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 --> 00:00:19,657 at ocw.mit.edu. 8 00:00:19,657 --> 00:00:21,270 [SIDE CONVERSATION] 9 00:00:21,270 --> 00:00:26,610 PROFESSOR: Before we go into the test, there's a couple of tips 10 00:00:26,610 --> 00:00:28,350 that I want to give you. 11 00:00:28,350 --> 00:00:30,070 Some stuff for you to take notes on. 12 00:00:30,070 --> 00:00:33,850 But you don't really have to do this today. 13 00:00:33,850 --> 00:00:35,850 At some point of time in your prototyping 14 00:00:35,850 --> 00:00:38,245 you might end up getting stuck. 15 00:00:38,245 --> 00:00:39,954 And you're not quite sure what to change. 16 00:00:39,954 --> 00:00:42,161 So [? if I ?] would have been asking you to do things 17 00:00:42,161 --> 00:00:43,200 like amend rules, right? 18 00:00:43,200 --> 00:00:45,210 Replace rules with other kinds of rules, 19 00:00:45,210 --> 00:00:48,210 kill rules that aren't working. 20 00:00:48,210 --> 00:00:50,470 Some other ideas that you might want to play with, 21 00:00:50,470 --> 00:00:52,380 if there is a resource that's currently limited you 22 00:00:52,380 --> 00:00:53,713 might want to make it unlimited. 23 00:00:53,713 --> 00:00:54,750 And vice versa. 24 00:00:54,750 --> 00:00:58,500 And I'll say the number of steps that you can move, 25 00:00:58,500 --> 00:01:01,560 the number of currency that you have, make it unlimited 26 00:01:01,560 --> 00:01:02,760 or you make it limited. 27 00:01:02,760 --> 00:01:07,226 It could change the way how your game feels a lot. 28 00:01:07,226 --> 00:01:09,750 [INAUDIBLE] with other players. 29 00:01:09,750 --> 00:01:15,892 And maybe even sort of messing up the types of decisions 30 00:01:15,892 --> 00:01:17,600 they get to make, or maybe even the order 31 00:01:17,600 --> 00:01:18,390 that they get to make it. 32 00:01:18,390 --> 00:01:20,250 Could be something as simple as reversing 33 00:01:20,250 --> 00:01:22,080 the order of who goes next. 34 00:01:22,080 --> 00:01:24,900 But it could be more significant, 35 00:01:24,900 --> 00:01:26,700 like forcing another player to make 36 00:01:26,700 --> 00:01:31,320 a move that they don't want or taking away their options. 37 00:01:31,320 --> 00:01:33,330 You can mess with the play order. 38 00:01:33,330 --> 00:01:36,870 Like I said, you could reverse who goes next, but then also 39 00:01:36,870 --> 00:01:39,240 the order in which certain rules get played out. 40 00:01:39,240 --> 00:01:44,670 Could be something that you should be always trying 41 00:01:44,670 --> 00:01:46,110 to do with your own rules. 42 00:01:46,110 --> 00:01:50,186 Do your rules has to be executed in the same order? 43 00:01:50,186 --> 00:01:52,369 In fact, the answer is no. 44 00:01:52,369 --> 00:01:53,910 You can probably rearrange your rules 45 00:01:53,910 --> 00:01:55,500 and get a very different effect, even 46 00:01:55,500 --> 00:01:58,380 without writing a new rule. 47 00:01:58,380 --> 00:02:00,680 If you're going to deal with numbers at the prototyping 48 00:02:00,680 --> 00:02:03,570 phase, generally you don't want to be making small changes. 49 00:02:03,570 --> 00:02:06,240 You don't want to be making 10%, 20% changes to your numbers. 50 00:02:06,240 --> 00:02:10,400 You want to be doing something like changing things by 50%, 51 00:02:10,400 --> 00:02:14,490 maybe doubling it, maybe halving it. 52 00:02:14,490 --> 00:02:17,550 At least change of 50%, but multiplying 53 00:02:17,550 --> 00:02:18,457 and dividing by two. 54 00:02:18,457 --> 00:02:20,040 This will give you a much better sense 55 00:02:20,040 --> 00:02:24,520 of whether that change to the numbers 56 00:02:24,520 --> 00:02:28,500 is going to be the thing that's going to solve your problem. 57 00:02:28,500 --> 00:02:32,610 If you get the numbers wrong but the changes go in the direction 58 00:02:32,610 --> 00:02:35,430 that you want, then you can dial back the scale of the change. 59 00:02:35,430 --> 00:02:38,420 Maybe you have a variable that was too drastic, 60 00:02:38,420 --> 00:02:42,030 but it started achieving the things that you wanted. 