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 --> 00:00:06,930 Your support will help MIT OpenCourseWare continue to 4 00:00:06,930 --> 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 --> 00:00:16,430 hundreds of MIT courses, visit MIT OpenCourseWare at 7 00:00:16,430 --> 00:00:17,680 ocw.mit.edu. 8 00:00:20,876 --> 00:00:23,778 PROFESSOR: Anyway, today we have a guest speaker. 9 00:00:23,778 --> 00:00:24,742 His name is Abe Stein. 10 00:00:24,742 --> 00:00:28,116 He's the audio director for the Singapore MIT Initiative. 11 00:00:28,116 --> 00:00:35,370 And he's going to run through brainstorming exercises. 12 00:00:35,370 --> 00:00:38,216 We're not actually planning out the game that you're going 13 00:00:38,216 --> 00:00:42,040 to be doing for your first assignment in this class. 14 00:00:42,040 --> 00:00:43,952 This is a-- you're doing other-- 15 00:00:43,952 --> 00:00:46,360 ABE STEIN: Yeah, these will just be practice. 16 00:00:46,360 --> 00:00:49,962 PROFESSOR: So basically, there will be a group activity 17 00:00:49,962 --> 00:00:52,520 involved in this, but the things that you're working on, 18 00:00:52,520 --> 00:00:55,574 those have to be the same groups that you will 19 00:00:55,574 --> 00:00:57,890 eventually be using for your first assignment. 20 00:00:57,890 --> 00:01:00,440 The idea is just to get used to the process of 21 00:01:00,440 --> 00:01:03,820 brainstorming and some of the general rules of thumb. 22 00:01:03,820 --> 00:01:05,981 And before I spoil the entire talk-- 23 00:01:05,981 --> 00:01:06,670 GUEST SPEAKER: That's OK. 24 00:01:06,670 --> 00:01:08,930 So my name is Abe Stein. 25 00:01:08,930 --> 00:01:12,460 A little bit of background on myself. 26 00:01:12,460 --> 00:01:14,290 I am the audio director here. 27 00:01:14,290 --> 00:01:19,789 I've been working in sound design officially for a number 28 00:01:19,789 --> 00:01:22,333 of years now, five some odd years. 29 00:01:22,333 --> 00:01:28,340 Unofficially, way longer than that doing TV and video game 30 00:01:28,340 --> 00:01:29,280 sound design. 31 00:01:29,280 --> 00:01:32,890 And then before that, I was a high school teacher. 32 00:01:32,890 --> 00:01:39,980 And so I think to the extent that talking about creative 33 00:01:39,980 --> 00:01:43,850 collaboration, I have a fair amount of experience ranging 34 00:01:43,850 --> 00:01:45,800 even back to when I was teaching high school, for 35 00:01:45,800 --> 00:01:51,990 trying to encourage what we might call organized ideation. 36 00:01:51,990 --> 00:01:56,125 I guess first off, I'll thank you guys for reading the text. 37 00:01:56,125 --> 00:01:57,060 It is funny. 38 00:01:57,060 --> 00:02:02,320 It does have these I guess now a little antiquated, 1950s 39 00:02:02,320 --> 00:02:03,010 references. 40 00:02:03,010 --> 00:02:10,550 And some of his scientific evidence for why brainstorming 41 00:02:10,550 --> 00:02:12,890 is good is not particularly well-supported. 42 00:02:12,890 --> 00:02:16,103 He's like, we got 95 ideas. 43 00:02:16,103 --> 00:02:18,075 And it's like, well how many ideas did you get doing 44 00:02:18,075 --> 00:02:18,568 it the other way? 45 00:02:18,568 --> 00:02:20,047 He doesn't tell you. 46 00:02:20,047 --> 00:02:23,010 But hey, 95, that's a big number. 47 00:02:23,010 --> 00:02:26,880 So a little bit of background about Alex Osborn. 48 00:02:26,880 --> 00:02:29,306 He was an advertising executive. 49 00:02:29,306 --> 00:02:34,180 And so you can see where brainstorming and advertising 50 00:02:34,180 --> 00:02:36,250 is a creative industry, as a design industry. 51 00:02:36,250 --> 00:02:40,250 And so getting multiple people in interdisciplinary different 52 00:02:40,250 --> 00:02:44,940 skills working together on a creative project, it could be 53 00:02:44,940 --> 00:02:45,730 a challenge. 54 00:02:45,730 --> 00:02:49,212 And so you can see how brainstorming came out of the 55 00:02:49,212 --> 00:02:51,140 work he was doing in advertising 56 00:02:51,140 --> 00:02:53,550 So just to get started, I would say you've read-- and so 57 00:02:53,550 --> 00:02:56,940 you have a sense-- but forget what you think you know 58 00:02:56,940 --> 00:02:58,380 brainstorming is. 59 00:02:58,380 --> 00:03:01,700 Some of what you think it is will apply. 60 00:03:01,700 --> 00:03:05,340 Some of the most fundamental principles to brainstorming 61 00:03:05,340 --> 00:03:08,447 maybe you don't realize, or you didn't realize until you 62 00:03:08,447 --> 00:03:08,650 did the reading. 63 00:03:08,650 --> 00:03:10,955 And that's a little bit of what I want to talk about. 64 00:03:10,955 --> 00:03:13,440 I think the foundation for his brainstorming ideas is 65 00:03:13,440 --> 00:03:14,560 actually really solid. 66 00:03:14,560 --> 00:03:17,464 It's something that we should explore today. 67 00:03:20,370 --> 00:03:23,260 Why brainstorming for video game design is 68 00:03:23,260 --> 00:03:24,340 an interesting question. 69 00:03:24,340 --> 00:03:27,169 But I touched on that a little bit with its relation to 70 00:03:27,169 --> 00:03:27,400 advertizing, right? 71 00:03:27,400 --> 00:03:29,760 I mean we're talking about a creative industry where you 72 00:03:29,760 --> 00:03:32,640 have people with various skill sets, whether they're artists 73 00:03:32,640 --> 00:03:34,890 or sound designers or game designers 74 00:03:34,890 --> 00:03:36,720 explicitly or producers. 75 00:03:36,720 --> 00:03:38,190 All of these people existing in a 76 00:03:38,190 --> 00:03:39,320 collaborative environment together. 77 00:03:39,320 --> 00:03:41,070 They're bringing different things to the table. 78 00:03:41,070 --> 00:03:45,200 How do you get them to work together and be 79 00:03:45,200 --> 00:03:46,290 collaboratively creative? 80 00:03:46,290 --> 00:03:48,980 And so this is a first step in that process. 81 00:03:48,980 --> 00:03:51,818 And so this is why brainstorming is particularly 82 00:03:51,818 --> 00:03:53,270 useful for game design. 83 00:03:53,270 --> 00:03:56,630 And then the other thing that I think is important to 84 00:03:56,630 --> 00:03:57,280 understand-- 85 00:03:57,280 --> 00:03:58,660 and we'll talk about it a bit more-- 86 00:03:58,660 --> 00:04:03,980 is the social pressures that are created in professional 87 00:04:03,980 --> 00:04:07,360 creative environments, even non-professional actually. 88 00:04:07,360 --> 00:04:10,060 I mean it would exist in an educational environment too. 89 00:04:10,060 --> 00:04:11,510 You guys are all at MIT. 90 00:04:11,510 --> 00:04:14,370 It's one of the most prestigious universities in 91 00:04:14,370 --> 00:04:15,890 the world, right? 92 00:04:15,890 --> 00:04:20,990 And so you're probably no stranger to the idea of social 93 00:04:20,990 --> 00:04:25,470 pressure in the process of ideation, right? 94 00:04:25,470 --> 00:04:27,795 You sit there and you say, if I say this idea, am I going to 95 00:04:27,795 --> 00:04:29,660 look like an idiot? 96 00:04:29,660 --> 00:04:34,780 And usually the outcome from that is, if I don't say 97 00:04:34,780 --> 00:04:37,870 anything, maybe I don't get the gain of presenting a good 98 00:04:37,870 --> 00:04:41,195 idea, but I don't get the hit of making a bad idea. 99 00:04:41,195 --> 00:04:43,070 So it's self-preservation. 100 00:04:43,070 --> 00:04:46,400 Why take the risk if it's not worth it. 101 00:04:46,400 --> 00:04:49,690 And so I think MIT is an interesting place to talk 102 00:04:49,690 --> 00:04:52,750 about brainstorming and this kind of organized ideation 103 00:04:52,750 --> 00:04:57,210 because there is social and academic pressure here too, 104 00:04:57,210 --> 00:05:00,160 pressure to be right, pressure to not say something that 105 00:05:00,160 --> 00:05:01,290 would seem wrong. 106 00:05:01,290 --> 00:05:06,650 And that sort of pressure is completely antithetical to the 107 00:05:06,650 --> 00:05:08,750 idea of a brainstorming session. 108 00:05:08,750 --> 00:05:12,790 And so that's a basis for why not only it's good for video 109 00:05:12,790 --> 00:05:15,630 games, but why it's also good to talk about here at MIT. 110 00:05:15,630 --> 00:05:22,070 So there are four basic principles of brainstorming. 111 00:05:22,070 --> 00:05:23,880 These were outlined by Alex Osborn. 112 00:05:23,880 --> 00:05:30,905 He was an ad agent, and he says it was 1938 when he first 113 00:05:30,905 --> 00:05:31,476 started using it. 114 00:05:31,476 --> 00:05:34,420 People started talking about it since then. 115 00:05:34,420 --> 00:05:37,670 And I like when he said that it spiraled out of control, 116 00:05:37,670 --> 00:05:39,386 that people ran away with it. 117 00:05:39,386 --> 00:05:41,090 They were like, oh, this is a great idea. 118 00:05:41,090 --> 00:05:42,730 But then they were practicing it wrong. 119 00:05:42,730 --> 00:05:46,810 And so in applied imaginations, which is the 120 00:05:46,810 --> 00:05:50,785 text you guys read, it's him reflecting on this 121 00:05:50,785 --> 00:05:53,793 brainstorming idea and saying this is really how it should 122 00:05:53,793 --> 00:05:56,010 be exercised. 123 00:05:56,010 --> 00:05:59,730 The first principle is single-handedly the most 124 00:05:59,730 --> 00:06:04,400 important principle, and that's no criticism. 125 00:06:04,400 --> 00:06:12,276 That's a blanket way of saying it, but really in a more broad 126 00:06:12,276 --> 00:06:16,200 sense, it's saying judgement needs to be excluded. 127 00:06:16,200 --> 00:06:20,860 In some sense, it's both positive and negative, but 128 00:06:20,860 --> 00:06:23,980 especially you don't want to criticize each other's work. 129 00:06:23,980 --> 00:06:25,886 You also don't want to spend time during a brainstorming 130 00:06:25,886 --> 00:06:29,330 session talking about how good an idea is, right? 131 00:06:29,330 --> 00:06:33,486 If someone throws out an idea, and someone's like, oh, this 132 00:06:33,486 --> 00:06:33,690 is the best idea. 133 00:06:33,690 --> 00:06:34,980 We don't even need to keep going anymore. 134 00:06:34,980 --> 00:06:36,910 Then it's like, whoa, no. 135 00:06:36,910 --> 00:06:38,710 Wait, now we're not brainstorming anymore. 136 00:06:38,710 --> 00:06:44,140 And so really judgement is absolutely supposed to be 137 00:06:44,140 --> 00:06:45,390 excluded from the process. 138 00:06:47,680 --> 00:06:52,530 I think that this is the primary principle that goes 139 00:06:52,530 --> 00:06:54,010 against that social pressure, right? 140 00:06:54,010 --> 00:06:55,910 Because the social pressure of judgment, the people who are 141 00:06:55,910 --> 00:06:57,900 saying what you have, an executive who's in charge of 142 00:06:57,900 --> 00:06:59,612 you, a boss who's saying whether or not the ideas are 143 00:06:59,612 --> 00:07:01,510 good or bad, or whether you have colleagues that are 144 00:07:01,510 --> 00:07:03,740 saying whether or not ideas are good or bad, that sort of 145 00:07:03,740 --> 00:07:06,500 social pressure that forces people to stay quiet and maybe 146 00:07:06,500 --> 00:07:10,900 hold onto good ideas or throw away good ideas. 147 00:07:10,900 --> 00:07:15,498 If everybody's on board with a lack of criticism, then you 148 00:07:15,498 --> 00:07:18,426 have more freedom to express yourself. 149 00:07:18,426 --> 00:07:24,282 Just pulling back to the text a little bit, there was this 150 00:07:24,282 --> 00:07:28,300 great quote from this vice president I'll read to you 151 00:07:28,300 --> 00:07:29,160 guys again. 152 00:07:29,160 --> 00:07:31,150 He said, "It was hard to get through my head what you were 153 00:07:31,150 --> 00:07:32,110 trying to do with us. 154 00:07:32,110 --> 00:07:35,080 My 15 years of conference after conference in my company 155 00:07:35,080 --> 00:07:37,860 have conditioned me against shooting wild. 156 00:07:37,860 --> 00:07:39,710 Almost all of us officers rate each other on 157 00:07:39,710 --> 00:07:41,200 the basis of judgment. 158 00:07:41,200 --> 00:07:43,650 We are far more apt to look up to the other fellow if he 159 00:07:43,650 --> 00:07:46,530 makes no mistakes than if he suggests lots of ideas." That 160 00:07:46,530 --> 00:07:48,250 is something that may sound familiar to you. 161 00:07:48,250 --> 00:07:50,620 "So I've always kept myself from spouting any suggestions 162 00:07:50,620 --> 00:07:51,930 which could be sneered at. 163 00:07:51,930 --> 00:07:54,633 I wish our people would feel free to shoot ideas the way we 164 00:07:54,633 --> 00:07:55,892 have been doing in these brainstorm sessions. 165 00:07:55,892 --> 00:08:00,250 And so really, this lack of criticism, this creating a 166 00:08:00,250 --> 00:08:05,060 safe environment for ideation, is the most fundamental 167 00:08:05,060 --> 00:08:07,690 principle in this brainstorming. 168 00:08:07,690 --> 00:08:10,600 And it really goes right at those social pressures which 169 00:08:10,600 --> 00:08:14,726 can stop creativity and really hamper creativity. 170 00:08:14,726 --> 00:08:16,678 Any questions about that? 171 00:08:16,678 --> 00:08:20,582 That makes sense right, this principle of no criticism. 172 00:08:20,582 --> 00:08:22,046 Cool. 173 00:08:22,046 --> 00:08:26,960 Principle #2, freewheeling, as Mr. Osborn likes to call it. 174 00:08:26,960 --> 00:08:27,990 The wilder idea the better. 175 00:08:27,990 --> 00:08:32,000 This is also hard to get used to. 176 00:08:32,000 --> 00:08:34,895 Again, it was like the guy said in that quote. 177 00:08:34,895 --> 00:08:37,310 You resist the urge to throw out something that's 178 00:08:37,310 --> 00:08:39,070 absolutely crazy and absolutely 179 00:08:39,070 --> 00:08:40,309 wild for fear of ridicule. 180 00:08:40,309 --> 00:08:43,730 Well, if we eliminate the fear of ridicule, and we understand 181 00:08:43,730 --> 00:08:47,150 that we're just trying to get every idea that we can, then 182 00:08:47,150 --> 00:08:49,662 freewheeling is absolutely encouraged. 183 00:08:49,662 --> 00:08:54,076 And you need to get passed that oh, this will never work. 184 00:08:54,076 --> 00:08:56,372 Or nobody would ever like this. 185 00:08:56,372 --> 00:09:03,020 And I put up a katamari up here because that's the sort 186 00:09:03,020 --> 00:09:06,167 of idea that someone throws out at a meeting, and if 187 00:09:06,167 --> 00:09:08,490 there's criticism, someone will be like, that's the 188 00:09:08,490 --> 00:09:09,045 dumbest thing I ever heard. 189 00:09:09,045 --> 00:09:11,760 You can't just roll around picking up stuff for the king 190 00:09:11,760 --> 00:09:12,225 of the cosmos. 191 00:09:12,225 --> 00:09:15,015 That's insane. 192 00:09:15,015 --> 00:09:19,380 And it probably was a synthesis of a lot of 193 00:09:19,380 --> 00:09:21,680 different ideas that created that game, which we'll talk 194 00:09:21,680 --> 00:09:22,510 about later. 195 00:09:22,510 --> 00:09:26,610 But really, having these wild, crazy ideas, you may think 196 00:09:26,610 --> 00:09:27,550 it's over the edge. 197 00:09:27,550 --> 00:09:29,370 And it might be over the edge. 198 00:09:29,370 --> 00:09:33,670 But it is way easier to make something feasible than it is 199 00:09:33,670 --> 00:09:37,760 to take something that's pretty normal and make it 200 00:09:37,760 --> 00:09:39,090 innovative and interesting. 201 00:09:39,090 --> 00:09:42,600 It's much easier to go in that backward direction. 202 00:09:42,600 --> 00:09:45,440 So really the wilder the idea you can come 203 00:09:45,440 --> 00:09:47,110 up with, the stronger. 204 00:09:51,276 --> 00:09:53,711 Any questions about principle #2? 205 00:09:53,711 --> 00:09:54,198 Making sense? 206 00:09:54,198 --> 00:09:54,685 On board? 207 00:09:54,685 --> 00:09:56,150 Cool. 208 00:09:56,150 --> 00:09:57,730 Quantity. 209 00:09:57,730 --> 00:10:02,810 This is really the goal of a brainstorming session. 210 00:10:02,810 --> 00:10:06,280 Come up with as many ideas as you can, right? 211 00:10:06,280 --> 00:10:08,770 It stands to reason that if you have lots of ideas, 212 00:10:08,770 --> 00:10:11,590 there's a greater likelihood that you'll have a useful one. 213 00:10:11,590 --> 00:10:14,885 That if, say, you have two, your choices are limited. 214 00:10:14,885 --> 00:10:16,750 You're going to pick the better of the two, I suppose, 215 00:10:16,750 --> 00:10:19,380 but it might not be the best idea you have. 216 00:10:19,380 --> 00:10:23,140 And so really, this adds onto that wild idea, throw 217 00:10:23,140 --> 00:10:24,100 everything out you can. 218 00:10:24,100 --> 00:10:27,060 You need to just get everything out and everything 219 00:10:27,060 --> 00:10:32,000 on the page in order to even be able to start judging it. 220 00:10:32,000 --> 00:10:35,130 And that's the important thing too that needs to be clarified 221 00:10:35,130 --> 00:10:37,560 is that brainstorming is a first step 222 00:10:37,560 --> 00:10:38,700 in a creative process. 223 00:10:38,700 --> 00:10:40,680 It's not the whole process. 224 00:10:40,680 --> 00:10:43,016 It's not like, oh, we have this creative problem that we 225 00:10:43,016 --> 00:10:43,215 need to solve. 