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 --> 00:00:17,250 from hundreds of MIT courses, visit MIT OpenCourseWare 7 00:00:17,250 --> 00:00:20,700 at ocw.mit.edu 8 00:00:20,700 --> 00:00:24,540 PROFESSOR: All right, so before we go into the stuff 9 00:00:24,540 --> 00:00:28,320 that I'm going to cover for the readings today, 10 00:00:28,320 --> 00:00:31,270 I want to get a sense of who's already found a team. 11 00:00:31,270 --> 00:00:35,300 How many of you are already in a team? 12 00:00:35,300 --> 00:00:36,840 Half the class, OK. 13 00:00:36,840 --> 00:00:38,760 And the rest of you, what we're going to do 14 00:00:38,760 --> 00:00:40,740 is try to solve that problem right now 15 00:00:40,740 --> 00:00:42,416 and get you in a team. 16 00:00:42,416 --> 00:00:45,197 For the people who are in teams, can you 17 00:00:45,197 --> 00:00:47,880 say what mechanic they're working with, 18 00:00:47,880 --> 00:00:50,212 and how many people you have in your team? 19 00:00:53,124 --> 00:00:54,790 AUDIENCE: What if we have two mechanics, 20 00:00:54,790 --> 00:00:55,980 so we're not sure of that yet? 21 00:00:55,980 --> 00:00:56,365 PROFESSOR: That's fine. 22 00:00:56,365 --> 00:00:59,045 Just talk about both of them, and then you'll figure it out, 23 00:00:59,045 --> 00:00:59,670 probably today. 24 00:00:59,670 --> 00:01:00,550 AUDIENCE: OK. 25 00:01:00,550 --> 00:01:03,600 PROFESSOR: So what are they? 26 00:01:03,600 --> 00:01:06,160 AUDIENCE: We were thinking between either like pathfinding 27 00:01:06,160 --> 00:01:08,660 or some kind of resource management. 28 00:01:08,660 --> 00:01:09,720 PROFESSOR: OK, path-- 29 00:01:09,720 --> 00:01:11,867 AUDIENCE: I'm sorry, path-building. 30 00:01:11,867 --> 00:01:19,862 PROFESSOR: Path-building and resource management. 31 00:01:19,862 --> 00:01:21,320 AUDIENCE: And we have three people. 32 00:01:24,762 --> 00:01:25,720 OK, so three right now, 33 00:01:25,720 --> 00:01:26,520 PROFESSOR: OK. 34 00:01:26,520 --> 00:01:27,240 What else? 35 00:01:27,240 --> 00:01:30,236 AUDIENCE: Hidden information, and we're four people. 36 00:01:30,236 --> 00:01:32,282 PROFESSOR: Great work. 37 00:01:32,282 --> 00:01:35,710 Hidden information, so that's four. 38 00:01:38,490 --> 00:01:40,682 AUDIENCE: Stealing or like team sharing. 39 00:01:40,682 --> 00:01:42,140 PROFESSOR: I'm sorry, stealing, or? 40 00:01:42,140 --> 00:01:44,180 AUDIENCE: Or like teammate sharing. 41 00:01:44,180 --> 00:01:45,360 PROFESSOR: Team mate--? 42 00:01:45,360 --> 00:01:45,785 AUDIENCE: Sharing. 43 00:01:45,785 --> 00:01:46,285 [INAUDIBLE] 44 00:01:46,285 --> 00:01:48,029 PROFESSOR: Oh, OK. 45 00:01:48,029 --> 00:01:52,856 So stealing or team sharing. 46 00:01:52,856 --> 00:01:54,131 I think they say team sharing. 47 00:01:57,498 --> 00:01:58,941 How many people? 48 00:02:01,827 --> 00:02:04,256 Is that it? 49 00:02:04,256 --> 00:02:07,610 OK, and how many people are looking for teams? 50 00:02:07,610 --> 00:02:11,556 OK, one, two, three-- is your hand up? 51 00:02:11,556 --> 00:02:12,097 AUDIENCE: No. 52 00:02:12,097 --> 00:02:14,610 PROFESSOR: Ok, one,two, three, four, five, six people. 53 00:02:14,610 --> 00:02:15,330 All right. 54 00:02:15,330 --> 00:02:21,830 So we could make two complete teams out of the remaining six. 55 00:02:21,830 --> 00:02:24,660 I think that's right, did I count that right? 56 00:02:24,660 --> 00:02:28,500 So that's what I would suggest is that all the people who 57 00:02:28,500 --> 00:02:30,930 don't have teams-- we try to make two teams out of that, 58 00:02:30,930 --> 00:02:32,885 rather than try to join this team. 59 00:02:32,885 --> 00:02:35,010 Because otherwise, we end up with a two-person team 60 00:02:35,010 --> 00:02:39,130 somewhere, and that's not good. 61 00:02:39,130 --> 00:02:42,845 All right, so of the people who aren't on a team, 62 00:02:42,845 --> 00:02:46,870 we went through brainstorming on Monday as a whole class-- 63 00:02:46,870 --> 00:02:49,310 I can bring up the list again, but was there 64 00:02:49,310 --> 00:02:51,690 something that you remember from Monday that you felt 65 00:02:51,690 --> 00:02:54,620 like you would like to work on? 66 00:02:54,620 --> 00:02:58,015 AUDIENCE: Either voting or bankruptcy. 67 00:02:58,015 --> 00:03:01,480 [INAUDIBLE] 68 00:03:01,480 --> 00:03:02,965 PROFESSOR: Bankruptcy. 69 00:03:08,410 --> 00:03:12,860 AUDIENCE: Your numbers-- there's 16 people. 70 00:03:12,860 --> 00:03:15,484 You went ahead and said there's four 4-teams and six 71 00:03:15,484 --> 00:03:15,984 unassigned. 72 00:03:15,984 --> 00:03:18,424 PROFESSOR: There are six unassigned right? 73 00:03:18,424 --> 00:03:20,715 AUDIENCE: But there comes a total of four, four, three. 74 00:03:20,715 --> 00:03:22,864 Someone's being counted on two teams. 75 00:03:22,864 --> 00:03:24,280 [INAUDIBLE] When they come. 76 00:03:24,280 --> 00:03:27,410 They're not here right now. 77 00:03:27,410 --> 00:03:29,632 PROFESSOR: The remaining people who are not here, 78 00:03:29,632 --> 00:03:31,340 if we have a bunch of three-person teams, 79 00:03:31,340 --> 00:03:34,360 it's a lot easier for extra people to [INAUDIBLE]. 80 00:03:34,360 --> 00:03:35,750 And three-person teams are pretty 81 00:03:35,750 --> 00:03:38,900 easy to work with than four-person teams. 82 00:03:38,900 --> 00:03:40,593 Also, we'll be working, but it'll 83 00:03:40,593 --> 00:03:43,130 be a lot easier to schedule a meeting with three of you. 84 00:03:43,130 --> 00:03:45,610 So three-person teams are good. 85 00:03:45,610 --> 00:03:47,910 Two is pushing it because if someone gets sick, 86 00:03:47,910 --> 00:03:50,030 you're in trouble. 87 00:03:50,030 --> 00:03:50,690 Yeah? 88 00:03:50,690 --> 00:03:53,064 AUDIENCE: Back to mechanics, I was 89 00:03:53,064 --> 00:03:58,045 interested in trading, or maybe building, or expansion. 90 00:03:58,045 --> 00:04:04,180 PROFESSOR: Trading, building, base expansion. 91 00:04:04,180 --> 00:04:05,960 AUDIENCE: To protect 92 00:04:05,960 --> 00:04:10,060 PROFESSOR: OK, so by expansion, we mean territorial expansion. 93 00:04:10,060 --> 00:04:11,370 OK. 94 00:04:11,370 --> 00:04:15,210 Yeah, we see these three things in one game a lot, right? 95 00:04:15,210 --> 00:04:19,510 But for this assignment, let's see where we can deal with one. 96 00:04:19,510 --> 00:04:22,008 AUDIENCE: I'm interested in building or area control. 97 00:04:35,952 --> 00:04:41,450 Would it be in deception or [INAUDIBLE] 98 00:04:41,450 --> 00:04:42,680 PROFESSOR: What? 99 00:04:42,680 --> 00:04:44,230 AUDIENCE: Unfairness. 100 00:04:44,230 --> 00:04:44,830 PROFESSOR: OK. 101 00:04:44,830 --> 00:05:00,892 So All right, so here are the different kinds 102 00:05:00,892 --> 00:05:03,100 of game mechanics that the people who aren't assigned 103 00:05:03,100 --> 00:05:04,800 are currently-- 104 00:05:04,800 --> 00:05:06,550 at least one person is interested in them. 105 00:05:06,550 --> 00:05:07,520 So what I'm going to do is I'm going 106 00:05:07,520 --> 00:05:09,770 to go through each one of them, and for the people who 107 00:05:09,770 --> 00:05:11,214 aren't assigned, put up your hand 108 00:05:11,214 --> 00:05:13,130 if you think that you might be willing to work 109 00:05:13,130 --> 00:05:15,890 on a team on that concept. 110 00:05:15,890 --> 00:05:16,880 OK? 111 00:05:16,880 --> 00:05:20,465 So, starting with voting, we have-- 112 00:05:20,465 --> 00:05:24,660 OK so three, bankruptcy-- 113 00:05:24,660 --> 00:05:31,110 one, trading-- three, building-- 114 00:05:31,110 --> 00:05:37,000 four, expansion-- it's territorial expansion again-- 115 00:05:37,000 --> 00:05:40,286 four, back building-- 116 00:05:40,286 --> 00:05:48,660 one, area control-- four, area control and expansion 117 00:05:48,660 --> 00:05:51,350 might actually end up beating each other then. 118 00:05:51,350 --> 00:05:58,165 Deception-- one, two, three, four, and unfairness-- 119 00:05:58,165 --> 00:05:59,560 one, OK. 120 00:05:59,560 --> 00:06:02,305 So we've got a bunch of things-- 121 00:06:02,305 --> 00:06:05,020 I thought there was a lot of interest in area control. 122 00:06:05,020 --> 00:06:07,042 I think I'm going to leave that off because we 123 00:06:07,042 --> 00:06:09,740 will be revisiting the topic later in the semester. 