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 --> 00:00:10,690 continue to offer high quality educational resources for free. 5 00:00:10,690 --> 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 --> 00:00:18,160 at ocw.mit.edu. 8 00:00:21,015 --> 00:00:22,890 PROFESSOR: All right, let's talk a little bit 9 00:00:22,890 --> 00:00:24,000 about today's reading. 10 00:00:26,540 --> 00:00:30,050 [INAUDIBLE], this giant book that you see in front of you 11 00:00:30,050 --> 00:00:32,393 and that you have the link to-- 12 00:00:32,393 --> 00:00:34,110 how many of you, by the way, read 13 00:00:34,110 --> 00:00:36,500 the actual book and how many of you just went online? 14 00:00:36,500 --> 00:00:40,190 How many got like a library copy? 15 00:00:40,190 --> 00:00:45,210 [INAUDIBLE] It is basically divided into three sections, 16 00:00:45,210 --> 00:00:48,650 there's rules, play and culture. 17 00:00:48,650 --> 00:00:52,830 Basically it's a collection of just what other people 18 00:00:52,830 --> 00:00:56,990 have said, but tried to organize in a way that makes 19 00:00:56,990 --> 00:00:59,220 for a pretty good textbook. 20 00:00:59,220 --> 00:01:01,740 The first chunk is all about analyzing games, of systems, 21 00:01:01,740 --> 00:01:05,430 of rules, the bits that actually go 22 00:01:05,430 --> 00:01:09,300 into the construction of games. 23 00:01:09,300 --> 00:01:12,360 The play section, which is what today's reading was from, 24 00:01:12,360 --> 00:01:15,800 is really about what people do with these games. 25 00:01:15,800 --> 00:01:17,820 And then culture comes after that, 26 00:01:17,820 --> 00:01:20,446 which is the world around the games, the world that 27 00:01:20,446 --> 00:01:21,945 might have been created by the games 28 00:01:21,945 --> 00:01:25,402 as people actually interact with them. 29 00:01:25,402 --> 00:01:27,110 I don't think we have that many readings, 30 00:01:27,110 --> 00:01:30,230 this might be the last reading from this book. 31 00:01:30,230 --> 00:01:31,500 Yeah, let's see, culture. 32 00:01:31,500 --> 00:01:34,760 We've got-- oh, there is? 33 00:01:34,760 --> 00:01:35,500 OK. 34 00:01:35,500 --> 00:01:37,530 There is one more reading, but I don't know 35 00:01:37,530 --> 00:01:38,925 if it comes from this book. 36 00:01:38,925 --> 00:01:39,800 AUDIENCE: [INAUDIBLE] 37 00:01:39,800 --> 00:01:40,740 PROFESSOR: Yeah. 38 00:01:40,740 --> 00:01:43,020 Bernie De Koven is the last reading, 39 00:01:43,020 --> 00:01:47,230 and that's going to be Wednesday, I think? 40 00:01:47,230 --> 00:01:49,650 And that's going to be-- that's one 41 00:01:49,650 --> 00:01:52,230 of actually the writers that's cited quite a lot 42 00:01:52,230 --> 00:01:54,160 in today's reading. 43 00:01:54,160 --> 00:01:56,090 And it's a much smaller book. 44 00:01:56,090 --> 00:02:01,900 It's this thick and it's easy reading. 45 00:02:01,900 --> 00:02:05,670 But it's a good jumping-off point for this class 46 00:02:05,670 --> 00:02:10,889 because this is literally where the book ends on thinking 47 00:02:10,889 --> 00:02:12,990 of games as designed objects. 48 00:02:12,990 --> 00:02:17,310 And things that could stand alone as a product, 49 00:02:17,310 --> 00:02:19,900 there's a set of rules that can be passed on from generation, 50 00:02:19,900 --> 00:02:27,120 this solid thing, into what people make out of all of this. 51 00:02:27,120 --> 00:02:28,654 And if you're interested in that, 52 00:02:28,654 --> 00:02:29,820 then there's another class-- 53 00:02:29,820 --> 00:02:33,690 I think it's CMS 616 Games and Culture. 54 00:02:33,690 --> 00:02:36,290 And it should be offered-- 55 00:02:36,290 --> 00:02:39,660 I can't remember if it's a fall class or a spring class. 56 00:02:39,660 --> 00:02:40,250 Spring class? 57 00:02:40,250 --> 00:02:42,470 OK so it's offered this semester. 58 00:02:42,470 --> 00:02:44,070 If you're not a senior and you're 59 00:02:44,070 --> 00:02:45,120 going to be around for another year 60 00:02:45,120 --> 00:02:46,800 you might want to consider that if you're interested. 61 00:02:46,800 --> 00:02:48,660 To sort of see where it is going. 62 00:02:48,660 --> 00:02:50,493 And obviously there are a lot of researchers 63 00:02:50,493 --> 00:02:52,020 here at MIT that are starting to get 64 00:02:52,020 --> 00:02:54,397 into the realm of sociology. 65 00:02:54,397 --> 00:02:55,980 There are folks here who study history 66 00:02:55,980 --> 00:03:02,310 of games, folks who study what people currently do with games. 67 00:03:02,310 --> 00:03:06,230 For instance, how many of you have met or taken a class 68 00:03:06,230 --> 00:03:07,900 from T.L. Taylor? 69 00:03:07,900 --> 00:03:08,850 A few people? 70 00:03:08,850 --> 00:03:09,470 Yeah, OK. 71 00:03:09,470 --> 00:03:13,560 So she comes from such a sociological background. 72 00:03:13,560 --> 00:03:15,410 A lot of her work is ethnographic, 73 00:03:15,410 --> 00:03:20,020 which just means it's like a researcher going 74 00:03:20,020 --> 00:03:24,990 into a native culture and seeing how people behave there. 75 00:03:24,990 --> 00:03:28,890 And what they value, and what are the common practices. 76 00:03:28,890 --> 00:03:33,930 And she does it with massively multi-player online games. 77 00:03:33,930 --> 00:03:36,990 Now she did e-sports, that was the most recent book, 78 00:03:36,990 --> 00:03:39,690 now she's looking at live-streamers. 79 00:03:39,690 --> 00:03:41,950 And she has a lot of research, a lot of information. 80 00:03:41,950 --> 00:03:45,900 So that's a good person to learn from. 81 00:03:45,900 --> 00:03:48,950 Some of you also have come from Todd Harper's class. 82 00:03:48,950 --> 00:03:52,260 He's a postdoc here in our lab. 83 00:03:52,260 --> 00:03:56,380 He's taught quite a number of classes, both CMS 300 and CMS 84 00:03:56,380 --> 00:03:58,230 100, as well as his own game design 85 00:03:58,230 --> 00:04:02,240 for expression class, where he looks a lot 86 00:04:02,240 --> 00:04:05,170 at competitive styles of play-- 87 00:04:05,170 --> 00:04:07,290 I'm sorry, competitive communities of play. 88 00:04:07,290 --> 00:04:13,170 So fighting games community was his dissertation. 89 00:04:13,170 --> 00:04:15,480 Looking at League of Legends right now, 90 00:04:15,480 --> 00:04:18,890 I think, pretty much what he is looking at now. 91 00:04:18,890 --> 00:04:24,240 As well as some other aspect like queer games and the people 92 00:04:24,240 --> 00:04:25,650 who play and make them. 93 00:04:25,650 --> 00:04:31,990 So that's another good angle to look at. 94 00:04:31,990 --> 00:04:34,715 So fact to today's reading. 95 00:04:34,715 --> 00:04:39,390 There's a couple of really, really useful ideas in it 96 00:04:39,390 --> 00:04:43,470 that can be used for a variety of ways 97 00:04:43,470 --> 00:04:44,812 to look and analyze your game. 98 00:04:44,812 --> 00:04:46,770 Especially when you're trying to observe people 99 00:04:46,770 --> 00:04:48,780 playing your game and trying to figure out 100 00:04:48,780 --> 00:04:50,540 what's going on here. 101 00:04:50,540 --> 00:04:52,200 And the games that we've got today, 102 00:04:52,200 --> 00:04:56,100 including some of the games that John 103 00:04:56,100 --> 00:05:00,480 has are all the sorts of games where what's 104 00:05:00,480 --> 00:05:02,850 interesting about the game isn't so much 105 00:05:02,850 --> 00:05:05,207 what's written in the box, what's written in the rules, 106 00:05:05,207 --> 00:05:06,540 but what happens between people. 107 00:05:06,540 --> 00:05:09,210 And I would argue for many, many games, 108 00:05:09,210 --> 00:05:11,280 even the ones that are traditionally recognized 109 00:05:11,280 --> 00:05:15,167 for the magic of what's inside the box, what's actually 110 00:05:15,167 --> 00:05:17,000 interesting is what happens around the game. 111 00:05:17,000 --> 00:05:19,280 Last week we talked about Go, for instance. 112 00:05:19,280 --> 00:05:21,780 And it's like, OK, what's actually 113 00:05:21,780 --> 00:05:25,907 written about the rules of Go is not that elaborate, right? 114 00:05:25,907 --> 00:05:27,615 Really, really simple, and mathematically 115 00:05:27,615 --> 00:05:29,544 is really elegant. 116 00:05:29,544 --> 00:05:30,960 Entrancing in the sort of way that 117 00:05:30,960 --> 00:05:34,260 mathematicians like an elegant formula. 118 00:05:34,260 --> 00:05:37,740 But what's also interesting is centuries and centuries 119 00:05:37,740 --> 00:05:39,780 of strategies and culture that have built up 120 00:05:39,780 --> 00:05:42,985 around this particular way of playing. 121 00:05:47,500 --> 00:05:50,050 So there's a couple of useful tips 122 00:05:50,050 --> 00:05:59,790 that help us think about what happens in a game socially. 123 00:05:59,790 --> 00:06:03,420 That's internal-- internal interaction 124 00:06:03,420 --> 00:06:05,800 and external interaction. 125 00:06:05,800 --> 00:06:08,130 So let's talk about internal interaction. 126 00:06:08,130 --> 00:06:12,600 What do you think Zimmerman's talking 127 00:06:12,600 --> 00:06:17,270 about when he says an internal social interaction in a game? 128 00:06:20,854 --> 00:06:24,152 AUDIENCE: So I think he's talking about how 129 00:06:24,152 --> 00:06:28,100 you feel about your role. 130 00:06:28,100 --> 00:06:32,900 So different people have different jobs in the game. 131 00:06:32,900 --> 00:06:35,420 So I'm supposed to be doing something different than you're 132 00:06:35,420 --> 00:06:38,148 supposed to be doing, even though we both might have 133 00:06:38,148 --> 00:06:40,250 the same goal, might not even have the same goal, 134 00:06:40,250 --> 00:06:43,047 but the same ideas to win or whatever. 135 00:06:43,047 --> 00:06:45,380 PROFESSOR: And the reason why you have those differences 136 00:06:45,380 --> 00:06:49,770 is set up by basically how the game's rules are set up, right? 137 00:06:49,770 --> 00:06:51,770 AUDIENCE: And so the internal social [INAUDIBLE] 138 00:06:51,770 --> 00:06:53,536 might be my idea about that. 139 00:06:53,536 --> 00:06:55,160 My idea of what my role in the game is. 140 00:06:55,160 --> 00:06:59,911 PROFESSOR: OK so I think I'm mafia, right, 141 00:06:59,911 --> 00:07:00,785 in the game of Mafia. 142 00:07:00,785 --> 00:07:03,060 I'm the mafia, or one of the members of the mafia, 143 00:07:03,060 --> 00:07:06,470 so I think I'm going to play this way. 144 00:07:06,470 --> 00:07:10,310 The game rules tell me about when I can communicate and when 145 00:07:10,310 --> 00:07:10,896 I can't. 146 00:07:10,896 --> 00:07:13,020 Basically everyone can communicate at the same time 147 00:07:13,020 --> 00:07:15,509 then everyone shows [INAUDIBLE] And then 148 00:07:15,509 --> 00:07:18,050 you come up with the strategy of how you're going to play it. 149 00:07:18,050 --> 00:07:21,590 It evolves from the roles that was given to you 150 00:07:21,590 --> 00:07:24,290 by the rules of the game. 151 00:07:24,290 --> 00:07:30,480 How about external interactions when it comes to social play? 152 00:07:30,480 --> 00:07:32,753 What's the flip side of that? 153 00:07:32,753 --> 00:07:35,994 AUDIENCE: Friendship outside of the game [INAUDIBLE]. 154 00:07:35,994 --> 00:07:39,436 Mafia's [INAUDIBLE] Say your friends not one of the Mafia. 155 00:07:39,436 --> 00:07:41,390 You'd be like, oh, he's my friend. 156 00:07:41,390 --> 00:07:43,660 I'll save him for last. 157 00:07:43,660 --> 00:07:46,230 PROFESSOR: Yeah, I'll torment that guy for last 158 00:07:46,230 --> 00:07:47,990 because he's my friend. 159 00:07:47,990 --> 00:07:50,960 I'm not going to eliminate him right away. 160 00:07:50,960 --> 00:07:52,460 AUDIENCE: Another interesting one 161 00:07:52,460 --> 00:07:55,930 was, I think, also the past experience with Mafia. 162 00:07:55,930 --> 00:07:58,544 I know that a person's really, really good at Mafia, 163 00:07:58,544 --> 00:07:59,370 so I'm going to kill them on first round 164 00:07:59,370 --> 00:08:01,120 just because I don't want to deal with it. 165 00:08:03,660 --> 00:08:07,130 PROFESSOR: Right, I just want to get them out of this game. 166 00:08:07,130 --> 00:08:08,135 Sure, yeah. 167 00:08:08,135 --> 00:08:10,260 AUDIENCE: I think that happens with a lot of games. 168 00:08:10,260 --> 00:08:13,640 Just like you team up on [INAUDIBLE]. 169 00:08:17,012 --> 00:08:19,740 PROFESSOR: Couples playing a game and that's 170 00:08:19,740 --> 00:08:23,840 supposed to be all where everyone's supposed to be 171 00:08:23,840 --> 00:08:28,020 playing an individual game. 172 00:08:28,020 --> 00:08:30,760 Yeah, knowing that someone is a pathological liar. 173 00:08:36,020 --> 00:08:40,320 So that actually also comes in design, by the way. 174 00:08:40,320 --> 00:08:47,800 I used to write games for the MIT Assassins' Guild. 175 00:08:47,800 --> 00:08:50,130 And there were four people who were playing games 176 00:08:50,130 --> 00:08:52,020 at the same time when I was writing games, 177 00:08:52,020 --> 00:08:54,480 and we always used these four people as ways 178 00:08:54,480 --> 00:08:56,970 that games are often broken mostly 179 00:08:56,970 --> 00:09:01,710 through weird social interactions. 180 00:09:01,710 --> 00:09:05,740 Someone who's going to be the rules lawyer, for instance. 181 00:09:05,740 --> 00:09:09,360 And someone who's going to stop the game in order 182 00:09:09,360 --> 00:09:13,210 to make sure that his interpretation of the rules 183 00:09:13,210 --> 00:09:15,140 is what everybody else is going to play with. 184 00:09:15,140 --> 00:09:17,520 Not necessarily to make sure that the rules are adhered to, 185 00:09:17,520 --> 00:09:18,690 just make sure that his interpretation 186 00:09:18,690 --> 00:09:19,770 is going to work. 187 00:09:19,770 --> 00:09:22,080 Somebody who's going to stop a game because they're 188 00:09:22,080 --> 00:09:24,450 always going to keep asking for reminders 189 00:09:24,450 --> 00:09:27,840 on how the rules work. 190 00:09:27,840 --> 00:09:32,094 Just like, uh, I can't handle this right now, 191 00:09:32,094 --> 00:09:34,260 all this is supposed to be happening simultaneously, 192 00:09:34,260 --> 00:09:35,880 too much math, stop. 193 00:09:35,880 --> 00:09:37,790 And I'm going to continue that, so this 194 00:09:37,790 --> 00:09:42,241 is the second kind of person that I had to design for. 195 00:09:42,241 --> 00:09:43,740 The third kind of person, the person 196 00:09:43,740 --> 00:09:47,040 who is so capable of just summoning 197 00:09:47,040 --> 00:09:49,290 the collective brainpower of everybody 198 00:09:49,290 --> 00:09:54,690 to be able to churn through any kind of puzzle 199 00:09:54,690 --> 00:09:58,140 that I can create, because this person was 200 00:09:58,140 --> 00:10:03,780 such a convincing speaker that basically he 201 00:10:03,780 --> 00:10:08,340 can use your head like a node on a parallel computer. 