1 00:00:00,040 --> 00:00:02,470 The following content is provided under a Creative 2 00:00:02,470 --> 00:00:03,880 Commons license. 3 00:00:03,880 --> 00:00:06,920 Your support will help MIT OpenCourseWare continue to 4 00:00:06,920 --> 00:00:10,580 offer high quality educational resources for free. 5 00:00:10,580 --> 00:00:13,470 To make a donation or view additional materials from 6 00:00:13,470 --> 00:00:17,400 hundreds of MIT courses, visit MIT OpenCourseWare at 7 00:00:17,400 --> 00:00:18,650 ocw.mit.edu. 8 00:00:21,156 --> 00:00:24,890 PROFESSOR: So a lot of folks, for instance, the rise in 9 00:00:24,890 --> 00:00:26,420 online poker or something. 10 00:00:26,420 --> 00:00:29,400 And they will say that, oh, we don't fall into the tax 11 00:00:29,400 --> 00:00:33,210 bracket for gambling because we're a skill-based game. 12 00:00:33,210 --> 00:00:35,340 But literally [INAUDIBLE] 13 00:00:35,340 --> 00:00:37,360 is about competition. 14 00:00:37,360 --> 00:00:40,190 In some ways, you can class it as sport. 15 00:00:40,190 --> 00:00:46,480 But the reason why I was asking entirely is because the 16 00:00:46,480 --> 00:00:50,540 way how Caillois writes it, or at least the way how Roger 17 00:00:50,540 --> 00:00:53,820 Caillois has been translated, kind of makes it sound like 18 00:00:53,820 --> 00:00:56,640 he's actually drawing hard divisions between all these 19 00:00:56,640 --> 00:00:57,180 categories. 20 00:00:57,180 --> 00:00:59,750 But really they're all adjectives. 21 00:00:59,750 --> 00:01:01,350 AUDIENCE: What was the original language? 22 00:01:01,350 --> 00:01:02,311 PROFESSOR: French, I believe. 23 00:01:02,311 --> 00:01:05,137 AUDIENCE: I believe that's the original version. 24 00:01:05,137 --> 00:01:07,963 PROFESSOR: Correct me if I'm wrong. 25 00:01:07,963 --> 00:01:09,213 [INTERPOSING VOICES] 26 00:01:14,240 --> 00:01:15,600 PROFESSOR: If anyone can confirm that, 27 00:01:15,600 --> 00:01:16,565 that would be awesome. 28 00:01:16,565 --> 00:01:17,768 Write a blog post about it. 29 00:01:17,768 --> 00:01:18,724 AUDIENCE: Jeremy, you're on it. 30 00:01:18,724 --> 00:01:20,420 JEREMY: Yeah, I'll try and confirm that 31 00:01:20,420 --> 00:01:21,060 it's actually French. 32 00:01:21,060 --> 00:01:23,364 I'll confirm it, and then write an obnoxious post about 33 00:01:23,364 --> 00:01:24,840 translation errors. 34 00:01:24,840 --> 00:01:27,610 [INTERPOSING VOICES] 35 00:01:27,610 --> 00:01:29,440 PROFESSOR: I'm sure it could have been translated in far 36 00:01:29,440 --> 00:01:32,256 more interesting language, because it's kind of dull. 37 00:01:32,256 --> 00:01:33,190 JEREMY: [INAUDIBLE] 38 00:01:33,190 --> 00:01:34,840 French [INAUDIBLE] if it actually it is French. 39 00:01:34,840 --> 00:01:36,020 PROFESSOR: And then we have more meetings 40 00:01:36,020 --> 00:01:37,550 on Caillois on Wednesday. 41 00:01:37,550 --> 00:01:38,930 Yay! 42 00:01:38,930 --> 00:01:41,020 But it's an important text. 43 00:01:44,390 --> 00:01:45,140 But [? Ellings ?] 44 00:01:45,140 --> 00:01:48,910 will be, I use the word vertigo a lot, because it 45 00:01:48,910 --> 00:01:51,356 sometimes gets sort of substituted. 46 00:01:51,356 --> 00:01:55,725 But vertigo, I think people have a very specific 47 00:01:55,725 --> 00:02:00,730 understanding of vertigo as getting 48 00:02:00,730 --> 00:02:02,500 dizzy because of heights. 49 00:02:02,500 --> 00:02:07,270 And obviously not all games are about heights. 50 00:02:07,270 --> 00:02:10,840 But people, sure, they use it to describe the sensation of 51 00:02:10,840 --> 00:02:13,390 taking a roller coaster, which literally is about heights. 52 00:02:13,390 --> 00:02:14,770 But it's also about speed. 53 00:02:14,770 --> 00:02:17,810 And you can use the same thing. 54 00:02:17,810 --> 00:02:20,956 Have everyone played the game called Descent on the PC back 55 00:02:20,956 --> 00:02:22,520 in the day? 56 00:02:22,520 --> 00:02:24,145 So imagine a first-person shooter. 57 00:02:26,720 --> 00:02:29,510 The game is filling up the entire screen. 58 00:02:29,510 --> 00:02:33,550 But there is no up. 59 00:02:33,550 --> 00:02:35,000 There's no gravity. 60 00:02:35,000 --> 00:02:38,120 Whenever you want, you can turn yourself this way. 61 00:02:38,120 --> 00:02:40,390 And you just stay that way until you want to turn 62 00:02:40,390 --> 00:02:41,700 yourself again. 63 00:02:41,700 --> 00:02:44,490 By the way, the controls work just pretty much the same way 64 00:02:44,490 --> 00:02:47,370 as a first-person shooter. 65 00:02:47,370 --> 00:02:48,915 That was Descent. 66 00:02:48,915 --> 00:02:53,650 And the whole pleasure of that game, you'll be doing this all 67 00:02:53,650 --> 00:02:54,066 the friggin' time. 68 00:02:54,066 --> 00:02:56,310 I'm going down this straight corridor. 69 00:02:56,310 --> 00:02:58,110 And I never just go down the straight corridor. 70 00:02:58,110 --> 00:02:59,556 I go down the straight corridor, and I turn 71 00:02:59,556 --> 00:03:01,966 [INAUDIBLE]. 72 00:03:01,966 --> 00:03:02,930 AUDIENCE: Inception. 73 00:03:02,930 --> 00:03:04,376 [LAUGHTER] 74 00:03:04,376 --> 00:03:05,822 PROFESSOR: Yeah! 75 00:03:05,822 --> 00:03:07,268 That sort of thing. 76 00:03:07,268 --> 00:03:10,530 If you ever get a chance to play the game Prey, which is 77 00:03:10,530 --> 00:03:13,640 probably like five dogs on like a pre-owned nowadays. 78 00:03:13,640 --> 00:03:15,240 You have that same sort of thing. 79 00:03:15,240 --> 00:03:20,230 And Portal has a lot of that kind of loss of control, 80 00:03:20,230 --> 00:03:21,410 physical sensation. 81 00:03:21,410 --> 00:03:22,390 They're trying to get that. 82 00:03:22,390 --> 00:03:26,750 But obviously real physical experiences 83 00:03:26,750 --> 00:03:28,690 that are half an inch. 84 00:03:28,690 --> 00:03:34,410 They're talking about three-legged races or that 85 00:03:34,410 --> 00:03:36,150 horrible game where you spin around on a 86 00:03:36,150 --> 00:03:37,806 bat with your head. 87 00:03:37,806 --> 00:03:45,050 [LAUGHTER] 88 00:03:45,050 --> 00:03:46,790 PROFESSOR: And [? Ellings ?] can be used to describe any 89 00:03:46,790 --> 00:03:49,410 one of those things. 90 00:03:49,410 --> 00:03:52,070 I like to use it as describing the sort of fun 91 00:03:52,070 --> 00:03:53,580 of the loss of control. 92 00:03:53,580 --> 00:03:55,000 But that's not necessarily the case. 93 00:03:55,000 --> 00:03:59,535 Just the sheer physicality of the game that's part of the 94 00:03:59,535 --> 00:04:03,857 experience in a way that digital chess doesn't really 95 00:04:03,857 --> 00:04:05,444 have any of that. 96 00:04:05,444 --> 00:04:06,845 Even real chess [INAUDIBLE]. 97 00:04:09,650 --> 00:04:13,010 So actually I'm just going to write out those words for 98 00:04:13,010 --> 00:04:16,554 those folks who didn't get a chance to read 99 00:04:16,554 --> 00:04:18,399 through that page. 100 00:04:18,399 --> 00:04:19,470 So [INAUDIBLE] 101 00:04:19,470 --> 00:04:22,242 is kind of like intercompetition skill. 102 00:04:26,409 --> 00:04:29,216 I talked about [? Ellings ?] which is kind of jumping down 103 00:04:29,216 --> 00:04:31,656 through the last one of these such as-- am I 104 00:04:31,656 --> 00:04:34,190 spelling this right-- 105 00:04:34,190 --> 00:04:37,643 where just kind of physicality just kind of sucks. 106 00:04:37,643 --> 00:04:40,998 [LAUGHTER] 107 00:04:40,998 --> 00:04:42,770 PROFESSOR: Actually Jason, can you turn the 108 00:04:42,770 --> 00:04:43,722 light in the room on. 109 00:04:43,722 --> 00:04:44,972 Its extremely dark. 110 00:04:48,490 --> 00:04:49,957 Loss of control. 111 00:04:57,540 --> 00:04:58,580 Other ones were-- 112 00:04:58,580 --> 00:04:59,610 AUDIENCE: [INAUDIBLE]. 113 00:04:59,610 --> 00:05:02,650 PROFESSOR: Javier, what was that again? 114 00:05:02,650 --> 00:05:03,144 AUDIENCE: Chance. 115 00:05:03,144 --> 00:05:07,096 PROFESSOR: Chance, luck, not skilled. 116 00:05:09,943 --> 00:05:15,110 You guys know the phrase [INAUDIBLE]? 117 00:05:15,110 --> 00:05:16,950 AUDIENCE: The die had been cast. 118 00:05:16,950 --> 00:05:17,480 PROFESSOR: Yes. 119 00:05:17,480 --> 00:05:19,730 Yes, the die has been cast right before Caesar 120 00:05:19,730 --> 00:05:21,143 [INAUDIBLE] 121 00:05:21,143 --> 00:05:23,969 and says I now am able to attack someone. 122 00:05:23,969 --> 00:05:26,800 I couldn't remember who. 123 00:05:26,800 --> 00:05:32,970 But Javier needs dice basically. 124 00:05:32,970 --> 00:05:33,300 PROFESSOR: Actually-- 125 00:05:33,300 --> 00:05:34,590 AUDIENCE: [UNINTELLIGIBLE]. 126 00:05:34,590 --> 00:05:35,295 PROFESSOR: Say what? 127 00:05:35,295 --> 00:05:36,670 AUDIENCE: He matched on the [UNINTELLIGIBLE]. 128 00:05:36,670 --> 00:05:37,380 PROFESSOR: Matched? 129 00:05:37,380 --> 00:05:38,250 AUDIENCE: Matched on [UNINTELLIGIBLE]. 130 00:05:38,250 --> 00:05:39,500 PROFESSOR: Yeah. 131 00:05:42,050 --> 00:05:45,846 Although I've heard two translations of The Die Has 132 00:05:45,846 --> 00:05:47,560 Been Cast as a phrase actually. 133 00:05:47,560 --> 00:05:50,345 Because on one hand, you can think of it as the 134 00:05:50,345 --> 00:05:50,980 die has been cast. 135 00:05:50,980 --> 00:05:55,800 So we'll see where fortune takes us, and there's nothing 136 00:05:55,800 --> 00:05:58,350 we can do wrong. 137 00:05:58,350 --> 00:06:04,260 But I've also heard it described as the die as in the 138 00:06:04,260 --> 00:06:10,600 thing that you put molten metal into, as in cast. 139 00:06:10,600 --> 00:06:14,695 And so whatever we were making is now set. 140 00:06:17,702 --> 00:06:22,790 And they had that same idea, but because we had because one 141 00:06:22,790 --> 00:06:26,920 way that you can think of is this is not auto control. 142 00:06:26,920 --> 00:06:29,070 And the other way you can think of this is and now this 143 00:06:29,070 --> 00:06:30,170 is set in stone. 144 00:06:30,170 --> 00:06:33,370 Which are two very different connotations, but both saying 145 00:06:33,370 --> 00:06:35,670 we don't really have control of the situation. 146 00:06:35,670 --> 00:06:37,030 AUDIENCE: Yassa means thrown. 147 00:06:37,030 --> 00:06:38,325 PROFESSOR: Thrown away, yeah. 148 00:06:38,325 --> 00:06:38,750 Yeah. 149 00:06:38,750 --> 00:06:42,780 But the English phrase, [INAUDIBLE]. 150 00:06:42,780 --> 00:06:46,290 AUDIENCE: Are there words in English that [UNINTELLIGIBLE] 151 00:06:46,290 --> 00:06:48,400 root to mean random? 152 00:06:48,400 --> 00:06:51,820 In French the word for random is aleatoire. 153 00:06:51,820 --> 00:06:52,780 Come straight from [UNINTELLIGIBLE]. 154 00:06:52,780 --> 00:06:53,320 PROFESSOR: Sure. 155 00:06:53,320 --> 00:06:54,390 Yeah. 156 00:06:54,390 --> 00:06:56,175 PROFESSOR: Which is undoubtably why he chose that 157 00:06:56,175 --> 00:06:57,710 word I just checked, he is French. 158 00:07:00,610 --> 00:07:04,925 PROFESSOR: Obviously that's why Caillois used it. 159 00:07:04,925 --> 00:07:09,340 But yeah, I can't think of any English words that use that as 160 00:07:09,340 --> 00:07:13,672 a root, although there might be some. 161 00:07:13,672 --> 00:07:15,320 I know there's a game committee. 162 00:07:18,206 --> 00:07:19,649 And I think they actually make strategic games. 163 00:07:24,090 --> 00:07:25,922 And there's one more which is-- 164 00:07:25,922 --> 00:07:27,172 AUDIENCE: Mimicry. 165 00:07:32,188 --> 00:07:35,160 PROFESSOR: Which is kind of odd because that's in English, 166 00:07:35,160 --> 00:07:36,410 not in French. 167 00:07:38,630 --> 00:07:41,750 Mimicry's mimicry. 168 00:07:41,750 --> 00:07:45,200 It's actually in English, so role playing, 169 00:07:45,200 --> 00:07:48,790 dress up, let's pretend. 170 00:07:48,790 --> 00:07:51,045 Simulations sometimes? 171 00:07:51,045 --> 00:07:52,870 You know, it might actually fall into that. 172 00:07:52,870 --> 00:07:58,660 So you can imagine in tactical simulation, for instance, 173 00:07:58,660 --> 00:08:02,530 being very much about competition and skills. 174 00:08:02,530 --> 00:08:08,950 But then if it's a tactical simulation about Russian 175 00:08:08,950 --> 00:08:11,360 [UNINTELLIGIBLE], something like that, then 176 00:08:11,360 --> 00:08:12,610 [UNINTELLIGIBLE] 177 00:08:16,180 --> 00:08:18,600 territory. 