124 00:06:09,740 --> 00:06:12,250 So you'll get a chance to look at these. 125 00:06:12,250 --> 00:06:14,750 So I'm going to take these two out for now. 126 00:06:14,750 --> 00:06:19,980 I'm gonna take out all the good ones that will make it tricky. 127 00:06:19,980 --> 00:06:22,390 That leaves us with voting, trading, building, 128 00:06:22,390 --> 00:06:24,730 and deception. 129 00:06:24,730 --> 00:06:26,175 Of the people who aren't assigned, 130 00:06:26,175 --> 00:06:28,997 was there one that you're not interested with? 131 00:06:28,997 --> 00:06:31,121 Any one that you're not interested in working with, 132 00:06:31,121 --> 00:06:32,075 tell me anyways. 133 00:06:38,760 --> 00:06:42,870 AUDIENCE: [INAUDIBLE] 134 00:06:42,870 --> 00:06:45,500 PROFESSOR: One, two, three, or four. 135 00:06:45,500 --> 00:06:47,220 If you're interested in one of these, 136 00:06:47,220 --> 00:06:49,460 I think we can make teams out of this. 137 00:06:49,460 --> 00:06:52,677 All right, so later on in the class, 138 00:06:52,677 --> 00:06:55,010 when we start the prototyping, there's going to the time 139 00:06:55,010 --> 00:06:58,213 to actually talk with each other. 140 00:06:58,213 --> 00:07:00,400 What I'm going to actually suggest 141 00:07:00,400 --> 00:07:02,530 is all the people who are not on teams 142 00:07:02,530 --> 00:07:05,870 switch with the front row, and all people who have teams, 143 00:07:05,870 --> 00:07:08,140 switch with back row. 144 00:07:08,140 --> 00:07:10,130 Probably, one corner will also have 145 00:07:10,130 --> 00:07:15,210 to be a team that already exists. 146 00:07:15,210 --> 00:07:17,030 So yeah, actually, let's do that now. 147 00:07:17,030 --> 00:07:19,700 So if you're not on a team, switch with front row 148 00:07:19,700 --> 00:07:22,922 so we can all have discussion. 149 00:07:22,922 --> 00:07:26,366 [SIDE CONVERSATION] 150 00:07:38,931 --> 00:07:40,930 PROFESSOR: You might as well sit with your teams 151 00:07:40,930 --> 00:07:43,600 if you already have one. 152 00:07:43,600 --> 00:07:46,320 Because we're going to talk about something new together 153 00:07:46,320 --> 00:07:47,680 today. 154 00:07:47,680 --> 00:07:51,010 [SIDE CONVERSATION] 155 00:07:58,510 --> 00:08:01,200 PROFESSOR: All right, for the people who aren't in teams, 156 00:08:01,200 --> 00:08:03,440 remember the goal is trying to make two teams out 157 00:08:03,440 --> 00:08:06,270 of this, of any combination. 158 00:08:06,270 --> 00:08:09,050 If you end up changing the game mechanic, that's fine. 159 00:08:09,050 --> 00:08:12,320 All I'm looking for is two teams, out of the six 160 00:08:12,320 --> 00:08:15,238 people who aren't assigned any. 161 00:08:15,238 --> 00:08:19,206 [SIDE CONVERSATION] 162 00:08:40,967 --> 00:08:42,959 PROFESSOR: Who hasn't signed in yet? 163 00:08:42,959 --> 00:08:44,000 Who hasn't signed in yet? 164 00:08:47,637 --> 00:08:49,100 Write your name in. 165 00:08:52,100 --> 00:08:53,017 You're pre-registered? 166 00:08:53,017 --> 00:08:54,641 AUDIENCE: Yeah, and I was there before. 167 00:08:54,641 --> 00:08:56,431 My name is on the list the first time. 168 00:08:56,431 --> 00:08:57,680 Now my name's not on the list. 169 00:08:57,680 --> 00:09:00,060 PROFESSOR: Very weird, something weird. 170 00:09:00,060 --> 00:09:04,157 I'll take that straight outside, so write your name down. 171 00:09:04,157 --> 00:09:06,407 You did awesome, and I'll take it out during the break 172 00:09:06,407 --> 00:09:08,790 and see where to fix that problem. 173 00:09:08,790 --> 00:09:11,690 All right, so how many of you have 174 00:09:11,690 --> 00:09:15,440 seen this presentation from me before, in any of the 15 times 175 00:09:15,440 --> 00:09:16,960 I gave it in the past year? 176 00:09:16,960 --> 00:09:19,485 OK, all right, so about four people. 177 00:09:22,220 --> 00:09:25,100 This is a presentation that I give a lot. 178 00:09:25,100 --> 00:09:27,020 It's also something that ends up getting 179 00:09:27,020 --> 00:09:32,077 covered in one of our new classes this semester CMS301. 180 00:09:32,077 --> 00:09:34,160 This is probably gonna be the last time I actually 181 00:09:34,160 --> 00:09:36,800 give this presentation in CMS608 because it's 182 00:09:36,800 --> 00:09:39,610 kind of like a really basic skill, 183 00:09:39,610 --> 00:09:43,880 we're gonna be moving this into our intro 184 00:09:43,880 --> 00:09:45,170 classes in the future. 185 00:09:45,170 --> 00:09:50,090 But it's also the one skill that, if you learn nothing else 186 00:09:50,090 --> 00:09:54,430 from the rest of semester, but you still didn't come to class, 187 00:09:54,430 --> 00:09:55,520 please learn this. 188 00:09:55,520 --> 00:09:59,420 Because this is the core skill that we're 189 00:09:59,420 --> 00:10:02,420 going to be asking you to keep working 190 00:10:02,420 --> 00:10:04,970 and keep practicing and keep improving on, 191 00:10:04,970 --> 00:10:05,930 all semester long. 192 00:10:05,930 --> 00:10:07,388 This is the thing that you're going 193 00:10:07,388 --> 00:10:10,610 to be doing all semester long. 194 00:10:10,610 --> 00:10:14,720 So first of all, that's kind of jumping the gun. 195 00:10:14,720 --> 00:10:18,450 Let me take a step back. 196 00:10:18,450 --> 00:10:20,902 What's a prototype? 197 00:10:20,902 --> 00:10:22,893 It's in the reading. 198 00:10:22,893 --> 00:10:25,017 AUDIENCE: Like a basic thing you just toss together 199 00:10:25,017 --> 00:10:26,150 to illustrate a concept. 200 00:10:26,150 --> 00:10:27,816 PROFESSOR: To illustrate a concept, yep. 201 00:10:30,515 --> 00:10:35,365 AUDIENCE: Isn't that supposed to do one mechanic and reiterate 202 00:10:35,365 --> 00:10:35,961 that one. 203 00:10:35,961 --> 00:10:37,710 PROFESSOR: For game, it could be something 204 00:10:37,710 --> 00:10:42,970 that just tests one mechanic or concept, 205 00:10:42,970 --> 00:10:45,244 and then, you have to reiterate on it, sure. 206 00:10:45,244 --> 00:10:47,702 AUDIENCE: Something you just put out there to get feedback. 207 00:10:47,702 --> 00:10:49,930 PROFESSOR: Yeah, to just sort of like gauge 208 00:10:49,930 --> 00:10:51,928 how other people are going to respond to it. 209 00:10:51,928 --> 00:10:54,136 AUDIENCE: In general, It's just an unfinished version 210 00:10:54,136 --> 00:10:56,694 of the game. 211 00:10:56,694 --> 00:10:57,860 PROFESSOR: It is unfinished. 212 00:10:57,860 --> 00:10:59,850 It is not like your shipping product. 213 00:10:59,850 --> 00:11:01,680 At no point you see it a shipping product. 214 00:11:01,680 --> 00:11:04,796 AUDIENCE: I'd say it's that first version of anything, that 215 00:11:04,796 --> 00:11:07,968 was specifically built just to test that thing, 216 00:11:07,968 --> 00:11:10,190 rather than to have a product. 217 00:11:10,190 --> 00:11:12,120 PROFESSOR: Again, just to test an idea, 218 00:11:12,120 --> 00:11:14,480 to test whether something could work, and, sir, 219 00:11:14,480 --> 00:11:17,119 you said first version could be an early generation 220 00:11:17,119 --> 00:11:18,872 of something. 221 00:11:18,872 --> 00:11:24,660 AUDIENCE: I was gonna say like a minimum usable-- 222 00:11:24,660 --> 00:11:27,530 PROFESSOR: Something that you can actually use, not 223 00:11:27,530 --> 00:11:29,730 like a sketch of a game. 224 00:11:29,730 --> 00:11:34,264 An actual game that you can actually play. 225 00:11:34,264 --> 00:11:35,590 Anything else? 226 00:11:35,590 --> 00:11:39,370 I thought I saw a hand back there. 227 00:11:39,370 --> 00:11:42,430 I think [INAUDIBLE] is getting kind of a good sense of what 228 00:11:42,430 --> 00:11:43,660 a prototype is. 229 00:11:43,660 --> 00:11:45,550 You probably encountered prototyping 230 00:11:45,550 --> 00:11:47,680 in some other classes-- 231 00:11:47,680 --> 00:11:52,580 a lot of engineering classes involve prototyping. 232 00:11:52,580 --> 00:11:53,860 It is this unfinished thing. 