1 00:00:00,090 --> 00:00:02,490 The following content is provided under a Creative 2 00:00:02,490 --> 00:00:04,030 Commons license. 3 00:00:04,030 --> 00:00:06,330 Your support will help MIT OpenCourseWare 4 00:00:06,330 --> 00:00:10,720 continue to offer high quality educational resources for free. 5 00:00:10,720 --> 00:00:13,320 To make a donation or view additional materials 6 00:00:13,320 --> 00:00:17,280 from hundreds of MIT courses, visit MIT OpenCourseWare 7 00:00:17,280 --> 00:00:20,139 at ocw.mit.edu. 8 00:00:20,139 --> 00:00:22,680 PROFESSOR: Today I've got quite a lot of stuff to go through. 9 00:00:22,680 --> 00:00:24,974 So hopefully we'll get to the actual game playing, 10 00:00:24,974 --> 00:00:26,640 but if not, don't worry, you'll actually 11 00:00:26,640 --> 00:00:27,880 get to play the games-- 12 00:00:27,880 --> 00:00:30,990 the games that we'll end up playing today 13 00:00:30,990 --> 00:00:32,549 are games from last year. 14 00:00:32,549 --> 00:00:34,890 A lot of them are actually the final semester-- 15 00:00:34,890 --> 00:00:38,777 the final project, which means they are not 16 00:00:38,777 --> 00:00:41,110 answering the same question that you're trying to answer 17 00:00:41,110 --> 00:00:42,810 with your very first project. 18 00:00:42,810 --> 00:00:46,410 But it should give you a sense of what the scope of this class 19 00:00:46,410 --> 00:00:47,550 actually is. 20 00:00:47,550 --> 00:00:51,990 Last week, a couple of you played the LEGO game, 21 00:00:51,990 --> 00:00:52,830 Block Party. 22 00:00:52,830 --> 00:00:57,210 That was a two week project, and that was just without staff. 23 00:00:57,210 --> 00:00:59,370 These were more like four week projects. 24 00:00:59,370 --> 00:01:01,810 And we'll design my students with larger teams 25 00:01:01,810 --> 00:01:03,982 and probably closer to the kind of game 26 00:01:03,982 --> 00:01:05,440 that you're going to end up making. 27 00:01:08,280 --> 00:01:11,760 I want you to keep in mind that you're not 28 00:01:11,760 --> 00:01:15,600 constrained to building games that look exactly like those. 29 00:01:15,600 --> 00:01:17,900 In fact, after you've got a chance 30 00:01:17,900 --> 00:01:20,070 to play some of the games from last year, 31 00:01:20,070 --> 00:01:21,900 I hope you actually have a chance 32 00:01:21,900 --> 00:01:25,860 to think a little bit about what did they not do. 33 00:01:25,860 --> 00:01:28,560 All these games are like this sort of board game. 34 00:01:28,560 --> 00:01:31,370 And you will see a lot of them are this sort of board game. 35 00:01:31,370 --> 00:01:33,400 You find out what this is. 36 00:01:33,400 --> 00:01:35,550 And you'll be able to do-- you can think 37 00:01:35,550 --> 00:01:37,705 a little bit about what would it be like to design a game that's 38 00:01:37,705 --> 00:01:38,205 not that. 39 00:01:38,205 --> 00:01:40,992 What if you just wanted to make your car game, for instance? 40 00:01:40,992 --> 00:01:42,340 You can. 41 00:01:42,340 --> 00:01:44,450 That's no reason why you couldn't. 42 00:01:44,450 --> 00:01:46,950 What if you want to do a live action game where you actually 43 00:01:46,950 --> 00:01:48,908 move around with your body, that sort of thing? 44 00:01:48,908 --> 00:01:50,830 That's totally doable. 45 00:01:50,830 --> 00:01:53,690 I really, really hesitate not-- 46 00:01:53,690 --> 00:01:56,760 try not to put any live digital components in your game. 47 00:01:56,760 --> 00:01:58,510 I know some people-- 48 00:01:58,510 --> 00:02:00,780 unless it's something simple like a timer 49 00:02:00,780 --> 00:02:02,640 that you can run off your iPhone. 50 00:02:02,640 --> 00:02:03,700 OK, maybe that's fine. 51 00:02:03,700 --> 00:02:06,690 By actually writing code, then the scope of this project 52 00:02:06,690 --> 00:02:09,600 just went through what I expected you to do. 53 00:02:09,600 --> 00:02:12,991 And the possibility of failure is-- 54 00:02:12,991 --> 00:02:13,615 go back please. 55 00:02:13,615 --> 00:02:14,849 AUDIENCE: Very much. 56 00:02:14,849 --> 00:02:16,390 PROFESSOR: But not failing the class. 57 00:02:16,390 --> 00:02:19,340 But your project just failing during runtime. 58 00:02:19,340 --> 00:02:23,750 So that's probably something you don't necessarily want to do. 59 00:02:23,750 --> 00:02:28,260 We had two readings today, one for last Wednesday 60 00:02:28,260 --> 00:02:29,750 and then one for today. 61 00:02:29,750 --> 00:02:31,110 So I want to-- 62 00:02:31,110 --> 00:02:34,320 I try to cover quite a bit of it from the first reading 63 00:02:34,320 --> 00:02:35,340 during class itself. 64 00:02:35,340 --> 00:02:38,630 Was anyone here not here on Wednesday? 65 00:02:38,630 --> 00:02:39,420 OK, all right. 66 00:02:39,420 --> 00:02:42,750 So we need to make sure that your name's on the attendance 67 00:02:42,750 --> 00:02:43,250 sheet. 68 00:02:43,250 --> 00:02:45,647 And you should come and talk to me after class. 69 00:02:45,647 --> 00:02:47,730 And we'll make sure you get a copy of the syllabus 70 00:02:47,730 --> 00:02:48,980 and everything like that. 71 00:02:48,980 --> 00:02:52,650 Make sure that you get expectations for this class. 72 00:02:52,650 --> 00:02:54,386 Everybody who was here, hopefully you 73 00:02:54,386 --> 00:02:56,010 found your name on the attendance sheet 74 00:02:56,010 --> 00:02:59,160 because I had to manually add a few of you. 75 00:02:59,160 --> 00:03:00,870 So I hope you got-- 76 00:03:00,870 --> 00:03:04,040 I got it all right. 77 00:03:04,040 --> 00:03:06,980 Now one of the points that I try to get across-- 78 00:03:06,980 --> 00:03:07,730 is this recording? 79 00:03:07,730 --> 00:03:08,460 Yeah. 80 00:03:08,460 --> 00:03:10,293 One of the points that I tried to get across 81 00:03:10,293 --> 00:03:11,241 on Wednesday was-- 82 00:03:11,241 --> 00:03:12,990 all right, who's the most important person 83 00:03:12,990 --> 00:03:15,689 when it comes to actually playing a game? 84 00:03:15,689 --> 00:03:17,230 AUDIENCE: (COLLECTIVELY) The players. 85 00:03:17,230 --> 00:03:20,890 PROFESSOR: The players, right, not the designers, not you. 86 00:03:20,890 --> 00:03:23,190 But you when you actually play someone else's game. 87 00:03:23,190 --> 00:03:25,440 Then you're the most important person. 88 00:03:25,440 --> 00:03:30,660 If that person's experience is problematic or exciting 89 00:03:30,660 --> 00:03:35,130 or engaged or outright hostile to other players, or something 90 00:03:35,130 --> 00:03:38,011 like that, that's making it the way that they want to take it. 91 00:03:38,011 --> 00:03:39,510 And then you as the designer are are 92 00:03:39,510 --> 00:03:42,169 going to run through a number of different challenges trying 93 00:03:42,169 --> 00:03:43,710 to be able to give them an experience 94 00:03:43,710 --> 00:03:45,450 that you're trying to create for them. 95 00:03:45,450 --> 00:03:47,750 But you also have to acknowledge that if somebody wants 96 00:03:47,750 --> 00:03:49,940 to take your hardcore strategy game 97 00:03:49,940 --> 00:03:53,940 and turn it into a lighthearted party game, or vice versa, 98 00:03:53,940 --> 00:03:56,220 that's their prerogative. 99 00:03:56,220 --> 00:03:58,447 And if they say, hey, I really, really 100 00:03:58,447 --> 00:04:00,030 wanted this to be a lighthearted game, 101 00:04:00,030 --> 00:04:02,010 and you gave me this hardcore game. 102 00:04:02,010 --> 00:04:04,980 And it made me hate the people around me, the table. 103 00:04:04,980 --> 00:04:07,840 And I don't like it, that is fine. 104 00:04:07,840 --> 00:04:09,810 It's OK for them to not like your game 105 00:04:09,810 --> 00:04:13,960 based on my criteria like that. 106 00:04:13,960 --> 00:04:15,720 However, one of the things that comes up 107 00:04:15,720 --> 00:04:19,140 in the Brathwaite reading is this concept 108 00:04:19,140 --> 00:04:22,620 of meaningful decisions, right? 109 00:04:22,620 --> 00:04:27,450 Well, what's-- Sid Meire how many of you heard of Sid Meier? 110 00:04:27,450 --> 00:04:29,317 Yeah, what games can people remember from-- 111 00:04:29,317 --> 00:04:30,900 AUDIENCE: (COLLECTIVELY) Civilization. 112 00:04:30,900 --> 00:04:34,110 PROFESSOR: OK, Civilization. 113 00:04:34,110 --> 00:04:35,670 Railroads? 114 00:04:35,670 --> 00:04:37,801 I think he also did the first [INAUDIBLE]. 115 00:04:37,801 --> 00:04:38,300 Pirates? 116 00:04:38,300 --> 00:04:39,866 Yeah, yeah. 117 00:04:39,866 --> 00:04:42,240 Mostly a computer game designer, although if you actually 118 00:04:42,240 --> 00:04:45,250 play his games, if you like digital board games a lot, 119 00:04:45,250 --> 00:04:47,750 especially Civilization. 120 00:04:47,750 --> 00:04:52,680 And he has a code, which just says 121 00:04:52,680 --> 00:04:56,190 games are a series of interesting decisions. 122 00:04:56,190 --> 00:04:59,810 Not necessarily meaningful but interesting-- 123 00:04:59,810 --> 00:05:00,630 the decisions. 124 00:05:00,630 --> 00:05:03,780 And what are some of the ways that a decision 125 00:05:03,780 --> 00:05:04,569 can be meaningful? 126 00:05:04,569 --> 00:05:07,110 What are some of the things that might come up in the reading 127 00:05:07,110 --> 00:05:08,820 or occur to you right now? 128 00:05:08,820 --> 00:05:12,120 That a decision in a game can be meaningful-- what does it mean? 129 00:05:12,120 --> 00:05:15,694 What does it mean to be meaningful? 130 00:05:15,694 --> 00:05:16,235 Couple hands? 131 00:05:16,235 --> 00:05:18,568 AUDIENCE: When you make that decision, the game's status 132 00:05:18,568 --> 00:05:20,564 changes or code that meanders the change? 133 00:05:20,564 --> 00:05:22,870 PROFESSOR: OK, so when you make a decision, and then 134 00:05:22,870 --> 00:05:24,370 the outcome actually has changed. 135 00:05:24,370 --> 00:05:27,220 So the corollary is that if you make a decision and the outcome 136 00:05:27,220 --> 00:05:29,440 hasn't changed, it wouldn't terribly be meaningful. 137 00:05:29,440 --> 00:05:30,130 OK? 138 00:05:30,130 --> 00:05:32,274 AUDIENCE: That's what I was going to say. 139 00:05:32,274 --> 00:05:35,620 [INAUDIBLE] a lot like doing something and, I don't know, 140 00:05:35,620 --> 00:05:39,390 getting money [INAUDIBLE]. 141 00:05:39,390 --> 00:05:41,240 PROFESSOR: So getting money? 142 00:05:41,240 --> 00:05:44,550 So getting some sort of quantitative reward 143 00:05:44,550 --> 00:05:46,496 based on the decision that you've made. 144 00:05:46,496 --> 00:05:50,443 AUDIENCE: Also you can get a [INAUDIBLE] actually good 145 00:05:50,443 --> 00:05:51,569 to wear or not. 146 00:05:51,569 --> 00:05:53,610 It could be something really awesome in the game, 147 00:05:53,610 --> 00:05:54,961 and you make a decision-- 148 00:05:54,961 --> 00:05:57,510 PROFESSOR: So kudos of the [INAUDIBLE]. 149 00:05:57,510 --> 00:06:00,988 It's like, wow, that was an amazing-- 150 00:06:05,001 --> 00:06:08,126 like in football, for instance. 151 00:06:08,126 --> 00:06:09,570 That was an amazing play. 152 00:06:09,570 --> 00:06:13,367 It didn't necessarily complete, but it would have been awesome. 153 00:06:13,367 --> 00:06:15,825 But maybe it was an awesome defense or something like that. 154 00:06:15,825 --> 00:06:19,050 That could be a meaningful decision. 155 00:06:19,050 --> 00:06:23,460 How about if you decide to roll a die? 156 00:06:23,460 --> 00:06:27,120 Game state has changed, usually. 157 00:06:27,120 --> 00:06:28,420 Is that a meaningful thing? 158 00:06:28,420 --> 00:06:33,330 AUDIENCE: It could be if it's [INAUDIBLE]. 159 00:06:33,330 --> 00:06:36,854 You roll a dice in one direction of the game where you not 160 00:06:36,854 --> 00:06:38,120 [INAUDIBLE] different. 161 00:06:38,120 --> 00:06:39,530 That's getting [INAUDIBLE]. 162 00:06:39,530 --> 00:06:41,410 It's like, do I roll the die now, 163 00:06:41,410 --> 00:06:43,974 or do I wait a minute before I take my turn. 164 00:06:43,974 --> 00:06:45,640 That's not really a meaningful decision. 165 00:06:45,640 --> 00:06:48,172 PROFESSOR: OK, it's like, let me think about this. 166 00:06:48,172 --> 00:06:49,380 Then I'll roll it eventually. 167 00:06:49,380 --> 00:06:50,380 All right, someone had-- 168 00:06:50,380 --> 00:06:51,421 I'm going to go this way. 169 00:06:51,421 --> 00:06:53,500 AUDIENCE: So if you had meaningful alternatives 170 00:06:53,500 --> 00:06:54,060 as well? 171 00:06:54,060 --> 00:06:56,250 PROFESSOR: OK, so again, if you had the choice 172 00:06:56,250 --> 00:06:57,925 not to roll the die, OK? 173 00:06:57,925 --> 00:07:00,775 AUDIENCE: I would say most games that the die roll would be 174 00:07:00,775 --> 00:07:02,852 meaningful but not a decision. 