61 00:02:42,030 --> 00:02:42,947 And so, OK, all right. 62 00:02:42,947 --> 00:02:44,321 Maybe sort of halving that number 63 00:02:44,321 --> 00:02:45,750 would make it 25% of that number. 64 00:02:48,690 --> 00:02:52,230 As an exercise, once your prototype is already 65 00:02:52,230 --> 00:02:54,810 starting to work one trick of trying 66 00:02:54,810 --> 00:02:58,360 to simplify your prototype is to try 67 00:02:58,360 --> 00:03:01,590 to identify the very few rules that 68 00:03:01,590 --> 00:03:03,600 are necessary for your prototype to work. 69 00:03:03,600 --> 00:03:06,330 So you take all the rules out and introduce rules, 70 00:03:06,330 --> 00:03:07,410 then, one by one. 71 00:03:07,410 --> 00:03:08,850 The rules that you've already got. 72 00:03:08,850 --> 00:03:12,030 And you try figure out that bare minimum. 73 00:03:12,030 --> 00:03:14,394 That's finding the core, and that's 74 00:03:14,394 --> 00:03:15,810 the core of your prototype, that's 75 00:03:15,810 --> 00:03:18,600 the thing that you might want to carry into a larger game 76 00:03:18,600 --> 00:03:20,571 project in the future. 77 00:03:20,571 --> 00:03:21,720 Finally, throw away. 78 00:03:21,720 --> 00:03:23,410 In fact what I'm going to encourage you, 79 00:03:23,410 --> 00:03:26,340 at the end of this class today, is 80 00:03:26,340 --> 00:03:28,877 to make a completely new prototype from scratch. 81 00:03:33,114 --> 00:03:35,740 For each person on your team. 82 00:03:35,740 --> 00:03:39,700 But I would suggest as an exercise is just 83 00:03:39,700 --> 00:03:42,600 go back to the mechanic idea and see what else you can 84 00:03:42,600 --> 00:03:44,440 do with that mechanic. 85 00:03:44,440 --> 00:03:49,200 Whether it's stealing from other people or hidden information. 86 00:03:49,200 --> 00:03:53,190 All of your prototypes right now probably test one kind of way 87 00:03:53,190 --> 00:03:54,950 to interpret that mechanic. 88 00:03:54,950 --> 00:03:57,030 What else [INAUDIBLE] completely different ways 89 00:03:57,030 --> 00:03:59,540 to interpret exactly the same mechanic. 90 00:03:59,540 --> 00:04:00,364 Make a prototype. 91 00:04:00,364 --> 00:04:02,280 You know, spend about half an hour to an hour. 92 00:04:02,280 --> 00:04:05,220 You only spent an hour on these prototype so far, 93 00:04:05,220 --> 00:04:07,437 and a lot of it was figuring out what mechanic 94 00:04:07,437 --> 00:04:08,270 you were working on. 95 00:04:08,270 --> 00:04:09,570 Right? 96 00:04:09,570 --> 00:04:13,470 So try to build something, test it with me 97 00:04:13,470 --> 00:04:15,480 or test it on your teammates. 98 00:04:16,779 --> 00:04:19,320 It would be great if you had a weekend meeting, for instance, 99 00:04:19,320 --> 00:04:22,619 to go into that meeting with as many different prototypes 100 00:04:22,619 --> 00:04:23,660 as you have team members. 101 00:04:23,660 --> 00:04:25,470 You just play each other's prototypes 102 00:04:25,470 --> 00:04:26,860 and have a conversation. 103 00:04:26,860 --> 00:04:29,790 These are all different ways to approach the same problem. 104 00:04:29,790 --> 00:04:33,490 So [INAUDIBLE] basically and make something new. 105 00:04:33,490 --> 00:04:38,760 And then revisit what you've got at a later stage. 106 00:04:38,760 --> 00:04:42,760 So that's some tips for you to do in the following week. 107 00:04:42,760 --> 00:04:46,010 But in the next hour this is what 108 00:04:46,010 --> 00:04:47,790 I'm going to be asking you to do, 109 00:04:47,790 --> 00:04:49,992 and that is to do a play test. 110 00:04:49,992 --> 00:04:52,200 Now, there are many different ways to do a play test. 111 00:04:52,200 --> 00:04:54,510 This is probably what they're going to be doing today. 112 00:04:54,510 --> 00:04:57,180 How many of you have made a game that's really 113 00:04:57,180 --> 00:04:59,220 only for one person right now? 114 00:04:59,220 --> 00:05:01,270 All right, no one's made a multiplayer game. 115 00:05:01,270 --> 00:05:05,050 So you're probably going to do a play versus player test. 116 00:05:05,050 --> 00:05:11,170 That's fine, that's what we asked for in the assignment. 