233 00:11:53,860 --> 00:11:58,660 It is not meant to be an iteration of something 234 00:11:58,660 --> 00:12:00,130 that you're actually going to ship. 235 00:12:00,130 --> 00:12:02,300 Now, in this class, a lot of things 236 00:12:02,300 --> 00:12:04,030 that you're going to end up building 237 00:12:04,030 --> 00:12:09,760 are building towards a finished class assignment-- 238 00:12:09,760 --> 00:12:13,800 the thing that you hand in that meets all of the criteria, that 239 00:12:13,800 --> 00:12:16,660 has all the rules, and if you put in front of someone who's 240 00:12:16,660 --> 00:12:18,380 never seen a game before, they should 241 00:12:18,380 --> 00:12:19,910 be able to figure it out. 242 00:12:19,910 --> 00:12:22,660 However, the very first assignment, it's pretty 243 00:12:22,660 --> 00:12:24,550 build a prototype. 244 00:12:24,550 --> 00:12:28,770 You're testing out one single mechanic. 245 00:12:28,770 --> 00:12:31,085 And the question that you should be asking yourself 246 00:12:31,085 --> 00:12:32,710 is, what are all the different things I 247 00:12:32,710 --> 00:12:34,220 can do with this one mechanic? 248 00:12:34,220 --> 00:12:37,040 And then, you can just deep dive into this one big open 249 00:12:37,040 --> 00:12:38,660 question. 250 00:12:38,660 --> 00:12:44,510 And you're gonna end up choosing that question for yourself, 251 00:12:44,510 --> 00:12:47,160 but as an investigation. 252 00:12:47,160 --> 00:12:51,880 And prototyping is a tool to help you investigate something, 253 00:12:51,880 --> 00:12:54,870 that is going to help you build your final game in the end. 254 00:12:54,870 --> 00:12:57,580 So think of assignment 1 as an exercise 255 00:12:57,580 --> 00:13:00,220 that's actually going to help you build assignments 256 00:13:00,220 --> 00:13:01,610 2 an assignment 3. 257 00:13:01,610 --> 00:13:03,880 Even though we are asking for things like rules 258 00:13:03,880 --> 00:13:07,360 that we can read, but for the most part, 259 00:13:07,360 --> 00:13:11,710 this can be very sketchy, very unpolished. 260 00:13:11,710 --> 00:13:13,960 If we can play it, if we can use it, 261 00:13:13,960 --> 00:13:18,370 I think someone said minimum usable product-- 262 00:13:18,370 --> 00:13:20,980 to be able to see the ideas that you're working with, 263 00:13:20,980 --> 00:13:23,520 that's good enough. 264 00:13:23,520 --> 00:13:27,850 Do spell check your work, that would be nice. 265 00:13:27,850 --> 00:13:31,380 But some of the reasons on why you want a prototype-- 266 00:13:31,380 --> 00:13:33,970 where are my slides notes? 267 00:13:33,970 --> 00:13:35,534 Just one second-- 268 00:13:35,534 --> 00:13:36,450 I have no slide notes. 269 00:13:36,450 --> 00:13:38,185 OK. 270 00:13:38,185 --> 00:13:40,680 So some of the reasons for why you want a prototype-- 271 00:13:40,680 --> 00:13:43,430 we already talked about getting feedback-- 272 00:13:43,430 --> 00:13:46,360 being able to put it in front of people who may not necessarily 273 00:13:46,360 --> 00:13:51,310 have seen your game before, but may be [INAUDIBLE] 274 00:13:51,310 --> 00:13:52,750 of an audience-- 275 00:13:52,750 --> 00:13:54,547 to be able to get their opinion. 276 00:13:54,547 --> 00:13:56,380 Put it in front of instructors who may never 277 00:13:56,380 --> 00:13:58,930 have seen other version of the game before or maybe 278 00:13:58,930 --> 00:14:01,660 have seen the game, to be able to get their feedback. 279 00:14:01,660 --> 00:14:03,372 Or other designers or guests that we 280 00:14:03,372 --> 00:14:05,830 might be bringing in-- you want to be able to put something 281 00:14:05,830 --> 00:14:07,990 in front of everyone who knows something 282 00:14:07,990 --> 00:14:11,740 about games to be able to get their critique, right? 283 00:14:11,740 --> 00:14:14,620 But the earlier and cheaper part is the important part. 284 00:14:14,620 --> 00:14:17,350 You want to be trying to get feedback, 285 00:14:17,350 --> 00:14:25,640 as quickly as possible, in your game development process. 286 00:14:25,640 --> 00:14:29,080 The earlier you manage to get new information 287 00:14:29,080 --> 00:14:34,040 into whether your ideas are working out or even appealing, 288 00:14:34,040 --> 00:14:37,190 then the cheaper it is to make changes. 289 00:14:37,190 --> 00:14:40,400 So for instance, you've got a great idea for one of the game 290 00:14:40,400 --> 00:14:46,010 mechanic, and it turns out that everyone else on the team 291 00:14:46,010 --> 00:14:47,480 absolutely hates it. 292 00:14:47,480 --> 00:14:49,190 But you'd rather find out about that 293 00:14:49,190 --> 00:14:51,370 on the first day of meeting up with your team, than, 294 00:14:51,370 --> 00:14:55,040 say, two weeks into the project. 295 00:14:55,040 --> 00:14:57,370 That would be very useful information because-- 296 00:14:57,370 --> 00:15:01,480 OK, I came up with other ideas. 297 00:15:01,480 --> 00:15:04,525 Are you on a team? 298 00:15:04,525 --> 00:15:05,150 You are a team. 299 00:15:05,150 --> 00:15:08,220 Awesome, OK. 300 00:15:08,220 --> 00:15:11,572 So I thought you weren't able to get on a team. 301 00:15:11,572 --> 00:15:13,780 The other thing you are trying to do with a prototype 302 00:15:13,780 --> 00:15:18,505 is to try a lot of different approaches to the same problem, 303 00:15:18,505 --> 00:15:21,470 to experiment a lot of alternative solutions. 304 00:15:21,470 --> 00:15:23,632 One thing that often happens in design teams, 305 00:15:23,632 --> 00:15:25,340 professional design teams, amateur design 306 00:15:25,340 --> 00:15:28,440 teams in school or outside-- 307 00:15:28,440 --> 00:15:30,870 the people like to talk there, as you know. 308 00:15:30,870 --> 00:15:35,969 They love to make sketches, they love to theorize about-- 309 00:15:35,969 --> 00:15:38,510 well, it worked in this game, so it should work in our game-- 310 00:15:38,510 --> 00:15:43,750 I really like that, or i really hate that in this game. 311 00:15:43,750 --> 00:15:47,310 This offends me on some sort of primal way-- 312 00:15:47,310 --> 00:15:50,950 a game designer could explain it to you 313 00:15:50,950 --> 00:15:55,930 verbally in about an hour or so. 314 00:15:55,930 --> 00:15:59,630 And that just wastes a lot of time, 315 00:15:59,630 --> 00:16:01,532 especially in a class like this when 316 00:16:01,532 --> 00:16:03,240 you have these very tight deadlines to be 317 00:16:03,240 --> 00:16:04,870 able to get something working. 318 00:16:04,870 --> 00:16:07,730 You don't really want to be spending a whole lot of time 319 00:16:07,730 --> 00:16:09,190 talking things out. 320 00:16:09,190 --> 00:16:14,192 You want to get actual answers as quickly as possible. 321 00:16:14,192 --> 00:16:16,150 And one thing nice about prototypes, especially 322 00:16:16,150 --> 00:16:17,280 on the multi-person teams is that can 323 00:16:17,280 --> 00:16:18,660 make multiple prototypes. 324 00:16:18,660 --> 00:16:20,950 It just has a whole bunch of different ideas out. 325 00:16:20,950 --> 00:16:25,420 If solution a is better than solution b, 326 00:16:25,420 --> 00:16:28,740 well, instead of arguing about-- well, 327 00:16:28,740 --> 00:16:30,850 theoretically solution a is better than solution 328 00:16:30,850 --> 00:16:34,580 b, why not just prototype both of them and just play them. 329 00:16:34,580 --> 00:16:37,990 You'll get an answer very, very quickly among you, 330 00:16:37,990 --> 00:16:42,240 and all of your teammates can see. 331 00:16:42,240 --> 00:16:46,259 And it makes it special and actually more fruitful 332 00:16:46,259 --> 00:16:47,800 because you're working with evidence, 333 00:16:47,800 --> 00:16:54,610 as opposed to working with just theoretical notes. 334 00:16:54,610 --> 00:16:56,985 Another thing about prototypes is that, again, prototypes 335 00:16:56,985 --> 00:16:59,660 are not your shipping product, which means you should always 336 00:16:59,660 --> 00:17:01,205 be willing to throw it away. 337 00:17:01,205 --> 00:17:03,280 The less time you spend making a prototype, 338 00:17:03,280 --> 00:17:05,921 the easier it is to just discard it. 339 00:17:05,921 --> 00:17:14,050 With looks, the uglier and sketchier it is, 340 00:17:14,050 --> 00:17:15,550 the easier it is to abandon it. 341 00:17:15,550 --> 00:17:17,900 And you need to be able to abandon prototypes. 342 00:17:17,900 --> 00:17:20,720 You need to be able to say this just isn't working, 343 00:17:20,720 --> 00:17:23,470 and I'm fine with that-- the whole team is fine with that. 344 00:17:23,470 --> 00:17:26,480 You spent 30 minutes taking this thing, 345 00:17:26,480 --> 00:17:28,551 we can afford to lose those 30 minutes. 