175 00:07:02,852 --> 00:07:04,810 So the die roll basically tells you what to do. 176 00:07:04,810 --> 00:07:06,810 You're not actually thinking about it. 177 00:07:06,810 --> 00:07:07,810 But still [INAUDIBLE]. 178 00:07:07,810 --> 00:07:10,560 You can still change the game state and that two wins 179 00:07:10,560 --> 00:07:11,790 or whatever happens to me. 180 00:07:11,790 --> 00:07:14,460 PROFESSOR: So the outcome of the die roll is usually meaningful, 181 00:07:14,460 --> 00:07:17,010 but you may not have had to decide to do that. 182 00:07:17,010 --> 00:07:18,500 [INAUDIBLE] 183 00:07:18,500 --> 00:07:19,712 AUDIENCE: To go with that. 184 00:07:19,712 --> 00:07:21,388 In a game like Yahtzee where-- 185 00:07:21,388 --> 00:07:23,388 do you roll the dice you're trying to make room. 186 00:07:23,388 --> 00:07:26,574 But it's about the die rolling where it's 187 00:07:26,574 --> 00:07:28,168 like something not [INAUDIBLE]. 188 00:07:28,168 --> 00:07:30,433 It's not really a decision. 189 00:07:30,433 --> 00:07:32,172 You have to do it every turn. 190 00:07:32,172 --> 00:07:33,500 PROFESSOR: Mm-hmm. 191 00:07:33,500 --> 00:07:35,359 Yeah, and that's an interesting thing. 192 00:07:35,359 --> 00:07:36,900 I talked a little bit about mechanics 193 00:07:36,900 --> 00:07:40,320 on Wednesday and the idea that if you 194 00:07:40,320 --> 00:07:42,270 think of a mechanic as something a player 195 00:07:42,270 --> 00:07:45,860 does to change the game state, the roll die-- 196 00:07:45,860 --> 00:07:47,550 the die rolling thing is a weird thing 197 00:07:47,550 --> 00:07:49,425 because gameplay that's changing is something 198 00:07:49,425 --> 00:07:52,100 a player does but a player didn't decide how to do that, 199 00:07:52,100 --> 00:07:52,600 right? 200 00:07:52,600 --> 00:07:55,347 And as [INAUDIBLE]. 201 00:07:55,347 --> 00:07:57,180 AUDIENCE: Well, they've covered [INAUDIBLE]. 202 00:07:57,180 --> 00:07:59,550 PROFESSOR: OK, yeah that's good. 203 00:07:59,550 --> 00:08:01,750 AUDIENCE: We can choose different behavioral 204 00:08:01,750 --> 00:08:02,510 [INAUDIBLE]. 205 00:08:02,510 --> 00:08:04,260 PROFESSOR: Oh yeah, like getting Yahtzee-- 206 00:08:04,260 --> 00:08:05,322 which die, right? 207 00:08:05,322 --> 00:08:05,822 Yeah? 208 00:08:05,822 --> 00:08:07,440 AUDIENCE: I learned this definition 209 00:08:07,440 --> 00:08:10,400 of [INAUDIBLE] series decisions, like the card game War, 210 00:08:10,400 --> 00:08:14,122 for instance, or the board game Candy Land. 211 00:08:14,122 --> 00:08:16,080 PROFESSOR: That's a version of Candy Land which 212 00:08:16,080 --> 00:08:19,840 lets you choose which pile of red cards to draw from. 213 00:08:19,840 --> 00:08:23,910 But is that meaningful? 214 00:08:23,910 --> 00:08:25,980 A stack of randomly shuffled cards? 215 00:08:25,980 --> 00:08:31,170 AUDIENCE: Yeah, it has to do with [INAUDIBLE]. 216 00:08:31,170 --> 00:08:33,244 AUDIENCE: If their random pile [INAUDIBLE]. 217 00:08:33,244 --> 00:08:35,850 AUDIENCE: [INAUDIBLE] 218 00:08:37,690 --> 00:08:39,190 PROFESSOR: I feel you something else 219 00:08:39,190 --> 00:08:40,190 that you wanted to add on to that. 220 00:08:40,190 --> 00:08:41,410 AUDIENCE: No, it's OK. 221 00:08:41,410 --> 00:08:42,868 These are these things are in game. 222 00:08:42,868 --> 00:08:43,774 And-- 223 00:08:43,774 --> 00:08:45,994 AUDIENCE: [INAUDIBLE] 224 00:08:45,994 --> 00:08:48,350 PROFESSOR: The thing is that they might be games 225 00:08:48,350 --> 00:08:51,990 but that particular decision may not be the meaningful one. 226 00:08:51,990 --> 00:08:55,620 And it's possible that in the entire game, maybe 227 00:08:55,620 --> 00:08:57,600 you don't get that many meaningful decisions. 228 00:08:57,600 --> 00:09:00,250 That doesn't necessarily make it not a game. 229 00:09:00,250 --> 00:09:02,265 It might make it not a very good game, 230 00:09:02,265 --> 00:09:03,390 which is a different thing. 231 00:09:03,390 --> 00:09:06,516 That's a qualitative and often subjective experience, right? 232 00:09:06,516 --> 00:09:08,140 So it's real and make you awesome game. 233 00:09:08,140 --> 00:09:09,748 You get to play in a land of candy. 234 00:09:13,170 --> 00:09:14,696 A few more hands [INAUDIBLE]? 235 00:09:14,696 --> 00:09:16,430 AUDIENCE: Yeah, on that topic. 236 00:09:16,430 --> 00:09:19,310 I think there's a reason why people who over a certain age 237 00:09:19,310 --> 00:09:20,685 never really wanted to play Candy 238 00:09:20,685 --> 00:09:23,224 Land anymore because they realized that they don't really 239 00:09:23,224 --> 00:09:25,140 do anything, so they get really bored with it. 240 00:09:25,140 --> 00:09:26,960 For kids or some other targeted thing 241 00:09:26,960 --> 00:09:30,370 going on more than the meaningful decision, 242 00:09:30,370 --> 00:09:34,500 making it fun to actually just doing something and moving-- 243 00:09:34,500 --> 00:09:35,792 or winning cards. 244 00:09:35,792 --> 00:09:37,740 [INAUDIBLE] 245 00:09:37,740 --> 00:09:42,390 PROFESSOR: The thing that war and Candy Land let you do-- 246 00:09:42,390 --> 00:09:46,740 it's, for instance, it gives a five-year-old a winning 247 00:09:46,740 --> 00:09:50,440 chance against an adult, right? 248 00:09:50,440 --> 00:09:52,250 That could be huge for a kid. 249 00:09:52,250 --> 00:09:55,710 It's like, wow, I can actually play this with an adult? 250 00:09:55,710 --> 00:09:57,690 Learning how to take turns is one thing 251 00:09:57,690 --> 00:09:59,460 that people have actually get good at the games like Candy 252 00:09:59,460 --> 00:09:59,960 Land. 253 00:10:02,561 --> 00:10:04,560 I can't remember if I brought this up last time. 254 00:10:04,560 --> 00:10:06,060 I believe Candy Land was invented 255 00:10:06,060 --> 00:10:09,410 to keep kids from getting polio from each other. 256 00:10:09,410 --> 00:10:10,656 That might be urban legend. 257 00:10:10,656 --> 00:10:11,330 AUDIENCE: [INAUDIBLE] 258 00:10:11,330 --> 00:10:12,413 PROFESSOR: Huh, it's true? 259 00:10:12,413 --> 00:10:14,220 AUDIENCE: It keeps kids indoors. 260 00:10:14,220 --> 00:10:15,030 PROFESSOR: Keeps kids indoors and try 261 00:10:15,030 --> 00:10:16,030 to get them from their-- 262 00:10:16,030 --> 00:10:19,440 AUDIENCE: --they're working with other kids. 263 00:10:19,440 --> 00:10:21,984 There's polio going around at the time it happened. 264 00:10:21,984 --> 00:10:23,516 If you stay indoors with the people 265 00:10:23,516 --> 00:10:25,945 you already know you know aren't infected, 266 00:10:25,945 --> 00:10:27,320 you're going to be OK. 267 00:10:27,320 --> 00:10:29,280 PROFESSOR: So, OK, that was-- 268 00:10:29,280 --> 00:10:31,880 AUDIENCE: With polio, you can't do much of anything. 269 00:10:31,880 --> 00:10:33,338 PROFESSOR: There's a huge inversion 270 00:10:33,338 --> 00:10:36,084 from the get out and get some exercise. 271 00:10:41,300 --> 00:10:42,520 It's a serious game. 272 00:10:42,520 --> 00:10:44,870 It has [INAUDIBLE]. 273 00:10:44,870 --> 00:10:48,080 Let's play in the land of Candy. 274 00:10:48,080 --> 00:10:52,400 I would like to go back a little bit to this idea 275 00:10:52,400 --> 00:10:55,310 about changing the game state, right? 276 00:10:55,310 --> 00:10:58,220 You make a decision in a game, and you've 277 00:10:58,220 --> 00:10:59,330 changed the game state. 278 00:10:59,330 --> 00:11:03,080 And it wasn't a decision-- 279 00:11:03,080 --> 00:11:07,240 it wasn't-- I get to try to roll from three identical dice. 280 00:11:07,240 --> 00:11:08,400 Which die do I roll, OK? 281 00:11:08,400 --> 00:11:10,294 All right, that's not real-- 282 00:11:10,294 --> 00:11:12,580 the real decision. 283 00:11:12,580 --> 00:11:14,640 I [INAUDIBLE] loaded and then identical. 284 00:11:14,640 --> 00:11:21,380 But anyway, so what do you need to be 285 00:11:21,380 --> 00:11:23,210 able to communicate to the player 286 00:11:23,210 --> 00:11:26,640 that their decision actually changed anything? 287 00:11:26,640 --> 00:11:29,660 OK, actually let me flip that around. 288 00:11:29,660 --> 00:11:31,407 If you don't let the player know what 289 00:11:31,407 --> 00:11:33,740 changed the game state, even though the game state might 290 00:11:33,740 --> 00:11:39,170 have changed, is it that meaningful a decision anymore? 291 00:11:39,170 --> 00:11:40,040 You did something. 292 00:11:40,040 --> 00:11:42,417 Some numbers changed inside the system. 293 00:11:42,417 --> 00:11:44,250 It's good to affect how things go out later. 294 00:11:44,250 --> 00:11:47,706 But you don't actually know what happened. 295 00:11:47,706 --> 00:11:50,950 Has anyone played a game like this? 296 00:11:50,950 --> 00:11:52,801 Does that sound familiar? 297 00:11:52,801 --> 00:11:55,180 AUDIENCE: I feel it's very much potential to player 298 00:11:55,180 --> 00:11:58,503 and the system because a lot of times something 299 00:11:58,503 --> 00:12:02,950 like that will happen and whatever most people say, 300 00:12:02,950 --> 00:12:04,910 oh, nothing really changed. 301 00:12:04,910 --> 00:12:07,600 My decision didn't matter at all. 302 00:12:07,600 --> 00:12:10,540 Whereas someone that takes the game more seriously 303 00:12:10,540 --> 00:12:13,370 might actually realize something changed just 304 00:12:13,370 --> 00:12:16,650 from [INAUDIBLE] looking out for something ridiculous. 305 00:12:16,650 --> 00:12:21,100 And also if you expect players to get very into your game, 306 00:12:21,100 --> 00:12:22,620 this is the stuff that you can leave 307 00:12:22,620 --> 00:12:26,020 with because they will understand it and figure it out 308 00:12:26,020 --> 00:12:27,140 on their own. 309 00:12:27,140 --> 00:12:29,600 And that has to be part of the game. 310 00:12:29,600 --> 00:12:33,200 Whereas if you expect players to pick it up and play it 311 00:12:33,200 --> 00:12:36,314 three times in their life and then move on, then 312 00:12:36,314 --> 00:12:38,480 it probably won't help them that much and you should 313 00:12:38,480 --> 00:12:40,855 you should probably give them more free time [INAUDIBLE]. 314 00:12:40,855 --> 00:12:42,450 PROFESSOR: Yep, some other hand? 315 00:12:42,450 --> 00:12:45,677 AUDIENCE: I think, also, if you have an adventure game where 316 00:12:45,677 --> 00:12:46,885 there's a story or something. 317 00:12:46,885 --> 00:12:50,160 And you tell some guys to just not help the guy. 318 00:12:50,160 --> 00:12:52,629 And then he becomes an evil warlord later, 319 00:12:52,629 --> 00:12:54,920 there are some interesting things you can do with that. 320 00:12:54,920 --> 00:12:57,040 PROFESSOR: There's a long term consequences, so 321 00:12:57,040 --> 00:12:58,620 a lot of immediate consequences. 322 00:12:58,620 --> 00:13:02,121 Immediate feedback, which is a term that you brought up. 323 00:13:02,121 --> 00:13:03,870 AUDIENCE: Looking at-- there are certainly 324 00:13:03,870 --> 00:13:08,220 games where [INAUDIBLE] example. 325 00:13:08,220 --> 00:13:10,350 The minions, oftentimes you can draw 326 00:13:10,350 --> 00:13:12,590 cards that don't help you to [INAUDIBLE] 327 00:13:12,590 --> 00:13:13,730 causing [INAUDIBLE]. 328 00:13:13,730 --> 00:13:16,030 But normally if I were to do this without thinking 329 00:13:16,030 --> 00:13:17,550 and thinking doesn't matter. 330 00:13:17,550 --> 00:13:21,210 Would it actually be slightly beneficial or slightly 331 00:13:21,210 --> 00:13:22,630 [INAUDIBLE] that actually do this? 332 00:13:22,630 --> 00:13:24,769 But unless you really think about it, 333 00:13:24,769 --> 00:13:27,060 you won't even notice that it caused any sort of change 334 00:13:27,060 --> 00:13:28,630 there. 335 00:13:28,630 --> 00:13:32,682 Because if you [INAUDIBLE] this winter game wherein-- 336 00:13:32,682 --> 00:13:34,765 there's a point where you must-- if there's a dog, 337 00:13:34,765 --> 00:13:36,460 and you need to give it a sandwich. 338 00:13:36,460 --> 00:13:38,810 Otherwise you'd do it yourself 200 turns later, 339 00:13:38,810 --> 00:13:40,210 an hour earlier in this game. 340 00:13:40,210 --> 00:13:43,471 PROFESSOR: Right, and that hurts, right? 341 00:13:43,471 --> 00:13:45,070 AUDIENCE: What's the game called? 342 00:13:45,070 --> 00:13:48,680 AUDIENCE: The Hitchhiker's Guide to the Galaxy text adventure. 343 00:13:48,680 --> 00:13:50,680 AUDIENCE: Another really straightforward example 344 00:13:50,680 --> 00:13:53,640 is competitive games where you get only some 345 00:13:53,640 --> 00:13:57,810 of the [INAUDIBLE] information, like Starcraft or something. 346 00:13:57,810 --> 00:13:59,600 [INAUDIBLE] 347 00:13:59,600 --> 00:14:02,360 PROFESSOR: Yeah, it's interesting because usually a 348 00:14:02,360 --> 00:14:04,460 [INAUDIBLE] changing what your opponent does 349 00:14:04,460 --> 00:14:07,296 based on what you can't see. 350 00:14:09,850 --> 00:14:11,870 And I say usually because it does happen. 