226 00:10:43,215 --> 00:10:45,630 We'll have a brainstorming session, then we'll have it. 227 00:10:45,630 --> 00:10:47,030 And actually, that's something that hampers 228 00:10:47,030 --> 00:10:48,230 brainstorming a lot. 229 00:10:48,230 --> 00:10:49,570 You have a brainstorming session. 230 00:10:49,570 --> 00:10:50,990 You come up with these great ideas. 231 00:10:50,990 --> 00:10:53,930 And then everybody leaves, and you never return to it or you 232 00:10:53,930 --> 00:10:56,990 never reflect on which these ideas is going to be best, or 233 00:10:56,990 --> 00:10:57,990 you just end up picking one. 234 00:10:57,990 --> 00:11:03,520 And so the judgment needs to happen as well, but not now. 235 00:11:03,520 --> 00:11:05,440 In the brainstorm session, it's just get everything out 236 00:11:05,440 --> 00:11:06,690 that you can. 237 00:11:08,440 --> 00:11:10,450 And really it just stands to reason. 238 00:11:10,450 --> 00:11:14,145 And I made fun of Alex Osborn when he was saying, well, in 239 00:11:14,145 --> 00:11:16,170 this instance in the government, they had 95 ideas. 240 00:11:16,170 --> 00:11:19,670 And we came up with eight new [UNINTELLIGIBLE]. 241 00:11:19,670 --> 00:11:20,670 How many did you come up with before? 242 00:11:20,670 --> 00:11:21,440 But it's true. 243 00:11:21,440 --> 00:11:25,225 The more you have, the better you're going to do. 244 00:11:25,225 --> 00:11:26,120 Cool. 245 00:11:26,120 --> 00:11:28,590 And then this one is related to that, which is the idea of 246 00:11:28,590 --> 00:11:31,575 synthesis, or building on ideas. 247 00:11:31,575 --> 00:11:34,210 Which is that oftentimes the best idea, the best creative 248 00:11:34,210 --> 00:11:37,820 idea, is not going to be something that's just a unique 249 00:11:37,820 --> 00:11:41,426 idea that stands alone in this corpus of ideas that you've 250 00:11:41,426 --> 00:11:42,950 collected over the brainstorming It's going to be 251 00:11:42,950 --> 00:11:46,315 an idea that is a synthesis of one idea an another. 252 00:11:46,315 --> 00:11:48,980 Or someone suggests an idea, and then that makes you think 253 00:11:48,980 --> 00:11:50,240 of something else that's related to it. 254 00:11:50,240 --> 00:11:51,610 And you build on that. 255 00:11:51,610 --> 00:11:54,270 And you can see, in really positive, good brainstorming 256 00:11:54,270 --> 00:11:56,170 sessions, there's a momentum. 257 00:11:56,170 --> 00:11:58,150 And one of the things that can really hurt that momentum is 258 00:11:58,150 --> 00:12:00,190 when people are starting to riff on an idea, and then 259 00:12:00,190 --> 00:12:05,180 someone is like, oh, but in other news, we could do this. 260 00:12:05,180 --> 00:12:07,990 And so it's really encouraged that you synthesize ideas. 261 00:12:07,990 --> 00:12:09,955 If you have that other left field idea, 262 00:12:09,955 --> 00:12:10,930 don't throw it away. 263 00:12:10,930 --> 00:12:13,770 Jot it down so that you can bring it up later, but don't 264 00:12:13,770 --> 00:12:17,500 kill the momentum of the synthesis if that's happening. 265 00:12:17,500 --> 00:12:20,670 It's really important that you start-- 266 00:12:20,670 --> 00:12:23,980 it's the collaborative part of this creative ideation. 267 00:12:23,980 --> 00:12:27,265 It's this combining of ideas that's going 268 00:12:27,265 --> 00:12:28,984 to create good ideas. 269 00:12:28,984 --> 00:12:32,580 And I think we can take that as a given, that if you 270 00:12:32,580 --> 00:12:36,084 collect a bunch of skilled, thoughtful, creative people 271 00:12:36,084 --> 00:12:39,060 together, combining their ideas is going to create 272 00:12:39,060 --> 00:12:41,859 something that's better than just any one idea that one 273 00:12:41,859 --> 00:12:43,585 creative professional is going to have. 274 00:12:43,585 --> 00:12:47,775 Or at least just a different solution that might be more 275 00:12:47,775 --> 00:12:49,501 ideal given the problem. 276 00:12:49,501 --> 00:12:53,116 And so you can think of things like, Lego is pretty awesome. 277 00:12:53,116 --> 00:12:56,950 Star Wars is also pretty awesome. 278 00:12:56,950 --> 00:13:00,550 But Lego Star Wars [INAUDIBLE] 279 00:13:00,550 --> 00:13:01,550 is also awesome. 280 00:13:01,550 --> 00:13:04,830 Similarly, Marvel is dope. 281 00:13:04,830 --> 00:13:06,768 Capcom is also pretty dope. 282 00:13:06,768 --> 00:13:10,184 Marvel Versus Capcom is tremendously dope. 283 00:13:10,184 --> 00:13:13,920 So building on ideas can create obviously really 284 00:13:13,920 --> 00:13:15,240 interesting things. 285 00:13:15,240 --> 00:13:17,890 And it's a good idea to keep working on that in your 286 00:13:17,890 --> 00:13:20,396 brainstorming sessions, what can you put together? 287 00:13:23,330 --> 00:13:24,890 So how is it organized? 288 00:13:24,890 --> 00:13:26,390 We talked about the basic principles. 289 00:13:26,390 --> 00:13:27,870 Any questions about those four principles? 290 00:13:27,870 --> 00:13:28,800 Did they all make sense? 291 00:13:28,800 --> 00:13:31,868 Did they all seem to be grounded in-- 292 00:13:31,868 --> 00:13:32,360 you're nodding yes. 293 00:13:32,360 --> 00:13:34,328 It's the greatest thing I've ever heard. 294 00:13:34,328 --> 00:13:37,290 OK, cool. 295 00:13:37,290 --> 00:13:41,186 So the question then becomes, how do you organize your 296 00:13:41,186 --> 00:13:42,120 brainstorm. 297 00:13:42,120 --> 00:13:45,110 One of the points that Alex Osborn makes is that it needs 298 00:13:45,110 --> 00:13:47,390 to have a casual spirit or a casual atmosphere. 299 00:13:47,390 --> 00:13:49,022 He refers to it as a picnic, which is 300 00:13:49,022 --> 00:13:49,350 another one of those-- 301 00:13:49,350 --> 00:13:52,300 I haven't been on a picnic in a really long time. 302 00:13:52,300 --> 00:13:56,035 But it's like, we brought out lunches in, and then we talked 303 00:13:56,035 --> 00:13:56,138 afterwards. 304 00:13:56,138 --> 00:13:57,635 We call those lunch meetings now. 305 00:14:00,629 --> 00:14:04,490 But he has a good point that if a large part of the 306 00:14:04,490 --> 00:14:08,010 brainstorming session is intended to combat social 307 00:14:08,010 --> 00:14:11,100 pressures that stop you from being creative and inhibit 308 00:14:11,100 --> 00:14:14,080 your creativity, then it would stand to reason that creating 309 00:14:14,080 --> 00:14:18,570 a casual spirit, a casual environment for this process 310 00:14:18,570 --> 00:14:19,450 is important. 311 00:14:19,450 --> 00:14:26,600 And so most video game processes and most video game 312 00:14:26,600 --> 00:14:28,856 companies have a pretty casual spirit and environment because 313 00:14:28,856 --> 00:14:30,583 of the nature of the work in general. 314 00:14:30,583 --> 00:14:32,650 So sometimes this might not be that hard. 315 00:14:32,650 --> 00:14:35,070 But things to consider are, what is the 316 00:14:35,070 --> 00:14:36,170 makeup of your team? 317 00:14:36,170 --> 00:14:41,060 If your president of the company does a really bad job 318 00:14:41,060 --> 00:14:43,860 of putting himself or herself on the same level as all the 319 00:14:43,860 --> 00:14:46,846 people, you might want to exclude that person from the 320 00:14:46,846 --> 00:14:47,812 brainstorming session. 321 00:14:47,812 --> 00:14:50,871 Because then everybody is going to feel the pressure of 322 00:14:50,871 --> 00:14:51,193 the president. 323 00:14:51,193 --> 00:14:51,796 And oh, do we need to make an idea that 324 00:14:51,796 --> 00:14:53,130 makes that person happiest. 325 00:14:53,130 --> 00:14:55,500 You have to think to think these things through in terms 326 00:14:55,500 --> 00:14:57,788 of what the environment is going to be for your 327 00:14:57,788 --> 00:15:00,320 brainstorming session and who's involved. 328 00:15:00,320 --> 00:15:04,379 So it is an important point and an important step. 329 00:15:04,379 --> 00:15:09,290 Starting with a bad or a worthless idea encourages that 330 00:15:09,290 --> 00:15:12,320 freewheeling sense. 331 00:15:12,320 --> 00:15:14,240 A lot of times, people will contribute 332 00:15:14,240 --> 00:15:16,440 ideas that feel safe. 333 00:15:16,440 --> 00:15:18,110 Again, you want to come up with the most 334 00:15:18,110 --> 00:15:19,790 ideas that you can. 335 00:15:19,790 --> 00:15:23,940 So having someone with the courage, or even bringing to 336 00:15:23,940 --> 00:15:28,530 the beginning of it a crazy, worthless, bad, freewheeling 337 00:15:28,530 --> 00:15:32,400 idea can help encourage people to keep doing that. 338 00:15:32,400 --> 00:15:35,670 So either starting with some who has a crazy idea or even 339 00:15:35,670 --> 00:15:39,273 bringing it to the brainstorm at the very beginning can be a 340 00:15:39,273 --> 00:15:39,980 really good thing as well. 341 00:15:39,980 --> 00:15:41,565 This is a key one. 342 00:15:41,565 --> 00:15:44,400 Don't interrupt anyone. 343 00:15:44,400 --> 00:15:46,820 It's really important in an brainstorming session to 344 00:15:46,820 --> 00:15:48,850 encourage that every voice is heard. 345 00:15:51,580 --> 00:15:56,112 Let me see if I can find that quote from that one guy. 346 00:15:56,112 --> 00:15:58,320 Yeah, here we go. 347 00:15:58,320 --> 00:15:59,550 It's great. 348 00:15:59,550 --> 00:16:02,400 AUDIENCE: Think up or shut up. 349 00:16:02,400 --> 00:16:04,240 ABE STEIN: Yeah, there's that one too, which is a good one. 350 00:16:04,240 --> 00:16:08,172 But it's talking about "the spirit of a brainstorm session 351 00:16:08,172 --> 00:16:09,190 is important. 352 00:16:09,190 --> 00:16:12,300 Self-encouragement is needed almost as much as mutual 353 00:16:12,300 --> 00:16:12,735 encouragement. 354 00:16:12,735 --> 00:16:15,930 A perfectionism complex will throttle effort and abort 355 00:16:15,930 --> 00:16:19,090 ideas." He says, "One of the ablest members kept mum 356 00:16:19,090 --> 00:16:20,270 throughout one of our sessions. 357 00:16:20,270 --> 00:16:20,840 I button-holed him"-- 358 00:16:20,840 --> 00:16:22,280 never heard that expression-- 359 00:16:22,280 --> 00:16:25,180 "afterward and begged him to spout whatever ideas might 360 00:16:25,180 --> 00:16:26,040 come to his mind in our next meeting." 361 00:16:26,040 --> 00:16:27,200 And this is where it gets good. 362 00:16:27,200 --> 00:16:30,450 This is the really able member of this ad team. 363 00:16:30,450 --> 00:16:31,960 He says, all right, I'll try. 364 00:16:31,960 --> 00:16:33,490 But here's what happened. 365 00:16:33,490 --> 00:16:35,800 "After our first meeting, I jotted down about 15 ideas 366 00:16:35,800 --> 00:16:36,974 with the thought that I would bring 367 00:16:36,974 --> 00:16:38,120 them to our next session. 368 00:16:38,120 --> 00:16:39,595 When I looked them over, I decided that they were 369 00:16:39,595 --> 00:16:42,728 worthless, so I just tore up the list." 370 00:16:42,728 --> 00:16:45,652 And Alex goes on to to say it took awhile to encourage this 371 00:16:45,652 --> 00:16:47,360 guy to understand that there's no such thing as a worthless 372 00:16:47,360 --> 00:16:50,920 idea, that it can either be expanded upon or revised. 373 00:16:50,920 --> 00:16:54,340 And that's that synthesis thing, that 374 00:16:54,340 --> 00:16:56,495 having a wild idea. 375 00:16:56,495 --> 00:16:58,910 And getting back to this idea of the interruption, nothing 376 00:16:58,910 --> 00:17:03,390 will stop a person from wanting to contribute more 377 00:17:03,390 --> 00:17:05,970 than not being to even have their voice be heard. 378 00:17:05,970 --> 00:17:07,485 They're trying to say something, and then they just 379 00:17:07,485 --> 00:17:09,319 get cut out by somebody else who is like, oh, this is 380 00:17:09,319 --> 00:17:12,460 better, especially for a shy person or a person who is 381 00:17:12,460 --> 00:17:14,380 otherwise feeling like my ideas are worthless. 382 00:17:14,380 --> 00:17:16,540 They won't be able to get it out because 383 00:17:16,540 --> 00:17:20,060 they've been cut short. 384 00:17:20,060 --> 00:17:23,130 So some of this responsibility falls on what we might call 385 00:17:23,130 --> 00:17:27,164 the leader, which I'll talk about later, of the group. 386 00:17:27,164 --> 00:17:31,413 But it's a collective responsibility that everybody 387 00:17:31,413 --> 00:17:35,832 makes sure that as someone is expressing an idea, that it's 388 00:17:35,832 --> 00:17:37,305 [INAUDIBLE]. 389 00:17:37,305 --> 00:17:40,742 And to that, keep the description 390 00:17:40,742 --> 00:17:43,700 of your idea short. 391 00:17:43,700 --> 00:17:45,950 If people are sitting here, and you've now hijacked the 392 00:17:45,950 --> 00:17:47,520 30-minute brainstorming session with your one idea 393 00:17:47,520 --> 00:17:50,730 that took five minutes to explain, that can 394 00:17:50,730 --> 00:17:51,770 also hamper it, right? 395 00:17:51,770 --> 00:17:54,170 Part of it is not only don't interrupt people, but also 396 00:17:54,170 --> 00:17:56,960 make sure that when you are contributing, you are allowing 397 00:17:56,960 --> 00:17:59,672 for other people to contribute as well, something that maybe 398 00:17:59,672 --> 00:18:02,180 is not considered as much. 399 00:18:02,180 --> 00:18:04,260 For the organization, it does need a leader. 400 00:18:04,260 --> 00:18:06,410 I hate that term, but that's what he used in the book. 401 00:18:06,410 --> 00:18:08,995 I tend to use the term clerk, which is a Quaker idea, which 402 00:18:08,995 --> 00:18:10,520 I grab onto. 403 00:18:10,520 --> 00:18:12,050 A clerk being more of a facilitator 404 00:18:12,050 --> 00:18:13,440 than an actual leader. 405 00:18:13,440 --> 00:18:20,980 Leader suggests boss, which is not great for everyone's even 406 00:18:20,980 --> 00:18:22,444 brainstorming session. 407 00:18:22,444 --> 00:18:24,590 And then of course the secretary, or as he calls it, 408 00:18:24,590 --> 00:18:28,566 an associate leader, this is someone who writes stuff down. 409 00:18:28,566 --> 00:18:31,572 There's some of that good, old-fashioned hierarchy going 410 00:18:31,572 --> 00:18:33,860 on in this text. 411 00:18:33,860 --> 00:18:36,470 But obviously, we'll talk a little bit more about what the 412 00:18:36,470 --> 00:18:39,011 roles of these people are, but having those roles defined 413 00:18:39,011 --> 00:18:42,940 early is important. 414 00:18:42,940 --> 00:18:45,530 And then this is something to talk about a bit, explaining 415 00:18:45,530 --> 00:18:47,573 the process and the principle question at the 416 00:18:47,573 --> 00:18:49,930 start of the session. 417 00:18:49,930 --> 00:18:52,470 How many of you had heard of these four principles of 418 00:18:52,470 --> 00:18:54,550 brainstorming explicitly prior to reading this text? 419 00:18:54,550 --> 00:18:56,458 Anybody? 420 00:18:56,458 --> 00:18:58,366 Well. 421 00:18:58,366 --> 00:18:59,320 I know. 422 00:18:59,320 --> 00:19:01,240 You heard from me. 423 00:19:01,240 --> 00:19:05,940 But the process is something that needs to be clear. 424 00:19:05,940 --> 00:19:07,490 Otherwise, people won't remember to do it. 425 00:19:07,490 --> 00:19:09,930 You'll see when we do the exercise, it's even hard 426 00:19:09,930 --> 00:19:13,275 sometimes to curb your criticism, especially when 427 00:19:13,275 --> 00:19:13,890 you're comfortable with people. 428 00:19:13,890 --> 00:19:16,380 And you may not mean it in a malicious way, or your may not 429 00:19:16,380 --> 00:19:18,680 mean it in a way to stop the brainstorming session. 430 00:19:18,680 --> 00:19:20,560 But you'd just be like, Oh, that's nuts. 431 00:19:20,560 --> 00:19:21,970 You're laughing, and everybody is having a good time. 432 00:19:21,970 --> 00:19:24,690 And then when you think back, you're like, wait. 433 00:19:24,690 --> 00:19:27,395 That was me passing judgment on an idea and possibly 434 00:19:27,395 --> 00:19:30,910 inhibiting the kind of ideation that we're trying to 435 00:19:30,910 --> 00:19:31,340 get across. 436 00:19:31,340 --> 00:19:33,930 So explaining the process at the beginning regardless of 437 00:19:33,930 --> 00:19:35,091 the group is really important. 438 00:19:35,091 --> 00:19:36,500 And that is usually a responsibility that falls on 439 00:19:36,500 --> 00:19:38,216 the leader or the secretary, whoever is 440 00:19:38,216 --> 00:19:39,802 organizing the session. 441 00:19:39,802 --> 00:19:42,450 They even suggest in the text, have it posted. 442 00:19:42,450 --> 00:19:45,320 Have the four principles up so that everybody can remind 443 00:19:45,320 --> 00:19:47,160 themselves through the process what these 444 00:19:47,160 --> 00:19:49,460 four principles are. 445 00:19:49,460 --> 00:19:50,950 But explaining the process is really important. 446 00:19:50,950 --> 00:19:55,210 And then this is so important. 447 00:19:55,210 --> 00:19:57,750 Having the principal question and the goal of the 448 00:19:57,750 --> 00:20:01,290 brainstorming session clear at the start. 449 00:20:01,290 --> 00:20:04,870 Obviously, it's encouraging freewheeling. 450 00:20:04,870 --> 00:20:06,290 It's encouraging free thought. 