346 00:17:28,551 --> 00:17:30,800 Which means you need to be making stuff either really, 347 00:17:30,800 --> 00:17:34,799 really fast and really, really shoddily. 348 00:17:34,799 --> 00:17:36,590 You don't want to be spending a lot of time 349 00:17:36,590 --> 00:17:39,320 making a polished prototype. 350 00:17:39,320 --> 00:17:44,720 So your goals that I am setting up for you when you're 351 00:17:44,720 --> 00:17:46,460 going into prototyping-- today we're 352 00:17:46,460 --> 00:17:48,710 actually going to start prototyping the games 353 00:17:48,710 --> 00:17:53,730 that you're going to eventually hand in for Assignment 1. 354 00:17:53,730 --> 00:17:55,220 We need to find the [INAUDIBLE]. 355 00:17:55,220 --> 00:18:00,860 All of these game mechanics, the mechanics that the teams have 356 00:18:00,860 --> 00:18:05,840 already chosen, and the mechanics that the teams will 357 00:18:05,840 --> 00:18:07,190 end up choosing-- 358 00:18:07,190 --> 00:18:12,590 all of them have fun and un-fun implementations. 359 00:18:12,590 --> 00:18:14,600 I can think of a whole bunch of ways 360 00:18:14,600 --> 00:18:21,470 to make building go at a really plodding pace, 361 00:18:21,470 --> 00:18:23,680 to make it so that you can never really get 362 00:18:23,680 --> 00:18:25,410 any progress, and things like that. 363 00:18:25,410 --> 00:18:28,880 And you can come up with really, really nice implementations 364 00:18:28,880 --> 00:18:32,640 that are just going to engage everyone around the table-- 365 00:18:32,640 --> 00:18:34,376 they're gonna have a good time. 366 00:18:34,376 --> 00:18:37,060 Fun doesn't necessarily mean everyone's happy. 367 00:18:37,060 --> 00:18:43,130 It's like a game where, deception for instance-- 368 00:18:43,130 --> 00:18:46,010 it's like you're playing around with that mechanic, 369 00:18:46,010 --> 00:18:48,340 and you feel like you're just being 370 00:18:48,340 --> 00:18:49,630 an asshole to other people. 371 00:18:49,630 --> 00:18:51,700 But that's what the game's actually about. 372 00:18:54,852 --> 00:18:59,930 You are trying to be deceptive to other people-- maybe not 373 00:18:59,930 --> 00:19:03,980 necessarily without them realizing it. 374 00:19:03,980 --> 00:19:05,970 But then, [INAUDIBLE] experience, 375 00:19:05,970 --> 00:19:09,950 that engages you and sort of puts you 376 00:19:09,950 --> 00:19:12,680 in the persona of what the designers were 377 00:19:12,680 --> 00:19:13,435 trying to achieve. 378 00:19:13,435 --> 00:19:15,350 Then, that's engaging. 379 00:19:15,350 --> 00:19:16,847 That's good. 380 00:19:16,847 --> 00:19:18,430 If it's something that puts people off 381 00:19:18,430 --> 00:19:21,470 from ever playing the game again, then, 382 00:19:21,470 --> 00:19:23,990 you might want to re-evaluate that. 383 00:19:23,990 --> 00:19:26,964 But there is some value in games that you're only 384 00:19:26,964 --> 00:19:28,980 gonna play once. 385 00:19:28,980 --> 00:19:32,330 I'm not going to be very dogmatic about that. 386 00:19:32,330 --> 00:19:34,430 What I want you to do throughout the prototyping 387 00:19:34,430 --> 00:19:38,390 process is figure out, of those game mechanics, 388 00:19:38,390 --> 00:19:42,540 what are the fun and engaging things that you can do, 389 00:19:42,540 --> 00:19:47,680 and what are some of the less fun implementations? 390 00:19:47,680 --> 00:19:51,440 If you don't find anything that's not working, 391 00:19:51,440 --> 00:19:53,510 then, I don't think you're looking hard enough. 392 00:19:53,510 --> 00:19:55,982 You need to be looking really hard to-- 393 00:19:55,982 --> 00:19:57,690 What you should be finding is whole bunch 394 00:19:57,690 --> 00:20:00,650 of things that don't work, and a few little gems that do. 395 00:20:04,967 --> 00:20:07,300 The other thing that I want you to do with the prototype 396 00:20:07,300 --> 00:20:09,470 is use the prototypes to communicate 397 00:20:09,470 --> 00:20:13,760 to the rest of your team about where your ideas are going. 398 00:20:13,760 --> 00:20:17,780 As you work in your team, if you want other people on your team 399 00:20:17,780 --> 00:20:21,170 to understand the ideas that you have in your head, 400 00:20:21,170 --> 00:20:23,380 try making a prototype to communicate that. 401 00:20:23,380 --> 00:20:26,060 This is this thing that I did last night, 402 00:20:26,060 --> 00:20:27,990 I bring it into the team meeting-- 403 00:20:27,990 --> 00:20:30,710 together let's play this for like five minutes. 404 00:20:30,710 --> 00:20:32,720 And then, you'll understand what I 405 00:20:32,720 --> 00:20:37,700 think is interesting about voting, for instance. 406 00:20:37,700 --> 00:20:41,930 And your team may have a completely different idea 407 00:20:41,930 --> 00:20:45,140 about what they heard, about where they wanted the game 408 00:20:45,140 --> 00:20:48,111 to go, but this is a very effective communication tool. 409 00:20:48,111 --> 00:20:50,110 When you're actually designing games, especially 410 00:20:50,110 --> 00:20:54,190 for assignment 2, and assignment 3, 411 00:20:54,190 --> 00:20:58,360 we are trying to hit some sort of desire, external aesthetic. 412 00:21:02,130 --> 00:21:05,710 The final assignment is going to be for our client's needs-- 413 00:21:05,710 --> 00:21:10,070 then, you are working on some sort of external spec. 414 00:21:10,070 --> 00:21:13,370 But then, you also need to communicate 415 00:21:13,370 --> 00:21:16,480 within your own team on how you're interpreting that spec. 416 00:21:16,480 --> 00:21:20,890 That requirement, that request, from external party 417 00:21:20,890 --> 00:21:23,400 in this class will be on structures. 418 00:21:23,400 --> 00:21:26,060 Now, if I say make a game that is going to get you 419 00:21:26,060 --> 00:21:30,200 to a certain aesthetic, which is assignment 2, then 420 00:21:30,200 --> 00:21:33,240 how do you think the team should start even 421 00:21:33,240 --> 00:21:34,950 proceeding in that direction? 422 00:21:34,950 --> 00:21:37,340 Communicate that using your prototypes. 423 00:21:37,340 --> 00:21:40,480 It can be very, very difficult to get those ideas out 424 00:21:40,480 --> 00:21:41,200 otherwise. 425 00:21:44,884 --> 00:21:47,300 The third thing that I want you to do with your prototypes 426 00:21:47,300 --> 00:21:49,780 is to take it outside of your team. 427 00:21:49,780 --> 00:21:51,720 Today is going to be very easy because we 428 00:21:51,720 --> 00:21:56,650 have a room full of people who are hopefully 429 00:21:56,650 --> 00:21:58,140 eager to help each other out. 430 00:21:58,140 --> 00:22:00,598 And they're going to end up playing each other's prototypes 431 00:22:00,598 --> 00:22:01,615 by the end of class. 432 00:22:01,615 --> 00:22:03,840 That's only gonna last for one class 433 00:22:03,840 --> 00:22:07,800 because, as of the end of today's class, all of you 434 00:22:07,800 --> 00:22:10,800 are going to know too much about each other's projects 435 00:22:10,800 --> 00:22:13,650 to actually be good testers in the future. 436 00:22:13,650 --> 00:22:16,020 So I want you to take it to people outside 437 00:22:16,020 --> 00:22:22,870 of class-- your dormmates, your friends and family. 438 00:22:22,870 --> 00:22:26,610 Email them stuff if they're at home-- 439 00:22:26,610 --> 00:22:31,960 take it to the library or the student center or something. 440 00:22:31,960 --> 00:22:34,700 Offer people free tacos or something 441 00:22:34,700 --> 00:22:37,656 to play your game for five minutes, that sort of thing. 442 00:22:42,007 --> 00:22:43,590 It's very, very important to make sure 443 00:22:43,590 --> 00:22:44,970 that you're getting feedback from people 444 00:22:44,970 --> 00:22:46,020 who are not on your team. 445 00:22:46,020 --> 00:22:48,957 Of course, the instructors-- 446 00:22:48,957 --> 00:22:50,040 it's not just gonna be us. 447 00:22:50,040 --> 00:22:52,414 We're gonna grab people from the game lab to come in here 448 00:22:52,414 --> 00:22:54,930 and play your games and give you feedback of them. 449 00:22:54,930 --> 00:22:56,640 So occasionally, we'll just bring 450 00:22:56,640 --> 00:22:58,745 in new people who haven't seen your game before, 451 00:22:58,745 --> 00:23:00,357 but don't count on us doing that. 452 00:23:00,357 --> 00:23:02,440 You should be doing that as part of your homework. 