178 00:08:18,600 --> 00:08:18,875 Do you-- 179 00:08:18,875 --> 00:08:21,195 It's part of the pleasure of believing that you are 180 00:08:21,195 --> 00:08:24,200 something else, as opposed to I'm just guy playing 181 00:08:24,200 --> 00:08:25,280 [INAUDIBLE] 182 00:08:25,280 --> 00:08:31,208 as opposed to I am this 17th century scholar [INAUDIBLE]. 183 00:08:31,208 --> 00:08:35,100 And making a game about that. 184 00:08:35,100 --> 00:08:40,340 So these are the adjectives that he talks about to 185 00:08:40,340 --> 00:08:43,640 describe games, but in the bit where we actually ask you to 186 00:08:43,640 --> 00:08:47,750 read, it's more about why. 187 00:08:47,750 --> 00:08:51,600 These words give you a clue to think about why are people 188 00:08:51,600 --> 00:08:53,852 playing games. 189 00:08:53,852 --> 00:08:58,393 These are types of fun, much in a way that gets touched on 190 00:08:58,393 --> 00:09:03,820 by the MDA paper that we had you read last week. 191 00:09:03,820 --> 00:09:06,090 What are these aesthetics that people are going for? 192 00:09:06,090 --> 00:09:09,892 Are they going for the thrill of competition or 193 00:09:09,892 --> 00:09:11,360 the thrill of luck? 194 00:09:11,360 --> 00:09:14,901 Are they going for physical motion and how that feels, or 195 00:09:14,901 --> 00:09:18,510 are they going for the feeling of being someone else? 196 00:09:18,510 --> 00:09:20,330 And it's not-- 197 00:09:20,330 --> 00:09:22,980 Again, these are not mutually exclusive terms. 198 00:09:22,980 --> 00:09:25,220 These are things that you could have one game that has 199 00:09:25,220 --> 00:09:26,025 all of this. 200 00:09:26,025 --> 00:09:29,400 You could have one game that has two in some strong 201 00:09:29,400 --> 00:09:33,136 competition and the rest are all minimized. 202 00:09:33,136 --> 00:09:33,905 That's fine. 203 00:09:33,905 --> 00:09:36,977 But understanding that this is why people are enjoying the 204 00:09:36,977 --> 00:09:39,410 game more, and more importantly this is what 205 00:09:39,410 --> 00:09:43,950 people are enjoying playing with each other for. 206 00:09:43,950 --> 00:09:46,770 One nice thing about this is that fodder for 207 00:09:46,770 --> 00:09:47,580 [UNINTELLIGIBLE] 208 00:09:47,580 --> 00:09:51,250 and for mimicry, it's really, really difficult to think 209 00:09:51,250 --> 00:09:53,960 about those two in particular without 210 00:09:53,960 --> 00:09:55,880 thinking about the players. 211 00:09:55,880 --> 00:09:58,998 Competition sucks if there's no one else 212 00:09:58,998 --> 00:10:00,950 you're competing with. 213 00:10:00,950 --> 00:10:05,342 Sure playing against computers nowadays, but 214 00:10:05,342 --> 00:10:08,270 traditionally we couldn't. 215 00:10:08,270 --> 00:10:11,198 At least you were playing against the designer, and 216 00:10:11,198 --> 00:10:13,590 especially when it came puzzles. 217 00:10:13,590 --> 00:10:16,728 It's really, really annoying to pretend to be somebody else 218 00:10:16,728 --> 00:10:19,584 when there's no audience, even if that other person is 219 00:10:19,584 --> 00:10:21,488 someone pretending along with you. 220 00:10:21,488 --> 00:10:23,392 [INAUDIBLE]. 221 00:10:23,392 --> 00:10:24,670 Now, luck-- 222 00:10:24,670 --> 00:10:29,050 you can continue to play a game flipping a coin. 223 00:10:29,050 --> 00:10:32,080 But even when it comes to luck, and it comes to 224 00:10:32,080 --> 00:10:36,650 experiences of physical motion, these things tend to 225 00:10:36,650 --> 00:10:37,885 be measurable [INAUDIBLE]. 226 00:10:37,885 --> 00:10:42,355 And that's why these four particular divisions that 227 00:10:42,355 --> 00:10:43,285 [INAUDIBLE] 228 00:10:43,285 --> 00:10:47,005 picked out are really, really good for [INAUDIBLE] social 229 00:10:47,005 --> 00:10:47,935 [INAUDIBLE]. 230 00:10:47,935 --> 00:10:52,280 A game where is there a name for this game where you put a 231 00:10:52,280 --> 00:10:55,745 bat on the ground and you go around? 232 00:10:55,745 --> 00:10:57,230 AUDIENCE: Bat? 233 00:10:57,230 --> 00:10:59,705 AUDIENCE: Bat irritating. 234 00:10:59,705 --> 00:11:02,680 AUDIENCE: What is he talking about? 235 00:11:02,680 --> 00:11:05,540 AUDIENCE: Wait, wait, and someone gets fixed and then? 236 00:11:05,540 --> 00:11:09,033 PROFESSOR: So there's a type of relay race where you pick 237 00:11:09,033 --> 00:11:11,175 up a baseball bat, and you put your head on it. 238 00:11:11,175 --> 00:11:14,870 You go around it three times, and then you just run back to 239 00:11:14,870 --> 00:11:19,504 your team, carry the bat, and try to hand the bat off to 240 00:11:19,504 --> 00:11:20,250 somebody else on your team. 241 00:11:20,250 --> 00:11:23,130 Usually ending up hitting someone. 242 00:11:23,130 --> 00:11:24,710 AUDIENCE: I've heard it called Dizzy Bats. 243 00:11:24,710 --> 00:11:25,090 AUDIENCE: Yeah. 244 00:11:25,090 --> 00:11:25,450 AUDIENCE: Dizzy Bats. 245 00:11:25,450 --> 00:11:25,740 AUDIENCE: Dizzy Bats. 246 00:11:25,740 --> 00:11:26,880 PROFESSOR: Dizzy Bats. 247 00:11:26,880 --> 00:11:27,090 Yeah. 248 00:11:27,090 --> 00:11:31,650 So that game is a lot more fun when there's 249 00:11:31,650 --> 00:11:33,130 somebody else around. 250 00:11:33,130 --> 00:11:35,455 [LAUGHTER] 251 00:11:35,455 --> 00:11:38,710 AUDIENCE: I do that by myself. 252 00:11:38,710 --> 00:11:42,000 AUDIENCE: You start handing it off to yourself. 253 00:11:42,000 --> 00:11:44,172 AUDIENCE: [INAUDIBLE]. 254 00:11:44,172 --> 00:11:46,850 AUDIENCE: Bats flying around. 255 00:11:46,850 --> 00:11:50,930 PROFESSOR: And even with games of chance, I mean sure, if you 256 00:11:50,930 --> 00:11:54,900 cook the games of chance by itself, but for the most part 257 00:11:54,900 --> 00:11:58,066 most of my enjoyment of the game of chance is usually with 258 00:11:58,066 --> 00:12:01,400 a group of four people, actually, either playing poker 259 00:12:01,400 --> 00:12:04,400 or playing something like mahjong. 260 00:12:04,400 --> 00:12:07,000 So these are all very support [INAUDIBLE]. 261 00:12:07,000 --> 00:12:09,900 If you think about when someone's going to come down 262 00:12:09,900 --> 00:12:15,645 and sit in front of your game, and what sort of frame of mind 263 00:12:15,645 --> 00:12:20,409 they're going to be in to play your game? 264 00:12:20,409 --> 00:12:23,109 What sort of frame of mind do you want to put them in in 265 00:12:23,109 --> 00:12:24,130 order to enjoy the games? 266 00:12:24,130 --> 00:12:27,136 Think about why they might want to hang 267 00:12:27,136 --> 00:12:28,369 out with other people. 268 00:12:28,369 --> 00:12:29,619 Because [INAUDIBLE]. 269 00:12:32,313 --> 00:12:35,437 So if there's this other person they play with, that 270 00:12:35,437 --> 00:12:39,150 you may or may not know, but try to think about how you're 271 00:12:39,150 --> 00:12:40,530 going to construct enough clues to sort of get 272 00:12:40,530 --> 00:12:42,112 them to enjoy it. 273 00:12:42,112 --> 00:12:46,310 So the game is about pretending to be someone else. 274 00:12:46,310 --> 00:12:50,280 I'm going to make a game where I am playing a negotiator in a 275 00:12:50,280 --> 00:12:52,780 hostage situation, for instance. 276 00:12:52,780 --> 00:12:54,780 [INAUDIBLE], awesome. 277 00:12:54,780 --> 00:12:55,968 I'm going to be the negotiator. 278 00:12:55,968 --> 00:13:00,380 You all are going to be the guy taking hostages. 279 00:13:00,380 --> 00:13:03,800 And then you want to play that out, and harm them. 280 00:13:03,800 --> 00:13:08,240 Friday we had the game Crunch, where people were playing 281 00:13:08,240 --> 00:13:11,570 CEOs, I think. 282 00:13:11,570 --> 00:13:12,840 I'm hoping [INAUDIBLE] 283 00:13:12,840 --> 00:13:14,813 that you will already hate [INAUDIBLE]. 284 00:13:14,813 --> 00:13:16,005 AUDIENCE: That's awesome. 285 00:13:16,005 --> 00:13:16,820 PROFESSOR: [INAUDIBLE] 286 00:13:16,820 --> 00:13:17,840 less corrupt. 287 00:13:17,840 --> 00:13:21,086 And you think about how does the game, even from the rules, 288 00:13:21,086 --> 00:13:24,167 even from the design of the box, get you into the mood of 289 00:13:24,167 --> 00:13:30,837 thinking, OK, whoever I am in real life, I'm going to take 290 00:13:30,837 --> 00:13:31,514 on this persona. 291 00:13:31,514 --> 00:13:33,550 And I'm going to enjoy taking on this persona for a while. 292 00:13:33,550 --> 00:13:35,320 AUDIENCE: Yeah, but then you're really not [INAUDIBLE] 293 00:13:35,320 --> 00:13:37,382 because they have this game's kind of built in where you 294 00:13:37,382 --> 00:13:40,455 actually hide cards on yourself. 295 00:13:40,455 --> 00:13:42,880 AUDIENCE: Did you guys catch anyone doing that in the act? 296 00:13:42,880 --> 00:13:43,850 AUDIENCE: I got caught. 297 00:13:43,850 --> 00:13:46,480 AUDIENCE: No, I caught him. 298 00:13:46,480 --> 00:13:47,550 AUDIENCE: I feel like arguing about 299 00:13:47,550 --> 00:13:49,580 that's part of the rules. 300 00:13:49,580 --> 00:13:50,920 He already got it. 301 00:13:50,920 --> 00:13:53,455 He had already hidden them away, and then the cards were 302 00:13:53,455 --> 00:13:56,830 sought way afterwards. 303 00:13:56,830 --> 00:13:59,980 PROFESSOR: And even arguing over whether something was 304 00:13:59,980 --> 00:14:02,670 illegal or not, even when there's evidence that it is, 305 00:14:02,670 --> 00:14:05,316 no one caught you doing it. 306 00:14:05,316 --> 00:14:08,836 It's appropriate for this theme of being a CEO of a 307 00:14:08,836 --> 00:14:10,570 failing bank. 308 00:14:10,570 --> 00:14:16,080 It's like, well, so we have all of these CDOs. 309 00:14:16,080 --> 00:14:18,180 Yeah, we purchased them at some point, but nobody caught 310 00:14:18,180 --> 00:14:19,270 us while we were doing it. 311 00:14:19,270 --> 00:14:22,370 So now you guys have to help us fix it. 312 00:14:22,370 --> 00:14:23,850 That's what the game's about. 313 00:14:27,040 --> 00:14:30,270 Was there a game that was particularly competitive that 314 00:14:30,270 --> 00:14:32,300 people played on Friday? 315 00:14:32,300 --> 00:14:34,635 AUDIENCE: That game was pretty good. 316 00:14:34,635 --> 00:14:35,330 PROFESSOR: Which one? 317 00:14:35,330 --> 00:14:36,272 [INAUDIBLE]. 318 00:14:36,272 --> 00:14:39,710 AUDIENCE: There was a competitive moment in Saboteur 319 00:14:39,710 --> 00:14:45,330 when Alec, revealed himself to be a saboteur and ruined our 320 00:14:45,330 --> 00:14:48,010 chance to find the gold. 321 00:14:48,010 --> 00:14:52,770 PROFESSOR: Saboteur is what I would describe as cutthroat. 322 00:14:52,770 --> 00:14:57,610 It's a game that's deliberately about winning by 323 00:14:57,610 --> 00:15:00,120 other people losing. 324 00:15:00,120 --> 00:15:02,702 AUDIENCE: It made me upset with Alec. 325 00:15:02,702 --> 00:15:04,520 AUDIENCE: It made me cry. 326 00:15:04,520 --> 00:15:08,127 PROFESSOR: And John Nash, actually, [INAUDIBLE]. 327 00:15:20,880 --> 00:15:21,330 Oh. 328 00:15:21,330 --> 00:15:25,320 Because he did spend some time here at MIT, possibly when 329 00:15:25,320 --> 00:15:30,380 visiting, but he designed one game called Hex, which is 330 00:15:30,380 --> 00:15:36,345 ostensibly designed based on the washroom tiles of one of 331 00:15:36,345 --> 00:15:42,300 the Building 39 or Building 37 bathrooms. 332 00:15:42,300 --> 00:15:47,070 But anyway, that game and another game called Screw Your 333 00:15:47,070 --> 00:15:50,330 Buddies are all cutthroat games. 334 00:15:50,330 --> 00:15:53,700 The only way to get them to win this game is by screwing 335 00:15:53,700 --> 00:15:57,730 over the other person playing. 336 00:15:57,730 --> 00:16:00,430 Screw Your Buddies in particular is just like boiled 337 00:16:00,430 --> 00:16:02,702 down diplomacy. 338 00:16:02,702 --> 00:16:04,892 The only way you're going to win this game is to betray 339 00:16:04,892 --> 00:16:05,520 someone else. 340 00:16:05,520 --> 00:16:07,550 AUDIENCE: Yes. 341 00:16:07,550 --> 00:16:09,026 PROFESSOR: Let's see. 342 00:16:09,026 --> 00:16:09,938 Games of chance. 343 00:16:09,938 --> 00:16:12,510 What was kind of chancy on Friday? 