:57,810 Go. 389 00:18:57,810 --> 00:19:00,730 That sort of thing. 390 00:19:00,730 --> 00:19:03,700 A game master could just do it at that level, and you've got 391 00:19:03,700 --> 00:19:04,720 a live-action role-playing game. 392 00:19:04,720 --> 00:19:06,486 There's usually some sort of end condition or at least some 393 00:19:06,486 --> 00:19:08,738 sort of time limit to tell you when the game's over. 394 00:19:11,390 --> 00:19:14,400 When you get a little bit more detailed, and when you start 395 00:19:14,400 --> 00:19:17,235 mixing and matching it with the conventions of other kind 396 00:19:17,235 --> 00:19:19,560 of role-playing games-- computer and table-top 397 00:19:19,560 --> 00:19:21,000 role-playing games-- 398 00:19:21,000 --> 00:19:24,310 you have things like character sheets where you're given your 399 00:19:24,310 --> 00:19:26,860 information on a piece of paper, or you create your 400 00:19:26,860 --> 00:19:29,650 information on a piece of paper. 401 00:19:29,650 --> 00:19:31,850 And that information is information that's only 402 00:19:31,850 --> 00:19:35,280 available to you and the game master. 403 00:19:35,280 --> 00:19:36,700 A secret information for all intents and purposes. 404 00:19:40,790 --> 00:19:43,640 You will use different means to convey chunks of the 405 00:19:43,640 --> 00:19:45,630 information to the rest of the world. 406 00:19:45,630 --> 00:19:51,050 Like I'm actually not female, but I'm 407 00:19:51,050 --> 00:19:52,540 playing a female character. 408 00:19:52,540 --> 00:19:54,930 So maybe I'll wear a badge or something that has 409 00:19:54,930 --> 00:19:56,290 my gender on it. 410 00:19:56,290 --> 00:20:01,860 And that tells the rest of the world treat me like a female. 411 00:20:01,860 --> 00:20:04,290 That's one example. 412 00:20:04,290 --> 00:20:08,510 I may actually be psychic, but the rest of the world can't 413 00:20:08,510 --> 00:20:09,560 necessarily see that. 414 00:20:09,560 --> 00:20:11,300 Except for maybe other psychic people. 415 00:20:11,300 --> 00:20:14,500 So maybe I'll have a little Greek symbol or something-- 416 00:20:14,500 --> 00:20:16,410 not Psi, that would be too obvious-- 417 00:20:20,380 --> 00:20:23,820 or maybe my badge is just a different color or something. 418 00:20:23,820 --> 00:20:26,070 And people who are not psychic have no idea what that means. 419 00:20:26,070 --> 00:20:28,200 And people who are playing other psychic characters now 420 00:20:28,200 --> 00:20:30,200 see, [INAUDIBLE] has a red badge. 421 00:20:30,200 --> 00:20:31,450 I am sensing psychically. 422 00:20:35,300 --> 00:20:37,960 And then there are other game mechanics that I can do with 423 00:20:37,960 --> 00:20:38,590 that person. 424 00:20:38,590 --> 00:20:40,497 Actually all the psychic people know each other's cell 425 00:20:40,497 --> 00:20:43,290 phone numbers or something and can talk to each other. 426 00:20:43,290 --> 00:20:45,140 That's an example. 427 00:20:45,140 --> 00:20:46,410 AUDIENCE: That's awesome. 428 00:20:46,410 --> 00:20:47,945 PROFESSOR: That would be to your advantage. 429 00:20:53,830 --> 00:20:59,914 So the connection with improv theatre is actually stronger 430 00:20:59,914 --> 00:21:01,610 than a lot of people may generally assume. 431 00:21:01,610 --> 00:21:05,550 Because a lot of people think of live-action role-playing 432 00:21:05,550 --> 00:21:07,630 games and they focus on the games part of it. 433 00:21:07,630 --> 00:21:11,800 And they think of it as a RPG in the computer sense. 434 00:21:11,800 --> 00:21:16,300 So your role is your character in the sense of, I have my 435 00:21:16,300 --> 00:21:19,146 character's stats, my character's abilities, a lot 436 00:21:19,146 --> 00:21:21,860 of these steps and abilities don't necessarily need to be 437 00:21:21,860 --> 00:21:22,430 written down. 438 00:21:22,430 --> 00:21:24,730 Because, again, you're dealing with a human body. 439 00:21:24,730 --> 00:21:28,114 So, how strong is my character? 440 00:21:28,114 --> 00:21:28,598 I don't know. 441 00:21:28,598 --> 00:21:30,730 How strong are you? 442 00:21:30,730 --> 00:21:32,930 How long a sword do I have? 443 00:21:32,930 --> 00:21:36,030 Well, how long is that piece of foam over there? 444 00:21:36,030 --> 00:21:39,195 That's your sword now. 445 00:21:39,195 --> 00:21:40,445 AUDIENCE: [INAUDIBLE]. 446 00:21:42,288 --> 00:21:43,350 I played a character that was supposed to 447 00:21:43,350 --> 00:21:44,180 be very, very, strong. 448 00:21:44,180 --> 00:21:45,490 And I am not very, very, strong. 449 00:21:45,490 --> 00:21:50,902 But I had a disclaimer badge and the that it manifested 450 00:21:50,902 --> 00:21:52,255 itself in game play was that at some point they challenged 451 00:21:52,255 --> 00:21:54,346 someone to an arm-wrestling duel. 452 00:21:54,346 --> 00:21:55,830 And they made sure-- 453 00:21:55,830 --> 00:21:57,730 they looked at my stat and saw, oh I 454 00:21:57,730 --> 00:21:58,605 know what this means. 455 00:21:58,605 --> 00:22:00,173 And so even though they were about twice my size they 456 00:22:00,173 --> 00:22:02,354 pretended to lose. 457 00:22:02,354 --> 00:22:03,604 It was very entertaining. 458 00:22:06,130 --> 00:22:08,450 PROFESSOR: So the spectrum of on one hand 459 00:22:08,450 --> 00:22:10,720 there are these games. 460 00:22:10,720 --> 00:22:15,840 The type of games that Jeremy describes allows you to play 461 00:22:15,840 --> 00:22:18,200 things that are physically very different from you. 462 00:22:18,200 --> 00:22:19,820 And then there are some live-action 463 00:22:19,820 --> 00:22:20,520 role-playing games-- 464 00:22:20,520 --> 00:22:22,520 AUDIENCE: Where it's just how strong you are. 465 00:22:22,520 --> 00:22:24,110 PROFESSOR: --Yeah, it's just how strong you are. 466 00:22:24,110 --> 00:22:26,260 A lot of those are like [INAUDIBLE] 467 00:22:26,260 --> 00:22:33,591 LARPs, where people will dress up in actual armor that 468 00:22:33,591 --> 00:22:34,210 they've decided to make out of leather or duct tape. 469 00:22:34,210 --> 00:22:38,620 And they will swing around swords instead of foam padded. 470 00:22:38,620 --> 00:22:41,010 They'll go out to a forest somewhere-- 471 00:22:41,010 --> 00:22:43,950 typically in New England-- 472 00:22:43,950 --> 00:22:47,550 and spend two days, three days, in the middle of a 473 00:22:47,550 --> 00:22:51,490 forest sleeping in a cabin somewhere and pretending to 474 00:22:51,490 --> 00:22:53,000 fantasy adventure it. 475 00:22:53,000 --> 00:22:55,470 And every once in awhile there will be GM controlled 476 00:22:55,470 --> 00:22:57,170 volunteers who will be wearing [INAUDIBLE] masks. 477 00:23:01,360 --> 00:23:03,800 That's on the other spectrum. 478 00:23:03,800 --> 00:23:05,330 It's a spectrum. 479 00:23:05,330 --> 00:23:09,855 It's not like the [INAUDIBLE] 480 00:23:09,855 --> 00:23:15,280 LARPs where you run around with sticks and are Assassins 481 00:23:15,280 --> 00:23:20,626 Guild type LARPs where most of your abilities are governed by 482 00:23:20,626 --> 00:23:22,110 numbers and stats. 483 00:23:22,110 --> 00:23:23,340 Kind of this spectrum. 484 00:23:23,340 --> 00:23:26,880 You can think of assassin guild type thing as being very 485 00:23:26,880 --> 00:23:29,780 much inspired by what you could do on a computer or what 486 00:23:29,780 --> 00:23:31,860 you could do on a table-top LARP. 487 00:23:31,860 --> 00:23:34,190 Because on a table-top LARP, how strong your character is 488 00:23:34,190 --> 00:23:36,440 has nothing to do with how strong the player is. 489 00:23:36,440 --> 00:23:39,805 It's what [INAUDIBLE]. 490 00:23:39,805 --> 00:23:42,942 AUDIENCE: Playing a game just recently, I found out that in 491 00:23:42,942 --> 00:23:46,332 New England there are basically LARPs which get done 492 00:23:46,332 --> 00:23:49,710 with rifles. 493 00:23:49,710 --> 00:23:52,560 AUDIENCE: They're military level. 494 00:23:52,560 --> 00:23:54,620 AUDIENCE: But they're not paintball. 495 00:23:54,620 --> 00:23:56,114 So you shoot people. 496 00:23:56,114 --> 00:23:56,612 AUDIENCE: With plastic pellets? 497 00:23:56,612 --> 00:23:59,110 AUDIENCE: Yeah. 498 00:23:59,110 --> 00:24:01,410 Yeah, air-soft is what they call them. 499 00:24:01,410 --> 00:24:05,310 And so one team will dress up as US soldiers, and the other 500 00:24:05,310 --> 00:24:06,990 ones are like middle-eastern soldiers. 501 00:24:10,548 --> 00:24:12,010 It's elaborate and slightly distasteful. 502 00:24:14,960 --> 00:24:16,368 You can go and look at their website. 503 00:24:16,368 --> 00:24:18,997 I think it's the New England Airsoft Association or 504 00:24:18,997 --> 00:24:19,714 something like that. 505 00:24:19,714 --> 00:24:24,810 And they have excerpts of a video cam of these. 506 00:24:24,810 --> 00:24:28,876 And there's negotiation between the two sides 507 00:24:28,876 --> 00:24:29,650 and what have you. 508 00:24:29,650 --> 00:24:33,610 They actually take on the roles of the insurgents or the 509 00:24:33,610 --> 00:24:35,095 [INAUDIBLE]. 510 00:24:35,095 --> 00:24:37,075 Sometimes they're just shooting each other. 511 00:24:37,075 --> 00:24:39,330 Other times they're trying to find out who in the town who 512 00:24:39,330 --> 00:24:42,040 is the bad guy. 513 00:24:42,040 --> 00:24:43,200 PROFESSOR: Sometimes it gets more elaborate. 514 00:24:43,200 --> 00:24:46,690 And some of us are actually going to be [INAUDIBLE] and 515 00:24:46,690 --> 00:24:49,550 some of us are actually going to be combatants and you have 516 00:24:49,550 --> 00:24:52,250 to figure out who's who. 517 00:24:52,250 --> 00:24:53,710 That one will be really, really, interesting 518 00:24:53,710 --> 00:24:54,960 [INAUDIBLE] for IEDs. 519 00:24:58,180 --> 00:25:02,610 That's something that annoys me about games that involve 520 00:25:02,610 --> 00:25:04,640 Middle Eastern combatants. 521 00:25:04,640 --> 00:25:06,680 Is that, they don't have rules for IEDs. 522 00:25:06,680 --> 00:25:10,260 And that's the primary form of contact in those states. 523 00:25:14,720 --> 00:25:16,770 That's to the point. 524 00:25:16,770 --> 00:25:20,910 Military exercises a lot of them are basically live-action 525 00:25:20,910 --> 00:25:22,360 role-playing games. 526 00:25:22,360 --> 00:25:25,830 All the way from I'm actually running around with a gun full 527 00:25:25,830 --> 00:25:29,940 of blanks or shooting pellets or shooting a laser beam that 528 00:25:29,940 --> 00:25:33,910 is going to register on some other soldier's gear. 529 00:25:33,910 --> 00:25:35,666 AUDIENCE: We call them war games. 530 00:25:35,666 --> 00:25:36,831 PROFESSOR: We call them-- 531 00:25:36,831 --> 00:25:38,081 AUDIENCE: [INAUDIBLE]. 532 00:25:40,268 --> 00:25:41,518 PROFESSOR: --Yes, that's a good thing. 533 00:25:44,010 --> 00:25:45,670 Then you also have the other end of military simulations 534 00:25:45,670 --> 00:25:48,400 where it's just a bunch of people in a room 535 00:25:48,400 --> 00:25:50,190 looking at a screen. 536 00:25:50,190 --> 00:25:54,350 Or not even a screen, a white board with a world map on it, 537 00:25:54,350 --> 00:25:59,140 and they're moving forces around like a table player. 538 00:25:59,140 --> 00:26:02,330 But those are still considered live-action action things, 539 00:26:02,330 --> 00:26:06,030 because every person in the room is representing someone 540 00:26:06,030 --> 00:26:08,100 in the chain of command that would normally be in a war 541 00:26:08,100 --> 00:26:09,915 room attack. 542 00:26:09,915 --> 00:26:11,895 I am the commander. 543 00:26:11,895 --> 00:26:14,170 You are the lieutenant, or something like that, and I'm 544 00:26:14,170 --> 00:26:19,930 going to say, get me the status of Washington D.C. Has 545 00:26:19,930 --> 00:26:22,330 it been nuked yet? 546 00:26:22,330 --> 00:26:25,871 And the lieutenant says we have three missiles coming in 547 00:26:25,871 --> 00:26:28,230 based on some look up. 548 00:26:28,230 --> 00:26:31,030 The term for that is typically called creep [INAUDIBLE], 549 00:26:31,030 --> 00:26:35,820 especially when it's real people playing 550 00:26:35,820 --> 00:26:37,980 against real people. 551 00:26:37,980 --> 00:26:41,910 It's two or more player game where not everyone is 552 00:26:41,910 --> 00:26:43,050 one the same side. 553 00:26:43,050 --> 00:26:46,940 If it's just on one side then just the war game terminology 554 00:26:46,940 --> 00:26:49,790 tends to be more a catch all. 555 00:26:49,790 --> 00:26:53,350 But when you have two players on each side, and are playing 556 00:26:53,350 --> 00:26:55,620 through these things, how results get 557 00:26:55,620 --> 00:27:00,470 resolved also can vary. 558 00:27:00,470 --> 00:27:03,090 There are obviously digital and 559 00:27:03,090 --> 00:27:04,980 mathematical ways to compute. 560 00:27:04,980 --> 00:27:12,930 OK, I've given an order to fire a missile at Singapore. 561 00:27:12,930 --> 00:27:17,620 And it's going to take two hours for it to land. 562 00:27:17,620 --> 00:27:20,310 And there's a percentage that it might land. 563 00:27:20,310 --> 00:27:20,900 You could do it. 564 00:27:20,900 --> 00:27:22,280 You could do that way. 565 00:27:22,280 --> 00:27:25,670 But traditionally, what's actually been done is that you 566 00:27:25,670 --> 00:27:27,750 say this is what I'm going to do. 567 00:27:27,750 --> 00:27:30,325 And someone far more experienced than you, usually 568 00:27:30,325 --> 00:27:33,760 your instructor or one of several instructors, takes 569 00:27:33,760 --> 00:27:38,320 that information, goes into another room, and talks to the 570 00:27:38,320 --> 00:27:41,390 people who are actually doing the same thing with your 571 00:27:41,390 --> 00:27:42,660 opposing team. 572 00:27:42,660 --> 00:27:45,540 And they're just saying, OK in this event 573 00:27:45,540 --> 00:27:46,630 what's going to happen? 