453 00:23:02,440 --> 00:23:07,440 That is the process of prototyping. 454 00:23:07,440 --> 00:23:13,990 OK, before I go down that shopping list, 455 00:23:13,990 --> 00:23:16,080 any questions so far about what we're trying 456 00:23:16,080 --> 00:23:19,380 to achieve with prototyping? 457 00:23:19,380 --> 00:23:20,210 OK. 458 00:23:20,210 --> 00:23:22,900 Again, Assignment 1 is going to be a lot more about prototyping 459 00:23:22,900 --> 00:23:26,040 than making the full game. 460 00:23:26,040 --> 00:23:27,985 Investigating one single game mechanic 461 00:23:27,985 --> 00:23:29,360 is something that you're probably 462 00:23:29,360 --> 00:23:31,318 actually gonna end up doing for both Assignment 463 00:23:31,318 --> 00:23:32,850 2 and Assignment 3. 464 00:23:32,850 --> 00:23:34,770 Because it's like, hey, this is the way 465 00:23:34,770 --> 00:23:37,410 how I think we can fulfill the requirements of the assignment, 466 00:23:37,410 --> 00:23:38,940 and then, you're gonna investigate 467 00:23:38,940 --> 00:23:41,018 several different mechanics to get 468 00:23:41,018 --> 00:23:43,160 to building your final game. 469 00:23:43,160 --> 00:23:47,670 So think of Assignment 1 as the prototyping assignment. 470 00:23:47,670 --> 00:23:50,160 Let's talk about what we've got for you today-- 471 00:23:50,160 --> 00:23:51,900 things that we recommend for prototyping 472 00:23:51,900 --> 00:23:55,040 include large sheets of paper. 473 00:23:55,040 --> 00:23:58,244 Here are a couple of preprinted maps-- 474 00:23:58,244 --> 00:23:59,910 there's a hex grid on one side. 475 00:23:59,910 --> 00:24:05,768 There's a regular horizontal and vertical grid-- 476 00:24:05,768 --> 00:24:07,166 is there a word for it? 477 00:24:07,166 --> 00:24:13,540 Cartesian?-- square grid. 478 00:24:13,540 --> 00:24:18,100 These are, I think, two centimeter squares, 479 00:24:18,100 --> 00:24:21,900 which is also the size of some of the wooden blocks 480 00:24:21,900 --> 00:24:22,670 that we've got. 481 00:24:28,050 --> 00:24:30,380 I think the hexagons are also two centimeters if you 482 00:24:30,380 --> 00:24:34,500 to take them horizontally. 483 00:24:34,500 --> 00:24:35,900 So you can print these. 484 00:24:35,900 --> 00:24:40,942 These are all actually available in PDF on our class website-- 485 00:24:40,942 --> 00:24:42,750 the prototyping maps. 486 00:24:42,750 --> 00:24:46,650 There's a second version of these maps that has marks. 487 00:24:46,650 --> 00:24:49,646 It has just a bunch of lines in bold. 488 00:24:49,646 --> 00:24:51,020 It's exactly the same map, but it 489 00:24:51,020 --> 00:24:56,410 has a few things boldfaced to help figure 490 00:24:56,410 --> 00:24:59,336 out what a square in here actually looks like, 491 00:24:59,336 --> 00:25:01,960 if you want to use a [INAUDIBLE] track, or something like that. 492 00:25:01,960 --> 00:25:04,250 I like these better. 493 00:25:04,250 --> 00:25:05,930 I know Rick likes the other one better, 494 00:25:05,930 --> 00:25:09,840 so we put both up for you to download. 495 00:25:09,840 --> 00:25:12,426 Let's see, what else do you need? 496 00:25:12,426 --> 00:25:12,926 Dice. 497 00:25:16,085 --> 00:25:20,130 There's a big box of dice, 6-sided dice, 12-sided dice. 498 00:25:20,130 --> 00:25:22,800 Has anyone ever used a 12-sided dice? 499 00:25:22,800 --> 00:25:23,300 Really? 500 00:25:23,300 --> 00:25:25,075 What are they good for? 501 00:25:25,075 --> 00:25:25,950 AUDIENCE: [INAUDIBLE] 502 00:25:25,950 --> 00:25:27,770 PROFESSOR: [INAUDIBLE] does d12s? 503 00:25:27,770 --> 00:25:28,440 AUDIENCE: Yeah 504 00:25:28,440 --> 00:25:29,610 PROFESSOR: OK. 505 00:25:29,610 --> 00:25:31,670 I know they do that d20s a lot. 506 00:25:31,670 --> 00:25:34,300 But, OK. 507 00:25:34,300 --> 00:25:36,390 10-sided dice, 8-sided dice-- 508 00:25:40,230 --> 00:25:41,650 If you ever buy dice for yourself, 509 00:25:41,650 --> 00:25:45,210 a tip is to get them from kindergarten suppliers, 510 00:25:45,210 --> 00:25:46,620 rather than from gaming stores. 511 00:25:46,620 --> 00:25:49,930 Gaming stores will probably cost about 10 times as much. 512 00:25:49,930 --> 00:25:54,390 This box cost me about $12, plus the box. 513 00:25:54,390 --> 00:25:58,640 You get a nice little [INAUDIBLE], 514 00:25:58,640 --> 00:26:03,030 Dice are good for randomizing, obviously. 515 00:26:03,030 --> 00:26:07,110 I do not suggest using dice to keep track of numbers. 516 00:26:07,110 --> 00:26:09,480 So say you've got a number that increments 517 00:26:09,480 --> 00:26:11,880 anywhere between 0 to 20-- 518 00:26:11,880 --> 00:26:14,880 sorry, 0 to 19, or 1 to 20. 519 00:26:14,880 --> 00:26:17,116 Don't use a 20-sided die to keep track of the thing 520 00:26:17,116 --> 00:26:18,990 because it's very easy to lose that stat just 521 00:26:18,990 --> 00:26:21,270 by a flick off your hand. 522 00:26:21,270 --> 00:26:24,266 Just grab a piece of loose newspaper or something, 523 00:26:24,266 --> 00:26:25,640 and just write down that number-- 524 00:26:25,640 --> 00:26:26,790 if you need to keep track of stats. 525 00:26:26,790 --> 00:26:28,470 Don't use dice to keep track of stats. 526 00:26:28,470 --> 00:26:31,020 But dice are good for randomizing, 527 00:26:31,020 --> 00:26:32,520 they can be used sometimes as tokens 528 00:26:32,520 --> 00:26:36,150 that move around in a pinch. 529 00:26:36,150 --> 00:26:38,970 So you can use dice to do things, 530 00:26:38,970 --> 00:26:42,120 like one die is the tens, and one die is the ones. 531 00:26:42,120 --> 00:26:46,770 So I rolled two 10-sided dice, and then, 532 00:26:46,770 --> 00:26:51,580 it's going to give me a number between 1 and 99-- 533 00:26:51,580 --> 00:26:53,850 no, 00 and 99. 534 00:26:53,850 --> 00:26:54,350 Yeah. 535 00:26:57,840 --> 00:27:01,330 Index cards-- we've got white ones in here, 536 00:27:01,330 --> 00:27:04,140 we've got colored ones in here. 537 00:27:06,650 --> 00:27:09,690 They sell index cards that are a little bit closer to playing 538 00:27:09,690 --> 00:27:12,660 cards size, but remember the rule of keeping things 539 00:27:12,660 --> 00:27:14,780 big-- big sheets of paper. 540 00:27:14,780 --> 00:27:17,600 I'll go in a little bit more detail 541 00:27:17,600 --> 00:27:20,827 of why you want to do that. 542 00:27:20,827 --> 00:27:22,410 But if you're making like a card game, 543 00:27:22,410 --> 00:27:24,290 I would actually suggest using index cards. 544 00:27:24,290 --> 00:27:26,373 They are a little bit harder to hold in your hand. 545 00:27:26,373 --> 00:27:28,530 It's difficult to keep a whole bunch of index cards 546 00:27:28,530 --> 00:27:31,098 in your hand, like a fan. 547 00:27:31,098 --> 00:27:33,340 AUDIENCE: They're hard to shuffle too after a while. 548 00:27:33,340 --> 00:27:35,381 PROFESSOR: Yeah, they're hard to shuffle as well. 549 00:27:35,381 --> 00:27:38,700 But for prototyping, not only are they cheap-- 550 00:27:38,700 --> 00:27:41,040 we talked a little bit about doing things 551 00:27:41,040 --> 00:27:44,360 cheaply and very disposable. 552 00:27:44,360 --> 00:27:46,410 Those are larger because it's easier for you 553 00:27:46,410 --> 00:27:49,810 to actually see when you're prototyping. 554 00:27:49,810 --> 00:27:53,239 And I'll get into some value of why you want to-- 555 00:27:53,239 --> 00:27:55,530 a few more reasons of why you want to be keeping things 556 00:27:55,530 --> 00:27:58,110 as big as possible. 557 00:27:58,110 --> 00:27:59,775 Post-it notes are not in here. 558 00:27:59,775 --> 00:28:01,730 They are in those boxes. 559 00:28:01,730 --> 00:28:05,660 Post-it glue and notepads-- 560 00:28:05,660 --> 00:28:08,240 by notepads, I mean stuff like this. 561 00:28:08,240 --> 00:28:10,650 Gets people to keep track of stats. 562 00:28:10,650 --> 00:28:13,980 We've got pencils, and we've got markers and pens in there, 563 00:28:13,980 --> 00:28:14,735 as well. 564 00:28:14,735 --> 00:28:17,600 Post-it glue- if you haven't see it, 565 00:28:17,600 --> 00:28:19,350 I'm pretty sure it's in one of the boxes-- 566 00:28:19,350 --> 00:28:23,770 it looks just like a regular glue stick, but it's blue. 567 00:28:23,770 --> 00:28:25,728 I might only have some in my office. 