202 00:10:08,340 --> 00:10:10,600 You would just say, can you do this thing for me, 203 00:10:10,600 --> 00:10:12,980 it won't take a minute, and somehow he will do it. 204 00:10:12,980 --> 00:10:15,756 This person had that social skill. 205 00:10:15,756 --> 00:10:18,090 I'm trying to remember what the fourth one was. 206 00:10:22,710 --> 00:10:25,380 Oh yeah, there was one person who 207 00:10:25,380 --> 00:10:29,090 could do the same thing entirely on his own. 208 00:10:29,090 --> 00:10:31,020 If you put a puzzle in the game, the puzzle 209 00:10:31,020 --> 00:10:32,670 will be solved by this one person 210 00:10:32,670 --> 00:10:36,220 sooner or later, if it wasn't already solved by someone else. 211 00:10:36,220 --> 00:10:38,790 So here's this giant macroeconomic system that I've 212 00:10:38,790 --> 00:10:40,140 set up, or something like that. 213 00:10:40,140 --> 00:10:42,380 And that one person will figure out the optimal way 214 00:10:42,380 --> 00:10:44,280 to solve everybody's problem simultaneously. 215 00:10:47,150 --> 00:10:48,150 I could design for that. 216 00:10:48,150 --> 00:10:50,980 So I could design to make sure that each of these people 217 00:10:50,980 --> 00:10:55,084 don't break the game, but still can 218 00:10:55,084 --> 00:10:56,250 do the thing that they want. 219 00:10:58,950 --> 00:11:01,560 Some of the folks that I'm describing actually 220 00:11:01,560 --> 00:11:03,900 enjoyed that, some of them didn't enjoy that. 221 00:11:03,900 --> 00:11:06,690 That's just how the brain works, but if the game falls 222 00:11:06,690 --> 00:11:11,510 to that then they I'm not having any more fun than anyone else. 223 00:11:11,510 --> 00:11:13,500 So I knew something about who was 224 00:11:13,500 --> 00:11:17,795 going to be playing my games by knowing that these four people. 225 00:11:17,795 --> 00:11:20,280 I could cover a very wide range of different ways 226 00:11:20,280 --> 00:11:24,090 that my games could just fall flat on their faces. 227 00:11:24,090 --> 00:11:27,720 These are real people, but anybody who plays my games 228 00:11:27,720 --> 00:11:32,400 could exhibit that same sort of behavior at an opportune time, 229 00:11:32,400 --> 00:11:35,013 I have to make sure that my rules could hold up to that. 230 00:11:37,710 --> 00:11:40,350 So when you design your games, how many of you 231 00:11:40,350 --> 00:11:42,360 have somebody in mind? 232 00:11:42,360 --> 00:11:44,580 Someone particular about who's going 233 00:11:44,580 --> 00:11:48,100 to end up playing the game. 234 00:11:48,100 --> 00:11:52,516 Friend, family member, person in class. 235 00:11:52,516 --> 00:11:57,240 AUDIENCE: For me, I think when I worked on the game 236 00:11:57,240 --> 00:12:01,015 [INAUDIBLE] Hurricane, I think that it definitely reminded me 237 00:12:01,015 --> 00:12:04,250 of specific friends that I played Twister 238 00:12:04,250 --> 00:12:07,500 with in the past, a game that I felt was a game 239 00:12:07,500 --> 00:12:09,217 to get inspiration from. 240 00:12:09,217 --> 00:12:14,354 But sometimes I don't have [INAUDIBLE]. 241 00:12:14,354 --> 00:12:18,120 AUDIENCE: The easiest one for me is just developing for myself. 242 00:12:18,120 --> 00:12:21,280 And people who enjoy the same types of games that I do. 243 00:12:21,280 --> 00:12:24,266 If I find a game fun, then people 244 00:12:24,266 --> 00:12:26,058 who enjoy the same types of games that I do 245 00:12:26,058 --> 00:12:27,059 will likely find it fun. 246 00:12:27,059 --> 00:12:29,224 If I don't enjoy the game, I shouldn't be making it. 247 00:12:29,224 --> 00:12:31,220 PROFESSOR: Yeah, you are a sample point, 248 00:12:31,220 --> 00:12:32,530 you are a valid sample point. 249 00:12:32,530 --> 00:12:37,570 It just happens to be one that you know very well-- yourself. 250 00:12:37,570 --> 00:12:42,610 There is a mantra out there that often mentioned 251 00:12:42,610 --> 00:12:45,560 by people in the indie game development 252 00:12:45,560 --> 00:12:49,250 community, which is you make a game that you want to play. 253 00:12:49,250 --> 00:12:51,967 And I'm not entirely sure that I agree with that. 254 00:12:51,967 --> 00:12:53,550 But I can see where it is coming from. 255 00:12:53,550 --> 00:12:55,479 Because if you can't satisfy yourself, 256 00:12:55,479 --> 00:12:57,020 then the likelihood that you're going 257 00:12:57,020 --> 00:13:01,386 to satisfy any other audience member out there 258 00:13:01,386 --> 00:13:06,470 who would actually play your game is lower. 259 00:13:06,470 --> 00:13:09,230 But I think there is something about having 260 00:13:09,230 --> 00:13:15,400 to design for people who are not you which is also valid 261 00:13:15,400 --> 00:13:17,734 but obviously it's harder. 262 00:13:17,734 --> 00:13:21,980 AUDIENCE: I've heard it described as a Venn diagram. 263 00:13:21,980 --> 00:13:23,940 One is games I want to play. 264 00:13:23,940 --> 00:13:25,981 The other one is games other people want to play. 265 00:13:29,022 --> 00:13:31,920 A third is games I can make. 266 00:13:31,920 --> 00:13:34,710 Ideally, you want to be right in the center. 267 00:13:34,710 --> 00:13:36,110 PROFESSOR: Yeah. 268 00:13:36,110 --> 00:13:39,530 Vast set of ideas that you have in your head, only 269 00:13:39,530 --> 00:13:42,740 a small group of which are things that you actually 270 00:13:42,740 --> 00:13:43,840 want to do. 271 00:13:43,840 --> 00:13:45,832 And then a smaller group of that are things 272 00:13:45,832 --> 00:13:47,040 that other people want to do. 273 00:13:47,040 --> 00:13:51,040 A smaller group of that is something you can [INAUDIBLE]. 274 00:13:51,040 --> 00:13:52,250 That makes sense. 275 00:13:54,760 --> 00:13:56,570 The feasibility thing is what we've been 276 00:13:56,570 --> 00:13:58,370 addressing this entire class. 277 00:13:58,370 --> 00:14:00,530 How do you actually make a game that you can make, 278 00:14:00,530 --> 00:14:03,328 as opposed to make a game you wish you could make. 279 00:14:08,855 --> 00:14:11,560 So if we've got lots of different kinds of people 280 00:14:11,560 --> 00:14:13,100 who you're making your games for, 281 00:14:13,100 --> 00:14:16,340 people who you played similar games with in the past, 282 00:14:16,340 --> 00:14:17,670 for instance. 283 00:14:17,670 --> 00:14:20,210 People who you know are the kind of people who tend 284 00:14:20,210 --> 00:14:22,414 to-- who won't break your game. 285 00:14:22,414 --> 00:14:24,830 When you're making the Twister game, you have to make sure 286 00:14:24,830 --> 00:14:27,260 that you can play the game without breaking it, 287 00:14:27,260 --> 00:14:29,515 because you are physically larger than a lot of folks 288 00:14:29,515 --> 00:14:33,670 and able to reach much further. 289 00:14:33,670 --> 00:14:37,250 And make sure there are rules, that you can design your rules 290 00:14:37,250 --> 00:14:40,650 for that sort of thing. 291 00:14:40,650 --> 00:14:45,690 But then there's also broad categories of people. 292 00:14:45,690 --> 00:14:49,730 And that's why we get into it the reference to Richard Bartle 293 00:14:49,730 --> 00:14:51,590 in today's meeting. 294 00:14:51,590 --> 00:14:53,140 I did not include the whole article, 295 00:14:53,140 --> 00:14:56,390 but the whole article is online in plain HTML. 296 00:14:56,390 --> 00:14:58,220 If you just do a search for Bartle-- 297 00:15:05,220 --> 00:15:08,590 I forget the name of the article, 298 00:15:08,590 --> 00:15:11,650 but if you just do a search for diamonds, hearts, clubs, 299 00:15:11,650 --> 00:15:16,240 spades, Bartle, you'll find it. 300 00:15:16,240 --> 00:15:19,330 I think it's "Players Who Suit MUDs" or something like that. 301 00:15:19,330 --> 00:15:23,020 A lot of that work was created when he was basically 302 00:15:23,020 --> 00:15:25,960 the originator of the very first multi-user dungeon. 303 00:15:25,960 --> 00:15:29,570 Anyone heard of a multi-user dungeon? 304 00:15:29,570 --> 00:15:32,980 How many have played one of those. 305 00:15:32,980 --> 00:15:35,232 I've played way too many. 306 00:15:35,232 --> 00:15:36,690 You see people playing, when you're 307 00:15:36,690 --> 00:15:39,554 reading the text that is typed on the screen. 308 00:15:39,554 --> 00:15:43,970 AUDIENCE: [INAUDIBLE] 309 00:15:43,970 --> 00:15:46,450 PROFESSOR: OK, so how many of you 310 00:15:46,450 --> 00:15:50,500 have seen or played a text adventure? 311 00:15:50,500 --> 00:15:56,620 So text adventure, basically everything is text. 312 00:15:56,620 --> 00:15:59,680 You've got verbal descriptions instead of graphics 313 00:15:59,680 --> 00:16:02,282 of the rooms that you are in, and the objects you can 314 00:16:02,282 --> 00:16:03,490 pick up, and what you can do. 315 00:16:03,490 --> 00:16:06,020 You got an inventory that's explained to you text. 316 00:16:06,020 --> 00:16:08,350 You've got text commands you can enter. 317 00:16:08,350 --> 00:16:10,300 Usually when you're entering commands 318 00:16:10,300 --> 00:16:11,950 it's a verb and a noun. 319 00:16:11,950 --> 00:16:15,480 Get key, open mailbox, get [INAUDIBLE], 320 00:16:15,480 --> 00:16:17,840 that sort of thing. 321 00:16:17,840 --> 00:16:19,400 Some are just single words. 322 00:16:19,400 --> 00:16:22,070 Inventory, north. 323 00:16:22,070 --> 00:16:25,680 Actually the full north command is actually go north, 324 00:16:25,680 --> 00:16:28,100 but there are shortcuts where you can just type 325 00:16:28,100 --> 00:16:32,430 N. North, south, east, west. 326 00:16:32,430 --> 00:16:34,960 A multi-user dungeon, traditionally, 327 00:16:34,960 --> 00:16:37,270 was a multi-player text adventure. 328 00:16:37,270 --> 00:16:40,480 Everyone would just occupy the same space on a server, 329 00:16:40,480 --> 00:16:45,005 they would use something like Telnet, or maybe a dial-up, 330 00:16:45,005 --> 00:16:46,100 on [INAUDIBLE]. 331 00:16:46,100 --> 00:16:51,440 And call into a server that will be serving them ASCII text. 332 00:16:51,440 --> 00:16:53,960 And then simultaneously going to two other people. 333 00:16:53,960 --> 00:16:56,320 It's very, very important that in multi-user dungeons, 334 00:16:56,320 --> 00:16:58,222 multiple people are connected simultaneously. 335 00:16:58,222 --> 00:16:59,680 It's not like an asynchronous thing 336 00:16:59,680 --> 00:17:01,060 where one person connects at a time, 337 00:17:01,060 --> 00:17:03,268 even though they're all logging in to the same world. 338 00:17:05,690 --> 00:17:10,870 So not all that different from what you expect from MMO RPG 339 00:17:10,870 --> 00:17:12,369 nowadays, the massively multi-player 340 00:17:12,369 --> 00:17:13,452 online role-playing games. 341 00:17:13,452 --> 00:17:17,602 Only obviously no graphics, and much slower pace of game, 342 00:17:17,602 --> 00:17:19,060 because everything has to be typed. 343 00:17:19,060 --> 00:17:22,359 You don't just [? walk ?] [? off, ?] you have this 344 00:17:22,359 --> 00:17:25,150 inventory. 345 00:17:25,150 --> 00:17:28,760 All my examples are really fast examples. 346 00:17:28,760 --> 00:17:32,584 Give envelope to Bob. 347 00:17:32,584 --> 00:17:34,750 It's like you could actually give that kind of thing 348 00:17:34,750 --> 00:17:36,250 and then you just transfer an object 349 00:17:36,250 --> 00:17:40,450 to somebody else named Bob in your space. 350 00:17:40,450 --> 00:17:44,230 And he described four different categories of people 351 00:17:44,230 --> 00:17:48,580 that he often saw play his games that I think still 352 00:17:48,580 --> 00:17:50,440 holds up pretty darn well. 353 00:17:50,440 --> 00:17:53,771 So who remembers any of the four categories? 354 00:17:56,416 --> 00:17:58,040 AUDIENCE: The kind of people who really 355 00:17:58,040 --> 00:18:03,100 get deep into underlying [INAUDIBLE], 356 00:18:03,100 --> 00:18:05,811 who want to learn about how things work. 357 00:18:05,811 --> 00:18:07,060 PROFESSOR: The diggers, right? 358 00:18:07,060 --> 00:18:07,570 The miners. 359 00:18:07,570 --> 00:18:08,839 The people who-- 360 00:18:08,839 --> 00:18:11,380 Minecraft is a great example for a game that is designed just 361 00:18:11,380 --> 00:18:11,860 for those people. 362 00:18:11,860 --> 00:18:13,568 People want explore how the system works, 363 00:18:13,568 --> 00:18:16,120 how the environment works, who want to discover things 364 00:18:16,120 --> 00:18:19,986 and to see what's behind that next mountain. 365 00:18:19,986 --> 00:18:24,220 AUDIENCE: I'll go with [INAUDIBLE]. 366 00:18:24,220 --> 00:18:29,260 PROFESSOR: Killers or plugs, and what 367 00:18:29,260 --> 00:18:33,280 was the justification for what they do? 368 00:18:33,280 --> 00:18:34,230 What do they do? 369 00:18:34,230 --> 00:18:44,765 AUDIENCE: [INAUDIBLE] 370 00:18:44,765 --> 00:18:47,140 PROFESSOR: The people who are there for the other people, 371 00:18:47,140 --> 00:18:48,250 primarily. 372 00:18:48,250 --> 00:18:51,110 In a way, killers and the socializers 373 00:18:51,110 --> 00:18:53,989 are there because other people are there. 374 00:18:53,989 --> 00:18:55,155 There are different reasons. 375 00:18:59,610 --> 00:19:00,805 The diamonds want to win. 376 00:19:00,805 --> 00:19:03,580 That is by any definition of winning. 