344 00:16:12,510 --> 00:16:13,120 And you-- 345 00:16:13,120 --> 00:16:14,370 [INTERPOSING VOICES] 346 00:16:16,820 --> 00:16:18,045 PROFESSOR: Think or go? 347 00:16:18,045 --> 00:16:18,400 AUDIENCE: Yeah. 348 00:16:18,400 --> 00:16:21,200 AUDIENCE: That's 17. 349 00:16:21,200 --> 00:16:23,010 [INAUDIBLE] 350 00:16:23,010 --> 00:16:24,710 4:00 AM you've got-- 351 00:16:24,710 --> 00:16:26,045 AUDIENCE: Every threat was on the board. 352 00:16:26,045 --> 00:16:27,520 Two people go in. 353 00:16:27,520 --> 00:16:28,550 17 drops. 354 00:16:28,550 --> 00:16:30,400 Oh my God. 355 00:16:30,400 --> 00:16:33,260 PROFESSOR: It's a press-your-luck game, right? 356 00:16:33,260 --> 00:16:34,550 Do you dare? 357 00:16:34,550 --> 00:16:36,026 Do you think you can? 358 00:16:41,910 --> 00:16:43,410 I enjoy that game a lot. 359 00:16:43,410 --> 00:16:44,660 [INAUDIBLE]. 360 00:16:47,540 --> 00:16:49,890 I don't think that we had any influence specifically. 361 00:16:49,890 --> 00:16:54,550 It's hard to get really physical in card games. 362 00:16:54,550 --> 00:16:57,250 AUDIENCE: Maybe in that that game, Falling. 363 00:16:57,250 --> 00:16:57,505 Yeah. 364 00:16:57,505 --> 00:16:59,940 That was a pit. 365 00:16:59,940 --> 00:17:02,580 PROFESSOR: Pit actually, you're right, two weeks ago, 366 00:17:02,580 --> 00:17:04,295 some of the games that were played were 367 00:17:04,295 --> 00:17:06,644 really kind of kinetic. 368 00:17:06,644 --> 00:17:10,684 So even with card games, you already have very good 369 00:17:10,684 --> 00:17:13,160 examples of that. 370 00:17:13,160 --> 00:17:17,962 I want you to keep in mind because today we're actually 371 00:17:17,962 --> 00:17:20,940 going to start the process of getting new folks to think 372 00:17:20,940 --> 00:17:23,687 about what you're going to do as social assignment and break 373 00:17:23,687 --> 00:17:26,270 you up into teams. 374 00:17:26,270 --> 00:17:31,585 Before we continue , Jason, do you have anything to raise 375 00:17:31,585 --> 00:17:33,070 regarding [INAUDIBLE]? 376 00:17:33,070 --> 00:17:34,920 No. 377 00:17:34,920 --> 00:17:36,660 Anybody else? 378 00:17:36,660 --> 00:17:39,370 AUDIENCE: I'm still confused about the whole Eskimo part. 379 00:17:39,370 --> 00:17:41,770 AUDIENCE: Agreed. 380 00:17:41,770 --> 00:17:43,020 [INTERPOSING VOICES] 381 00:17:47,480 --> 00:17:48,950 AUDIENCE: Eskimos. 382 00:17:48,950 --> 00:17:50,310 PROFESSOR: Take a look at the French. 383 00:17:50,310 --> 00:17:51,390 [INAUDIBLE] 384 00:17:51,390 --> 00:17:52,710 AUDIENCE: [INAUDIBLE] 385 00:17:52,710 --> 00:17:54,590 and what took universities, some are a good 386 00:17:54,590 --> 00:17:55,300 friend of ours did. 387 00:17:55,300 --> 00:17:57,990 I mean we might know someone who knows him. 388 00:17:57,990 --> 00:17:59,980 I'll find out tonight. 389 00:17:59,980 --> 00:18:00,500 [INAUDIBLE] 390 00:18:00,500 --> 00:18:01,720 is not that old. 391 00:18:01,720 --> 00:18:03,160 So maybe-- 392 00:18:03,160 --> 00:18:05,390 AUDIENCE: We to just have him come over over, chill at MIT 393 00:18:05,390 --> 00:18:07,365 for a little bit. 394 00:18:07,365 --> 00:18:09,300 We could talk to him about the Eskimos. 395 00:18:09,300 --> 00:18:10,550 [INTERPOSING VOICES] 396 00:18:17,580 --> 00:18:19,431 AUDIENCE: He is dead, but I might know some 397 00:18:19,431 --> 00:18:21,355 people who knew him. 398 00:18:21,355 --> 00:18:23,700 Just be a necromancer, that's OK. 399 00:18:23,700 --> 00:18:24,210 PROFESSOR: All right. 400 00:18:24,210 --> 00:18:27,910 So this is what we're going to do. 401 00:18:27,910 --> 00:18:30,630 We're basically going to do brainstorming today. 402 00:18:30,630 --> 00:18:33,662 The basic idea is that we're going to have a bunch of index 403 00:18:33,662 --> 00:18:39,670 cards and one job to make it easier on the job of the 404 00:18:39,670 --> 00:18:43,180 secretary is that you'd actually be reading off 405 00:18:43,180 --> 00:18:44,390 something written. 406 00:18:44,390 --> 00:18:46,910 So especially while other people are throwing out their 407 00:18:46,910 --> 00:18:49,250 ideas, and you get something, and that 408 00:18:49,250 --> 00:18:50,030 person's still talking. 409 00:18:50,030 --> 00:18:52,630 You might as well just write down your idea. 410 00:18:52,630 --> 00:18:54,470 So we'll have a whole bunch of cards. 411 00:18:58,340 --> 00:19:01,280 I'd also like you to start off by writing your 412 00:19:01,280 --> 00:19:03,280 name right on top. 413 00:19:03,280 --> 00:19:06,280 And the reason for this is because I don't think every 414 00:19:06,280 --> 00:19:10,410 single person in this room knows each other's names yet. 415 00:19:10,410 --> 00:19:13,835 As we do this process, it's more that you remember oh 416 00:19:13,835 --> 00:19:17,080 yeah, it's that guy who came up with that idea. 417 00:19:17,080 --> 00:19:19,773 Oh, and that person's name is so-and-so. 418 00:19:23,286 --> 00:19:24,708 AUDIENCE: That's what you want? 419 00:19:24,708 --> 00:19:27,236 To have all the ideas from each person on one card, or 420 00:19:27,236 --> 00:19:29,190 have one idea per card? 421 00:19:29,190 --> 00:19:30,100 PROFESSOR: All on one. 422 00:19:30,100 --> 00:19:31,930 AUDIENCE: What if the professors took notes and we 423 00:19:31,930 --> 00:19:33,620 could just bounce out ideas? 424 00:19:33,620 --> 00:19:35,920 PROFESSOR: Well that's what the tape recorder is for. 425 00:19:35,920 --> 00:19:38,330 But the thing about writing your ideas down is that 426 00:19:38,330 --> 00:19:41,600 someone can look at the card and say, yeah, that guy. 427 00:19:41,600 --> 00:19:43,150 I want to follow up with this guy. 428 00:19:43,150 --> 00:19:47,820 Because we're not actually going to form the teams for 429 00:19:47,820 --> 00:19:49,430 you by the end of this class. 430 00:19:49,430 --> 00:19:56,360 The idea is so that after this brainstorm, you've got a pool 431 00:19:56,360 --> 00:20:00,620 of ideas of which you guys can make games. 432 00:20:00,620 --> 00:20:04,875 Actually, frankly, we don't care if two teams ended up 433 00:20:04,875 --> 00:20:07,947 making pretty much the same game, out of the same concept. 434 00:20:07,947 --> 00:20:09,903 Because I know that two different teams of two 435 00:20:09,903 --> 00:20:13,000 different sets of people are going end up making different 436 00:20:13,000 --> 00:20:16,750 games anyway, even if you start from the same. 437 00:20:16,750 --> 00:20:18,730 That's not a requirement. 438 00:20:18,730 --> 00:20:21,700 You folks can make-- 439 00:20:21,700 --> 00:20:25,840 you can take any set of ideas from the book today. 440 00:20:25,840 --> 00:20:29,950 Obviously, if you're the one who pitch an idea and somebody 441 00:20:29,950 --> 00:20:32,750 else thinks, hey, that was actually pretty cool. 442 00:20:32,750 --> 00:20:35,215 Take that opportunity to talk to the person and 443 00:20:35,215 --> 00:20:37,790 [UNINTELLIGIBLE PHRASE]. 444 00:20:37,790 --> 00:20:41,010 That pretty much is going to happen between classes. 445 00:20:41,010 --> 00:20:44,660 So by Wednesday, I want you all to come in. 446 00:20:44,660 --> 00:20:47,198 This is basically one of the ideas of the homework, is to 447 00:20:47,198 --> 00:20:51,460 tell me which team you're on, who's on your team, and what's 448 00:20:51,460 --> 00:20:56,210 the general one line idea that you're working with. 449 00:20:56,210 --> 00:20:57,960 Now, the idea that they're giving us is 450 00:20:57,960 --> 00:20:58,980 what you started with. 451 00:20:58,980 --> 00:21:00,630 It may not be what you end with. 452 00:21:00,630 --> 00:21:01,900 That's fine. 453 00:21:01,900 --> 00:21:04,560 I'm very comfortable that ideas change 454 00:21:04,560 --> 00:21:05,440 while you guys work. 455 00:21:05,440 --> 00:21:06,400 I think that's fine. 456 00:21:06,400 --> 00:21:07,800 The teams shouldn't change. 457 00:21:07,800 --> 00:21:11,140 So you're working with these three other people, 458 00:21:11,140 --> 00:21:12,160 or a team of a four. 459 00:21:12,160 --> 00:21:17,398 Then that should be intact for the rest of this-- 460 00:21:17,398 --> 00:21:18,880 for this assignment. 461 00:21:23,820 --> 00:21:25,580 OK, so teams of four. 462 00:21:28,700 --> 00:21:33,565 Now, one more clarification about the project. 463 00:21:33,565 --> 00:21:39,460 The card game, all the cards need to be identically sized. 464 00:21:39,460 --> 00:21:42,940 We do like cards that are going to be legible, but you 465 00:21:42,940 --> 00:21:43,920 don't need to spend a whole lot of 466 00:21:43,920 --> 00:21:45,350 time making them pretty. 467 00:21:45,350 --> 00:21:49,230 I will just appreciate it that by the time you actually hand 468 00:21:49,230 --> 00:21:53,760 in your cards, you have them written in ink. 469 00:21:53,760 --> 00:21:55,952 Pencil is great when you're prototyping because you can 470 00:21:55,952 --> 00:21:57,810 erase [UNINTELLIGIBLE PHRASE]. 471 00:21:57,810 --> 00:21:59,670 Ink is great for creating the [UNINTELLIGIBLE PHRASE]. 472 00:22:02,700 --> 00:22:09,410 Your game can be playable by two, three, or four players. 473 00:22:09,410 --> 00:22:14,760 It does not need to cater to any grouping other than what 474 00:22:14,760 --> 00:22:15,385 you decide. 475 00:22:15,385 --> 00:22:18,352 So if you're saying, this is a two-player game, we will test 476 00:22:18,352 --> 00:22:19,100 it with two people. 477 00:22:19,100 --> 00:22:22,260 If you're saying this is two to four, we'll test it with 478 00:22:22,260 --> 00:22:24,420 some number with however many people we manage to 479 00:22:24,420 --> 00:22:25,660 rustle up to test. 480 00:22:25,660 --> 00:22:28,160 If you say it could be two or four, but not 481 00:22:28,160 --> 00:22:29,392 three, that's fine. 482 00:22:29,392 --> 00:22:31,865 You think I kid, but there are some games that work really, 483 00:22:31,865 --> 00:22:32,910 really well with even numbers. 484 00:22:32,910 --> 00:22:34,160 [INTERPOSING VOICES] 485 00:22:38,270 --> 00:22:40,920 PROFESSOR: Keep it four and under. 486 00:22:40,920 --> 00:22:45,540 Or at least make it possible for us to grade it with a 487 00:22:45,540 --> 00:22:46,650 maximum of four people. 488 00:22:46,650 --> 00:22:49,780 Because if you give us a game that requires five people, we 489 00:22:49,780 --> 00:22:52,335 have to find five people and get them together in order to 490 00:22:52,335 --> 00:22:53,585 create your [UNINTELLIGIBLE]. 491 00:22:58,240 --> 00:23:01,420 I think there was one more requirement for how long the 492 00:23:01,420 --> 00:23:02,250 game could take. 493 00:23:02,250 --> 00:23:03,270 AUDIENCE: I think it's 5 to 10 minutes. 494 00:23:03,270 --> 00:23:04,040 AUDIENCE: It was short. 495 00:23:04,040 --> 00:23:05,040 AUDIENCE: That's really short. 496 00:23:05,040 --> 00:23:06,110 AUDIENCE: That's super short. 497 00:23:06,110 --> 00:23:08,895 AUDIENCE: Falling is really short. 498 00:23:08,895 --> 00:23:09,440 AUDIENCE: Yeah. 499 00:23:09,440 --> 00:23:11,025 AUDIENCE: Crunch is not. 500 00:23:11,025 --> 00:23:12,275 [INTERPOSING VOICES] 501 00:23:14,000 --> 00:23:16,370 AUDIENCE: So when you're brainstorming for game ideas, 502 00:23:16,370 --> 00:23:18,337 how much do we [UNINTELLIGIBLE PHRASE] come 503 00:23:18,337 --> 00:23:21,240 to up with in our brainstorm? 504 00:23:21,240 --> 00:23:22,200 It's a cool idea. 505 00:23:22,200 --> 00:23:24,536 It's an amusing space. 506 00:23:24,536 --> 00:23:27,260 PROFESSOR: I will say that if the character's the thing 507 00:23:27,260 --> 00:23:29,860 that's encouraging you to [UNINTELLIGIBLE PHRASE]. 508 00:23:32,740 --> 00:23:36,210 I have this cool game that comes to mind. 509 00:23:36,210 --> 00:23:40,855 Then that's the thing that you're throwing out. 510 00:23:40,855 --> 00:23:44,430 If instead, I want to make a game about fish. 511 00:23:44,430 --> 00:23:46,680 I have no game mechanics in mind, but I 512 00:23:46,680 --> 00:23:47,928 think fish are awesome. 513 00:23:47,928 --> 00:23:49,302 Then, OK. 514 00:23:49,302 --> 00:23:51,140 That's the game you're doing now. 515 00:23:51,140 --> 00:23:56,010 Maybe that's the first bad idea [UNINTELLIGIBLE PHRASE]. 