574 00:27:46,630 --> 00:27:50,090 And then they go back to each team and they 575 00:27:50,090 --> 00:27:53,260 report, missile missed. 576 00:27:53,260 --> 00:27:54,600 Or, your troops engaged. 577 00:27:54,600 --> 00:27:58,980 You found your opponent's troops at this location and 578 00:27:58,980 --> 00:28:00,850 you've lost 50% of your troops. 579 00:28:00,850 --> 00:28:01,180 That sort of thing. 580 00:28:01,180 --> 00:28:04,860 And that's the traditional [INAUDIBLE]. 581 00:28:04,860 --> 00:28:05,980 The nice thing about that is that takes advantage of the 582 00:28:05,980 --> 00:28:09,280 fact that not just the players but everybody is a live-action 583 00:28:09,280 --> 00:28:10,550 human being. 584 00:28:10,550 --> 00:28:12,610 Because you have flexibility. 585 00:28:12,610 --> 00:28:17,280 You can do ridiculous things that programmers or game 586 00:28:17,280 --> 00:28:21,820 designers may not necessarily have assumed were possible, 587 00:28:21,820 --> 00:28:24,830 but happen to make sense in the heat of 588 00:28:24,830 --> 00:28:26,170 that particular game. 589 00:28:26,170 --> 00:28:28,420 And you have real people deciding, this is 590 00:28:28,420 --> 00:28:29,350 what's going to happen. 591 00:28:29,350 --> 00:28:33,760 So we'll make up a logical solution. 592 00:28:33,760 --> 00:28:35,780 In the military, that's why you want people who are really 593 00:28:35,780 --> 00:28:37,590 experienced. 594 00:28:37,590 --> 00:28:40,595 In a non-military live-action role-playing game, like the 595 00:28:40,595 --> 00:28:45,400 kind that's played around MIT, people will still do that. 596 00:28:45,400 --> 00:28:51,000 So I'm in a game where I have a steampunk setting. 597 00:28:51,000 --> 00:28:56,620 And I don't have all the equipment I need to build this 598 00:28:56,620 --> 00:28:59,800 machine of death that I'm supposed to be completing. 599 00:28:59,800 --> 00:29:03,860 But I could take apart some of the other machines 600 00:29:03,860 --> 00:29:05,130 that are in the world. 601 00:29:05,130 --> 00:29:07,050 And then the game master says, wait a minute. 602 00:29:07,050 --> 00:29:08,510 We've got to put rules about that. 603 00:29:08,510 --> 00:29:10,480 Or, we don't want to start anyone taking apart 604 00:29:10,480 --> 00:29:11,130 [INAUDIBLE]. 605 00:29:11,130 --> 00:29:13,780 But it makes perfect sense in this world. 606 00:29:13,780 --> 00:29:17,100 So, OK, it's going to take you two hours and you have to be 607 00:29:17,100 --> 00:29:17,390 in this room. 608 00:29:17,390 --> 00:29:19,880 But after that, you'll have the parts you need. 609 00:29:22,380 --> 00:29:24,422 The other side of live-action role-playing is that often the 610 00:29:24,422 --> 00:29:26,470 people who are controlling the game of live-action say that 611 00:29:26,470 --> 00:29:28,360 wasn't fair. 612 00:29:28,360 --> 00:29:33,720 And again, they can improvise along with the players. 613 00:29:33,720 --> 00:29:37,210 So you have that bit of flexibility. 614 00:29:37,210 --> 00:29:40,580 You're limited by how experienced most people are. 615 00:29:40,580 --> 00:29:44,260 People who don't tend to be terribly experienced tend to 616 00:29:44,260 --> 00:29:49,154 make rash decisions that end up hurting the 617 00:29:49,154 --> 00:29:50,580 playability of the game. 618 00:29:50,580 --> 00:29:51,450 Sometimes they get lucky. 619 00:29:51,450 --> 00:29:53,640 Sometimes they don't. 620 00:29:53,640 --> 00:30:01,462 Let me see, one example early on when I was making 621 00:30:01,462 --> 00:30:05,920 live-action role-playing games, was I had a game 622 00:30:05,920 --> 00:30:12,240 mechanic where if one of the police officers in this sort 623 00:30:12,240 --> 00:30:17,730 of detective scenario wanted to do a background check they 624 00:30:17,730 --> 00:30:19,840 could ask the game master. 625 00:30:19,840 --> 00:30:21,380 Some amount of time-- 626 00:30:21,380 --> 00:30:21,990 actually it was fairly instant. 627 00:30:21,990 --> 00:30:24,660 Because the very molded kind of system. 628 00:30:24,660 --> 00:30:26,880 The assumption was that they will find a computer and 629 00:30:26,880 --> 00:30:28,070 they'll look it up. 630 00:30:28,070 --> 00:30:30,370 And we'll give them information. 631 00:30:30,370 --> 00:30:32,740 And that led to two problems was that, first of all what 632 00:30:32,740 --> 00:30:35,740 happens if I'm not physically in the same location as the 633 00:30:35,740 --> 00:30:37,050 person who wants the information? 634 00:30:37,050 --> 00:30:38,980 And this is weird to think of a computer with 635 00:30:38,980 --> 00:30:40,538 legs walking around. 636 00:30:40,538 --> 00:30:43,870 It sounds very science fiction. 637 00:30:43,870 --> 00:30:47,200 And on the other hand, it means that I needed to have 638 00:30:47,200 --> 00:30:50,266 all the information about everybody at my 639 00:30:50,266 --> 00:30:53,080 finger tips at all times. 640 00:30:53,080 --> 00:30:55,110 Which often wasn't true. 641 00:30:55,110 --> 00:30:57,500 So someone would come in, I need the information about 642 00:30:57,500 --> 00:30:58,670 this character. 643 00:30:58,670 --> 00:31:00,090 I'm performing a look up. 644 00:31:00,090 --> 00:31:03,488 And it's like, I'll get back to you in two hours. 645 00:31:03,488 --> 00:31:07,057 Because I don't have the information here with me I'm 646 00:31:07,057 --> 00:31:09,470 going to look it up and I'll give it to you later. 647 00:31:09,470 --> 00:31:11,456 Now I don't make that mistake anymore, but that was the kind 648 00:31:11,456 --> 00:31:15,330 of mistake I made when I was a [INAUDIBLE]. 649 00:31:15,330 --> 00:31:18,440 Because I hadn't really thought about what that would 650 00:31:18,440 --> 00:31:20,720 require from me as a game master. 651 00:31:20,720 --> 00:31:24,510 Now that's a different tension. 652 00:31:24,510 --> 00:31:26,310 I am actually going to read a chunk of this-- 653 00:31:31,570 --> 00:31:32,820 [INAUDIBLE]. 654 00:31:35,450 --> 00:31:38,360 I talked about dissociation or separation. 655 00:31:43,700 --> 00:31:47,150 And what I'm talking about with that mistake that I made 656 00:31:47,150 --> 00:31:50,000 is just plain old feasibility. 657 00:31:50,000 --> 00:31:53,415 Something that you probably have already run into it with 658 00:31:53,415 --> 00:31:54,390 the games that you've designed. 659 00:31:54,390 --> 00:31:55,640 AUDIENCE: Yeah. 660 00:31:59,270 --> 00:32:00,880 PROFESSOR: And many of the games that you've designed 661 00:32:00,880 --> 00:32:03,440 [INAUDIBLE] could have thought of as just plane of scope. 662 00:32:03,440 --> 00:32:06,410 It's like, how big is this game? 663 00:32:06,410 --> 00:32:08,550 How long is it going to take us to put 664 00:32:08,550 --> 00:32:10,962 all these bits together? 665 00:32:10,962 --> 00:32:12,212 [INAUDIBLE]. 666 00:32:16,490 --> 00:32:18,480 Can we order these bits in time? 667 00:32:18,480 --> 00:32:20,130 And are they going to be delivered in 668 00:32:20,130 --> 00:32:21,380 time for the class? 669 00:32:21,380 --> 00:32:25,130 I know multiple teams had this problem. 670 00:32:25,130 --> 00:32:26,380 AUDIENCE: [INAUDIBLE]. 671 00:32:33,850 --> 00:32:35,030 PROFESSOR: Let me see if I can combine some 672 00:32:35,030 --> 00:32:38,430 of these ideas together. 673 00:32:38,430 --> 00:32:43,200 One thing that the Assassin Guild likes to have are people 674 00:32:43,200 --> 00:32:46,010 who have locked memories. 675 00:32:46,010 --> 00:32:50,830 They know something, but they don't know that they know it. 676 00:32:50,830 --> 00:32:52,990 Little memory packets, little pieces of paper that they 677 00:32:52,990 --> 00:32:54,850 printed out and folded up and stapled. 678 00:32:57,435 --> 00:33:02,980 Takes you about 20 seconds to make one of those. 679 00:33:02,980 --> 00:33:06,090 Now imagine a game that has maybe 60 people. 680 00:33:06,090 --> 00:33:11,020 And each person maybe has five locked memories because the 681 00:33:11,020 --> 00:33:13,670 GM's really love the idea. 682 00:33:13,670 --> 00:33:17,200 And 5 times 3 is 683 00:33:17,200 --> 00:33:19,100 AUDIENCE: That's only about an hour. 684 00:33:19,100 --> 00:33:20,070 Only about an hour. 685 00:33:20,070 --> 00:33:20,860 PROFESSOR: Only about an hour. 686 00:33:20,860 --> 00:33:23,530 Does it ever only actually take an hour to actually 687 00:33:23,530 --> 00:33:24,330 produce that? 688 00:33:24,330 --> 00:33:31,860 You get staple cuts and you have to write them all. 689 00:33:31,860 --> 00:33:34,652 AUDIENCE: It's a little less than two hours actually. 690 00:33:34,652 --> 00:33:35,740 AUDIENCE: No way. 691 00:33:35,740 --> 00:33:38,454 AUDIENCE: 20 seconds per 60 people. 692 00:33:38,454 --> 00:33:41,260 AUDIENCE: But it's not 20 seconds each. 693 00:33:41,260 --> 00:33:43,110 PROFESSOR: And then what happens is that oh, wow, we 694 00:33:43,110 --> 00:33:47,610 have 300 pieces of paper all of which are now folded and 695 00:33:47,610 --> 00:33:49,470 almost indistinguishable from each other. 696 00:33:49,470 --> 00:33:51,138 And we've got to figure out who gets which. 697 00:33:53,770 --> 00:33:57,910 And these are the concerns. 698 00:33:57,910 --> 00:34:00,850 That's a feasibility issue. 699 00:34:00,850 --> 00:34:04,660 Doing something like that for one or two players is 700 00:34:04,660 --> 00:34:05,790 extremely feasible. 701 00:34:05,790 --> 00:34:09,780 It takes almost no time for the game master. 702 00:34:09,780 --> 00:34:12,820 Doing that for your entire player base, if you have a 60 703 00:34:12,820 --> 00:34:17,239 person game, on the large scale becomes the majority of 704 00:34:17,239 --> 00:34:19,280 your prep time. 705 00:34:19,280 --> 00:34:21,880 Suddenly you're setting aside a whole day just 706 00:34:21,880 --> 00:34:22,679 to deal with that. 707 00:34:22,679 --> 00:34:26,272 And a game's only three days long or something like that. 708 00:34:26,272 --> 00:34:27,522 With that level of effort. 709 00:34:29,639 --> 00:34:32,420 Things to preserve the game master's sanity. 710 00:34:36,670 --> 00:34:42,070 The MIT janitorial staff, facility staff, are pretty 711 00:34:42,070 --> 00:34:45,090 ruthless when it comes to picking up stuff that has 712 00:34:45,090 --> 00:34:46,320 fallen on the floor. 713 00:34:46,320 --> 00:34:49,480 So say that's a really important piece of paper that 714 00:34:49,480 --> 00:34:53,060 you've taped up on the wall somewhere's here at MIT. 715 00:34:53,060 --> 00:34:56,120 And there's information that this is the place that your 716 00:34:56,120 --> 00:34:57,390 players are looking for. 717 00:34:57,390 --> 00:34:59,410 They've combed all of campus and they need 718 00:34:59,410 --> 00:35:00,750 to find this location. 719 00:35:00,750 --> 00:35:03,622 And that tape that you used just wasn't that 720 00:35:03,622 --> 00:35:05,450 strong and it fell. 721 00:35:05,450 --> 00:35:07,530 And the janitorial staff just picks it up 722 00:35:07,530 --> 00:35:08,830 and throws it away. 723 00:35:08,830 --> 00:35:10,560 Now what happens to your game? 724 00:35:10,560 --> 00:35:14,210 Can your game even end? 725 00:35:14,210 --> 00:35:16,360 Are you just going to have a whole bunch of really tired 726 00:35:16,360 --> 00:35:22,010 players chasing you down as the game master? 727 00:35:22,010 --> 00:35:27,260 So the way that you resolve this can be built into the 728 00:35:27,260 --> 00:35:28,510 game mechanics. 729 00:35:28,510 --> 00:35:30,315 You can build things like multiple redundancy. 730 00:35:30,315 --> 00:35:35,120 Like in addition to a sign there will usually be this 731 00:35:35,120 --> 00:35:37,460 other thing in this same area. 732 00:35:37,460 --> 00:35:39,730 If you find one and you don't find the other, it means 733 00:35:39,730 --> 00:35:41,910 something has dropped off. 734 00:35:41,910 --> 00:35:43,910 Involve the game master and the game master will go and 735 00:35:43,910 --> 00:35:45,448 fix it at some point in time in the future. 736 00:35:48,680 --> 00:35:52,131 If you have a game that has no secret locations, and you have 737 00:35:52,131 --> 00:35:55,172 a game that's campus wide, you could just give people a map 738 00:35:55,172 --> 00:35:57,280 of all the information. 739 00:35:57,280 --> 00:36:00,430 Sure, you still want stuff on the wall because it's neat to 740 00:36:00,430 --> 00:36:03,080 be able to walk into a classroom like this and say, 741 00:36:03,080 --> 00:36:04,350 oh mortuary. 742 00:36:04,350 --> 00:36:05,860 That's where I am. 743 00:36:05,860 --> 00:36:10,004 And then suddenly reminded, oh maybe I should be role-playing 744 00:36:10,004 --> 00:36:12,890 back then and that sort of thing. 745 00:36:12,890 --> 00:36:17,800 But it's sort of like walking through a space and you have a 746 00:36:17,800 --> 00:36:19,510 map that told you you're in a mortuary. 747 00:36:19,510 --> 00:36:20,740 But you weren't looking at your space, so you just walked 748 00:36:20,740 --> 00:36:23,270 through the space in entry to the classroom. 