451 00:20:06,290 --> 00:20:08,515 It's encouraging all kinds of wide open creativity. 452 00:20:08,515 --> 00:20:11,740 And at the same time, if you do that in an unbounded sort 453 00:20:11,740 --> 00:20:15,035 of way, you might end up with things that really in the end, 454 00:20:15,035 --> 00:20:17,480 you don't have too many useful ideas. 455 00:20:17,480 --> 00:20:19,925 You have useful ideas for something else, not for the 456 00:20:19,925 --> 00:20:22,370 actually creative problem that you have. 457 00:20:22,370 --> 00:20:25,450 So if you take it from an ad concept, you have a vodka 458 00:20:25,450 --> 00:20:29,270 company that's like, oh, we need an advertisement for our 459 00:20:29,270 --> 00:20:30,390 awesome vodka or whatever. 460 00:20:30,390 --> 00:20:31,540 And so you're like, all right. 461 00:20:31,540 --> 00:20:32,190 We're going to have a brainstorm session. 462 00:20:32,190 --> 00:20:33,430 And a bunch of people come up with ideas. 463 00:20:33,430 --> 00:20:36,470 Now you're selling dryers because it 464 00:20:36,470 --> 00:20:37,420 was wide open, right? 465 00:20:37,420 --> 00:20:40,465 It's like, oh, we've got these great ad ideas for dryers, but 466 00:20:40,465 --> 00:20:42,648 they're just really not going to work for vodka. 467 00:20:42,648 --> 00:20:46,150 Bringing it back to the video game contract, you've got a 468 00:20:46,150 --> 00:20:48,520 contract with a producer to make a first person shooter, 469 00:20:48,520 --> 00:20:51,000 and in your brainstorming session, you've designed a 470 00:20:51,000 --> 00:20:53,360 cool new platform. 471 00:20:53,360 --> 00:20:55,500 Neat, but that's not where the money is coming from, right? 472 00:20:55,500 --> 00:20:59,135 So bounding the brainstorm session is important too. 473 00:20:59,135 --> 00:21:01,500 And you'll see that in the exercises that we do today, 474 00:21:01,500 --> 00:21:02,930 how it's important to bound that. 475 00:21:09,264 --> 00:21:10,791 Oh, and write down everything. 476 00:21:10,791 --> 00:21:13,100 Sorry, I forgot about that. 477 00:21:13,100 --> 00:21:14,650 This is an important point. 478 00:21:17,280 --> 00:21:19,347 This happens to all of us, but you have this great idea, and 479 00:21:19,347 --> 00:21:20,525 then you don't write it down. 480 00:21:20,525 --> 00:21:21,942 And then you go to bed, and then the next day, you're 481 00:21:21,942 --> 00:21:24,570 like, oh, I had this great idea and you can't 482 00:21:24,570 --> 00:21:25,280 remember it, right? 483 00:21:25,280 --> 00:21:29,750 So writing down everything is absolutely essential. 484 00:21:29,750 --> 00:21:32,120 You'd be amazed the number of times that a week later, 485 00:21:32,120 --> 00:21:35,790 you're like, oh, we could put these two ideas together as 486 00:21:35,790 --> 00:21:37,960 long as you can remember what those ideas were. 487 00:21:37,960 --> 00:21:41,550 And so what you think, it's hard to not mentally pass 488 00:21:41,550 --> 00:21:43,310 judgment on things during the brainstorm session, and what 489 00:21:43,310 --> 00:21:45,380 you think might be great now, may be a week 490 00:21:45,380 --> 00:21:46,535 later not be as great. 491 00:21:46,535 --> 00:21:48,490 And what you didn't think will be. 492 00:21:48,490 --> 00:21:52,062 And so making sure to have everything written down is 493 00:21:52,062 --> 00:21:53,050 really important. 494 00:21:53,050 --> 00:21:56,035 And they even suggest having two secretaries if you need it 495 00:21:56,035 --> 00:21:59,390 if you have a large group with lot of ideas and they're each 496 00:21:59,390 --> 00:22:00,630 writing every other one. 497 00:22:00,630 --> 00:22:03,050 That can be helpful to make sure that you get everything. 498 00:22:07,900 --> 00:22:10,930 Next is the question of what sort of problems are suitable 499 00:22:10,930 --> 00:22:12,120 to a brainstorming session. 500 00:22:12,120 --> 00:22:15,400 The great example that Alex Osborn gives is setting up a 501 00:22:15,400 --> 00:22:19,200 brainstorm session on whether or not to get married is not a 502 00:22:19,200 --> 00:22:20,940 particularly suitable question. 503 00:22:20,940 --> 00:22:23,370 And that was an interesting concept. 504 00:22:23,370 --> 00:22:26,460 He's like, well, to decide to get married, you apparently 505 00:22:26,460 --> 00:22:28,285 list the pros and cons. 506 00:22:28,285 --> 00:22:30,185 That's not exactly the process I went through 507 00:22:30,185 --> 00:22:31,135 before I got married. 508 00:22:31,135 --> 00:22:32,321 I was like, well honey, I'm going to have 509 00:22:32,321 --> 00:22:33,571 to write this down. 510 00:22:35,410 --> 00:22:38,290 But, fair or not, that was the suggestion that he came up. 511 00:22:38,290 --> 00:22:39,460 And he had a good point, right? 512 00:22:39,460 --> 00:22:41,065 The question of whether or not to get married 513 00:22:41,065 --> 00:22:42,720 is a judgment call. 514 00:22:42,720 --> 00:22:45,370 It is not a creative ideation process. 515 00:22:45,370 --> 00:22:49,860 And so that's not a particularly useful problem 516 00:22:49,860 --> 00:22:54,170 that's suitable to the brainstorming process. 517 00:22:54,170 --> 00:22:57,820 You want a problem that is going to be benefited by 518 00:22:57,820 --> 00:23:02,060 having a large, selection, a large corpus of ideas. 519 00:23:02,060 --> 00:23:04,050 And so those are the kind of problems that are more useful. 520 00:23:04,050 --> 00:23:07,930 And you'll see when we do our example exercise what some of 521 00:23:07,930 --> 00:23:08,900 those might be. 522 00:23:08,900 --> 00:23:14,300 I also put here that having a clear definition of the aim is 523 00:23:14,300 --> 00:23:14,690 really essential. 524 00:23:14,690 --> 00:23:16,230 It's what we talked about before. 525 00:23:16,230 --> 00:23:18,450 You need to make sure that everybody understands and 526 00:23:18,450 --> 00:23:19,200 everybody's on the same page. 527 00:23:19,200 --> 00:23:22,012 Otherwise, you'll end up with stuff that might be useful for 528 00:23:22,012 --> 00:23:24,570 something, but not useful for what you're particularly 529 00:23:24,570 --> 00:23:25,970 trying to do. 530 00:23:25,970 --> 00:23:29,980 And so making that clear for everybody is really important. 531 00:23:29,980 --> 00:23:32,550 Keeping the problem as simple as possible 532 00:23:32,550 --> 00:23:33,800 is also really important. 533 00:23:33,800 --> 00:23:36,678 Trying to keep simple language for the problem. 534 00:23:36,678 --> 00:23:41,370 Keep it constrained in a way that is simple enough so that 535 00:23:41,370 --> 00:23:45,270 people can work on it as opposed to just feeling 536 00:23:45,270 --> 00:23:48,030 limited by it, if that makes any sense. 537 00:23:48,030 --> 00:23:50,240 If something is overly complicated and overly 538 00:23:50,240 --> 00:23:52,860 constrained, then it becomes, well, how do I fit 539 00:23:52,860 --> 00:23:54,260 everything into this? 540 00:23:54,260 --> 00:23:56,670 How do I match every single one of these things? 541 00:23:56,670 --> 00:23:59,760 If its' simpler, then it's a little bit easier to work on 542 00:23:59,760 --> 00:24:01,920 and try to be creative with. 543 00:24:01,920 --> 00:24:04,560 So keeping problems simple. 544 00:24:04,560 --> 00:24:06,310 Which isn't to say that complex problems couldn't be 545 00:24:06,310 --> 00:24:10,010 dealt with, but just divide them into sub-problems. 546 00:24:10,010 --> 00:24:11,550 Divide them into little sections. 547 00:24:11,550 --> 00:24:13,923 So there might be something like, how could we 548 00:24:13,923 --> 00:24:15,665 deal with the UI? 549 00:24:15,665 --> 00:24:18,620 How could it look in this game? 550 00:24:18,620 --> 00:24:20,720 So rather than say, well how are we going to design our 551 00:24:20,720 --> 00:24:23,100 first person shooter, you've got a brainstorming session 552 00:24:23,100 --> 00:24:25,600 about what the UI could look like for the first person 553 00:24:25,600 --> 00:24:25,740 shooting game. 554 00:24:25,740 --> 00:24:28,930 You have maybe a brainstorming session for what the fiction 555 00:24:28,930 --> 00:24:30,400 for this first person shooter might be. 556 00:24:30,400 --> 00:24:32,935 You're dividing it into sub-problems rather than 557 00:24:32,935 --> 00:24:36,071 having it be this gigantic monolith of a thing. 558 00:24:36,071 --> 00:24:37,880 And you can see how that would be a problem, right? 559 00:24:37,880 --> 00:24:39,760 Because if you just brainstorm on what's our first person 560 00:24:39,760 --> 00:24:41,310 shooter going to be, you're going to get 561 00:24:41,310 --> 00:24:42,430 ideas about the UI. 562 00:24:42,430 --> 00:24:43,590 You're going to get ideas about the fiction. 563 00:24:43,590 --> 00:24:45,459 You're going to get ideas about what sort of guns you 564 00:24:45,459 --> 00:24:47,580 should use or what they should sound like. 565 00:24:47,580 --> 00:24:50,925 And it'll just be lots of interesting ideas but 566 00:24:50,925 --> 00:24:52,175 all over the place. 567 00:24:54,240 --> 00:24:58,284 And yeah, the problem should be clearly and simply 568 00:24:58,284 --> 00:24:58,768 articulated. 569 00:24:58,768 --> 00:25:00,460 I think that's what I said by the shooting example. 570 00:25:00,460 --> 00:25:02,220 Make sure that they're articulated in a simple way. 571 00:25:02,220 --> 00:25:04,486 Sometimes you can have a simple problem that's not 572 00:25:04,486 --> 00:25:06,260 articulated particularly clearly. 573 00:25:06,260 --> 00:25:07,510 So it's just something to consider. 574 00:25:11,110 --> 00:25:18,150 Responsibilities of the leader, or whatever, the first 575 00:25:18,150 --> 00:25:21,116 being to understand and explain the problem and the 576 00:25:21,116 --> 00:25:22,070 aim of the brainstorm session. 577 00:25:22,070 --> 00:25:24,650 I mean a lot of times, people maybe will write a memo 578 00:25:24,650 --> 00:25:26,200 beforehand. 579 00:25:26,200 --> 00:25:29,140 As the facilitator of the thing, there's a person who 580 00:25:29,140 --> 00:25:32,910 perhaps wants to see the brainstorm be a success. 581 00:25:32,910 --> 00:25:36,710 But mostly, having a clear understanding of the problem. 582 00:25:36,710 --> 00:25:39,040 And explaining that to the group is an important job for 583 00:25:39,040 --> 00:25:40,122 the leader. 584 00:25:40,122 --> 00:25:42,225 I use this term facilitating the session, encouraging 585 00:25:42,225 --> 00:25:44,230 ideation, discouraging criticism. 586 00:25:44,230 --> 00:25:49,510 You are the watch guard for the process, not necessarily-- 587 00:25:49,510 --> 00:25:53,245 you can sometimes be a contributor and a watchdog for 588 00:25:53,245 --> 00:25:53,930 the process. 589 00:25:53,930 --> 00:25:56,558 But most important is that you are a 590 00:25:56,558 --> 00:25:59,250 watchdog for the process. 591 00:25:59,250 --> 00:26:03,042 You'll see as we do it, it's just so easy to slip into 592 00:26:03,042 --> 00:26:06,860 these conversational habits that are contrary to the 593 00:26:06,860 --> 00:26:08,246 brainstorming process. 594 00:26:08,246 --> 00:26:11,402 And so having someone who's making sure people don't 595 00:26:11,402 --> 00:26:13,080 criticize and encouraging people like oh, I haven't 596 00:26:13,080 --> 00:26:13,660 heard from this person. 597 00:26:13,660 --> 00:26:14,941 Do you have ideas? 598 00:26:14,941 --> 00:26:19,430 Even pulling people out is important. 599 00:26:19,430 --> 00:26:21,160 And that comes down to ensuring that no voices are 600 00:26:21,160 --> 00:26:22,746 lost during the discussion, right? 601 00:26:22,746 --> 00:26:25,480 I mean we had that ablest member who had 15 ideas that 602 00:26:25,480 --> 00:26:26,530 he wrote down, and he's like, they're worthless. 603 00:26:26,530 --> 00:26:29,090 Well, in some ways it's the part of the leader, either 604 00:26:29,090 --> 00:26:31,910 during the session or after the session to try to 605 00:26:31,910 --> 00:26:35,680 encourage those able members to contribute. 606 00:26:35,680 --> 00:26:39,072 Yeah, some of the most crack pot ideas become the best 607 00:26:39,072 --> 00:26:41,930 ones, so you really want to make sure ever voice is heard. 608 00:26:41,930 --> 00:26:44,400 And then encouraging the synthesis, encouraging people 609 00:26:44,400 --> 00:26:48,790 to riff on other ideas, trying to find ways for people to 610 00:26:48,790 --> 00:26:49,900 build on each other. 611 00:26:49,900 --> 00:26:52,950 Even offering synthesis towards the directives. 612 00:26:52,950 --> 00:26:54,215 So maybe you have a couple ideas. 613 00:26:54,215 --> 00:26:57,250 And you're like, oh, 1 and 10 are similar. 614 00:26:57,250 --> 00:26:59,040 Is there any way we could combine this? 615 00:26:59,040 --> 00:27:02,477 And somebody is like, yeah, we could give him a helmet. 616 00:27:02,477 --> 00:27:03,950 Awesome. 617 00:27:03,950 --> 00:27:04,950 So it's simple. 618 00:27:04,950 --> 00:27:06,795 I don't know what two things you can 619 00:27:06,795 --> 00:27:08,120 combine to get a helmet. 620 00:27:08,120 --> 00:27:09,520 Can't get shot in the head. 621 00:27:09,520 --> 00:27:11,600 How about a helmet? 622 00:27:11,600 --> 00:27:15,780 All right, so responsibilities for the secretary. 623 00:27:15,780 --> 00:27:17,290 Most obviously, record every and all ideas. 624 00:27:17,290 --> 00:27:18,712 Write it all down. 625 00:27:18,712 --> 00:27:20,920 You have to write it all down. 626 00:27:20,920 --> 00:27:22,240 This is so important. 627 00:27:22,240 --> 00:27:25,546 This one is often overlooked, monitoring the schedule and 628 00:27:25,546 --> 00:27:28,270 the duration of the session. 629 00:27:28,270 --> 00:27:31,070 Something I learned a long, long, long, time ago is one of 630 00:27:31,070 --> 00:27:33,626 the worst things that can happen is meetings that run 631 00:27:33,626 --> 00:27:38,210 over or meetings that start late or meetings that don't 632 00:27:38,210 --> 00:27:39,770 adhere to a schedule. 633 00:27:39,770 --> 00:27:43,910 No better way to lose your employees or lose your staff 634 00:27:43,910 --> 00:27:47,850 than to bite into their time. 635 00:27:47,850 --> 00:27:51,666 And so making sure that it's constrained and that it meets 636 00:27:51,666 --> 00:27:52,760 the duration is really important. 637 00:27:52,760 --> 00:27:56,260 So, they seem simple, but timing's a thing. 638 00:27:56,260 --> 00:27:57,990 And then of course, they look like participating in the 639 00:27:57,990 --> 00:27:58,770 brainstorming. 640 00:27:58,770 --> 00:28:03,230 Like I said, all voices should be heard, and that oftentimes 641 00:28:03,230 --> 00:28:06,960 will mean that the secretary is a creative 642 00:28:06,960 --> 00:28:08,530 professional as well. 643 00:28:08,530 --> 00:28:13,300 And so making sure that you participate [INAUDIBLE]. 644 00:28:13,300 --> 00:28:18,927 So we've got a few exercises now to get you acclimated to 645 00:28:18,927 --> 00:28:21,120 the idea of brainstorming. 646 00:28:21,120 --> 00:28:23,890 The first one is an actual individual brainstorm. 647 00:28:23,890 --> 00:28:26,446 So if you have paper, grab some paper at 648 00:28:26,446 --> 00:28:27,644 the top of the pile. 649 00:28:27,644 --> 00:28:30,039 AUDIENCE: If anyone is lacking either writing 650 00:28:30,039 --> 00:28:31,476 equipment or paper? 651 00:28:31,476 --> 00:28:33,871 ABE STEIN: You could use a note card too. 652 00:28:33,871 --> 00:28:36,720 Really just something to write on other than the table. 653 00:28:49,710 --> 00:28:50,960 Note cards are totally fine. 654 00:28:53,590 --> 00:28:55,590 As you guys are getting ready, I'll continue to talk. 655 00:28:55,590 --> 00:28:57,724 This is actually something that I didn't mention in the 656 00:28:57,724 --> 00:28:59,605 process but is actually very useful to the 657 00:28:59,605 --> 00:29:00,640 brainstorming process. 658 00:29:00,640 --> 00:29:03,060 I think doing warm ups before you actually 659 00:29:03,060 --> 00:29:04,250 brainstorm is useful. 660 00:29:04,250 --> 00:29:06,482 You know how people show up just from lunch, especially if 661 00:29:06,482 --> 00:29:09,472 it's one of those picnic meetings. 662 00:29:09,472 --> 00:29:11,360 People sometimes are tired. 663 00:29:11,360 --> 00:29:14,528 People just might have other things on the brain. 664 00:29:14,528 --> 00:29:17,653 So getting into the habit, getting warmed up to being 665 00:29:17,653 --> 00:29:21,080 creative is important. 666 00:29:21,080 --> 00:29:26,130 I tend to find it's a rare kind of person who you just 667 00:29:26,130 --> 00:29:27,920 give a blank piece of paper to, and you're 668 00:29:27,920 --> 00:29:29,030 like, oh, make something. 669 00:29:29,030 --> 00:29:29,895 Go, be creative. 670 00:29:29,895 --> 00:29:31,715 And they're like, vroom. 671 00:29:31,715 --> 00:29:33,080 They just whip something out. 672 00:29:33,080 --> 00:29:35,160 You have to get warmed up. 673 00:29:35,160 --> 00:29:37,160 Visual artists sketch constantly, 674 00:29:37,160 --> 00:29:38,360 and that makes sense. 675 00:29:38,360 --> 00:29:39,450 And then they build on sketches. 