516 00:23:56,010 --> 00:23:59,230 AUDIENCE: If we have like several game ideas, should we 517 00:23:59,230 --> 00:24:02,500 take several index cards and write one per? 518 00:24:02,500 --> 00:24:05,210 PROFESSOR: Actually, no I would rather see them all on 519 00:24:05,210 --> 00:24:06,790 one if you can fit them. 520 00:24:06,790 --> 00:24:09,210 And if you run out of space, flip them over. 521 00:24:09,210 --> 00:24:12,950 Again, the idea of the index cards is not just to record 522 00:24:12,950 --> 00:24:16,775 the ideas down, because what I am going to do is I'm going to 523 00:24:16,775 --> 00:24:19,250 try to type them all out, so that you can 524 00:24:19,250 --> 00:24:20,500 [UNINTELLIGIBLE PHRASE]. 525 00:24:22,940 --> 00:24:25,740 But also to find you folks again. 526 00:24:25,740 --> 00:24:27,280 So I said, yeah that was that guy who had 527 00:24:27,280 --> 00:24:28,250 this idea about fish. 528 00:24:28,250 --> 00:24:29,500 Who was that again? 529 00:24:34,555 --> 00:24:39,170 So I guess I will leave you. 530 00:24:39,170 --> 00:24:40,397 [INTERPOSING VOICES] 531 00:24:40,397 --> 00:24:41,888 AUDIENCE: Want me to write them down? 532 00:24:41,888 --> 00:24:43,379 PROFESSOR: I think that [UNINTELLIGIBLE PHRASE]. 533 00:24:46,860 --> 00:24:49,360 AUDIENCE: I mean, you're not a facilitator? 534 00:24:49,360 --> 00:24:50,656 PROFESSOR: Yeah, I'm facilitating. 535 00:24:50,656 --> 00:24:54,400 AUDIENCE: I like clerk better. 536 00:24:54,400 --> 00:24:55,650 AUDIENCE: [UNINTELLIGIBLE PHRASE]. 537 00:25:02,730 --> 00:25:03,980 [INTERPOSING VOICES] 538 00:25:10,003 --> 00:25:11,422 PROFESSOR: But I am actually wonder whether we should 539 00:25:11,422 --> 00:25:14,400 define this into two groups. 540 00:25:14,400 --> 00:25:15,780 AUDIENCE: We get to cross-pollinate. 541 00:25:15,780 --> 00:25:16,740 [INTERPOSING VOICES] 542 00:25:16,740 --> 00:25:20,880 PROFESSOR: Let's work as a whole class first. 543 00:25:20,880 --> 00:25:23,290 I know there were some folks who actually started off with 544 00:25:23,290 --> 00:25:25,005 ideas already on the forum. 545 00:25:25,005 --> 00:25:28,585 So why don't those folks throw your ideas first because you 546 00:25:28,585 --> 00:25:29,845 already mentioned in the forum. 547 00:25:29,845 --> 00:25:32,850 AUDIENCE: Yeah, I wasn't part of that group in the forum. 548 00:25:32,850 --> 00:25:35,250 AUDIENCE: Well, to start off, Jeremy and I have been sort of 549 00:25:35,250 --> 00:25:37,290 discussing the idea, you want to go ahead? 550 00:25:37,290 --> 00:25:37,590 AUDIENCE: Sure. 551 00:25:37,590 --> 00:25:38,270 AUDIENCE: Two ideas, I guess. 552 00:25:38,270 --> 00:25:39,450 AUDIENCE: But yeah, [UNINTELLIGIBLE] 553 00:25:39,450 --> 00:25:40,100 titles. 554 00:25:40,100 --> 00:25:42,440 So the basic concept of the game in which players are 555 00:25:42,440 --> 00:25:46,790 forced by some game mechanic to refer to each other by name 556 00:25:46,790 --> 00:25:48,130 constantly throughout the game, and at 557 00:25:48,130 --> 00:25:51,490 a very rapid pace. 558 00:25:51,490 --> 00:25:53,550 Their name is generated by the game and accumulate 559 00:25:53,550 --> 00:25:55,460 increasingly longer [UNINTELLIGIBLE] this game as 560 00:25:55,460 --> 00:25:55,990 they succeed. 561 00:25:55,990 --> 00:25:56,790 So you would start. 562 00:25:56,790 --> 00:25:58,900 You would be the lord of something, and then you could 563 00:25:58,900 --> 00:26:00,330 accumulate extra title, son of this. 564 00:26:00,330 --> 00:26:01,365 Like bringer of flame. 565 00:26:01,365 --> 00:26:03,680 And you could just like have all these modifiers and just 566 00:26:03,680 --> 00:26:05,535 kind of accumulate and accumulate until your title 567 00:26:05,535 --> 00:26:06,120 becomes ridiculous. 568 00:26:06,120 --> 00:26:08,270 And then, have people start screwing up as 569 00:26:08,270 --> 00:26:09,160 they say your name. 570 00:26:09,160 --> 00:26:11,340 And it'd just be hilarious. 571 00:26:11,340 --> 00:26:13,112 PROFESSOR: OK, I'm just going to write down 572 00:26:13,112 --> 00:26:15,060 like, memory jogs. 573 00:26:15,060 --> 00:26:17,530 AUDIENCE: So like procedurally generated names, titles. 574 00:26:17,530 --> 00:26:18,770 AUDIENCE: Name game. 575 00:26:18,770 --> 00:26:21,090 AUDIENCE: Name game. 576 00:26:21,090 --> 00:26:22,744 PROFESSOR: Yes. 577 00:26:22,744 --> 00:26:24,310 AUDIENCE: You said you had a second one? 578 00:26:24,310 --> 00:26:26,610 AUDIENCE: Yeah, can I go with the second one? 579 00:26:26,610 --> 00:26:28,650 AUDIENCE: OK, so I had this idea of sort of like a 580 00:26:28,650 --> 00:26:31,410 survival horror game, kind of inspired by falling. 581 00:26:31,410 --> 00:26:34,880 Like the premise is, you have a group of like player 582 00:26:34,880 --> 00:26:37,365 characters that are charging through a building, and you 583 00:26:37,365 --> 00:26:39,760 can have like a dealer that is putting down hallways as 584 00:26:39,760 --> 00:26:41,070 you're going through. 585 00:26:41,070 --> 00:26:43,420 And occasionally threats come up and you have to react 586 00:26:43,420 --> 00:26:45,120 really quick and be like, it's a zombie. 587 00:26:45,120 --> 00:26:46,380 We have to go upstairs. 588 00:26:46,380 --> 00:26:47,700 And thrown down a card to do that. 589 00:26:47,700 --> 00:26:49,430 Then you have to keep doing this until you get to the end 590 00:26:49,430 --> 00:26:53,510 of it and people can die, and get eaten, and stuff. 591 00:26:53,510 --> 00:26:54,300 AUDIENCE: That's good. 592 00:26:54,300 --> 00:26:55,410 AUDIENCE: I like that a lot. 593 00:26:55,410 --> 00:26:56,970 AUDIENCE: Kind of like cooperative falling off? 594 00:26:56,970 --> 00:26:57,280 AUDIENCE: Yeah. 595 00:26:57,280 --> 00:26:59,400 AUDIENCE: Should we be writing his ideas down? 596 00:26:59,400 --> 00:27:01,490 AUDIENCE: No, I'm writing mine down and then. 597 00:27:01,490 --> 00:27:02,010 AUDIENCE: Cool. 598 00:27:02,010 --> 00:27:04,850 PROFESSOR: Write down your own ideas. 599 00:27:04,850 --> 00:27:06,430 AUDIENCE: So I have an idea. 600 00:27:06,430 --> 00:27:09,070 I made this up a year ago when I took Game Design. 601 00:27:09,070 --> 00:27:12,590 Or not Game Design, Intro to Video Game Studies. 602 00:27:12,590 --> 00:27:14,500 Actually, it's like majority rule. 603 00:27:14,500 --> 00:27:17,320 So it's kind of like crunch where you can just 604 00:27:17,320 --> 00:27:18,860 hide cars and stuff. 605 00:27:18,860 --> 00:27:22,320 But if you get caught, then you get called out. 606 00:27:22,320 --> 00:27:27,470 And in order to be penalized for it, you have to be-- 607 00:27:27,470 --> 00:27:30,770 a majority rule has to be by every one playing. 608 00:27:30,770 --> 00:27:36,150 And so you can actually bribe people to vote for you. 609 00:27:36,150 --> 00:27:37,662 It's more of like a-- 610 00:27:37,662 --> 00:27:42,052 yeah, and then the way you get points is, it depends on how 611 00:27:42,052 --> 00:27:44,024 we'd [UNINTELLIGIBLE] it. 612 00:27:44,024 --> 00:27:46,500 PROFESSOR: I'm just going to go around this way. 613 00:27:46,500 --> 00:27:46,640 AUDIENCE: OK. 614 00:27:46,640 --> 00:27:50,120 So I have an idea of a card game based on like having 615 00:27:50,120 --> 00:27:50,700 success in life. 616 00:27:50,700 --> 00:27:53,298 So the beginning of the game, all the players are randomly 617 00:27:53,298 --> 00:27:57,070 assigned different goals in order, which are like wealth, 618 00:27:57,070 --> 00:28:01,570 and adventure, and love, and things like this. 619 00:28:01,570 --> 00:28:03,310 And then all the cards represent different activities 620 00:28:03,310 --> 00:28:05,090 that take up a different amount of time. 621 00:28:05,090 --> 00:28:07,630 So you all these activities you can keep in front of you. 622 00:28:07,630 --> 00:28:10,120 And then, however much free time you have, you draw that 623 00:28:10,120 --> 00:28:12,180 many cards looking for new opportunities. 624 00:28:12,180 --> 00:28:14,630 So it's like you take opportunities and leave 625 00:28:14,630 --> 00:28:17,570 opportunities and things. 626 00:28:17,570 --> 00:28:19,530 PROFESSOR: I could write out time and opportunities. 627 00:28:23,450 --> 00:28:24,430 Let's see. 628 00:28:24,430 --> 00:28:26,410 Who's next? 629 00:28:26,410 --> 00:28:29,000 AUDIENCE: I have a very mechanically oriented idea. 630 00:28:29,000 --> 00:28:31,790 Essentially I'm stealing and trying to improve the drop 631 00:28:31,790 --> 00:28:34,900 mechanic from Magic the Gathering booster draft. 632 00:28:34,900 --> 00:28:39,230 For those who don't know, the idea is that you're trying to 633 00:28:39,230 --> 00:28:40,930 collect a set. 634 00:28:40,930 --> 00:28:45,820 And so let's do it in terms of regular card games. 635 00:28:45,820 --> 00:28:47,910 You're trying to collect a straight flush as long as 636 00:28:47,910 --> 00:28:50,620 possible, as high valued as possible. 637 00:28:50,620 --> 00:28:53,740 But other people may be trying to collect that same suit. 638 00:28:53,740 --> 00:28:55,230 So you want to collect a different 639 00:28:55,230 --> 00:28:57,300 suit from other people. 640 00:28:57,300 --> 00:29:01,270 And you do this by looking at the cards in your hand, 641 00:29:01,270 --> 00:29:03,790 picking one of them, passing the rest to the 642 00:29:03,790 --> 00:29:04,760 person on your right. 643 00:29:04,760 --> 00:29:06,590 and then, continuing to do this, and then going back in 644 00:29:06,590 --> 00:29:08,150 the other direction with a new hand. 645 00:29:08,150 --> 00:29:12,020 And then in the same direction again with a third hand. 646 00:29:12,020 --> 00:29:16,280 And the object is collect a big, straight flush. 647 00:29:16,280 --> 00:29:19,110 Also, guess what the person to your right was collecting, and 648 00:29:19,110 --> 00:29:21,190 guess what the person to your left was collecting. 649 00:29:21,190 --> 00:29:24,200 So you're trying to signal the other people what suits are 650 00:29:24,200 --> 00:29:26,509 open and collect the suit which is open. 651 00:29:31,888 --> 00:29:32,377 PROFESSOR: Let's see. 652 00:29:32,377 --> 00:29:34,500 Who's next. 653 00:29:34,500 --> 00:29:37,452 AUDIENCE: So it's going to be there are different types of 654 00:29:37,452 --> 00:29:40,404 cards, like action cards, like pick up cards or lose cards. 655 00:29:40,404 --> 00:29:41,880 But then [UNINTELLIGIBLE] 656 00:29:47,300 --> 00:29:50,255 Stock pile from your friend's hand to the discard pile. 657 00:29:50,255 --> 00:29:52,084 You can play a different card in a different order so the 658 00:29:52,084 --> 00:29:53,249 rule always changes. 659 00:29:53,249 --> 00:29:56,243 Kind of mess other people up or help yourself out. 660 00:29:56,243 --> 00:29:58,239 PROFESSOR: I will just write that the rules 661 00:29:58,239 --> 00:29:59,736 are constantly changing. 662 00:29:59,736 --> 00:30:01,732 AUDIENCE: Yeah, but you get-- 663 00:30:01,732 --> 00:30:04,726 so there's actually an order to it. 664 00:30:04,726 --> 00:30:05,724 So you can choose. 665 00:30:05,724 --> 00:30:08,718 So if it's going to be your turn and it says pick a free 666 00:30:08,718 --> 00:30:11,712 card, you can put down, like from a friend's hand or lose 667 00:30:11,712 --> 00:30:13,209 three cards [UNINTELLIGIBLE]. 668 00:30:13,209 --> 00:30:17,201 Makes a lot of sense in my mind. 669 00:30:17,201 --> 00:30:18,451 PROFESSOR: So rules changing with cards. 670 00:30:27,050 --> 00:30:30,340 AUDIENCE: So one idea I have is a game about character 671 00:30:30,340 --> 00:30:31,810 growth through narrative arc. 672 00:30:31,810 --> 00:30:34,030 So the start of the game you're given a character, and 673 00:30:34,030 --> 00:30:36,670 the idea is you want to follow a certain narrative arc so 674 00:30:36,670 --> 00:30:38,950 that they grow in terms of the hands of 675 00:30:38,950 --> 00:30:39,830 the game you're playing. 676 00:30:39,830 --> 00:30:41,890 So if you start out with a cocky character, then you may 677 00:30:41,890 --> 00:30:45,630 want to actually lose a couple of the hands of the game, such 678 00:30:45,630 --> 00:30:47,925 that your character experiences failure and his 679 00:30:47,925 --> 00:30:50,410 character growth increases. 