568 00:28:28,224 --> 00:28:30,890 Basically, it takes any piece of paper and turns into a Post-it. 569 00:28:30,890 --> 00:28:33,630 It makes it into sort of a restickable piece. 570 00:28:33,630 --> 00:28:37,110 And not only is that useful for the brainstorming phase, where 571 00:28:37,110 --> 00:28:39,600 you can take index cards and turn them into Post-its 572 00:28:39,600 --> 00:28:41,370 and stick them up in a wall, they're 573 00:28:41,370 --> 00:28:44,190 really handy for prototyping because you can lay things out, 574 00:28:44,190 --> 00:28:45,960 say on a desk or on a sheet of paper. 575 00:28:45,960 --> 00:28:50,250 And it won't just go flying if somebody sneezes. 576 00:28:50,250 --> 00:28:52,110 You can sort of keep things in place. 577 00:28:52,110 --> 00:28:56,670 If you've never done prototyping for, say a user interface 578 00:28:56,670 --> 00:28:58,590 on a piece of computer software, it can also 579 00:28:58,590 --> 00:28:59,700 be really, really handy. 580 00:28:59,700 --> 00:29:02,130 Because you can cut out pieces of paper 581 00:29:02,130 --> 00:29:05,100 that are exactly the size of your menu bar 582 00:29:05,100 --> 00:29:07,550 or your window, or whatever. 583 00:29:07,550 --> 00:29:11,690 Just use the glue stick, make them replaceable and sticky, 584 00:29:11,690 --> 00:29:16,904 and you can place them anywhere on another sheet of paper. 585 00:29:16,904 --> 00:29:18,570 Pencils, pens, markers, scissors, tape-- 586 00:29:18,570 --> 00:29:22,170 that should be obvious why you want all of those things. 587 00:29:22,170 --> 00:29:30,680 Gamebits-- some of you saw some of these in last week's games. 588 00:29:30,680 --> 00:29:34,320 These are sort of stackable counters. 589 00:29:34,320 --> 00:29:36,120 We have the cubes. 590 00:29:36,120 --> 00:29:38,910 You can also dice for gamebits. 591 00:29:38,910 --> 00:29:41,580 You can also use pieces from other games. 592 00:29:41,580 --> 00:29:43,770 You don't necessarily have to restrict your ideas 593 00:29:43,770 --> 00:29:44,910 to what we give you. 594 00:29:44,910 --> 00:29:48,638 Those, I believe, are rubber animals-- 595 00:29:48,638 --> 00:29:51,420 often end up being used in tactical combat games, 596 00:29:51,420 --> 00:29:52,302 for some reason. 597 00:29:52,302 --> 00:29:53,760 I don't know why people always want 598 00:29:53,760 --> 00:29:57,662 to tape the [INAUDIBLE] duct tape, [INAUDIBLE] right. 599 00:29:57,662 --> 00:30:00,720 Just don't stand up, that's the problem. 600 00:30:00,720 --> 00:30:02,310 That is the problem with our-- 601 00:30:02,310 --> 00:30:05,750 we have a whole bunch of little rubberized animals, 602 00:30:05,750 --> 00:30:07,710 and they don't stand up very well. 603 00:30:07,710 --> 00:30:09,497 They do tend to tip over. 604 00:30:09,497 --> 00:30:11,580 We also have a whole bunch of rubberized vehicles, 605 00:30:11,580 --> 00:30:14,060 and those tend to be a little bit more stable. 606 00:30:14,060 --> 00:30:16,140 So keep that in mind before you decide, oh, I 607 00:30:16,140 --> 00:30:20,010 have to use this chicken piece. 608 00:30:20,010 --> 00:30:24,350 Kindergarten counters, things I use to teach kids how to count, 609 00:30:24,350 --> 00:30:29,624 make great, great covers for your design. 610 00:30:29,624 --> 00:30:31,705 AUDIENCE: [INAUDIBLE] 611 00:30:31,705 --> 00:30:34,200 PROFESSOR: Oh, you mean, like the ideas right there-- 612 00:30:34,200 --> 00:30:36,360 different colors on your side. 613 00:30:36,360 --> 00:30:39,732 So you can use them for currency in your game, 614 00:30:39,732 --> 00:30:41,440 for keeping track of points-- another way 615 00:30:41,440 --> 00:30:46,590 to keep track of a status-- just give people pieces 616 00:30:46,590 --> 00:30:47,880 that help them keep count. 617 00:30:52,140 --> 00:30:55,230 Your phone camera is extremely useful in keeping 618 00:30:55,230 --> 00:30:58,470 an archive of your work, of keeping track of your game 619 00:30:58,470 --> 00:31:02,710 and play, keeping track of who has what hand at any given 620 00:31:02,710 --> 00:31:03,210 time. 621 00:31:03,210 --> 00:31:06,000 It's really, really easy, and a lot of phones 622 00:31:06,000 --> 00:31:09,600 now have a resolution, that you can sort of reliably 623 00:31:09,600 --> 00:31:12,531 use them to keep a record of your work-- 624 00:31:12,531 --> 00:31:14,280 way easier than trying to start everything 625 00:31:14,280 --> 00:31:16,650 on the photocopy machine. 626 00:31:16,650 --> 00:31:19,510 So I used to recommend using a photocopier, 627 00:31:19,510 --> 00:31:24,660 but now, just take lots of shots with your phone camera 628 00:31:24,660 --> 00:31:27,750 while you are working. 629 00:31:27,750 --> 00:31:30,910 So you want to be keeping your prototypes rough. 630 00:31:30,910 --> 00:31:33,350 You want to be using hand-drawn materials, 631 00:31:33,350 --> 00:31:37,020 trying not to immediately go to opening up a Google doc 632 00:31:37,020 --> 00:31:40,780 and creating a spreadsheet, or anything like that. 633 00:31:40,780 --> 00:31:42,230 Start writing things down. 634 00:31:42,230 --> 00:31:44,280 Again, you want to make a bunch of cards-- 635 00:31:44,280 --> 00:31:46,470 just like writing stuff down on index cards. 636 00:31:46,470 --> 00:31:49,350 So if you want to start making a map, just start using a marker 637 00:31:49,350 --> 00:31:52,990 and drawing it on the grid. 638 00:31:52,990 --> 00:31:55,696 You want to keep it sketchy, and you want to keep it large. 639 00:31:55,696 --> 00:31:57,570 And you don't want to be using too many inks. 640 00:31:57,570 --> 00:32:01,164 Just use one dark ink, and run with that. 641 00:32:01,164 --> 00:32:02,580 The reason for this is because you 642 00:32:02,580 --> 00:32:05,370 don't want people to be giving you feedback 643 00:32:05,370 --> 00:32:07,812 on how your game looks. 644 00:32:07,812 --> 00:32:09,270 If they do say something, wow, this 645 00:32:09,270 --> 00:32:10,830 looks like crap, that's fine. 646 00:32:10,830 --> 00:32:12,750 And just move on from there because that's not 647 00:32:12,750 --> 00:32:15,697 the feedback you were looking for in the first place. 648 00:32:15,697 --> 00:32:17,530 If you start using lots of different colors, 649 00:32:17,530 --> 00:32:19,738 everyone will start talking about your color scheme-- 650 00:32:19,738 --> 00:32:22,740 maybe there should be red, maybe there should be green. 651 00:32:22,740 --> 00:32:27,016 If you start making things, say printed out 652 00:32:27,016 --> 00:32:28,390 from a laser printer or something 653 00:32:28,390 --> 00:32:32,535 like that, people are gonna ask, wow, is this final artwork? 654 00:32:32,535 --> 00:32:35,940 It looks not very good. 655 00:32:35,940 --> 00:32:38,160 Or if you take the trouble of using 656 00:32:38,160 --> 00:32:40,590 colored pencils, for instance, to nicely render 657 00:32:40,590 --> 00:32:42,290 an image on your cards. 658 00:32:42,290 --> 00:32:44,730 And people say, wow, this looks great. 659 00:32:44,730 --> 00:32:47,410 You hand-drew that, but then, now, if you wanted to alter it, 660 00:32:47,410 --> 00:32:49,868 it means you're going to have to go through all that effort 661 00:32:49,868 --> 00:32:51,270 again to draw a new picture. 662 00:32:51,270 --> 00:32:53,670 And that takes time. 663 00:32:53,670 --> 00:32:57,040 That takes more time than you need for this thing. 664 00:32:57,040 --> 00:32:59,370 You want to keep things sketchy to sort of convey 665 00:32:59,370 --> 00:33:02,970 to your testers that this is a work in progress. 666 00:33:02,970 --> 00:33:06,120 If somebody sees something that actually looks very, very nice, 667 00:33:06,120 --> 00:33:08,430 they are going to think that you're close to final. 668 00:33:08,430 --> 00:33:11,590 And they are going to be a lot more hesitant in giving you 669 00:33:11,590 --> 00:33:13,470 drastic feedback. 670 00:33:13,470 --> 00:33:16,230 Things are going to, sort of, require drastic changes. 