749 00:36:23,270 --> 00:36:27,010 Yes, I am going to do my tutoring in this room. 750 00:36:27,010 --> 00:36:30,790 It's a morgue, why are you doing tutoring? 751 00:36:30,790 --> 00:36:33,830 So it's neat to be able to have those things to give 752 00:36:33,830 --> 00:36:36,730 players information about what's going on in the space. 753 00:36:36,730 --> 00:36:40,630 And to help them make believe, help them imagine what they 754 00:36:40,630 --> 00:36:41,630 could possibly do in the space. 755 00:36:41,630 --> 00:36:43,530 Maybe even give them clues about what they need to be 756 00:36:43,530 --> 00:36:45,710 doing in order to advance their goals. 757 00:36:45,710 --> 00:36:50,450 But then you also want to be able to have backup plans for 758 00:36:50,450 --> 00:36:51,860 when those things fail. 759 00:36:51,860 --> 00:36:53,860 That's part of feasibility. 760 00:36:53,860 --> 00:36:56,310 You don't want the game to break halfway just because 761 00:36:56,310 --> 00:37:01,280 janitorial staff came through or the wind blew or something 762 00:37:01,280 --> 00:37:02,744 and now your game sucks. 763 00:37:06,960 --> 00:37:08,210 That's another type of information. 764 00:37:12,340 --> 00:37:15,730 And that's not entirely unlike the information that we've 765 00:37:15,730 --> 00:37:20,190 discussed in this class back earlier this semester. 766 00:37:20,190 --> 00:37:26,370 But with live-action games, especially live-action games 767 00:37:26,370 --> 00:37:28,435 that don't have any kind of turn based thing, they're 768 00:37:28,435 --> 00:37:32,790 happening in real time and they're moving in real-time. 769 00:37:32,790 --> 00:37:36,880 Information overload on the player becomes something that 770 00:37:36,880 --> 00:37:39,007 you have to be very careful of when you're designing your 771 00:37:39,007 --> 00:37:39,510 game mechanic. 772 00:37:39,510 --> 00:37:44,390 How much is someone expected to know at any given time? 773 00:37:44,390 --> 00:37:46,380 This is going to be very applicable for any of the 774 00:37:46,380 --> 00:37:49,370 games that you design for the third assignment. 775 00:37:49,370 --> 00:37:52,760 If you decide to do a live-action game, think about 776 00:37:52,760 --> 00:37:54,720 here's somebody who's moving around in a space. 777 00:37:54,720 --> 00:37:59,010 Maybe it's a hospital or it may be the doctor's office. 778 00:37:59,010 --> 00:38:05,010 And this person is trying to remember X numbers of 779 00:38:05,010 --> 00:38:07,880 statistics about their character. 780 00:38:07,880 --> 00:38:15,550 How agitated I am, the number that determines how many drugs 781 00:38:15,550 --> 00:38:21,090 are part of me right now, and that sort of thing. 782 00:38:21,090 --> 00:38:22,630 You've got these stats. 783 00:38:22,630 --> 00:38:26,330 And once again, too high, then what happens is you've got a 784 00:38:26,330 --> 00:38:28,640 character that's standing there trying to do all the 785 00:38:28,640 --> 00:38:31,630 math in their head and not role-playing. 786 00:38:31,630 --> 00:38:33,270 If they're role-playing anything, they're role-playing 787 00:38:33,270 --> 00:38:36,160 a mathematician or a [INAUDIBLE] in their minds. 788 00:38:36,160 --> 00:38:40,435 And you're losing the immersion, you're losing the 789 00:38:40,435 --> 00:38:43,300 [INAUDIBLE] to be I'm supposed to be an angry person. 790 00:38:43,300 --> 00:38:44,910 But I'm standing here trying to do math 791 00:38:44,910 --> 00:38:48,310 about how angry I am. 792 00:38:48,310 --> 00:38:51,720 And you've got attention of information and very 793 00:38:51,720 --> 00:38:52,970 [INAUDIBLE]. 794 00:38:54,470 --> 00:38:57,940 There are times when you actually want that though. 795 00:38:57,940 --> 00:39:00,350 There are ways to take that and turn 796 00:39:00,350 --> 00:39:01,600 it into your advantage. 797 00:39:05,720 --> 00:39:08,290 In particular, when the thing that you want 798 00:39:08,290 --> 00:39:09,550 people to be doing-- 799 00:39:09,550 --> 00:39:12,930 the kind of activity that you want people to engage in-- 800 00:39:12,930 --> 00:39:14,940 are the things that players would generally be 801 00:39:14,940 --> 00:39:16,350 uncomfortable doing with each other. 802 00:39:16,350 --> 00:39:19,360 Physical violence would be a good example of that. 803 00:39:19,360 --> 00:39:23,800 I want to be able to hurt this other character, but I don't 804 00:39:23,800 --> 00:39:25,950 want to hurt this other player. 805 00:39:25,950 --> 00:39:30,120 So what are the things that I can do to bridge that gap? 806 00:39:30,120 --> 00:39:32,310 AUDIENCE: Insult his mother. 807 00:39:32,310 --> 00:39:35,170 PROFESSOR: Verbally, sure, there are ways to do that. 808 00:39:35,170 --> 00:39:39,160 But you might need rules or at least some guidance from the 809 00:39:39,160 --> 00:39:42,280 GM to say, take that seriously. 810 00:39:42,280 --> 00:39:46,040 Because that can very easily drift into the realm of, yeah 811 00:39:46,040 --> 00:39:47,290 that's just a joke. 812 00:39:49,490 --> 00:39:50,630 AUDIENCE: Rock, paper, scissors? 813 00:39:50,630 --> 00:39:52,550 PROFESSOR: Rock, paper, scissors? 814 00:39:52,550 --> 00:39:56,670 That could be a mechanic for a fist fight, for instance. 815 00:39:56,670 --> 00:39:57,990 Or [INAUDIBLE] 816 00:39:57,990 --> 00:40:00,070 that you start see them avoiding that. 817 00:40:00,070 --> 00:40:01,890 AUDIENCE: Nerf guns. 818 00:40:01,890 --> 00:40:02,650 PROFESSOR: Nerf guns? 819 00:40:02,650 --> 00:40:04,965 Things that shoot little pieces of plastic. 820 00:40:08,640 --> 00:40:11,015 But odds and evens. 821 00:40:11,015 --> 00:40:12,512 AUDIENCE: How about tokens like in [INAUDIBLE]. 822 00:40:12,512 --> 00:40:13,380 PROFESSOR: Say what? 823 00:40:13,380 --> 00:40:16,680 AUDIENCE: Health tokens like in [INAUDIBLE]. 824 00:40:16,680 --> 00:40:17,930 PROFESSOR: Give me some more detail. 825 00:40:20,260 --> 00:40:23,300 AUDIENCE: Like if someone was a certain number of flags, and 826 00:40:23,300 --> 00:40:25,160 so you hurt them by taking one. 827 00:40:25,160 --> 00:40:26,260 PROFESSOR: So the player might have 828 00:40:26,260 --> 00:40:27,855 multiple flags for instance. 829 00:40:27,855 --> 00:40:29,900 OK, gets them angry. 830 00:40:29,900 --> 00:40:31,150 It's like health bar almost, actually. 831 00:40:36,620 --> 00:40:37,870 AUDIENCE: [INAUDIBLE]. 832 00:40:43,370 --> 00:40:46,470 PROFESSOR: So dice rolling is under the general term like 833 00:40:46,470 --> 00:40:49,530 things randomizing numbers. 834 00:40:49,530 --> 00:40:52,750 In fact, rock, paper, scissors, is randomizing 835 00:40:52,750 --> 00:40:53,340 things almost. 836 00:40:53,340 --> 00:40:57,040 And then you have toy weapons, right? 837 00:40:57,040 --> 00:41:01,120 Probably not so relevant for the game violence. 838 00:41:01,120 --> 00:41:05,330 But you could imagine setting up a room full of foam things 839 00:41:05,330 --> 00:41:09,240 which you will be quite happy to throw at each other. 840 00:41:09,240 --> 00:41:13,620 You know that this cylinder of foam, of pipe-insulating 841 00:41:13,620 --> 00:41:17,260 material, is not going to hurt anyone when you throw it. 842 00:41:17,260 --> 00:41:20,000 Which makes it more likely that I'm going to pick it up 843 00:41:20,000 --> 00:41:21,950 and throw it at someone. 844 00:41:21,950 --> 00:41:24,835 Clearly it's something that's designed for me to throw that 845 00:41:24,835 --> 00:41:26,670 the GMs put there. 846 00:41:26,670 --> 00:41:29,560 And if you want your players to be engaging in that kind of 847 00:41:29,560 --> 00:41:31,700 activity that's technically-- 848 00:41:31,700 --> 00:41:33,090 you could have put a real bottle there. 849 00:41:33,090 --> 00:41:37,640 You could have put a real mug or computer or something. 850 00:41:37,640 --> 00:41:39,540 That's the reason why you as the GM could have, but they 851 00:41:39,540 --> 00:41:43,610 are deliberately designing to put something fake there to 852 00:41:43,610 --> 00:41:47,040 clue the player into maybe there's something I can do 853 00:41:47,040 --> 00:41:49,220 with that I wouldn't necessarily want to do if it 854 00:41:49,220 --> 00:41:50,774 was the real thing. 855 00:41:50,774 --> 00:41:53,264 I wouldn't want to throw a real bottle at somebody, but I 856 00:41:53,264 --> 00:41:56,760 would easily throw a foam bottle at somebody. 857 00:41:56,760 --> 00:42:03,600 Same thing for Nerf guns, dart guns, this guns, it's like you 858 00:42:03,600 --> 00:42:06,320 put something with a trigger in somebody's hands that's 859 00:42:06,320 --> 00:42:09,670 going to launch a little cheap piece of plastic at someone? 860 00:42:09,670 --> 00:42:12,160 They're itching for a chance to use it, really. 861 00:42:15,740 --> 00:42:19,840 Let's see, what else? 862 00:42:19,840 --> 00:42:21,060 Dice are difficult. 863 00:42:21,060 --> 00:42:23,240 The problem with dice is you need a flat surface to roll 864 00:42:23,240 --> 00:42:26,304 them on, and you might not have that. 865 00:42:26,304 --> 00:42:27,554 AUDIENCE: [INAUDIBLE]. 866 00:42:31,520 --> 00:42:34,350 PROFESSOR: Still a little bit risky, because they could end 867 00:42:34,350 --> 00:42:35,230 up going all over the floor. 868 00:42:35,230 --> 00:42:37,725 AUDIENCE: Another thing that I've seen people do is some 869 00:42:37,725 --> 00:42:40,220 kind of [INAUDIBLE] style thing. 870 00:42:40,220 --> 00:42:44,461 Where essentially they have [INAUDIBLE] or something, you 871 00:42:44,461 --> 00:42:45,709 might have created them. 872 00:42:45,709 --> 00:42:48,810 You can beat a challenge by giving one to the other player 873 00:42:48,810 --> 00:42:51,021 that you're fighting with. 874 00:42:51,021 --> 00:42:52,271 And then [INAUDIBLE]. 875 00:42:55,310 --> 00:42:56,898 PROFESSOR: So it's like the amount of energy you've got. 876 00:42:56,898 --> 00:42:58,850 AUDIENCE: Yeah, it's like the amount of energy you've got. 877 00:42:58,850 --> 00:43:03,040 And also, if you discard them or give them to another player 878 00:43:03,040 --> 00:43:07,960 then it's the difference between these things are just 879 00:43:07,960 --> 00:43:12,236 gone and they circulate around. 880 00:43:12,236 --> 00:43:12,728 PROFESSOR: [INAUDIBLE]. 881 00:43:12,728 --> 00:43:16,418 AUDIENCE: Yeah, so if there's the circulation thing than you 882 00:43:16,418 --> 00:43:18,140 can get whooped a few times. 883 00:43:18,140 --> 00:43:19,616 But after being whooped then suddenly you get a chance to 884 00:43:19,616 --> 00:43:21,092 whoop back. 885 00:43:21,092 --> 00:43:25,028 And then it becomes less [INAUDIBLE]. 886 00:43:25,028 --> 00:43:26,012 PROFESSOR: That was interesting. 887 00:43:26,012 --> 00:43:29,456 This is the good part that I want to talk about which is 888 00:43:29,456 --> 00:43:31,460 [INAUDIBLE]. 889 00:43:31,460 --> 00:43:34,570 A topic that you guys are already very familiar with. 890 00:43:34,570 --> 00:43:39,580 But, at what point do your game mechanics-- 891 00:43:39,580 --> 00:43:42,270 are you designing your game mechanics not necessarily to 892 00:43:42,270 --> 00:43:46,260 enhance the realism or to encourage certain behaviors or 893 00:43:46,260 --> 00:43:48,790 to give the player enough information about what they're 894 00:43:48,790 --> 00:43:51,110 allowed to do or what they should be doing? 895 00:43:51,110 --> 00:43:53,880 And you're just going into the realm of how do I make this 896 00:43:53,880 --> 00:43:56,410 competitively interesting? 897 00:43:56,410 --> 00:43:59,080 Real fights, if you get a bunch of blows, 898 00:43:59,080 --> 00:44:00,330 you do not get stronger. 899 00:44:03,190 --> 00:44:07,825 Well, if you're Bruce [? Bannon ?] maybe. 900 00:44:07,825 --> 00:44:14,510 But from a competitive point of view, or from a traditional 901 00:44:14,510 --> 00:44:17,860 game play point of view, that sounds like a great idea. 902 00:44:17,860 --> 00:44:24,730 That gets you back into the game, whereas any very 903 00:44:24,730 --> 00:44:27,481 realistic fight mechanic is really probably going to be a 904 00:44:27,481 --> 00:44:28,690 positive feedback mechanic. 905 00:44:28,690 --> 00:44:30,270 You win, you keep winning. 906 00:44:33,920 --> 00:44:40,340 You can think of these five different things as--its not 907 00:44:40,340 --> 00:44:43,280 like game balance, but these are decisions that you have to 908 00:44:43,280 --> 00:44:46,785 make either as an individual designer or as a team about 909 00:44:46,785 --> 00:44:50,010 what any given mechanic in your game is trying to 910 00:44:50,010 --> 00:44:50,720 accomplish. 911 00:44:50,720 --> 00:44:52,585 It's rarely mutually exclusive. 912 00:44:52,585 --> 00:44:55,310 It's usually trying to involve multiple one of these things. 913 00:44:55,310 --> 00:44:58,230 You don't want to fall down on any of these, especially not 914 00:44:58,230 --> 00:44:59,400 feasibility. 915 00:44:59,400 --> 00:45:01,330 It's like, yes this is the perfect game mechanic! 916 00:45:01,330 --> 00:45:05,540 And we had two years to be able to put together all the 917 00:45:05,540 --> 00:45:07,930 things that we had. 918 00:45:07,930 --> 00:45:09,790 And for the games that have failed to run 919 00:45:09,790 --> 00:45:12,280 because of that idea. 920 00:45:12,280 --> 00:45:14,925 Especially live-action games that have a hidden computer 921 00:45:14,925 --> 00:45:19,100 component, especially if they're designed by MIT 922 00:45:19,100 --> 00:45:22,460 students, rapidly designed into a software engineering 923 00:45:22,460 --> 00:45:25,680 project that never finishes. 