680 00:30:50,410 --> 00:30:53,425 And so, basically the winner of the game is determined by 681 00:30:53,425 --> 00:30:56,120 who manages to get their character to grow the most 682 00:30:56,120 --> 00:30:57,584 emotionally. 683 00:30:57,584 --> 00:31:01,290 AUDIENCE: It's very deep. 684 00:31:01,290 --> 00:31:03,430 AUDIENCE: So I had this idea for a poker-like game, except 685 00:31:03,430 --> 00:31:05,650 it's played with more than one deck, but the normal rules 686 00:31:05,650 --> 00:31:06,330 still apply. 687 00:31:06,330 --> 00:31:09,412 So if you get dealt five aces, you can't actually play that 688 00:31:09,412 --> 00:31:11,200 hand because that would be cheating. 689 00:31:11,200 --> 00:31:14,630 So you have an incentive to try and like slip cards into 690 00:31:14,630 --> 00:31:16,050 your sleeve, slip back and forth. 691 00:31:16,050 --> 00:31:18,350 So you're almost forced to cheat at the game to be able 692 00:31:18,350 --> 00:31:21,900 to actually play it. 693 00:31:21,900 --> 00:31:24,056 AUDIENCE: [UNINTELLIGIBLE PHRASE] 694 00:31:24,056 --> 00:31:28,657 if you get caught then, just pretty much you have to figure 695 00:31:28,657 --> 00:31:31,570 out how to get out. 696 00:31:31,570 --> 00:31:34,070 AUDIENCE: So the idea that I had was kind of like 697 00:31:34,070 --> 00:31:35,070 Bananagrams, but with a card game. 698 00:31:35,070 --> 00:31:39,480 So you have cards with lines or preset lines or shapes, 699 00:31:39,480 --> 00:31:40,380 just something on the card. 700 00:31:40,380 --> 00:31:43,890 And you have to try to connect them all in some way on your 701 00:31:43,890 --> 00:31:46,370 personal board, so that it forms a closed shape. 702 00:31:46,370 --> 00:31:49,250 And once you're done, you have to take another from the pile 703 00:31:49,250 --> 00:31:52,158 and try to fix your shape so that it's still closed while 704 00:31:52,158 --> 00:31:52,848 trying to beat everyone else. 705 00:31:52,848 --> 00:31:55,308 PROFESSOR: So collecting cards, make shapes. 706 00:31:59,250 --> 00:32:02,766 AUDIENCE: So my idea was just using normal poker cards and 707 00:32:02,766 --> 00:32:04,100 doing a trading game. 708 00:32:04,100 --> 00:32:07,110 Just like trading four kinds of pattern as 709 00:32:07,110 --> 00:32:08,165 four kind of stocks. 710 00:32:08,165 --> 00:32:12,410 And you can randomly draw the card to be your own stock. 711 00:32:12,410 --> 00:32:15,875 And everyday, you randomly draw a card to 712 00:32:15,875 --> 00:32:16,865 determine the day price. 713 00:32:16,865 --> 00:32:19,850 And you can trade with bank or other players. 714 00:32:19,850 --> 00:32:24,420 I think you can use 8 and 10's as the stocks and the J, Q, 715 00:32:24,420 --> 00:32:28,284 and the K as the special cards [UNINTELLIGIBLE]. 716 00:32:28,284 --> 00:32:30,216 AUDIENCE: [UNINTELLIGIBLE PHRASE]. 717 00:32:30,216 --> 00:32:31,670 PROFESSOR: OK. 718 00:32:31,670 --> 00:32:34,740 AUDIENCE: So this was another procedurally generated idea. 719 00:32:34,740 --> 00:32:37,050 The game generates for you encounters. 720 00:32:37,050 --> 00:32:38,680 And it's supposed to be ridiculous 721 00:32:38,680 --> 00:32:40,125 and somewhat humorous. 722 00:32:40,125 --> 00:32:43,300 You'd have a base card, like a bear. 723 00:32:43,300 --> 00:32:46,920 And then there are various modifiers that you would draw 724 00:32:46,920 --> 00:32:47,635 to create that encounter. 725 00:32:47,635 --> 00:32:50,025 Or it could be like a ninja zombie pair in 726 00:32:50,025 --> 00:32:52,790 space wrapped in bacon. 727 00:32:52,790 --> 00:32:54,030 And then those would all give different 728 00:32:54,030 --> 00:32:55,740 attributes to that encounter. 729 00:32:55,740 --> 00:32:57,530 And then you'd have to find a way to beat it. 730 00:32:57,530 --> 00:32:59,220 And your characters might also maybe be procedurally 731 00:32:59,220 --> 00:33:01,395 generated in similarly ridiculous ways and you'd have 732 00:33:01,395 --> 00:33:03,020 to counter it with-- 733 00:33:03,020 --> 00:33:05,600 basically, I like procedurally generated ideas. 734 00:33:05,600 --> 00:33:07,540 Cards games that are never played the same way twice. 735 00:33:10,528 --> 00:33:12,022 PROFESSOR: I need something [UNINTELLIGIBLE]. 736 00:33:17,510 --> 00:33:19,200 AUDIENCE: With laser beams. 737 00:33:19,200 --> 00:33:19,535 AUDIENCE: Of course. 738 00:33:19,535 --> 00:33:22,270 AUDIENCE: Of course you need laser beams. 739 00:33:22,270 --> 00:33:25,850 AUDIENCE: So my idea was a musical RPG in which players' 740 00:33:25,850 --> 00:33:27,860 cards and musical notes. 741 00:33:27,860 --> 00:33:30,700 And you build chords. 742 00:33:30,700 --> 00:33:33,130 For example, to raise your character's strength, you 743 00:33:33,130 --> 00:33:35,860 might make an augmented chord, et cetera. 744 00:33:35,860 --> 00:33:39,050 And then you can chain chord progression to attack players. 745 00:33:39,050 --> 00:33:40,870 Diminished your life. 746 00:33:43,600 --> 00:33:45,309 AUDIENCE: I just dominated your [UNINTELLIGIBLE]. 747 00:33:50,468 --> 00:33:52,455 AUDIENCE: I got obsessed with drafting. 748 00:33:52,455 --> 00:33:55,620 I have another drafting game. 749 00:33:55,620 --> 00:33:57,420 Uses the same drafting mechanic except that you're 750 00:33:57,420 --> 00:33:58,300 drafting tiles. 751 00:33:58,300 --> 00:34:02,020 You play the tiles in front of you and they make a machine. 752 00:34:02,020 --> 00:34:04,650 Drafting the same color of machine bit or same type of 753 00:34:04,650 --> 00:34:08,630 machine bit, and then laying it in consecutive blocks. 754 00:34:08,630 --> 00:34:09,560 Multiple [UNINTELLIGIBLE] 755 00:34:09,560 --> 00:34:11,699 makes them better, and then your machines like attack 756 00:34:11,699 --> 00:34:13,121 other people. 757 00:34:13,121 --> 00:34:15,017 Or they can do crazy shit. 758 00:34:18,820 --> 00:34:20,929 But the challenge being that you have to drop the piece 759 00:34:20,929 --> 00:34:22,533 that fits into your machine. 760 00:34:22,533 --> 00:34:24,250 AUDIENCE: That can do crazy shit. 761 00:34:24,250 --> 00:34:26,139 AUDIENCE: That can do crazy shit. 762 00:34:26,139 --> 00:34:28,656 It has to be pronounced like crazy. 763 00:34:28,656 --> 00:34:29,906 [INTERPOSING VOICES] 764 00:34:35,289 --> 00:34:38,199 AUDIENCE: So my idea to have like a monarchy type thing. 765 00:34:38,199 --> 00:34:42,460 So it starts out everyone is like heir to the throne. 766 00:34:42,460 --> 00:34:45,464 Everyone wants to become the king, or queen, I guess. 767 00:34:45,464 --> 00:34:47,960 And the point is you have to get the king to really like 768 00:34:47,960 --> 00:34:49,862 you, or to assassinate him. 769 00:34:49,862 --> 00:34:52,559 But if you want to assassinate him, you have to kill off all 770 00:34:52,559 --> 00:34:53,875 the other players first. 771 00:34:53,875 --> 00:34:57,813 So it's kind of a like a betrayal and deciet game. 772 00:34:57,813 --> 00:35:00,807 PROFESSOR: So a betrayal. 773 00:35:00,807 --> 00:35:03,310 OK. 774 00:35:03,310 --> 00:35:03,580 AUDIENCE: Yep. 775 00:35:03,580 --> 00:35:07,350 So another game, it's about reducing your opponents 776 00:35:07,350 --> 00:35:11,020 mobility by placing cards that represent walls, and placing 777 00:35:11,020 --> 00:35:13,010 other cards to rotate various walls. 778 00:35:13,010 --> 00:35:14,700 And your opponent is doing the same thing. 779 00:35:14,700 --> 00:35:17,390 So you could sort of envision the Tron Light Cycle game 780 00:35:17,390 --> 00:35:21,180 without any hint of reflex removed completely. 781 00:35:21,180 --> 00:35:23,740 AUDIENCE: That would be really cool. 782 00:35:23,740 --> 00:35:26,820 AUDIENCE: So it's all just a strategic placement of walls 783 00:35:26,820 --> 00:35:28,956 to reduce your opponent's mobility. 784 00:35:32,948 --> 00:35:34,870 AUDIENCE: Yeah, I think you can just make a Tetris box and 785 00:35:34,870 --> 00:35:38,302 then every time you select one give to the other player 786 00:35:38,302 --> 00:35:39,552 [UNINTELLIGIBLE PHRASE]. 787 00:35:44,206 --> 00:35:46,174 PROFESSOR: So Tetris blocks. 788 00:35:46,174 --> 00:35:48,142 Got it. 789 00:35:48,142 --> 00:35:49,620 OK? 790 00:35:49,620 --> 00:35:53,400 AUDIENCE: This is kind of like Pokemon, except now you raise 791 00:35:53,400 --> 00:35:55,060 zombies or you catch zombies. 792 00:35:55,060 --> 00:35:58,450 So you have different types of zombies. 793 00:35:58,450 --> 00:36:01,940 Like maybe you take some from Left 4 Dead universe or 794 00:36:01,940 --> 00:36:07,950 something, or just Resident Evil or something, and you can 795 00:36:07,950 --> 00:36:10,760 do like versus other people or something. 796 00:36:13,930 --> 00:36:16,230 AUDIENCE: I thought of having cards-- 797 00:36:16,230 --> 00:36:18,710 I don't know whether they would be like words or a few 798 00:36:18,710 --> 00:36:20,060 words together. 799 00:36:20,060 --> 00:36:22,570 But you would go around and each round, the goal would be 800 00:36:22,570 --> 00:36:23,480 to build a story. 801 00:36:23,480 --> 00:36:26,160 So each person would play a card face down, or something. 802 00:36:26,160 --> 00:36:28,610 So it'd be a mechanic like Apples to Apples, except 803 00:36:28,610 --> 00:36:32,320 you're progressively building a story and if people like 804 00:36:32,320 --> 00:36:34,470 your addition to the story. 805 00:36:34,470 --> 00:36:36,736 PROFESSOR: So Apples to Apples [UNINTELLIGIBLE]. 806 00:36:36,736 --> 00:36:37,986 AUDIENCE: Yeah. 807 00:36:40,117 --> 00:36:41,367 PROFESSOR: [UNINTELLIGIBLE]. 808 00:36:47,330 --> 00:36:47,940 AUDIENCE: Sure. 809 00:36:47,940 --> 00:36:51,246 Moving away from drafting. 810 00:36:51,246 --> 00:36:54,510 OK, so I have another game idea called, Are you a Cylon? 811 00:36:57,430 --> 00:36:59,694 Essentially-- 812 00:36:59,694 --> 00:37:00,668 PROFESSOR: [UNINTELLIGIBLE]? 813 00:37:00,668 --> 00:37:02,130 AUDIENCE: Are you a Cyclon? 814 00:37:02,130 --> 00:37:03,160 Are you a Cylon. 815 00:37:03,160 --> 00:37:07,840 And essentially broad brush strokes steals the skill 816 00:37:07,840 --> 00:37:10,000 resolution that came from Battlestar Galactica the board 817 00:37:10,000 --> 00:37:13,245 game, and then strips it down to secret 818 00:37:13,245 --> 00:37:15,170 Cylons sabotaging people. 819 00:37:15,170 --> 00:37:16,320 And then people accusing them. 820 00:37:16,320 --> 00:37:19,910 And then everybody crying. 821 00:37:19,910 --> 00:37:22,680 AUDIENCE: So I really like Harvest Moon, so I was 822 00:37:22,680 --> 00:37:24,932 thinking that maybe there could be Harvest Moon 823 00:37:24,932 --> 00:37:26,315 competitive card game. 824 00:37:26,315 --> 00:37:30,010 And I guess you have a certain amount of stamina each turn 825 00:37:30,010 --> 00:37:31,483 and cards are actions. 826 00:37:31,483 --> 00:37:35,083 And whoever has the biggest harvest at the end of 827 00:37:35,083 --> 00:37:36,393 the game would win. 828 00:37:36,393 --> 00:37:39,830 I don't know how many turns there would be. 829 00:37:39,830 --> 00:37:43,770 PROFESSOR: So stamina in farming. 830 00:37:43,770 --> 00:37:46,350 AUDIENCE: So sort of building on the monarchy of the trail 831 00:37:46,350 --> 00:37:49,440 idea, this is a game about the heir to the throne. 832 00:37:49,440 --> 00:37:51,240 The king is dying in x turns. 833 00:37:51,240 --> 00:37:54,380 You and the other players are going to compete to prove who 834 00:37:54,380 --> 00:37:56,120 is the correct heir to the throne. 835 00:37:56,120 --> 00:37:58,190 And you can do so through combat directly with other 836 00:37:58,190 --> 00:38:02,020 players, assassinations, or political machinations, such 837 00:38:02,020 --> 00:38:04,440 as like accusing other players of being base born. 838 00:38:07,849 --> 00:38:09,099 PROFESSOR: Assassinations. 839 00:38:14,180 --> 00:38:18,270 AUDIENCE: Actually, I just have the paper when you throw 840 00:38:18,270 --> 00:38:21,820 out your idea, also throw out-- also mention your name 841 00:38:21,820 --> 00:38:23,920 because I'm still learning everyone's name. 842 00:38:23,920 --> 00:38:25,470 AUDIENCE: OK, so I'm Ian. 843 00:38:25,470 --> 00:38:28,225 So I had this idea for a game called Admiral Snack Bar. 844 00:38:32,000 --> 00:38:34,520 It's a competitive game where each player is building up 845 00:38:34,520 --> 00:38:36,140 their own sort of like snack shop, and they 846 00:38:36,140 --> 00:38:38,510 make a certain product. 