671 00:33:16,230 --> 00:33:18,300 But if it looks like you've spent half an hour, 672 00:33:18,300 --> 00:33:21,844 maybe 15 minutes, just sketching stuff on bunch of cards, 673 00:33:21,844 --> 00:33:23,260 you'll get feedback from testers-- 674 00:33:23,260 --> 00:33:26,157 stuff like, I just don't like any of this, or like, 675 00:33:26,157 --> 00:33:27,615 maybe this is the one thing I like, 676 00:33:27,615 --> 00:33:28,730 but everything else is just crap. 677 00:33:28,730 --> 00:33:30,396 But that's the kind of feedback that you 678 00:33:30,396 --> 00:33:32,260 want to get at the prototyping phase. 679 00:33:32,260 --> 00:33:35,055 And keeping things sketchy can sort of 680 00:33:35,055 --> 00:33:37,180 encourage people to give you that kind of feedback. 681 00:33:40,060 --> 00:33:42,070 I definitely have lecture notes, but they're not 682 00:33:42,070 --> 00:33:43,560 showing up on my screen. 683 00:33:43,560 --> 00:33:47,385 And so, I'm a little bit off right now. 684 00:33:50,260 --> 00:33:52,840 Here we go, OK. 685 00:33:52,840 --> 00:33:54,060 So the other thing is-- 686 00:33:54,060 --> 00:33:57,179 this is actually a 608 class from way back. 687 00:33:57,179 --> 00:33:58,720 The other thing that I want you to do 688 00:33:58,720 --> 00:34:01,980 is keep iterating over and over and over again. 689 00:34:01,980 --> 00:34:02,480 Yeah? 690 00:34:02,480 --> 00:34:07,678 AUDIENCE: So you said like, earlier on, after this class, 691 00:34:07,678 --> 00:34:10,921 we probably won't be able to [INAUDIBLE] much 692 00:34:10,921 --> 00:34:11,679 about the games. 693 00:34:11,679 --> 00:34:17,219 Does that also mean we should be changing our prototyping 694 00:34:17,219 --> 00:34:18,719 outside this class? 695 00:34:18,719 --> 00:34:21,310 Find a new group everytime we realize a product? 696 00:34:21,310 --> 00:34:23,600 PROFESSOR: Absolutely. 697 00:34:23,600 --> 00:34:25,840 The next time we do a prototype-- a playtest 698 00:34:25,840 --> 00:34:28,389 in class, I'm going to specifically say 699 00:34:28,389 --> 00:34:35,320 if you try to find a game where you don't know anything 700 00:34:35,320 --> 00:34:38,590 about that prototype before you start playing the game. 701 00:34:38,590 --> 00:34:41,984 That's where the feedback is going to be the most useful. 702 00:34:41,984 --> 00:34:44,650 You don't want people to come in with preconceived notions based 703 00:34:44,650 --> 00:34:46,691 on people's prototypes because your prototype may 704 00:34:46,691 --> 00:34:50,199 have changed completely from the last time that they saw it. 705 00:34:50,199 --> 00:34:52,780 But then, they're going to come in thinking that your game is 706 00:34:52,780 --> 00:34:54,321 like some sort of natural progression 707 00:34:54,321 --> 00:34:56,070 from that previous idea. 708 00:34:56,070 --> 00:34:59,590 And they may respect your ideas of what kind of strategies 709 00:34:59,590 --> 00:35:01,150 are used. 710 00:35:01,150 --> 00:35:04,360 If they already understood the rules-- what you verbally 711 00:35:04,360 --> 00:35:08,254 explained to them on day one, then they 712 00:35:08,254 --> 00:35:09,670 can't give you any useful feedback 713 00:35:09,670 --> 00:35:13,300 on how well your rules were written because they already 714 00:35:13,300 --> 00:35:14,410 know the rules. 715 00:35:14,410 --> 00:35:18,246 So when they read your poorly written rules, 716 00:35:18,246 --> 00:35:19,870 they can't tell you it's poorly written 717 00:35:19,870 --> 00:35:21,910 because they already understand it-- 718 00:35:21,910 --> 00:35:23,260 that sort of thing. 719 00:35:23,260 --> 00:35:27,460 So yes, always try to find new testers. 720 00:35:27,460 --> 00:35:30,370 So the purpose of iteration is to just repeat this 721 00:35:30,370 --> 00:35:31,270 over and over again. 722 00:35:31,270 --> 00:35:34,420 You start with a question that you're trying to answer. 723 00:35:34,420 --> 00:35:36,130 The broad question of Assignment 1 724 00:35:36,130 --> 00:35:38,004 is what are all the different things that you 725 00:35:38,004 --> 00:35:39,490 can do with this mechanic? 726 00:35:39,490 --> 00:35:44,140 But say, I know someone suggested auctions on Monday-- 727 00:35:44,140 --> 00:35:47,450 what can you do with a Dutch auction? 728 00:35:47,450 --> 00:35:50,825 How does a Dutch auction actually work? 729 00:35:50,825 --> 00:35:51,700 --that sort of thing. 730 00:35:51,700 --> 00:35:56,170 You want a question that, not only is a clear thing that you 731 00:35:56,170 --> 00:35:59,230 can actually test, but also you can 732 00:35:59,230 --> 00:36:01,640 set criteria for what will be a successful test 733 00:36:01,640 --> 00:36:04,150 or an unsuccessful test. 734 00:36:04,150 --> 00:36:06,070 The question might be very specific, 735 00:36:06,070 --> 00:36:07,990 like this game is too long. 736 00:36:07,990 --> 00:36:10,840 Can we get this to run under 20 minutes? 737 00:36:10,840 --> 00:36:14,170 Can we get this thing to run under 15 minutes? 738 00:36:14,170 --> 00:36:19,030 Well, that's a falsifiable question, right? 739 00:36:19,030 --> 00:36:22,300 If the game play actually took more than 15 minutes, 740 00:36:22,300 --> 00:36:24,010 then it was a failed experiment. 741 00:36:24,010 --> 00:36:28,960 And if it took less than 15 minutes, then it worked. 742 00:36:28,960 --> 00:36:31,420 And you want to be able to go into the process asking, what 743 00:36:31,420 --> 00:36:34,870 is the thing that we're trying to solve? 744 00:36:34,870 --> 00:36:38,610 --before you start thinking of potential solutions. 745 00:36:38,610 --> 00:36:42,080 How many of you have heard of axiomatic design? 746 00:36:42,080 --> 00:36:45,690 It comes from McKee, I think. 747 00:36:45,690 --> 00:36:48,310 The theory behind axiomatic design 748 00:36:48,310 --> 00:36:57,160 is that, for any potential solution to a problem, 749 00:36:57,160 --> 00:36:59,470 it needs to fit a certain set of criteria. 750 00:36:59,470 --> 00:37:01,600 So you come up with a bunch of axioms, 751 00:37:01,600 --> 00:37:04,360 which you just take for true. 752 00:37:04,360 --> 00:37:09,160 So certain axioms that you might come up with a game would be-- 753 00:37:09,160 --> 00:37:11,230 this game can't take more than five minutes, 754 00:37:11,230 --> 00:37:15,880 or this mechanic can't take a player more than 10 seconds. 755 00:37:15,880 --> 00:37:17,694 So that axiom could be something like, we 756 00:37:17,694 --> 00:37:19,110 don't want the player to have more 757 00:37:19,110 --> 00:37:20,690 than five cards in their hand. 758 00:37:20,690 --> 00:37:23,290 These are things that aren't necessarily always 759 00:37:23,290 --> 00:37:25,270 the right answer, but you're going to, sort of, 760 00:37:25,270 --> 00:37:28,450 set these criteria for yourself for a given test. 761 00:37:28,450 --> 00:37:30,070 And then, you start thinking about all 762 00:37:30,070 --> 00:37:32,590 the possible solutions to get you there. 763 00:37:32,590 --> 00:37:36,850 And if one of those solutions meets all of your criteria, 764 00:37:36,850 --> 00:37:40,420 or all of your axioms, then that's a successful test. 765 00:37:40,420 --> 00:37:44,440 If not, then it's an unsuccessful test. 766 00:37:44,440 --> 00:37:49,750 So a question in your game may be like, 767 00:37:49,750 --> 00:37:54,280 can a player execute this mechanic in more than one way? 768 00:37:54,280 --> 00:37:57,210 Or will a player execute a certain given mechanic 769 00:37:57,210 --> 00:37:58,392 in more than one way? 770 00:37:58,392 --> 00:38:00,350 We've given them three different ways to do it, 771 00:38:00,350 --> 00:38:01,960 but if they keep doing the same thing over, and over, 772 00:38:01,960 --> 00:38:04,360 and over again, then that will be an unsuccessful test. 773 00:38:04,360 --> 00:38:05,410 OK? 774 00:38:05,410 --> 00:38:07,690 Once you've got a question, you can start 775 00:38:07,690 --> 00:38:09,510 designing for that, right? 776 00:38:09,510 --> 00:38:12,100 Maybe the designing involves something very small, 777 00:38:12,100 --> 00:38:14,860 like I'm just gonna tweak numbers off rules that we've 778 00:38:14,860 --> 00:38:15,720 already returned. 779 00:38:15,720 --> 00:38:18,195 It might be, we've got to rewrite half of our rules, 780 00:38:18,195 --> 00:38:20,352 or we've got to throw out this rule. 781 00:38:20,352 --> 00:38:23,020 Or maybe, we're gonna rearrange the order in which these rules 782 00:38:23,020 --> 00:38:24,890 are going to be executed. 