676 00:29:39,450 --> 00:29:43,533 I just make dumb pieces of music that I'll maybe never 677 00:29:43,533 --> 00:29:45,132 use for anything, but maybe I will. 678 00:29:45,132 --> 00:29:45,840 Who knows? 679 00:29:45,840 --> 00:29:48,224 I make stupid sound effects in the shower. 680 00:29:48,224 --> 00:29:52,080 I consider that warming up for work actually. 681 00:29:52,080 --> 00:29:55,664 So you have to get warmed up. 682 00:29:55,664 --> 00:29:58,508 And so this is just a really quick, five-minute warm up. 683 00:29:58,508 --> 00:30:01,060 And the idea is, write anything that comes to your 684 00:30:01,060 --> 00:30:02,800 mind for this specific problem, and 685 00:30:02,800 --> 00:30:03,270 I'll show you a picture. 686 00:30:03,270 --> 00:30:06,090 Brainstorm possible uses-- it's not really a brainstorm. 687 00:30:06,090 --> 00:30:08,410 It's more just that you individually come up with 688 00:30:08,410 --> 00:30:12,220 creative ideas, creative uses, for the following items. 689 00:30:12,220 --> 00:30:15,090 And I'll give you five minutes starting now. 690 00:30:20,970 --> 00:30:23,420 All right. 691 00:30:23,420 --> 00:30:24,425 Hopefully it was good for a warm up. 692 00:30:24,425 --> 00:30:28,305 Quick question by a show of hand. 693 00:30:28,305 --> 00:30:29,275 Be honest. 694 00:30:29,275 --> 00:30:32,185 This is a safe environment. 695 00:30:32,185 --> 00:30:35,730 How many of you had an idea that you did not write down? 696 00:30:35,730 --> 00:30:39,625 How many of you self-censored yourself with an idea? 697 00:30:39,625 --> 00:30:42,060 Yeah, Tommy, you were like, oh, that's dumb. 698 00:30:42,060 --> 00:30:44,690 See, it's hard to get out of the habit of doing that. 699 00:30:44,690 --> 00:30:48,380 It's hard to get out of this habit of self-judgement. 700 00:30:48,380 --> 00:30:51,600 And it's really important. 701 00:30:51,600 --> 00:30:53,580 That dumb idea that you think was worthless 702 00:30:53,580 --> 00:30:54,760 might be a good one. 703 00:30:54,760 --> 00:30:57,260 Does anyone who raised their hand want to share what their 704 00:30:57,260 --> 00:31:00,236 censored idea was just to exorcise the 705 00:31:00,236 --> 00:31:03,866 demons, so to speak? 706 00:31:03,866 --> 00:31:06,770 No, no one? 707 00:31:06,770 --> 00:31:08,667 All right, who wants to share some ideas that 708 00:31:08,667 --> 00:31:09,840 they did write down? 709 00:31:09,840 --> 00:31:11,440 AUDIENCE: See, I have a lot. 710 00:31:11,440 --> 00:31:12,680 ABE STEIN: Yeah, well throw us a couple 711 00:31:12,680 --> 00:31:13,600 that are your favorites. 712 00:31:13,600 --> 00:31:17,120 AUDIENCE: C, lock pick, MacGyver, connecting circuits. 713 00:31:17,120 --> 00:31:17,870 ABE STEIN: There you go. 714 00:31:17,870 --> 00:31:21,680 AUDIENCE: Caring hurts, a knife, clothes hanger, 715 00:31:21,680 --> 00:31:27,826 chopsticks, dowser, stirrer, connect batteries, let air out 716 00:31:27,826 --> 00:31:30,896 of tires, emo tool, nose picker. 717 00:31:30,896 --> 00:31:31,880 ABE STEIN: Sure. 718 00:31:31,880 --> 00:31:34,482 AUDIENCE: Staple. 719 00:31:34,482 --> 00:31:35,790 And a paper weight. 720 00:31:35,790 --> 00:31:36,810 I have a lot of things. 721 00:31:36,810 --> 00:31:38,594 ABE STEIN: Yeah, good, that's awesome. 722 00:31:38,594 --> 00:31:39,040 Try it out? 723 00:31:39,040 --> 00:31:42,660 AUDIENCE: All right, I got, let's see, fingernail cleaner, 724 00:31:42,660 --> 00:31:46,900 an eyelash straightener, basically rail gun ammo, a 725 00:31:46,900 --> 00:31:49,750 balloon annihilator, and an official 726 00:31:49,750 --> 00:31:51,560 Tamagotchi TM resetter. 727 00:31:55,570 --> 00:31:57,080 ABE STEIN: It resets a lot of things actually. 728 00:31:57,080 --> 00:31:58,010 Over to this side. 729 00:31:58,010 --> 00:31:59,852 Owen, go ahead. 730 00:31:59,852 --> 00:32:04,250 AUDIENCE: I had [INAUDIBLE]. 731 00:32:04,250 --> 00:32:05,700 I had scratch messaging tool. 732 00:32:05,700 --> 00:32:08,930 I had used as a key ring, conducted electricity with it. 733 00:32:08,930 --> 00:32:11,550 Made it into jewelry. 734 00:32:11,550 --> 00:32:12,880 Fixed umbrellas and what have you with it, 735 00:32:12,880 --> 00:32:15,285 which I've done before. 736 00:32:15,285 --> 00:32:16,050 A money clip. 737 00:32:16,050 --> 00:32:19,520 Use it as a screw for cooking. 738 00:32:19,520 --> 00:32:22,046 Put it on top of the door, and so when people open it and it 739 00:32:22,046 --> 00:32:24,008 falls on the ground, you know that somebody has 740 00:32:24,008 --> 00:32:25,258 been in your room. 741 00:32:28,320 --> 00:32:30,060 Lance boils, poke eyes out. 742 00:32:33,135 --> 00:32:34,982 Hair accessory. 743 00:32:34,982 --> 00:32:35,886 [INAUDIBLE]. 744 00:32:35,886 --> 00:32:37,360 ABE STEIN: That was a good question. 745 00:32:37,360 --> 00:32:38,610 Did you have a whole paper? 746 00:32:40,904 --> 00:32:42,752 [INTERPOSING VOICES] 747 00:32:42,752 --> 00:32:46,720 AUDIENCE: I had hairstyling accessory, projectile, 748 00:32:46,720 --> 00:32:51,830 something you could melt down for metal and other stuff. 749 00:32:51,830 --> 00:32:52,616 Something you could bend and then put on chairs, and then 750 00:32:52,616 --> 00:32:53,866 when people sit down, it pokes them. 751 00:32:56,150 --> 00:32:58,210 Modern art. 752 00:32:58,210 --> 00:33:01,980 I thought you could get a bunch and fill a dorm room 753 00:33:01,980 --> 00:33:04,560 with it as a prank or something. 754 00:33:04,560 --> 00:33:06,280 Toothpick. 755 00:33:06,280 --> 00:33:08,385 Hold stuff open for emergency surgery. 756 00:33:12,618 --> 00:33:13,104 ABE STEIN: Cool. 757 00:33:13,104 --> 00:33:14,076 Some other ideas? 758 00:33:14,076 --> 00:33:17,478 AUDIENCE: I thought you could bend it into an interesting 759 00:33:17,478 --> 00:33:20,880 flat shape, and then put it in ink and use it as a stamp. 760 00:33:20,880 --> 00:33:22,350 ABE STEIN: Very nice, very good. 761 00:33:22,350 --> 00:33:24,524 Cool, yeah, go ahead. 762 00:33:24,524 --> 00:33:26,150 AUDIENCE: Game bits and tokens. 763 00:33:26,150 --> 00:33:29,990 Holder for dipping something into liquids. 764 00:33:29,990 --> 00:33:34,319 Tie clips and keeping small boards together. 765 00:33:34,319 --> 00:33:34,800 ABE STEIN: Very good. 766 00:33:34,800 --> 00:33:36,724 Sure, yes? 767 00:33:36,724 --> 00:33:40,572 AUDIENCE: A mini rock garden rake. 768 00:33:40,572 --> 00:33:42,015 Also a [INAUDIBLE]. 769 00:33:42,015 --> 00:33:43,000 ABE STEIN: That is very good. 770 00:33:43,000 --> 00:33:43,620 Go ahead. 771 00:33:43,620 --> 00:33:45,140 AUDIENCE: Heat generator. 772 00:33:45,140 --> 00:33:48,322 If you work hard on it by bending it and unbending it, 773 00:33:48,322 --> 00:33:49,735 then it gets hots. 774 00:33:49,735 --> 00:33:50,206 ABE STEIN: Very nice. 775 00:33:50,206 --> 00:33:51,150 AUDIENCE: As long as it doesn't break. 776 00:33:51,150 --> 00:33:51,445 ABE STEIN: Yes? 777 00:33:51,445 --> 00:33:54,452 AUDIENCE: I think about a souvenir as a bulletin for a 778 00:33:54,452 --> 00:33:55,926 lost robot. 779 00:33:55,926 --> 00:33:58,341 ABE STEIN: That's good. 780 00:33:58,341 --> 00:33:59,950 Say that again. 781 00:33:59,950 --> 00:34:02,774 AUDIENCE: I was going to say that it's a robot that is made 782 00:34:02,774 --> 00:34:04,470 by humans, but it's lost in space. 783 00:34:04,470 --> 00:34:07,338 Then we have this thing that reminded us of [INAUDIBLE] 784 00:34:07,338 --> 00:34:09,730 a secret thing. 785 00:34:09,730 --> 00:34:12,530 ABE STEIN: My favorite use for a paper clip is cleaning the 786 00:34:12,530 --> 00:34:15,730 lint out of my iPhone ear jack, which drives me 787 00:34:15,730 --> 00:34:16,050 absolutely crazy. 788 00:34:16,050 --> 00:34:18,606 So I'm running on reserve battery power, and my slide 789 00:34:18,606 --> 00:34:20,798 show has been suspended. 790 00:34:20,798 --> 00:34:27,130 In my office, there's a air powered connector thing. 791 00:34:27,130 --> 00:34:29,210 So yeah, how did we feel about that exercise? 792 00:34:29,210 --> 00:34:30,310 It got you to loosen up a little bit? 793 00:34:30,310 --> 00:34:31,820 It got you thinking about some ideas? 794 00:34:31,820 --> 00:34:35,070 It got you feeling the creative juices flowing? 795 00:34:35,070 --> 00:34:38,370 We have three more exercises that we're going to do. 796 00:34:38,370 --> 00:34:41,430 So much brainstorming. 797 00:34:41,430 --> 00:34:43,730 This is the hardest work I've ever done at MIT. 798 00:34:43,730 --> 00:34:46,795 No, so we have a few more exercises to get you guys 799 00:34:46,795 --> 00:34:49,020 comfortable, to get you guys relaxed with this 800 00:34:49,020 --> 00:34:50,418 brainstorming process. 801 00:34:50,418 --> 00:34:52,282 The next one is going to be a group exercise. 802 00:34:52,282 --> 00:34:55,596 I'm going to wait to describe it until I can get 803 00:34:55,596 --> 00:34:56,989 my slide show up. 804 00:34:56,989 --> 00:34:58,210 Anybody else have any particularly 805 00:34:58,210 --> 00:35:00,990 choice paper clip ideas? 806 00:35:00,990 --> 00:35:02,460 AUDIENCE: Oh, I just thought of one. 807 00:35:02,460 --> 00:35:03,300 ABE STEIN: What? 808 00:35:03,300 --> 00:35:05,250 AUDIENCE: A sine wave generator. 809 00:35:05,250 --> 00:35:06,860 ABE STEIN: Oh, very good. 810 00:35:06,860 --> 00:35:08,110 AUDIENCE: Wire frame doll. 811 00:35:12,212 --> 00:35:14,933 AUDIENCE: [INAUDIBLE] shaker. 812 00:35:14,933 --> 00:35:16,640 ABE STEIN: Oh yeah, totally. 813 00:35:16,640 --> 00:35:17,890 [INTERPOSING VOICES] 814 00:35:25,110 --> 00:35:26,595 ABE STEIN: Hold up a second guys. 815 00:35:26,595 --> 00:35:29,565 AUDIENCE: If we stop looking at it as an [UNINTELLIGIBLE]. 816 00:35:29,565 --> 00:35:32,535 Take it apart like an Army man and use it as a spear. 817 00:35:32,535 --> 00:35:37,010 ABE STEIN: Yeah, like Man Vs. Wild catching fish with it. 818 00:35:37,010 --> 00:35:37,750 Bear Grylls. 819 00:35:37,750 --> 00:35:37,890 Something 820 00:35:37,890 --> 00:35:40,269 AUDIENCE: To chew on. 821 00:35:40,269 --> 00:35:42,738 AUDIENCE: You could use it as a catapult if you 822 00:35:42,738 --> 00:35:43,988 bend the top part. 823 00:35:46,126 --> 00:35:47,376 AUDIENCE: Rubber band launcher. 824 00:35:49,590 --> 00:35:51,890 AUDIENCE: Letting air out of tires. 825 00:35:51,890 --> 00:35:53,140 [INTERPOSING VOICES] 826 00:36:04,242 --> 00:36:05,492 ABE STEIN: There we go. 827 00:36:09,280 --> 00:36:09,760 [INTERPOSING VOICES] 828 00:36:09,760 --> 00:36:11,440 AUDIENCE: Do you remember that guy who had an oversized red 829 00:36:11,440 --> 00:36:16,040 paper clip and ended up trading it for a house? 830 00:36:16,040 --> 00:36:17,290 Currency towards a house. 831 00:36:20,480 --> 00:36:23,010 ABE STEIN: Cool, so hopefully that got you loosened up. 832 00:36:23,010 --> 00:36:26,106 I do want to just emphasize again, for those of you who 833 00:36:26,106 --> 00:36:27,750 raised your hand, and even though of you who did not 834 00:36:27,750 --> 00:36:29,830 raise your hand because you were censoring the truth 835 00:36:29,830 --> 00:36:32,830 because you were afraid, try not to self-censor. 836 00:36:32,830 --> 00:36:34,330 Really, it's important to brainstorming. 837 00:36:34,330 --> 00:36:34,830 AUDIENCE: It sounds like the military. 838 00:36:34,830 --> 00:36:37,330 ABE STEIN: Yeah, stop self-censoring. 839 00:36:37,330 --> 00:36:41,330 I bet those crappy ideas that you didn't write down are 840 00:36:41,330 --> 00:36:42,400 actually really awesome. 841 00:36:42,400 --> 00:36:46,100 So activity #2, we're going to work as one large group. 842 00:36:46,100 --> 00:36:47,300 This is our conch shell. 843 00:36:47,300 --> 00:36:48,588 It doesn't look like one, I know. 844 00:36:48,588 --> 00:36:51,840 But the principle still applies. 845 00:36:51,840 --> 00:36:56,010 This is just to get us in the habit, in the shape of 846 00:36:56,010 --> 00:36:59,670 speaking one at a time, not interrupting each other. 847 00:36:59,670 --> 00:37:02,652 And in some senses building on each other's ideas too, right? 848 00:37:02,652 --> 00:37:05,360 There's something in the physical passing of the ball 849 00:37:05,360 --> 00:37:08,080 after you've heard someone's idea that might encourage that 850 00:37:08,080 --> 00:37:11,040 sort of synthesis of ideas as you're going. 851 00:37:11,040 --> 00:37:13,566 I will be your fearless leader. 852 00:37:13,566 --> 00:37:15,641 All that means is that I just make sure you're not 853 00:37:15,641 --> 00:37:17,980 interrupting each other. 854 00:37:17,980 --> 00:37:23,230 And we're going to brainstorm solutions to a design problem. 855 00:37:23,230 --> 00:37:25,666 This one I think is actually a lot of fun. 856 00:37:25,666 --> 00:37:27,390 So, I will show you the design problem. 857 00:37:27,390 --> 00:37:30,830 I will maybe throw out an idea, and then I will toss the 858 00:37:30,830 --> 00:37:33,190 conch shell to the first person who wants it. 859 00:37:33,190 --> 00:37:34,570 And then it doesn't have to go back to me. 860 00:37:34,570 --> 00:37:36,730 Just anyone who wants it, throw up your hand. 861 00:37:36,730 --> 00:37:38,630 And we'll keep moving around. 862 00:37:38,630 --> 00:37:40,140 Please close the lids on your drinks. 863 00:37:42,750 --> 00:37:47,530 Put away your crystal stuff that you don't want shattered. 864 00:37:47,530 --> 00:37:50,110 So we'll take approximately 15 minutes on this. 865 00:37:50,110 --> 00:37:52,330 We'll see how our momentum goes. 866 00:37:52,330 --> 00:37:53,970 So you've just finished updating Tetris 867 00:37:53,970 --> 00:37:55,510 for Xbox Live Arcade. 868 00:37:55,510 --> 00:37:56,400 Awesome. 869 00:37:56,400 --> 00:37:58,400 I don't know how you got the rights, but that's great. 870 00:37:58,400 --> 00:38:00,580 Microsoft is demanding a set of achievement for integrating 871 00:38:00,580 --> 00:38:03,826 the game into their online service, because unless you 872 00:38:03,826 --> 00:38:06,800 have achievements, it's not a real game. 873 00:38:06,800 --> 00:38:09,570 So, we are going to brainstorm possible player achievements 874 00:38:09,570 --> 00:38:11,860 for your new version of Tetris. 875 00:38:11,860 --> 00:38:13,300 You know what achievements are, right? 876 00:38:13,300 --> 00:38:16,142 Those little things that pop up on your Xbox every time you 877 00:38:16,142 --> 00:38:16,930 do anything? 878 00:38:16,930 --> 00:38:20,110 So that is our idea for Tetris achievements. 879 00:38:20,110 --> 00:38:21,443 And I'll start. 880 00:38:21,443 --> 00:38:25,147 How about for actually getting four lines, you get a Tetris 881 00:38:25,147 --> 00:38:26,780 achievement. 882 00:38:26,780 --> 00:38:28,610 Who wants to be next? 883 00:38:28,610 --> 00:38:30,420 AUDIENCE: You get an achievement for losing as 884 00:38:30,420 --> 00:38:32,910 quickly as possibly, which they think will be like, 885 00:38:32,910 --> 00:38:34,160 really obvious. 886 00:38:36,960 --> 00:38:40,630 AUDIENCE: Getting three lines with an S-piece. 887 00:38:40,630 --> 00:38:43,410 AUDIENCE: Drawing some sort of unique little picture with the 888 00:38:43,410 --> 00:38:47,890 Tetris blocks, like something new perhaps. 889 00:38:47,890 --> 00:38:49,280 AUDIENCE: Putting one of each block down. 890 00:38:53,340 --> 00:38:54,980 AUDIENCE: Lasting for a certain amount of time without 891 00:38:54,980 --> 00:38:56,542 ever getting above a certain height. 892 00:38:56,542 --> 00:38:57,792 ABE STEIN: Very cool. 893 00:39:00,880 --> 00:39:03,450 AUDIENCE: Lasting a certain amount of time without ever 894 00:39:03,450 --> 00:39:05,890 locating a piece. 895 00:39:05,890 --> 00:39:08,835 AUDIENCE: Modern Tetris games have a system where you can 896 00:39:08,835 --> 00:39:10,759 rotate indefinitely when your piece is down. 897 00:39:10,759 --> 00:39:13,164 So you rotate indefinitely for a minute or two or three. 898 00:39:16,050 --> 00:39:18,260 AUDIENCE: Lasting a certain amount of time without ever 899 00:39:18,260 --> 00:39:20,110 clearing a line with a straight piece. 900 00:39:24,290 --> 00:39:27,910 AUDIENCE: Putting your piece down underneath another piece 901 00:39:27,910 --> 00:39:29,823 into a little hole. 902 00:39:29,823 --> 00:39:30,769 ABE STEIN: Sliding it in? 903 00:39:30,769 --> 00:39:32,019 AUDIENCE: The T-spin. 904 00:39:34,080 --> 00:39:35,729 AUDIENCE: Spelling USSR with your pieces. 905 00:39:40,130 --> 00:39:42,086 That was a bad throw. 906 00:39:42,086 --> 00:39:45,020 AUDIENCE: Making a conglomeration of all pieces 907 00:39:45,020 --> 00:39:46,976 into a shape of a regular piece. 908 00:39:46,976 --> 00:39:50,399 So the whole board is one L-shape. 909 00:39:50,399 --> 00:39:53,340 ABE STEIN: Very cool. 910 00:39:53,340 --> 00:39:55,320 AUDIENCE: Basically only moving the pieces in beat to 911 00:39:55,320 --> 00:39:56,570 the music that's playing. 912 00:39:58,780 --> 00:40:03,390 AUDIENCE: Spelling USA with your pieces, but doing it. 913 00:40:03,390 --> 00:40:04,640 ABE STEIN: Capitalist centered. 914 00:40:07,320 --> 00:40:09,974 AUDIENCE: High score and high score without pairing lines. 