924 00:45:25,680 --> 00:45:28,070 The game kind of disappears and it's all about this damn 925 00:45:28,070 --> 00:45:31,890 website that would have solved everything else. 926 00:45:31,890 --> 00:45:33,750 It's completely realistic because of the hacking 927 00:45:33,750 --> 00:45:36,100 mechanic that actually happens on the computer. 928 00:45:36,100 --> 00:45:39,800 And the skills scale to your ability as a character which 929 00:45:39,800 --> 00:45:41,900 the computer already knows, and you don't have to 930 00:45:41,900 --> 00:45:45,120 remember, so you can feel really neat. 931 00:45:45,120 --> 00:45:48,420 And it's competitive because you know what the opponents 932 00:45:48,420 --> 00:45:51,493 are doing, but not everything they're doing, and it's going 933 00:45:51,493 --> 00:45:53,734 to take us five years to write this code. 934 00:45:53,734 --> 00:45:55,198 The game's never going to happen. 935 00:45:58,920 --> 00:46:02,160 Let's see, let me think about an example just to sort of put 936 00:46:02,160 --> 00:46:05,820 some ideas in your head. 937 00:46:05,820 --> 00:46:08,650 Back to the idea of things that players might be 938 00:46:08,650 --> 00:46:11,060 uncomfortable doing with each other. 939 00:46:11,060 --> 00:46:14,600 Seduction is one of those things that's-- 940 00:46:14,600 --> 00:46:18,160 if you don't have a game mechanic for it, it never 941 00:46:18,160 --> 00:46:21,380 happens in the way that you want it to 942 00:46:21,380 --> 00:46:23,530 that helps the game. 943 00:46:23,530 --> 00:46:26,540 If it happens, it's happening between the players and that 944 00:46:26,540 --> 00:46:29,080 causes all kinds of problems. 945 00:46:29,080 --> 00:46:32,180 So you come up with a rule, come up with a game mechanic, 946 00:46:32,180 --> 00:46:34,660 that feels nothing like real-life seduction. 947 00:46:34,660 --> 00:46:37,827 We're going to play a game of blackjack now, if I win you're 948 00:46:37,827 --> 00:46:38,935 now in love with me. 949 00:46:38,935 --> 00:46:42,690 And it's like, that's not how seduction actually works, but 950 00:46:42,690 --> 00:46:44,910 it actually makes it easier for players to 951 00:46:44,910 --> 00:46:47,630 say, I can do that. 952 00:46:47,630 --> 00:46:48,440 I can play a game of blackjack. 953 00:46:48,440 --> 00:46:49,690 There's no social awkwardness in 954 00:46:49,690 --> 00:46:50,400 playing a game of blackjack. 955 00:46:50,400 --> 00:46:54,460 AUDIENCE: You can associate that with, I win this game so 956 00:46:54,460 --> 00:46:57,281 I slipped inside your glass a love potion so now you're in 957 00:46:57,281 --> 00:46:58,109 love with me. 958 00:46:58,109 --> 00:46:59,359 Something like that. 959 00:47:02,036 --> 00:47:04,260 PROFESSOR: But see, in that particular case you're 960 00:47:04,260 --> 00:47:10,360 describing an action that people might be more actually 961 00:47:10,360 --> 00:47:13,820 willing to do through some sort of simple mechanic. 962 00:47:13,820 --> 00:47:15,800 Like OK, instead of love potion we're going to mechanic 963 00:47:15,800 --> 00:47:18,100 that enables you to something. 964 00:47:18,100 --> 00:47:20,220 I'm going to actually give you a file. 965 00:47:20,220 --> 00:47:24,010 And if you drink something in the tea, like maple syrup, 966 00:47:24,010 --> 00:47:24,870 talk to the GM. 967 00:47:24,870 --> 00:47:30,540 Because you probably just drank some magic potion. 968 00:47:30,540 --> 00:47:32,740 But if the goal is, all right we're playing 969 00:47:32,740 --> 00:47:33,870 a film noire game. 970 00:47:33,870 --> 00:47:38,330 And you're supposed to be engaging in constant witty 971 00:47:38,330 --> 00:47:43,460 banter, laden with sexual innuendo, a lot of people have 972 00:47:43,460 --> 00:47:46,570 a lot of difficulty with that. 973 00:47:46,570 --> 00:47:48,120 Sometimes it works. 974 00:47:48,120 --> 00:47:50,970 I made it work in some games. 975 00:47:50,970 --> 00:47:54,750 But it makes it a lot easier if the success or failure in 976 00:47:54,750 --> 00:48:00,020 that is not going to be bottlenecked by whether the 977 00:48:00,020 --> 00:48:03,210 players feel comfortable doing it. 978 00:48:03,210 --> 00:48:06,030 So creating a game mechanic that actually feels a little 979 00:48:06,030 --> 00:48:12,060 bit less than what activity you're trying to represent may 980 00:48:12,060 --> 00:48:14,790 make it easier for people to engage in the activity. 981 00:48:14,790 --> 00:48:16,680 Same thing goes in combat, playing rock, paper, scissors, 982 00:48:16,680 --> 00:48:18,890 feels nothing like an actual fight. 983 00:48:18,890 --> 00:48:21,110 But people will be much more willing to play rock, paper, 984 00:48:21,110 --> 00:48:23,170 scissors with each other than to punch each other. 985 00:48:23,170 --> 00:48:28,040 So come up a rule, give them a little plastic gun, give them 986 00:48:28,040 --> 00:48:30,914 something to make it easier, and they'll be willing to 987 00:48:30,914 --> 00:48:34,000 engage in that activity more often. 988 00:48:34,000 --> 00:48:36,817 Violence in the rule will probably be the thing that 989 00:48:36,817 --> 00:48:38,067 comes up a lot in this setting. 990 00:48:44,730 --> 00:48:51,208 So, let me see what else we can get into. 991 00:48:51,208 --> 00:48:54,620 It's about 2 o'clock. 992 00:48:54,620 --> 00:48:59,050 How many folks here have played some variant of Mafia 993 00:48:59,050 --> 00:49:04,050 or Werewolf or? 994 00:49:04,050 --> 00:49:06,770 Who's played Mafia in particular? 995 00:49:06,770 --> 00:49:08,470 OK, who's played Werewolf? 996 00:49:12,960 --> 00:49:15,815 So those are live-action games too. 997 00:49:15,815 --> 00:49:18,630 And those are live-action games that specifically don't 998 00:49:18,630 --> 00:49:23,860 try to draw too sharp a division between who you are 999 00:49:23,860 --> 00:49:25,350 and who your player is. 1000 00:49:25,350 --> 00:49:30,625 You are given a role, a card, that basically says whether 1001 00:49:30,625 --> 00:49:34,960 you're Mafia or whether you're a villager I think. 1002 00:49:34,960 --> 00:49:36,290 AUDIENCE: Civilian. 1003 00:49:36,290 --> 00:49:40,250 PROFESSOR: And the whole idea is that everybody who's-- 1004 00:49:40,250 --> 00:49:43,690 that's a character sheet that gives you private, secret, 1005 00:49:43,690 --> 00:49:46,840 information about the role that you're supposed to play. 1006 00:49:46,840 --> 00:49:53,010 But in my opinion, these particular games-- and we're 1007 00:49:53,010 --> 00:49:54,940 going to play some variants of them-- 1008 00:49:58,400 --> 00:50:02,020 what you are told by the cards is only what 1009 00:50:02,020 --> 00:50:03,720 you're allowed to do. 1010 00:50:03,720 --> 00:50:08,520 What actually gives you the role is what you decide to do. 1011 00:50:08,520 --> 00:50:13,140 I play Mafia and I'm going to say, Patrick needs to die. 1012 00:50:13,140 --> 00:50:19,179 And other people in the room agree with me, and Patrick's 1013 00:50:19,179 --> 00:50:20,610 character gets taken out of the game. 1014 00:50:20,610 --> 00:50:23,800 That decision is the decision that made me Mafia. 1015 00:50:23,800 --> 00:50:26,540 And that decision is the decision that other people are 1016 00:50:26,540 --> 00:50:33,650 trying to catch, because they are trying to find a person 1017 00:50:33,650 --> 00:50:36,090 who's actually responsible for various acts when everybody's 1018 00:50:36,090 --> 00:50:37,560 eyes are closed. 1019 00:50:37,560 --> 00:50:42,290 The general model for these games is there are cycles. 1020 00:50:42,290 --> 00:50:45,120 For Werewolf it's a day and night cycle, and for Mafia 1021 00:50:45,120 --> 00:50:46,560 it's also day and night. 1022 00:50:46,560 --> 00:50:51,090 But the idea is that during the night everybody who's not 1023 00:50:51,090 --> 00:50:54,270 Mafia gets to have their eyes open. 1024 00:50:54,270 --> 00:50:56,180 Everybody who is Mafia-- 1025 00:50:56,180 --> 00:50:58,280 everybody who's not Mafia keeps their eyes closed. 1026 00:50:58,280 --> 00:51:01,080 Everyone who is Mafia keeps their eyes open. 1027 00:51:01,080 --> 00:51:05,550 And people who are Mafia can communicate through some GM 1028 00:51:05,550 --> 00:51:09,090 mediator, some game master mediated way, to specify the 1029 00:51:09,090 --> 00:51:11,650 player to be taken out of the game at this point. 1030 00:51:11,650 --> 00:51:12,950 It's usually a point. 1031 00:51:15,710 --> 00:51:18,400 I see things with blinks. 1032 00:51:18,400 --> 00:51:20,770 Because as the GM moves around sometimes that gives you 1033 00:51:20,770 --> 00:51:22,460 clues, because you can hear. 1034 00:51:22,460 --> 00:51:25,110 Even with your eyes closed you can hear where the GM is. 1035 00:51:29,410 --> 00:51:32,180 And then that's like the night cycle. 1036 00:51:32,180 --> 00:51:36,985 And during the day cycle everyone opens their eyes and 1037 00:51:36,985 --> 00:51:39,940 whoever's been taken out of the game informs you. 1038 00:51:39,940 --> 00:51:43,670 And everyone knows and everybody starts discussing 1039 00:51:43,670 --> 00:51:46,160 and accusing each other of being responsible for it. 1040 00:51:46,160 --> 00:51:49,132 And the whole point of the game is for the villagers to 1041 00:51:49,132 --> 00:51:51,380 identify who all the Mafia is before everyone finishes. 1042 00:51:58,380 --> 00:52:01,210 It's a live-action game that doesn't have a lot of action. 1043 00:52:01,210 --> 00:52:03,570 I would say, it's one action. 1044 00:52:03,570 --> 00:52:04,910 There's closing your eyes, opening your 1045 00:52:04,910 --> 00:52:07,990 eyes, and there's pointing. 1046 00:52:07,990 --> 00:52:10,330 There are variants where 1047 00:52:10,330 --> 00:52:13,590 sometimes there is a Godfather. 1048 00:52:13,590 --> 00:52:16,430 AUDIENCE: I've seen websites with whole lists of different 1049 00:52:16,430 --> 00:52:18,000 roles that are just ridiculous. 1050 00:52:18,000 --> 00:52:21,640 Like there's grave keeper, there's necromancers. 1051 00:52:21,640 --> 00:52:23,170 PROFESSOR: There's people who can bring characters 1052 00:52:23,170 --> 00:52:24,480 back from the dead. 1053 00:52:24,480 --> 00:52:26,730 There are people who can basically do 1054 00:52:26,730 --> 00:52:28,170 a background check. 1055 00:52:28,170 --> 00:52:28,910 I think that's-- 1056 00:52:28,910 --> 00:52:30,260 AUDIENCE: Oh, that's right you told us. 1057 00:52:30,260 --> 00:52:31,510 PROFESSOR: -- angels and cops. 1058 00:52:34,810 --> 00:52:38,470 And you go from two cycles to three cycles per round. 1059 00:52:38,470 --> 00:52:39,802 Four cycles per round where different people 1060 00:52:39,802 --> 00:52:41,290 have their eyes open. 1061 00:52:41,290 --> 00:52:46,620 And you get different bits of information about what the 1062 00:52:46,620 --> 00:52:49,090 world state is like. 1063 00:52:49,090 --> 00:52:53,830 The fact that killing somebody is pointing at them, that's a 1064 00:52:53,830 --> 00:52:55,260 dissociation mechanic right? 1065 00:52:55,260 --> 00:52:57,365 It's not like you're actually being asked to engage in 1066 00:52:57,365 --> 00:52:59,378 physical combat. 1067 00:52:59,378 --> 00:53:01,745 Even though the fiction of the game is that you're 1068 00:53:01,745 --> 00:53:03,200 assassinating this person in the middle of the night. 1069 00:53:06,640 --> 00:53:10,435 The verisimilitude, and competition, will largely come 1070 00:53:10,435 --> 00:53:12,870 down to the discussion phase. 1071 00:53:12,870 --> 00:53:17,970 They are trying to put players in an environment where you've 1072 00:53:17,970 --> 00:53:22,660 got a paranoid of villagers, a paranoid town, and they're all 1073 00:53:22,660 --> 00:53:27,390 mutually accusing each other. 1074 00:53:27,390 --> 00:53:34,240 And both the act of trying to not be accused, and trying to 1075 00:53:34,240 --> 00:53:40,210 deduce who is the right person to accuse, is a compelling 1076 00:53:40,210 --> 00:53:41,730 competitive experience. 1077 00:53:41,730 --> 00:53:45,360 That's what all these games are really about. 1078 00:53:45,360 --> 00:53:48,820 So all the emphasis, all the time of the game frankly, is 1079 00:53:48,820 --> 00:53:52,520 devoted to that phase when everyone sits down and 1080 00:53:52,520 --> 00:53:56,820 discusses with each other who could be the Mafia. 1081 00:53:56,820 --> 00:54:01,126 You want to walk us through one of the variants maybe? 1082 00:54:01,126 --> 00:54:03,260 GUEST SPEAKER: Yeah, do you want to actually play it? 1083 00:54:03,260 --> 00:54:05,640 Or just describe it? 1084 00:54:05,640 --> 00:54:09,540 PROFESSOR: We have 1, 2, 3, 4, 5, 6, 7, 8, 9, 1085 00:54:09,540 --> 00:54:11,890 10, 11, 12, 13, 14. 1086 00:54:11,890 --> 00:54:14,050 We could have two groups or one big group. 1087 00:54:14,050 --> 00:54:15,690 GUEST SPEAKER: One big group may take awhile. 1088 00:54:18,424 --> 00:54:22,220 PROFESSOR: Let's do two groups but how many 1089 00:54:22,220 --> 00:54:23,840 different rule variants? 1090 00:54:23,840 --> 00:54:25,740 GUEST SPEAKER: I only found one that I thought was really 1091 00:54:25,740 --> 00:54:28,192 interesting, although we can certainly-- even the Wikipedia 1092 00:54:28,192 --> 00:54:30,210 page has a million variants. 