377 00:19:03,580 --> 00:19:06,140 Now MUDs traditionally did not have a definition of winning. 378 00:19:06,140 --> 00:19:07,265 You couldn't win that game. 379 00:19:07,265 --> 00:19:09,880 There wasn't any final bosses you could kill, 380 00:19:09,880 --> 00:19:13,210 so you had to find your own metrics for winning. 381 00:19:13,210 --> 00:19:17,940 So it could be there are PDP type diamonds. 382 00:19:17,940 --> 00:19:21,100 You want to rack up the highest tournament score or something, 383 00:19:21,100 --> 00:19:23,790 but you're not there explicitly to cause people grief. 384 00:19:23,790 --> 00:19:29,980 You're not trying to hit them when they're not looking. 385 00:19:29,980 --> 00:19:33,120 Sort of like we're going to organize a duel kind of thing. 386 00:19:33,120 --> 00:19:35,440 We're going to see who can play this game the best, as 387 00:19:35,440 --> 00:19:37,893 opposed to making people upset. 388 00:19:40,440 --> 00:19:42,250 There's a way to remember this that I 389 00:19:42,250 --> 00:19:44,350 think has really been useful. 390 00:19:44,350 --> 00:19:49,540 I find the playing card suits not so easy to remember, 391 00:19:49,540 --> 00:19:54,760 but I could actually remember the categories pretty easily 392 00:19:54,760 --> 00:19:59,170 by whether you are acting on something 393 00:19:59,170 --> 00:20:03,050 or you're acting with something. 394 00:20:03,050 --> 00:20:07,196 And the question is whether you are acting or interacting. 395 00:20:16,751 --> 00:20:18,250 I just put two different [INAUDIBLE] 396 00:20:18,250 --> 00:20:24,150 that meant [INAUDIBLE] It's also supposed to be this. 397 00:20:24,150 --> 00:20:29,149 Interacting with [INAUDIBLE]. 398 00:20:29,149 --> 00:20:34,560 And then at the world, all the systems, and then 399 00:20:34,560 --> 00:20:35,350 other players. 400 00:20:38,720 --> 00:20:40,620 So if you're interacting with other players, 401 00:20:40,620 --> 00:20:45,240 we've got the socializers. 402 00:20:45,240 --> 00:20:49,100 And people who are acting on other players are the killers. 403 00:20:52,920 --> 00:20:56,280 Acting on the world. 404 00:20:56,280 --> 00:20:57,690 [INAUDIBLE] 405 00:20:57,690 --> 00:21:05,150 AUDIENCE: [INAUDIBLE] 406 00:21:05,150 --> 00:21:09,450 PROFESSOR: [? Assignments, ?] which leads this to be the 407 00:21:09,450 --> 00:21:14,750 [INTERPOSING VOICES] 408 00:21:14,750 --> 00:21:17,100 AUDIENCE: [INAUDIBLE] 409 00:21:17,100 --> 00:21:19,470 PROFESSOR: These are the glitch finders. 410 00:21:19,470 --> 00:21:21,650 These are the people who figure out 411 00:21:21,650 --> 00:21:23,860 how to get outside the boundaries, 412 00:21:23,860 --> 00:21:25,940 your invisible walls. 413 00:21:25,940 --> 00:21:27,780 Who want to see whether there's a way 414 00:21:27,780 --> 00:21:31,830 they can get below the very lowest layer on Minecraft. 415 00:21:31,830 --> 00:21:36,411 And what happens when you cram so much explosives in one area 416 00:21:36,411 --> 00:21:38,660 that you can't perform this experiment without killing 417 00:21:38,660 --> 00:21:39,710 yourself. 418 00:21:39,710 --> 00:21:41,570 They're the ones who are going to do it. 419 00:21:41,570 --> 00:21:44,480 Because they want to see what happens. 420 00:21:44,480 --> 00:21:47,570 Whereas these folks are really a little bit more about how do 421 00:21:47,570 --> 00:21:50,950 I use this world to be able to obtain some sort of other goal. 422 00:21:50,950 --> 00:21:53,136 Which is usually points, some sort 423 00:21:53,136 --> 00:21:55,880 of achievement, some sort of recognition 424 00:21:55,880 --> 00:21:59,146 from the other players. 425 00:21:59,146 --> 00:22:00,770 They don't usually get the recognition, 426 00:22:00,770 --> 00:22:02,482 but they have a numerical number to show 427 00:22:02,482 --> 00:22:03,690 that they're deserving of it. 428 00:22:07,310 --> 00:22:10,070 And I find this to be a really useful way 429 00:22:10,070 --> 00:22:14,960 to think about what games can do to be 430 00:22:14,960 --> 00:22:16,670 [INAUDIBLE] to different people. 431 00:22:16,670 --> 00:22:20,510 Because the truth is that even though when 432 00:22:20,510 --> 00:22:22,250 you play a single game, you may be 433 00:22:22,250 --> 00:22:24,930 primarily one of these people, you may not 434 00:22:24,930 --> 00:22:26,350 play every game this way. 435 00:22:29,810 --> 00:22:35,210 Say I'm a [INAUDIBLE] someone who's 436 00:22:35,210 --> 00:22:36,634 trying to chase all the points. 437 00:22:36,634 --> 00:22:38,925 Someone who is trying to get the top of the leaderboard 438 00:22:38,925 --> 00:22:42,230 in [INAUDIBLE] or something. 439 00:22:42,230 --> 00:22:44,060 But that may not be the way that I'm going 440 00:22:44,060 --> 00:22:45,890 to play World of Warcraft. 441 00:22:45,890 --> 00:22:50,690 That may not be the way that I play contract bridge. 442 00:22:50,690 --> 00:22:52,520 I might be playing more socializer when 443 00:22:52,520 --> 00:22:54,100 it comes to contract bridge. 444 00:22:54,100 --> 00:22:57,185 And different people are often different things 445 00:22:57,185 --> 00:22:58,470 in different games. 446 00:22:58,470 --> 00:23:02,090 And sometimes different things in the same game. 447 00:23:02,090 --> 00:23:04,627 Right now, I am trying-- 448 00:23:04,627 --> 00:23:06,460 everyone in this room probably knows by now, 449 00:23:06,460 --> 00:23:09,050 I play too much StarCraft, right? 450 00:23:09,050 --> 00:23:11,180 Usually, I am trying to win. 451 00:23:11,180 --> 00:23:13,370 I am trying to raise my rank. 452 00:23:13,370 --> 00:23:15,500 They have a ladder system. 453 00:23:15,500 --> 00:23:19,085 Sometimes, I just want to zone out and talk to people. 454 00:23:19,085 --> 00:23:19,960 I just want to type-- 455 00:23:19,960 --> 00:23:21,501 I just want to go into free-text chat 456 00:23:21,501 --> 00:23:23,270 and be friendly for awhile. 457 00:23:23,270 --> 00:23:25,980 I'll do something very dumb that takes no actions whatsoever. 458 00:23:25,980 --> 00:23:27,900 And I'm just like, at least my fingers 459 00:23:27,900 --> 00:23:29,733 are going to be able to type my [INAUDIBLE]. 460 00:23:29,733 --> 00:23:31,010 And that's what [INAUDIBLE]. 461 00:23:31,010 --> 00:23:33,720 Different times of the day, different moods that I'm in, 462 00:23:33,720 --> 00:23:36,450 I'll do something different. 463 00:23:36,450 --> 00:23:38,166 And if you can make a game that would 464 00:23:38,166 --> 00:23:43,190 be able to cater to people in different moods, 465 00:23:43,190 --> 00:23:43,959 then that's great. 466 00:23:43,959 --> 00:23:46,500 You've got a game that can be played in different situations, 467 00:23:46,500 --> 00:23:49,145 or more importantly, among a group of people who are all 468 00:23:49,145 --> 00:23:50,270 feeling kind of different-- 469 00:23:50,270 --> 00:23:52,880 [INAUDIBLE] type. 470 00:23:52,880 --> 00:23:55,700 This is not the only breakdown that I've seen. 471 00:23:55,700 --> 00:24:02,990 There is a system that's been pitched by, I believe, 472 00:24:02,990 --> 00:24:05,890 a developer at Ubisoft Montreal-- 473 00:24:05,890 --> 00:24:08,900 although don't take my word for that-- 474 00:24:08,900 --> 00:24:11,390 Jason Vandenberghe. 475 00:24:11,390 --> 00:24:14,420 And he suggests, actually, a system 476 00:24:14,420 --> 00:24:17,570 on the OCEAN model of psychology. 477 00:24:17,570 --> 00:24:19,142 Has anyone heard of this? 478 00:24:19,142 --> 00:24:22,704 It's five big drivers of motivation 479 00:24:22,704 --> 00:24:24,495 that psychologists have, basically, created 480 00:24:24,495 --> 00:24:26,740 as a framework. 481 00:24:26,740 --> 00:24:32,370 And one of them is neuroticism. 482 00:24:32,370 --> 00:24:33,860 There are people who are motivated 483 00:24:33,860 --> 00:24:35,180 because they are neurotic. 484 00:24:35,180 --> 00:24:37,880 And I can totally identify with that. 485 00:24:37,880 --> 00:24:39,590 It's like they want to be-- 486 00:24:39,590 --> 00:24:43,130 it gives them comfort to be performing neurotic things-- 487 00:24:43,130 --> 00:24:47,767 things like hundred-percenting a level, or a game, 488 00:24:47,767 --> 00:24:48,725 or something like that. 489 00:24:48,725 --> 00:24:49,880 It's a motivator. 490 00:24:49,880 --> 00:24:51,089 It's a driver. 491 00:24:51,089 --> 00:24:53,130 It's no particular achievement to hundred-percent 492 00:24:53,130 --> 00:24:56,420 a level in Metroid, because a lot of people do it. 493 00:24:56,420 --> 00:24:58,520 But the fact that that number is there 494 00:24:58,520 --> 00:25:00,050 motivates a certain group of people 495 00:25:00,050 --> 00:25:05,250 to be able to bring that number from 99% to 100%. 496 00:25:05,250 --> 00:25:08,660 So I want to make clear that this is just a theory. 497 00:25:08,660 --> 00:25:09,950 This is just-- 498 00:25:09,950 --> 00:25:14,320 Richard Bartle-- creator of the very first MUD in Oxford, 499 00:25:14,320 --> 00:25:16,240 I believe-- 500 00:25:16,240 --> 00:25:22,125 United Kingdom-- and he just wrote an article on a website-- 501 00:25:22,125 --> 00:25:23,500 he would have put it up on a blog 502 00:25:23,500 --> 00:25:25,960 and blogged it at the time-- 503 00:25:25,960 --> 00:25:28,670 about, these are the people that I happen to see play my games. 504 00:25:28,670 --> 00:25:31,910 And if I-- I can generalize these people 505 00:25:31,910 --> 00:25:33,210 in these four categories. 506 00:25:35,880 --> 00:25:36,380 Let's see. 507 00:25:39,300 --> 00:25:43,280 Other stuff that's covered in today's reading 508 00:25:43,280 --> 00:25:50,760 includes the idea of people bringing things from outside 509 00:25:50,760 --> 00:25:52,570 of the game into the game. 510 00:25:52,570 --> 00:25:55,070 And we talked a little bit about metagames. 511 00:25:55,070 --> 00:25:57,540 And this article goes into a little bit more detail 512 00:25:57,540 --> 00:25:58,810 about that. 513 00:25:58,810 --> 00:26:04,320 So there's-- that's, again, four things that the book goes 514 00:26:04,320 --> 00:26:06,600 into when it comes to metagaming that-- 515 00:26:06,600 --> 00:26:10,020 and these were posited by Richard Garfield, designer 516 00:26:10,020 --> 00:26:11,120 of Magic: The Gathering. 517 00:26:11,120 --> 00:26:13,320 But he was-- the way how he was describing 518 00:26:13,320 --> 00:26:17,040 it is that these are all kinds of metagaming experiences. 519 00:26:17,040 --> 00:26:22,512 And I'm trying to make a game that capitalizes on people 520 00:26:22,512 --> 00:26:24,720 playing the game when they're not even really playing 521 00:26:24,720 --> 00:26:26,140 the game. 522 00:26:26,140 --> 00:26:27,750 When they're not sitting in front 523 00:26:27,750 --> 00:26:29,760 with their decks of magic, they're 524 00:26:29,760 --> 00:26:34,780 still playing the game, because they can do something else. 525 00:26:34,780 --> 00:26:37,915 And so, anyone remember what those four things are? 526 00:26:37,915 --> 00:26:39,790 AUDIENCE: Things that you bring to the game-- 527 00:26:39,790 --> 00:26:40,276 PROFESSOR: Yep. 528 00:26:40,276 --> 00:26:42,192 AUDIENCE: Things that you take from the game-- 529 00:26:42,192 --> 00:26:43,126 PROFESSOR: Right. 530 00:26:43,126 --> 00:26:45,928 AUDIENCE: Things that you do between-- 531 00:26:45,928 --> 00:26:47,594 PROFESSOR: Mm-hmm-- between games-- yep. 532 00:26:47,594 --> 00:26:49,506 AUDIENCE: --people-- between games. 533 00:26:49,506 --> 00:26:51,900 And the last one is-- 534 00:26:51,900 --> 00:26:54,570 AUDIENCE: Last one is, actually, probably the more traditional 535 00:26:54,570 --> 00:26:57,520 understanding of metagaming. 536 00:26:57,520 --> 00:27:01,580 So if-- even if you haven't read, you might have an-- 537 00:27:01,580 --> 00:27:03,660 or, you might be able to hazard a guess. 538 00:27:03,660 --> 00:27:04,680 You got through-- 539 00:27:04,680 --> 00:27:05,430 AUDIENCE: [LAUGHS] 540 00:27:05,430 --> 00:27:07,884 PROFESSOR: --spot on. 541 00:27:07,884 --> 00:27:10,370 AUDIENCE: [INAUDIBLE]. 542 00:27:10,370 --> 00:27:12,350 PROFESSOR: That's right-- things that are-- 543 00:27:12,350 --> 00:27:14,660 things that you do during the game that are not, 544 00:27:14,660 --> 00:27:17,570 actually, part of the game rules. 545 00:27:17,570 --> 00:27:20,910 So what do-- what are some examples of things that players 546 00:27:20,910 --> 00:27:22,120 bring to the game-- 547 00:27:22,120 --> 00:27:24,676 from outside of the game they bring into the game? 548 00:27:24,676 --> 00:27:27,093 AUDIENCE: So there's physical objects, but also knowledge. 549 00:27:27,093 --> 00:27:27,800 PROFESSOR: Right. 550 00:27:27,800 --> 00:27:29,440 AUDIENCE: So to the baseball game, 551 00:27:29,440 --> 00:27:30,560 it would be like your bat. 552 00:27:30,560 --> 00:27:32,720 PROFESSOR: Right-- your ball-- 553 00:27:32,720 --> 00:27:34,670 things that you might require to-- not have 554 00:27:34,670 --> 00:27:36,496 even start the game in the first place. 555 00:27:36,496 --> 00:27:37,960 AUDIENCE: [INAUDIBLE] it might be cards, I guess. 556 00:27:37,960 --> 00:27:38,448 PROFESSOR: Mm-hmm. 557 00:27:38,448 --> 00:27:40,280 AUDIENCE: But you can also bring knowledge. 558 00:27:40,280 --> 00:27:42,848 So if chess is a game that you're not familiar with that 559 00:27:42,848 --> 00:27:45,364 you study up-- they call it booking up-- 560 00:27:45,364 --> 00:27:47,965 on opening, different tactics, things 561 00:27:47,965 --> 00:27:50,090 like that that you can study, bring into the game-- 562 00:27:50,090 --> 00:27:51,740 basically, like preparation. 563 00:27:51,740 --> 00:27:54,800 PROFESSOR: Yeah, yeah-- so if you 564 00:27:54,800 --> 00:27:58,310 are going to call into a competitive game, 565 00:27:58,310 --> 00:28:01,040 you might come in with a strategy 566 00:28:01,040 --> 00:28:02,890 that you intend to execute. 567 00:28:02,890 --> 00:28:04,370 That happens in sports a lot. 568 00:28:04,370 --> 00:28:07,100 We train these particular maneuvers-- 569 00:28:07,100 --> 00:28:08,737 these particular plays. 