847 00:38:38,510 --> 00:38:42,280 And the other players need that product in some way to 848 00:38:42,280 --> 00:38:43,600 enhance their own things. 849 00:38:43,600 --> 00:38:46,180 But you can see secretly poison parts of your product, 850 00:38:46,180 --> 00:38:49,040 so that when they purchase them, they'll like get messed 851 00:38:49,040 --> 00:38:50,050 up in some way. 852 00:38:50,050 --> 00:38:52,380 So it's sort of like a trade-off and you can make 853 00:38:52,380 --> 00:38:54,202 alliances and stuff like that. 854 00:38:54,202 --> 00:38:56,086 AUDIENCE: So it's sort of like a trap? 855 00:38:56,086 --> 00:38:57,970 AUDIENCE: It's a trap. 856 00:38:57,970 --> 00:39:00,368 AUDIENCE: There's the tagline right there. 857 00:39:00,368 --> 00:39:01,832 AUDIENCE: It's a snack. 858 00:39:04,400 --> 00:39:09,780 AUDIENCE: So I'm thinking of a game, I guess to have like the 859 00:39:09,780 --> 00:39:12,730 total wars mixed with Nazi Germany. 860 00:39:12,730 --> 00:39:16,550 So the point of the game is you want to snatch up 861 00:39:16,550 --> 00:39:17,630 territories. 862 00:39:17,630 --> 00:39:21,295 And you can do this by maybe attacking other players. 863 00:39:21,295 --> 00:39:24,160 Well, in particular it's just like cards. 864 00:39:24,160 --> 00:39:25,890 And you can do this by attacking other players who 865 00:39:25,890 --> 00:39:28,180 may be making alliances, which you can easily betray. 866 00:39:28,180 --> 00:39:32,300 Or maybe have like all the cards in a pile and every turn 867 00:39:32,300 --> 00:39:35,770 you can take one and try it. 868 00:39:35,770 --> 00:39:39,680 And you get points by getting certain combinations of 869 00:39:39,680 --> 00:39:41,010 [UNINTELLIGIBLE]. 870 00:39:41,010 --> 00:39:43,855 More like Risk right there as well. 871 00:39:43,855 --> 00:39:45,105 PROFESSOR: [UNINTELLIGIBLE PHRASE]. 872 00:39:58,918 --> 00:40:00,340 AUDIENCE: I'm Brian. 873 00:40:00,340 --> 00:40:03,060 So I was thinking of like a trick taking game. 874 00:40:03,060 --> 00:40:06,490 But the idea is there's four players, and you're trying to 875 00:40:06,490 --> 00:40:08,230 get the second most tricks each round. 876 00:40:08,230 --> 00:40:11,250 And then there are cards that allow you to swap out other 877 00:40:11,250 --> 00:40:13,050 cards at the end of a round and other 878 00:40:13,050 --> 00:40:16,430 things that are tricky. 879 00:40:16,430 --> 00:40:21,870 PROFESSOR: So hit the second-best trick? 880 00:40:21,870 --> 00:40:24,080 AUDIENCE: Or second most tricks or something like that. 881 00:40:24,080 --> 00:40:25,330 But yeah. 882 00:40:34,180 --> 00:40:36,116 AUDIENCE: So I was thinking of sort of a-- 883 00:40:36,116 --> 00:40:36,990 put succinctly-- 884 00:40:36,990 --> 00:40:38,970 Scrabble meets chicken. 885 00:40:38,970 --> 00:40:40,698 PROFESSOR: Hm? 886 00:40:40,698 --> 00:40:42,000 AUDIENCE: What? 887 00:40:42,000 --> 00:40:43,180 AUDIENCE: You have a bunch of people. 888 00:40:43,180 --> 00:40:45,726 And they play cards in the middle and you have 889 00:40:45,726 --> 00:40:47,060 to make words out. 890 00:40:47,060 --> 00:40:49,370 And if you make longer words, you get more 891 00:40:49,370 --> 00:40:51,230 points and so forth. 892 00:40:51,230 --> 00:40:53,930 So maybe your letter is more rare, it gets more points. 893 00:40:53,930 --> 00:40:58,350 But the catch is that if the word is longer, you can't gain 894 00:40:58,350 --> 00:40:59,300 as much point. 895 00:40:59,300 --> 00:41:01,350 The point gain is-- 896 00:41:01,350 --> 00:41:02,270 AUDIENCE: Diminishing. 897 00:41:02,270 --> 00:41:04,780 AUDIENCE: It's diminished more. 898 00:41:04,780 --> 00:41:07,790 It's proportional to how long the word is you make. 899 00:41:12,173 --> 00:41:13,030 AUDIENCE: I'm Bato. 900 00:41:13,030 --> 00:41:15,340 And I wanted to combine Mario Karts and Chrononauts. 901 00:41:15,340 --> 00:41:18,820 So the idea of you're racing through time. 902 00:41:18,820 --> 00:41:21,720 Somebody is the main guy that's 903 00:41:21,720 --> 00:41:22,650 trying to get to someplace. 904 00:41:22,650 --> 00:41:23,880 Everyone else is trying to stop him. 905 00:41:23,880 --> 00:41:27,060 And your abilities or weapons only work in certain time 906 00:41:27,060 --> 00:41:28,850 periods and stuff like that. 907 00:41:28,850 --> 00:41:31,720 And so you have the time travel and the items from 908 00:41:31,720 --> 00:41:36,586 Chrononauts and the racing and attacking from Mario Kart. 909 00:41:36,586 --> 00:41:39,380 AUDIENCE: Go, Michelle. 910 00:41:39,380 --> 00:41:40,950 AUDIENCE: My name is Michelle. 911 00:41:40,950 --> 00:41:44,310 So I was envisioning something like Ricochet Robots but where 912 00:41:44,310 --> 00:41:48,070 the two people-- basically, the point is that everyone has 913 00:41:48,070 --> 00:41:52,565 a set of cards that have pathways or grids or walls 914 00:41:52,565 --> 00:41:53,350 that you can bounce off of. 915 00:41:53,350 --> 00:41:55,940 And you build a grid with your opponent. 916 00:41:55,940 --> 00:42:00,190 And there's one robot piece that you have to try to bounce 917 00:42:00,190 --> 00:42:02,775 off the walls to reach some specific goal. 918 00:42:02,775 --> 00:42:05,250 You can screw up the other player. 919 00:42:05,250 --> 00:42:07,460 PROFESSOR: Build walls and bounce robots around. 920 00:42:12,310 --> 00:42:14,250 Good. 921 00:42:14,250 --> 00:42:15,220 AUDIENCE: I'm Patrick. 922 00:42:15,220 --> 00:42:15,705 PROFESSOR: Go ahead. 923 00:42:15,705 --> 00:42:18,615 Oh, Patrick, then Jeremy. 924 00:42:18,615 --> 00:42:22,240 AUDIENCE: So this is a game where the players are owners 925 00:42:22,240 --> 00:42:23,800 of businesses. 926 00:42:23,800 --> 00:42:26,360 And depending on the nature of the business, they might have 927 00:42:26,360 --> 00:42:29,260 mutual dependencies that would be beneficial for people to 928 00:42:29,260 --> 00:42:29,940 get more money. 929 00:42:29,940 --> 00:42:33,650 But then as the market goes bad, they'll have to play 930 00:42:33,650 --> 00:42:38,160 cards to cut off the ties between companies. 931 00:42:38,160 --> 00:42:43,715 And so I call it Objectivism, The Game. 932 00:42:43,715 --> 00:42:45,200 AUDIENCE: That was [UNINTELLIGIBLE]. 933 00:42:54,110 --> 00:42:54,605 PROFESSOR: OK. 934 00:42:54,605 --> 00:42:55,100 You? 935 00:42:55,100 --> 00:42:58,890 AUDIENCE: So just a slight variation on the procedure 936 00:42:58,890 --> 00:43:03,680 [UNINTELLIGIBLE] idea but now I'm visioning it possibly as a 937 00:43:03,680 --> 00:43:05,710 sort of Falling real-time type deal. 938 00:43:05,710 --> 00:43:08,530 So every turn, you're getting dealt cards. 939 00:43:08,530 --> 00:43:13,060 And you have cards that can modify the dealing pattern so 940 00:43:13,060 --> 00:43:15,580 they can discard other players' cards or can get them 941 00:43:15,580 --> 00:43:17,030 to be skipped, so on and so forth. 942 00:43:17,030 --> 00:43:20,195 And you also have cards that can add various modifiers to 943 00:43:20,195 --> 00:43:20,570 your beast. 944 00:43:20,570 --> 00:43:23,310 And the goal of the game is that by time the deck has been 945 00:43:23,310 --> 00:43:27,720 entirely dealt, you have the most bad-ass creature that 946 00:43:27,720 --> 00:43:30,265 you've created and that-- you'd have to figure out-- and 947 00:43:30,265 --> 00:43:31,850 there might be an optimum way to rearrange things, so as 948 00:43:31,850 --> 00:43:33,390 you're getting cards, you have to try to figure out how to 949 00:43:33,390 --> 00:43:33,860 rearrange them. 950 00:43:33,860 --> 00:43:34,850 And at the same time, other players could 951 00:43:34,850 --> 00:43:36,120 be discarding stuff. 952 00:43:36,120 --> 00:43:38,280 And you have to deal with all these things at the same time. 953 00:43:38,280 --> 00:43:40,300 And then at the end of the game, you have to freeze and 954 00:43:40,300 --> 00:43:41,320 see who has the best one. 955 00:43:41,320 --> 00:43:43,653 And it could be a really quick game and very hilarious. 956 00:43:43,653 --> 00:43:46,018 PROFESSOR: OK, so [UNINTELLIGIBLE PHRASE]. 957 00:43:46,018 --> 00:43:51,164 AUDIENCE: So kind of like building a creature, plus Uno. 958 00:43:51,164 --> 00:43:53,718 AUDIENCE: OK, this game is Monkey or Shakespeare? 959 00:43:57,850 --> 00:44:00,980 So there are several different piles of cards. 960 00:44:00,980 --> 00:44:03,900 Each of them has words on them in Shakespearean English. 961 00:44:06,590 --> 00:44:10,430 Some of them are going to be played by players. 962 00:44:10,430 --> 00:44:12,760 Some of them are going to be like random number generators, 963 00:44:12,760 --> 00:44:14,966 essentially. 964 00:44:14,966 --> 00:44:19,000 The players that are playing as covert Shakespeares select 965 00:44:19,000 --> 00:44:22,506 cards and then place them face down in a common pool. 966 00:44:22,506 --> 00:44:24,770 Then the top cards from all the other decks get 967 00:44:24,770 --> 00:44:25,360 placed in the pool. 968 00:44:25,360 --> 00:44:27,450 And then everything gets shuffled up. 969 00:44:27,450 --> 00:44:30,490 And then each of these different piles is going to be 970 00:44:30,490 --> 00:44:31,160 a different color. 971 00:44:31,160 --> 00:44:34,130 And so you will spell out sentences in the color 972 00:44:34,130 --> 00:44:36,370 progressively, based on the card draws. 973 00:44:36,370 --> 00:44:39,075 And the object of the game for the other players who aren't 974 00:44:39,075 --> 00:44:42,640 hidden Shakespeares is to try to work out who's the 975 00:44:42,640 --> 00:44:45,900 Shakespeare, who's just trying to spell the prearranged 976 00:44:45,900 --> 00:44:49,904 sentence beforehand is, and who are just monkey piles. 977 00:44:49,904 --> 00:44:52,390 All right. 978 00:44:52,390 --> 00:44:56,910 So it's detect the random number generator. 979 00:44:56,910 --> 00:44:57,780 AUDIENCE: Bato, again. 980 00:44:57,780 --> 00:45:00,870 I want to take that tanks versus robot game that we 981 00:45:00,870 --> 00:45:03,340 played before on the paper and make it into a card game 982 00:45:03,340 --> 00:45:04,640 between players. 983 00:45:04,640 --> 00:45:06,620 And the tanks can level up. 984 00:45:06,620 --> 00:45:09,840 And you could change your specific strategy and that 985 00:45:09,840 --> 00:45:10,929 kind of stuff. 986 00:45:10,929 --> 00:45:13,863 PROFESSOR: [UNINTELLIGIBLE]. 987 00:45:13,863 --> 00:45:15,330 AUDIENCE: Would the robots still be 988 00:45:15,330 --> 00:45:17,775 deterministic from something? 989 00:45:17,775 --> 00:45:19,025 AUDIENCE: Up in the air. 990 00:45:21,687 --> 00:45:22,665 PROFESSOR: Let's see. 991 00:45:22,665 --> 00:45:25,110 Who from this side hasn't gone yet? 992 00:45:25,110 --> 00:45:26,088 I don't think you-- 993 00:45:26,088 --> 00:45:26,600 AUDIENCE: I did. 994 00:45:26,600 --> 00:45:27,250 I had my convoluted idea. 995 00:45:27,250 --> 00:45:28,260 AUDIENCE: I think everyone's gone. 996 00:45:28,260 --> 00:45:29,510 [INTERPOSING VOICES] 997 00:45:32,480 --> 00:45:37,420 AUDIENCE: So one mechanic is any game that has a high 998 00:45:37,420 --> 00:45:40,430 amount of trading of cards. 999 00:45:40,430 --> 00:45:43,440 You can imagine anything from a Go Fish type thing to 1000 00:45:43,440 --> 00:45:44,800 something more complicated. 1001 00:45:44,800 --> 00:45:47,560 However, you don't mechanically enforce the 1002 00:45:47,560 --> 00:45:48,110 traded cards. 1003 00:45:48,110 --> 00:45:52,560 So there is basically lying in that [UNINTELLIGIBLE]. 1004 00:45:52,560 --> 00:45:59,030 Also, playing off of the robot tank idea, a game where, 1005 00:45:59,030 --> 00:46:02,350 basically, your strategy is mitigated by the cards you 1006 00:46:02,350 --> 00:46:04,650 play, rather than the actual characteristics. 1007 00:46:04,650 --> 00:46:09,810 So the cards played dictate how another deck or another 1008 00:46:09,810 --> 00:46:12,640 mechanic is run, rather than you directly 1009 00:46:12,640 --> 00:46:13,620 interfacing with that. 1010 00:46:13,620 --> 00:46:14,600 PROFESSOR: Robots. 