915 00:40:13,390 --> 00:40:16,318 AUDIENCE: Managing to clear the entire board in a game 916 00:40:16,318 --> 00:40:17,782 that has already reached the top line, but not quite 917 00:40:17,782 --> 00:40:19,032 overflowed. 918 00:40:23,160 --> 00:40:25,760 AUDIENCE: Putting a piece down without actually looking at 919 00:40:25,760 --> 00:40:27,010 the piece at all. 920 00:40:31,003 --> 00:40:34,979 AUDIENCE: Most pieces per time, so [INAUDIBLE]. 921 00:40:34,979 --> 00:40:36,229 ABE STEIN: Sure. 922 00:40:37,980 --> 00:40:40,365 AUDIENCE: One day of continuous Tetris play. 923 00:40:43,335 --> 00:40:44,820 ABE STEIN: Marathon challenge. 924 00:40:44,820 --> 00:40:47,620 AUDIENCE: Breaking the previous high score. 925 00:40:47,620 --> 00:40:49,150 AUDIENCE: Only ever shifting the pieces either to the right 926 00:40:49,150 --> 00:40:50,646 or to the left the entire game. 927 00:40:50,646 --> 00:40:52,780 ABE STEIN: Ah. 928 00:40:52,780 --> 00:40:54,560 AUDIENCE: Doing the marathon challenge but only listening 929 00:40:54,560 --> 00:40:55,810 to one piece of music the entire time. 930 00:41:01,260 --> 00:41:04,760 AUDIENCE: Clearing a level by dropping pieces before they 931 00:41:04,760 --> 00:41:06,540 fall five spaces. 932 00:41:06,540 --> 00:41:07,790 ABE STEIN: Oh, all right, cool. 933 00:41:11,880 --> 00:41:15,100 AUDIENCE: Rotating every single piece that you play. 934 00:41:15,100 --> 00:41:17,500 ABE STEIN: Oh, very good. 935 00:41:17,500 --> 00:41:19,200 AUDIENCE: Never going above a certain line for a certain 936 00:41:19,200 --> 00:41:20,072 amount of time. 937 00:41:20,072 --> 00:41:24,507 ABE STEIN: Ooh, a sustaining effort. 938 00:41:24,507 --> 00:41:25,318 AUDIENCE: All of the above, but on 939 00:41:25,318 --> 00:41:26,568 different difficulty levels. 940 00:41:30,850 --> 00:41:33,665 AUDIENCE: Clearing three lines with a T, I guess. 941 00:41:33,665 --> 00:41:34,070 ABE STEIN: There you go. 942 00:41:34,070 --> 00:41:35,590 Sure. 943 00:41:35,590 --> 00:41:38,590 AUDIENCE: Starting up the game. 944 00:41:38,590 --> 00:41:41,120 AUDIENCE: Clearing an entire screen. 945 00:41:41,120 --> 00:41:44,381 AUDIENCE: Using the L-block. 946 00:41:44,381 --> 00:41:47,790 It doesn't matter how. 947 00:41:47,790 --> 00:41:48,764 AUDIENCE: [? Turning ?] a box a different color. 948 00:41:48,764 --> 00:41:51,686 So clearing lines always with the same color. 949 00:41:57,530 --> 00:42:01,450 AUDIENCE: Rotating a piece 720 degrees. 950 00:42:01,450 --> 00:42:04,980 AUDIENCE: Only matching pieces such that the U-blocks that 951 00:42:04,980 --> 00:42:07,340 fall down are touching blocks of the same color. 952 00:42:07,340 --> 00:42:08,720 ABE STEIN: Cool. 953 00:42:08,720 --> 00:42:11,870 AUDIENCE: Clear two, four block segments with two 954 00:42:11,870 --> 00:42:16,200 consecutive lines. 955 00:42:16,200 --> 00:42:17,890 AUDIENCE: Clearing a level using only tetrices. 956 00:42:22,890 --> 00:42:26,458 AUDIENCE: Sorry, you can't talk anymore. 957 00:42:26,458 --> 00:42:28,197 AUDIENCE: Challenging somebody on your friends 958 00:42:28,197 --> 00:42:31,428 list to beat the score. 959 00:42:31,428 --> 00:42:32,919 AUDIENCE: [INAUDIBLE] 960 00:42:32,919 --> 00:42:35,901 someone on your friends list to lose faster. 961 00:42:39,880 --> 00:42:43,290 AUDIENCE: Having no holes in the golf course at all times. 962 00:42:43,290 --> 00:42:46,050 ABE STEIN: Oh cool. 963 00:42:46,050 --> 00:42:49,110 AUDIENCE: Inviting one of your Xbox Live friends 964 00:42:49,110 --> 00:42:51,600 to play with you. 965 00:42:51,600 --> 00:42:55,030 AUDIENCE: Five consecutive line clears. 966 00:42:55,030 --> 00:42:56,920 AUDIENCE: Beating one of your friends on Xbox Live when you 967 00:42:56,920 --> 00:43:00,315 play with them. 968 00:43:00,315 --> 00:43:05,660 AUDIENCE: Losing to a friend on Xbox Live. 969 00:43:05,660 --> 00:43:07,912 AUDIENCE: Playing with a friend for one hour 970 00:43:07,912 --> 00:43:08,896 continuously. 971 00:43:08,896 --> 00:43:10,146 Plus one day. 972 00:43:12,840 --> 00:43:14,800 AUDIENCE: Beating a score set by the 973 00:43:14,800 --> 00:43:18,330 original creator of Tetris. 974 00:43:18,330 --> 00:43:21,106 AUDIENCE: Clearing a line somewhere above the first line 975 00:43:21,106 --> 00:43:23,998 when the first line only has one block filled in. 976 00:43:31,710 --> 00:43:33,090 AUDIENCE: I think it's possible. 977 00:43:33,090 --> 00:43:34,588 It definitely is. 978 00:43:34,588 --> 00:43:37,576 You get the flat ones. 979 00:43:37,576 --> 00:43:38,074 ABE STEIN: Someone has to have ideas. 980 00:43:38,074 --> 00:43:40,066 There's an idea. 981 00:43:40,066 --> 00:43:43,552 AUDIENCE: Lose more than 10 levels to a friend. 982 00:43:43,552 --> 00:43:44,802 [INAUDIBLE]. 983 00:43:47,560 --> 00:43:49,252 AUDIENCE: Play the original creator of 984 00:43:49,252 --> 00:43:52,870 Tetris on Xbox Live. 985 00:43:52,870 --> 00:43:54,640 AUDIENCE: Losing 100 times. 986 00:43:54,640 --> 00:43:55,890 ABE STEIN: Yeah, there you go. 987 00:43:58,090 --> 00:43:59,430 AUDIENCE: Playing on increasingly ridiculous 988 00:43:59,430 --> 00:44:01,710 difficulties with achievements for each. 989 00:44:01,710 --> 00:44:04,840 Or speeds, increasingly difficult speeds. 990 00:44:04,840 --> 00:44:07,436 AUDIENCE: Completing the Tetris challenge, which is 991 00:44:07,436 --> 00:44:10,350 presumably some kind of game where you have to throw a box 992 00:44:10,350 --> 00:44:13,640 in the right sequence in order to clear all the lines. 993 00:44:13,640 --> 00:44:17,680 AUDIENCE: Clearing 1,000 lines. 994 00:44:17,680 --> 00:44:21,800 AUDIENCE: Playing invisible mode. 995 00:44:21,800 --> 00:44:24,070 AUDIENCE: Playing for a certain amount of time while 996 00:44:24,070 --> 00:44:25,968 holding down the Down key continuously. 997 00:44:29,960 --> 00:44:31,530 ABE STEIN: Only rotating in one direction, always. 998 00:44:31,530 --> 00:44:34,953 I don't know if someone said that already. 999 00:44:34,953 --> 00:44:37,398 AUDIENCE: Getting 10 achievements in Tetris. 1000 00:44:47,090 --> 00:44:50,526 AUDIENCE: Getting every achievement in Tetris. 1001 00:44:50,526 --> 00:44:52,008 ABE STEIN: Oh no, how can you get it? 1002 00:44:52,008 --> 00:44:52,502 AUDIENCE: It's a paradox. 1003 00:44:52,502 --> 00:44:55,470 It's impossible. 1004 00:44:55,470 --> 00:44:58,277 AUDIENCE: Always have lost on the far left and on the far 1005 00:44:58,277 --> 00:44:59,522 right column. 1006 00:44:59,522 --> 00:45:02,510 Oh yeah, sure. 1007 00:45:02,510 --> 00:45:05,560 ABE STEIN: Cool, I think that had some decent momentum, but 1008 00:45:05,560 --> 00:45:08,040 I think our mission was accomplished. 1009 00:45:08,040 --> 00:45:10,080 We were really only giving one idea at a time because it was 1010 00:45:10,080 --> 00:45:11,310 only the person who had the ball that was talking. 1011 00:45:11,310 --> 00:45:14,505 That, probably with a little bit more speed and momentum, 1012 00:45:14,505 --> 00:45:15,400 but it was nice. 1013 00:45:15,400 --> 00:45:17,040 We had a little building on ideas. 1014 00:45:17,040 --> 00:45:20,200 We're starting to get this brainstorm. 1015 00:45:20,200 --> 00:45:23,128 There was still some shyness, which is-- 1016 00:45:23,128 --> 00:45:24,586 people have different personalities, 1017 00:45:24,586 --> 00:45:27,016 but stop being shy. 1018 00:45:27,016 --> 00:45:27,826 You're allowed to have different 1019 00:45:27,826 --> 00:45:28,960 personalities, but stop it. 1020 00:45:28,960 --> 00:45:31,110 No, so that's activity #2. 1021 00:45:34,420 --> 00:45:35,580 Any questions about that process? 1022 00:45:35,580 --> 00:45:36,330 How did we feel about it? 1023 00:45:36,330 --> 00:45:40,074 Any thoughts on it before we go on to the next activity? 1024 00:45:40,074 --> 00:45:41,421 All right. 1025 00:45:41,421 --> 00:45:42,864 Next activity. 1026 00:45:42,864 --> 00:45:44,880 Actually, this is our last activity. 1027 00:45:44,880 --> 00:45:47,240 Sorry, I said there were four, but there are only three. 1028 00:45:47,240 --> 00:45:49,350 [INAUDIBLE] 1029 00:45:49,350 --> 00:45:51,070 I screwed up. 1030 00:45:51,070 --> 00:45:56,460 OK, so this one is a more formal brainstorm. 1031 00:45:56,460 --> 00:45:58,165 And actually, I screwed up that last one. 1032 00:45:58,165 --> 00:45:59,988 We didn't have a secretary, so all of those great Tetris 1033 00:45:59,988 --> 00:46:02,916 ideas are now lost because I can't remember any of them. 1034 00:46:02,916 --> 00:46:03,892 AUDIENCE: [INAUDIBLE] 1035 00:46:03,892 --> 00:46:06,820 ABE STEIN: Oh yes. 1036 00:46:06,820 --> 00:46:09,748 Did we not have that? 1037 00:46:09,748 --> 00:46:10,998 Let me just get these [UNINTELLIGIBLE]. 1038 00:46:13,470 --> 00:46:16,770 So what we're going to do is we're going to separate into 1039 00:46:16,770 --> 00:46:18,272 two design teams. 1040 00:46:18,272 --> 00:46:20,694 So it will just totally be by location. 1041 00:46:20,694 --> 00:46:22,395 We'll just get half of you over here and 1042 00:46:22,395 --> 00:46:24,510 half of you over there. 1043 00:46:24,510 --> 00:46:26,770 I want the two to designate one leader. 1044 00:46:26,770 --> 00:46:28,710 That's going to be the person who's responsible-- 1045 00:46:28,710 --> 00:46:29,660 clerk-- 1046 00:46:29,660 --> 00:46:31,060 for facilitating it. 1047 00:46:31,060 --> 00:46:31,730 Did I say clerk there? 1048 00:46:31,730 --> 00:46:32,710 A leader and a secretary. 1049 00:46:32,710 --> 00:46:36,800 It's supposed to a clerk leader and a secretary. 1050 00:46:36,800 --> 00:46:39,010 So one person to write everything down, and one 1051 00:46:39,010 --> 00:46:40,770 person to obviously facilitate. 1052 00:46:40,770 --> 00:46:44,330 And we're going to do 20 or so minute 1053 00:46:44,330 --> 00:46:47,670 brainstorm for a game pitch. 1054 00:46:47,670 --> 00:46:49,120 What do I mean by game pitch? 1055 00:46:49,120 --> 00:46:53,670 Think of the, you're in an elevator with Miyamoto or 1056 00:46:53,670 --> 00:46:56,940 you're in an elevator with [? Philip Haas ?], and you 1057 00:46:56,940 --> 00:46:59,210 have this game idea that you need to pitch. 1058 00:46:59,210 --> 00:47:02,180 But you're only going to the 10th floor or so. 1059 00:47:02,180 --> 00:47:04,550 And so really, you have 30 seconds, a minute, two 1060 00:47:04,550 --> 00:47:08,770 minutes, to get the core information 1061 00:47:08,770 --> 00:47:09,930 about this game out. 1062 00:47:09,930 --> 00:47:12,960 So that can be something like a title, maybe a tagline for 1063 00:47:12,960 --> 00:47:18,090 it, any main features you might have for it. 1064 00:47:18,090 --> 00:47:21,690 Of course, it would be way too easy, or way actually crazy 1065 00:47:21,690 --> 00:47:24,836 for me to be like, any game at all, because there are lots of 1066 00:47:24,836 --> 00:47:25,770 different types of games obviously. 1067 00:47:25,770 --> 00:47:28,080 So it's going to be a game based on the following 1068 00:47:28,080 --> 00:47:28,400 constraint. 1069 00:47:28,400 --> 00:47:30,255 So what I'd like to do first before I give you the 1070 00:47:30,255 --> 00:47:31,930 constraint is let's divide ourselves in half. 1071 00:47:31,930 --> 00:47:37,210 We can draw this imaginary line diagonally dividing the 1072 00:47:37,210 --> 00:47:41,228 two of you back there, and we'll just get one half here, 1073 00:47:41,228 --> 00:47:42,224 one half there. 1074 00:47:42,224 --> 00:47:43,474 [INTERPOSING VOICES] 1075 00:47:48,200 --> 00:47:49,680 ABE STEIN: And once I give you the constraints, we'll 1076 00:47:49,680 --> 00:47:50,930 actually find a separate room for the other team. 1077 00:47:54,900 --> 00:47:55,950 AUDIENCE: You're stuck on that wire. 1078 00:47:55,950 --> 00:47:58,250 That's an achievement there. 1079 00:47:58,250 --> 00:47:59,500 [INTERPOSING VOICES] 1080 00:48:13,950 --> 00:48:15,167 ABE STEIN: If someone has a piece of paper, they can jot 1081 00:48:15,167 --> 00:48:17,360 down their ideas. 1082 00:48:17,360 --> 00:48:19,300 Just write on a piece of paper. 1083 00:48:19,300 --> 00:48:20,566 So these are your teams. 1084 00:48:20,566 --> 00:48:21,070 You guys will go in that room. 1085 00:48:21,070 --> 00:48:22,850 You guys stay out here. 1086 00:48:22,850 --> 00:48:25,410 As soon as I give you the constraint, designate a 1087 00:48:25,410 --> 00:48:29,430 clerk/leader, a fearless leader, and a secretary, 1088 00:48:29,430 --> 00:48:30,840 someone to write everything down. 1089 00:48:30,840 --> 00:48:33,220 Because our groups are relatively small, right, we 1090 00:48:33,220 --> 00:48:36,960 can have the leader and the secretary involved in the 1091 00:48:36,960 --> 00:48:37,770 brainstorming process. 1092 00:48:37,770 --> 00:48:39,720 Please don't be afraid of contributing. 1093 00:48:39,720 --> 00:48:42,970 But if you are designated as the leader, keep in mind your 1094 00:48:42,970 --> 00:48:46,720 primary responsibility is facilitating the brainstorm. 1095 00:48:46,720 --> 00:48:48,124 You want to make sure it runs smoothly. 1096 00:48:48,124 --> 00:48:50,932 You want to make sure people are not criticizing ideas. 1097 00:48:50,932 --> 00:48:52,810 You want to make sure that it's going OK. 1098 00:48:52,810 --> 00:48:56,330 Any questions on this before I give you your constraints? 1099 00:48:56,330 --> 00:48:57,300 Everything makes sense? 1100 00:48:57,300 --> 00:48:57,785 All good? 1101 00:48:57,785 --> 00:48:58,610 OK. 1102 00:48:58,610 --> 00:48:59,890 Here are the constraints for the game. 1103 00:48:59,890 --> 00:49:01,770 It must have zombies. 1104 00:49:01,770 --> 00:49:04,240 It must have a love story. 1105 00:49:04,240 --> 00:49:06,590 It must be massively multiplayer. 1106 00:49:06,590 --> 00:49:08,170 So those are the constraints for the game. 1107 00:49:08,170 --> 00:49:11,480 That's what the publisher is going to give you money for. 1108 00:49:11,480 --> 00:49:15,890 So you need to develop a pitch for this game idea. 1109 00:49:15,890 --> 00:49:19,810 Title, tagline, what have you. 1110 00:49:19,810 --> 00:49:21,530 All right, so you guys, we'll take you into 1111 00:49:21,530 --> 00:49:22,450 this room over here. 1112 00:49:22,450 --> 00:49:23,944 You guys stay here. 1113 00:49:23,944 --> 00:49:26,932 Designate a leader and a secretary, and then start 1114 00:49:26,932 --> 00:49:28,182 brainstorming. 1115 00:49:30,420 --> 00:49:31,390 Oh, I love this. 1116 00:49:31,390 --> 00:49:32,940 It's like, I don't want to be the leader. 1117 00:49:32,940 --> 00:49:34,776 I don't want to be the secretary. 1118 00:49:34,776 --> 00:49:36,275 AUDIENCE: I said I'll do it. 1119 00:49:36,275 --> 00:49:40,040 AUDIENCE: But you wanted to be the secretary. 1120 00:49:40,040 --> 00:49:40,755 AUDIENCE: One of you is secretary. 1121 00:49:40,755 --> 00:49:41,600 One of you is leader. 1122 00:49:41,600 --> 00:49:43,580 Be a leader then. 1123 00:49:43,580 --> 00:49:44,680 [UNINTELLIGIBLE] 1124 00:49:44,680 --> 00:49:45,930 and you lost. 1125 00:49:47,330 --> 00:49:49,820 AUDIENCE: It brings up the age-old question. 1126 00:49:49,820 --> 00:49:51,867 If they're both vampires or they're both zombies, does it 1127 00:49:51,867 --> 00:49:55,160 count as necrophilia? 1128 00:49:55,160 --> 00:49:58,060 AUDIENCE: Fun, let's see. 1129 00:49:58,060 --> 00:50:01,310 AUDIENCE: Pride and Prejudice and Zombies manages to have-- 1130 00:50:01,310 --> 00:50:03,115 AUDIENCE: It encompasses all of those except the massive 1131 00:50:03,115 --> 00:50:04,500 and multiplayer part. 1132 00:50:04,500 --> 00:50:06,660 Licensed title right there. 1133 00:50:06,660 --> 00:50:08,370 AUDIENCE: Make it Nazi zombies. 1134 00:50:08,370 --> 00:50:09,485 Two Nazi zombies. 1135 00:50:09,485 --> 00:50:11,580 No, a forbidden love. 1136 00:50:11,580 --> 00:50:15,210 A Nazi zombie is in love with an Allied zombie. 1137 00:50:15,210 --> 00:50:15,780 AUDIENCE: Jewish. 1138 00:50:15,780 --> 00:50:16,120 AUDIENCE: Yes. 1139 00:50:16,120 --> 00:50:18,660 AUDIENCE: Yes, and then so there are two factions. 1140 00:50:18,660 --> 00:50:21,910 Well, they are all people online. 1141 00:50:21,910 --> 00:50:23,500 One group-- there are two factions. 1142 00:50:23,500 --> 00:50:26,530 There's the Allied group and the Axis group. 1143 00:50:26,530 --> 00:50:29,955 AUDIENCE: What if there are two factions. 1144 00:50:29,955 --> 00:50:32,760 There are the zombies and the humans, and they're drawn into 1145 00:50:32,760 --> 00:50:36,445 war because there's a love story between a zombie and a 1146 00:50:36,445 --> 00:50:38,980 human, and and the leaders get pissed over this. 1147 00:50:38,980 --> 00:50:42,370 And so we're at war because of Romeo and 1148 00:50:42,370 --> 00:50:43,970 Juliet-esque zombie human-- 1149 00:50:43,970 --> 00:50:45,100 AUDIENCE: So what you're saying is we're having 1150 00:50:45,100 --> 00:50:46,285 intelligent zombies. 1151 00:50:46,285 --> 00:50:47,910 AUDIENCE: Yeah, intelligent zombies. 1152 00:50:47,910 --> 00:50:49,580 AUDIENCE: So clearly they're Nazi zombies. 1153 00:50:49,580 --> 00:50:50,700 AUDIENCE: Semi-intelligent zombies. 