351 00:14:11,870 --> 00:14:15,140 Occasionally, your opponent sees something that you didn't see. 352 00:14:15,140 --> 00:14:19,370 And they changed their strategy based on that. 353 00:14:19,370 --> 00:14:21,099 I've played a number of adventure games 354 00:14:21,099 --> 00:14:23,390 that actually have this more as a puzzle solving thing. 355 00:14:23,390 --> 00:14:25,670 So it's not like 200 turns later something changes. 356 00:14:25,670 --> 00:14:28,640 It's like something changes right away, 357 00:14:28,640 --> 00:14:31,910 and you need to figure out what changed. 358 00:14:31,910 --> 00:14:33,330 So it's not immediate feedback. 359 00:14:33,330 --> 00:14:34,996 There's feedback somewhere in the world. 360 00:14:34,996 --> 00:14:39,090 But I want to say I probably didn't enjoyed those games. 361 00:14:39,090 --> 00:14:40,550 Maybe someone does. 362 00:14:40,550 --> 00:14:41,660 Something [INAUDIBLE]. 363 00:14:41,660 --> 00:14:43,243 AUDIENCE: Well, you have to be careful 364 00:14:43,243 --> 00:14:46,550 that it doesn't have too much complexity or some sort 365 00:14:46,550 --> 00:14:49,640 of unanticipated change that there's two people the learning 366 00:14:49,640 --> 00:14:51,080 curve [INAUDIBLE]. 367 00:14:51,080 --> 00:14:52,770 Certain games you enjoy it, but you 368 00:14:52,770 --> 00:14:54,584 play it and it takes two hours. 369 00:14:54,584 --> 00:14:58,000 And you realize something you did [INAUDIBLE] you 370 00:14:58,000 --> 00:14:59,255 might not want to play again. 371 00:14:59,255 --> 00:15:00,040 PROFESSOR: Yeah, it's like-- 372 00:15:00,040 --> 00:15:00,740 AUDIENCE: [INAUDIBLE] 373 00:15:00,740 --> 00:15:02,198 PROFESSOR: --I got the wrong ending 374 00:15:02,198 --> 00:15:04,445 because I made this decision five hours ago 375 00:15:04,445 --> 00:15:05,490 or something like that. 376 00:15:05,490 --> 00:15:08,820 OK, how about the alternative, when something-- my game state 377 00:15:08,820 --> 00:15:14,570 changes, and you're not really sure how your decision came up 378 00:15:14,570 --> 00:15:17,750 with that outcome. 379 00:15:17,750 --> 00:15:21,365 So not random exactly, but overly complex maybe. 380 00:15:21,365 --> 00:15:23,740 AUDIENCE: Well, you don't end up with a good mental model 381 00:15:23,740 --> 00:15:25,690 of how the game works. 382 00:15:25,690 --> 00:15:29,442 And so even though you make meaningful decisions, 383 00:15:29,442 --> 00:15:30,900 you don't know what the meaning is. 384 00:15:30,900 --> 00:15:33,330 And so any time you're making another decision, 385 00:15:33,330 --> 00:15:35,877 you may be able to select, actually choose in a way 386 00:15:35,877 --> 00:15:36,585 that you want to. 387 00:15:36,585 --> 00:15:37,950 PROFESSOR: Yep, OK, mhm. 388 00:15:37,950 --> 00:15:41,020 AUDIENCE: It prevents a chess style of approaching the game. 389 00:15:41,020 --> 00:15:43,632 Right, in chess you see the board and you-- 390 00:15:43,632 --> 00:15:45,340 a lot of the really good players will see 391 00:15:45,340 --> 00:15:47,410 X number of moves in advance. 392 00:15:47,410 --> 00:15:50,740 But when things happen, they just randomly appear. 393 00:15:50,740 --> 00:15:52,430 You have to react on the fly. 394 00:15:52,430 --> 00:15:55,820 You can't just plan out all of your moves. 395 00:15:55,820 --> 00:15:57,260 PROFESSOR: This-- we [INAUDIBLE]. 396 00:15:57,260 --> 00:15:59,789 AUDIENCE: I think this one's a lot bigger issue 397 00:15:59,789 --> 00:16:01,330 than the other one because this could 398 00:16:01,330 --> 00:16:05,020 lead to a lot of frustration with players. 399 00:16:05,020 --> 00:16:06,900 If they can see the game state changing 400 00:16:06,900 --> 00:16:09,316 and know that they're effective but don't know how they're 401 00:16:09,316 --> 00:16:13,101 affecting it, I just feel as a player, that 402 00:16:13,101 --> 00:16:14,520 would frustrate you to no end. 403 00:16:14,520 --> 00:16:17,350 And that would make you think that everything you do 404 00:16:17,350 --> 00:16:18,987 doesn't really matter and that you're 405 00:16:18,987 --> 00:16:21,195 going to win or lose regardless of what you're doing. 406 00:16:21,195 --> 00:16:24,745 And it turns it into a Candy Land game even if-- 407 00:16:24,745 --> 00:16:27,060 AUDIENCE: Mm-hmm, OK. 408 00:16:27,060 --> 00:16:29,504 AUDIENCE: [INAUDIBLE] the game-- 409 00:16:29,504 --> 00:16:31,990 occasionally I've played [INAUDIBLE] 410 00:16:31,990 --> 00:16:34,121 that are hard to understand. 411 00:16:34,121 --> 00:16:39,370 And they're [INAUDIBLE] anything intuitive like [INAUDIBLE]. 412 00:16:39,370 --> 00:16:43,480 We sort of did stuff, but we had-- 413 00:16:43,480 --> 00:16:45,760 and then afterwards, we didn't really understand. 414 00:16:45,760 --> 00:16:47,635 We didn't understand how we were changing it, 415 00:16:47,635 --> 00:16:49,514 but it took awhile before you really-- 416 00:16:49,514 --> 00:16:51,097 you don't understand what's happening. 417 00:16:51,097 --> 00:16:53,050 And there are many games where you can 418 00:16:53,050 --> 00:16:55,690 do very poorly or very well. 419 00:16:55,690 --> 00:16:57,960 And it takes a while to understand exactly why you're 420 00:16:57,960 --> 00:17:00,190 doing very poorly or very well. 421 00:17:00,190 --> 00:17:01,690 PROFESSOR: So sometimes even success 422 00:17:01,690 --> 00:17:06,051 can be bewildering, right. 423 00:17:06,051 --> 00:17:06,550 Yeah? 424 00:17:06,550 --> 00:17:10,550 AUDIENCE: I feel like this sort of [INAUDIBLE] from a digital 425 00:17:10,550 --> 00:17:12,996 game and a board game because in a digital game, 426 00:17:12,996 --> 00:17:15,647 usually people have to take their turns and have to play 427 00:17:15,647 --> 00:17:17,816 out more slowly, whereas in a good board game, 428 00:17:17,816 --> 00:17:19,744 you change something and-- 429 00:17:19,744 --> 00:17:21,672 if you do something and something changes, 430 00:17:21,672 --> 00:17:24,413 maybe you can just start over and do it again 431 00:17:24,413 --> 00:17:25,579 like it's a different thing. 432 00:17:25,579 --> 00:17:26,490 PROFESSOR: All right, hold on. 433 00:17:26,490 --> 00:17:27,572 So in a digital game? 434 00:17:27,572 --> 00:17:29,510 AUDIENCE: Yeah, [INAUDIBLE]. 435 00:17:29,510 --> 00:17:31,810 PROFESSOR: OK, so in a digital game, 436 00:17:31,810 --> 00:17:35,470 because some games let you save state and then reload state. 437 00:17:35,470 --> 00:17:38,030 So you can say, well, what if I tried this decision? 438 00:17:38,030 --> 00:17:40,780 And then there's an interesting phenomenon 439 00:17:40,780 --> 00:17:43,120 that goes with that in a lot of strategy games called 440 00:17:43,120 --> 00:17:44,620 save scrubbing. 441 00:17:44,620 --> 00:17:47,140 And that is where you know that the outcome of something 442 00:17:47,140 --> 00:17:48,920 is based on a probability. 443 00:17:48,920 --> 00:17:51,730 And so if you save and reload often enough, 444 00:17:51,730 --> 00:17:55,210 you will always be successful. 445 00:17:55,210 --> 00:17:56,740 And that's an interesting strategy. 446 00:17:56,740 --> 00:17:58,156 This is completely aside from what 447 00:17:58,156 --> 00:17:59,350 I wanted talked about today. 448 00:17:59,350 --> 00:18:02,872 But it's an interesting strategy that game designers use. 449 00:18:02,872 --> 00:18:04,330 And that is to-- in a digital game, 450 00:18:04,330 --> 00:18:08,130 save some random number seed at the time 451 00:18:08,130 --> 00:18:11,350 when the save is made so that outcome's always the same. 452 00:18:11,350 --> 00:18:15,410 I expect tech support calls when people when you implement that, 453 00:18:15,410 --> 00:18:17,800 though, because people are like this-- your random number 454 00:18:17,800 --> 00:18:18,370 is broken. 455 00:18:18,370 --> 00:18:19,856 I tried this thing 15 times. 456 00:18:19,856 --> 00:18:21,730 And it's supposed to have a 90% success rate. 457 00:18:21,730 --> 00:18:23,770 And I always fail when I do this one attack. 458 00:18:23,770 --> 00:18:28,180 And it's like, yes, because you saved the random number seed. 459 00:18:28,180 --> 00:18:32,410 So that is actually a problem because people 460 00:18:32,410 --> 00:18:36,870 have this concept about how the mechanics of what 461 00:18:36,870 --> 00:18:40,280 does 90% probability of success mean? 462 00:18:40,280 --> 00:18:42,960 And [INAUDIBLE] specifically call right now. 463 00:18:42,960 --> 00:18:46,224 A second one might say that. 464 00:18:46,224 --> 00:18:48,790 90% probability of success to a lot of people 465 00:18:48,790 --> 00:18:53,050 means that most-- means that it's going to succeed. 466 00:18:53,050 --> 00:18:54,430 Now for a lot of people, probably 467 00:18:54,430 --> 00:18:55,846 a lot of people in this room, this 468 00:18:55,846 --> 00:18:58,560 means you will probably succeed. 469 00:18:58,560 --> 00:19:01,200 But for a game whose pushed the random number 470 00:19:01,200 --> 00:19:04,202 seed has been saved and you fail and then you 471 00:19:04,202 --> 00:19:06,160 reload from the start, it means you will always 472 00:19:06,160 --> 00:19:10,010 fail because that's a different concept of how 473 00:19:10,010 --> 00:19:11,590 the random number generator works. 474 00:19:11,590 --> 00:19:12,965 It makes a lot of sense to people 475 00:19:12,965 --> 00:19:15,100 who are game designers or computer scientists 476 00:19:15,100 --> 00:19:17,520 but may not make a lot of sense to a lot of players. 477 00:19:17,520 --> 00:19:19,870 I get to re-roll again when I save in those, right? 478 00:19:19,870 --> 00:19:22,960 But now you get to re-roll exactly the same time, exactly 479 00:19:22,960 --> 00:19:25,000 the same way, which means you've got to come. 480 00:19:28,180 --> 00:19:31,240 So this brings me to the second reading, 481 00:19:31,240 --> 00:19:35,890 which is Don Norman's first chapter in the design 482 00:19:35,890 --> 00:19:37,245 of everyday things. 483 00:19:37,245 --> 00:19:39,040 The book used to be called The Psychology 484 00:19:39,040 --> 00:19:41,570 of Everyday Things, which had a nice little acronym him 485 00:19:41,570 --> 00:19:42,610 of POET. 486 00:19:42,610 --> 00:19:47,402 But then people had trouble finding the book because he 487 00:19:47,402 --> 00:19:48,610 was looking for design books. 488 00:19:48,610 --> 00:19:50,590 And it was shelved in the psychology section. 489 00:19:50,590 --> 00:19:53,529 So he changed the name to The Design of Everyday Things, 490 00:19:53,529 --> 00:19:55,570 which I think is a really interesting application 491 00:19:55,570 --> 00:19:57,250 of the kinds of things that he's talking about. 492 00:19:57,250 --> 00:19:59,650 Do you expect to find this book somewhere and is not 493 00:19:59,650 --> 00:20:00,770 in that section? 494 00:20:00,770 --> 00:20:04,056 So you make a change and you iterate on it. 495 00:20:04,056 --> 00:20:05,430 And if you look at the copyright, 496 00:20:05,430 --> 00:20:08,530 it actually still Psychology of Everyday Things. 497 00:20:08,530 --> 00:20:11,350 He talks about visibility. 498 00:20:11,350 --> 00:20:17,000 And what does visibility do in a syst-- 499 00:20:17,000 --> 00:20:18,187 in a design? 500 00:20:18,187 --> 00:20:20,572 AUDIENCE: It helps people understand 501 00:20:20,572 --> 00:20:24,390 the qualities of what they're doing or what [INAUDIBLE]. 502 00:20:24,390 --> 00:20:27,930 PROFESSOR: Yeah, they have an intent, right? 503 00:20:27,930 --> 00:20:30,510 They want to accomplish something. 504 00:20:30,510 --> 00:20:32,640 And it gives them a clue on what they 505 00:20:32,640 --> 00:20:34,630 could do to accomplish that. 506 00:20:34,630 --> 00:20:38,430 So already, that's a direct application to games, right? 507 00:20:38,430 --> 00:20:39,540 You have a goal in mind. 508 00:20:39,540 --> 00:20:42,150 It's like I want to accumulate more cash in this game. 509 00:20:42,150 --> 00:20:43,820 I want to-- 510 00:20:43,820 --> 00:20:46,079 I'll produce my opponent or something like that. 511 00:20:46,079 --> 00:20:48,120 All right, what are all the things that I can do? 512 00:20:48,120 --> 00:20:50,757 What's telling me might-- 513 00:20:50,757 --> 00:20:52,090 what's in front of me right now? 514 00:20:52,090 --> 00:20:53,923 Maybe in a board game, maybe in a card game, 515 00:20:53,923 --> 00:20:55,530 maybe in a visual game, that's telling 516 00:20:55,530 --> 00:20:57,930 me visibly, right now, that this might 517 00:20:57,930 --> 00:20:59,526 be the way I get to do that. 518 00:21:04,107 --> 00:21:06,450 In a lot of strategy games, some of these things 519 00:21:06,450 --> 00:21:08,370 are very literal, right? 