1011 00:46:14,600 --> 00:46:18,520 PROFESSOR: [UNINTELLIGIBLE] robots with mechanical 1012 00:46:18,520 --> 00:46:19,500 modifications. 1013 00:46:19,500 --> 00:46:20,750 [UNINTELLIGIBLE]. 1014 00:46:25,870 --> 00:46:26,850 AUDIENCE: I am Justin. 1015 00:46:26,850 --> 00:46:30,770 So I just have an idea about your asylum game that seems 1016 00:46:30,770 --> 00:46:31,950 very interesting. 1017 00:46:31,950 --> 00:46:32,390 [UNINTELLIGIBLE PHRASE]. 1018 00:46:32,390 --> 00:46:34,600 Maybe it will help if you can play two 1019 00:46:34,600 --> 00:46:36,440 characters instead of one. 1020 00:46:36,440 --> 00:46:39,280 So if you have four people, you have eight characters 1021 00:46:39,280 --> 00:46:40,530 determined [UNINTELLIGIBLE PHRASE]. 1022 00:46:43,200 --> 00:46:44,450 So two player asylum. 1023 00:46:47,270 --> 00:46:48,520 Two characters. 1024 00:47:01,570 --> 00:47:02,270 AUDIENCE: Sure. 1025 00:47:02,270 --> 00:47:03,150 Andrew. 1026 00:47:03,150 --> 00:47:05,680 So you could have something that's sort of an MIT case. 1027 00:47:05,680 --> 00:47:07,590 So you're an MIT student. 1028 00:47:07,590 --> 00:47:10,402 And you're going through pizzas, you're doing energy 1029 00:47:10,402 --> 00:47:12,620 drinks to help you along through the 1030 00:47:12,620 --> 00:47:13,850 night, social events. 1031 00:47:13,850 --> 00:47:17,280 You can hang out at Harvard for a night. 1032 00:47:17,280 --> 00:47:18,400 [UNINTELLIGIBLE PHRASE]. 1033 00:47:18,400 --> 00:47:19,782 AUDIENCE: That would be a debug. 1034 00:47:19,782 --> 00:47:21,590 AUDIENCE: Yeah, exactly. 1035 00:47:21,590 --> 00:47:23,770 Sorry, you'd force other people to hang out at Harvard 1036 00:47:23,770 --> 00:47:25,020 for a night. 1037 00:47:29,670 --> 00:47:30,650 PROFESSOR: Anything else? 1038 00:47:30,650 --> 00:47:33,110 [UNINTELLIGIBLE PHRASE]. 1039 00:47:33,110 --> 00:47:34,270 AUDIENCE: Deion. 1040 00:47:34,270 --> 00:47:38,120 This is MIT or Harvard. 1041 00:47:41,740 --> 00:47:43,580 So let's say you're in a design class. 1042 00:47:43,580 --> 00:47:46,150 And you're trying to build a project. 1043 00:47:46,150 --> 00:47:49,320 So there's some students that are MIT. 1044 00:47:49,320 --> 00:47:49,720 Most of them are. 1045 00:47:49,720 --> 00:47:52,110 But then there's one or two Harvard students. 1046 00:47:52,110 --> 00:47:54,100 And so everyone's trying to build this project. 1047 00:47:54,100 --> 00:47:57,330 But the Harvard student is messing it up. 1048 00:47:57,330 --> 00:47:59,730 Or maybe it could be Harvard, MIT, or Caltech. 1049 00:47:59,730 --> 00:48:03,690 So the other student, that's not MIT, is trying to screw up 1050 00:48:03,690 --> 00:48:04,220 your project. 1051 00:48:04,220 --> 00:48:07,150 And so by the end of the game, you want to figure out who 1052 00:48:07,150 --> 00:48:10,280 that person is. 1053 00:48:10,280 --> 00:48:15,680 Or maybe you take turns making additions to it. 1054 00:48:15,680 --> 00:48:18,994 Something like that. 1055 00:48:18,994 --> 00:48:22,770 AUDIENCE: So this came up only a few seconds ago in my brain. 1056 00:48:22,770 --> 00:48:27,080 The setting I imagine for this might be something like a dark 1057 00:48:27,080 --> 00:48:29,170 elf realm underground. 1058 00:48:29,170 --> 00:48:31,750 And there's various houses or various 1059 00:48:31,750 --> 00:48:33,020 families of dark elves. 1060 00:48:33,020 --> 00:48:35,971 And there's one that is not controlled by players. 1061 00:48:35,971 --> 00:48:38,797 So I guess it's deterministic [UNINTELLIGIBLE] 1062 00:48:38,797 --> 00:48:39,850 set rules. 1063 00:48:39,850 --> 00:48:42,950 And players every turn can place written cards to 1064 00:48:42,950 --> 00:48:46,420 influence the behavior of this non-player 1065 00:48:46,420 --> 00:48:47,990 entity the next turn. 1066 00:48:47,990 --> 00:48:52,012 And basically, players are vying for influence over this 1067 00:48:52,012 --> 00:48:54,322 non-player entity, which would then do benevolent or 1068 00:48:54,322 --> 00:48:56,230 malevolent things towards players. 1069 00:48:56,230 --> 00:48:59,980 And it might be only semi-obvious, depending on how 1070 00:48:59,980 --> 00:49:04,590 cards are played who exactly took certain actions to get 1071 00:49:04,590 --> 00:49:08,795 this master house to give favor or remove favor from one 1072 00:49:08,795 --> 00:49:09,750 player to another. 1073 00:49:09,750 --> 00:49:11,130 And so it would be a game where you're trying to beat 1074 00:49:11,130 --> 00:49:11,720 other players. 1075 00:49:11,720 --> 00:49:13,490 At the same time, you're trying to figure out who's on 1076 00:49:13,490 --> 00:49:15,400 your side, who's not on your side, and forging alliances 1077 00:49:15,400 --> 00:49:16,650 and betraying each other. 1078 00:49:20,536 --> 00:49:22,504 AUDIENCE: Second one is a guy at a party. 1079 00:49:22,504 --> 00:49:26,932 He's trying to get the girl at the end of the night. 1080 00:49:26,932 --> 00:49:28,920 AUDIENCE: [UNINTELLIGIBLE]. 1081 00:49:28,920 --> 00:49:29,780 AUDIENCE: Oh, frat boys. 1082 00:49:29,780 --> 00:49:30,610 AUDIENCE: Is that a card game? 1083 00:49:30,610 --> 00:49:32,782 AUDIENCE: You could screw other people over by going up 1084 00:49:32,782 --> 00:49:34,770 to them and bringing up embarrassing stories. 1085 00:49:34,770 --> 00:49:36,586 Or you could be really nice and try to 1086 00:49:36,586 --> 00:49:38,050 meet the girl's friends. 1087 00:49:38,050 --> 00:49:40,490 It's all based off an AI kind of [UNINTELLIGIBLE PHRASE]. 1088 00:49:43,418 --> 00:49:44,900 AUDIENCE: And hook up. 1089 00:49:44,900 --> 00:49:46,942 AUDIENCE: I'm Ian. 1090 00:49:46,942 --> 00:49:50,570 You have a game where the objective is all the players 1091 00:49:50,570 --> 00:49:52,680 are actually trying to build a physical house of 1092 00:49:52,680 --> 00:49:53,960 cards out of the cards. 1093 00:49:53,960 --> 00:49:58,990 But each card has an in-game mechanical effect as well. 1094 00:49:58,990 --> 00:50:02,820 And then there's possibly the actual structure determines 1095 00:50:02,820 --> 00:50:03,986 something as well. 1096 00:50:03,986 --> 00:50:07,070 You'd have to do it with very thick cards. 1097 00:50:07,070 --> 00:50:07,555 AUDIENCE: So-- 1098 00:50:07,555 --> 00:50:09,980 [INTERPOSING VOICES] 1099 00:50:09,980 --> 00:50:10,950 AUDIENCE: Jenga with the cards. 1100 00:50:10,950 --> 00:50:13,375 AUDIENCE: Jenga cards. 1101 00:50:13,375 --> 00:50:16,285 AUDIENCE: There would be a mechanic-- actually, my idea 1102 00:50:16,285 --> 00:50:18,225 was building a house, but not with a house of cards. 1103 00:50:18,225 --> 00:50:20,165 But that's a better idea. 1104 00:50:20,165 --> 00:50:22,570 Adding a mechanic who'd be like you can play an action 1105 00:50:22,570 --> 00:50:26,830 card that's like, a storm destroys the west wall of your 1106 00:50:26,830 --> 00:50:28,626 opponent's house or something. 1107 00:50:28,626 --> 00:50:30,995 In your case, [UNINTELLIGIBLE PHRASE]. 1108 00:50:30,995 --> 00:50:32,245 [INTERPOSING VOICES] 1109 00:50:36,710 --> 00:50:37,170 AUDIENCE: Jason. 1110 00:50:37,170 --> 00:50:41,460 So you're on a student project or corporate project or some 1111 00:50:41,460 --> 00:50:43,130 team doomed to fail. 1112 00:50:43,130 --> 00:50:46,170 So your objective is to make you look as good as you can, 1113 00:50:46,170 --> 00:50:48,825 whether by making the project better, or by making sure 1114 00:50:48,825 --> 00:50:51,048 other people are responsible for it being worse. 1115 00:50:51,048 --> 00:50:52,298 [INTERPOSING VOICES] 1116 00:50:55,830 --> 00:51:00,996 AUDIENCE: A terrible microcosm for the first assignment. 1117 00:51:00,996 --> 00:51:02,246 [INTERPOSING VOICES] 1118 00:51:04,482 --> 00:51:05,976 AUDIENCE: Don't fail too badly. 1119 00:51:05,976 --> 00:51:09,470 PROFESSOR: Who is next? 1120 00:51:09,470 --> 00:51:09,775 AUDIENCE: Brian. 1121 00:51:09,775 --> 00:51:11,400 PROFESSOR: Brian. 1122 00:51:11,400 --> 00:51:13,960 AUDIENCE: With all this talk of drafting, I started 1123 00:51:13,960 --> 00:51:15,400 thinking about auction games. 1124 00:51:15,400 --> 00:51:19,330 So an auction game where there's some different points. 1125 00:51:19,330 --> 00:51:20,830 And maybe if you collect certain types of 1126 00:51:20,830 --> 00:51:21,910 points, it's good. 1127 00:51:21,910 --> 00:51:24,582 And then also some of the cards, you can add a few 1128 00:51:24,582 --> 00:51:25,534 mechanics for yourself. 1129 00:51:25,534 --> 00:51:27,438 So you can bid for a card that later you can play. 1130 00:51:27,438 --> 00:51:29,342 And have everyone else bid. 1131 00:51:29,342 --> 00:51:30,786 And then you have to go bid after them, or 1132 00:51:30,786 --> 00:51:32,300 something like that. 1133 00:51:32,300 --> 00:51:34,882 But everyone has the same amount of points at the 1134 00:51:34,882 --> 00:51:36,132 beginning [UNINTELLIGIBLE PHRASE]. 1135 00:51:43,733 --> 00:51:44,860 AUDIENCE: I'm Jason, by the way. 1136 00:51:44,860 --> 00:51:47,295 Going back to my guys at a party one, you could work in a 1137 00:51:47,295 --> 00:51:51,247 mechanic where people could bring in real stories and real 1138 00:51:51,247 --> 00:51:54,670 traits that they have [UNINTELLIGIBLE]. 1139 00:51:54,670 --> 00:51:55,920 [INTERPOSING VOICES] 1140 00:51:58,250 --> 00:52:00,240 AUDIENCE: But you could honestly lie and make it worse 1141 00:52:00,240 --> 00:52:02,076 for someone else, but then you lose points for lying. 1142 00:52:02,076 --> 00:52:02,750 [UNINTELLIGIBLE PHRASE] 1143 00:52:02,750 --> 00:52:04,480 dishonest guy. 1144 00:52:04,480 --> 00:52:05,730 [INTERPOSING VOICES] 1145 00:52:08,650 --> 00:52:13,610 AUDIENCE: So again, it's like an RPG card game, where you 1146 00:52:13,610 --> 00:52:17,320 each have your set of things you can do and 1147 00:52:17,320 --> 00:52:18,700 equipment you have. 1148 00:52:18,700 --> 00:52:20,410 And then there's an encounter deck. 1149 00:52:20,410 --> 00:52:21,560 And these keep getting flipped over. 1150 00:52:21,560 --> 00:52:23,270 And then people have to react to this. 1151 00:52:23,270 --> 00:52:27,290 But it's not quite cooperative because at the end, there's 1152 00:52:27,290 --> 00:52:30,770 something that only one person can get. 1153 00:52:30,770 --> 00:52:33,575 So maybe they have to duke it out at the end if there's more 1154 00:52:33,575 --> 00:52:35,224 than one person left. 1155 00:52:35,224 --> 00:52:37,192 PROFESSOR: Sounds like [UNINTELLIGIBLE]. 1156 00:52:37,192 --> 00:52:38,670 AUDIENCE: Yeah, kind of. 1157 00:52:38,670 --> 00:52:42,010 AUDIENCE: So bringing up auction mechanics, there's a 1158 00:52:42,010 --> 00:52:44,690 bidding mechanic that is interesting from a theoretical 1159 00:52:44,690 --> 00:52:48,110 standpoint that I never see implemented, where if you have 1160 00:52:48,110 --> 00:52:53,230 a thing that's being bidded for-- 1161 00:52:53,230 --> 00:52:55,020 or you have everyone assign something that they 1162 00:52:55,020 --> 00:52:56,320 get from some pile. 1163 00:52:56,320 --> 00:52:58,700 And then if someone feels that they are unhappy with what 1164 00:52:58,700 --> 00:53:01,420 they have, they trade it with someone else's, and either put 1165 00:53:01,420 --> 00:53:04,750 some amount of money on the other item or some decremental 1166 00:53:04,750 --> 00:53:07,530 type object on their item. 1167 00:53:07,530 --> 00:53:09,760 The bidding system comes out of the pirates trying to split 1168 00:53:09,760 --> 00:53:13,340 up booty and making everyone happy. 1169 00:53:13,340 --> 00:53:19,925 PROFESSOR: So bidding by reducing other people's bids-- 1170 00:53:19,925 --> 00:53:22,730 is that a good description? 1171 00:53:22,730 --> 00:53:24,150 AUDIENCE: It's a bidding system in which 1172 00:53:24,150 --> 00:53:25,070 everyone has something. 1173 00:53:25,070 --> 00:53:29,910 And then you trade and add value until everyone feels 1174 00:53:29,910 --> 00:53:31,830 it's equal. 1175 00:53:31,830 --> 00:53:33,270 PROFESSOR: [INAUDIBLE] 1176 00:53:33,270 --> 00:53:34,520 something. 1177 00:53:37,590 --> 00:53:39,030 Let's see. 1178 00:53:39,030 --> 00:53:40,950 Yeah? 1179 00:53:40,950 --> 00:53:44,840 AUDIENCE: So my idea was you have two 1180 00:53:44,840 --> 00:53:48,120 teams, maybe four players. 