117 00:05:11,170 --> 00:05:14,870 You can do multiplayer tests for cooperative and competitive 118 00:05:14,870 --> 00:05:15,370 games. 119 00:05:15,370 --> 00:05:16,660 You can have [INAUDIBLE] player tests where 120 00:05:16,660 --> 00:05:18,580 everybody gets the same set of rules 121 00:05:18,580 --> 00:05:20,800 or different sets of rules. 122 00:05:20,800 --> 00:05:23,780 So the [INAUDIBLE] symmetric or asymmetric. 123 00:05:23,780 --> 00:05:26,262 The trick with multiplayer play test 124 00:05:26,262 --> 00:05:27,970 is that they tend to be very, very loose. 125 00:05:27,970 --> 00:05:29,950 It's very hard to do, say, a really, really 126 00:05:29,950 --> 00:05:32,490 tightly controlled experiment. 127 00:05:32,490 --> 00:05:34,300 One thing that often happens is that when 128 00:05:34,300 --> 00:05:40,825 you have people playing a game and later on in the semester 129 00:05:40,825 --> 00:05:42,700 you're going to just give them a set of rules 130 00:05:42,700 --> 00:05:44,270 and they're going to have to interpret it. 131 00:05:44,270 --> 00:05:46,103 They might interpret it in a way differently 132 00:05:46,103 --> 00:05:47,620 from how you intended. 133 00:05:47,620 --> 00:05:48,990 They may come up with-- 134 00:05:48,990 --> 00:05:51,092 they may negotiate the rules based on things 135 00:05:51,092 --> 00:05:53,050 that they don't quite understand from the rules 136 00:05:53,050 --> 00:05:55,960 and come up with a solution that wasn't necessarily 137 00:05:55,960 --> 00:05:58,520 what you expected. 138 00:05:58,520 --> 00:06:00,540 Communicate openly. 139 00:06:00,540 --> 00:06:04,750 They'll talk about, like, hey you know is that rule-- 140 00:06:04,750 --> 00:06:06,340 do you really want to move there? 141 00:06:06,340 --> 00:06:06,860 You know? 142 00:06:06,860 --> 00:06:07,735 And things like that. 143 00:06:11,560 --> 00:06:16,220 One thing that you can do is to have the person who is actually 144 00:06:16,220 --> 00:06:18,220 running the playtest, someone from your own team 145 00:06:18,220 --> 00:06:20,160 where you're trying to get information, 146 00:06:20,160 --> 00:06:23,590 you will explain the rules to people at the beginning, 147 00:06:23,590 --> 00:06:24,340 in early playtest. 148 00:06:24,340 --> 00:06:28,550 In later playtests we just hand them rules. 149 00:06:28,550 --> 00:06:30,220 But if they come up with house rules, 150 00:06:30,220 --> 00:06:32,890 if they decide to interpret your rules in a certain way, 151 00:06:32,890 --> 00:06:35,140 I would actually suggest not stopping them right away. 152 00:06:35,140 --> 00:06:36,431 Let them play out a little bet. 153 00:06:36,431 --> 00:06:39,840 Because they're giving you a free iteration of your game 154 00:06:39,840 --> 00:06:41,790 that you may not necessarily have considered, 155 00:06:41,790 --> 00:06:43,960 and may end up working. 156 00:06:43,960 --> 00:06:47,050 It might work out great. 157 00:06:47,050 --> 00:06:48,100 But then you cannot-- 158 00:06:48,100 --> 00:06:49,740 But once they play a little bit of that 159 00:06:49,740 --> 00:06:52,450 and then you get a sense of how that works, take note of that, 160 00:06:52,450 --> 00:06:56,030 make sure that you know how that is supposed to work out. 161 00:06:56,030 --> 00:06:57,330 And then explain the rules. 162 00:06:57,330 --> 00:06:58,086 No, actually. 163 00:06:58,086 --> 00:07:00,460 I'd like you to try playing it with the rules interpreted 164 00:07:00,460 --> 00:07:03,957 this way, which is the way how you actually designed. 165 00:07:03,957 --> 00:07:05,665 And then you can get a second player test 166 00:07:05,665 --> 00:07:06,831 of the same group of people. 167 00:07:10,000 --> 00:07:12,285 Let's see, what else. 168 00:07:12,285 --> 00:07:14,410 This is absolutely necessary for multiplayer games. 