520 00:21:08,370 --> 00:21:11,460 So and so technology gives you this bonus. 521 00:21:11,460 --> 00:21:15,300 It's very-- I guess a little of the role playing games also 522 00:21:15,300 --> 00:21:16,020 have this, right? 523 00:21:16,020 --> 00:21:17,780 I want to hit things harder. 524 00:21:17,780 --> 00:21:19,980 Oh, look, this thing just needs plus one to attack. 525 00:21:19,980 --> 00:21:24,820 All right, OK, that that's a very literal thing now. 526 00:21:24,820 --> 00:21:27,480 How much effort you need to do, you 527 00:21:27,480 --> 00:21:30,140 need to go through to actually find that piece of information 528 00:21:30,140 --> 00:21:34,080 and whether plus one is actually a meaningful difference at all. 529 00:21:34,080 --> 00:21:36,700 It's depending on the design of the game. 530 00:21:36,700 --> 00:21:40,620 But visibility has something to do 531 00:21:40,620 --> 00:21:45,866 with the intent of the player of the user in Norman's case. 532 00:21:45,866 --> 00:21:47,240 But he's not talking about games. 533 00:21:47,240 --> 00:21:49,710 He's talking about the design of everything. 534 00:21:49,710 --> 00:21:53,100 And what the system can actually do, the actual operations 535 00:21:53,100 --> 00:21:54,060 of the system. 536 00:21:54,060 --> 00:21:56,130 So I'm playing a game like-- 537 00:21:59,700 --> 00:22:02,520 I'm playing a real time strategy game, and I have a tank. 538 00:22:02,520 --> 00:22:04,350 And I want to make it do doughnuts. 539 00:22:04,350 --> 00:22:08,460 And it's like, well, the system doesn't actually support that. 540 00:22:08,460 --> 00:22:11,460 There's no physics simulations to this tank. 541 00:22:11,460 --> 00:22:17,670 So I need to be able to convey to the player 542 00:22:17,670 --> 00:22:20,280 that this is not something you can actually do in the game. 543 00:22:20,280 --> 00:22:24,770 You can tell which hex to move your tank, but that's it. 544 00:22:24,770 --> 00:22:28,440 Maybe the tank doesn't even turn, right? 545 00:22:28,440 --> 00:22:33,420 So the other thing is this concept of mapping, 546 00:22:33,420 --> 00:22:36,120 that there is this-- 547 00:22:36,120 --> 00:22:38,620 again, it has to do with the player's intent of what 548 00:22:38,620 --> 00:22:41,350 they want to do, what they want to accomplish. 549 00:22:41,350 --> 00:22:44,280 But mapping, instead of the actual operations 550 00:22:44,280 --> 00:22:46,400 of the system, actually has to do it 551 00:22:46,400 --> 00:22:48,715 for what you can see of the system. 552 00:22:48,715 --> 00:22:50,840 So there are affordances and there are constraints. 553 00:22:50,840 --> 00:22:53,460 These are both words that are introduced in that reading. 554 00:22:53,460 --> 00:22:56,050 I think affordances is introduced in this reading. 555 00:22:56,050 --> 00:22:58,600 What's an example of an affordance? 556 00:23:01,600 --> 00:23:03,630 AUDIENCE: If you can sit on a chair? 557 00:23:03,630 --> 00:23:05,046 PROFESSOR: You can sit on a chair? 558 00:23:07,235 --> 00:23:11,990 What about this thing tells you that you can sit on it? 559 00:23:11,990 --> 00:23:14,644 AUDIENCE: It seems sturdy, and it's got a place for your butt. 560 00:23:14,644 --> 00:23:17,060 PROFESSOR: Yeah, it's got a nice little butt-shaped thing, 561 00:23:17,060 --> 00:23:18,910 here right? 562 00:23:18,910 --> 00:23:22,010 It's not made of spikes. 563 00:23:22,010 --> 00:23:25,290 It's got at least three legs, which may help, 564 00:23:25,290 --> 00:23:28,990 and evenly distributed, which means that it's not 565 00:23:28,990 --> 00:23:29,940 going to tip over. 566 00:23:29,940 --> 00:23:31,314 AUDIENCE: You can also measure it 567 00:23:31,314 --> 00:23:33,820 related to other objects to [INAUDIBLE] also. 568 00:23:33,820 --> 00:23:34,412 And that you-- 569 00:23:34,412 --> 00:23:35,870 PROFESSOR: OK, there's a little bit 570 00:23:35,870 --> 00:23:40,187 of cultural familiarity with other chairs that you've seen. 571 00:23:40,187 --> 00:23:41,895 AUDIENCE: What about a handle on a door? 572 00:23:41,895 --> 00:23:44,670 PROFESSOR: A handle on a door. 573 00:23:44,670 --> 00:23:46,894 What does a handle on a door allow you to do? 574 00:23:46,894 --> 00:23:51,980 AUDIENCE: It's like-- it's a place for your hand. 575 00:23:51,980 --> 00:23:53,190 PROFESSOR: It's hand-shaped. 576 00:23:53,190 --> 00:23:53,704 It's-- 577 00:23:53,704 --> 00:23:55,912 AUDIENCE: If you hold your hand out in a natural way, 578 00:23:55,912 --> 00:23:57,391 you grab-- 579 00:23:57,391 --> 00:23:58,841 looking at the text. 580 00:23:58,841 --> 00:24:00,382 Oh, I wasn't thinking of that handle. 581 00:24:00,382 --> 00:24:04,146 I was thinking of the vertical [INAUDIBLE]. 582 00:24:04,146 --> 00:24:06,270 AUDIENCE: The one that looks like a U-shaped tube-- 583 00:24:06,270 --> 00:24:06,840 like that. 584 00:24:06,840 --> 00:24:09,340 AUDIENCE: Yeah, exactly. 585 00:24:09,340 --> 00:24:12,240 PROFESSOR: So yeah, it's kind the right shape. 586 00:24:12,240 --> 00:24:14,130 It's one of those door handles or something 587 00:24:14,130 --> 00:24:18,120 like the size of a supporting column. 588 00:24:18,120 --> 00:24:21,174 You wouldn't necessarily think that you had to grab it, right? 589 00:24:21,174 --> 00:24:24,340 AUDIENCE: An outlet is for anything [INAUDIBLE]. 590 00:24:27,230 --> 00:24:28,640 PROFESSOR: Like fingers? 591 00:24:28,640 --> 00:24:30,140 AUDIENCE: They're not finger-shaped. 592 00:24:30,140 --> 00:24:32,050 PROFESSOR: Because they're not finger-shaped. 593 00:24:32,050 --> 00:24:35,770 Yeah, although it has a kind of weird happy face on it, 594 00:24:35,770 --> 00:24:38,605 which I always thought was a little bit strange about-- 595 00:24:38,605 --> 00:24:40,480 that might have been designed, too, actually. 596 00:24:40,480 --> 00:24:42,340 That might have something because if you-- 597 00:24:42,340 --> 00:24:43,520 this won't kill you, really. 598 00:24:43,520 --> 00:24:45,179 So you should put it in your home. 599 00:24:45,179 --> 00:24:47,720 I want to find out more about the history of the [INAUDIBLE]. 600 00:24:47,720 --> 00:24:51,720 AUDIENCE: It's actually-- the design 601 00:24:51,720 --> 00:24:58,424 with the ground on the bottom is a bad idea because if something 602 00:24:58,424 --> 00:25:00,500 starts falling out that are too exposed to it, 603 00:25:00,500 --> 00:25:02,593 it will not be the ground one. 604 00:25:02,593 --> 00:25:05,431 So it would be better to flip it. 605 00:25:05,431 --> 00:25:07,472 PROFESSOR: Where's the ground in the mid- up top? 606 00:25:07,472 --> 00:25:08,527 AUDIENCE: Yeah, because then even 607 00:25:08,527 --> 00:25:10,056 if it starts coming out a little, 608 00:25:10,056 --> 00:25:12,481 then something falls down between the-- 609 00:25:12,481 --> 00:25:13,730 PROFESSOR: So it's bad design. 610 00:25:13,730 --> 00:25:16,510 It's bad design because you want to put it on your wall in a way 611 00:25:16,510 --> 00:25:18,260 that it smiles at you all the time. 612 00:25:18,260 --> 00:25:20,582 But when it's the other way around, 613 00:25:20,582 --> 00:25:22,040 it's actually a little more stable. 614 00:25:22,040 --> 00:25:23,930 It's actually like a mo-- 615 00:25:23,930 --> 00:25:29,338 British plugs, actually, have the pin usually on top and-- 616 00:25:29,338 --> 00:25:31,296 AUDIENCE: The British have the [INAUDIBLE] pin. 617 00:25:31,296 --> 00:25:32,770 There's [INAUDIBLE]. 618 00:25:32,770 --> 00:25:33,270 Right? 619 00:25:33,270 --> 00:25:35,162 PROFESSOR: That would be the-- 620 00:25:35,162 --> 00:25:35,870 what would it be? 621 00:25:35,870 --> 00:25:36,770 AUDIENCE: [INAUDIBLE] 622 00:25:36,770 --> 00:25:38,240 AUDIENCE: For two round circles. 623 00:25:38,240 --> 00:25:40,364 PROFESSOR: Yeah, yeah, the two round circles, yeah. 624 00:25:40,364 --> 00:25:41,775 AUDIENCE: They're using-- 625 00:25:41,775 --> 00:25:43,400 PROFESSOR: Dan, I think you're thinking 626 00:25:43,400 --> 00:25:45,376 of your pins, which are round. 627 00:25:45,376 --> 00:25:47,300 The original size is flat. 628 00:25:47,300 --> 00:25:49,460 But they are twice the width of the thing. 629 00:25:49,460 --> 00:25:51,584 You could stick your finger in a British pin, which 630 00:25:51,584 --> 00:25:53,810 means they have to design all kinds of protection 631 00:25:53,810 --> 00:25:56,087 mechanisms, plastic springs, and things like that, 632 00:25:56,087 --> 00:25:57,920 just to be able to prevent you from sticking 633 00:25:57,920 --> 00:25:58,760 your finger in it. 634 00:25:58,760 --> 00:26:00,750 It does have-- yeah, this one's actually nice 635 00:26:00,750 --> 00:26:02,600 because the biggest hole in there 636 00:26:02,600 --> 00:26:05,660 is the lethal hole in there, is the one that doesn't have 637 00:26:05,660 --> 00:26:07,095 any current running through it. 638 00:26:09,600 --> 00:26:13,850 So an affordance is something which 639 00:26:13,850 --> 00:26:16,610 suggests this is how you can use it, right? 640 00:26:16,610 --> 00:26:19,160 Something that you can get hand around 641 00:26:19,160 --> 00:26:21,080 suggests you can grab it. 642 00:26:21,080 --> 00:26:23,900 Something with a movable hinge suggests 643 00:26:23,900 --> 00:26:26,940 that's the direction that you move it in. 644 00:26:26,940 --> 00:26:30,192 So they talk about materials like wood and glass, right? 645 00:26:30,192 --> 00:26:31,400 Glass is for looking through. 646 00:26:31,400 --> 00:26:34,310 Glass is for smashing. 647 00:26:34,310 --> 00:26:38,330 Wood is for holding things together. 648 00:26:38,330 --> 00:26:40,747 And wood is possibly for writing. 649 00:26:40,747 --> 00:26:42,080 You've got this porous material. 650 00:26:42,080 --> 00:26:46,480 It paints very easily, that sort of thing. 651 00:26:46,480 --> 00:26:50,900 And in games-- let me just bring all the [INAUDIBLE] forward. 652 00:26:50,900 --> 00:26:52,640 Let's try to identify the components of-- 653 00:26:52,640 --> 00:26:55,190 how many of you have played put before? 654 00:26:55,190 --> 00:26:59,940 Really, really-- this is the box. 655 00:26:59,940 --> 00:27:03,700 Let's talk about things in here that's a rule sheet. 656 00:27:03,700 --> 00:27:06,200 I guess it affords reading, but I'm not going to talk about. 657 00:27:06,200 --> 00:27:07,190 It has this thing. 658 00:27:09,980 --> 00:27:12,384 Actually, what you do with this thing? 659 00:27:12,384 --> 00:27:14,120 AUDIENCE: Ring it. 660 00:27:14,120 --> 00:27:14,956 PROFESSOR: Slap? 661 00:27:14,956 --> 00:27:15,710 [BELL RING] 662 00:27:15,710 --> 00:27:17,060 Yeah, that's what it does. 663 00:27:17,060 --> 00:27:18,980 OK, all right, so now that you've seen what 664 00:27:18,980 --> 00:27:19,820 this thing does. 665 00:27:19,820 --> 00:27:23,030 What is one of the things that this-- 666 00:27:23,030 --> 00:27:26,240 not in the rule book [INAUDIBLE] completely. 667 00:27:26,240 --> 00:27:29,450 If you have this in your game, what is this thing good for? 668 00:27:29,450 --> 00:27:30,692 AUDIENCE: Getting attention. 669 00:27:30,692 --> 00:27:32,150 PROFESSOR: Getting attention, yeah. 670 00:27:32,150 --> 00:27:32,570 It's loud. 671 00:27:32,570 --> 00:27:33,650 AUDIENCE: Annoying people? 672 00:27:33,650 --> 00:27:34,360 PROFESSOR: Annoying people. 673 00:27:34,360 --> 00:27:35,735 You could use it to annoy people. 674 00:27:35,735 --> 00:27:39,534 It's like-- you want to lock out what they're trying to say 675 00:27:39,534 --> 00:27:41,117 or something and just keep hitting it. 676 00:27:41,117 --> 00:27:42,533 AUDIENCE: They knowing that you're 677 00:27:42,533 --> 00:27:43,979 the one that [INAUDIBLE]. 678 00:27:43,979 --> 00:27:45,410 AUDIENCE: [INAUDIBLE] 679 00:27:45,410 --> 00:27:48,980 PROFESSOR: OK, yeah, so the completion of something, 680 00:27:48,980 --> 00:27:50,400 the end of-- 681 00:27:50,400 --> 00:27:52,890 because it's very progressive, right? 682 00:27:52,890 --> 00:27:55,140 It's not just a loud-- like an air horn. 683 00:27:55,140 --> 00:27:56,202 It goes eh. 684 00:27:56,202 --> 00:27:57,160 This one actually has-- 685 00:27:57,160 --> 00:27:58,710 [BELL RING] 686 00:27:58,710 --> 00:28:02,441 --very, very sharp [INAUDIBLE] sound. 687 00:28:02,441 --> 00:28:02,940 What else? 688 00:28:06,490 --> 00:28:07,707 What else about this? 689 00:28:07,707 --> 00:28:09,080 AUDIENCE: It's shiny. 690 00:28:09,080 --> 00:28:10,500 PROFESSOR: It is shiny. 691 00:28:10,500 --> 00:28:13,410 Makes you want it, right? 692 00:28:13,410 --> 00:28:15,120 AUDIENCE: You can hold it in your hand. 693 00:28:15,120 --> 00:28:17,570 And so you might be able to completely pass it around. 