1181 00:53:48,120 --> 00:53:49,030 It's like an RPG. 1182 00:53:49,030 --> 00:53:55,640 And so before you start, you have to draft the equipment 1183 00:53:55,640 --> 00:53:57,015 and spells you can do. 1184 00:53:57,015 --> 00:54:02,180 And so then you have team battles against each other. 1185 00:54:02,180 --> 00:54:08,000 And the way you determine what happens is maybe a War-like 1186 00:54:08,000 --> 00:54:12,320 system, where each one has a deck which is shuffled. 1187 00:54:12,320 --> 00:54:13,770 Take the top card of the deck. 1188 00:54:13,770 --> 00:54:16,270 The highest card wins. 1189 00:54:16,270 --> 00:54:20,816 And so that determines damage and such done. 1190 00:54:20,816 --> 00:54:21,540 PROFESSOR: [UNINTELLIGIBLE]. 1191 00:54:21,540 --> 00:54:25,050 AUDIENCE: I like it. 1192 00:54:25,050 --> 00:54:28,650 So searching off the RPG idea but adding on a randomly 1193 00:54:28,650 --> 00:54:32,665 generated fort or castle that one player has to defend and 1194 00:54:32,665 --> 00:54:33,930 everyone else is trying to attack into. 1195 00:54:33,930 --> 00:54:37,060 And he has to set up his defenses around. 1196 00:54:37,060 --> 00:54:38,520 But he's also controlling a character. 1197 00:54:38,520 --> 00:54:41,315 And so he can move his guy around the board to choose one 1198 00:54:41,315 --> 00:54:42,650 of the guys to defend against. 1199 00:54:42,650 --> 00:54:44,558 So essentially an RPG with randomly 1200 00:54:44,558 --> 00:54:45,056 generated board as well. 1201 00:54:45,056 --> 00:54:46,052 PROFESSOR: Defend your castle? 1202 00:54:46,052 --> 00:54:47,546 AUDIENCE: Yeah, yeah. 1203 00:54:47,546 --> 00:54:49,470 AUDIENCE: Castle defense. 1204 00:54:49,470 --> 00:54:50,380 AUDIENCE: I like it. 1205 00:54:50,380 --> 00:54:52,580 AUDIENCE: So it's sort of building off of the idea of 1206 00:54:52,580 --> 00:54:53,450 pirate's booty. 1207 00:54:53,450 --> 00:54:55,300 I like the idea that you have a bunch of 1208 00:54:55,300 --> 00:54:57,220 items within the game. 1209 00:54:57,220 --> 00:55:00,710 The value for them is chosen randomly so that it's unknown 1210 00:55:00,710 --> 00:55:02,270 what the value of the items are. 1211 00:55:02,270 --> 00:55:04,440 So you just have the items and various players can make 1212 00:55:04,440 --> 00:55:06,580 various moves like choose to appraise an item 1213 00:55:06,580 --> 00:55:07,690 by paying some gold. 1214 00:55:07,690 --> 00:55:09,800 And the idea is you want to try to get the item that's 1215 00:55:09,800 --> 00:55:12,580 worth the most amount of money during any round to get the 1216 00:55:12,580 --> 00:55:13,730 most amount of gold. 1217 00:55:13,730 --> 00:55:19,120 PROFESSOR: Get the maximum amount of [UNINTELLIGIBLE]. 1218 00:55:19,120 --> 00:55:23,078 I'm running out of space, so I better be ending this soon. 1219 00:55:26,550 --> 00:55:27,542 AUDIENCE: I'm out. 1220 00:55:27,542 --> 00:55:30,022 AUDIENCE: I'm Jason. 1221 00:55:30,022 --> 00:55:31,510 [INTERPOSING VOICES] 1222 00:55:31,510 --> 00:55:33,460 AUDIENCE: I kind of like the bidding [UNINTELLIGIBLE]. 1223 00:55:33,460 --> 00:55:34,680 So you build competing factories 1224 00:55:34,680 --> 00:55:36,910 with different products. 1225 00:55:36,910 --> 00:55:39,032 So you want to bid on different items, but for some 1226 00:55:39,032 --> 00:55:40,830 people, it might be necessary to have a certain 1227 00:55:40,830 --> 00:55:43,770 [UNINTELLIGIBLE]. 1228 00:55:43,770 --> 00:55:44,750 Things are going to have different values 1229 00:55:44,750 --> 00:55:45,875 for different people. 1230 00:55:45,875 --> 00:55:47,155 And you could also get high-end 1231 00:55:47,155 --> 00:55:48,230 stuff or low-end stuff. 1232 00:55:48,230 --> 00:55:49,600 And the randomness is going come in where if you have 1233 00:55:49,600 --> 00:55:51,716 low-end stuff, a user could hate your product. 1234 00:55:51,716 --> 00:55:53,144 And then you lose money and stuff like that. 1235 00:55:56,480 --> 00:55:57,330 PROFESSOR: Michelle? 1236 00:55:57,330 --> 00:55:59,550 AUDIENCE: In a bidding sort of game, you could be bidding for 1237 00:55:59,550 --> 00:56:03,100 space, let's say, space to use the Hubble Telescope. 1238 00:56:03,100 --> 00:56:05,650 But before you can do this, you have to pass a couple of 1239 00:56:05,650 --> 00:56:09,512 hurdles, like taking J-lab, or-- 1240 00:56:09,512 --> 00:56:10,230 AUDIENCE: Bidding. 1241 00:56:10,230 --> 00:56:10,711 AUDIENCE: Use the Hubble. 1242 00:56:10,711 --> 00:56:12,635 That's awesome. 1243 00:56:12,635 --> 00:56:15,530 AUDIENCE: One of the first hurdles. 1244 00:56:15,530 --> 00:56:17,644 PROFESSOR: I wrote it down as bidding 1245 00:56:17,644 --> 00:56:18,894 [UNINTELLIGIBLE PHRASE]. 1246 00:56:22,180 --> 00:56:23,870 AUDIENCE: Tower Defense, the card game. 1247 00:56:23,870 --> 00:56:26,050 Interpret as you will. 1248 00:56:26,050 --> 00:56:28,726 PROFESSOR: Tower defense. 1249 00:56:28,726 --> 00:56:30,070 AUDIENCE: That's a lot of math. 1250 00:56:30,070 --> 00:56:32,940 [INTERPOSING VOICES] 1251 00:56:32,940 --> 00:56:34,116 AUDIENCE: Slight variation-- 1252 00:56:34,116 --> 00:56:35,990 Dungeon keeper, the card game. 1253 00:56:35,990 --> 00:56:39,170 So I'd imagine that there would be several lanes, down 1254 00:56:39,170 --> 00:56:42,230 which enemies would come. 1255 00:56:42,230 --> 00:56:44,370 And you would collaborate with other players to create 1256 00:56:44,370 --> 00:56:46,460 buildings on the other end of those lanes that would then 1257 00:56:46,460 --> 00:56:50,300 generate either traps along the way or your own units that 1258 00:56:50,300 --> 00:56:52,240 would knock down the lanes, taking out the enemies. 1259 00:56:52,240 --> 00:56:55,230 And every turn, you run the game yourself. 1260 00:56:55,230 --> 00:56:57,960 So you run your opponent and it automatically advances and 1261 00:56:57,960 --> 00:56:59,390 sends stuff at you that's drawn from decks. 1262 00:56:59,390 --> 00:57:01,290 And you have to be able to time stuff right and all that, 1263 00:57:01,290 --> 00:57:04,394 not to get your core destroyed, basically. 1264 00:57:04,394 --> 00:57:05,644 PROFESSOR: [UNINTELLIGIBLE]. 1265 00:57:08,300 --> 00:57:09,940 AUDIENCE: I'm just thinking of the idea of Tower 1266 00:57:09,940 --> 00:57:10,890 Defense, the card game. 1267 00:57:10,890 --> 00:57:13,953 Combine that with Falling, the idea that turns are happening 1268 00:57:13,953 --> 00:57:14,720 at the same time. 1269 00:57:14,720 --> 00:57:16,890 So you have one player who's playing the zombies invading. 1270 00:57:16,890 --> 00:57:19,980 And he's just basically going, one, two, three, four. 1271 00:57:19,980 --> 00:57:22,260 That's like a zombie advance, four steps, or something, by 1272 00:57:22,260 --> 00:57:23,340 placing cards down. 1273 00:57:23,340 --> 00:57:26,180 And then the other player is trying to place defenses just 1274 00:57:26,180 --> 00:57:28,390 as fast, but has to discard cards as well. 1275 00:57:28,390 --> 00:57:30,380 So it's really a game of how well you are 1276 00:57:30,380 --> 00:57:33,196 able to handle cards. 1277 00:57:33,196 --> 00:57:35,170 PROFESSOR: [UNINTELLIGIBLE]. 1278 00:57:35,170 --> 00:57:37,450 AUDIENCE: I had another idea in the vein of Falling. 1279 00:57:37,450 --> 00:57:41,000 But it would be like Russian Roulette. 1280 00:57:41,000 --> 00:57:42,930 Everyone's trying to have everyone 1281 00:57:42,930 --> 00:57:43,990 else die and not them. 1282 00:57:43,990 --> 00:57:45,696 And then you can play excuse cards, be like, oh, I have to 1283 00:57:45,696 --> 00:57:46,160 go to the bathroom. 1284 00:57:46,160 --> 00:57:47,240 I'll be right back. 1285 00:57:47,240 --> 00:57:49,470 Or calling somebody else out and calling them the chicken 1286 00:57:49,470 --> 00:57:50,562 or something. 1287 00:57:50,562 --> 00:57:54,160 You play with macho points. 1288 00:57:54,160 --> 00:57:57,070 PROFESSOR: I think that's Russian Roulette with excuses. 1289 00:57:57,070 --> 00:57:58,320 [INTERPOSING VOICES] 1290 00:58:03,870 --> 00:58:07,420 AUDIENCE: So players take turns being a prospective high 1291 00:58:07,420 --> 00:58:08,620 schooler who wants to go to college. 1292 00:58:08,620 --> 00:58:11,020 And the other players are, 1293 00:58:11,020 --> 00:58:13,730 therefore, admissions officers. 1294 00:58:13,730 --> 00:58:16,610 And as a student, you're trying to get into the college 1295 00:58:16,610 --> 00:58:18,276 that gives you the most-- 1296 00:58:18,276 --> 00:58:19,550 AUDIENCE: Financial aid? 1297 00:58:19,550 --> 00:58:20,882 AUDIENCE: Most swag, anything. 1298 00:58:20,882 --> 00:58:21,260 [INTERPOSING VOICES] 1299 00:58:21,260 --> 00:58:22,720 AUDIENCE: And as admissions officers, you're trying to 1300 00:58:22,720 --> 00:58:23,740 give them the least. 1301 00:58:23,740 --> 00:58:25,876 PROFESSOR: So admissions [UNINTELLIGIBLE PHRASE]. 1302 00:58:25,876 --> 00:58:28,750 [INTERPOSING VOICES] 1303 00:58:28,750 --> 00:58:29,725 AUDIENCE: Admissions officer is easy. 1304 00:58:29,725 --> 00:58:32,300 You're just just like, no, no, no. 1305 00:58:32,300 --> 00:58:33,620 You got into community college. 1306 00:58:33,620 --> 00:58:35,600 AUDIENCE: I've come up with a game mechanic for his idea. 1307 00:58:35,600 --> 00:58:38,067 So you could have bluffing where you say, oh, I'm going 1308 00:58:38,067 --> 00:58:38,311 to the bathroom. 1309 00:58:38,311 --> 00:58:40,746 And then someone else could call you out on it. 1310 00:58:40,746 --> 00:58:42,450 And you either have the bathroom card and you're 1311 00:58:42,450 --> 00:58:45,129 actually going to the bathroom or its an excuse. 1312 00:58:45,129 --> 00:58:48,538 So that's a mechanic [UNINTELLIGIBLE]. 1313 00:58:48,538 --> 00:58:49,512 PROFESSOR: That's [UNINTELLIGIBLE]. 1314 00:58:49,512 --> 00:58:50,762 AUDIENCE: Yeah, the full bladder card. 1315 00:58:53,391 --> 00:58:55,440 AUDIENCE: Isn't there a simple mechanic-- 1316 00:58:55,440 --> 00:58:58,350 you basically place cards down to try to create a path from 1317 00:58:58,350 --> 00:59:01,480 some predetermined point to another but in that way, you 1318 00:59:01,480 --> 00:59:03,550 can block other players by placing cards 1319 00:59:03,550 --> 00:59:07,050 PROFESSOR: So create impasse and blocking them. 1320 00:59:07,050 --> 00:59:07,280 [INTERPOSING VOICES] 1321 00:59:07,280 --> 00:59:08,852 AUDIENCE: I think you're done. 1322 00:59:08,852 --> 00:59:11,510 AUDIENCE: I think we're done. 1323 00:59:11,510 --> 00:59:12,760 PROFESSOR: [UNINTELLIGIBLE PHRASE]. 1324 00:59:15,398 --> 00:59:16,856 All right. 1325 00:59:16,856 --> 00:59:18,314 AUDIENCE: Just use the bottom. 1326 00:59:18,314 --> 00:59:20,510 PROFESSOR: I guess I could write down to the bottom, but 1327 00:59:20,510 --> 00:59:22,530 it would be a pain for folks to look at. 1328 00:59:22,530 --> 00:59:27,790 So these are just memory jogs of what we've got up here. 1329 00:59:27,790 --> 00:59:32,170 None of these ideas need to be taken up wholesale for your 1330 00:59:32,170 --> 00:59:34,690 original idea for the team. 1331 00:59:34,690 --> 00:59:36,350 [UNINTELLIGIBLE PHRASE] 1332 00:59:36,350 --> 00:59:38,394 things that folks [UNINTELLIGIBLE]. 1333 00:59:38,394 --> 00:59:42,330 I would actually like folks to grab one of the thumbtacks 1334 00:59:42,330 --> 00:59:42,960 over there. 1335 00:59:42,960 --> 00:59:45,645 Once you've written down your ideas on the card and pinned 1336 00:59:45,645 --> 00:59:47,270 them up on the wall. 1337 00:59:47,270 --> 00:59:49,230 They don't have to be closely packed. 1338 00:59:49,230 --> 00:59:52,660 In fact, spread them out a little bit, so that people can 1339 00:59:52,660 --> 00:59:54,780 look at them one at a time. 1340 00:59:54,780 --> 00:59:57,175 And the rest of the class basically is just time for you 1341 00:59:57,175 --> 00:59:57,960 guys to talk. 1342 00:59:57,960 --> 01:00:00,370 You [UNINTELLIGIBLE PHRASE] 1343 01:00:00,370 --> 01:00:02,860 get to know each other's games better. 1344 01:00:02,860 --> 01:00:06,280 And start discussing about projects that 1345 01:00:06,280 --> 01:00:07,530 you're working on.