570 00:28:08,737 --> 00:28:10,820 AUDIENCE: Even, like, metagaming [INAUDIBLE] that. 571 00:28:10,820 --> 00:28:12,820 I guess that might be [INAUDIBLE]. 572 00:28:12,820 --> 00:28:16,748 Magnus Carlsen-- the world's best chess player-- 573 00:28:16,748 --> 00:28:20,550 he played openings that are not that good, just 574 00:28:20,550 --> 00:28:21,469 to screw with people. 575 00:28:21,469 --> 00:28:23,260 PROFESSOR: When you're playing the players? 576 00:28:23,260 --> 00:28:23,757 AUDIENCE: Preparation, yeah. 577 00:28:23,757 --> 00:28:25,881 PROFESSOR: Yeah, and if you're playing the player-- 578 00:28:25,881 --> 00:28:28,130 I think that still fits within the category of fix 579 00:28:28,130 --> 00:28:29,990 your brain to the game, because that 580 00:28:29,990 --> 00:28:31,880 means that you are bringing to the game 581 00:28:31,880 --> 00:28:36,080 an understanding, or a guess, about what your opponent is 582 00:28:36,080 --> 00:28:39,200 like, and how your opponent may have played before. 583 00:28:39,200 --> 00:28:40,730 Someone's reputation is, actually, 584 00:28:40,730 --> 00:28:42,814 [INAUDIBLE] in today's reading as something 585 00:28:42,814 --> 00:28:43,980 that you bring to your game. 586 00:28:43,980 --> 00:28:46,770 It's not something that you voluntarily bring to the game. 587 00:28:46,770 --> 00:28:50,630 It's just something that precedes you. 588 00:28:50,630 --> 00:28:54,100 So then, what stuff do you take from the game? 589 00:28:58,092 --> 00:29:00,655 AUDIENCE: I mean, so I guess the typical items 590 00:29:00,655 --> 00:29:03,070 might be enjoyment from the game, or whatever. 591 00:29:03,070 --> 00:29:04,854 And Avery talked about [INAUDIBLE] Magic, 592 00:29:04,854 --> 00:29:07,080 where you win a card if you win the game. 593 00:29:07,080 --> 00:29:10,050 PROFESSOR: Yeah, yeah, there can be prizes. 594 00:29:10,050 --> 00:29:11,500 There can be cash prizes. 595 00:29:11,500 --> 00:29:13,170 There can be stakes. 596 00:29:13,170 --> 00:29:14,420 AUDIENCE: If you're gambling-- 597 00:29:14,420 --> 00:29:15,724 [INTERPOSING VOICES] 598 00:29:15,724 --> 00:29:17,140 AUDIENCE: --incentive [INAUDIBLE]. 599 00:29:17,140 --> 00:29:18,944 PROFESSOR: Yep, again, reputation. 600 00:29:18,944 --> 00:29:21,110 AUDIENCE: You can also take knowledge from the game. 601 00:29:21,110 --> 00:29:24,461 PROFESSOR: Sure, especially a game that you lost, right? 602 00:29:24,461 --> 00:29:25,460 AUDIENCE: Yeah, exactly. 603 00:29:25,460 --> 00:29:26,190 PROFESSOR: Yeah. 604 00:29:26,190 --> 00:29:27,940 AUDIENCE: I think that's what [INAUDIBLE]. 605 00:29:27,940 --> 00:29:31,220 PROFESSOR: Yeah, you-- hopefully, 606 00:29:31,220 --> 00:29:33,430 especially in a game that-- 607 00:29:33,430 --> 00:29:35,730 in the kind of game that I wish I could design one day, 608 00:29:35,730 --> 00:29:38,660 you take away something that deepens 609 00:29:38,660 --> 00:29:43,820 your understanding of the system that you just played. 610 00:29:43,820 --> 00:29:48,190 And that's wonderfully intrinsic motivation of something 611 00:29:48,190 --> 00:29:50,670 that arises from the rules. 612 00:29:50,670 --> 00:29:53,897 But it's not going to affect the game that you just played. 613 00:29:53,897 --> 00:29:55,730 It's going to, maybe, affect your next game. 614 00:29:55,730 --> 00:29:58,021 AUDIENCE: This is super cheesy, but you could take away 615 00:29:58,021 --> 00:29:59,124 new friendships. 616 00:29:59,124 --> 00:30:00,790 PROFESSOR: Oh yeah, well, social games-- 617 00:30:00,790 --> 00:30:03,743 there are people who end up in this area during-- 618 00:30:03,743 --> 00:30:04,992 AUDIENCE: [INAUDIBLE] enemies. 619 00:30:04,992 --> 00:30:05,460 [LAUGHTER] 620 00:30:05,460 --> 00:30:06,266 PROFESSOR: Or new enemies, yeah. 621 00:30:06,266 --> 00:30:06,940 You can-- 622 00:30:06,940 --> 00:30:08,523 AUDIENCE: [INAUDIBLE] diplomacy games. 623 00:30:08,523 --> 00:30:10,690 PROFESSOR: Yeah, well-- yeah, diplomacy 624 00:30:10,690 --> 00:30:16,590 is great at creating bad relationships. 625 00:30:16,590 --> 00:30:17,910 So yeah, OK. 626 00:30:17,910 --> 00:30:20,180 So the stuff that you take away from the game 627 00:30:20,180 --> 00:30:21,310 makes a lot of sense. 628 00:30:21,310 --> 00:30:24,930 The interesting thing about the ante situation 629 00:30:24,930 --> 00:30:27,240 is that that almost moves into a third category, which 630 00:30:27,240 --> 00:30:29,250 is the stuff that you do between games. 631 00:30:29,250 --> 00:30:32,180 Specifically, you're taking out of the game something-- 632 00:30:32,180 --> 00:30:33,496 AUDIENCE: [INAUDIBLE] you said that Richard Garfield made 633 00:30:33,496 --> 00:30:33,992 that game. 634 00:30:33,992 --> 00:30:35,170 Was he the first person to do that? 635 00:30:35,170 --> 00:30:35,970 PROFESSOR: I'm not sure about that. 636 00:30:35,970 --> 00:30:37,080 But he made Magic: The Gathering. 637 00:30:37,080 --> 00:30:37,910 He's the designer of it. 638 00:30:37,910 --> 00:30:38,451 AUDIENCE: OK. 639 00:30:38,451 --> 00:30:40,600 You said that he was [INAUDIBLE]. 640 00:30:40,600 --> 00:30:42,090 PROFESSOR: No, no, no, no, no, no. 641 00:30:42,090 --> 00:30:44,540 AUDIENCE: [INAUDIBLE] as soon as the game was created. 642 00:30:44,540 --> 00:30:45,380 PROFESSOR: Yeah, yeah, yeah. 643 00:30:45,380 --> 00:30:45,800 No, no. 644 00:30:45,800 --> 00:30:46,220 AUDIENCE: [LAUGHS] 645 00:30:46,220 --> 00:30:47,760 PROFESSOR: Well, I mean, he wrote it 646 00:30:47,760 --> 00:30:48,830 into the original rules. 647 00:30:48,830 --> 00:30:49,955 And nobody liked that part. 648 00:30:49,955 --> 00:30:51,371 Oh, I think very few people seemed 649 00:30:51,371 --> 00:30:52,770 to like that part of the rules. 650 00:30:52,770 --> 00:30:52,980 So-- 651 00:30:52,980 --> 00:30:54,465 AUDIENCE: Yeah, every [INAUDIBLE] 652 00:30:54,465 --> 00:30:56,800 been banned for as long as the game's been around. 653 00:30:56,800 --> 00:30:57,750 PROFESSOR: Well, OK. 654 00:30:57,750 --> 00:31:02,860 But it is original rules. 655 00:31:02,860 --> 00:31:06,670 But that's a mechanic that-- 656 00:31:06,670 --> 00:31:09,497 it's a mechanic imposed on top of the game. 657 00:31:09,497 --> 00:31:11,330 I guess it was part of the game, originally. 658 00:31:11,330 --> 00:31:13,050 But now, if it's played for ante, 659 00:31:13,050 --> 00:31:14,570 it's being played outside of the game, because it's not 660 00:31:14,570 --> 00:31:15,910 part of the rules anymore. 661 00:31:15,910 --> 00:31:18,180 Where, if you put your game-- 662 00:31:18,180 --> 00:31:20,632 if both of you are putting a card up-- 663 00:31:20,632 --> 00:31:23,500 say, a really, really skilled player 664 00:31:23,500 --> 00:31:26,670 is going to play a really, really not skilled player. 665 00:31:26,670 --> 00:31:29,670 And the not skilled player says, well, chances are, 666 00:31:29,670 --> 00:31:30,650 I'm going to lose. 667 00:31:30,650 --> 00:31:33,030 But the skilled player is anteing up 668 00:31:33,030 --> 00:31:36,780 an incredibly valuable card that I might not, otherwise, 669 00:31:36,780 --> 00:31:38,130 be able to get. 670 00:31:38,130 --> 00:31:41,670 So I'm going to ante up this crap card that I will always be 671 00:31:41,670 --> 00:31:43,440 able to replace if I lose it. 672 00:31:43,440 --> 00:31:48,340 But it makes it worth playing that round, and then the game 673 00:31:48,340 --> 00:31:50,304 [INAUDIBLE]. 674 00:31:50,304 --> 00:31:52,080 AUDIENCE: It's an interesting [INAUDIBLE]. 675 00:31:52,080 --> 00:31:55,514 So playing [INAUDIBLE] a game that 676 00:31:55,514 --> 00:31:58,800 would have some luck in it, where it actually 677 00:31:58,800 --> 00:32:02,024 has a very high [? appearance ?] of luck involved in there. 678 00:32:02,024 --> 00:32:04,200 And so, it's really, really easy to play this game 679 00:32:04,200 --> 00:32:06,410 and talk about-- and say that you got really, 680 00:32:06,410 --> 00:32:08,586 really, really unlucky-- or to say 681 00:32:08,586 --> 00:32:09,752 that you got really unlucky. 682 00:32:09,752 --> 00:32:15,540 And I have definite [INAUDIBLE] after playing this game. 683 00:32:15,540 --> 00:32:18,069 It was [INAUDIBLE], but how unlucky they 684 00:32:18,069 --> 00:32:19,410 were during that game. 685 00:32:19,410 --> 00:32:20,284 PROFESSOR: Well, OK. 686 00:32:20,284 --> 00:32:22,200 I mean, that's something-- yeah, sorry, sorry. 687 00:32:22,200 --> 00:32:22,700 Go on. 688 00:32:22,700 --> 00:32:25,560 AUDIENCE: Oh yeah, that's just-- 689 00:32:25,560 --> 00:32:30,460 oftentimes [INAUDIBLE] people have a tendency 690 00:32:30,460 --> 00:32:34,680 to be lucky or unlucky in this game. 691 00:32:34,680 --> 00:32:38,105 And they're, like, well, I've lost-- and someone might say, 692 00:32:38,105 --> 00:32:39,020 I've lost-- 693 00:32:39,020 --> 00:32:40,067 [INAUDIBLE] 694 00:32:40,067 --> 00:32:42,150 Oh, I've lost a lot of [INAUDIBLE] games in a row. 695 00:32:42,150 --> 00:32:43,649 But I'm just unlucky in all of them. 696 00:32:43,649 --> 00:32:45,060 Something like that there. 697 00:32:45,060 --> 00:32:47,760 PROFESSOR: Well, something that happens between games-- 698 00:32:47,760 --> 00:32:49,920 it's like-- you brought up a couple of things. 699 00:32:49,920 --> 00:32:54,420 One is the discussion about how this game seems 700 00:32:54,420 --> 00:32:56,940 to be operating. 701 00:32:56,940 --> 00:33:03,390 And on Reddit, that tends to be a very angry conversation 702 00:33:03,390 --> 00:33:06,120 among friends who have played games of Twilight Struggle, 703 00:33:06,120 --> 00:33:07,560 or something. 704 00:33:07,560 --> 00:33:10,150 It's a combination of storytelling, 705 00:33:10,150 --> 00:33:13,890 which is, man, we're just being able to recollect 706 00:33:13,890 --> 00:33:16,360 how that game went, and how unlucky I was. 707 00:33:16,360 --> 00:33:19,920 [INAUDIBLE] all the time. 708 00:33:19,920 --> 00:33:22,085 Man, that dice just does not want to roll sixes. 709 00:33:26,770 --> 00:33:29,457 And I think that's more something that you take away 710 00:33:29,457 --> 00:33:30,040 from the game. 711 00:33:30,040 --> 00:33:31,890 But if you're going to go back into the game 712 00:33:31,890 --> 00:33:33,480 and then understand, OK, I thought 713 00:33:33,480 --> 00:33:34,955 this was a game all about logic. 714 00:33:34,955 --> 00:33:38,044 Now it's really just luck-based. 715 00:33:38,044 --> 00:33:40,210 And then you're going to the next game of the same-- 716 00:33:40,210 --> 00:33:41,490 you're going to play the same game again. 717 00:33:41,490 --> 00:33:42,760 You're bringing different expectations. 718 00:33:42,760 --> 00:33:44,343 So you're adjusting your expectations. 719 00:33:44,343 --> 00:33:48,340 So I will put that in a category of something 720 00:33:48,340 --> 00:33:54,990 you take between games, in adjusting your expectations. 721 00:33:54,990 --> 00:33:57,630 Then what happens during a game, other than the game itself-- 722 00:34:00,190 --> 00:34:01,460 stuff that's not in the rules? 723 00:34:01,460 --> 00:34:01,960 Yeah? 724 00:34:01,960 --> 00:34:04,019 AUDIENCE: There's taunting, or-- 725 00:34:04,019 --> 00:34:05,060 PROFESSOR: Trash talking? 726 00:34:05,060 --> 00:34:05,880 AUDIENCE: Yeah. 727 00:34:05,880 --> 00:34:09,670 PROFESSOR: Yeah, trying to mess with your opponents psyche 728 00:34:09,670 --> 00:34:11,442 while the game is going on. 729 00:34:11,442 --> 00:34:13,246 AUDIENCE: Also just more metagame 730 00:34:13,246 --> 00:34:15,504 stuff-- thinking strategies over in your head, 731 00:34:15,504 --> 00:34:18,712 and playing out different scenarios of what might happen. 732 00:34:18,712 --> 00:34:19,420 PROFESSOR: Right. 733 00:34:19,420 --> 00:34:21,850 Does this person even know about this strategy? 734 00:34:21,850 --> 00:34:25,489 I am seeing something that looks like the player might. 735 00:34:25,489 --> 00:34:28,800 But really-- are you really going to do that? 736 00:34:28,800 --> 00:34:31,809 It happens in card games all the time. 737 00:34:34,350 --> 00:34:36,551 What else happens during the game other 738 00:34:36,551 --> 00:34:37,426 than the game itself? 739 00:34:40,320 --> 00:34:42,570 There are times when gameplay just stops. 740 00:34:42,570 --> 00:34:46,476 And I, actually, gave a couple of examples of that. 741 00:34:46,476 --> 00:34:48,630 What's the out-of-game considerations 742 00:34:48,630 --> 00:34:53,190 that forces the game to stop, or things you 743 00:34:53,190 --> 00:34:56,653 have to do to keep it going? 744 00:34:56,653 --> 00:34:58,920 Remember any of these things? 745 00:34:58,920 --> 00:35:01,680 AUDIENCE: Shuffling a deck of cards? 746 00:35:01,680 --> 00:35:05,094 PROFESSOR: Those are usually mentioned in the rules. 747 00:35:05,094 --> 00:35:06,885 You reach the end of the deck, and then you 748 00:35:06,885 --> 00:35:08,250 have to reshuffle your deck. 749 00:35:08,250 --> 00:35:11,534 I meant physical, safety considerations, for instance. 750 00:35:11,534 --> 00:35:14,200 Somebody fell down in the middle of a game of tag, or something. 751 00:35:14,200 --> 00:35:15,960 And then it's, like, nothing in the rules 752 00:35:15,960 --> 00:35:17,790 say that you have to stop the game. 753 00:35:17,790 --> 00:35:20,250 But people do, because you want to make sure 754 00:35:20,250 --> 00:35:23,025 the person's not hurt. 755 00:35:23,025 --> 00:35:24,150 It happens during the game. 756 00:35:24,150 --> 00:35:26,370 And metagaming is sort of concerned. 757 00:35:26,370 --> 00:35:29,166 But it's not, necessarily-- 758 00:35:29,166 --> 00:35:31,350 and the reason why it's important to the game 759 00:35:31,350 --> 00:35:33,430 is because you want people to say, 760 00:35:33,430 --> 00:35:35,179 hey, I want to play tag again. 761 00:35:35,179 --> 00:35:35,970 I want to play tag. 762 00:35:35,970 --> 00:35:38,440 But I want to know that I'm safe while I play tag. 763 00:35:38,440 --> 00:35:42,840 So if people understand, on the metagaming level, 764 00:35:42,840 --> 00:35:44,910 that if somebody looks like they might be hurt, 765 00:35:44,910 --> 00:35:47,680 the game will not continue until we verify this person is not 766 00:35:47,680 --> 00:35:50,140 hurt or got this person adequate medical attention, 767 00:35:50,140 --> 00:35:52,844 for instance. 