694 00:28:17,570 --> 00:28:18,580 PROFESSOR: You could pass it around. 695 00:28:18,580 --> 00:28:20,454 This could be controlled by different people. 696 00:28:20,454 --> 00:28:22,890 It doesn't necessarily-- it's not a huge thing for anyone. 697 00:28:22,890 --> 00:28:24,640 AUDIENCE: There's only one of them. 698 00:28:24,640 --> 00:28:25,960 PROFESSOR: There's only one. 699 00:28:25,960 --> 00:28:27,550 If you only had one, so then that 700 00:28:27,550 --> 00:28:29,804 becomes even more desirable because it's the only-- 701 00:28:29,804 --> 00:28:31,196 [LAUGHING] 702 00:28:31,196 --> 00:28:32,588 AUDIENCE: [INAUDIBLE] 703 00:28:32,588 --> 00:28:33,520 AUDIENCE: Nice. 704 00:28:33,520 --> 00:28:35,140 PROFESSOR: Something that may might be able to stand nicely 705 00:28:35,140 --> 00:28:36,250 on a flat surface. 706 00:28:36,250 --> 00:28:38,740 But it's not rubberised or anything of that. 707 00:28:38,740 --> 00:28:42,650 So if you put it on an incline surface or something like that, 708 00:28:42,650 --> 00:28:45,040 it not stop sliding. 709 00:28:45,040 --> 00:28:49,493 So this implies that it's going to sit on a table somewhere. 710 00:28:49,493 --> 00:28:50,993 It also comes with a bunch of cards. 711 00:28:50,993 --> 00:28:54,070 Ooh, whoa. 712 00:28:54,070 --> 00:28:55,710 What happened to these cards? 713 00:28:55,710 --> 00:29:01,442 OK, now the paint could rubbed off or something that. 714 00:29:01,442 --> 00:29:06,730 So don't worry too much about the text and the graphics. 715 00:29:06,730 --> 00:29:08,080 But just look at the card. 716 00:29:08,080 --> 00:29:11,660 What do cards allow you to do? 717 00:29:11,660 --> 00:29:13,954 What are the affordances of cards? 718 00:29:13,954 --> 00:29:14,454 Hm? 719 00:29:14,454 --> 00:29:15,830 AUDIENCE: You can hold a couple of them in your hand. 720 00:29:15,830 --> 00:29:18,413 PROFESSOR: You can hold a couple of them in your hand at once, 721 00:29:18,413 --> 00:29:19,648 OK. 722 00:29:19,648 --> 00:29:22,664 AUDIENCE: [INAUDIBLE] because they're [INAUDIBLE]. 723 00:29:22,664 --> 00:29:24,330 PROFESSOR: Yeah, there's a site that you 724 00:29:24,330 --> 00:29:27,340 can put no useful information on, right? 725 00:29:27,340 --> 00:29:29,160 Besides the brand of the game, sure. 726 00:29:29,160 --> 00:29:32,706 But all identical, so you don't know what it is. 727 00:29:32,706 --> 00:29:36,152 AUDIENCE: [INAUDIBLE] each other. 728 00:29:36,152 --> 00:29:38,610 PROFESSOR: You can hold a lot of them in your hand at once. 729 00:29:41,560 --> 00:29:42,460 What else? 730 00:29:42,460 --> 00:29:44,350 What else about this? 731 00:29:44,350 --> 00:29:47,207 AUDIENCE: Pattern recognition [INAUDIBLE]. 732 00:29:47,207 --> 00:29:49,040 PROFESSOR: The way how they've been designed 733 00:29:49,040 --> 00:29:52,460 makes it possible for you to do pattern recognition. 734 00:29:52,460 --> 00:29:55,040 Something which they didn't do is use different colors, 735 00:29:55,040 --> 00:29:57,500 which might make it even easier, at least for people 736 00:29:57,500 --> 00:29:58,620 who are not colorblind. 737 00:30:01,170 --> 00:30:06,320 But they've arranged similar elements in the same place. 738 00:30:06,320 --> 00:30:11,430 And they didn't use colors to denote the numbers. 739 00:30:11,430 --> 00:30:15,325 What else about these cards? 740 00:30:15,325 --> 00:30:17,890 AUDIENCE: Just cards in general-- you can change them. 741 00:30:17,890 --> 00:30:20,220 PROFESSOR: Yeah, I guess that's up to you. 742 00:30:20,220 --> 00:30:23,460 And in fact, Pit does that. 743 00:30:23,460 --> 00:30:26,650 Pit's one of those games where exchange is a real time thing. 744 00:30:26,650 --> 00:30:30,269 We're probably play it later in the semester 745 00:30:30,269 --> 00:30:31,310 because that's all light. 746 00:30:31,310 --> 00:30:31,905 That's so easy. 747 00:30:31,905 --> 00:30:32,350 Yeah? 748 00:30:32,350 --> 00:30:34,564 AUDIENCE: It's easy to have a deck and then draw from it. 749 00:30:34,564 --> 00:30:36,960 PROFESSOR: Oh yeah, you can have this randomizing thing 750 00:30:36,960 --> 00:30:38,910 where you just have a whole stack sitting on the table. 751 00:30:38,910 --> 00:30:39,990 And then you don't know what you're going to get. 752 00:30:39,990 --> 00:30:41,160 And you just grab one. 753 00:30:41,160 --> 00:30:42,750 Amazingly, it's actually pretty easy 754 00:30:42,750 --> 00:30:45,293 to just grab one as opposed to five at the time. 755 00:30:45,293 --> 00:30:47,834 AUDIENCE: It's easy to make them up too if there was a really 756 00:30:47,834 --> 00:30:49,050 good random aspect to the game. 757 00:30:49,050 --> 00:30:49,770 PROFESSOR: Because of this? 758 00:30:49,770 --> 00:30:50,645 Because of shuffling? 759 00:30:50,645 --> 00:30:52,490 Yeah. 760 00:30:52,490 --> 00:30:53,656 Or 52-card pickup. 761 00:30:56,820 --> 00:30:58,340 It fits in a hand. 762 00:30:58,340 --> 00:31:00,960 It's a little bit smaller than it needs to be in order for you 763 00:31:00,960 --> 00:31:03,072 to hold it comfortably like that. 764 00:31:03,072 --> 00:31:05,280 But these particular cards are a very, very good size 765 00:31:05,280 --> 00:31:07,149 for shuffling. 766 00:31:07,149 --> 00:31:08,148 AUDIENCE: They're black. 767 00:31:08,148 --> 00:31:09,620 You can put them on tables. 768 00:31:09,620 --> 00:31:12,010 PROFESSOR: You can put them on things like tables, yeah. 769 00:31:12,010 --> 00:31:13,180 You can deal them. 770 00:31:13,180 --> 00:31:16,830 You can flip them upwards and downwards, sure. 771 00:31:16,830 --> 00:31:20,952 AUDIENCE: [INAUDIBLE] means that you 772 00:31:20,952 --> 00:31:24,560 have to put either face down or they get really [INAUDIBLE]. 773 00:31:24,560 --> 00:31:27,160 AUDIENCE: Yeah, they're really terrible for building things 774 00:31:27,160 --> 00:31:27,790 out of. 775 00:31:27,790 --> 00:31:31,560 It's possible but really hard to make something, 776 00:31:31,560 --> 00:31:33,510 to make a card stand up. 777 00:31:33,510 --> 00:31:37,800 So it makes it really obvious that it's either this or this. 778 00:31:40,385 --> 00:31:44,760 Other orientations other than that face up or face down 779 00:31:44,760 --> 00:31:48,920 aren't really considered, aren't really part of the game. 780 00:31:48,920 --> 00:31:50,920 AUDIENCE: I assume that they're rectangular? 781 00:31:50,920 --> 00:31:51,920 PROFESSOR: Yep. 782 00:31:51,920 --> 00:31:54,356 AUDIENCE: So going back to the point of orientation, 783 00:31:54,356 --> 00:31:56,700 maybe they're vertical and horizontal-- 784 00:31:56,700 --> 00:31:59,530 PROFESSOR: Mm-hmm, it's up top-- 785 00:31:59,530 --> 00:32:01,270 the path it took [INAUDIBLE]. 786 00:32:01,270 --> 00:32:03,436 AUDIENCE: It'd be hard to do with a square or circle 787 00:32:03,436 --> 00:32:06,000 card, but a regular shape, an elongated shape. 788 00:32:06,000 --> 00:32:09,050 PROFESSOR: Conversely, a square card 789 00:32:09,050 --> 00:32:12,780 could [INAUDIBLE] full rotation in any direction, rotation. 790 00:32:12,780 --> 00:32:15,280 We'll get that, actually, in the next one where you can just 791 00:32:15,280 --> 00:32:17,290 rotate things around. 792 00:32:17,290 --> 00:32:22,724 AUDIENCE: Stiffness and shininess of them [INAUDIBLE] 793 00:32:22,724 --> 00:32:25,107 In some games you have papers that you write on them 794 00:32:25,107 --> 00:32:26,975 that are disposable. 795 00:32:26,975 --> 00:32:27,910 Pass a paper. 796 00:32:27,910 --> 00:32:31,080 PROFESSOR: This is about left a little bit of time. 797 00:32:31,080 --> 00:32:33,970 Multiple play sessions at least. 798 00:32:33,970 --> 00:32:36,150 So yeah, a bunch of things that come through 799 00:32:36,150 --> 00:32:38,100 are already that you've identified 800 00:32:38,100 --> 00:32:39,970 which are all very accurate. 801 00:32:39,970 --> 00:32:41,220 And that's a lot. 802 00:32:41,220 --> 00:32:42,360 Cards do a lot. 803 00:32:42,360 --> 00:32:44,120 And when you're designing a game, 804 00:32:44,120 --> 00:32:46,495 you need to think about whether cards are the right thing 805 00:32:46,495 --> 00:32:49,140 for your choice, for your game. 806 00:32:49,140 --> 00:32:51,720 And you've gone through a pretty deep analysis 807 00:32:51,720 --> 00:32:56,270 about what this thing does that might make it appropriate. 808 00:32:56,270 --> 00:32:59,005 Something that might be in those subtle-- the 809 00:32:59,005 --> 00:33:01,920 rounded corners actually make it much easier 810 00:33:01,920 --> 00:33:05,340 for you to do things like this. 811 00:33:05,340 --> 00:33:07,200 If it wasn't around the corner, it's 812 00:33:07,200 --> 00:33:11,110 actually pretty uncomfortable to do a fan. 813 00:33:11,110 --> 00:33:12,640 It's not like you couldn't. 814 00:33:12,640 --> 00:33:14,806 You totally could. 815 00:33:14,806 --> 00:33:17,300 The stationary stores actually do 816 00:33:17,300 --> 00:33:21,272 sell punches, corner punches around of your cards. 817 00:33:21,272 --> 00:33:22,980 It is not something that I would actually 818 00:33:22,980 --> 00:33:25,350 recommend that you do during prototyping because it 819 00:33:25,350 --> 00:33:27,640 takes too damn much time. 820 00:33:27,640 --> 00:33:30,120 But if you were to design a game for home, for your family, 821 00:33:30,120 --> 00:33:31,020 or something like that, and you want 822 00:33:31,020 --> 00:33:32,560 to make it a pleasant experience. 823 00:33:32,560 --> 00:33:35,160 You might just want to spend $2 on a punch 824 00:33:35,160 --> 00:33:37,590 and just punch the corners out. 825 00:33:37,590 --> 00:33:39,540 It's really, really hard to do it consistently 826 00:33:39,540 --> 00:33:41,290 when using your hands, by the way. 827 00:33:41,290 --> 00:33:46,590 So it could take away the whole information hiding things. 828 00:33:46,590 --> 00:33:49,475 But oh, the one that was badly punched, that's the joker. 829 00:33:53,370 --> 00:33:55,340 Let's see. 830 00:33:55,340 --> 00:33:56,667 That's, oh, that's next. 831 00:34:00,850 --> 00:34:03,050 Let's see what else I talk about? 832 00:34:03,050 --> 00:34:06,090 So mapping, so back to the idea of mapping. 833 00:34:06,090 --> 00:34:07,820 You've got your intent. 834 00:34:07,820 --> 00:34:09,980 Here is something that you want to do as a player, 835 00:34:09,980 --> 00:34:12,277 maybe hide information from other people. 836 00:34:12,277 --> 00:34:14,235 And then there's the affordances of the system. 837 00:34:14,235 --> 00:34:17,670 Now if I wanted to hide my cards from you, 838 00:34:17,670 --> 00:34:19,949 then I will hold my cards in a way 839 00:34:19,949 --> 00:34:22,530 that only you can only see the side that doesn't 840 00:34:22,530 --> 00:34:25,440 reveal any useful information. 841 00:34:25,440 --> 00:34:29,190 So that's a very, very direct, clear 842 00:34:29,190 --> 00:34:31,290 what he calls natural mapping, although I am not 843 00:34:31,290 --> 00:34:36,580 quite sure that phrase is very easy to use in practice. 844 00:34:36,580 --> 00:34:38,610 It gets a little bit more complicated 845 00:34:38,610 --> 00:34:41,067 when you actually look at the system 846 00:34:41,067 --> 00:34:42,900 that the game is trying to reproduce, right? 847 00:34:42,900 --> 00:34:45,469 So far I've just been talking about cards. 848 00:34:45,469 --> 00:34:49,110 I haven't been talking about what the rules of the game are. 849 00:34:49,110 --> 00:34:51,239 How many people play cards or something? 850 00:34:51,239 --> 00:34:52,889 OK, a couple of people. 851 00:34:52,889 --> 00:34:55,662 We should be able to get a chance to play this 852 00:34:55,662 --> 00:34:56,760 later this semester. 853 00:34:56,760 --> 00:34:59,766 I'm pretty sure it's already in the syllabus. 854 00:34:59,766 --> 00:35:02,370 So there are a couple of things in this game that 855 00:35:02,370 --> 00:35:05,857 is this board. 856 00:35:05,857 --> 00:35:07,940 There's a back of the board, which is not colored. 857 00:35:07,940 --> 00:35:11,830 And it has a design on it. 858 00:35:11,830 --> 00:35:14,960 We could just pass this one. 859 00:35:14,960 --> 00:35:18,660 It's got no playing pieces that are referred 860 00:35:18,660 --> 00:35:27,570 to as meatballs by the hardcover board game fact base, I guess. 861 00:35:27,570 --> 00:35:30,800 They look like little people. 862 00:35:30,800 --> 00:35:34,560 Actually, there's probably enough in that for everyone 863 00:35:34,560 --> 00:35:35,874 to grab one or two. 864 00:35:35,874 --> 00:35:37,290 And then you can just take a look. 865 00:35:37,290 --> 00:35:42,200 I want them all back, but you can take a look at them. 866 00:35:42,200 --> 00:35:46,600 Whoops, and a bunch of piles that I will also hand out. 867 00:35:46,600 --> 00:35:50,560 I'll hand out to those people. 