783 00:38:24,890 --> 00:38:25,750 That's all design. 784 00:38:25,750 --> 00:38:27,260 The trick is to do it fast. 785 00:38:27,260 --> 00:38:30,980 The word rapid is for a reason. 786 00:38:30,980 --> 00:38:33,130 If you are spending a lot of time discussing 787 00:38:33,130 --> 00:38:34,870 about what the right answer is, just 788 00:38:34,870 --> 00:38:37,210 start designing two prototypes-- 789 00:38:37,210 --> 00:38:42,790 or more prototypes to sort of test out all the outcomes. 790 00:38:42,790 --> 00:38:46,522 Anything that takes a long time to kind of get 791 00:38:46,522 --> 00:38:48,230 bumped down in discussion-- it's actually 792 00:38:48,230 --> 00:38:50,800 wasting time for your team, when you should be prototyping. 793 00:38:50,800 --> 00:38:53,590 Because they're gonna learn a lot of things about your game 794 00:38:53,590 --> 00:38:55,900 on the side, besides the question that you're asking. 795 00:38:55,900 --> 00:38:58,510 If you have a discussion, you'll probably only-- 796 00:38:58,510 --> 00:39:00,622 if you do stumble across the correct answer, 797 00:39:00,622 --> 00:39:02,830 you're only gonna get the answer to that one question 798 00:39:02,830 --> 00:39:04,364 that you asked. 799 00:39:04,364 --> 00:39:06,280 Make more prototypes to answer your questions, 800 00:39:06,280 --> 00:39:07,742 rather than try to talk them out. 801 00:39:11,620 --> 00:39:12,694 Then, you do a playtest. 802 00:39:12,694 --> 00:39:14,860 And that's the second part of my presentation, which 803 00:39:14,860 --> 00:39:16,180 involves the playtesting phase. 804 00:39:16,180 --> 00:39:17,710 But basically, you've got a bunch 805 00:39:17,710 --> 00:39:20,880 of people who don't know how this game is gonna play out. 806 00:39:20,880 --> 00:39:22,685 First, you will probably end up playtesting 807 00:39:22,685 --> 00:39:24,310 within your own team, just to make sure 808 00:39:24,310 --> 00:39:25,550 that everything makes sense. 809 00:39:25,550 --> 00:39:29,140 And then you take it out to somebody outside, maybe someone 810 00:39:29,140 --> 00:39:32,861 else in the classroom, to see how they respond to it. 811 00:39:35,380 --> 00:39:40,640 And then you look at the results of that playtest-- 812 00:39:40,640 --> 00:39:43,980 did it address the problem? 813 00:39:43,980 --> 00:39:46,440 Did it give us any information towards the question 814 00:39:46,440 --> 00:39:47,430 we were asking? 815 00:39:47,430 --> 00:39:51,530 Maybe it was inconclusive-- you need to do another playtest. 816 00:39:51,530 --> 00:39:54,630 Maybe it indicated that we were in the right direction, 817 00:39:54,630 --> 00:39:56,130 but the changes that we made weren't 818 00:39:56,130 --> 00:39:58,480 drastic enough, or maybe were too drastic and [INAUDIBLE] 819 00:39:58,480 --> 00:39:58,730 down. 820 00:39:58,730 --> 00:40:00,188 That's when you make your revision, 821 00:40:00,188 --> 00:40:02,910 and then you repeat the whole process again. 822 00:40:02,910 --> 00:40:05,310 You can improve the quality of your question, 823 00:40:05,310 --> 00:40:06,750 be more specific. 824 00:40:06,750 --> 00:40:09,690 You might stick with the same question 825 00:40:09,690 --> 00:40:12,139 and just do a second version of design to it. 826 00:40:12,139 --> 00:40:14,430 You just want to be repeating this over and over again. 827 00:40:14,430 --> 00:40:15,990 The more times you get to do this, 828 00:40:15,990 --> 00:40:18,390 the more refined your prototype is, and the more refined 829 00:40:18,390 --> 00:40:20,120 your final games are gonna be. 830 00:40:20,120 --> 00:40:21,900 This is the same process, whether you're 831 00:40:21,900 --> 00:40:23,400 making a prototype or whether you're 832 00:40:23,400 --> 00:40:26,160 making a full-blown board game or card game or computer game. 833 00:40:26,160 --> 00:40:29,520 The more chances you get to iterate on something, 834 00:40:29,520 --> 00:40:31,446 the more refined it's going to be. 835 00:40:34,158 --> 00:40:37,180 You don't want to keep changing. 836 00:40:37,180 --> 00:40:40,316 Here are a couple of tips that-- 837 00:40:40,316 --> 00:40:41,690 actually, I will get back to this 838 00:40:41,690 --> 00:40:46,400 later after you've actually had a chance to prototype once. 839 00:40:46,400 --> 00:40:49,110 Those are like tips for how to get out of rut. 840 00:40:49,110 --> 00:40:51,500 So let me talk about this instead-- 841 00:40:51,500 --> 00:40:53,210 keep track of all the rules. 842 00:40:53,210 --> 00:40:54,584 Write your rules. 843 00:40:54,584 --> 00:40:56,000 You can write your rules on cards, 844 00:40:56,000 --> 00:40:58,811 which makes them very easy to rearrange, to discard, to say-- 845 00:40:58,811 --> 00:41:01,060 all right, we're not playing with this rule right now. 846 00:41:01,060 --> 00:41:03,480 But then, maybe you can reintroduce it later. 847 00:41:03,480 --> 00:41:05,630 So you can use the index cards for that. 848 00:41:05,630 --> 00:41:10,100 You can rearrange them to rearrange 849 00:41:10,100 --> 00:41:12,260 how they end up getting played. 850 00:41:12,260 --> 00:41:14,077 If you change a rule, update your card. 851 00:41:14,077 --> 00:41:16,410 It is something like, I'm going to just change a number. 852 00:41:16,410 --> 00:41:17,480 You can just do it right on the card-- 853 00:41:17,480 --> 00:41:19,688 if you're actually changing the way how a rule works, 854 00:41:19,688 --> 00:41:21,730 write it out on a new card. 855 00:41:21,730 --> 00:41:24,950 Take photos with your cameras, and try 856 00:41:24,950 --> 00:41:27,860 to simplify your rules to the point 857 00:41:27,860 --> 00:41:29,820 where you end up with like a minimum set, 858 00:41:29,820 --> 00:41:34,460 in order to make a certain prototype playable. 859 00:41:34,460 --> 00:41:37,380 If you have too many rules operating at once, 860 00:41:37,380 --> 00:41:39,950 it can be sometimes very, very-- really, really confusing 861 00:41:39,950 --> 00:41:43,500 to figure out where everything is going wrong. 862 00:41:43,500 --> 00:41:46,800 It's a lot easier to add new rules than to take them out, 863 00:41:46,800 --> 00:41:50,570 which is why I place the emphasis on taking stuff out. 864 00:41:50,570 --> 00:41:52,460 Because if I remind you to take it out, 865 00:41:52,460 --> 00:41:55,790 maybe you will do it once in a while. 866 00:41:55,790 --> 00:42:00,266 So that's going to be the process of prototyping. 867 00:42:00,266 --> 00:42:02,390 We're going to start having all of these materials. 868 00:42:02,390 --> 00:42:04,685 People who haven't figured out your teams 869 00:42:04,685 --> 00:42:08,000 yet should be having a discussion on what mechanics 870 00:42:08,000 --> 00:42:09,770 you guys want to work on, and how are you 871 00:42:09,770 --> 00:42:11,180 going to split up your teams. 872 00:42:11,180 --> 00:42:14,679 People who know what mechanics you're working on, or maybe 873 00:42:14,679 --> 00:42:16,470 are trying to decide between two mechanics, 874 00:42:16,470 --> 00:42:20,150 you can start splitting your team into two 875 00:42:20,150 --> 00:42:23,870 and working on two separate prototypes, for instance. 876 00:42:23,870 --> 00:42:27,800 And the goal is to have something 877 00:42:27,800 --> 00:42:30,230 that somebody outside your team can actually 878 00:42:30,230 --> 00:42:35,480 play by the end of class, or more accurately, by 3 o'clock. 879 00:42:35,480 --> 00:42:39,110 Because we are going to go into playtesting at 3 o'clock. 880 00:42:39,110 --> 00:42:42,170 And around 2:30, I'll go back to the slide-- 881 00:42:42,170 --> 00:42:43,730 to give you some ideas on how else 882 00:42:43,730 --> 00:42:47,600 you can change your designs to be able to help you 883 00:42:47,600 --> 00:42:50,360 get closer to your design goals. 884 00:42:50,360 --> 00:42:53,420 But right now, this is what I want you to do, 885 00:42:53,420 --> 00:42:56,150 so we're going to start handing out some of this material. 886 00:42:56,150 --> 00:42:59,990 AUDIENCE: [INAUDIBLE] 887 00:42:59,990 --> 00:43:03,023 PROFESSOR: I'll be OK with the team moving up there. 888 00:43:03,023 --> 00:43:07,080 [INAUDIBLE]