768 00:35:52,844 --> 00:35:54,510 But that doesn't necessarily always have 769 00:35:54,510 --> 00:35:56,920 to be like a physical hurt. 770 00:35:56,920 --> 00:35:59,310 That can be-- there's a great account 771 00:35:59,310 --> 00:36:04,050 in the reading about playground groups fighting over what 772 00:36:04,050 --> 00:36:05,870 nice rules meant, and the words that they 773 00:36:05,870 --> 00:36:08,520 were using to be able to describe what nice rules meant. 774 00:36:08,520 --> 00:36:10,810 And they had become increasingly-- 775 00:36:10,810 --> 00:36:12,870 at first, they were just starting with, well, 776 00:36:12,870 --> 00:36:14,161 we're going to be playing nice. 777 00:36:14,161 --> 00:36:15,930 They call that [INAUDIBLE] rules. 778 00:36:15,930 --> 00:36:19,020 And then, people who didn't want to play nice 779 00:36:19,020 --> 00:36:21,330 started joining the group to play Four Square. 780 00:36:21,330 --> 00:36:23,189 This is not the mobile game, Foursquare. 781 00:36:23,189 --> 00:36:25,230 This is the bouncing ball version of Four Square. 782 00:36:25,230 --> 00:36:27,682 And then every time they did something outside 783 00:36:27,682 --> 00:36:29,890 of the rules, the people who were trying to play nice 784 00:36:29,890 --> 00:36:31,840 then had to add in-- 785 00:36:31,840 --> 00:36:35,370 get more, and more, and more specific about what nice meant. 786 00:36:35,370 --> 00:36:36,870 And that wasn't actually the intent. 787 00:36:36,870 --> 00:36:38,520 They didn't actually want to get all that specific. 788 00:36:38,520 --> 00:36:39,660 They just wanted people to play nice. 789 00:36:39,660 --> 00:36:41,410 Because once you get more and more specific-- 790 00:36:41,410 --> 00:36:43,743 because there's so many kinds of rules-- lawyering mode, 791 00:36:43,743 --> 00:36:46,350 then the context should be nice. 792 00:36:49,430 --> 00:36:51,660 So that's something that's happening during the game. 793 00:36:51,660 --> 00:36:54,385 The game's actually still being played. 794 00:36:54,385 --> 00:36:56,010 Part of the game of four square is just 795 00:36:56,010 --> 00:36:57,600 bouncing this ball around. 796 00:36:57,600 --> 00:36:59,460 But if all these rules-- negotiation-- 797 00:36:59,460 --> 00:37:01,710 that's happening to be able to try 798 00:37:01,710 --> 00:37:03,704 to steer the game into the direction 799 00:37:03,704 --> 00:37:05,370 of different-- in this particular case-- 800 00:37:05,370 --> 00:37:09,700 different groups of kids prefer to play the game. 801 00:37:09,700 --> 00:37:12,765 One of them-- one group wants to be very competitive 802 00:37:12,765 --> 00:37:13,640 and winner takes all. 803 00:37:13,640 --> 00:37:15,306 The other side was like, the whole point 804 00:37:15,306 --> 00:37:17,220 of playing this game is so that we're not 805 00:37:17,220 --> 00:37:18,950 annoying other people-- 806 00:37:18,950 --> 00:37:21,300 the traditional-- this divide, I guess. 807 00:37:24,890 --> 00:37:30,520 So Magic: The Gathering was, ostensibly-- 808 00:37:30,520 --> 00:37:33,090 this could be something that he came up 809 00:37:33,090 --> 00:37:34,799 with after he had designed the card game, 810 00:37:34,799 --> 00:37:37,089 in order to justify why he decided [INAUDIBLE] the card 811 00:37:37,089 --> 00:37:37,630 game. 812 00:37:37,630 --> 00:37:41,490 Often when you ask a designer or a writer, why didn't you 813 00:37:41,490 --> 00:37:43,207 do this, it's very easy to come up 814 00:37:43,207 --> 00:37:44,790 with a justification that sounds good. 815 00:37:44,790 --> 00:37:46,612 But really it isn't necessarily what 816 00:37:46,612 --> 00:37:48,070 they were thinking at the time when 817 00:37:48,070 --> 00:37:49,590 they came up with the game. 818 00:37:49,590 --> 00:37:51,290 So we have no way of knowing. 819 00:37:51,290 --> 00:37:54,780 Even Richard Garfield will not be able to tell you honestly 820 00:37:54,780 --> 00:37:57,606 whether that was the case or not, because no one really 821 00:37:57,606 --> 00:37:59,730 remembers very clearly what they were thinking when 822 00:37:59,730 --> 00:38:00,938 they were designing the game. 823 00:38:00,938 --> 00:38:03,780 But it's a good justification, I think, 824 00:38:03,780 --> 00:38:06,750 which is, what does a player bring to a game of Magic? 825 00:38:06,750 --> 00:38:10,154 Well, they bring their deck of cards and the knowledge 826 00:38:10,154 --> 00:38:11,820 about how that deck is supposed to work, 827 00:38:11,820 --> 00:38:13,500 because they built that deck themselves. 828 00:38:13,500 --> 00:38:15,444 And it's supposed to be this little engine 829 00:38:15,444 --> 00:38:17,610 to be able to play our very specific strategy, which 830 00:38:17,610 --> 00:38:20,603 is something that they want to try for the next game. 831 00:38:20,603 --> 00:38:23,310 They may take the ante away-- 832 00:38:23,310 --> 00:38:25,920 but suddenly all of that knowledge about, OK, now 833 00:38:25,920 --> 00:38:30,645 I know that my deck is actually a pile of crap, for instance. 834 00:38:30,645 --> 00:38:31,770 What happens between games? 835 00:38:31,770 --> 00:38:33,000 You assemble new decks. 836 00:38:33,000 --> 00:38:34,325 You chat on forums. 837 00:38:38,044 --> 00:38:39,680 Maybe new cards get released. 838 00:38:39,680 --> 00:38:41,263 And then you have to try to figure out 839 00:38:41,263 --> 00:38:43,155 how your deck is going to work against them, 840 00:38:43,155 --> 00:38:45,030 and then what happens during the game itself. 841 00:38:45,030 --> 00:38:48,300 I don't know, actually, how much taunting 842 00:38:48,300 --> 00:38:51,090 happens on Magic tournaments. 843 00:38:51,090 --> 00:38:53,526 Anyone play Magic competitively? 844 00:38:53,526 --> 00:38:54,370 Is there taunting? 845 00:38:54,370 --> 00:38:56,770 AUDIENCE: There's never anyone actually taunting them, 846 00:38:56,770 --> 00:38:57,860 like, you suck. 847 00:38:57,860 --> 00:38:59,584 I'm going to destroy you. 848 00:38:59,584 --> 00:39:00,500 PROFESSOR: All right-- 849 00:39:00,500 --> 00:39:01,710 [INTERPOSING VOICES] 850 00:39:01,710 --> 00:39:03,460 PROFESSOR: OK, the Magic people are going, 851 00:39:03,460 --> 00:39:04,751 you sure you want to play that? 852 00:39:04,751 --> 00:39:07,030 You know, that sort of thing. 853 00:39:07,030 --> 00:39:10,468 AUDIENCE: I got goaded into that once-- yeah, actually-- 854 00:39:10,468 --> 00:39:11,875 being competitive [INAUDIBLE]. 855 00:39:11,875 --> 00:39:12,670 PROFESSOR: [LAUGHS] 856 00:39:12,670 --> 00:39:14,253 AUDIENCE: There's also a huge backlash 857 00:39:14,253 --> 00:39:16,060 right now of people just being animals 858 00:39:16,060 --> 00:39:17,060 during games, and just-- 859 00:39:17,060 --> 00:39:18,061 PROFESSOR: Well, yeah. 860 00:39:18,061 --> 00:39:20,310 AUDIENCE: The tournament organizers are, specifically, 861 00:39:20,310 --> 00:39:22,905 supposed to look out for that and try to not do that, 862 00:39:22,905 --> 00:39:25,570 because [INAUDIBLE] bring them back to play. 863 00:39:25,570 --> 00:39:28,360 PROFESSOR: Right, because they're trying 864 00:39:28,360 --> 00:39:31,488 to build up a social community. 865 00:39:35,472 --> 00:39:37,464 AUDIENCE: I've already-- 866 00:39:37,464 --> 00:39:40,892 [INAUDIBLE] admit that you have something that's-- that you 867 00:39:40,892 --> 00:39:44,806 have a [INAUDIBLE] you can finally use. 868 00:39:44,806 --> 00:39:47,050 Or if you've gotten to a position where 869 00:39:47,050 --> 00:39:49,510 you're about to use an ability that will almost win you 870 00:39:49,510 --> 00:39:50,010 the game. 871 00:39:50,010 --> 00:39:51,690 And sometimes your opponent will realize 872 00:39:51,690 --> 00:39:53,720 that he's unable to stop it and [INAUDIBLE]. 873 00:39:53,720 --> 00:39:57,844 And so, I read a comic which was about someone like, oh, my God. 874 00:39:57,844 --> 00:39:59,510 I'm going to get to use my play blockers 875 00:39:59,510 --> 00:40:01,050 all for the first time. 876 00:40:01,050 --> 00:40:01,550 [INAUDIBLE] 877 00:40:01,550 --> 00:40:02,966 And he's, like, I'll pay you money 878 00:40:02,966 --> 00:40:04,990 if you just want to keep playing [INAUDIBLE]. 879 00:40:04,990 --> 00:40:05,942 [LAUGHTER] 880 00:40:05,942 --> 00:40:07,803 PROFESSOR: Wow! 881 00:40:07,803 --> 00:40:09,970 AUDIENCE: This didn't actually happen. 882 00:40:09,970 --> 00:40:12,070 PROFESSOR: But that would be hilarious. 883 00:40:12,070 --> 00:40:12,760 OK. 884 00:40:12,760 --> 00:40:13,744 All right. 885 00:40:13,744 --> 00:40:15,910 AUDIENCE: [INAUDIBLE] to an entirely different level 886 00:40:15,910 --> 00:40:17,697 of gameplay. 887 00:40:17,697 --> 00:40:19,530 There's a famous story about one of the best 888 00:40:19,530 --> 00:40:21,230 players in the game-- 889 00:40:21,230 --> 00:40:24,414 forgot to bring the one card in the deck he could win. 890 00:40:24,414 --> 00:40:27,056 So he completely controlled the game 891 00:40:27,056 --> 00:40:29,307 and then couldn't do anything [INAUDIBLE]. 892 00:40:29,307 --> 00:40:29,890 PROFESSOR: OK. 893 00:40:29,890 --> 00:40:31,150 AUDIENCE: He won the whole tournament. 894 00:40:31,150 --> 00:40:31,570 PROFESSOR: He won the whole-- 895 00:40:31,570 --> 00:40:33,986 AUDIENCE: He got every, single person to concede before he 896 00:40:33,986 --> 00:40:35,070 had to play [INAUDIBLE]. 897 00:40:35,070 --> 00:40:35,896 PROFESSOR: Yeah, sure, sure. 898 00:40:35,896 --> 00:40:36,812 AUDIENCE: [INAUDIBLE]. 899 00:40:36,812 --> 00:40:37,770 Why wouldn't he? 900 00:40:37,770 --> 00:40:38,436 PROFESSOR: Yeah. 901 00:40:38,436 --> 00:40:39,077 [LAUGHTER] 902 00:40:39,077 --> 00:40:39,785 PROFESSOR: Well-- 903 00:40:39,785 --> 00:40:40,230 AUDIENCE: And it brings another level 904 00:40:40,230 --> 00:40:42,919 to the metagame, where everyone knew the deck. 905 00:40:42,919 --> 00:40:45,002 So everyone knew exactly what he was trying to do. 906 00:40:45,002 --> 00:40:47,055 And at the time, where he was just going through the motions, 907 00:40:47,055 --> 00:40:48,138 they were, like, OK, sure. 908 00:40:48,138 --> 00:40:49,469 I know what happens. 909 00:40:49,469 --> 00:40:51,385 PROFESSOR: You know this person has this card. 910 00:40:51,385 --> 00:40:53,600 You just don't know that person had the card at the moment. 911 00:40:53,600 --> 00:40:53,670 Right? 912 00:40:53,670 --> 00:40:54,500 [LAUGHTER] 913 00:40:54,500 --> 00:40:56,232 PROFESSOR: OK. 914 00:40:56,232 --> 00:40:58,579 AUDIENCE: Just building off of that, [INAUDIBLE] 915 00:40:58,579 --> 00:41:03,509 very limited StarCraft higher-up games that I've [INAUDIBLE]. 916 00:41:03,509 --> 00:41:06,990 There would be often times where neither base were destroyed. 917 00:41:06,990 --> 00:41:09,472 But one person would, automatically, concede defeat. 918 00:41:09,472 --> 00:41:12,400 PROFESSOR: That's the majority of StarCraft games, actually. 919 00:41:12,400 --> 00:41:14,010 AUDIENCE: I never understood it. 920 00:41:14,010 --> 00:41:15,214 But they're not still going. 921 00:41:15,214 --> 00:41:15,980 [INAUDIBLE] 922 00:41:15,980 --> 00:41:17,684 Their economy was completely destroyed. 923 00:41:17,684 --> 00:41:18,350 PROFESSOR: Yeah. 924 00:41:18,350 --> 00:41:22,068 AUDIENCE: Well, in that game, you can lose [INAUDIBLE], 925 00:41:22,068 --> 00:41:24,870 but not, actually lose [INAUDIBLE]. 926 00:41:24,870 --> 00:41:27,171 AUDIENCE: You can stall the game for a very long time 927 00:41:27,171 --> 00:41:29,420 by just running around building pylons across the map. 928 00:41:29,420 --> 00:41:33,310 [LAUGHTER] 929 00:41:33,310 --> 00:41:35,800 PROFESSOR: It's a game full of positive feedback loops. 930 00:41:35,800 --> 00:41:38,020 So it's one of those things where, once you 931 00:41:38,020 --> 00:41:40,340 feel that things are snowballing, 932 00:41:40,340 --> 00:41:43,330 if you are right that things are actually snowballing out 933 00:41:43,330 --> 00:41:46,360 of your control, then yes. 934 00:41:46,360 --> 00:41:47,790 There's no way to actually win. 935 00:41:47,790 --> 00:41:50,835 But yes, you can draw it out. 936 00:41:50,835 --> 00:41:53,461 But theoretically, there really shouldn't be a way to win, 937 00:41:53,461 --> 00:41:55,960 because it's a game of positive loops-- of positive feedback 938 00:41:55,960 --> 00:41:57,215 loops. 939 00:41:57,215 --> 00:41:58,840 AUDIENCE: Some people quit prematurely. 940 00:41:58,840 --> 00:41:59,464 PROFESSOR: Yes. 941 00:41:59,464 --> 00:42:02,790 AUDIENCE: Adrian was famous for rage quitting and commentators 942 00:42:02,790 --> 00:42:04,226 [INAUDIBLE]. 943 00:42:04,226 --> 00:42:05,600 PROFESSOR: Did he just rage quit? 944 00:42:05,600 --> 00:42:06,760 AUDIENCE: It was pretty even. 945 00:42:06,760 --> 00:42:07,280 PROFESSOR: Yeah. 946 00:42:07,280 --> 00:42:08,030 AUDIENCE: He could still come back. 947 00:42:08,030 --> 00:42:09,363 PROFESSOR: And that's the thing. 948 00:42:09,363 --> 00:42:10,810 If you are wrong, and you are not, 949 00:42:10,810 --> 00:42:13,540 actually, in a bad situation-- 950 00:42:13,540 --> 00:42:16,480 if you are actually pretty even-- then, 951 00:42:16,480 --> 00:42:19,330 because it's a game of limited information-- 952 00:42:19,330 --> 00:42:21,820 imperfect information-- you don't know 953 00:42:21,820 --> 00:42:23,530 exactly how bad off you are. 954 00:42:27,100 --> 00:42:29,945 AUDIENCE: On the [INAUDIBLE] the person not having their 955 00:42:29,945 --> 00:42:33,368 [INAUDIBLE]. 956 00:42:33,368 --> 00:42:34,835 So that's-- sometimes you-- 957 00:42:34,835 --> 00:42:36,791 [INAUDIBLE] you make them play it out. 958 00:42:36,791 --> 00:42:39,236 I want to make sure that-- 959 00:42:39,236 --> 00:42:42,128 [INAUDIBLE] if the person didn't know how to win. 960 00:42:42,128 --> 00:42:42,628 They had it. 961 00:42:42,628 --> 00:42:44,966 But they just didn't know how to use it properly to win. 962 00:42:44,966 --> 00:42:48,754 And so [INAUDIBLE], except for one person who's like, 963 00:42:48,754 --> 00:42:49,795 I'll make them play that. 964 00:42:49,795 --> 00:42:51,070 But then they couldn't do it. 965 00:42:51,070 --> 00:42:52,986 But one of my friends was playing [INAUDIBLE]. 