1093 00:54:30,210 --> 00:54:32,620 AUDIENCE: The one I normally would play would be one where 1094 00:54:32,620 --> 00:54:34,950 there's mafia and there's cops. 1095 00:54:34,950 --> 00:54:36,490 There might be a medic. 1096 00:54:36,490 --> 00:54:40,718 AUDIENCE: Inspector, angel, and prostitute. 1097 00:54:40,718 --> 00:54:42,160 AUDIENCE: What's the prostitute do again? 1098 00:54:42,160 --> 00:54:42,656 AUDIENCE: If you sleep with the mafia 1099 00:54:42,656 --> 00:54:43,420 they don't kill anybody. 1100 00:54:43,420 --> 00:54:46,070 If you sleep with an inspector they get incorrect 1101 00:54:46,070 --> 00:54:46,560 information. 1102 00:54:46,560 --> 00:54:48,770 If you sleep with a nurse they don't heal. 1103 00:54:54,570 --> 00:54:56,370 PROFESSOR: This is it's very important to make sure you 1104 00:54:56,370 --> 00:54:57,980 know what rules that you're playing with 1105 00:54:57,980 --> 00:55:00,500 before the game starts. 1106 00:55:00,500 --> 00:55:04,220 So walk us through the roles, and then what we'll do is 1107 00:55:04,220 --> 00:55:06,450 we'll break this into two groups. 1108 00:55:06,450 --> 00:55:13,030 And we'll have two groups play separately and that's probably 1109 00:55:13,030 --> 00:55:16,800 the end of the class activity. 1110 00:55:16,800 --> 00:55:20,760 GUEST SPEAKER: I had found a variant called Thing, which is 1111 00:55:20,760 --> 00:55:23,200 based on the John Carpenter movie. 1112 00:55:23,200 --> 00:55:25,440 Which is interesting because it takes out one of the roles. 1113 00:55:25,440 --> 00:55:30,260 The idea is one person is the shape shifting thing, and at 1114 00:55:30,260 --> 00:55:33,300 night they infect someone else and that person becomes a 1115 00:55:33,300 --> 00:55:34,980 thing as well. 1116 00:55:34,980 --> 00:55:37,860 So they're not knocked out, out right. 1117 00:55:37,860 --> 00:55:40,930 And then during the day the group votes and decides on one 1118 00:55:40,930 --> 00:55:42,580 person to test. 1119 00:55:42,580 --> 00:55:45,720 And if they test a thing that person is killed and they get 1120 00:55:45,720 --> 00:55:47,020 to test another one. 1121 00:55:47,020 --> 00:55:49,410 And the idea is that the things are trying to outnumber 1122 00:55:49,410 --> 00:55:51,810 the people. 1123 00:55:51,810 --> 00:55:53,540 Which is interesting because it takes away 1124 00:55:53,540 --> 00:55:56,840 that inspector role. 1125 00:55:56,840 --> 00:56:00,552 AUDIENCE: Do you know who gets thinged in the 1126 00:56:00,552 --> 00:56:02,120 middle of the night? 1127 00:56:02,120 --> 00:56:03,520 GUEST SPEAKER: So, I was thinking about this. 1128 00:56:03,520 --> 00:56:07,140 What you would need is for the person who is the thing to 1129 00:56:07,140 --> 00:56:08,810 indicate to the moderator. 1130 00:56:08,810 --> 00:56:12,460 And then maybe the moderator could tap them or something. 1131 00:56:12,460 --> 00:56:14,526 AUDIENCE: Ok, so if you're a thing you know you're a thing. 1132 00:56:14,526 --> 00:56:16,770 GUEST SPEAKER: Yeah. 1133 00:56:16,770 --> 00:56:19,020 The things are spreading as opposed to just-- 1134 00:56:19,020 --> 00:56:21,060 AUDIENCE: And then if there's two things, do they both just 1135 00:56:21,060 --> 00:56:22,290 agree on another? 1136 00:56:22,290 --> 00:56:22,530 On a third? 1137 00:56:22,530 --> 00:56:23,460 GUEST SPEAKER: Presumably. 1138 00:56:23,460 --> 00:56:27,360 So this is really interesting because apparently this is 1139 00:56:27,360 --> 00:56:30,210 played at a conference for science fiction writers. 1140 00:56:30,210 --> 00:56:34,155 So there's little snippets of it on the web about the rules 1141 00:56:34,155 --> 00:56:35,590 from different blogs and stuff. 1142 00:56:35,590 --> 00:56:37,510 And it's not as interesting, but of course the problem is 1143 00:56:37,510 --> 00:56:39,810 how do you Google for mafia thing? 1144 00:56:44,590 --> 00:56:47,370 It's not interesting to me, and then it seems like there's 1145 00:56:47,370 --> 00:56:48,620 [INAUDIBLE]. 1146 00:56:52,020 --> 00:56:55,100 PROFESSOR: So it might be fine actually to have two groups 1147 00:56:55,100 --> 00:56:58,296 figure out how to play that game just from the description 1148 00:56:58,296 --> 00:56:59,940 that you've just been given. 1149 00:56:59,940 --> 00:57:01,490 I think [INAUDIBLE] 1150 00:57:01,490 --> 00:57:02,872 there's going to be enough people who've played 1151 00:57:02,872 --> 00:57:05,100 traditional Mafia to know how it works. 1152 00:57:05,100 --> 00:57:09,580 And then we'll just reconvene at the end of it and see what 1153 00:57:09,580 --> 00:57:12,330 each version people came up with. 1154 00:57:12,330 --> 00:57:15,670 What were the similarities and what were the differences. 1155 00:57:15,670 --> 00:57:18,160 Again, that's the flexibility of doing a live-action game 1156 00:57:18,160 --> 00:57:19,670 when the people who are actually coming up the the 1157 00:57:19,670 --> 00:57:23,070 rules are actually in the same room as the players, or are 1158 00:57:23,070 --> 00:57:24,595 the players themselves. 1159 00:57:24,595 --> 00:57:26,250 You get to make stuff up on the fly as 1160 00:57:26,250 --> 00:57:27,500 long as everyone agrees. 1161 00:57:29,870 --> 00:57:31,530 So let's give it a shot. 1162 00:57:31,530 --> 00:57:36,516 While Jason is sorting out, any questions about the stuff? 1163 00:57:42,578 --> 00:57:45,554 AUDIENCE: The two biggest challenges that I've come 1164 00:57:45,554 --> 00:57:52,810 across in the block mechanics have to do with surgical 1165 00:57:52,810 --> 00:57:57,610 challenges and intellectual skill. 1166 00:57:57,610 --> 00:58:00,076 So let's go intellectual. 1167 00:58:00,076 --> 00:58:02,580 It's easy to play a character that's stupider than you. 1168 00:58:02,580 --> 00:58:04,710 It's really hard to play a character that's 1169 00:58:04,710 --> 00:58:05,820 smarter than you. 1170 00:58:05,820 --> 00:58:08,390 In particular, it's really hard to play a character 1171 00:58:08,390 --> 00:58:11,980 that's smarter than you if you don't have a GM around all the 1172 00:58:11,980 --> 00:58:15,770 time to tell you, stop. 1173 00:58:18,686 --> 00:58:21,225 So, if you have any ideas about how to deal with that. 1174 00:58:21,225 --> 00:58:26,306 The other one is, I'm creating social conflicts. 1175 00:58:26,306 --> 00:58:29,810 Like, this is harder than any role-playing game because it 1176 00:58:29,810 --> 00:58:33,120 feels like if you want to be able to persuade a character 1177 00:58:33,120 --> 00:58:35,768 or something you just want to persuade them because you're 1178 00:58:35,768 --> 00:58:37,640 role-playing right? 1179 00:58:37,640 --> 00:58:39,960 But you're supposed to be playing a character who is 1180 00:58:39,960 --> 00:58:41,990 more persuasive than you. 1181 00:58:41,990 --> 00:58:44,870 But it feels really cheap. 1182 00:58:44,870 --> 00:58:46,620 If you can just sort of. 1183 00:58:46,620 --> 00:58:49,480 PROFESSOR: You believe me now! 1184 00:58:49,480 --> 00:58:53,190 AUDIENCE: It also ties into another area that frequently 1185 00:58:53,190 --> 00:58:55,635 pops up in LARP's and role-playing games in general 1186 00:58:55,635 --> 00:58:58,210 which is use of metagame knowledge. 1187 00:58:58,210 --> 00:59:03,030 So frequently if you've been persuaded to do something then 1188 00:59:03,030 --> 00:59:07,400 you've come across players using their metagame knowledge 1189 00:59:07,400 --> 00:59:09,420 that they don't want to do the thing that they're being 1190 00:59:09,420 --> 00:59:11,720 mechanically forced to do. 1191 00:59:11,720 --> 00:59:15,100 And they're trying to find loopholes constantly. 1192 00:59:15,100 --> 00:59:20,490 I don't know if you can really force people to abandon their 1193 00:59:20,490 --> 00:59:21,960 metagame knowledge mechanically? 1194 00:59:21,960 --> 00:59:24,410 But I don't know. 1195 00:59:24,410 --> 00:59:28,090 PROFESSOR: I have some examples on how the Assassin's 1196 00:59:28,090 --> 00:59:32,690 Guild in particular has dealt with that. 1197 00:59:32,690 --> 00:59:36,580 And in some ways it's cheating, because we're not 1198 00:59:36,580 --> 00:59:39,370 going to try to do some of those things. 1199 00:59:39,370 --> 00:59:41,650 In particular, let's take persuasion for 1200 00:59:41,650 --> 00:59:43,450 one of those things. 1201 00:59:43,450 --> 00:59:47,020 The problem with persuasion is that whatever mechanic you 1202 00:59:47,020 --> 00:59:51,110 come to, other than what you see is what you get-- 1203 00:59:51,110 --> 00:59:52,360 [INAUDIBLE]-- 1204 00:59:56,750 --> 00:59:59,900 any other mechanic that you come up with runs that risk of 1205 00:59:59,900 --> 01:00:01,640 the, wait a minute this is not what I really, 1206 01:00:01,640 --> 01:00:03,460 really, want to do. 1207 01:00:03,460 --> 01:00:07,190 So the Assassin's Guild has replaced that with 1208 01:00:07,190 --> 01:00:07,810 brainwashing. 1209 01:00:07,810 --> 01:00:12,790 Which is the whole idea of, you're not being persuaded. 1210 01:00:12,790 --> 01:00:16,870 You goals are being forcibly changed, but now you have 1211 01:00:16,870 --> 01:00:18,470 other goals. 1212 01:00:18,470 --> 01:00:19,720 And that's the big difference. 1213 01:00:23,390 --> 01:00:26,300 Your old goals are no longer your win conditions. 1214 01:00:26,300 --> 01:00:29,160 Your new goals are now your win conditions. 1215 01:00:29,160 --> 01:00:33,247 You can still win the game by obeying your new goals. 1216 01:00:33,247 --> 01:00:35,430 AUDIENCE: That's cool. 1217 01:00:35,430 --> 01:00:37,144 PROFESSOR: The brainwashing mechanism. 1218 01:00:37,144 --> 01:00:39,154 AUDIENCE: So you've aligned the interests of the player 1219 01:00:39,154 --> 01:00:41,410 with the interest of the character. 1220 01:00:41,410 --> 01:00:46,680 PROFESSOR:You want to go with your new goals now because-- 1221 01:00:46,680 --> 01:00:50,110 how this came up, typically in the Assassin's Guild, the 1222 01:00:50,110 --> 01:00:51,940 Assassin's Guild actually grew out from 1223 01:00:51,940 --> 01:00:53,250 circle of death games. 1224 01:00:53,250 --> 01:00:54,950 Which is, getting to know you. 1225 01:00:54,950 --> 01:00:57,175 I have the name of somebody, and I need to shoot them with 1226 01:00:57,175 --> 01:00:58,430 this water gun. 1227 01:00:58,430 --> 01:00:59,950 Who is this person again? 1228 01:00:59,950 --> 01:01:00,450 I don't know. 1229 01:01:00,450 --> 01:01:01,230 I'm a freshman. 1230 01:01:01,230 --> 01:01:02,010 I haven't met everyone on campus. 1231 01:01:02,010 --> 01:01:03,180 I'm going to figure out who this person is. 1232 01:01:03,180 --> 01:01:05,560 That's where those games came from. 1233 01:01:05,560 --> 01:01:07,440 The Assassin's Guild kind of grew up from that. 1234 01:01:07,440 --> 01:01:09,200 Then it became teams. 1235 01:01:09,200 --> 01:01:14,190 And brainwashing was basically the set of game mechanics that 1236 01:01:14,190 --> 01:01:16,140 was used for recruiting people to your team. 1237 01:01:16,140 --> 01:01:19,010 So it's like, all right everyone's got one target. 1238 01:01:19,010 --> 01:01:22,490 But there are a few people out there who's job is destroying 1239 01:01:22,490 --> 01:01:25,730 everybody on this opposing faction. 1240 01:01:25,730 --> 01:01:27,820 And there's only one person in that opposing 1241 01:01:27,820 --> 01:01:28,430 faction right now. 1242 01:01:28,430 --> 01:01:29,060 There's only one of me. 1243 01:01:29,060 --> 01:01:31,750 But I have this brainwashing mechanic that recruits more 1244 01:01:31,750 --> 01:01:32,320 and more people. 1245 01:01:32,320 --> 01:01:35,810 So what you thought was one, I'm just against another 1246 01:01:35,810 --> 01:01:40,500 individual, becomes my group is against that group. 1247 01:01:40,500 --> 01:01:42,160 And it feels pretty awesome, actually. 1248 01:01:42,160 --> 01:01:43,820 Because what it actually feels-- 1249 01:01:43,820 --> 01:01:48,620 it's a weird game mechanic way of making your character have 1250 01:01:48,620 --> 01:01:50,960 some sort of development in the game. 1251 01:01:50,960 --> 01:01:53,960 If you think about a role-playing game, character 1252 01:01:53,960 --> 01:01:57,210 development means your goals now change somehow. 1253 01:01:57,210 --> 01:02:01,340 But it's really difficult to give players a means of doing 1254 01:02:01,340 --> 01:02:02,840 that themselves. 1255 01:02:02,840 --> 01:02:04,270 Brainwashing was one of the few ways that seems to 1256 01:02:04,270 --> 01:02:05,570 actually have worked. 1257 01:02:05,570 --> 01:02:08,780 I'm actively going to knock out this character, put this 1258 01:02:08,780 --> 01:02:12,130 blinky helmet on them for five seconds, and if nobody catches 1259 01:02:12,130 --> 01:02:14,570 me in this process I give them new goals. 1260 01:02:14,570 --> 01:02:17,260 And the person who's [INAUDIBLE], dude this is way 1261 01:02:17,260 --> 01:02:19,074 more exciting than anything [INAUDIBLE]. 1262 01:02:21,790 --> 01:02:25,770 And you also avoid the metagame problem of loyalty. 1263 01:02:25,770 --> 01:02:28,370 It's like, I got this information from this other 1264 01:02:28,370 --> 01:02:30,720 group but I've been brainwashed and I don't want 1265 01:02:30,720 --> 01:02:32,090 to tell you. 1266 01:02:32,090 --> 01:02:33,250 It's like, no you want to tell me now because it'll actually 1267 01:02:33,250 --> 01:02:34,500 help you win. 1268 01:02:36,260 --> 01:02:42,320 But metagaming in all kinds of live-action 1269 01:02:42,320 --> 01:02:43,740 games is a big thing. 