1154 00:50:50,700 --> 00:50:53,875 AUDIENCE: The zombies should decide to become Nazis. 1155 00:50:53,875 --> 00:50:55,690 AUDIENCE: We need a tagline. 1156 00:50:55,690 --> 00:50:56,320 AUDIENCE: Title. 1157 00:50:56,320 --> 00:50:58,620 AUDIENCE: We have to somehow bring Hitler into this though. 1158 00:50:58,620 --> 00:51:02,380 Because if Nazis, there must be a zombie Hitler. 1159 00:51:02,380 --> 00:51:05,780 AUDIENCE: What is your name? 1160 00:51:05,780 --> 00:51:06,683 AUDIENCE: Jason. 1161 00:51:06,683 --> 00:51:07,650 AUDIENCE: I'm Brian. 1162 00:51:07,650 --> 00:51:11,070 On Jason's idea of is it necrophilia, I think we could 1163 00:51:11,070 --> 00:51:12,210 do a love story. 1164 00:51:12,210 --> 00:51:14,696 The title could be Necrophilia? 1165 00:51:14,696 --> 00:51:16,400 AUDIENCE: Is it necrophlia? 1166 00:51:16,400 --> 00:51:17,650 [INTERPOSING VOICES] 1167 00:51:22,773 --> 00:51:24,650 AUDIENCE: I like it as a title. 1168 00:51:24,650 --> 00:51:25,305 AUDIENCE: They say it is a love story, 1169 00:51:25,305 --> 00:51:26,555 but is it a sex story. 1170 00:51:28,996 --> 00:51:29,870 AUDIENCE: How about this? 1171 00:51:29,870 --> 00:51:31,435 Or maybe even zombies strippers that fall 1172 00:51:31,435 --> 00:51:31,950 in love with them. 1173 00:51:31,950 --> 00:51:33,400 AUDIENCE: Have you seen Zombie Strippers? 1174 00:51:33,400 --> 00:51:33,890 AUDIENCE: No, I haven't. 1175 00:51:33,890 --> 00:51:36,156 AUDIENCE: It's a terrible, wonderful, terrible movie. 1176 00:51:36,156 --> 00:51:36,780 AUDIENCE: Well, I'll watch it then. 1177 00:51:36,780 --> 00:51:38,258 AUDIENCE: You should, not, should. 1178 00:51:44,040 --> 00:51:47,260 Actually, how about we have the zombies as the good guys. 1179 00:51:47,260 --> 00:51:51,070 That way, the Allies are trying to make a weapon that 1180 00:51:51,070 --> 00:51:54,470 will destroy half the world, and the zombies are like, no, 1181 00:51:54,470 --> 00:51:55,370 that would be bad. 1182 00:51:55,370 --> 00:51:56,610 Let's make everyone else zombies so 1183 00:51:56,610 --> 00:51:58,750 they can be with us. 1184 00:51:58,750 --> 00:52:01,750 AUDIENCE: What if you're just a zombie, and everyone is 1185 00:52:01,750 --> 00:52:02,740 trying to kill you. 1186 00:52:02,740 --> 00:52:04,942 So you want to make everyone zombies so that the world will 1187 00:52:04,942 --> 00:52:05,914 be peaceful and happy. 1188 00:52:05,914 --> 00:52:07,530 AUDIENCE: And you want everyone to love you. 1189 00:52:07,530 --> 00:52:08,940 AUDIENCE: I like that a lot. 1190 00:52:08,940 --> 00:52:11,950 AUDIENCE: And then it'd be a love story. 1191 00:52:11,950 --> 00:52:13,365 AUDIENCE: Even better, love zombies. 1192 00:52:13,365 --> 00:52:15,100 Who says they have to be in bed? 1193 00:52:15,100 --> 00:52:16,350 They can be infected by emotions. 1194 00:52:19,670 --> 00:52:23,180 That's the tagline right there, "Infected by Emotions." 1195 00:52:23,180 --> 00:52:24,310 AUDIENCE: Nudist zombies. 1196 00:52:24,310 --> 00:52:28,560 AUDIENCE: What if 95% of the world is zombie, and so then 1197 00:52:28,560 --> 00:52:32,550 the weird creatures that are scary are the humans. 1198 00:52:32,550 --> 00:52:34,660 And they're sentient and they do weird things, but the 1199 00:52:34,660 --> 00:52:36,590 zombies all are happy and love each other. 1200 00:52:36,590 --> 00:52:39,604 AUDIENCE: Maybe the humans have the love disease. 1201 00:52:39,604 --> 00:52:42,300 AUDIENCE: They're trying to hump zombies? 1202 00:52:42,300 --> 00:52:44,780 AUDIENCE: Like they're infecting zombies with love. 1203 00:52:47,300 --> 00:52:50,606 AUDIENCE: So then each person would either start as a zombie 1204 00:52:50,606 --> 00:52:50,950 or a human. 1205 00:52:50,950 --> 00:52:52,690 They'd have to complete a bunch of little taks so they 1206 00:52:52,690 --> 00:52:53,910 can come [INAUDIBLE]. 1207 00:52:53,910 --> 00:52:56,708 They challenge each other, so it'd be like, zombie against 1208 00:52:56,708 --> 00:52:59,700 zombie, and one of the is infected and one isn't. 1209 00:52:59,700 --> 00:53:02,320 AUDIENCE: So humans can infect zombies with love that makes 1210 00:53:02,320 --> 00:53:03,985 them not zombies? 1211 00:53:03,985 --> 00:53:07,370 AUDIENCE: No, they are just love zombies. 1212 00:53:07,370 --> 00:53:09,100 AUDIENCE: What is the dynamic between-- so there are the two 1213 00:53:09,100 --> 00:53:10,350 factions, obviously humans. 1214 00:53:10,350 --> 00:53:12,710 And every player is given a match. 1215 00:53:12,710 --> 00:53:15,910 And in this massive multiplayer world, one of 1216 00:53:15,910 --> 00:53:18,790 their main objectives is to find their match who's in the 1217 00:53:18,790 --> 00:53:21,825 opposing faction very deep among hostile hoards of either 1218 00:53:21,825 --> 00:53:22,750 humans or zombies. 1219 00:53:22,750 --> 00:53:25,000 Find them and live happily ever after together. 1220 00:53:25,000 --> 00:53:27,120 AUDIENCE: And become either zombies or humans together. 1221 00:53:27,120 --> 00:53:27,810 AUDIENCE: Correct. 1222 00:53:27,810 --> 00:53:28,160 AUDIENCE: But love zombies. 1223 00:53:28,160 --> 00:53:30,290 AUDIENCE: Find a cure or just get bitten. 1224 00:53:30,290 --> 00:53:31,328 AUDIENCE: And become love zombies. 1225 00:53:31,328 --> 00:53:32,578 AUDIENCE: Love zombies. 1226 00:53:35,510 --> 00:53:36,190 AUDIENCE: And so that's the question. 1227 00:53:36,190 --> 00:53:37,775 Is there truly a difference between in 1228 00:53:37,775 --> 00:53:41,646 love and being undead? 1229 00:53:41,646 --> 00:53:43,119 AUDIENCE: That's a great tagline. 1230 00:53:43,119 --> 00:53:43,610 AUDIENCE: [ZOMBIE VOICE] 1231 00:53:43,610 --> 00:53:45,090 Love. 1232 00:53:45,090 --> 00:53:46,340 AUDIENCE: Maybe some [UNINTELLIGIBLE]. 1233 00:53:48,680 --> 00:53:50,140 AUDIENCE: What can make you more blind? 1234 00:53:50,140 --> 00:53:52,900 Having your eyes go dead by a zombie or being in love? 1235 00:53:52,900 --> 00:53:55,715 PROFESSOR: So then we can draw it into the actual Nazi zombie 1236 00:53:55,715 --> 00:53:57,460 game, maybe the Nazis zombie is from the 1237 00:53:57,460 --> 00:53:58,440 other point of view. 1238 00:53:58,440 --> 00:54:01,360 So they're just trying to have love, and the humans are 1239 00:54:01,360 --> 00:54:03,660 trying to kill them. 1240 00:54:03,660 --> 00:54:04,380 AUDIENCE: What? 1241 00:54:04,380 --> 00:54:06,796 Wait, are we having Nazis? 1242 00:54:06,796 --> 00:54:07,950 AUDIENCE: We can. 1243 00:54:07,950 --> 00:54:09,450 AUDIENCE: Most of the ideas can include Nazis, and some 1244 00:54:09,450 --> 00:54:11,180 can't, and we can decide later. 1245 00:54:11,180 --> 00:54:13,190 AUDIENCE: Phil, should we get into the point of judgement 1246 00:54:13,190 --> 00:54:14,995 towards the end of thing so we can finalize a pitch? 1247 00:54:14,995 --> 00:54:16,700 PHIL: No, just be brainstorming. 1248 00:54:16,700 --> 00:54:17,690 AUDIENCE: Just brainstorming? 1249 00:54:17,690 --> 00:54:19,110 That's awesome. 1250 00:54:19,110 --> 00:54:21,450 Yeah, this is fun. 1251 00:54:21,450 --> 00:54:25,870 AUDIENCE: How about the player is a human fighting against 1252 00:54:25,870 --> 00:54:29,088 the zombies, and you have some kind of companion-- 1253 00:54:29,088 --> 00:54:31,097 may or not be a cube-- 1254 00:54:31,097 --> 00:54:36,250 but accompanies you on your journey to defeat the zombies. 1255 00:54:36,250 --> 00:54:37,220 AUDIENCE: So a companion. 1256 00:54:37,220 --> 00:54:39,790 I like companion cube better. 1257 00:54:39,790 --> 00:54:41,340 That has a heart. 1258 00:54:41,340 --> 00:54:43,990 It's like a love story between you and your cube. 1259 00:54:43,990 --> 00:54:47,300 AUDIENCE: But can the cube become a zombie? 1260 00:54:47,300 --> 00:54:47,740 AUDIENCE: Yes. 1261 00:54:47,740 --> 00:54:50,420 I mean it could be a person left for dead. 1262 00:54:50,420 --> 00:54:51,670 AUDIENCE: Four people against all the zombies [INAUDIBLE]. 1263 00:54:54,174 --> 00:54:56,520 AUDIENCE: Then we need spitters and stuff. 1264 00:54:56,520 --> 00:54:57,150 AUDIENCE: Or witches. 1265 00:54:57,150 --> 00:54:59,130 Maybe you're trying to get-- 1266 00:54:59,130 --> 00:55:03,510 the love story is you and the witch, considering the scene. 1267 00:55:03,510 --> 00:55:07,680 AUDIENCE: What if all players play zombies, and most 1268 00:55:07,680 --> 00:55:10,120 missions are stuff like you have to infect a city, and you 1269 00:55:10,120 --> 00:55:11,560 run around biting people through the entire city that 1270 00:55:11,560 --> 00:55:12,800 you conquer and try to zombify. 1271 00:55:12,800 --> 00:55:15,590 But your ultimate goal is that your girlfriend from back when 1272 00:55:15,590 --> 00:55:17,132 you were human, or your boyfriend from back when you 1273 00:55:17,132 --> 00:55:18,870 were human is at someplace. 1274 00:55:18,870 --> 00:55:21,110 And you want to infect all cities until you can get 1275 00:55:21,110 --> 00:55:23,396 there, and then infect her so that you guys can live happily 1276 00:55:23,396 --> 00:55:24,460 ever after. 1277 00:55:24,460 --> 00:55:24,890 AUDIENCE: Ahh. 1278 00:55:24,890 --> 00:55:26,450 How sweet. 1279 00:55:26,450 --> 00:55:28,980 AUDIENCE: Also, building on the idea of being zombies-- 1280 00:55:28,980 --> 00:55:30,970 AUDIENCE: We're not done yet. 1281 00:55:30,970 --> 00:55:35,460 AUDIENCE: You are zombies with Cupid's love arrows trying to 1282 00:55:35,460 --> 00:55:39,310 infect the entire city with love, at which productivity is 1283 00:55:39,310 --> 00:55:40,440 all gone in the city. 1284 00:55:40,440 --> 00:55:43,000 AUDIENCE: A zombie with love arrows infecting people. 1285 00:55:43,000 --> 00:55:45,150 It could be set in the 1950s where everyone is trying to be 1286 00:55:45,150 --> 00:55:47,330 productive and not love each other. 1287 00:55:47,330 --> 00:55:49,860 AUDIENCE: What if you build along the lines of having to 1288 00:55:49,860 --> 00:55:52,794 infect the city, but one zombie can't infect the entire 1289 00:55:52,794 --> 00:55:53,320 city, right? 1290 00:55:53,320 --> 00:55:55,720 So you have to ally with other zombies. 1291 00:55:55,720 --> 00:55:58,040 But there are different factions of zombies, like two 1292 00:55:58,040 --> 00:56:00,150 zombie mob families that are trying to infect. 1293 00:56:00,150 --> 00:56:03,390 They have two different varieties of this love-- 1294 00:56:03,390 --> 00:56:04,870 [INAUDIBLE]. 1295 00:56:04,870 --> 00:56:06,500 AUDIENCE: Can it be a drug trade? 1296 00:56:06,500 --> 00:56:11,124 So they have to infect people with a certain drug, so it's a 1297 00:56:11,124 --> 00:56:12,230 drug war as well? 1298 00:56:12,230 --> 00:56:14,680 And there should be swords because swords are cool. 1299 00:56:14,680 --> 00:56:15,930 AUDIENCE: Zombie Mafia? 1300 00:56:18,110 --> 00:56:19,670 AUDIENCE: What if when you have a zombie virus, instead 1301 00:56:19,670 --> 00:56:22,400 of going in to eat people, you are overcome with an urge to 1302 00:56:22,400 --> 00:56:23,655 passionately make out with them. 1303 00:56:23,655 --> 00:56:26,280 And then if you make out with somebody, then they turn into 1304 00:56:26,280 --> 00:56:27,900 a love zombie too. 1305 00:56:27,900 --> 00:56:30,170 And so there's no decomposition going on so much 1306 00:56:30,170 --> 00:56:32,190 as there are hordes of people running through streets trying 1307 00:56:32,190 --> 00:56:35,540 to passionately make out with each other. 1308 00:56:35,540 --> 00:56:38,140 AUDIENCE: Decaying and decrepit love zombies suddenly 1309 00:56:38,140 --> 00:56:40,130 become very attractive. 1310 00:56:40,130 --> 00:56:42,170 AUDIENCE: And they start taking care of their 1311 00:56:42,170 --> 00:56:43,420 appearance and stuff. 1312 00:56:46,080 --> 00:56:49,710 AUDIENCE: After the zombie make out, what's next? 1313 00:56:49,710 --> 00:56:50,960 AUDIENCE: Well, we make it [UNINTELLIGIBLE]. 1314 00:56:53,550 --> 00:56:56,113 AUDIENCE: What if we just make it like a World of Warcraft 1315 00:56:56,113 --> 00:56:58,951 type MMO, but every player plays a human. 1316 00:56:58,951 --> 00:57:03,220 You have a zombie companion. 1317 00:57:03,220 --> 00:57:06,030 AUDIENCE: Pet zombie? 1318 00:57:06,030 --> 00:57:08,160 AUDIENCE: You have to raise your zombie from a little 1319 00:57:08,160 --> 00:57:09,710 zombie kit. 1320 00:57:09,710 --> 00:57:10,960 [INTERPOSING VOICES] 1321 00:57:13,040 --> 00:57:14,530 AUDIENCE: Shaun of the Dead? 1322 00:57:14,530 --> 00:57:19,300 AUDIENCE: No, but they had a pet as a pet zombie. 1323 00:57:19,300 --> 00:57:21,180 AUDIENCE: I think it's called Fido. 1324 00:57:21,180 --> 00:57:23,090 It's a movie called Fido. 1325 00:57:23,090 --> 00:57:23,800 AUDIENCE: No, it's not that one. 1326 00:57:23,800 --> 00:57:27,290 AUDIENCE: I've not seen it, but I've seen a trailer. 1327 00:57:27,290 --> 00:57:31,330 AUDIENCE: So what if you have to fight with Pokemon zombies. 1328 00:57:31,330 --> 00:57:31,870 Get their power-up [INAUDIBLE]. 1329 00:57:31,870 --> 00:57:34,370 AUDIENCE: I like that. 1330 00:57:34,370 --> 00:57:36,320 AUDIENCE: Different kinds of zombies like Left for Dead. 1331 00:57:36,320 --> 00:57:40,055 There are the big fat ones that vomit. 1332 00:57:40,055 --> 00:57:41,080 AUDIENCE: Spitters, I hate the spitters. 1333 00:57:41,080 --> 00:57:41,645 AUDIENCE: The smokers. 1334 00:57:41,645 --> 00:57:44,370 The smokers are the worst. 1335 00:57:44,370 --> 00:57:45,025 AUDIENCE: Instead of power-ups, 1336 00:57:45,025 --> 00:57:46,740 you have love potions. 1337 00:57:46,740 --> 00:57:48,490 AUDIENCE: When we said smokers are the worst, that sounds 1338 00:57:48,490 --> 00:57:50,436 like a dating site. 1339 00:57:50,436 --> 00:57:52,440 AUDIENCE: Wait, I like the Pokemon idea. 1340 00:57:52,440 --> 00:57:57,780 So you're human, but you just have to capture all the 1341 00:57:57,780 --> 00:57:59,210 different types of zombies. 1342 00:57:59,210 --> 00:58:01,630 And then you fight other people that are zombies. 1343 00:58:01,630 --> 00:58:04,070 And it's a match, zombie versus zombie. 1344 00:58:06,620 --> 00:58:09,820 AUDIENCE: What if the love story is not for the player 1345 00:58:09,820 --> 00:58:13,280 but is in the story of the game in that the reason that 1346 00:58:13,280 --> 00:58:16,420 you're waging war at the moment is because you're 1347 00:58:16,420 --> 00:58:19,220 trying to steal a cure to zombyism because your fearless 1348 00:58:19,220 --> 00:58:22,830 leader, 20 ranks up, your president's girlfriend has 1349 00:58:22,830 --> 00:58:24,420 been zombified or his wife has been zombified. 1350 00:58:24,420 --> 00:58:28,070 And so the whole game, you're the only means in a quest to 1351 00:58:28,070 --> 00:58:29,180 try to find this cure. 1352 00:58:29,180 --> 00:58:30,540 But you don't realize that you're not trying to find a 1353 00:58:30,540 --> 00:58:33,800 cure for your use or your girlfriend's use or 1354 00:58:33,800 --> 00:58:35,720 for people you love. 1355 00:58:35,720 --> 00:58:37,090 It's for your leader's. 1356 00:58:37,090 --> 00:58:37,930 AUDIENCE: And what if she is actually the 1357 00:58:37,930 --> 00:58:38,800 leader of the zombies. 1358 00:58:38,800 --> 00:58:40,050 Oh crap. 1359 00:58:42,610 --> 00:58:44,990 AUDIENCE: What if the zombies are aliens? 1360 00:58:44,990 --> 00:58:45,560 AUDIENCE: Zombie Aliens? 1361 00:58:45,560 --> 00:58:45,970 AUDIENCE: The flood. 1362 00:58:45,970 --> 00:58:47,410 AUDIENCE: What if the zombies are ninjas? 1363 00:58:49,930 --> 00:58:52,530 AUDIENCE: Combine the zombie Pokemon idea with the Sims, 1364 00:58:52,530 --> 00:58:54,560 where you have a zombie that's under your control, and you're 1365 00:58:54,560 --> 00:58:56,380 trying to teach your zombie to love. 1366 00:58:56,380 --> 00:58:57,693 And maybe you're a different avatar. 1367 00:58:57,693 --> 00:58:58,710 You're a human avatar. 1368 00:58:58,710 --> 00:59:01,540 And you go through quests where you take your zombie 1369 00:59:01,540 --> 00:59:03,330 places and teach your zombie things. 1370 00:59:03,330 --> 00:59:04,950 AUDIENCE: Like not to bite people. 1371 00:59:04,950 --> 00:59:07,172 AUDIENCE: Yeah exactly. 1372 00:59:07,172 --> 00:59:07,900 I don't know. 1373 00:59:07,900 --> 00:59:09,990 Train your zombie. 1374 00:59:09,990 --> 00:59:12,680 AUDIENCE: So the whole thing with the ninja zombies, why 1375 00:59:12,680 --> 00:59:18,370 not have pirates as well, pirate zombies. 1376 00:59:18,370 --> 00:59:20,100 AUDIENCE: Pirate versus ninja zombies. 1377 00:59:20,100 --> 00:59:20,920 AUDIENCE: Zombie edition. 1378 00:59:20,920 --> 00:59:21,690 Special edition. 1379 00:59:21,690 --> 00:59:25,650 AUDIENCE: In space wrapped in bacon. 1380 00:59:25,650 --> 00:59:26,900 AUDIENCE: Chtulu, but time traveling zombies. 1381 00:59:29,020 --> 00:59:31,125 AUDIENCE: It would be a great game to make, just pirate 1382 00:59:31,125 --> 00:59:33,740 zombies versus ninja zombies in space wrapped in bacon. 1383 00:59:33,740 --> 00:59:36,980 And just make that game. 1384 00:59:36,980 --> 00:59:38,890 AUDIENCE: So, is it necrophilia? 