966 00:42:52,986 --> 00:42:54,906 And he had-- he was in a situation 967 00:42:54,906 --> 00:42:59,620 where he could make arbitrary many copies of his card. 968 00:42:59,620 --> 00:43:02,492 And every time he made-- his copies would last for one turn. 969 00:43:02,492 --> 00:43:08,980 He'd [INAUDIBLE] And so, he ended up-- 970 00:43:08,980 --> 00:43:10,990 [INAUDIBLE] made him go through [INAUDIBLE] 971 00:43:10,990 --> 00:43:14,323 and said, [INAUDIBLE] and click, and actually make 972 00:43:14,323 --> 00:43:17,480 50 copies of his card. 973 00:43:17,480 --> 00:43:20,570 He just spent almost 10 minutes going through 974 00:43:20,570 --> 00:43:21,890 and making copies of this card. 975 00:43:21,890 --> 00:43:23,330 And if he just clicked-- 976 00:43:23,330 --> 00:43:24,980 if he made a specific [INAUDIBLE] 977 00:43:24,980 --> 00:43:28,395 that was easy to make, he would just lose the game. 978 00:43:28,395 --> 00:43:29,640 So-- 979 00:43:29,640 --> 00:43:31,390 PROFESSOR: So, yeah-- so execution error-- 980 00:43:31,390 --> 00:43:37,090 I mean, that happens even in real-time games like StarCraft. 981 00:43:37,090 --> 00:43:39,060 Yes, you should not be able to win 982 00:43:39,060 --> 00:43:42,100 this game unless your opponent makes a huge mistake. 983 00:43:42,100 --> 00:43:45,205 And if you're-- that happens, by the way. 984 00:43:45,205 --> 00:43:46,996 AUDIENCE: There's another interesting thing 985 00:43:46,996 --> 00:43:49,788 that happens from hidden information in League 986 00:43:49,788 --> 00:43:52,320 of Legends, where, as a spectator, 987 00:43:52,320 --> 00:43:56,100 you can see how much gold both teams have total. 988 00:43:56,100 --> 00:43:58,590 But you can't see, even, how much gold your own team 989 00:43:58,590 --> 00:44:00,416 has total, when you're actually playing. 990 00:44:00,416 --> 00:44:01,790 You can only see number of kills, 991 00:44:01,790 --> 00:44:06,300 and maybe number of towers, and relative farm counts, 992 00:44:06,300 --> 00:44:06,800 basically. 993 00:44:06,800 --> 00:44:09,983 But you can't actually tell, oh, we're actually up in gold. 994 00:44:09,983 --> 00:44:12,388 So some of the interesting things 995 00:44:12,388 --> 00:44:16,717 will happen where a team can be down eight kills or 10 kills 996 00:44:16,717 --> 00:44:19,352 or something, but still be even or better in gold just 997 00:44:19,352 --> 00:44:22,310 from having gathered different objectives and more [INAUDIBLE] 998 00:44:22,310 --> 00:44:24,520 and stuff. 999 00:44:24,520 --> 00:44:31,270 PROFESSOR: And I think bringing this to a point of design, 1000 00:44:31,270 --> 00:44:33,260 whether you allow players to concede 1001 00:44:33,260 --> 00:44:35,200 the game in progress has, actually, 1002 00:44:35,200 --> 00:44:40,470 been something that's been actively enacted in DotA, 1003 00:44:40,470 --> 00:44:44,830 and Moebius, games like League of Legends and in DotA 2. 1004 00:44:44,830 --> 00:44:47,899 DotA 2, in particular, for a long time-- 1005 00:44:47,899 --> 00:44:49,690 and I'm not sure if that's still the case-- 1006 00:44:49,690 --> 00:44:52,570 actually did not allow you to concede the game in progress. 1007 00:44:52,570 --> 00:44:55,360 Can anyone-- does anyone play DotA 2? 1008 00:44:55,360 --> 00:44:56,595 Anyone confirm this? 1009 00:44:56,595 --> 00:44:57,220 AUDIENCE: Once. 1010 00:44:57,220 --> 00:44:58,960 I think it still doesn't allow you. 1011 00:44:58,960 --> 00:44:59,975 PROFESSOR: Still doesn't allow you? 1012 00:44:59,975 --> 00:45:00,940 AUDIENCE: I haven't played in awhile. 1013 00:45:00,940 --> 00:45:03,231 PROFESSOR: OK, it's definitely one of those things that 1014 00:45:03,231 --> 00:45:04,470 struck me as, what? 1015 00:45:04,470 --> 00:45:05,970 And it's because of these reasons. 1016 00:45:05,970 --> 00:45:07,670 It's because-- just because you think 1017 00:45:07,670 --> 00:45:09,160 that you've lost the game, doesn't necessarily 1018 00:45:09,160 --> 00:45:10,500 mean that you lost the game. 1019 00:45:10,500 --> 00:45:13,360 And the designers decided that it's more important 1020 00:45:13,360 --> 00:45:17,820 that you fight it out to the bitter end than to concede. 1021 00:45:17,820 --> 00:45:21,147 But of course, just because you can't quit the game, 1022 00:45:21,147 --> 00:45:23,230 doesn't mean that you can't quit the application-- 1023 00:45:23,230 --> 00:45:24,060 [LAUGHTER] 1024 00:45:24,060 --> 00:45:26,820 PROFESSOR: --or [INAUDIBLE]. 1025 00:45:26,820 --> 00:45:27,320 Huh? 1026 00:45:27,320 --> 00:45:27,820 Yeah? 1027 00:45:27,820 --> 00:45:28,614 What? 1028 00:45:28,614 --> 00:45:29,810 AUDIENCE: [INAUDIBLE]. 1029 00:45:29,810 --> 00:45:31,260 PROFESSOR: Yeah, [INAUDIBLE]. 1030 00:45:31,260 --> 00:45:35,170 Or you could just choose not to do anything-- 1031 00:45:35,170 --> 00:45:38,870 deliberately walk into your opponent [INAUDIBLE]. 1032 00:45:38,870 --> 00:45:41,137 Let's see, your hand? 1033 00:45:41,137 --> 00:45:42,845 AUDIENCE: The reason-- one of the reasons 1034 00:45:42,845 --> 00:45:45,376 that I don't play DotA is because they 1035 00:45:45,376 --> 00:45:46,470 don't allow you to quit. 1036 00:45:46,470 --> 00:45:49,190 It's irritating to me when the game is clearly over for me. 1037 00:45:49,190 --> 00:45:52,616 PROFESSOR: Yeah, I mean, it's a good 40-plus minutes per game. 1038 00:45:52,616 --> 00:45:53,820 AUDIENCE: Yeah, it can take a long time to finish out a game. 1039 00:45:53,820 --> 00:45:54,580 PROFESSOR: Yeah. 1040 00:45:54,580 --> 00:45:56,329 AUDIENCE: And I want go do something else, 1041 00:45:56,329 --> 00:45:57,950 or I just want to take a mental break. 1042 00:45:57,950 --> 00:45:59,406 And they won't let me. 1043 00:46:02,495 --> 00:46:03,994 AUDIENCE: I watched the presentation 1044 00:46:03,994 --> 00:46:06,651 on [INAUDIBLE] last week in another-- 1045 00:46:06,651 --> 00:46:09,066 in a class I'm taking. 1046 00:46:09,066 --> 00:46:11,930 And I believe a lot of the justification for that was also 1047 00:46:11,930 --> 00:46:16,460 that it irritated people who were allegedly more 1048 00:46:16,460 --> 00:46:19,910 serious gamers, because there are all these people just 1049 00:46:19,910 --> 00:46:25,033 casually playing the game who will just give up. 1050 00:46:25,033 --> 00:46:27,523 They ruin it for the rest of us who want to keep playing. 1051 00:46:27,523 --> 00:46:29,670 PROFESSOR: Yes. 1052 00:46:29,670 --> 00:46:33,490 They are the ones who feel if you are slightly behind 1053 00:46:33,490 --> 00:46:34,920 you can still fight back. 1054 00:46:34,920 --> 00:46:38,920 Whereas, people who just play this game to chill out. 1055 00:46:38,920 --> 00:46:40,720 They're just like, oh, I don't feel 1056 00:46:40,720 --> 00:46:42,570 like fighting back right now. 1057 00:46:42,570 --> 00:46:43,810 Let's start a new game. 1058 00:46:43,810 --> 00:46:46,185 And if they had the ability to concede they will do that. 1059 00:46:48,090 --> 00:46:49,506 AUDIENCE: I was just thinking that 1060 00:46:49,506 --> 00:46:51,797 don't the most serious of gamers join with the team 1061 00:46:51,797 --> 00:46:52,630 and they're on the-- 1062 00:46:52,630 --> 00:46:53,963 GUEST SPEAKER: Yeah, absolutely. 1063 00:46:53,963 --> 00:46:56,634 And even when you're playing by yourself in these games, 1064 00:46:56,634 --> 00:46:58,550 high level players don't concede, because they 1065 00:46:58,550 --> 00:47:01,220 know can come back. 1066 00:47:01,220 --> 00:47:03,180 PROFESSOR: But it's a spectrum, right? 1067 00:47:03,180 --> 00:47:04,871 You don't start off by being serious. 1068 00:47:04,871 --> 00:47:06,370 You start off by being sort of, hey, 1069 00:47:06,370 --> 00:47:08,892 what's this game all about, and end up this middle tier-- 1070 00:47:08,892 --> 00:47:10,600 well you're still playing with strangers, 1071 00:47:10,600 --> 00:47:14,730 but you are getting really interested in doing well. 1072 00:47:14,730 --> 00:47:20,310 And right now Todd Harper, which I was describing, 1073 00:47:20,310 --> 00:47:22,450 is actually thinking pretty hard about what 1074 00:47:22,450 --> 00:47:25,780 is the value of having taunt as a game mechanic. 1075 00:47:25,780 --> 00:47:31,370 Fighting games have that action which 1076 00:47:31,370 --> 00:47:35,080 deliberately wastes time and opens you up to attack, right? 1077 00:47:35,080 --> 00:47:39,250 But the whole point is that you will do that in order to-- 1078 00:47:39,250 --> 00:47:42,520 It's the digital equivalent of trash talking. 1079 00:47:42,520 --> 00:47:45,100 I'm going to make this move, deliberately 1080 00:47:45,100 --> 00:47:46,300 making myself vulnerable. 1081 00:47:46,300 --> 00:47:49,300 Because I know I cannot lose this game, 1082 00:47:49,300 --> 00:47:51,120 because you are so bad. 1083 00:47:51,120 --> 00:47:54,550 Or I think you are so bad. 1084 00:47:54,550 --> 00:47:57,610 I think there's things like that in League of Legends 1085 00:47:57,610 --> 00:48:01,300 although I don't know about the others. 1086 00:48:01,300 --> 00:48:08,380 And so the question is, what is the real value of that? 1087 00:48:08,380 --> 00:48:10,817 You can already taunt. 1088 00:48:10,817 --> 00:48:12,400 Especially if you're playing something 1089 00:48:12,400 --> 00:48:14,860 like an online game on the computer, 1090 00:48:14,860 --> 00:48:20,590 typing up a taunting comment takes actions. 1091 00:48:20,590 --> 00:48:23,200 That means that it takes your fingers away from actually 1092 00:48:23,200 --> 00:48:26,740 playing the game, because you have to type these words out. 1093 00:48:26,740 --> 00:48:29,050 And as a result of that, it's already a drawback 1094 00:48:29,050 --> 00:48:30,010 to be able to do that. 1095 00:48:30,010 --> 00:48:31,740 Why do you need a game mechanic? 1096 00:48:31,740 --> 00:48:34,530 Which means that game designers are explicitly supporting 1097 00:48:34,530 --> 00:48:36,464 you doing the taunting. 1098 00:48:36,464 --> 00:48:40,640 AUDIENCE: I think that actually, at least in League, when you 1099 00:48:40,640 --> 00:48:42,466 have a character you have four. 1100 00:48:42,466 --> 00:48:45,952 I think it's joke, laugh, taunt, and dance. 1101 00:48:45,952 --> 00:48:47,610 But actually people just do it for fun. 1102 00:48:51,330 --> 00:48:54,150 For example, with high ELO streams sometimes 1103 00:48:54,150 --> 00:48:57,310 all 10 people will group up and have dance parties, 1104 00:48:57,310 --> 00:49:01,480 in close agreement to not fight and just goof around. 1105 00:49:01,480 --> 00:49:02,850 Other times it's really funny. 1106 00:49:02,850 --> 00:49:10,196 I saw this stream where Sion was getting jumped on by two people 1107 00:49:10,196 --> 00:49:11,642 and decided to dodge a skill shot 1108 00:49:11,642 --> 00:49:14,328 by doing a taunt, which is taking his axe 1109 00:49:14,328 --> 00:49:15,500 and going like this. 1110 00:49:15,500 --> 00:49:19,670 And then dodging the skill shot, and then just walking out. 1111 00:49:19,670 --> 00:49:23,840 So that's just funny little [INAUDIBLE] 1112 00:49:23,840 --> 00:49:26,410 PROFESSOR: Right. 1113 00:49:26,410 --> 00:49:30,310 In Starcraft you can make your characters dance 1114 00:49:30,310 --> 00:49:32,080 just by clicking back and forth real fast. 1115 00:49:32,080 --> 00:49:34,660 Then they just walk left, walk right, walk left, walk right. 1116 00:49:34,660 --> 00:49:39,310 And I've seen that and other game mechanics that aren't 1117 00:49:39,310 --> 00:49:41,320 explicitly taunt mechanics. 1118 00:49:41,320 --> 00:49:44,290 To be able to tell the other player, no. 1119 00:49:44,290 --> 00:49:45,330 You've basically lost. 1120 00:49:45,330 --> 00:49:47,230 You should just concede now. 1121 00:49:47,230 --> 00:49:48,610 Or even if you don't concede, I'm 1122 00:49:48,610 --> 00:49:50,300 going to win this game anyway. 1123 00:49:50,300 --> 00:49:52,930 So you might as well concede now. 1124 00:49:52,930 --> 00:49:56,140 But then they also have a slash dance command to actually make 1125 00:49:56,140 --> 00:49:57,090 your characters dance. 1126 00:49:57,090 --> 00:49:59,330 And that's a game mechanic, right? 1127 00:49:59,330 --> 00:50:02,071 When you fight slash dance you do no damage, 1128 00:50:02,071 --> 00:50:03,820 and you will take whatever damage is being 1129 00:50:03,820 --> 00:50:06,700 inflicted on you deliberately. 1130 00:50:06,700 --> 00:50:09,370 And I've seen a couple of games lost because someone 1131 00:50:09,370 --> 00:50:11,110 decided to type slash dance. 1132 00:50:11,110 --> 00:50:14,020 And that's the risk. 1133 00:50:14,020 --> 00:50:16,950 But again that's the game explicitly supporting 1134 00:50:16,950 --> 00:50:19,510 this this sort of behavior. 1135 00:50:19,510 --> 00:50:21,250 It's supposed to be meta. 1136 00:50:21,250 --> 00:50:23,110 It's supposed to be the sort of thing that 1137 00:50:23,110 --> 00:50:24,240 happens above the game. 1138 00:50:24,240 --> 00:50:27,490 We're going to be playing a bunch of games. 1139 00:50:27,490 --> 00:50:30,300 Obviously these are board games. 1140 00:50:30,300 --> 00:50:33,909 The talking, the communication, what's going on in this game? 1141 00:50:33,909 --> 00:50:35,950 And what are you going to take out from the game? 1142 00:50:35,950 --> 00:50:38,200 It's all happening above the board as opposed to 1143 00:50:38,200 --> 00:50:40,060 inside the game. 1144 00:50:40,060 --> 00:50:41,090 Except for Space Alert. 1145 00:50:41,090 --> 00:50:43,776 Maybe Space Alert it is all just part of the game. 1146 00:50:46,390 --> 00:50:49,090 I want you to be thinking about this, about what's 1147 00:50:49,090 --> 00:50:50,980 happening above the table. 1148 00:50:50,980 --> 00:50:56,900 about what it's about. 