1270 01:02:43,740 --> 01:02:47,850 You know things about the player or you know things 1271 01:02:47,850 --> 01:02:49,506 about the game state that you're not 1272 01:02:49,506 --> 01:02:51,260 really supposed to know. 1273 01:02:51,260 --> 01:02:54,096 If a person is supposed to be able to teleport from one end 1274 01:02:54,096 --> 01:02:56,610 of campus to the other end of campus, the character may be 1275 01:02:56,610 --> 01:02:57,810 able to do that. 1276 01:02:57,810 --> 01:03:00,286 But the damn player's got to walk all the way in between. 1277 01:03:00,286 --> 01:03:03,100 And you have to drive the player halfway to the, I now 1278 01:03:03,100 --> 01:03:05,980 know that player is probably on this side of campus. 1279 01:03:05,980 --> 01:03:08,298 Even though your character really had no idea how 1280 01:03:08,298 --> 01:03:09,480 to deal with that. 1281 01:03:09,480 --> 01:03:12,345 That's just one of those-- 1282 01:03:12,345 --> 01:03:16,880 there are ways to design game mechanics to avoid those 1283 01:03:16,880 --> 01:03:17,560 situations. 1284 01:03:17,560 --> 01:03:21,630 But in many, many, live-action role playing there is a honor 1285 01:03:21,630 --> 01:03:24,710 system that really has to kick in. 1286 01:03:24,710 --> 01:03:26,580 The nice thing about it is that if everyone decides to go 1287 01:03:26,580 --> 01:03:29,280 by the honor system, and agrees that this honor system 1288 01:03:29,280 --> 01:03:32,750 is necessary for the world to be reinforced, it actually 1289 01:03:32,750 --> 01:03:35,586 helps reinforce that mutual illusion that 1290 01:03:35,586 --> 01:03:38,500 this world is real. 1291 01:03:38,500 --> 01:03:40,940 By saying, I know that I'm not supposed to know those things. 1292 01:03:40,940 --> 01:03:48,330 But I am going to play this game as hard as I can in a way 1293 01:03:48,330 --> 01:03:50,000 that's [INAUDIBLE]. 1294 01:03:50,000 --> 01:03:52,590 Actually reinforces the world for everybody else. 1295 01:03:52,590 --> 01:03:53,915 It's the same for improv theatre. 1296 01:03:56,454 --> 01:04:00,850 Anyone here involved in improv theatre or improv comedy? 1297 01:04:00,850 --> 01:04:03,100 So, you know yes, and? 1298 01:04:03,100 --> 01:04:04,130 AUDIENCE: Sure. 1299 01:04:04,130 --> 01:04:07,370 PROFESSOR: What would be the concept behind that? 1300 01:04:07,370 --> 01:04:10,010 AUDIENCE: Yes, and, is an idea where if you give someone an 1301 01:04:10,010 --> 01:04:13,580 offer they'll take your offer. 1302 01:04:13,580 --> 01:04:18,220 So if I say, man we're all out of tomatoes. 1303 01:04:18,220 --> 01:04:22,700 Someone will say, yes and the big tomato cook-off is 1304 01:04:22,700 --> 01:04:24,880 tomorrow or something like this. 1305 01:04:24,880 --> 01:04:26,350 PROFESSOR: You cannot contradict what was said. 1306 01:04:26,350 --> 01:04:28,410 AUDIENCE: Not only do you not contradict, you always add 1307 01:04:28,410 --> 01:04:28,930 information. 1308 01:04:28,930 --> 01:04:30,943 Every line, at least at the beginning of the scene, should 1309 01:04:30,943 --> 01:04:32,552 be adding information to the scene. 1310 01:04:32,552 --> 01:04:35,300 And then after a few lines you have a very, very, elaborate 1311 01:04:35,300 --> 01:04:37,950 set up that's kind of ridiculous. 1312 01:04:37,950 --> 01:04:40,070 PROFESSOR: But, mutually shared? 1313 01:04:40,070 --> 01:04:41,760 AUDIENCE: Exactly. 1314 01:04:41,760 --> 01:04:44,220 PROFESSOR: So, in that same situation. 1315 01:04:44,220 --> 01:04:47,570 Metagaming is one of those things that's actively working 1316 01:04:47,570 --> 01:04:49,340 to destroy the reality of your world. 1317 01:04:49,340 --> 01:04:54,740 And if all the players agree to try their damn hardest to 1318 01:04:54,740 --> 01:04:57,160 not let it interfere with the world [INAUDIBLE]. 1319 01:04:57,160 --> 01:05:02,040 The illusion in a way that it strengthens the scene for 1320 01:05:02,040 --> 01:05:04,838 improv theatre. 1321 01:05:04,838 --> 01:05:07,900 PROFESSOR: Hold on, just one sec, the other concern that 1322 01:05:07,900 --> 01:05:11,630 you had before persuasion issue which was? 1323 01:05:11,630 --> 01:05:17,042 AUDIENCE: Characters who, in particular this comes up a lot 1324 01:05:17,042 --> 01:05:19,994 in this [INAUDIBLE] type situations or what have you, 1325 01:05:19,994 --> 01:05:22,990 where you have somebody's who either a super genius. 1326 01:05:22,990 --> 01:05:25,140 AUDIENCE: Oh, so someone who's better than you at something. 1327 01:05:25,140 --> 01:05:28,020 AUDIENCE: Much better than you. 1328 01:05:28,020 --> 01:05:30,900 How do you mechanic that? 1329 01:05:33,920 --> 01:05:36,600 PROFESSOR: The best way that you can do that is to cast the 1330 01:05:36,600 --> 01:05:37,530 right person. 1331 01:05:37,530 --> 01:05:44,000 But what I have generally found is that old role-playing 1332 01:05:44,000 --> 01:05:47,510 game chestnut of separating intelligence from wisdom makes 1333 01:05:47,510 --> 01:05:48,970 it a little bit easier. 1334 01:05:48,970 --> 01:05:51,034 There's intelligence, which is the ability to think on the 1335 01:05:51,034 --> 01:05:52,550 feet, and there's wisdom which is how much you 1336 01:05:52,550 --> 01:05:54,790 know about the world. 1337 01:05:54,790 --> 01:06:00,990 And you as the game master designing a game can figure 1338 01:06:00,990 --> 01:06:03,995 out, when I say someone's really smart, what do I mean? 1339 01:06:03,995 --> 01:06:05,090 Intelligence or wisdom? 1340 01:06:05,090 --> 01:06:08,410 It helps you a little bit on thinking how I can use game 1341 01:06:08,410 --> 01:06:11,940 mechanics or game writing to fix that problem. 1342 01:06:11,940 --> 01:06:15,360 So if it's intelligence it's just like, oh I have the 1343 01:06:15,360 --> 01:06:18,190 ability to do stuff that other people can't do 1344 01:06:18,190 --> 01:06:20,010 because I'm so smart. 1345 01:06:20,010 --> 01:06:24,740 And you can literally just give them abilities to act on 1346 01:06:24,740 --> 01:06:28,440 things that other people do not have. 1347 01:06:28,440 --> 01:06:31,730 I'm able to build a telephone out of this Coke because I'm a 1348 01:06:31,730 --> 01:06:34,900 professor of Gilligan's Island. 1349 01:06:34,900 --> 01:06:36,330 I'm smart. 1350 01:06:36,330 --> 01:06:37,920 It doesn't mean I have to act terribly smart. 1351 01:06:37,920 --> 01:06:40,083 I'm capable of doing things that other people can't 1352 01:06:40,083 --> 01:06:42,060 because I've been told specifically 1353 01:06:42,060 --> 01:06:43,330 I have these abilities. 1354 01:06:43,330 --> 01:06:44,860 But that's the intelligence side of it. 1355 01:06:44,860 --> 01:06:46,120 The wisdom side of it is a little bit harder. 1356 01:06:46,120 --> 01:06:48,410 Which is basically, you dump a whole bunch of 1357 01:06:48,410 --> 01:06:50,100 information on somebody. 1358 01:06:50,100 --> 01:06:53,600 And you hope that they are capable of making associations 1359 01:06:53,600 --> 01:06:56,580 between what's happening in game and what they read. 1360 01:06:56,580 --> 01:06:57,830 That's a lot harder. 1361 01:06:57,830 --> 01:07:02,890 It is a problem, but I find that by separating those two 1362 01:07:02,890 --> 01:07:06,635 it makes it an easier problem. 1363 01:07:06,635 --> 01:07:08,132 Patrick? 1364 01:07:08,132 --> 01:07:10,770 AUDIENCE: Yeah, this is a bit of a noobish question. 1365 01:07:10,770 --> 01:07:12,640 Are LARPs usually played in real time? 1366 01:07:12,640 --> 01:07:15,860 PROFESSOR: Typically, they have rules about when to hit 1367 01:07:15,860 --> 01:07:16,910 the pause button. 1368 01:07:16,910 --> 01:07:20,800 Basically at MIT those are usually enacted when safety 1369 01:07:20,800 --> 01:07:21,780 becomes an issue. 1370 01:07:21,780 --> 01:07:25,170 People are running too fast. 1371 01:07:25,170 --> 01:07:27,650 Somebody just fell down and you want to be able to stop 1372 01:07:27,650 --> 01:07:30,710 everyone from running, and so they shout halt. 1373 01:07:33,295 --> 01:07:37,000 Typically they're happening in real time because it's really 1374 01:07:37,000 --> 01:07:41,980 hard to do turn based stuff that doesn't quickly feel like 1375 01:07:41,980 --> 01:07:42,390 a board game. 1376 01:07:42,390 --> 01:07:44,199 AUDIENCE: I mean like, when you say someone would want to 1377 01:07:44,199 --> 01:07:46,260 do a background check and you'd say I don't know, come 1378 01:07:46,260 --> 01:07:47,010 back in two hours. 1379 01:07:47,010 --> 01:07:49,080 You'd literally wait two hours? 1380 01:07:49,080 --> 01:07:52,000 PROFESSOR: So, yeah, often that really 1381 01:07:52,000 --> 01:07:52,990 means just two hours. 1382 01:07:52,990 --> 01:07:55,530 And that's an interesting thing of that it's real time 1383 01:07:55,530 --> 01:07:58,000 but it's kind of a time delay at the same time. 1384 01:07:58,000 --> 01:08:03,060 So as a game master you can build in game mechanics that 1385 01:08:03,060 --> 01:08:06,740 take advantage of real time delays to be able to give you 1386 01:08:06,740 --> 01:08:09,920 as game master some time to breathe. 1387 01:08:09,920 --> 01:08:11,900 Typically they're happening in real time. 1388 01:08:11,900 --> 01:08:16,609 I wrote a game where the clock stopped somewhere between 1389 01:08:16,609 --> 01:08:19,590 midnight and 8:00 AM. 1390 01:08:19,590 --> 01:08:22,965 The game world literally froze, well not literally 1391 01:08:22,965 --> 01:08:24,215 figuratively froze, as well. 1392 01:08:28,170 --> 01:08:32,630 And one minute after 8:00 the clock would practically, in 1393 01:08:32,630 --> 01:08:37,604 game terms, have moved one minute even though there were 1394 01:08:37,604 --> 01:08:39,020 eight intervening hours in between so that people could 1395 01:08:39,020 --> 01:08:40,270 go and take a break. 1396 01:08:42,990 --> 01:08:45,220 Which would be great for an Army of 1397 01:08:45,220 --> 01:08:47,460 Darkness type of scenario. 1398 01:08:47,460 --> 01:08:48,710 [INAUDIBLE]. 1399 01:08:50,439 --> 01:08:52,770 But those three films as opposed to it all happened 1400 01:08:52,770 --> 01:08:56,439 within 48 hours. 1401 01:08:56,439 --> 01:08:58,040 So Andrew? 1402 01:08:58,040 --> 01:08:59,200 [INAUDIBLE]. 1403 01:08:59,200 --> 01:09:00,510 AUDIENCE: So I guess two things, one 1404 01:09:00,510 --> 01:09:02,120 is in terms of wisdom. 1405 01:09:02,120 --> 01:09:04,198 Could you possibly have little note cards that are flipped 1406 01:09:04,198 --> 01:09:04,694 over everywhere? 1407 01:09:04,694 --> 01:09:06,678 And then the wisdom person, the person with high wisdom, 1408 01:09:06,678 --> 01:09:09,700 could read about information in there? 1409 01:09:09,700 --> 01:09:13,248 PROFESSOR: You could certainly have taken advantage of a 1410 01:09:13,248 --> 01:09:14,020 piece of paper taped on the wall just put 1411 01:09:14,020 --> 01:09:15,270 in the back, right? 1412 01:09:16,800 --> 01:09:18,936 Some people can arguably be able to read off the back of 1413 01:09:18,936 --> 01:09:20,569 the paper, some people aren't. 1414 01:09:20,569 --> 01:09:23,960 Which will be a little bit easier than trying to keep it 1415 01:09:23,960 --> 01:09:25,740 all in your head at once. 1416 01:09:25,740 --> 01:09:27,990 You can also give very limited wisdom, like the whole psychic 1417 01:09:27,990 --> 01:09:30,050 example, right? 1418 01:09:30,050 --> 01:09:32,240 I am sensitive in some way. 1419 01:09:32,240 --> 01:09:35,850 I can tell when certain things are cursed. 1420 01:09:35,850 --> 01:09:39,920 By giving them clues on printed pieces of paper that 1421 01:09:39,920 --> 01:09:42,569 nobody else knows how to interpret. 1422 01:09:42,569 --> 01:09:47,249 I see there is a number associated with each one of 1423 01:09:47,249 --> 01:09:47,410 these rooms. 1424 01:09:47,410 --> 01:09:49,580 That number happens to be even. 1425 01:09:49,580 --> 01:09:53,029 This is not a place that any sane person would want to be. 1426 01:09:53,029 --> 01:09:55,374 And there are people who have the wisdom to tell that and 1427 01:09:55,374 --> 01:09:58,240 there are some people who don't. 1428 01:09:58,240 --> 01:10:01,000 That's another way to put those environmental clues. 1429 01:10:06,010 --> 01:10:12,510 Particularly in MIT, hiding clues in plain sight, and 1430 01:10:12,510 --> 01:10:14,220 every single way that you can possibly do 1431 01:10:14,220 --> 01:10:17,720 that, is really exploited. 1432 01:10:17,720 --> 01:10:20,080 So the numbers for instance. 1433 01:10:20,080 --> 01:10:24,130 I've seen games where everyone has five 1434 01:10:24,130 --> 01:10:24,875 digits on their badge. 1435 01:10:24,875 --> 01:10:28,120 And every single one of those digits means something. 1436 01:10:28,120 --> 01:10:33,805 If you happen to have the ability to interpret them, but 1437 01:10:33,805 --> 01:10:36,910 each one of the digits means something different. 1438 01:10:36,910 --> 01:10:40,736 So that's an example. 1439 01:10:40,736 --> 01:10:42,220 AUDIENCE: And just really quickly. 1440 01:10:42,220 --> 01:10:44,130 In terms of space, how much space do Assassin's Guild 1441 01:10:44,130 --> 01:10:47,320 games take? 1442 01:10:47,320 --> 01:10:49,210 PROFESSOR: MIT Assassin's Guild has the advantage of the 1443 01:10:49,210 --> 01:10:50,210 MIT campus. 