1385 00:59:38,890 --> 00:59:40,140 Probably. 1386 00:59:42,170 --> 00:59:45,090 Pirate edition. 1387 00:59:45,090 --> 00:59:48,365 AUDIENCE: So maybe we should divide it into little 1388 00:59:48,365 --> 00:59:50,205 sub-brainstorms for a name, tagline, all that. 1389 00:59:50,205 --> 00:59:53,780 As a name, do we have any more brainstorming? 1390 00:59:53,780 --> 00:59:55,390 AUDIENCE: I think we should figure out a 1391 00:59:55,390 --> 00:59:57,900 mechanic that works. 1392 00:59:57,900 --> 00:59:59,810 So far we have a lot of ideas about what the game world is. 1393 00:59:59,810 --> 01:00:02,610 We have no idea how you play with game. 1394 01:00:02,610 --> 01:00:04,275 AUDIENCE: So maybe more brainstorming on that then? 1395 01:00:09,230 --> 01:00:10,750 AUDIENCE: It's massive multiplayer. 1396 01:00:10,750 --> 01:00:13,772 AUDIENCE: Ones working such as typical WoW-style RPGs, 1397 01:00:13,772 --> 01:00:18,070 typical massive multiplayer IPS. 1398 01:00:18,070 --> 01:00:19,520 Pokemon style RPG. 1399 01:00:19,520 --> 01:00:21,900 AUDIENCE: Pokemon FPS. 1400 01:00:21,900 --> 01:00:24,030 AUDIENCE: Or, as we were saying before, we could get 1401 01:00:24,030 --> 01:00:24,880 The Sims online. 1402 01:00:24,880 --> 01:00:27,152 AUDIENCE: The Sims online was so good back in the day. 1403 01:00:27,152 --> 01:00:28,980 AUDIENCE: Did you play the Pokemon? 1404 01:00:28,980 --> 01:00:29,990 AUDIENCE: Yeah, we could play the Pokemon, but it's a first 1405 01:00:29,990 --> 01:00:33,000 person shooter. 1406 01:00:33,000 --> 01:00:34,810 But you still have an RPG, first 1407 01:00:34,810 --> 01:00:36,060 person shooter as Pokemon. 1408 01:00:41,430 --> 01:00:42,680 AUDIENCE: It could entirely text-based. 1409 01:00:47,430 --> 01:00:50,300 AUDIENCE: You have to fight-- you have battles with words 1410 01:00:50,300 --> 01:00:52,606 like Monkey Island. 1411 01:00:52,606 --> 01:00:56,520 AUDIENCE: I like that, text-based zombie love. 1412 01:00:56,520 --> 01:00:57,970 AUDIENCE: Text-based zombie love. 1413 01:00:57,970 --> 01:00:59,760 AUDIENCE: And then he sticks his really, really long tongue 1414 01:00:59,760 --> 01:01:02,990 down your throat. 1415 01:01:02,990 --> 01:01:05,150 AUDIENCE: Zombie make out disease. 1416 01:01:05,150 --> 01:01:06,150 AUDIENCE: I thought of a title. 1417 01:01:06,150 --> 01:01:08,215 AUDIENCE: If it's massively multiplayer, what if you 1418 01:01:08,215 --> 01:01:10,950 randomly get paired with five other players who are playing 1419 01:01:10,950 --> 01:01:11,360 this game, and you all have some 1420 01:01:11,360 --> 01:01:12,340 task you have to complete. 1421 01:01:12,340 --> 01:01:14,290 And you are given these particular zombie Pokemon that 1422 01:01:14,290 --> 01:01:16,750 you can use this particular task. 1423 01:01:16,750 --> 01:01:19,310 So you'd be working with those five, six people. 1424 01:01:19,310 --> 01:01:20,170 AUDIENCE: Wait, will you have zombie Pokeballs? 1425 01:01:20,170 --> 01:01:20,590 AUDIENCE: What? 1426 01:01:20,590 --> 01:01:21,300 AUDIENCE: We have a title. 1427 01:01:21,300 --> 01:01:27,002 AUDIENCE: So Necrofeelia with F-E-E-L. 1428 01:01:27,002 --> 01:01:30,584 AUDIENCE: The first zombie sex game. 1429 01:01:30,584 --> 01:01:31,834 AUDIENCE: Exactly. 1430 01:01:33,940 --> 01:01:35,060 AUDIENCE: And this can be [UNINTELLIGIBLE], you have to 1431 01:01:35,060 --> 01:01:37,060 be tentacles somewhere. 1432 01:01:37,060 --> 01:01:38,800 AUDIENCE: What if you are a zombie. 1433 01:01:38,800 --> 01:01:40,350 And all the players are zombies. 1434 01:01:40,350 --> 01:01:43,150 And the NPCs are the humans, and you try to go on quests to 1435 01:01:43,150 --> 01:01:45,870 make yourself more attractive and learn human customs. 1436 01:01:45,870 --> 01:01:47,830 And you get points for seducing humans. 1437 01:01:51,570 --> 01:01:53,490 AUDIENCE: You have to make sure your brains meter doesn't 1438 01:01:53,490 --> 01:01:54,350 get too low. 1439 01:01:54,350 --> 01:01:56,390 AUDIENCE: So you have to eat them. 1440 01:01:56,390 --> 01:01:57,910 AUDIENCE: Use them and then eat them. 1441 01:01:57,910 --> 01:01:59,900 AUDIENCE: And then if you eat them with certain qualities-- 1442 01:02:02,410 --> 01:02:04,850 AUDIENCE: That actually sounds like a fun vampire game. 1443 01:02:04,850 --> 01:02:05,430 You're a vampire. 1444 01:02:05,430 --> 01:02:08,525 You have to seduce a human female to bring back to drink. 1445 01:02:08,525 --> 01:02:09,960 AUDIENCE: It's like Prototype. 1446 01:02:09,960 --> 01:02:11,750 AUDIENCE: Or that you have to seduce a human because you 1447 01:02:11,750 --> 01:02:12,820 want to seduce a human. 1448 01:02:12,820 --> 01:02:14,180 But at the same time, you have to eat humans. 1449 01:02:14,180 --> 01:02:16,440 So you have to hide the fact that you're eating from the 1450 01:02:16,440 --> 01:02:17,280 human you're trying to seduce. 1451 01:02:17,280 --> 01:02:17,580 AUDIENCE: Oh, I see. 1452 01:02:17,580 --> 01:02:19,720 So you have a human girlfriend, and then you eat 1453 01:02:19,720 --> 01:02:20,470 other humans. 1454 01:02:20,470 --> 01:02:22,630 AUDIENCE: While she's not looking. 1455 01:02:22,630 --> 01:02:25,026 AUDIENCE: Have you been eating other girlfriends without me? 1456 01:02:25,026 --> 01:02:26,930 Where's my stepdad? 1457 01:02:26,930 --> 01:02:28,010 Uh, about that. 1458 01:02:28,010 --> 01:02:29,120 AUDIENCE: Oh, that's who that guy is. 1459 01:02:29,120 --> 01:02:31,230 I thought he was the delivery guy. 1460 01:02:31,230 --> 01:02:31,570 AUDIENCE: Let's see. 1461 01:02:31,570 --> 01:02:33,228 Zombies meets American Psycho. 1462 01:02:36,156 --> 01:02:37,406 You've never seen American Psycho? 1463 01:02:41,230 --> 01:02:43,880 He goes around killing random people, but he has a 1464 01:02:43,880 --> 01:02:45,220 girlfriend on the side. 1465 01:02:45,220 --> 01:02:46,425 But he's crazy. 1466 01:02:46,425 --> 01:02:47,730 It's fun. 1467 01:02:47,730 --> 01:02:49,220 AUDIENCE: So it's like Psycho. 1468 01:02:49,220 --> 01:02:50,470 AUDIENCE: But better. 1469 01:02:58,550 --> 01:03:00,660 AUDIENCE: So Necrofeelia. 1470 01:03:00,660 --> 01:03:03,900 AUDIENCE: Get infected with emotion. 1471 01:03:03,900 --> 01:03:07,006 AUDIENCE: Necrofeelia, infected with love. 1472 01:03:07,006 --> 01:03:11,122 AUDIENCE: Brains, love, it's the perfect game. 1473 01:03:11,122 --> 01:03:13,026 AUDIENCE: All right guys, I'm going to have you stop. 1474 01:03:13,026 --> 01:03:14,620 We're going to bring the other group in. 1475 01:03:14,620 --> 01:03:16,730 AUDIENCE: Love after Life? 1476 01:03:16,730 --> 01:03:17,980 AUDIENCE: I like it. 1477 01:03:20,416 --> 01:03:21,666 AUDIENCE: That's really good. 1478 01:03:26,340 --> 01:03:27,530 AUDIENCE: All right guys. 1479 01:03:27,530 --> 01:03:28,290 AUDIENCE: Our publisher is going to 1480 01:03:28,290 --> 01:03:29,540 give us so much money. 1481 01:03:33,890 --> 01:03:36,640 AUDIENCE: It may seem odd to have you do this brainstorm, 1482 01:03:36,640 --> 01:03:40,180 and then what I actually want to talk about is rather than 1483 01:03:40,180 --> 01:03:41,566 give [UNINTELLIGIBLE] because I'm sure 1484 01:03:41,566 --> 01:03:42,028 they're all really good. 1485 01:03:42,028 --> 01:03:43,414 AUDIENCE: Ahh. 1486 01:03:43,414 --> 01:03:44,230 ABE STEIN: I know, so sad. 1487 01:03:44,230 --> 01:03:47,980 But what really matters is the process, because the point of 1488 01:03:47,980 --> 01:03:50,200 brainstorming is to withhold judgment. 1489 01:03:50,200 --> 01:03:54,817 Judging which of your ideas is best shouldn't have even been 1490 01:03:54,817 --> 01:03:55,862 happening at this stage. 1491 01:03:55,862 --> 01:03:58,240 And so one kind of question-- 1492 01:03:58,240 --> 01:04:00,140 we'll come back to what went well-- 1493 01:04:00,140 --> 01:04:05,360 but what sort of stumbling blocks did you guys run into 1494 01:04:05,360 --> 01:04:06,740 in this process as you were doing it? 1495 01:04:06,740 --> 01:04:07,770 Did it all go perfectly? 1496 01:04:07,770 --> 01:04:10,265 I highly doubt it. 1497 01:04:10,265 --> 01:04:13,956 AUDIENCE: I would say we were trying to design this whole 1498 01:04:13,956 --> 01:04:15,255 game, so sometimes we would say features. 1499 01:04:15,255 --> 01:04:16,752 And then we [INAUDIBLE]. 1500 01:04:23,239 --> 01:04:25,334 ABE STEIN: Yeah, in some senses, it may have been 1501 01:04:25,334 --> 01:04:25,734 constrained in one area. 1502 01:04:25,734 --> 01:04:28,230 Sure, zombies and a love story. 1503 01:04:28,230 --> 01:04:30,962 But then it was asking for a whole lot, and so it could 1504 01:04:30,962 --> 01:04:33,208 have been, can we just brainstorm a title. 1505 01:04:33,208 --> 01:04:35,650 Or could we just brainstorm this or brainstorm that. 1506 01:04:35,650 --> 01:04:36,050 What about you? 1507 01:04:36,050 --> 01:04:38,972 AUDIENCE: We very briefly got sidetracked on Pokemon. 1508 01:04:41,520 --> 01:04:45,050 For a second, it was Pokemon only, Pokemon 1509 01:04:45,050 --> 01:04:46,300 first person shooter. 1510 01:04:50,070 --> 01:04:51,210 ABE STEIN: Any other thoughts? 1511 01:04:51,210 --> 01:04:52,440 I mean you can talk about the whole group. 1512 01:04:52,440 --> 01:04:54,270 You can talk about your own difficulty you had personally, 1513 01:04:54,270 --> 01:04:58,585 whether you had any challenges with-- 1514 01:04:58,585 --> 01:05:00,851 AUDIENCE: So I feel like if somebody says a really good 1515 01:05:00,851 --> 01:05:03,190 idea, then everybody is stuck on that idea. and you have to 1516 01:05:03,190 --> 01:05:05,070 get through that whole idea before any other 1517 01:05:05,070 --> 01:05:05,960 ideas can come out. 1518 01:05:05,960 --> 01:05:09,156 ABE STEIN: Yeah, that's true. 1519 01:05:09,156 --> 01:05:09,650 AUDIENCE: We had a stumbling block. 1520 01:05:09,650 --> 01:05:14,590 What other MMOs are there out there? 1521 01:05:14,590 --> 01:05:17,554 So [INAUDIBLE] a few other ones. 1522 01:05:17,554 --> 01:05:21,012 That was a dead spot in the brainstorming. 1523 01:05:21,012 --> 01:05:22,494 ABE STEIN: Sure. 1524 01:05:22,494 --> 01:05:23,976 AUDIENCE: I was the scribe. 1525 01:05:23,976 --> 01:05:28,422 It was hard to jump in and talk about your own ideas 1526 01:05:28,422 --> 01:05:29,800 because I was so busy writing everyone else's. 1527 01:05:29,800 --> 01:05:31,250 ABE STEIN: It was really hard with brainstorming. 1528 01:05:31,250 --> 01:05:33,316 You guys actually-- both groups-- but I 1529 01:05:33,316 --> 01:05:34,615 stopped in with you guys. 1530 01:05:34,615 --> 01:05:36,001 You guys had this interesting momentum going, and I was 1531 01:05:36,001 --> 01:05:37,920 watching you try to write it all down. 1532 01:05:37,920 --> 01:05:41,340 It was way hard because the ideas were coming in as you 1533 01:05:41,340 --> 01:05:42,560 were finishing the last idea. 1534 01:05:42,560 --> 01:05:47,530 So if a group has really good momentum, I actually really 1535 01:05:47,530 --> 01:05:50,752 like the idea of having two people where each person is 1536 01:05:50,752 --> 01:05:51,110 writing every other one. 1537 01:05:51,110 --> 01:05:54,210 Of course the difficulty is then you pull two people out 1538 01:05:54,210 --> 01:05:54,810 of contributing. 1539 01:05:54,810 --> 01:05:59,164 So the organization of the actual group is important. 1540 01:05:59,164 --> 01:06:00,788 AUDIENCE: Do you ever recommend 1541 01:06:00,788 --> 01:06:01,950 using a tape recorder? 1542 01:06:01,950 --> 01:06:02,600 ABE STEIN: Yeah. 1543 01:06:02,600 --> 01:06:04,100 Yeah, absolutely. 1544 01:06:04,100 --> 01:06:05,380 I mean it certainly makes sense. 1545 01:06:05,380 --> 01:06:08,924 One of the things that Osborn says which I think is-- 1546 01:06:08,924 --> 01:06:10,780 AUDIENCE: You can't put a tape recorder down. 1547 01:06:10,780 --> 01:06:11,244 I remember that. 1548 01:06:11,244 --> 01:06:13,670 ABE STEIN: Yeah, but he also says that one of the most 1549 01:06:13,670 --> 01:06:16,290 important things for the secretary scribe is to number 1550 01:06:16,290 --> 01:06:20,440 things so that you know how many you have. 1551 01:06:20,440 --> 01:06:23,651 Is that just to support your work? 1552 01:06:23,651 --> 01:06:26,453 Look, we came up with 110 ideas. 1553 01:06:26,453 --> 01:06:27,854 Amazing. 1554 01:06:27,854 --> 01:06:30,090 How many doesn't seem to matter as much as the 1555 01:06:30,090 --> 01:06:30,540 qualities of the ideas. 1556 01:06:30,540 --> 01:06:33,216 So I thought it was weird that he said it. 1557 01:06:33,216 --> 01:06:36,280 But yeah, tape recording, video recording. 1558 01:06:36,280 --> 01:06:38,393 Any way of documenting the process is I think the most 1559 01:06:38,393 --> 01:06:39,590 important part. 1560 01:06:39,590 --> 01:06:42,160 And actually, he does make a good point of saying that one 1561 01:06:42,160 --> 01:06:45,066 of the problems with brainstorming as it evolved 1562 01:06:45,066 --> 01:06:47,667 from when he first introduced it at this one place and then 1563 01:06:47,667 --> 01:06:49,800 people started running with it without thinking about the 1564 01:06:49,800 --> 01:06:52,250 principles is they would brainstorm, and then that was 1565 01:06:52,250 --> 01:06:52,870 sort of it. 1566 01:06:52,870 --> 01:06:56,240 And you really have to look back at what 1567 01:06:56,240 --> 01:06:57,820 you had come up with. 1568 01:06:57,820 --> 01:07:00,476 It's really important to reflect on what you've done as 1569 01:07:00,476 --> 01:07:02,300 a second step. 1570 01:07:02,300 --> 01:07:04,750 And so that's important too. 1571 01:07:04,750 --> 01:07:08,010 How about the judgement thing? 1572 01:07:08,010 --> 01:07:10,020 I didn't notice a whole lot of criticism. 1573 01:07:10,020 --> 01:07:10,370 It was really good. 1574 01:07:10,370 --> 01:07:12,560 Nobody was like, that's a terrible idea. 1575 01:07:12,560 --> 01:07:15,270 But did you find it hard to not pass judgment on ideas as 1576 01:07:15,270 --> 01:07:16,500 they were coming out? 1577 01:07:16,500 --> 01:07:18,468 Even your idea? 1578 01:07:18,468 --> 01:07:21,980 AUDIENCE: Yeah, I mean I definitely let more than one, 1579 01:07:21,980 --> 01:07:24,590 "I like that" slips. 1580 01:07:24,590 --> 01:07:27,350 ABE STEIN: That's OK. 1581 01:07:27,350 --> 01:07:30,100 What you want to avoid is like the, oh my god, we've got to 1582 01:07:30,100 --> 01:07:31,620 do this one. 1583 01:07:31,620 --> 01:07:35,868 That will derail everything because then it's just a loud 1584 01:07:35,868 --> 01:07:37,644 voice that proclaims that we're done 1585 01:07:37,644 --> 01:07:40,010 because we got the idea. 1586 01:07:40,010 --> 01:07:43,180 But nothing encourages a person who is shy more than 1587 01:07:43,180 --> 01:07:45,250 feeling like their idea actually was good or 1588 01:07:45,250 --> 01:07:45,734 meritorious. 1589 01:07:45,734 --> 01:07:49,620 And so that sort of stuff is fine. 1590 01:07:49,620 --> 01:07:53,170 You want to avoid the stop the process. 1591 01:07:53,170 --> 01:07:56,095 AUDIENCE: I think I did say at some point, ah, we've got our 1592 01:07:56,095 --> 01:07:57,330 title, which is probably not good. 1593 01:07:57,330 --> 01:07:59,628 ABE STEIN: Yeah, it's just a hard thing to 1594 01:07:59,628 --> 01:08:01,350 train yourself to do. 1595 01:08:01,350 --> 01:08:02,334 AUDIENCE: Is it Necrophilia? 1596 01:08:02,334 --> 01:08:03,810 A great title. 1597 01:08:03,810 --> 01:08:05,800 ABE STEIN: Are there self-censors still out there? 1598 01:08:05,800 --> 01:08:08,244 Were there a lot of people who thought of ideas but then just 1599 01:08:08,244 --> 01:08:09,218 didn't contribute? 1600 01:08:09,218 --> 01:08:11,166 Good, you didn't. 1601 01:08:11,166 --> 01:08:15,498 It's great if everybody felt free. 1602 01:08:15,498 --> 01:08:18,880 Cool, that's really good. 1603 01:08:18,880 --> 01:08:21,160 So I would say that's one thing that went well. 1604 01:08:21,160 --> 01:08:23,649 What other things went well for you guys? 1605 01:08:23,649 --> 01:08:25,870 AUDIENCE: The tagline. 1606 01:08:25,870 --> 01:08:29,488 ABE STEIN: Specifically, just coming up with taglines? 1607 01:08:29,488 --> 01:08:32,149 AUDIENCE: Infected by the-- 1608 01:08:32,149 --> 01:08:34,136 Is it love after life. 1609 01:08:34,136 --> 01:08:34,870 ABE STEIN: That's cool. 1610 01:08:34,870 --> 01:08:36,399 Did you guys feel like you had momentum? 1611 01:08:36,399 --> 01:08:40,240 It seemed to me watching that there was momentum building. 1612 01:08:40,240 --> 01:08:42,910 AUDIENCE: I think we did a really good job of taking a 1613 01:08:42,910 --> 01:08:46,750 lot of different ideas that we had and synthesizing into 1614 01:08:46,750 --> 01:08:47,029 different things. 1615 01:08:47,029 --> 01:08:48,390 Saying, oh, that idea would work well if we did this. 1616 01:08:48,390 --> 01:08:50,306 Oh, and then we could use that name, and 1617 01:08:50,306 --> 01:08:51,384 that would fit there. 1618 01:08:51,384 --> 01:08:51,815 ABE STEIN: Yeah. 1619 01:08:51,815 --> 01:08:57,010 Who were the two leaders for the two groups, the clerks? 