1149 00:50:56,900 --> 00:50:59,220 Information they are exchanging or interactions they 1150 00:50:59,220 --> 00:51:01,880 are having that's not part of the game itself. 1151 00:51:01,880 --> 00:51:03,400 So what does the game explicitly do 1152 00:51:03,400 --> 00:51:05,620 to be able to support social interaction? 1153 00:51:05,620 --> 00:51:09,130 To be able to either support the kind of social interaction 1154 00:51:09,130 --> 00:51:11,020 that's happening inside the game system, 1155 00:51:11,020 --> 00:51:14,020 or to be able to draw on the social relationships 1156 00:51:14,020 --> 00:51:16,450 that you have with other people on the table 1157 00:51:16,450 --> 00:51:18,707 to be able to enhance the game experience. 1158 00:51:18,707 --> 00:51:19,790 Did you have your hand up? 1159 00:51:23,240 --> 00:51:27,220 AUDIENCE: So in League, theoretically it can be real-- 1160 00:51:27,220 --> 00:51:30,262 there are people who often-- 1161 00:51:30,262 --> 00:51:32,710 The enemy should not just try to use their abilities on me 1162 00:51:32,710 --> 00:51:34,040 because I taunt them. 1163 00:51:36,590 --> 00:51:37,506 There has been a case. 1164 00:51:37,506 --> 00:51:38,994 I just sit there taunting and then 1165 00:51:38,994 --> 00:51:41,760 their enemy uses all their abilities on me. 1166 00:51:41,760 --> 00:51:45,039 And then my team ends up winning the fight, and the record off 1167 00:51:45,039 --> 00:51:45,660 of that. 1168 00:51:48,290 --> 00:51:52,020 Sometimes taunting someone will have an actual impact. 1169 00:51:52,020 --> 00:51:53,470 PROFESSOR: But you could arguably 1170 00:51:53,470 --> 00:51:55,790 have achieved the same goal without and explicit taunt, 1171 00:51:55,790 --> 00:51:56,290 right? 1172 00:51:56,290 --> 00:52:01,455 You know, just by standing right in front of your opponent. 1173 00:52:01,455 --> 00:52:02,830 AUDIENCE: In your taunting you're 1174 00:52:02,830 --> 00:52:05,371 telling the opponent that you're not really paying attention. 1175 00:52:05,371 --> 00:52:06,740 That you could also be attacked. 1176 00:52:06,740 --> 00:52:08,810 You're less likely to dodge that move. 1177 00:52:08,810 --> 00:52:09,476 PROFESSOR: True. 1178 00:52:11,994 --> 00:52:14,410 Something to keep in mind when you're designing your games 1179 00:52:14,410 --> 00:52:16,905 is that there are all these things about how 1180 00:52:16,905 --> 00:52:18,955 it would be fun to be able to design mechanics 1181 00:52:18,955 --> 00:52:21,620 to be able to support these kinds of social interaction. 1182 00:52:21,620 --> 00:52:22,800 But you got to be very, very careful. 1183 00:52:22,800 --> 00:52:23,300 Right? 1184 00:52:23,300 --> 00:52:26,470 And every time you design something 1185 00:52:26,470 --> 00:52:30,160 you're both giving your players a tool to do something else 1186 00:52:30,160 --> 00:52:32,260 and it's now officially mandated by your game. 1187 00:52:32,260 --> 00:52:34,426 Because you have a rule that actually says that this 1188 00:52:34,426 --> 00:52:35,597 is something they can do. 1189 00:52:35,597 --> 00:52:37,180 And they may use that rule creatively. 1190 00:52:37,180 --> 00:52:40,480 Or they may use that rule destructively. 1191 00:52:40,480 --> 00:52:42,659 Again it all comes down to testing. 1192 00:52:42,659 --> 00:52:44,200 You don't always know, but you should 1193 00:52:44,200 --> 00:52:47,450 know what you're trying to achieve with the game socially 1194 00:52:47,450 --> 00:52:49,193 when you're making a game. 1195 00:52:49,193 --> 00:52:51,730 You should have that conversation today 1196 00:52:51,730 --> 00:52:53,500 when you finally break up into your teams. 1197 00:52:53,500 --> 00:52:55,250 But for now what we're going to do is just 1198 00:52:55,250 --> 00:52:59,842 play a bunch of board games But primarily about social play. 1199 00:52:59,842 --> 00:53:01,300 And then on Wednesday I think we're 1200 00:53:01,300 --> 00:53:04,962 going to bring you [INAUDIBLE] games with very changing rules. 1201 00:53:08,227 --> 00:53:10,435 John, you want to talk a little bit about these games 1202 00:53:10,435 --> 00:53:12,879 that you brought? 1203 00:53:12,879 --> 00:53:14,670 GUEST SPEAKER: You want to do it right now? 1204 00:53:14,670 --> 00:53:16,110 PROFESSOR: Yes. 1205 00:53:16,110 --> 00:53:18,870 And then we'll get all the games out and have a break 1206 00:53:18,870 --> 00:53:19,720 simultaneously. 1207 00:53:19,720 --> 00:53:23,560 All right, I'll start with this one. 1208 00:53:23,560 --> 00:53:24,996 Has anyone played this? 1209 00:53:24,996 --> 00:53:28,250 OK, maybe you could help me explain it. 1210 00:53:28,250 --> 00:53:30,670 GUEST SPEAKER: I watched two hours of videos 1211 00:53:30,670 --> 00:53:34,000 and I don't really get it. 1212 00:53:34,000 --> 00:53:35,500 There is really a lot to it. 1213 00:53:41,558 --> 00:53:42,780 There is a lot going on. 1214 00:53:42,780 --> 00:53:47,325 But the gist of it is that everyone gets to pick a role. 1215 00:53:47,325 --> 00:53:52,760 And each role pretty much stems straight from the TV show. 1216 00:53:52,760 --> 00:53:55,823 Have you guys seen Battlestar Galactica? 1217 00:53:55,823 --> 00:53:56,823 It's a really good show. 1218 00:53:56,823 --> 00:53:57,489 It's on Netflix. 1219 00:53:57,489 --> 00:53:59,923 You should go check it out. 1220 00:53:59,923 --> 00:54:03,010 And actually it seems like the consensus on the board game 1221 00:54:03,010 --> 00:54:05,620 community online actually really like this game. 1222 00:54:05,620 --> 00:54:08,070 So it seems there's a lot to it. 1223 00:54:08,070 --> 00:54:11,549 But essentially you choose a character from the game, 1224 00:54:11,549 --> 00:54:12,840 and they have different powers. 1225 00:54:18,660 --> 00:54:20,720 Some of you are human and some of you are Cylon. 1226 00:54:20,720 --> 00:54:23,690 The Cylons are robots that look just like humans. 1227 00:54:23,690 --> 00:54:27,930 So there's spaceships coming to get you, and some of the Cylons 1228 00:54:27,930 --> 00:54:29,151 are on the ship. 1229 00:54:29,151 --> 00:54:32,510 And their goal is to basically wipe out humanity. 1230 00:54:32,510 --> 00:54:36,310 And the human goal is to survive and you don't know who is who. 1231 00:54:36,310 --> 00:54:37,685 There's a critical moment in time 1232 00:54:37,685 --> 00:54:41,066 where the Cylons will reveal themselves and get 1233 00:54:41,066 --> 00:54:44,482 even better powers. 1234 00:54:44,482 --> 00:54:46,460 So there's lots of cards. 1235 00:54:46,460 --> 00:54:51,290 So there's a military leader and a political leader. 1236 00:54:51,290 --> 00:54:53,240 And they each get different decks of cards. 1237 00:54:53,240 --> 00:54:55,180 If you're the political leader you basically 1238 00:54:55,180 --> 00:55:01,390 can put people in the brig. There's so many components. 1239 00:55:01,390 --> 00:55:03,755 AUDIENCE: It is, I'll say, the most complicated game 1240 00:55:03,755 --> 00:55:04,853 that I've ever played. 1241 00:55:04,853 --> 00:55:06,962 And this is true of many replays. 1242 00:55:06,962 --> 00:55:08,920 GUEST SPEAKER: I think you have to find it fun, 1243 00:55:08,920 --> 00:55:10,878 because after you invest all that time to learn 1244 00:55:10,878 --> 00:55:14,670 how to play it, you're not going to not play it. 1245 00:55:17,490 --> 00:55:20,550 AUDIENCE: A lot of the rules are sort of unnecessary. 1246 00:55:20,550 --> 00:55:22,826 You can literally clear 90% of it. 1247 00:55:22,826 --> 00:55:26,160 And the end of the game has all these weird rules. 1248 00:55:26,160 --> 00:55:29,139 It has too many rules, but it's still fun. 1249 00:55:29,139 --> 00:55:29,930 GUEST SPEAKER: Yes. 1250 00:55:29,930 --> 00:55:31,721 So depending on who you are, you can either 1251 00:55:31,721 --> 00:55:33,800 be a military leader, a political leader, 1252 00:55:33,800 --> 00:55:39,260 or you could be a pilot. 1253 00:55:39,260 --> 00:55:41,440 The political leader gets to put people in jail. 1254 00:55:41,440 --> 00:55:43,676 The military leader gets nukes, and they 1255 00:55:43,676 --> 00:55:47,745 get to strategically use them against the enemy. 1256 00:55:47,745 --> 00:55:53,950 And whenever there's a decision that has to do with fighting, 1257 00:55:53,950 --> 00:55:56,831 they get to take the lead on that. 1258 00:55:56,831 --> 00:55:57,955 So there's different roles. 1259 00:55:57,955 --> 00:55:59,413 And it's interesting that each role 1260 00:55:59,413 --> 00:56:03,610 has different decks of cards that support that role. 1261 00:56:03,610 --> 00:56:04,940 The turn is really complicated. 1262 00:56:04,940 --> 00:56:06,130 It's a bunch of sets. 1263 00:56:06,130 --> 00:56:09,660 You draw a card, and then you collectively 1264 00:56:09,660 --> 00:56:13,780 face an objective, a crisis. 1265 00:56:13,780 --> 00:56:17,220 And you all have to vote for commit resource 1266 00:56:17,220 --> 00:56:20,600 cards, of which some can be good and some can be bad. 1267 00:56:20,600 --> 00:56:24,150 So the Cylons try commit bad resource cards 1268 00:56:24,150 --> 00:56:26,650 to make sure that this objective is not completed. 1269 00:56:26,650 --> 00:56:29,143 And the humans tend to put in the good ones 1270 00:56:29,143 --> 00:56:30,690 so the objective is completed. 1271 00:56:30,690 --> 00:56:33,192 But there's a lot of meta-game where the Cylons don't really 1272 00:56:33,192 --> 00:56:34,320 want you to know that they're Cylons. 1273 00:56:34,320 --> 00:56:35,736 And then there's special abilities 1274 00:56:35,736 --> 00:56:39,400 where you can flip a card up and see what everyone's resource 1275 00:56:39,400 --> 00:56:40,060 card is. 1276 00:56:40,060 --> 00:56:43,345 I think they're called skill cards. 1277 00:56:43,345 --> 00:56:45,870 It's a cool simulator. 1278 00:56:45,870 --> 00:56:47,693 And you can jump. 1279 00:56:47,693 --> 00:56:50,712 There is so many components. 1280 00:56:50,712 --> 00:56:52,420 We probably don't want to play this game, 1281 00:56:52,420 --> 00:56:54,086 because I think that the play-through is 1282 00:56:54,086 --> 00:56:55,460 two or three hours. 1283 00:56:55,460 --> 00:57:00,359 But all the [INAUDIBLE] you might want to change. 1284 00:57:00,359 --> 00:57:02,150 PROFESSOR: It's a great game to know about. 1285 00:57:02,150 --> 00:57:03,940 It's a great game to play, if you've 1286 00:57:03,940 --> 00:57:07,150 got a full weekend dedicated to board gaming or something 1287 00:57:07,150 --> 00:57:07,829 like that. 1288 00:57:07,829 --> 00:57:09,620 GUEST SPEAKER: And there's expansions, too. 1289 00:57:09,620 --> 00:57:10,870 This is a pretty popular game. 1290 00:57:10,870 --> 00:57:13,750 AUDIENCE: I think we can play this in two hours. 1291 00:57:13,750 --> 00:57:16,000 GUEST SPEAKER: I think you'd have to leave it, though, 1292 00:57:16,000 --> 00:57:17,131 to explain it to everyone. 1293 00:57:17,131 --> 00:57:19,630 PROFESSOR: I want to make sure there's enough time for teams 1294 00:57:19,630 --> 00:57:21,635 going to help you to verify [INAUDIBLE] 1295 00:57:21,635 --> 00:57:23,160 So there's probably not enough time. 1296 00:57:23,160 --> 00:57:26,430 But I ask you to do that so that people will get 1297 00:57:26,430 --> 00:57:29,612 a sense of what is involved. 1298 00:57:29,612 --> 00:57:31,050 Also look at it a bit. 1299 00:57:31,050 --> 00:57:35,240 One of the nice things I like are these little counters. 1300 00:57:35,240 --> 00:57:36,480 It's just a counter. 1301 00:57:36,480 --> 00:57:40,060 Five, four, three, two, one, 0, which means 1302 00:57:40,060 --> 00:57:42,441 you have normal pod condition. 1303 00:57:42,441 --> 00:57:44,690 But it's a nice way to be able to keep track of stats. 1304 00:57:51,140 --> 00:57:52,806 GUEST SPEAKER: Is that OK for that game? 1305 00:57:52,806 --> 00:57:53,700 PROFESSOR: Yeah. 1306 00:57:53,700 --> 00:57:55,876 That's great. 1307 00:57:55,876 --> 00:57:57,610 GUEST SPEAKER: This game, Space Alert, 1308 00:57:57,610 --> 00:57:59,940 has anyone played this one? 1309 00:57:59,940 --> 00:58:02,430 It's really cool. 1310 00:58:02,430 --> 00:58:05,430 I think this game is really neat. 1311 00:58:05,430 --> 00:58:07,270 Maybe I can talk about the board? 1312 00:58:07,270 --> 00:58:09,412 It's this cooperative game. 1313 00:58:09,412 --> 00:58:10,620 And you're playing as a team. 1314 00:58:10,620 --> 00:58:14,044 You're this crew on a spaceship there. 1315 00:58:14,044 --> 00:58:16,200 And it goes like this. 1316 00:58:16,200 --> 00:58:19,246 You have 10 minutes to prepare a hyper jump. 1317 00:58:19,246 --> 00:58:21,642 And during those 10 minutes new information 1318 00:58:21,642 --> 00:58:24,939 is coming in from the audio CD that you play. 1319 00:58:24,939 --> 00:58:30,138 There's 16 different tracks, so there's a lot of replayability. 1320 00:58:30,138 --> 00:58:31,850 And at the end of the game, there's 1321 00:58:31,850 --> 00:58:33,004 this frantic playing phase. 1322 00:58:33,004 --> 00:58:34,550 And there are going to be periods where you 1323 00:58:34,550 --> 00:58:35,840 can't talk to your teammates. 1324 00:58:35,840 --> 00:58:39,260 There's periods where you can trade cards. 1325 00:58:39,260 --> 00:58:42,030 And basically there will be these trajectories, 1326 00:58:42,030 --> 00:58:43,460 depending upon which enemies. 1327 00:58:43,460 --> 00:58:44,960 So there's the red part of the ship, 1328 00:58:44,960 --> 00:58:47,376 the white part of the ship, and the blue part of the ship. 1329 00:58:47,376 --> 00:58:49,920 They each have an upper deck and a lower deck. 1330 00:58:49,920 --> 00:58:53,210 And there will be enemies coming at you from space. 1331 00:58:53,210 --> 00:58:57,130 And you man your shields, but also 1332 00:58:57,130 --> 00:59:02,310 use energy to shoot the objects down and basically survive. 1333 00:59:02,310 --> 00:59:05,730 And if they do six damage to any one part of your spaceship, 1334 00:59:05,730 --> 00:59:07,880 then it's game over. 1335 00:59:07,880 --> 00:59:10,450 When you take damage you get certain debuffs. 1336 00:59:10,450 --> 00:59:13,910 Your shields would become weaker. 