1444 01:10:50,210 --> 01:10:56,152 So it can go anywhere from main campus mounted by Mass 1445 01:10:56,152 --> 01:11:02,600 Ave. and Main Street, to all over campus. 1446 01:11:02,600 --> 01:11:04,740 But players hate that. 1447 01:11:04,740 --> 01:11:06,060 Players hate walking all over campus. 1448 01:11:06,060 --> 01:11:07,680 It kills their feet. 1449 01:11:07,680 --> 01:11:12,770 So often it just turns out to be the few rooms that they 1450 01:11:12,770 --> 01:11:15,820 could get room reservations for, the MIT campus activities 1451 01:11:15,820 --> 01:11:18,770 complex, and the sort of general vicinity around there. 1452 01:11:18,770 --> 01:11:21,520 Outdoors is really not used much, because MIT Assassin's 1453 01:11:21,520 --> 01:11:24,270 Guild loves shooting little plastic things at each other. 1454 01:11:24,270 --> 01:11:25,630 And when the wind blows that just sucks. 1455 01:11:28,908 --> 01:11:29,884 Jeremy? 1456 01:11:29,884 --> 01:11:33,450 AUDIENCE: Do those eight story [INAUDIBLE] 1457 01:11:33,450 --> 01:11:37,135 games that have gone way horribly, fallen apart. 1458 01:11:37,135 --> 01:11:39,576 PROFESSOR: Oh, absolutely. 1459 01:11:39,576 --> 01:11:41,986 How much time have we got? 1460 01:11:41,986 --> 01:11:44,560 AUDIENCE: Can you highlight what are the mistakes that 1461 01:11:44,560 --> 01:11:45,966 have made-- 1462 01:11:45,966 --> 01:11:48,310 everyone who's doing these, especially on my team, they're 1463 01:11:48,310 --> 01:11:48,880 all smart people. 1464 01:11:48,880 --> 01:11:50,980 And they're written by smart people. 1465 01:11:50,980 --> 01:11:53,435 So what hazard mistakes do smart people still make that 1466 01:11:53,435 --> 01:11:55,190 results in these games falling apart? 1467 01:11:55,190 --> 01:11:57,350 Or bad things happen? 1468 01:11:57,350 --> 01:11:59,020 PROFESSOR: Well, the most common thing that happens is 1469 01:11:59,020 --> 01:12:03,760 not even an issue of how smart the game writers were but how 1470 01:12:03,760 --> 01:12:05,033 much experience they've had in seeing 1471 01:12:05,033 --> 01:12:08,345 things go horribly wrong. 1472 01:12:08,345 --> 01:12:09,570 AUDIENCE: Right, which is why I'm asking. 1473 01:12:09,570 --> 01:12:12,180 PROFESSOR: Just like this class has given you experience 1474 01:12:12,180 --> 01:12:15,420 making games, you've seen how some projects can go wrong. 1475 01:12:15,420 --> 01:12:20,030 A lot of it is just system dynamics, right? 1476 01:12:20,030 --> 01:12:21,490 I put together a bunch of rules. 1477 01:12:21,490 --> 01:12:24,540 I didn't expect those rules to interact in that way. 1478 01:12:24,540 --> 01:12:28,090 But because a live-action game is difficult to run multiple 1479 01:12:28,090 --> 01:12:31,460 times, the first time you see-- 1480 01:12:31,460 --> 01:12:33,020 AUDIENCE: How do you play a live-action game 1481 01:12:33,020 --> 01:12:35,040 that lasts to a month? 1482 01:12:35,040 --> 01:12:36,090 PROFESSOR: That actually came up in the forums I believe. 1483 01:12:36,090 --> 01:12:38,950 Somebody was asking about this. 1484 01:12:38,950 --> 01:12:41,650 You can at best to a test-- 1485 01:12:41,650 --> 01:12:42,870 AUDIENCE: Give them mechanics? 1486 01:12:42,870 --> 01:12:44,280 PROFESSOR: --You can play the sort of game mechanics. 1487 01:12:44,280 --> 01:12:46,860 Write down the stripped down version which takes out all of 1488 01:12:46,860 --> 01:12:50,030 the plot motivations and just has the combat. 1489 01:12:50,030 --> 01:12:51,150 This is how combat plays. 1490 01:12:51,150 --> 01:12:53,160 I did that for a Matrix game once. 1491 01:12:53,160 --> 01:12:55,280 And it's like, I'm writing a game of a Matrix. 1492 01:12:55,280 --> 01:12:58,860 Combat is really freaking important. 1493 01:12:58,860 --> 01:13:02,960 So I just made an entire game where all it was, you want to 1494 01:13:02,960 --> 01:13:05,030 go in and get this thing and get out. 1495 01:13:05,030 --> 01:13:06,110 That was the whole rule. 1496 01:13:06,110 --> 01:13:08,880 And here's your three pages of contact notes. 1497 01:13:08,880 --> 01:13:10,170 And people were like holy shit, 1498 01:13:10,170 --> 01:13:11,420 this is a lot to remember. 1499 01:13:13,770 --> 01:13:16,950 And that showed me the problems that I had. 1500 01:13:16,950 --> 01:13:20,420 Unfortunately, it wasn't so catastrophic that I would use 1501 01:13:20,420 --> 01:13:22,284 it as a catastrophic game example. 1502 01:13:22,284 --> 01:13:24,100 AUDIENCE: Tell us about a catastrophic. 1503 01:13:24,100 --> 01:13:27,250 PROFESSOR: Catastrophic game examples. 1504 01:13:27,250 --> 01:13:27,610 OK. 1505 01:13:27,610 --> 01:13:29,090 AUDIENCE: Tell us someone tripped and hurt themselves. 1506 01:13:29,090 --> 01:13:29,890 [INAUDIBLE]. 1507 01:13:29,890 --> 01:13:35,117 PROFESSOR: No, that's not what you're looking for I 1508 01:13:35,117 --> 01:13:35,710 understand. 1509 01:13:35,710 --> 01:13:43,580 It was a game where everyone was playing undead. 1510 01:13:43,580 --> 01:13:44,950 I think they were vampires. 1511 01:13:44,950 --> 01:13:49,810 So they could get knocked down if they got shot, and they 1512 01:13:49,810 --> 01:13:51,420 would get up again in five minutes 1513 01:13:51,420 --> 01:13:52,260 because they were immortal. 1514 01:13:52,260 --> 01:13:54,247 Unless they got staked or something they 1515 01:13:54,247 --> 01:13:55,980 would get up again. 1516 01:13:55,980 --> 01:13:58,530 Unfortunately, there were a lot of vampires in the game. 1517 01:13:58,530 --> 01:14:01,790 Often many of them were in different factions. 1518 01:14:01,790 --> 01:14:04,940 So they were going after each other with guns. 1519 01:14:04,940 --> 01:14:08,350 So when two people who were obviously against each other 1520 01:14:08,350 --> 01:14:11,830 shot each other, fell over, they would get up in five 1521 01:14:11,830 --> 01:14:13,456 minutes and shoot each other again. 1522 01:14:16,860 --> 01:14:23,035 Repeatedly begging for someone to show up and do something to 1523 01:14:23,035 --> 01:14:25,060 break this deadlock. 1524 01:14:25,060 --> 01:14:26,910 And that's one of those things where it's like game 1525 01:14:26,910 --> 01:14:28,553 mechanically you know what's supposed to 1526 01:14:28,553 --> 01:14:29,910 happen, and it sucks. 1527 01:14:34,180 --> 01:14:35,140 So that's one example. 1528 01:14:35,140 --> 01:14:36,560 AUDIENCE: Do we have to wait five minutes? 1529 01:14:36,560 --> 01:14:39,960 Can we just continue to shoot each other? 1530 01:14:39,960 --> 01:14:42,944 PROFESSOR: But the issue is, again, these games are 1531 01:14:42,944 --> 01:14:43,590 happening in real time. 1532 01:14:43,590 --> 01:14:46,635 So the five minute rule is there possibly for a reason. 1533 01:14:49,320 --> 01:14:52,320 While you are down for five minutes those five minutes 1534 01:14:52,320 --> 01:14:54,870 become very valuable for someone who wants you down for 1535 01:14:54,870 --> 01:14:56,120 those five minutes. 1536 01:14:57,940 --> 01:14:58,300 You can kill me. 1537 01:14:58,300 --> 01:14:59,240 I can kill you. 1538 01:14:59,240 --> 01:15:01,250 But both of us can knock each other down for five minutes. 1539 01:15:01,250 --> 01:15:02,920 And that's a great delaying tactic. 1540 01:15:02,920 --> 01:15:05,640 And I can send one of my friends and do something that 1541 01:15:05,640 --> 01:15:08,640 I don't want you interfering with. 1542 01:15:08,640 --> 01:15:10,120 And if that's the case then that's great. 1543 01:15:10,120 --> 01:15:12,220 But often it was just, oh crap there's no way 1544 01:15:12,220 --> 01:15:13,572 to break the deadlock. 1545 01:15:13,572 --> 01:15:15,620 AUDIENCE: You'd figure the limiting factor would be 1546 01:15:15,620 --> 01:15:17,280 ammunition though. 1547 01:15:17,280 --> 01:15:19,070 PROFESSOR: I think that game actually let you pick up your 1548 01:15:19,070 --> 01:15:20,320 ammunition all you want. 1549 01:15:23,260 --> 01:15:25,960 Because it can be a really annoying limitation to run out 1550 01:15:25,960 --> 01:15:26,990 of ammunition. 1551 01:15:26,990 --> 01:15:29,315 Especially if you are playing with the little rubber dart 1552 01:15:29,315 --> 01:15:31,970 guns because carrying a whole pile of 1553 01:15:31,970 --> 01:15:32,550 them is really annoying. 1554 01:15:32,550 --> 01:15:37,090 So if the rule is, I get to pick them up, then you have 1555 01:15:37,090 --> 01:15:39,176 the allusion of having a lot of ammunition without having 1556 01:15:39,176 --> 01:15:43,160 to carry a lot of ammunition. 1557 01:15:43,160 --> 01:15:45,290 So that's one example of a catastrophic failure. 1558 01:15:45,290 --> 01:15:48,720 There's a really funny quote regarding brainwashing 1559 01:15:48,720 --> 01:15:55,160 actually, which is where were you? 1560 01:15:55,160 --> 01:15:56,830 I was not being brainwashed. 1561 01:15:56,830 --> 01:15:58,440 Who were you with? 1562 01:15:58,440 --> 01:16:01,625 Not with the people who were brainwashing me. 1563 01:16:01,625 --> 01:16:04,200 Back to the problem with the persuasion, right? 1564 01:16:04,200 --> 01:16:07,900 It's like, I want to tell you something because my goals 1565 01:16:07,900 --> 01:16:10,950 haven't changed far enough to want to align 1566 01:16:10,950 --> 01:16:12,240 me to my new goals. 1567 01:16:12,240 --> 01:16:14,190 So I'm going to do everything that I can without 1568 01:16:14,190 --> 01:16:15,160 breaking the rules. 1569 01:16:15,160 --> 01:16:17,590 I'm not allowed to tell you that I was being brainwashed. 1570 01:16:17,590 --> 01:16:19,236 So I can say that I wasn't being brainwashed. 1571 01:16:23,470 --> 01:16:24,720 Other catastrophic? 1572 01:16:26,800 --> 01:16:29,132 How long do you think the thing will take probably? 1573 01:16:29,132 --> 01:16:30,545 GUEST SPEAKER: I don't know. 1574 01:16:30,545 --> 01:16:33,371 Probably about as long as a game of Mafia. 1575 01:16:33,371 --> 01:16:35,740 PROFESSOR: OK, so like half an hour? 1576 01:16:35,740 --> 01:16:37,010 GUEST SPEAKER: Depends on the people. 1577 01:16:37,010 --> 01:16:41,040 AUDIENCE: If you put a time limit on discussions then, 1578 01:16:41,040 --> 01:16:42,960 because I've played in the past where it's lasted hours. 1579 01:16:42,960 --> 01:16:45,530 Because there's no cap and people just went into these 1580 01:16:45,530 --> 01:16:48,160 long discussions in between rounds. 1581 01:16:48,160 --> 01:16:50,730 So if you put a cap like OK, it's going to be this long a 1582 01:16:50,730 --> 01:16:52,270 discussion and then we're going to kill someone off. 1583 01:16:55,250 --> 01:16:57,540 PROFESSOR: Let's see, I had wanted to read. 1584 01:16:57,540 --> 01:16:58,830 AUDIENCE: Played online Mafia? 1585 01:16:58,830 --> 01:17:01,535 It's a totally different experience. 1586 01:17:01,535 --> 01:17:02,990 PROFESSOR: Chat involved or something? 1587 01:17:02,990 --> 01:17:04,240 AUDIENCE: Forums usually. 1588 01:17:09,300 --> 01:17:11,250 So basically, when you can look at the history of what 1589 01:17:11,250 --> 01:17:12,975 people have said and who they've accused and what order 1590 01:17:12,975 --> 01:17:15,350 they did it in, it completely changes how 1591 01:17:15,350 --> 01:17:17,730 Mafia turns out, right? 1592 01:17:17,730 --> 01:17:20,362 Because all of a sudden, people start going, back in 1593 01:17:20,362 --> 01:17:23,890 the history and compiling statistics [INAUDIBLE]. 1594 01:17:23,890 --> 01:17:26,445 And who said what and then who must be on their side if 1595 01:17:26,445 --> 01:17:28,030 that's the case. 1596 01:17:28,030 --> 01:17:30,755 But there's this kind of meta knowledge that you can use 1597 01:17:30,755 --> 01:17:37,030 with this if you are Mafia because you can tell 1598 01:17:37,030 --> 01:17:38,280 [INAUDIBLE]. 1599 01:17:41,085 --> 01:17:43,770 We were able to communicate at the Mafia privately. 1600 01:17:46,910 --> 01:17:49,267 That meant we could for instance do things like, make 1601 01:17:49,267 --> 01:17:52,440 sure we were never the first people to accuse anyone. 1602 01:17:52,440 --> 01:17:54,490 So that's a Mafia truth, never do that. 1603 01:17:54,490 --> 01:17:57,415 Because it immediately makes you look suspicious later on 1604 01:17:57,415 --> 01:18:01,320 if somebody turns out to be the Mafia. 1605 01:18:01,320 --> 01:18:04,280 There's no way that you can be the first person who accuses. 1606 01:18:04,280 --> 01:18:07,070 But bandwagoning somebody who's not in the Mafia is 1607 01:18:07,070 --> 01:18:08,940 always great. 1608 01:18:08,940 --> 01:18:13,040 So you can coordinate to do the sort of thing to try and 1609 01:18:13,040 --> 01:18:15,090 defeat the statistical analysis that 1610 01:18:15,090 --> 01:18:16,740 somebody else is doing. 1611 01:18:16,740 --> 01:18:17,530 PROFESSOR: You've got this whole 1612 01:18:17,530 --> 01:18:18,970 shadow governance theory. 1613 01:18:18,970 --> 01:18:23,670 AUDIENCE: That's a great [INAUDIBLE] tactic to try and 1614 01:18:23,670 --> 01:18:26,575 get you away from my team is to actually accuse 1615 01:18:26,575 --> 01:18:28,020 someone on your team. 1616 01:18:28,020 --> 01:18:33,180 And hope that they don't actually vote them off. 1617 01:18:33,180 --> 01:18:36,825 I've definitely been in a game where we purposely killed off 1618 01:18:36,825 --> 01:18:39,180 one of the people on our team just so that 1619 01:18:39,180 --> 01:18:42,580 we wouldn't be accused. 1620 01:18:42,580 --> 01:18:46,860 Oh, he cannot be on Mafia because he killed off a Mafia. 