868 00:35:50,560 --> 00:35:52,060 AUDIENCE: Something you can look at. 869 00:35:54,960 --> 00:35:55,910 [INAUDIBLE] 870 00:36:07,450 --> 00:36:09,570 PROFESSOR: Just take a look at the pieces, 871 00:36:09,570 --> 00:36:15,459 and let's start with the titles. 872 00:36:15,459 --> 00:36:17,250 Some of you have gotten just the meatballs. 873 00:36:17,250 --> 00:36:19,640 Some of you have gotten the titles. 874 00:36:19,640 --> 00:36:23,888 What do the tiles suggest, just by looking at them? 875 00:36:23,888 --> 00:36:25,880 AUDIENCE: [INAUDIBLE]. 876 00:36:25,880 --> 00:36:26,380 Terrain? 877 00:36:26,380 --> 00:36:30,570 PROFESSOR: Terrain, all right, something to do with land. 878 00:36:30,570 --> 00:36:31,993 What else? 879 00:36:31,993 --> 00:36:35,157 AUDIENCE: The various terrain features seem to match up. 880 00:36:35,157 --> 00:36:37,365 PROFESSOR: The various terrain features such as the-- 881 00:36:37,365 --> 00:36:39,090 AUDIENCE: [INAUDIBLE] and roads. 882 00:36:39,090 --> 00:36:40,050 You can match up. 883 00:36:40,050 --> 00:36:42,120 PROFESSOR: Yeah, they line up nicely 884 00:36:42,120 --> 00:36:46,680 when you put the tiles in a grid with other tiles, right? 885 00:36:46,680 --> 00:36:51,050 Yeah, there was a hand back in the back room? 886 00:36:51,050 --> 00:36:51,880 No? 887 00:36:51,880 --> 00:36:53,220 AUDIENCE: You can rotate them. 888 00:36:53,220 --> 00:36:53,750 PROFESSOR: Yeah you could ro-- 889 00:36:53,750 --> 00:36:54,450 AUDIENCE: Squares. 890 00:36:54,450 --> 00:36:56,825 PROFESSOR: Yeah, squares, because unlike the cards, which 891 00:36:56,825 --> 00:36:59,240 is taller and than it is wide or wider than it is tall. 892 00:36:59,240 --> 00:37:00,990 This one is the same length-- more or less 893 00:37:00,990 --> 00:37:02,520 the same size from all directions. 894 00:37:02,520 --> 00:37:05,550 So the idea is that maybe you could freely, just freely 895 00:37:05,550 --> 00:37:07,140 rotate these things. 896 00:37:07,140 --> 00:37:09,290 AUDIENCE: They're identical with a back. 897 00:37:09,290 --> 00:37:12,250 PROFESSOR: They are all identical with a back? 898 00:37:12,250 --> 00:37:15,750 And that tells us about these tiles, something 899 00:37:15,750 --> 00:37:17,699 that we already know about cards. 900 00:37:17,699 --> 00:37:19,490 AUDIENCE: You want to hide the information. 901 00:37:19,490 --> 00:37:21,150 PROFESSOR: You want to hide the information? 902 00:37:21,150 --> 00:37:21,845 AUDIENCE: Or. 903 00:37:21,845 --> 00:37:22,590 PROFESSOR: Or-- 904 00:37:22,590 --> 00:37:23,570 AUDIENCE: [INAUDIBLE] 905 00:37:23,570 --> 00:37:25,687 PROFESSOR: Or you want to shuffle it, yeah. 906 00:37:25,687 --> 00:37:27,270 The fact that you've got a hidden back 907 00:37:27,270 --> 00:37:29,400 gives you quite a lot of different possibilities. 908 00:37:29,400 --> 00:37:32,762 This rule-- this game in particular uses mostly because 909 00:37:32,762 --> 00:37:34,470 of this shuffling and this randomization. 910 00:37:34,470 --> 00:37:38,310 You don't know what tile you're going to draw. 911 00:37:38,310 --> 00:37:42,180 So for people who haven't played this game, 912 00:37:42,180 --> 00:37:44,160 and you're looking at all these tiles, what 913 00:37:44,160 --> 00:37:45,770 do you think you do with these tiles? 914 00:37:45,770 --> 00:37:55,372 AUDIENCE: You match them up [INAUDIBLE] on them? 915 00:37:55,372 --> 00:37:57,330 PROFESSOR: Congratulations, that's [INAUDIBLE]. 916 00:37:57,330 --> 00:37:59,020 You figured out they game. 917 00:37:59,020 --> 00:38:00,420 You match things. 918 00:38:00,420 --> 00:38:01,410 You make big things. 919 00:38:01,410 --> 00:38:02,555 You put people on them. 920 00:38:05,566 --> 00:38:11,530 That track that's going around, the board that's going around, 921 00:38:11,530 --> 00:38:15,630 I've got one that is probably a little bit less insightful 922 00:38:15,630 --> 00:38:19,340 for this particular lecture. 923 00:38:19,340 --> 00:38:21,810 Anyone want to guess what that is, someone 924 00:38:21,810 --> 00:38:23,456 who hasn't played the game? 925 00:38:23,456 --> 00:38:25,250 AUDIENCE: [INAUDIBLE] 926 00:38:25,250 --> 00:38:26,072 PROFESSOR: You haven't played the game, right? 927 00:38:26,072 --> 00:38:27,835 AUDIENCE: Yeah, I've played some other games, 928 00:38:27,835 --> 00:38:29,876 but it's probably just a scoreboard or something. 929 00:38:29,876 --> 00:38:31,250 PROFESSOR: There's a scoreboard. 930 00:38:31,250 --> 00:38:34,061 AUDIENCE: You do something to move you along the path 931 00:38:34,061 --> 00:38:34,560 somehow. 932 00:38:34,560 --> 00:38:36,726 And then the first person to reach it probably wins. 933 00:38:36,726 --> 00:38:37,932 PROFESSOR: Yep, OK, good. 934 00:38:40,666 --> 00:38:42,208 Well, yeah? 935 00:38:42,208 --> 00:38:45,112 AUDIENCE: Well, it looks like it connects back. 936 00:38:45,112 --> 00:38:47,320 So it makes me think that maybe instead 937 00:38:47,320 --> 00:38:50,022 of winning by just getting around, maybe every loop, you 938 00:38:50,022 --> 00:38:52,090 get a new tile or something like that. 939 00:38:52,090 --> 00:38:56,360 PROFESSOR: OK, it keeps going on and on. 940 00:38:56,360 --> 00:38:58,690 It's a combination of all three. 941 00:38:58,690 --> 00:39:00,230 It is a scorecard. 942 00:39:00,230 --> 00:39:02,230 If you loop around, I think it means that you've 943 00:39:02,230 --> 00:39:07,270 got 100 points or 50 points. 944 00:39:07,270 --> 00:39:11,170 So you just add 50 to your score every time that you go around. 945 00:39:11,170 --> 00:39:14,740 And what six are those things? 946 00:39:14,740 --> 00:39:17,336 What would you place on that board? 947 00:39:17,336 --> 00:39:18,503 AUDIENCE: The little people? 948 00:39:18,503 --> 00:39:19,419 PROFESSOR: The meeple. 949 00:39:19,419 --> 00:39:20,340 You place the meeple. 950 00:39:20,340 --> 00:39:21,798 You place the meeples on the tiles. 951 00:39:21,798 --> 00:39:25,446 You place the meeples on the board. 952 00:39:25,446 --> 00:39:27,070 You wouldn't place a tile on that board 953 00:39:27,070 --> 00:39:29,387 because there's no hexes there. 954 00:39:32,320 --> 00:39:37,760 So you've already got a mapping of probably 955 00:39:37,760 --> 00:39:39,310 what intent that you've got. 956 00:39:39,310 --> 00:39:42,060 Let's make some big things and put our people on them. 957 00:39:42,060 --> 00:39:46,390 And the affordances of what you can do with these titles that 958 00:39:46,390 --> 00:39:47,920 suggested that to you. 959 00:39:47,920 --> 00:39:52,000 This is a game about making large patches of similar things 960 00:39:52,000 --> 00:39:55,535 and then putting people on them. 961 00:39:55,535 --> 00:39:57,012 Oh, my notes are over here. 962 00:39:57,012 --> 00:39:57,512 Why the-- 963 00:39:57,512 --> 00:39:59,278 AUDIENCE: It keeps coming on. 964 00:39:59,278 --> 00:40:00,490 [INAUDIBLE] 965 00:40:00,490 --> 00:40:03,200 PROFESSOR: I saw you keep being close to my family photographs. 966 00:40:05,890 --> 00:40:11,860 So there's a whole bunch of ways that you can help people 967 00:40:11,860 --> 00:40:13,750 with these sorts of mappings. 968 00:40:13,750 --> 00:40:18,370 We've be talking a lot of visual and physical. 969 00:40:18,370 --> 00:40:20,650 I guess [INAUDIBLE] would describe 970 00:40:20,650 --> 00:40:23,560 a lot of these as spatial, metaphors to use. 971 00:40:23,560 --> 00:40:26,600 Spatial mostly to describe things like driving in a car 972 00:40:26,600 --> 00:40:30,589 and you turn the wheel to the left especially toward the top 973 00:40:30,589 --> 00:40:31,630 of the wheel to the left. 974 00:40:31,630 --> 00:40:36,650 And you car it's directed to turn left, that sort of thing. 975 00:40:36,650 --> 00:40:38,230 That embodies metaphors as well. 976 00:40:38,230 --> 00:40:43,960 Things that are high are either supposed to be good and happy, 977 00:40:43,960 --> 00:40:48,040 things that are low when you're feeling depressed. 978 00:40:48,040 --> 00:40:49,970 And you can't pick yourself off the ground, 979 00:40:49,970 --> 00:40:53,710 making you sad or bad. 980 00:40:53,710 --> 00:40:58,450 A lot of these metaphors are actually arbitrary. 981 00:40:58,450 --> 00:41:02,170 A lot of us have learned them through culture 982 00:41:02,170 --> 00:41:04,310 and socialization in a world. 983 00:41:04,310 --> 00:41:07,340 But that means that these might be things 984 00:41:07,340 --> 00:41:10,202 that you can play off. 985 00:41:10,202 --> 00:41:12,160 And we're going to do a little bit more detail. 986 00:41:12,160 --> 00:41:14,576 I'll give you a couple of more examples in about two weeks 987 00:41:14,576 --> 00:41:19,090 when we revisit the idea of user design. 988 00:41:19,090 --> 00:41:22,240 He talks about things like single control, single function 989 00:41:22,240 --> 00:41:25,900 where if you've got something that does something, 990 00:41:25,900 --> 00:41:29,364 you might not want to make it do yet another thing on top of it 991 00:41:29,364 --> 00:41:31,530 because that starts to get really, really confusing. 992 00:41:31,530 --> 00:41:33,946 The meeples, for instance, yeah you place them on the map, 993 00:41:33,946 --> 00:41:37,336 but you also place them on the scoreboard. 994 00:41:37,336 --> 00:41:38,710 I personally think this game will 995 00:41:38,710 --> 00:41:40,737 be a little bit easier to learn if they just 996 00:41:40,737 --> 00:41:42,820 gave you a different piece for the scoreboard that 997 00:41:42,820 --> 00:41:43,720 was the meeple-- 998 00:41:43,720 --> 00:41:47,500 the same colors, just a slightly different piece-- 999 00:41:47,500 --> 00:41:50,390 because pieces never move from the scoreboard to the tiles 1000 00:41:50,390 --> 00:41:50,890 or back. 1001 00:41:53,935 --> 00:41:57,630 The other thing that I want to talk about 1002 00:41:57,630 --> 00:42:01,460 is what do these tiles not let you do? 1003 00:42:04,870 --> 00:42:06,680 Well, they did let you do that. 1004 00:42:06,680 --> 00:42:07,930 But was it easy? 1005 00:42:07,930 --> 00:42:08,750 AUDIENCE: No. 1006 00:42:08,750 --> 00:42:10,670 PROFESSOR: No, OK, all right. 1007 00:42:10,670 --> 00:42:14,020 They're also not very good building but you realize, 1008 00:42:14,020 --> 00:42:15,790 just like cards aren't. 1009 00:42:15,790 --> 00:42:18,999 AUDIENCE: [INAUDIBLE] 1010 00:42:18,999 --> 00:42:21,040 PROFESSOR: Holding a whole bunch of them is hard. 1011 00:42:21,040 --> 00:42:21,915 They're really thick. 1012 00:42:21,915 --> 00:42:23,770 And you saw the difficulty I had just 1013 00:42:23,770 --> 00:42:27,280 trying to pull half of them out of the box. 1014 00:42:27,280 --> 00:42:29,270 They were unwieldy. 1015 00:42:29,270 --> 00:42:30,560 AUDIENCE: Shuffling. 1016 00:42:30,560 --> 00:42:32,440 PROFESSOR: Shuffling's tough. 1017 00:42:32,440 --> 00:42:36,136 You can-- all right, maybe I'll do this once a game. 1018 00:42:36,136 --> 00:42:37,377 AUDIENCE: In a pack maybe? 1019 00:42:37,377 --> 00:42:37,960 PROFESSOR: Hm? 1020 00:42:37,960 --> 00:42:40,540 If you had them in a pack, yes. 1021 00:42:40,540 --> 00:42:43,130 A pack is on affordance, right? 1022 00:42:43,130 --> 00:42:45,840 It affords its own like me picking Scrabble, for instance. 1023 00:42:45,840 --> 00:42:48,708 How then Scrabble was really, really well in a bag. 1024 00:42:51,709 --> 00:42:53,500 So if you wanted to randomize things, yeah, 1025 00:42:53,500 --> 00:42:56,652 you could totally just put the whole back hiding thing 1026 00:42:56,652 --> 00:42:58,360 and just put them all into a bag and then 1027 00:42:58,360 --> 00:43:01,800 just pull one out of random. 1028 00:43:01,800 --> 00:43:03,622 So these are constraints. 1029 00:43:03,622 --> 00:43:05,830 You're not really supposed to have more than one tile 1030 00:43:05,830 --> 00:43:07,480 at a time [INAUDIBLE]. 1031 00:43:07,480 --> 00:43:10,030 You are supposed to draw one, figure out where it goes, 1032 00:43:10,030 --> 00:43:11,810 put it down. 1033 00:43:11,810 --> 00:43:14,290 You're not supposed to ever hang on to two. 1034 00:43:14,290 --> 00:43:17,380 So it's OK that the tiles are designed in such a way 1035 00:43:17,380 --> 00:43:19,750 that it makes it hard for you to hold on to do. 1036 00:43:22,774 --> 00:43:24,690 For the cards, for instance, you're not really 1037 00:43:24,690 --> 00:43:27,370 supposed to stack them. 1038 00:43:27,370 --> 00:43:31,120 They are not very useful to you when 1039 00:43:31,120 --> 00:43:34,607 you've got them face down because you can't really 1040 00:43:34,607 --> 00:43:35,440 see the information. 