1337 00:59:13,910 --> 00:59:16,940 So you have little avatars that move around on the board. 1338 00:59:16,940 --> 00:59:21,520 And you need to be in each room to do your action. 1339 00:59:21,520 --> 00:59:24,710 So there's an A action, a B action, and a C action. 1340 00:59:24,710 --> 00:59:28,700 So just taking a look at the white one, you all start here. 1341 00:59:28,700 --> 00:59:31,510 The C action is the computer, so the first two 1342 00:59:31,510 --> 00:59:33,485 moves of the game. 1343 00:59:33,485 --> 00:59:37,780 I think there's 12 moves, and there is three sections. 1344 00:59:37,780 --> 00:59:39,466 And the first two moves of each section 1345 00:59:39,466 --> 00:59:43,422 you have to have someone be the computer. 1346 00:59:43,422 --> 00:59:45,460 This is the gun and the shields. 1347 00:59:45,460 --> 00:59:47,880 The gun and shields are powered by green cubes 1348 00:59:47,880 --> 00:59:50,050 that go down here. 1349 00:59:50,050 --> 00:59:52,128 And you have to constantly be replenishing them. 1350 00:59:56,740 --> 00:59:59,720 There are also internal threats. 1351 00:59:59,720 --> 01:00:01,984 Creatures will crawl into your spaceship, 1352 01:00:01,984 --> 01:00:03,980 and you have to get these bots up 1353 01:00:03,980 --> 01:00:09,816 and running to take care of them. 1354 01:00:09,816 --> 01:00:11,400 There is some really good tutorials 1355 01:00:11,400 --> 01:00:13,650 and play-throughs on YouTube. 1356 01:00:13,650 --> 01:00:15,452 So if you don't get a chance to play, 1357 01:00:15,452 --> 01:00:18,270 you should definitely check it out. 1358 01:00:18,270 --> 01:00:20,240 PROFESSOR: The play-throughs on YouTube 1359 01:00:20,240 --> 01:00:21,480 are probably pretty hilarious, I'm going to guess. 1360 01:00:21,480 --> 01:00:22,771 GUEST SPEAKER: They're amazing. 1361 01:00:24,780 --> 01:00:27,732 I saw this solitaire one where this guy was playing solitaire. 1362 01:00:27,732 --> 01:00:29,717 It's a really good way to learn the game. 1363 01:00:29,717 --> 01:00:31,550 PROFESSOR: Playing the solitaire is probably 1364 01:00:31,550 --> 01:00:33,830 a lot like playing FTL, if anyone's played 1365 01:00:33,830 --> 01:00:36,069 that on iPad or a computer. 1366 01:00:36,069 --> 01:00:38,110 GUEST SPEAKER: It reminded me of FTL quite a bit. 1367 01:00:38,110 --> 01:00:41,260 PROFESSOR: You imagine FTL where every single member is actually 1368 01:00:41,260 --> 01:00:42,900 controlled by different players, then 1369 01:00:42,900 --> 01:00:44,754 you start to get several more people there. 1370 01:00:44,754 --> 01:00:47,790 So you put these action cards down, 1371 01:00:47,790 --> 01:00:51,646 but you don't actually resolve the game until after 10 minutes 1372 01:00:51,646 --> 01:00:54,126 are over. 1373 01:00:54,126 --> 01:00:57,350 There is different difficulties, so you can put in harder cards. 1374 01:01:02,000 --> 01:01:05,229 There is a lot of details that I am missing. 1375 01:01:05,229 --> 01:01:07,020 AUDIENCE: The primary one is that if you've 1376 01:01:07,020 --> 01:01:09,090 played RoboRally, or any other kind of game 1377 01:01:09,090 --> 01:01:11,400 that's got a little bit of a program event to it, 1378 01:01:11,400 --> 01:01:14,320 you're basically programming your character 1379 01:01:14,320 --> 01:01:15,839 to do these things. 1380 01:01:15,839 --> 01:01:17,630 You're kind of figuring out and visualizing 1381 01:01:17,630 --> 01:01:18,910 where things are going to go. 1382 01:01:18,910 --> 01:01:21,350 And you can talk about what you are going to do, 1383 01:01:21,350 --> 01:01:24,309 and what to do at specific turns. 1384 01:01:24,309 --> 01:01:26,100 But you won't actually know how it actually 1385 01:01:26,100 --> 01:01:28,100 runs out until after the 10 minutes is spent. 1386 01:01:28,100 --> 01:01:32,550 And a big part of the fun is just flipping over the cards, 1387 01:01:32,550 --> 01:01:34,360 seeing what people actually did. 1388 01:01:34,360 --> 01:01:37,370 Realizing that oh no, wait, we both clicked the same button 1389 01:01:37,370 --> 01:01:38,610 at the same time. 1390 01:01:38,610 --> 01:01:39,600 GUEST SPEAKER: Or you're in the wrong room. 1391 01:01:39,600 --> 01:01:41,766 You think you're in one room, but you're in another. 1392 01:01:41,766 --> 01:01:43,360 And you're clicking the wrong thing. 1393 01:01:43,360 --> 01:01:45,480 Or two people take an elevator at the same turn 1394 01:01:45,480 --> 01:01:50,300 and it will actually delay one person's actions a bunch. 1395 01:01:50,300 --> 01:01:52,490 So all your cards are laid out and that's your plan, 1396 01:01:52,490 --> 01:01:54,134 but then a delay happens and you have 1397 01:01:54,134 --> 01:01:56,184 to shift all your cards to the right. 1398 01:01:56,184 --> 01:01:57,850 AUDIENCE: It's a game about coordination 1399 01:01:57,850 --> 01:01:59,510 where every single mechanic in the game 1400 01:01:59,510 --> 01:02:02,400 is to prevent that coordination from actually happening. 1401 01:02:04,659 --> 01:02:06,450 GUEST SPEAKER: If you listen to the tracks, 1402 01:02:06,450 --> 01:02:09,070 there are periods where you're not allowed to communicate, 1403 01:02:09,070 --> 01:02:12,630 which can be really frustrating. 1404 01:02:12,630 --> 01:02:14,630 And it's constantly throwing new monsters at you 1405 01:02:14,630 --> 01:02:16,400 from all different directions. 1406 01:02:16,400 --> 01:02:19,702 So managing where the monsters are coming from, 1407 01:02:19,702 --> 01:02:21,634 where the threats are coming from. 1408 01:02:21,634 --> 01:02:25,230 These are the cards that either move rooms, 1409 01:02:25,230 --> 01:02:27,494 either to the red side or to the blue side, 1410 01:02:27,494 --> 01:02:28,577 where you can hit buttons. 1411 01:02:28,577 --> 01:02:32,310 And you only have a certain amount of these in your hand. 1412 01:02:32,310 --> 01:02:34,236 And you have to coordinate with your teammates 1413 01:02:34,236 --> 01:02:35,735 at a certain point to get the action 1414 01:02:35,735 --> 01:02:39,418 that you want of your team. 1415 01:02:42,316 --> 01:02:44,906 Is there anything interesting? 1416 01:02:44,906 --> 01:02:45,697 AUDIENCE: Pandemic. 1417 01:02:58,928 --> 01:03:00,386 GUEST SPEAKER: This is a co-op game 1418 01:03:00,386 --> 01:03:03,988 where everyone on your team is playing against the board. 1419 01:03:03,988 --> 01:03:05,800 You are playing against the computer. 1420 01:03:05,800 --> 01:03:10,640 So you're all a team and basically there's 1421 01:03:10,640 --> 01:03:12,720 four deadly virus outbreaks all over the world 1422 01:03:12,720 --> 01:03:14,660 and they're spreading. 1423 01:03:14,660 --> 01:03:17,040 And you need to research the cure. 1424 01:03:27,881 --> 01:03:30,746 There's different roles, which is cool, because in co-op games 1425 01:03:30,746 --> 01:03:34,538 we have roles. 1426 01:03:34,538 --> 01:03:35,770 So there are five roles. 1427 01:03:40,207 --> 01:03:42,956 So at each turn you pick a couple cards. 1428 01:03:47,330 --> 01:03:49,280 And basically there are cards. 1429 01:03:49,280 --> 01:03:50,820 There's cities all over the map. 1430 01:03:50,820 --> 01:03:55,310 And your little guys go all over the world for treatment 1431 01:03:55,310 --> 01:04:00,730 with these, set up research centers, research cures. 1432 01:04:00,730 --> 01:04:05,220 And you need a certain amount of cards, like five of that color. 1433 01:04:05,220 --> 01:04:08,670 And you have the role of your researcher, you only do four. 1434 01:04:08,670 --> 01:04:13,900 So the medic can cure people faster. 1435 01:04:13,900 --> 01:04:19,560 There is a logistics guy that can fly people 1436 01:04:19,560 --> 01:04:21,070 around the world with ease. 1437 01:04:21,070 --> 01:04:24,218 And you only have so many actions. 1438 01:04:24,218 --> 01:04:27,120 And constantly there will be breakouts 1439 01:04:27,120 --> 01:04:29,595 where if you get too many diseases in one area, 1440 01:04:29,595 --> 01:04:32,670 it will cause the neighborhoods around it to be infected. 1441 01:04:32,670 --> 01:04:36,600 So you have these chain reactions. 1442 01:04:36,600 --> 01:04:39,720 Again, coordinating well with your team 1443 01:04:39,720 --> 01:04:42,333 in a cooperative manner for a cooperative gain, which 1444 01:04:42,333 --> 01:04:43,560 I wasn't able to do. 1445 01:04:43,560 --> 01:04:44,285 We lost a bunch. 1446 01:04:50,361 --> 01:04:51,610 PROFESSOR: It is a tough game. 1447 01:04:51,610 --> 01:04:53,300 But the more you play it, definitely 1448 01:04:53,300 --> 01:04:55,520 the more you start to get used to how 1449 01:04:55,520 --> 01:04:57,830 the systems work, especially the explosions, the virus 1450 01:04:57,830 --> 01:04:59,050 explosions. 1451 01:04:59,050 --> 01:05:03,440 Forbidden Island is same designer. 1452 01:05:03,440 --> 01:05:07,047 And I feel the rules are a little easier to understand. 1453 01:05:07,047 --> 01:05:08,880 It's not actually all that different a game. 1454 01:05:11,510 --> 01:05:15,130 We'll also bring it out for you to check out. 1455 01:05:15,130 --> 01:05:16,940 And these three games over here? 1456 01:05:16,940 --> 01:05:18,738 Shadows over Camelot. 1457 01:05:18,738 --> 01:05:21,780 The Wrath of Ashardalon. 1458 01:05:21,780 --> 01:05:25,130 We're here primarily so that you can take a look at that them, 1459 01:05:25,130 --> 01:05:27,610 but we don't have enough time to play games in class today. 1460 01:05:31,952 --> 01:05:34,100 Shadows over Camelot is basically, 1461 01:05:34,100 --> 01:05:36,056 is sort of Arthurian traitor mechanics. 1462 01:05:40,562 --> 01:05:44,090 Ashardalon is actually just Dungeons and Dragons, only 1463 01:05:44,090 --> 01:05:45,902 packaged into a nice little-- 1464 01:05:45,902 --> 01:05:47,860 You don't have to think too hard about creating 1465 01:05:47,860 --> 01:05:49,234 your own character ahead of time. 1466 01:05:49,234 --> 01:05:52,390 So you can just jump right in and get into the playing part. 1467 01:05:54,929 --> 01:05:55,970 It's kind of interesting. 1468 01:05:55,970 --> 01:05:57,540 They take a chunk of the meta out. 1469 01:05:57,540 --> 01:05:59,994 The whole, how do you create a character for instance. 1470 01:05:59,994 --> 01:06:02,160 Which a lot of people do enjoy Dungeons and Dragons, 1471 01:06:02,160 --> 01:06:04,355 but it does take an awful long time. 1472 01:06:04,355 --> 01:06:06,110 And how do create a campaign? 1473 01:06:06,110 --> 01:06:08,945 Well, the box comes with the campaign and all the maps 1474 01:06:08,945 --> 01:06:09,770 that you need. 1475 01:06:09,770 --> 01:06:12,353 So this is basically one box, a Dungeons and Dragons campaign. 1476 01:06:15,570 --> 01:06:17,780 That's going into dungeons and killing monsters 1477 01:06:17,780 --> 01:06:18,633 and getting loot. 1478 01:06:22,890 --> 01:06:25,034 I think we just played this one. 1479 01:06:29,281 --> 01:06:32,876 AUDIENCE: [INAUDIBLE] I just played the expansions-- 1480 01:06:32,876 --> 01:06:43,230 [INAUDIBLE] fade in and out of reality. 1481 01:06:43,230 --> 01:06:47,600 [INAUDIBLE] jump between different zones. 1482 01:06:47,600 --> 01:06:49,190 PROFESSOR: I could see that. 1483 01:06:49,190 --> 01:06:50,910 AUDIENCE: If there is-- 1484 01:06:50,910 --> 01:06:57,204 there is [INAUDIBLE] 1485 01:06:57,204 --> 01:06:58,620 PROFESSOR: A lot of expansions are 1486 01:06:58,620 --> 01:07:01,350 designed for people who've mastered the original game. 1487 01:07:01,350 --> 01:07:05,100 Because theoretically, if you play the game often enough 1488 01:07:05,100 --> 01:07:07,469 and you're coordinated enough as a group, 1489 01:07:07,469 --> 01:07:09,010 you should be able to beat everything 1490 01:07:09,010 --> 01:07:11,920 that the game throws at you. 1491 01:07:11,920 --> 01:07:12,980 Same goes for Pandemic. 1492 01:07:12,980 --> 01:07:15,240 The question is that coordination part 1493 01:07:15,240 --> 01:07:18,180 and some luck of course. 1494 01:07:18,180 --> 01:07:22,290 All the audio tracks will also be available on MP3. 1495 01:07:22,290 --> 01:07:24,620 If somebody wants to play Space Alert, 1496 01:07:24,620 --> 01:07:27,090 I would suggest actually taking a corner of the room, maybe 1497 01:07:27,090 --> 01:07:28,350 that one. 1498 01:07:28,350 --> 01:07:30,560 Because you need to be able to hear what's going on. 1499 01:07:30,560 --> 01:07:34,080 Actually, could you just plug it in there? 1500 01:07:34,080 --> 01:07:36,702 AUDIENCE: It's pretty loud. 1501 01:07:36,702 --> 01:07:38,160 If your computer has a CD drive you 1502 01:07:38,160 --> 01:07:38,755 could do something over there. 1503 01:07:38,755 --> 01:07:40,296 GUEST SPEAKER: I feel like the tracks 1504 01:07:40,296 --> 01:07:42,822 are designed to disorient you. 1505 01:07:42,822 --> 01:07:45,280 PROFESSOR: But you need to be able to hear what's going on. 1506 01:07:45,280 --> 01:07:47,970 So it needs to be loud enough that everyone around the table 1507 01:07:47,970 --> 01:07:51,750 can hear on top of all the talking that you're 1508 01:07:51,750 --> 01:07:54,865 going to be making in the game. 1509 01:07:54,865 --> 01:07:59,345 So give it a try just on the computer speakers. 1510 01:07:59,345 --> 01:08:00,720 If we can't hear what's going on, 1511 01:08:00,720 --> 01:08:03,420 then we'll try it again with other speakers. 1512 01:08:03,420 --> 01:08:06,256 We should definitely be able to hear. 1513 01:08:06,256 --> 01:08:08,310 Definitely try to pick a corner where 1514 01:08:08,310 --> 01:08:11,910 the noise of the other games isn't going to bother you. 1515 01:08:11,910 --> 01:08:15,505 Also, just take a look at the parts. 1516 01:08:15,505 --> 01:08:17,630 AUDIENCE: Two to four players for Forbidden Island, 1517 01:08:17,630 --> 01:08:19,050 it takes about half an hour. 1518 01:08:19,050 --> 01:08:21,218 Two to four, for Pandemic? 1519 01:08:21,218 --> 01:08:24,120 GUEST SPEAKER: For Pandemic two to four. 1520 01:08:24,120 --> 01:08:26,539 AUDIENCE: And then this one, one to five. 1521 01:08:30,065 --> 01:08:31,315 [INAUDIBLE]