1621 01:18:46,860 --> 01:18:50,620 OK, and then we end up winning because no one 1622 01:18:50,620 --> 01:18:52,190 figured that out. 1623 01:18:52,190 --> 01:18:55,080 PROFESSOR: I mean, that's one of the best things about all 1624 01:18:55,080 --> 01:18:58,480 kinds of live-action games is that it almost encourages 1625 01:18:58,480 --> 01:19:00,980 people to look for these slightly 1626 01:19:00,980 --> 01:19:02,594 out of the box illusions. 1627 01:19:02,594 --> 01:19:05,029 These sort of emergent I'm not really going to expect that 1628 01:19:05,029 --> 01:19:06,330 but it still fits within the rules. 1629 01:19:06,330 --> 01:19:08,420 Because we are dealing with real people for the most part 1630 01:19:08,420 --> 01:19:11,098 and you're not limited to the cards you're allowed to play 1631 01:19:11,098 --> 01:19:13,014 or the turns you're allowed to take. 1632 01:19:13,014 --> 01:19:14,264 So taking advantage of that. 1633 01:19:17,330 --> 01:19:21,520 I have one more disaster story. 1634 01:19:21,520 --> 01:19:24,520 AUDIENCE: I want to hear it. 1635 01:19:24,520 --> 01:19:26,150 PROFESSOR: I'll limit it to just one for 1636 01:19:26,150 --> 01:19:27,400 the people who don't. 1637 01:19:29,430 --> 01:19:31,360 This was a game where there was a 1638 01:19:31,360 --> 01:19:33,940 virus that was spreading. 1639 01:19:33,940 --> 01:19:36,940 People who are in Assassin's Guild might have 1640 01:19:36,940 --> 01:19:38,460 already heard this one. 1641 01:19:38,460 --> 01:19:43,140 The whole basic idea is that there was a explosive 1642 01:19:43,140 --> 01:19:44,850 nano-virus. 1643 01:19:44,850 --> 01:19:48,515 People who got infected after a certain amount of time would 1644 01:19:48,515 --> 01:19:52,120 explode and anybody in the room with them 1645 01:19:52,120 --> 01:19:54,880 would now be infected. 1646 01:19:54,880 --> 01:19:57,354 Of course this was a game-- 1647 01:19:57,354 --> 01:19:59,540 a game set in science fiction kind of thing-- 1648 01:19:59,540 --> 01:20:02,430 and we've got doctors who are capable. 1649 01:20:02,430 --> 01:20:06,830 Who have mechanics to be able to research cures. 1650 01:20:06,830 --> 01:20:08,570 However when the doctor happened to be one of the 1651 01:20:08,570 --> 01:20:14,760 first people to die, what rapidly happens is that what 1652 01:20:14,760 --> 01:20:18,545 should have been a one night game turned out to be a one 1653 01:20:18,545 --> 01:20:19,795 hour game and everybody exploded. 1654 01:20:27,690 --> 01:20:29,800 I guess that might come down to feasibility. 1655 01:20:29,800 --> 01:20:33,530 But you can think about it as you need a certain amount of 1656 01:20:33,530 --> 01:20:36,800 redundancy when you're designing any game, but 1657 01:20:36,800 --> 01:20:38,400 particularly live-actions games. 1658 01:20:38,400 --> 01:20:41,050 Because shit happens. 1659 01:20:41,050 --> 01:20:43,920 And you've got to expect that to happen. 1660 01:20:43,920 --> 01:20:46,100 There's always this fear about, oh I put in too many 1661 01:20:46,100 --> 01:20:47,900 resources into this game and the players are going to find 1662 01:20:47,900 --> 01:20:48,950 it too easy. 1663 01:20:48,950 --> 01:20:52,000 And more often than not, yeah, there's some players that that 1664 01:20:52,000 --> 01:20:53,830 are going to say we breezed through that. 1665 01:20:53,830 --> 01:20:57,125 But, rarely do people get terribly upset in a 1666 01:20:57,125 --> 01:20:59,900 live-action game when something is really too easy. 1667 01:20:59,900 --> 01:21:03,798 They get really upset when it comes to the end and it seems 1668 01:21:03,798 --> 01:21:05,470 to be impossible. 1669 01:21:05,470 --> 01:21:11,410 Oh, so the GMs only made it possible for one person to fix 1670 01:21:11,410 --> 01:21:12,070 this problem? 1671 01:21:12,070 --> 01:21:15,330 And they didn't think about that person just dying in the 1672 01:21:15,330 --> 01:21:17,440 beginning of the game? 1673 01:21:17,440 --> 01:21:20,730 So that was another example. 1674 01:21:20,730 --> 01:21:22,240 That [INAUDIBLE], I'm sorry. 1675 01:21:22,240 --> 01:21:25,476 I feel really bad about bringing up examples from my 1676 01:21:25,476 --> 01:21:29,016 games, but I don't know which ones are the ones that I 1677 01:21:29,016 --> 01:21:29,650 genuinely-- 1678 01:21:29,650 --> 01:21:32,530 Oh, I do have one more. 1679 01:21:32,530 --> 01:21:34,380 So, this was after The Sims came out. 1680 01:21:34,380 --> 01:21:38,960 And people should really be worried about that. 1681 01:21:38,960 --> 01:21:40,860 I thought having a bladder stat would be a really good 1682 01:21:40,860 --> 01:21:42,110 idea for a game. 1683 01:21:45,520 --> 01:21:47,033 This was a game that was set in a train 1684 01:21:47,033 --> 01:21:47,490 that was steam pumped. 1685 01:21:47,490 --> 01:21:49,120 So tea was the game. 1686 01:21:49,120 --> 01:21:50,990 Tea was in fact the combat drug. 1687 01:21:50,990 --> 01:21:54,520 If you drank tea, your combat status would increase but so 1688 01:21:54,520 --> 01:21:56,770 would your bladder stat. 1689 01:21:56,770 --> 01:21:59,670 Once your bladder stat was passed a certain point all 1690 01:21:59,670 --> 01:22:02,730 your combat stats went down and you really had to go to 1691 01:22:02,730 --> 01:22:04,470 the restroom. 1692 01:22:04,470 --> 01:22:08,200 Which was really interesting, most people just 1693 01:22:08,200 --> 01:22:10,970 reviled that game. 1694 01:22:10,970 --> 01:22:14,800 Because there was one more number they had to hit that 1695 01:22:14,800 --> 01:22:19,490 was stupid annoying and really didn't do terribly much for 1696 01:22:19,490 --> 01:22:21,120 the immersion of the game. 1697 01:22:21,120 --> 01:22:24,100 I was thinking, it's a game about travelling on the train. 1698 01:22:24,100 --> 01:22:25,360 So you use the restroom all the time. 1699 01:22:25,360 --> 01:22:26,905 That's the only thing I do when I'm travelling. 1700 01:22:26,905 --> 01:22:29,490 I use the restroom. 1701 01:22:29,490 --> 01:22:30,740 [INAUDIBLE]. 1702 01:22:33,870 --> 01:22:35,600 But that led to some interesting emergent 1703 01:22:35,600 --> 01:22:36,740 situations. 1704 01:22:36,740 --> 01:22:39,380 Because when this train gets attacked, and everybody needs 1705 01:22:39,380 --> 01:22:42,350 to find a safe place to hide, what they all do is they head 1706 01:22:42,350 --> 01:22:46,690 into the washroom, barricade it, and drink tea until all 1707 01:22:46,690 --> 01:22:50,595 their combat stats go out the roof and then win the fight. 1708 01:22:50,595 --> 01:22:53,020 Because they were right there in the restroom they could 1709 01:22:53,020 --> 01:22:54,960 afford to do that. 1710 01:22:54,960 --> 01:22:56,210 It was hilarious. 1711 01:22:59,325 --> 01:23:03,750 AUDIENCE: Some of these people come up with exploits. 1712 01:23:03,750 --> 01:23:05,270 PROFESSOR: They may hate the rules, but once they 1713 01:23:05,270 --> 01:23:07,080 understand how the systems work they're going to come up 1714 01:23:07,080 --> 01:23:09,270 with ways to use it to their advantage. 1715 01:23:09,270 --> 01:23:12,622 And that can be some of the most enjoyable moments. 1716 01:23:12,622 --> 01:23:15,274 AUDIENCE: I saw a squirrel this past weekend, and he 1717 01:23:15,274 --> 01:23:20,942 figured out if he stood under a bird feeding thing up in the 1718 01:23:20,942 --> 01:23:24,562 tree it could just get free food because when the birds 1719 01:23:24,562 --> 01:23:26,724 ate it once every two to three minutes they would drop a 1720 01:23:26,724 --> 01:23:27,556 grain inevitably. 1721 01:23:27,556 --> 01:23:32,047 And there was this really fat squirrel just sitting there. 1722 01:23:32,047 --> 01:23:36,890 He spent the entire day sitting right [INAUDIBLE]. 1723 01:23:36,890 --> 01:23:38,852 So it's like it's so natural to try and find exploits of 1724 01:23:38,852 --> 01:23:40,820 everything and work it to your advantage. 1725 01:23:40,820 --> 01:23:41,920 PROFESSOR: There is a moral-- 1726 01:23:41,920 --> 01:23:43,113 AUDIENCE: It doesn't work for [INAUDIBLE] but 1727 01:23:43,113 --> 01:23:44,310 you still do it anyway. 1728 01:23:44,310 --> 01:23:46,140 PROFESSOR: There is a moral to that. 1729 01:23:46,140 --> 01:23:49,620 Is that the live-action games, especially if you're playing 1730 01:23:49,620 --> 01:23:53,090 in the live-action game community, there is whatever 1731 01:23:53,090 --> 01:23:56,776 you write down as a rule we put it up on the wall and they 1732 01:23:56,776 --> 01:23:58,270 put it on a piece of paper. 1733 01:23:58,270 --> 01:23:59,880 Someone's going to try to do it. 1734 01:23:59,880 --> 01:24:04,904 And you have to think of, I'm going to put in a rule that's 1735 01:24:04,904 --> 01:24:08,324 so ridiculous that people are not going to want to try and 1736 01:24:08,324 --> 01:24:10,980 do it because it's going to hurt them or something. 1737 01:24:10,980 --> 01:24:14,098 Like jump on this spot 100 times and you 1738 01:24:14,098 --> 01:24:14,930 will unlock this door. 1739 01:24:14,930 --> 01:24:18,220 Or you could find someone with lock picking, and you'll just 1740 01:24:18,220 --> 01:24:19,196 assume that person's going to find 1741 01:24:19,196 --> 01:24:20,490 someone with lock picking. 1742 01:24:20,490 --> 01:24:22,980 No, someone's going to jump on the spot 100 times and they're 1743 01:24:22,980 --> 01:24:25,160 going to hate you for it because you 1744 01:24:25,160 --> 01:24:26,300 put the rule in there. 1745 01:24:26,300 --> 01:24:32,530 So try not to hurt your players, would be the moral, 1746 01:24:32,530 --> 01:24:34,115 because they will do what you tell them to do. 1747 01:24:34,115 --> 01:24:37,680 AUDIENCE: Do you guys sign disclosure forms? 1748 01:24:37,680 --> 01:24:39,116 PROFESSOR: All right, that's a [INAUDIBLE]. 1749 01:24:42,246 --> 01:24:44,947 GUEST SPEAKER: Before we go, I want to just clarify this 1750 01:24:44,947 --> 01:24:46,420 version of the investigation mechanic. 1751 01:24:46,420 --> 01:24:52,390 So, the group of scientists gets to test two people. 1752 01:24:52,390 --> 01:24:56,430 If you catch the thing then they're dead and out. 1753 01:24:56,430 --> 01:24:58,600 If you catch them on the second time-- this is what 1754 01:24:58,600 --> 01:25:00,690 I've read-- if you catch them on second guess you get 1755 01:25:00,690 --> 01:25:03,030 another guess. 1756 01:25:03,030 --> 01:25:04,764 I'm not sure if that means you can have 1757 01:25:04,764 --> 01:25:06,210 infinite guesses or not. 1758 01:25:06,210 --> 01:25:07,180 So that's something to play around with. 1759 01:25:07,180 --> 01:25:09,180 AUDIENCE: If you test the wrong person who's not the 1760 01:25:09,180 --> 01:25:09,780 thing they don't die? 1761 01:25:09,780 --> 01:25:12,660 GUEST SPEAKER: No. 1762 01:25:12,660 --> 01:25:14,122 AUDIENCE: So I test someone the first time, they're the 1763 01:25:14,122 --> 01:25:15,430 thing, then they're out. 1764 01:25:15,430 --> 01:25:17,384 But I test someone the second time, regardless of whether or 1765 01:25:17,384 --> 01:25:19,170 not I tested a thing the first time. 1766 01:25:19,170 --> 01:25:19,990 GUEST SPEAKER: Yes. 1767 01:25:19,990 --> 01:25:22,370 So you always get at least two guesses. 1768 01:25:22,370 --> 01:25:23,420 AUDIENCE: But if you test someone on the second 1769 01:25:23,420 --> 01:25:25,206 one they don't die? 1770 01:25:25,206 --> 01:25:26,870 GUEST SPEAKER: If they're the thing they're dead. 1771 01:25:26,870 --> 01:25:27,830 AUDIENCE: The thing dies. 1772 01:25:27,830 --> 01:25:29,680 If you test someone on the first time and they're the 1773 01:25:29,680 --> 01:25:31,210 thing you don't get an extra guess? 1774 01:25:31,210 --> 01:25:32,025 AUDIENCE: Well, not necessarily. 1775 01:25:32,025 --> 01:25:33,320 GUEST SPEAKER: You get two. 1776 01:25:33,320 --> 01:25:35,420 AUDIENCE: You always get two. 1777 01:25:35,420 --> 01:25:37,720 AUDIENCE: So if you guess any time [INAUDIBLE] 1778 01:25:40,770 --> 01:25:42,425 but if you guess a thing and then not a 1779 01:25:42,425 --> 01:25:43,560 thing you get a player. 1780 01:25:43,560 --> 01:25:44,090 AUDIENCE: I think you can catch the 1781 01:25:44,090 --> 01:25:45,366 thing really quickly. 1782 01:25:45,366 --> 01:25:47,245 AUDIENCE: I think you can catch the thing without 1783 01:25:47,245 --> 01:25:50,575 actually doing anything sort of like making a system where 1784 01:25:50,575 --> 01:25:52,350 you automatically catch the thing. 1785 01:25:52,350 --> 01:25:56,200 You're getting two guesses so in the ratio of randomly 1786 01:25:56,200 --> 01:25:56,960 guessing you'll-- 1787 01:25:56,960 --> 01:25:59,490 GUEST SPEAKER: And you can certainly change it right? 1788 01:25:59,490 --> 01:26:00,750 This is just what I've found. 1789 01:26:00,750 --> 01:26:02,710 And it seemed like an interesting thing, the whole 1790 01:26:02,710 --> 01:26:04,160 point of the part was. 1791 01:26:04,160 --> 01:26:05,660 AUDIENCE: Which thing do you start with? 1792 01:26:05,660 --> 01:26:07,020 AUDIENCE: No, you're not [INAUDIBLE]. 1793 01:26:07,020 --> 01:26:10,060 Because as I recall you would infect someone first. 1794 01:26:10,060 --> 01:26:11,984 AUDIENCE: Because you're going to have two unprescribed. 1795 01:26:14,940 --> 01:26:18,720 AUDIENCE: This seems really like biased towards 1796 01:26:18,720 --> 01:26:20,330 non-infected. 1797 01:26:20,330 --> 01:26:21,580 AUDIENCE: Well we'll find out.