1041 00:43:35,440 --> 00:43:37,856 To get a small number of cards, like in poker or something 1042 00:43:37,856 --> 00:43:39,370 like that, maybe you could remember 1043 00:43:39,370 --> 00:43:41,740 what you had face down. 1044 00:43:41,740 --> 00:43:46,330 But if it's a large number of cards, like in Pit, 1045 00:43:46,330 --> 00:43:48,980 you really want then hooked face up, facing you. 1046 00:43:48,980 --> 00:43:50,240 So the idea of-- 1047 00:43:50,240 --> 00:43:53,210 in Pit, you don't really ever put that face down. 1048 00:43:53,210 --> 00:43:55,890 I think there might be a rule about placing them face down 1049 00:43:55,890 --> 00:43:58,203 right at the end of the game. 1050 00:43:58,203 --> 00:44:01,240 But you don't actually-- no, that's not even true. 1051 00:44:01,240 --> 00:44:03,560 You don't ever have to place them face down. 1052 00:44:03,560 --> 00:44:08,194 When they're face down, they're not interesting to you. 1053 00:44:08,194 --> 00:44:10,899 You should have had that information in a minute. 1054 00:44:10,899 --> 00:44:11,940 So these are constraints. 1055 00:44:11,940 --> 00:44:15,440 These are things-- this is another way 1056 00:44:15,440 --> 00:44:17,020 that the visibility of the system 1057 00:44:17,020 --> 00:44:19,450 can help you with those mappings. 1058 00:44:19,450 --> 00:44:22,090 You're looking at the system and the pieces 1059 00:44:22,090 --> 00:44:24,200 that it's giving you, and you're thinking, 1060 00:44:24,200 --> 00:44:25,799 what can't I do with these things? 1061 00:44:25,799 --> 00:44:27,340 And that's probably not what the game 1062 00:44:27,340 --> 00:44:29,110 wants you to do with these things 1063 00:44:29,110 --> 00:44:31,262 if the game is designed well. 1064 00:44:31,262 --> 00:44:32,470 Games can be designed poorly. 1065 00:44:32,470 --> 00:44:33,460 That's a caveat. 1066 00:44:33,460 --> 00:44:36,550 Everything that I say is a qualitative, subjective 1067 00:44:36,550 --> 00:44:37,354 statement. 1068 00:44:41,120 --> 00:44:43,840 And that goes back to something that 1069 00:44:43,840 --> 00:44:47,200 was brought up earlier about mental models, right? 1070 00:44:47,200 --> 00:44:49,966 As you play around with these pieces-- 1071 00:44:49,966 --> 00:44:51,340 of course when you read the rules 1072 00:44:51,340 --> 00:44:52,740 and you see the illustrations, maybe when 1073 00:44:52,740 --> 00:44:54,239 they read it at the back of the box, 1074 00:44:54,239 --> 00:44:56,860 I would suggest that usually you start 1075 00:44:56,860 --> 00:44:59,230 trying to figure out what a game is when you pick it up 1076 00:44:59,230 --> 00:45:00,979 off the shell and you start looking at it. 1077 00:45:00,979 --> 00:45:04,010 And it says, hey, this is a game that I want to play. 1078 00:45:04,010 --> 00:45:06,380 Delux Pit, over 100 years of-- 1079 00:45:06,380 --> 00:45:09,130 100 years of card game punch, these 100 years. 1080 00:45:09,130 --> 00:45:10,660 The front says 1904. 1081 00:45:10,660 --> 00:45:15,040 So this is probably not a science fiction game, 1082 00:45:15,040 --> 00:45:15,779 all right? 1083 00:45:15,779 --> 00:45:18,070 Actually, for people who haven't played this game, what 1084 00:45:18,070 --> 00:45:19,600 do you think this is about? 1085 00:45:19,600 --> 00:45:20,380 I don't think I've talked about it. 1086 00:45:20,380 --> 00:45:21,730 AUDIENCE: Maybe about the stock market or something. 1087 00:45:21,730 --> 00:45:22,605 There's a bowl on it. 1088 00:45:22,605 --> 00:45:23,938 PROFESSOR: There's a bowl on it. 1089 00:45:23,938 --> 00:45:25,630 AUDIENCE: There's a trading pit maybe. 1090 00:45:25,630 --> 00:45:28,960 PROFESSOR: Yeah, the title of the game suggests things. 1091 00:45:28,960 --> 00:45:31,040 It isn't like a commodity trading game. 1092 00:45:31,040 --> 00:45:33,465 On the side, it says [INAUDIBLE] market. 1093 00:45:33,465 --> 00:45:36,610 AUDIENCE: [INAUDIBLE] 1094 00:45:37,460 --> 00:45:40,120 PROFESSOR: I wonder whether you should at the bell 1095 00:45:40,120 --> 00:45:42,517 and over 100 years of card game fun intentionally. 1096 00:45:42,517 --> 00:45:45,100 This is like, this game back in the time when stock market are 1097 00:45:45,100 --> 00:45:46,390 run with bells. 1098 00:45:46,390 --> 00:45:49,480 I guess they still are but mostly just 1099 00:45:49,480 --> 00:45:52,600 run with computers nowadays. 1100 00:45:52,600 --> 00:45:58,584 I'd love to see Pit on some sort of updated 21st century thing. 1101 00:45:58,584 --> 00:46:00,640 AUDIENCE: [INAUDIBLE] 1102 00:46:00,640 --> 00:46:02,500 PROFESSOR: So there are, of course, 1103 00:46:02,500 --> 00:46:06,250 the text at a back that tells you not only what 1104 00:46:06,250 --> 00:46:07,762 the theme of this game is. 1105 00:46:07,762 --> 00:46:10,220 Shout your deal and trade your cards to quarter the market, 1106 00:46:10,220 --> 00:46:11,530 et cetera. 1107 00:46:11,530 --> 00:46:14,620 And then it also says, family age seven plus, 30 minutes, 1108 00:46:14,620 --> 00:46:17,550 three to eight players, just to tell-- 1109 00:46:17,550 --> 00:46:18,634 to give you a better idea. 1110 00:46:18,634 --> 00:46:20,133 And when you look at this thing, I'm 1111 00:46:20,133 --> 00:46:21,610 immediately forming a mental model 1112 00:46:21,610 --> 00:46:23,020 of how is this game plays. 1113 00:46:23,020 --> 00:46:24,820 You know that you're supposed to collect cards because they show 1114 00:46:24,820 --> 00:46:25,510 you a whole bunch of cards. 1115 00:46:25,510 --> 00:46:27,990 You know you're supposed to slam a bell at some point in time. 1116 00:46:27,990 --> 00:46:28,970 And then you're just reading the rules. 1117 00:46:28,970 --> 00:46:30,540 All right, so what do I do this? 1118 00:46:30,540 --> 00:46:33,740 It's pretty easy. 1119 00:46:33,740 --> 00:46:36,190 Let's see. 1120 00:46:36,190 --> 00:46:39,240 When it comes to cards and so on, 1121 00:46:39,240 --> 00:46:41,890 there is actually a deep, deep problem with this game 1122 00:46:41,890 --> 00:46:43,450 despite how popular it is. 1123 00:46:43,450 --> 00:46:46,940 And that scoring is actually pretty difficult to do. 1124 00:46:46,940 --> 00:46:49,460 It's a math intensive problem. 1125 00:46:49,460 --> 00:46:54,430 It does largely map on to how many of the meeples 1126 00:46:54,430 --> 00:46:58,870 that you have of your own color on large patches of things. 1127 00:46:58,870 --> 00:47:01,510 But how much those things are worth, those patches are worth, 1128 00:47:01,510 --> 00:47:03,830 require a lot of capital, a lot of counting. 1129 00:47:03,830 --> 00:47:07,060 And that's why you need the scoring track. 1130 00:47:07,060 --> 00:47:09,730 So that is a big problem with the game 1131 00:47:09,730 --> 00:47:11,540 on how the mapping works. 1132 00:47:11,540 --> 00:47:13,180 It doesn't really give you a good idea 1133 00:47:13,180 --> 00:47:16,530 or a good conceptual model of how much something is worth. 1134 00:47:16,530 --> 00:47:18,460 But you've got a large patch of thing. 1135 00:47:18,460 --> 00:47:23,200 You've got your dude somewhere in there. 1136 00:47:23,200 --> 00:47:25,630 You can at least make the mapping. 1137 00:47:25,630 --> 00:47:27,143 That's worth something. 1138 00:47:31,435 --> 00:47:36,580 And then that's-- the feedback that you get back from games 1139 00:47:36,580 --> 00:47:39,070 when it's Pit-- the feedback that you get when you hit 1140 00:47:39,070 --> 00:47:39,960 the bell, right? 1141 00:47:39,960 --> 00:47:41,044 There's a huge ding sound. 1142 00:47:41,044 --> 00:47:42,585 That's the feedback that you get when 1143 00:47:42,585 --> 00:47:44,110 you try to fit a piece that doesn't 1144 00:47:44,110 --> 00:47:46,210 fit into something else. 1145 00:47:46,210 --> 00:47:47,710 And there's a couple of board games 1146 00:47:47,710 --> 00:47:49,640 where you have to put pieces together, 1147 00:47:49,640 --> 00:47:52,240 and that gives you an idea of maybe those two pieces 1148 00:47:52,240 --> 00:47:53,650 don't go together. 1149 00:47:53,650 --> 00:47:56,687 What others things look for in the realm of feedback 1150 00:47:56,687 --> 00:47:57,895 when it comes to board games? 1151 00:48:05,104 --> 00:48:08,080 AUDIENCE: Maybe a track? 1152 00:48:08,080 --> 00:48:10,550 PROFESSOR: Hm? 1153 00:48:10,550 --> 00:48:12,151 You mean a board track? 1154 00:48:12,151 --> 00:48:14,740 AUDIENCE: Yeah, you want to stay on the track. 1155 00:48:14,740 --> 00:48:17,740 PROFESSOR: OK, all right, that's-- 1156 00:48:17,740 --> 00:48:21,250 actually there are games where the only legitimate places 1157 00:48:21,250 --> 00:48:25,360 that you can put your pieces can be is literally on the pieces 1158 00:48:25,360 --> 00:48:26,580 that they provided you. 1159 00:48:26,580 --> 00:48:29,170 So if you fall out of it, you are no longer-- 1160 00:48:29,170 --> 00:48:33,451 that's not a legal place for you to place your token. 1161 00:48:33,451 --> 00:48:34,950 AUDIENCE: So it depends on the game. 1162 00:48:34,950 --> 00:48:38,687 But for a very easy example, in a game like Risk would have-- 1163 00:48:38,687 --> 00:48:40,270 you can very quickly look at the board 1164 00:48:40,270 --> 00:48:42,712 and say who has the most soldiers. 1165 00:48:42,712 --> 00:48:46,840 [INAUDIBLE] but it's a good container. 1166 00:48:46,840 --> 00:48:49,658 Just something like that would usually be nice to see you just 1167 00:48:49,658 --> 00:48:51,532 quickly look at it and say, oh, this person's 1168 00:48:51,532 --> 00:48:52,800 waiting for this reason. 1169 00:48:52,800 --> 00:48:55,891 PROFESSOR: So the sheer quantity of similarly colored things. 1170 00:48:55,891 --> 00:48:57,244 AUDIENCE: Yeah, it doesn't even have to be [INAUDIBLE]. 1171 00:48:57,244 --> 00:48:58,827 In Monopoly, if you look at the board, 1172 00:48:58,827 --> 00:49:00,190 whoever has the most houses. 1173 00:49:00,190 --> 00:49:03,634 [INAUDIBLE] 1174 00:49:03,634 --> 00:49:05,050 AUDIENCE: Similarly, in Catan, you 1175 00:49:05,050 --> 00:49:07,645 can see if somebody has massive roads 1176 00:49:07,645 --> 00:49:10,580 or a lot of tunnels and cities, you 1177 00:49:10,580 --> 00:49:12,852 can usually tell that they're doing pretty well. 1178 00:49:12,852 --> 00:49:17,870 PROFESSOR: Mm-hmm, that's, again, direct visual metaphor. 1179 00:49:17,870 --> 00:49:19,840 And, of course, in that game, you 1180 00:49:19,840 --> 00:49:22,379 earn points by having the longest road to emphasize 1181 00:49:22,379 --> 00:49:24,670 it's a good thing even though it's already a good thing 1182 00:49:24,670 --> 00:49:27,675 to have in game. 1183 00:49:27,675 --> 00:49:28,175 What else? 1184 00:49:31,860 --> 00:49:35,400 Other players can give you feedback, right? 1185 00:49:35,400 --> 00:49:40,350 If people remember playing Code 7 7 last week, 1186 00:49:40,350 --> 00:49:42,540 there's information that other players 1187 00:49:42,540 --> 00:49:45,630 can provide you that you need. 1188 00:49:45,630 --> 00:49:47,700 But other players have to provide you. 1189 00:49:47,700 --> 00:49:52,050 So what other games can you think 1190 00:49:52,050 --> 00:49:54,780 of where other players are your primary feedback 1191 00:49:54,780 --> 00:49:58,948 mechanism on whether you've done that's OK or not? 1192 00:49:58,948 --> 00:50:00,340 AUDIENCE: Mound Builders? 1193 00:50:00,340 --> 00:50:01,462 PROFESSOR: Mound? 1194 00:50:01,462 --> 00:50:03,210 AUDIENCE: The only feedback you get. 1195 00:50:03,210 --> 00:50:05,250 PROFESSOR: It is the only feedback you get, OK. 1196 00:50:05,250 --> 00:50:06,250 AUDIENCE: Poker? 1197 00:50:06,250 --> 00:50:07,750 PROFESSOR: Poker? 1198 00:50:07,750 --> 00:50:09,250 Did-- 1199 00:50:09,250 --> 00:50:10,860 AUDIENCE: If you make a bet-- 1200 00:50:10,860 --> 00:50:14,100 they're bluffing and you make that a good, 1201 00:50:14,100 --> 00:50:15,600 you know there's going to be a fold. 1202 00:50:15,600 --> 00:50:21,160 PROFESSOR: OK, yeah, for a certain kind of bad, 1203 00:50:21,160 --> 00:50:24,164 it's like, I won it. 1204 00:50:24,164 --> 00:50:26,020 Everyone folds, and it's like, wait what. 1205 00:50:26,020 --> 00:50:26,860 I had a royal flush. 1206 00:50:26,860 --> 00:50:29,620 Why'd you-- That was a bad idea, right? 1207 00:50:29,620 --> 00:50:34,750 OK, that gives you sort of feedback for this specific kind 1208 00:50:34,750 --> 00:50:35,686 of thing. 1209 00:50:35,686 --> 00:50:36,560 AUDIENCE: [INAUDIBLE] 1210 00:50:36,560 --> 00:50:38,710 PROFESSOR: Oh, yeah. 1211 00:50:38,710 --> 00:50:41,125 You stick a card with something written on it. 1212 00:50:41,125 --> 00:50:44,515 AUDIENCE: Yeah, and particularly based on [INAUDIBLE]. 