1620 01:08:57,010 --> 01:09:00,080 Did you guys feel like you had to do much facilitating. 1621 01:09:00,080 --> 01:09:01,399 AUDIENCE: Not really, the hard part was really at the 1622 01:09:01,399 --> 01:09:03,489 beginning, where it was, how do we want to 1623 01:09:03,489 --> 01:09:04,282 approach this thing? 1624 01:09:04,282 --> 01:09:06,819 And so I guess we decided to start with the title. 1625 01:09:06,819 --> 01:09:10,113 It was either the titles or the main features. 1626 01:09:10,113 --> 01:09:12,427 And we were just like, let's come up with a whole bunch of 1627 01:09:12,427 --> 01:09:14,041 titles and go from there. 1628 01:09:14,041 --> 01:09:15,514 ABE STEIN: Sure. 1629 01:09:15,514 --> 01:09:18,479 AUDIENCE: I forgot I was the leader. 1630 01:09:18,479 --> 01:09:21,420 I didn't lead anything. 1631 01:09:21,420 --> 01:09:23,893 ABE STEIN: If you don't have a whole lot of facilitating to 1632 01:09:23,893 --> 01:09:26,679 do, it generally means that the group is running OK. 1633 01:09:26,679 --> 01:09:28,160 I do think you have a good point. 1634 01:09:28,160 --> 01:09:30,943 A lot of the facilitator's work comes at the beginning of 1635 01:09:30,943 --> 01:09:33,720 the process, or even before the process began, making sure 1636 01:09:33,720 --> 01:09:35,190 the constraints are clear. 1637 01:09:35,190 --> 01:09:37,476 And then you guys know what you are going 1638 01:09:37,476 --> 01:09:39,110 to be working on. 1639 01:09:39,110 --> 01:09:41,780 OK, so bringing this back-- this is a game 1640 01:09:41,780 --> 01:09:42,020 design class, right?-- 1641 01:09:42,020 --> 01:09:43,760 I touched on it earlier. 1642 01:09:43,760 --> 01:09:48,715 How do you guys see this as being a useful mechanic or a 1643 01:09:48,715 --> 01:09:50,560 useful tool You know what? 1644 01:09:50,560 --> 01:09:51,670 It's funny I called it a mechanic. 1645 01:09:51,670 --> 01:09:53,674 Did any of you catch that paragraph in Alex Osborn where 1646 01:09:53,674 --> 01:09:56,080 the guy was saying, "When my team feels like they're 1647 01:09:56,080 --> 01:09:58,970 playing, it's a way more productive brainstorm than 1648 01:09:58,970 --> 01:10:01,840 when not." And I thought that was really interesting because 1649 01:10:01,840 --> 01:10:06,095 there are elements of gaminess to this, which I think is 1650 01:10:06,095 --> 01:10:08,080 interesting. 1651 01:10:08,080 --> 01:10:12,069 So how do you guys this could improve the general game 1652 01:10:12,069 --> 01:10:13,319 design process? 1653 01:10:16,542 --> 01:10:19,530 AUDIENCE: I feel like after you have a game and you're 1654 01:10:19,530 --> 01:10:23,340 testing it, and there's a major flaw that is taking too 1655 01:10:23,340 --> 01:10:24,184 long or something like that. 1656 01:10:24,184 --> 01:10:27,148 And everyone sits down in a brainstorm and says, this is 1657 01:10:27,148 --> 01:10:28,630 exactly what our problem is. 1658 01:10:28,630 --> 01:10:30,112 How can we fix it? 1659 01:10:30,112 --> 01:10:33,080 ABE STEIN: Yeah, overcoming road blocks. 1660 01:10:33,080 --> 01:10:35,230 AUDIENCE: We never would have come up with half the cool 1661 01:10:35,230 --> 01:10:36,565 ideas that we came up during the process. 1662 01:10:36,565 --> 01:10:38,940 Just me thinking alone never would have come up with 1663 01:10:38,940 --> 01:10:39,655 Pokemon zombies. 1664 01:10:39,655 --> 01:10:42,156 ABE STEIN: Sure, anyone else? 1665 01:10:45,440 --> 01:10:48,430 AUDIENCE: Well, this is good just in general just 1666 01:10:48,430 --> 01:10:49,340 to think up a game. 1667 01:10:49,340 --> 01:10:52,830 Because maybe it's like, oh, every single 1668 01:10:52,830 --> 01:10:53,720 game has been decided. 1669 01:10:53,720 --> 01:10:55,360 People make games of all types. 1670 01:10:55,360 --> 01:10:57,400 How am I going to make a unique game. 1671 01:10:57,400 --> 01:10:59,440 This brainstorm is like, hmm, those two things. 1672 01:10:59,440 --> 01:11:00,810 I've never seen that before. 1673 01:11:00,810 --> 01:11:01,670 That could be interesting. 1674 01:11:01,670 --> 01:11:02,640 ABE STEIN: Yeah, and that's a really 1675 01:11:02,640 --> 01:11:06,204 important good point actually. 1676 01:11:06,204 --> 01:11:09,662 The synthesis thing is actually I think something 1677 01:11:09,662 --> 01:11:11,885 that is really important because we tend to see a lot 1678 01:11:11,885 --> 01:11:13,580 of recycled mechanics. 1679 01:11:13,580 --> 01:11:15,840 And what becomes the interesting thing in a game 1680 01:11:15,840 --> 01:11:19,590 oftentimes is not that it's a completely new rule, right? 1681 01:11:19,590 --> 01:11:22,180 It's the way that rule interacts with the other rules 1682 01:11:22,180 --> 01:11:23,470 in the system. 1683 01:11:23,470 --> 01:11:26,530 And in some instances, it's also how that rule is read and 1684 01:11:26,530 --> 01:11:29,442 interpreted by the player, or perhaps tends to be better in 1685 01:11:29,442 --> 01:11:30,630 terms of other players. 1686 01:11:30,630 --> 01:11:33,955 So yeah, I think the synthesis is actually an interesting 1687 01:11:33,955 --> 01:11:36,833 part of this where people can bring a lot of different ideas 1688 01:11:36,833 --> 01:11:37,910 from a lot of different experiences with 1689 01:11:37,910 --> 01:11:40,555 games to fuse ideas. 1690 01:11:45,405 --> 01:11:47,745 AUDIENCE: When it comes to coming up with ideas for 1691 01:11:47,745 --> 01:11:49,122 games, the nice thing about brainstorming is that it gets 1692 01:11:49,122 --> 01:11:51,710 past the good idea that everyone happens to make, 1693 01:11:51,710 --> 01:11:56,946 which is the problem that we sometimes have in the classes. 1694 01:11:56,946 --> 01:12:00,418 The people will find one idea that they like, and they will 1695 01:12:00,418 --> 01:12:04,386 never think past it because they were happy to find one 1696 01:12:04,386 --> 01:12:04,900 that everybody agreed with. 1697 01:12:04,900 --> 01:12:07,230 ABE STEIN: Yeah, and so you guys are divided into design 1698 01:12:07,230 --> 01:12:08,480 teams, and one of the things I would encourage-- 1699 01:12:08,480 --> 01:12:12,210 I don't know how it's set up schedule-wise, but try to 1700 01:12:12,210 --> 01:12:16,304 divide the brainstorming process from the judgment, 1701 01:12:16,304 --> 01:12:17,690 like I said. 1702 01:12:17,690 --> 01:12:19,080 It's true. 1703 01:12:19,080 --> 01:12:22,580 Even if you do the brainstorm, it can help you get over. 1704 01:12:22,580 --> 01:12:24,540 But a lot of times, whatever had momentum during that 1705 01:12:24,540 --> 01:12:26,450 brainstorm or whatever got the most yuks during that 1706 01:12:26,450 --> 01:12:29,930 brainstorm is going to be the popular, strong idea. 1707 01:12:29,930 --> 01:12:31,813 And then when you come back to it with a little space, you 1708 01:12:31,813 --> 01:12:34,808 might be like, oh, that it is a really good idea. 1709 01:12:34,808 --> 01:12:37,538 But there was this other thing that got mentioned half an 1710 01:12:37,538 --> 01:12:38,154 hour earlier that's really interesting. 1711 01:12:38,154 --> 01:12:40,066 Maybe we can incorporate that somehow. 1712 01:12:40,066 --> 01:12:44,812 And so making the judgment happen in a separate phase can 1713 01:12:44,812 --> 01:12:46,230 be really important. 1714 01:12:46,230 --> 01:12:49,220 Because it's true, creativity is a little bit more organic. 1715 01:12:49,220 --> 01:12:51,180 It's not necessarily a strictly 1716 01:12:51,180 --> 01:12:52,970 logical process, right? 1717 01:12:52,970 --> 01:12:57,714 So applying logic later can be a good thing, I think, to the 1718 01:12:57,714 --> 01:13:00,210 creative process. 1719 01:13:00,210 --> 01:13:03,120 Cool, any questions about brainstorming at all? 1720 01:13:03,120 --> 01:13:07,700 You are incredibly enlightened by Alex Osborn? 1721 01:13:07,700 --> 01:13:08,950 AUDIENCE: [INAUDIBLE] 1722 01:13:12,110 --> 01:13:16,275 using things like Google Wave or Google Docs where things 1723 01:13:16,275 --> 01:13:17,745 are automatically recorded because everyone is basically 1724 01:13:17,745 --> 01:13:19,960 typing in their ideas as it's happening. 1725 01:13:19,960 --> 01:13:21,970 ABE STEIN: Yeah, and I think it's interesting. 1726 01:13:21,970 --> 01:13:24,654 I don't have a whole lot of experience with-- 1727 01:13:24,654 --> 01:13:27,810 well, I should rephrase. 1728 01:13:27,810 --> 01:13:30,280 I don't have a lot of experience with remote 1729 01:13:30,280 --> 01:13:35,420 brainstorming, but I one of the games I worked on this 1730 01:13:35,420 --> 01:13:37,270 summer was this game called [UNINTELLIGIBLE] 1731 01:13:37,270 --> 01:13:40,590 where you were asked a lot of personal questions. 1732 01:13:40,590 --> 01:13:43,110 And so we had to think of personal questions. 1733 01:13:43,110 --> 01:13:45,275 So we were like, well, if you have ideas, write them down in 1734 01:13:45,275 --> 01:13:45,720 Google Docs. 1735 01:13:45,720 --> 01:13:48,610 And at one point, myself and two of the other designers 1736 01:13:48,610 --> 01:13:49,680 were all on the Google Doc at the same time. 1737 01:13:49,680 --> 01:13:51,120 And you could actually see that that sort of 1738 01:13:51,120 --> 01:13:52,860 brainstorming would happen. 1739 01:13:52,860 --> 01:13:54,106 Someone would type something in. 1740 01:13:54,106 --> 01:13:55,026 And then someone would type next to it, ha ha, that's so 1741 01:13:55,026 --> 01:13:58,870 funny, and then write an idea that's related to that. 1742 01:13:58,870 --> 01:14:01,920 And you're seeing it happen in this digital space. 1743 01:14:01,920 --> 01:14:05,690 So I think we've gotten so accustomed to having these 1744 01:14:05,690 --> 01:14:10,336 digital personalities or these digital personas in IMing and 1745 01:14:10,336 --> 01:14:13,682 text messaging and all that other stuff that I think we've 1746 01:14:13,682 --> 01:14:15,180 gotten pretty adept at typing fast enough to get ideas out 1747 01:14:15,180 --> 01:14:16,810 that I think it could totally work. 1748 01:14:16,810 --> 01:14:19,642 There's something to be said for the momentum that gets 1749 01:14:19,642 --> 01:14:21,106 generated in person. 1750 01:14:21,106 --> 01:14:21,960 But yeah-- 1751 01:14:21,960 --> 01:14:22,950 AUDIENCE: You could try both ways. 1752 01:14:22,950 --> 01:14:23,300 ABE STEIN: Yeah, I mean it's so funny. 1753 01:14:23,300 --> 01:14:24,051 I was going to say, no that's a terrible idea. 1754 01:14:24,051 --> 01:14:25,033 You have to be around each other. 1755 01:14:25,033 --> 01:14:28,470 And I was like, actually, it works. 1756 01:14:28,470 --> 01:14:29,287 I think it all depends a little bit on the 1757 01:14:29,287 --> 01:14:32,400 personalities of the people that were involved. 1758 01:14:32,400 --> 01:14:34,950 Certainly for a prolonged brainstorm-- 1759 01:14:34,950 --> 01:14:38,450 one of the thing Alex Osborn says is time box it. 1760 01:14:38,450 --> 01:14:40,450 If you don't time box it, it's going to be a problem. 1761 01:14:40,450 --> 01:14:42,990 I think for in person, that's true. 1762 01:14:42,990 --> 01:14:47,320 It's so easy to get onto a Google document now whenever 1763 01:14:47,320 --> 01:14:50,680 you have an idea that actually having a long form brainstorm 1764 01:14:50,680 --> 01:14:52,690 where anytime someone has an idea over a week or something 1765 01:14:52,690 --> 01:14:55,060 like that, write it down. 1766 01:14:55,060 --> 01:14:57,850 That's also useful too because then you separated the process 1767 01:14:57,850 --> 01:15:01,290 into collecting and-- 1768 01:15:01,290 --> 01:15:04,230 But you still should do that, building on ideas. 1769 01:15:04,230 --> 01:15:07,810 AUDIENCE: It's probably easier just to do this [INAUDIBLE] 1770 01:15:07,810 --> 01:15:11,650 when you're simultaneously online or in the same room. 1771 01:15:11,650 --> 01:15:14,626 ABE STEIN: Yeah, and to see the ideas come out 1772 01:15:14,626 --> 01:15:15,980 as they come out. 1773 01:15:15,980 --> 01:15:20,628 Because it's a little uncommon to just read something and be 1774 01:15:20,628 --> 01:15:23,710 like, oh yeah, what about this when it first shows up. 1775 01:15:23,710 --> 01:15:27,141 Or when it first comes into existence as you're trying to 1776 01:15:27,141 --> 01:15:30,001 think of things that can spur ideas. 1777 01:15:30,001 --> 01:15:33,258 AUDIENCE: The other danger about doing it like, OK, this 1778 01:15:33,258 --> 01:15:35,505 document is open for the next 24 hours, everyone throw your 1779 01:15:35,505 --> 01:15:38,106 ideas in, is that then people start spending too 1780 01:15:38,106 --> 01:15:39,300 long on any one idea. 1781 01:15:39,300 --> 01:15:40,928 They start thinking about what they're going to write down 1782 01:15:40,928 --> 01:15:42,184 before they write it down. 1783 01:15:42,184 --> 01:15:44,539 No, that's not the point. 1784 01:15:44,539 --> 01:15:46,700 ABE STEIN: Yeah, think of the paper clip experience, and 1785 01:15:46,700 --> 01:15:48,790 those of you that raised your hand for saying that you were 1786 01:15:48,790 --> 01:15:49,860 self-censoring. 1787 01:15:49,860 --> 01:15:51,450 On your own-- 1788 01:15:51,450 --> 01:15:54,196 I wasn't going to make you all hand in those paper clip ideas 1789 01:15:54,196 --> 01:15:55,005 you were self-censoring. 1790 01:15:55,005 --> 01:15:57,430 So the same sort of thing applies. 1791 01:15:57,430 --> 01:16:01,800 You might censor yourself or spend a long time on ideas. 1792 01:16:01,800 --> 01:16:04,566 Any other thoughts, questions? 1793 01:16:04,566 --> 01:16:06,425 Cool, well I hope this was helpful. 1794 01:16:06,425 --> 01:16:09,185 I hope it'll be helpful for your game design stuff. 1795 01:16:09,185 --> 01:16:12,071 Email me if you do have any questions about this stuff. 1796 01:16:12,071 --> 01:16:13,321 I can try to help out. 1797 01:16:16,400 --> 01:16:19,980 Other than than, good luck on your game design on this class 1798 01:16:19,980 --> 01:16:21,900 and for the rest of the semester. 1799 01:16:21,900 --> 01:16:22,860 Cool. 1800 01:16:22,860 --> 01:16:25,740 [APPLAUSE] 1801 01:16:25,740 --> 01:16:28,960 ABE STEIN: I do like that of the keynote things it says, 1802 01:16:28,960 --> 01:16:34,730 "End of show." 1803 01:16:34,730 --> 01:16:35,690 PROFESSOR: Let's see now. 1804 01:16:35,690 --> 01:16:39,884 We're going to play some card games. 1805 01:16:39,884 --> 01:16:41,380 But before that, just a little bit of admin. 1806 01:16:41,380 --> 01:16:44,706 On Monday, you'll notice that we have two readings, one of 1807 01:16:44,706 --> 01:16:45,956 which you've already done. 1808 01:16:49,280 --> 01:16:51,076 As for the other reading, [UNINTELLIGIBLE], it's a 1809 01:16:51,076 --> 01:16:52,710 little bit dry. 1810 01:16:52,710 --> 01:16:55,650 Tough it out caffeinate yourselves before reading it. 1811 01:16:55,650 --> 01:16:56,630 Tough it out. 1812 01:16:56,630 --> 01:16:58,590 It is worth it. 1813 01:16:58,590 --> 01:17:00,440 It's a translation. 1814 01:17:00,440 --> 01:17:01,819 Let's see now. 1815 01:17:06,220 --> 01:17:11,191 There's at least one person who hasn't filled a form that 1816 01:17:11,191 --> 01:17:11,599 you need to fill out. 1817 01:17:11,599 --> 01:17:17,467 So just come up here and fill that out. 1818 01:17:17,467 --> 01:17:20,190 Is Courtney in class today? 1819 01:17:20,190 --> 01:17:21,440 AUDIENCE: [INAUDIBLE] 1820 01:17:23,290 --> 01:17:26,266 PROFESSOR: Yeah, I'm not sure if we have enough time to get 1821 01:17:26,266 --> 01:17:26,580 through all of them. 1822 01:17:26,580 --> 01:17:29,148 But most of them are pretty short. 1823 01:17:29,148 --> 01:17:33,116 A lot of them today are going to be set up, which is why 1824 01:17:33,116 --> 01:17:35,265 [UNINTELLIGIBLE] is first because that takes a 1825 01:17:35,265 --> 01:17:36,588 while to set up. 1826 01:17:36,588 --> 01:17:40,060 That being said, if you do get a chance to look at the rules 1827 01:17:40,060 --> 01:17:45,516 and study the cards, even [INAUDIBLE] 1828 01:17:45,516 --> 01:17:47,996 a bunch of smart things [INAUDIBLE] 1829 01:17:47,996 --> 01:17:50,020 easier to set up. 1830 01:17:50,020 --> 01:17:53,102 And you really want to pay attention to that. 1831 01:17:53,102 --> 01:17:57,856 But the name of the game today is pretty much variety. 1832 01:17:57,856 --> 01:18:02,180 We have all fairly different games that use cards in a very 1833 01:18:02,180 --> 01:18:02,780 different way. 1834 01:18:02,780 --> 01:18:04,880 And if you don't get a chance necessarily to play all of 1835 01:18:04,880 --> 01:18:07,280 them, at least get a chance to look at other 1836 01:18:07,280 --> 01:18:08,180 people playing them. 1837 01:18:08,180 --> 01:18:10,130 And if you wanted to check them out over the middle of 1838 01:18:10,130 --> 01:18:12,380 the week, we'll keep them around the office. 1839 01:18:12,380 --> 01:18:15,980 But there'll be time to come back here next week and 1840 01:18:15,980 --> 01:18:16,880 [INAUDIBLE]. 1841 01:18:16,880 --> 01:18:18,680 But that's basically it. 1842 01:18:18,680 --> 01:18:21,680 It we can clear the tables because that's for the cards.