1213 00:50:44,515 --> 00:50:47,260 PROFESSOR: Mm-hmm, again, it's like Code 7 7. 1214 00:50:47,260 --> 00:50:49,810 Everything that you know about the thing 1215 00:50:49,810 --> 00:50:51,760 that you are trying to guess is something 1216 00:50:51,760 --> 00:50:53,702 that only other people can see. 1217 00:50:53,702 --> 00:50:55,666 AUDIENCE: The game Mafia. 1218 00:50:55,666 --> 00:50:58,770 All the feedback is filtered through the hosts. 1219 00:50:58,770 --> 00:51:03,640 PROFESSOR: And both useful and possibly confusing feedback, 1220 00:51:03,640 --> 00:51:04,199 right? 1221 00:51:04,199 --> 00:51:06,490 So yeah, all the information you're getting in the game 1222 00:51:06,490 --> 00:51:08,672 is through other people in Mafia. 1223 00:51:08,672 --> 00:51:10,334 AUDIENCE: Battleship? 1224 00:51:10,334 --> 00:51:11,250 PROFESSOR: Battleship? 1225 00:51:11,250 --> 00:51:13,380 Yeah, there's again the hidden-- 1226 00:51:13,380 --> 00:51:15,130 information that's hidden from you, 1227 00:51:15,130 --> 00:51:19,350 but it's completely available to your opponent and vice versa. 1228 00:51:19,350 --> 00:51:21,729 And [INAUDIBLE] I'd beat the mechanics to tell you that. 1229 00:51:21,729 --> 00:51:23,020 There is a computer battleship. 1230 00:51:23,020 --> 00:51:24,520 It's not as fun. 1231 00:51:29,470 --> 00:51:34,750 Charades and Pictionary-- usually your teammates 1232 00:51:34,750 --> 00:51:36,370 are the ones who are guessing. 1233 00:51:36,370 --> 00:51:38,950 So I wouldn't necessarily call that feedback 1234 00:51:38,950 --> 00:51:41,470 because it might be good feedback 1235 00:51:41,470 --> 00:51:43,690 on whether your clues are getting across 1236 00:51:43,690 --> 00:51:45,400 to your teammate. 1237 00:51:45,400 --> 00:51:48,100 But your opponents are also usually some sort 1238 00:51:48,100 --> 00:51:49,930 of feedback mechanism that's keeping 1239 00:51:49,930 --> 00:51:54,816 time, that's keeping an eye out for or listening 1240 00:51:54,816 --> 00:51:56,440 for his [INAUDIBLE] things, like if you 1241 00:51:56,440 --> 00:51:58,810 said something very Pictionary. 1242 00:51:58,810 --> 00:52:00,970 If they hear you say something, they go ah, ah, ah. 1243 00:52:00,970 --> 00:52:01,723 You can do that. 1244 00:52:04,910 --> 00:52:07,910 And are there a few more hands or something like that? 1245 00:52:07,910 --> 00:52:12,850 So just always remember that you can employ other players 1246 00:52:12,850 --> 00:52:14,080 into your feedback mechanism. 1247 00:52:14,080 --> 00:52:16,837 It doesn't always have to be your game alone. 1248 00:52:16,837 --> 00:52:19,984 AUDIENCE: There is [INAUDIBLE] wrong kind 1249 00:52:19,984 --> 00:52:26,280 of tracking [INAUDIBLE] is all its ever known. 1250 00:52:26,280 --> 00:52:29,262 You get some feedback about what he's 1251 00:52:29,262 --> 00:52:33,390 doing, sort of what he's doing. 1252 00:52:33,390 --> 00:52:38,450 You have that in terms of the information that [INAUDIBLE] 1253 00:52:38,450 --> 00:52:42,396 feedback on whether or not you [INAUDIBLE] 1254 00:52:42,396 --> 00:52:43,690 from the player [INAUDIBLE]. 1255 00:52:43,690 --> 00:52:45,940 PROFESSOR: Yeah, I think it's like something like four 1256 00:52:45,940 --> 00:52:50,650 or five detectives chasing one fugitive going through London's 1257 00:52:50,650 --> 00:52:57,255 mass transit system basically-- buses, cabs, underground, yeah. 1258 00:52:57,255 --> 00:52:59,500 And the person who's running knows where they're 1259 00:52:59,500 --> 00:53:01,190 going at any given time. 1260 00:53:01,190 --> 00:53:04,820 The detectives are working on partial information 1261 00:53:04,820 --> 00:53:08,440 to try to corner and close this track. 1262 00:53:08,440 --> 00:53:12,020 So I think that's on the list. 1263 00:53:12,020 --> 00:53:12,820 Do you remember it? 1264 00:53:12,820 --> 00:53:13,861 That was on the syllabus. 1265 00:53:13,861 --> 00:53:14,790 It used to be-- 1266 00:53:14,790 --> 00:53:16,104 Scotland Yard. 1267 00:53:16,104 --> 00:53:18,745 AUDIENCE: I'll double check it if it's not. 1268 00:53:18,745 --> 00:53:19,920 If they changed the game-- 1269 00:53:19,920 --> 00:53:23,340 PROFESSOR: Yeah, so we might get a chance to play that. 1270 00:53:23,340 --> 00:53:26,412 But that also falls in mastermind category of games 1271 00:53:26,412 --> 00:53:27,870 where it's like, here's this person 1272 00:53:27,870 --> 00:53:29,860 like all the information, only that person 1273 00:53:29,860 --> 00:53:31,860 is changing the information as the game goes on. 1274 00:53:31,860 --> 00:53:32,790 That's a big difference in Scotland. 1275 00:53:32,790 --> 00:53:33,951 AUDIENCE: Do you remember this year? 1276 00:53:33,951 --> 00:53:34,920 But we do have a copy. 1277 00:53:34,920 --> 00:53:37,100 PROFESSOR: OK, maybe we'll bring it in. 1278 00:53:37,100 --> 00:53:40,110 It is a good game. 1279 00:53:40,110 --> 00:53:43,950 So one of the things that [INAUDIBLE] ends his very first 1280 00:53:43,950 --> 00:53:47,700 chapter on is that why is it so hard to-- 1281 00:53:47,700 --> 00:53:49,440 he asks this question. 1282 00:53:49,440 --> 00:53:52,410 OK, we've gone through this huge list of things in his book, 1283 00:53:52,410 --> 00:53:54,704 including things like light switches-- 1284 00:53:54,704 --> 00:53:57,120 well, actually, he hasn't talked about light switches yet. 1285 00:53:57,120 --> 00:54:00,210 He will talk about light switches, something like that. 1286 00:54:00,210 --> 00:54:01,320 He talks about cars. 1287 00:54:01,320 --> 00:54:02,514 He talks about doors. 1288 00:54:02,514 --> 00:54:03,430 He talks about clocks. 1289 00:54:06,290 --> 00:54:10,650 And he asked this question-- why is it so hard to actually make 1290 00:54:10,650 --> 00:54:12,710 something right? 1291 00:54:12,710 --> 00:54:14,730 Anyone remember? 1292 00:54:14,730 --> 00:54:16,279 Or anyone thinking of-- 1293 00:54:16,279 --> 00:54:18,570 AUDIENCE: Doesn't the designer never really [INAUDIBLE] 1294 00:54:18,570 --> 00:54:20,070 one-to-one with the user? 1295 00:54:20,070 --> 00:54:23,232 They're taking through the object that repeats 1296 00:54:23,232 --> 00:54:25,812 her design more continuous? 1297 00:54:25,812 --> 00:54:27,270 PROFESSOR: That is definitely true. 1298 00:54:27,270 --> 00:54:28,936 It is a second order problem. 1299 00:54:28,936 --> 00:54:31,560 You're designing something that then becomes this manifestation 1300 00:54:31,560 --> 00:54:33,180 that somebody else uses. 1301 00:54:33,180 --> 00:54:37,000 And that's actually when all the problems occur. 1302 00:54:37,000 --> 00:54:38,130 You first, then. 1303 00:54:38,130 --> 00:54:39,862 AUDIENCE: Well, he was talking about how 1304 00:54:39,862 --> 00:54:42,080 like at first when something is invented. 1305 00:54:42,080 --> 00:54:44,752 At first it's very complicated, and then your iteration 1306 00:54:44,752 --> 00:54:46,664 comes up with something very simple. 1307 00:54:46,664 --> 00:54:49,054 But then people want more functions. 1308 00:54:49,054 --> 00:54:50,815 And they start this whole process 1309 00:54:50,815 --> 00:54:53,420 over again where you keep adding new things. 1310 00:54:53,420 --> 00:54:57,300 But it becomes less and less intuitive. 1311 00:54:57,300 --> 00:55:00,630 PROFESSOR: Market forces push you to add things, 1312 00:55:00,630 --> 00:55:04,170 to do additive design in order to distinguish yourself 1313 00:55:04,170 --> 00:55:05,220 from the competition. 1314 00:55:05,220 --> 00:55:11,114 And that naturally leads to complexity in interface. 1315 00:55:11,114 --> 00:55:12,982 AUDIENCE: And a lot of products, you said, 1316 00:55:12,982 --> 00:55:16,814 don't get through that process because it'll take five or six 1317 00:55:16,814 --> 00:55:18,263 times to get it right. 1318 00:55:18,263 --> 00:55:20,075 But if it's not good by the second time, 1319 00:55:20,075 --> 00:55:22,340 people just won't buy it. 1320 00:55:22,340 --> 00:55:26,370 PROFESSOR: Yep, so get back to iteration. 1321 00:55:26,370 --> 00:55:29,880 Five or six times means five or six times at the same problem, 1322 00:55:29,880 --> 00:55:32,620 right? 1323 00:55:32,620 --> 00:55:40,070 So iteration is the reason why design starts off 1324 00:55:40,070 --> 00:55:41,060 as being very clunky. 1325 00:55:41,060 --> 00:55:44,520 But it can eventually become something that works well, 1326 00:55:44,520 --> 00:55:46,620 communicates well, or something that people 1327 00:55:46,620 --> 00:55:54,559 can learn and maybe even enjoy in the case of the games. 1328 00:55:54,559 --> 00:55:56,100 One thing that's funny about the book 1329 00:55:56,100 --> 00:55:58,560 is that it talks a little bit about the clock radio 1330 00:55:58,560 --> 00:55:59,430 that could do-- 1331 00:55:59,430 --> 00:56:02,220 make phone calls, and be used as a desk lamp, 1332 00:56:02,220 --> 00:56:06,600 and keep track of your appointments, and used as a TV. 1333 00:56:06,600 --> 00:56:09,160 And I'm still thinking, this isn't that this, right? 1334 00:56:09,160 --> 00:56:11,940 Exactly the same thing they he's describing. 1335 00:56:11,940 --> 00:56:14,100 And it's interesting because he described 1336 00:56:14,100 --> 00:56:16,932 a phone that can only be used with two buttons, right? 1337 00:56:16,932 --> 00:56:19,080 Here's a button. 1338 00:56:19,080 --> 00:56:21,520 And then here's a huge button. 1339 00:56:21,520 --> 00:56:22,930 You get to select things. 1340 00:56:22,930 --> 00:56:26,370 And it's exactly what he's talking about on the dodgy edge 1341 00:56:26,370 --> 00:56:28,917 as he imagines that this was something 1342 00:56:28,917 --> 00:56:30,750 to be possible at the time when he wrote it. 1343 00:56:30,750 --> 00:56:31,380 That was 1980. 1344 00:56:31,380 --> 00:56:32,380 It wasn't that long ago. 1345 00:56:34,380 --> 00:56:37,070 And cell phones obviously have gone 1346 00:56:37,070 --> 00:56:38,195 through a lot of criticism. 1347 00:56:38,195 --> 00:56:42,180 IPhone, of course, has a lot of criticism because people 1348 00:56:42,180 --> 00:56:45,000 who criticize it for being a lock-down system where you 1349 00:56:45,000 --> 00:56:46,680 can't really do all that much. 1350 00:56:46,680 --> 00:56:48,990 It's certainly not as customizable as Android system. 1351 00:56:48,990 --> 00:56:51,510 It's expensive for what it does. 1352 00:56:51,510 --> 00:56:54,220 But then, arguably, by locking out a lot of things 1353 00:56:54,220 --> 00:57:00,480 that you might want to do but maybe don't have to do, 1354 00:57:00,480 --> 00:57:02,370 they are trying to make it easier for you 1355 00:57:02,370 --> 00:57:04,210 not to do the wrong thing. 1356 00:57:04,210 --> 00:57:06,390 So depending on-- there are different ways 1357 00:57:06,390 --> 00:57:10,980 to fall on this camp. 1358 00:57:10,980 --> 00:57:13,350 But it is it has been successful through a number 1359 00:57:13,350 --> 00:57:14,559 of different reasons. 1360 00:57:14,559 --> 00:57:16,350 Don't discount marketing as being something 1361 00:57:16,350 --> 00:57:20,820 that the does sell. 1362 00:57:20,820 --> 00:57:26,280 But what I want you to think about now 1363 00:57:26,280 --> 00:57:28,884 is actually the process of prototyping. 1364 00:57:28,884 --> 00:57:30,425 Actually you know what, I'm not going 1365 00:57:30,425 --> 00:57:34,247 to go right into prototyping because they will probably 1366 00:57:34,247 --> 00:57:35,830 make more sense once I've actually got 1367 00:57:35,830 --> 00:57:38,120 the prototyping materials out. 1368 00:57:38,120 --> 00:57:41,241 What I am going to do is to give everyone a five minute break. 1369 00:57:41,241 --> 00:57:42,990 We're actually going to come back and play 1370 00:57:42,990 --> 00:57:44,448 some of last year's games because I 1371 00:57:44,448 --> 00:57:48,210 think there's enough time for it now for about an hour. 1372 00:57:48,210 --> 00:57:51,770 And then the last hour of class, back I'm going to do 1373 00:57:51,770 --> 00:57:55,140 is I'm going to go into brainstorming. 1374 00:57:55,140 --> 00:57:57,210 So then you can start forming your teams, 1375 00:57:57,210 --> 00:57:59,250 thinking about what kind of game that you want. 1376 00:57:59,250 --> 00:58:01,708 Prototyping might be something we'll leave up to Wednesday. 1377 00:58:01,708 --> 00:58:03,990 So that there'll be a little more time 1378 00:58:03,990 --> 00:58:05,760 for you to work in your teams. 1379 00:58:05,760 --> 00:58:07,900 So I'd like to get all the contest bits back. 1380 00:58:07,900 --> 00:58:12,960 So and then we'll pick this up in about five minutes. 1381 00:58:12,960 --> 00:58:13,860 [INAUDIBLE] 1382 00:58:18,060 --> 00:58:21,410 [SIDE CONVERSATION]