169 00:07:14,410 --> 00:07:16,210 You are going to have to do that. 170 00:07:16,210 --> 00:07:17,060 [INAUDIBLE] 171 00:07:17,060 --> 00:07:19,150 If you go to other classes and make prototypes 172 00:07:19,150 --> 00:07:21,310 for digital games on paper, you are 173 00:07:21,310 --> 00:07:24,220 going to need to do this sort of playtest. 174 00:07:24,220 --> 00:07:26,680 So you're going to get some experience doing 175 00:07:26,680 --> 00:07:28,392 that right now. 176 00:07:28,392 --> 00:07:30,850 I do want you to know that there are a couple of other ways 177 00:07:30,850 --> 00:07:32,210 to do playtests. 178 00:07:32,210 --> 00:07:36,247 The Wizard of Oz test where somebody-- 179 00:07:36,247 --> 00:07:38,080 the person that you're inviting to play test 180 00:07:38,080 --> 00:07:40,231 is basically playing with somebody 181 00:07:40,231 --> 00:07:41,980 who's on your design team, and that person 182 00:07:41,980 --> 00:07:43,150 is playing the computer. 183 00:07:43,150 --> 00:07:44,590 This is very good for prototyping 184 00:07:44,590 --> 00:07:47,850 a digital game, especially a single player digital game. 185 00:07:47,850 --> 00:07:49,809 You can be very constrained on what information 186 00:07:49,809 --> 00:07:50,766 you provide the player. 187 00:07:50,766 --> 00:07:52,240 In fact, you don't necessarily even 188 00:07:52,240 --> 00:07:54,290 need to provide a player a full set of rules. 189 00:07:54,290 --> 00:07:56,206 You can just say, this is the computer screen, 190 00:07:56,206 --> 00:07:58,540 your finger is the mouse, or something like that. 191 00:07:58,540 --> 00:08:01,910 Or even giving them a simplified keyboard. 192 00:08:01,910 --> 00:08:04,090 Up, down, left, right or something like that. 193 00:08:04,090 --> 00:08:05,964 That's how you communicate with the computer, 194 00:08:05,964 --> 00:08:08,790 you just push, or you point, you click 195 00:08:08,790 --> 00:08:12,130 by touching on the screen. 196 00:08:12,130 --> 00:08:14,182 The trick is to make sure that the player is-- 197 00:08:14,182 --> 00:08:16,390 that you're not giving clues to the player about what 198 00:08:16,390 --> 00:08:17,431 the computer is thinking. 199 00:08:17,431 --> 00:08:20,050 The computer should be communicating primarily 200 00:08:20,050 --> 00:08:22,150 through the things that a computer will show you. 201 00:08:22,150 --> 00:08:27,670 Either images, sounds, maybe numbers that change. 202 00:08:27,670 --> 00:08:31,090 But the computer doesn't actively explain the rules. 203 00:08:31,090 --> 00:08:33,309 If the game was supposed to explain the rules, 204 00:08:33,309 --> 00:08:36,190 you should have little prototype pieces of paper 205 00:08:36,190 --> 00:08:40,000 that you can hand out in front of the player. 206 00:08:40,000 --> 00:08:42,984 Now say the player is completely confused and you think, 207 00:08:42,984 --> 00:08:45,400 this would be a good time to introduce a [INAUDIBLE] test. 208 00:08:45,400 --> 00:08:47,800 Oh crap, I actually didn't have a [INAUDIBLE] test 209 00:08:47,800 --> 00:08:49,130 prepared ahead of time. 210 00:08:49,130 --> 00:08:51,250 Well, grab a Post-it pad and write it down, 211 00:08:51,250 --> 00:08:52,690 slap it in front of the player. 212 00:08:52,690 --> 00:08:53,690 Now that's [INAUDIBLE]. 213 00:08:56,470 --> 00:08:58,740 So you can be-- 214 00:08:58,740 --> 00:09:03,730 this can be a very, very deep prototype. 215 00:09:03,730 --> 00:09:06,730 You can actually test a lot of different things in a computer 216 00:09:06,730 --> 00:09:09,310 game on paper this way, depending 217 00:09:09,310 --> 00:09:12,160 on how much time you want to go into producing something 218 00:09:12,160 --> 00:09:13,756 to be tested. 219 00:09:13,756 --> 00:09:15,880 You don't to spend too much time because, remember, 220 00:09:15,880 --> 00:09:17,588 prototypes are supposed to be disposable. 221 00:09:17,588 --> 00:09:20,090 They're supposed to be fast and cheap. 222 00:09:20,090 --> 00:09:23,500 So it's a Wizard of Oz because it's like the Wizard of Oz. 223 00:09:23,500 --> 00:09:25,600 It's somebody behind the scenes, manipulating 224 00:09:25,600 --> 00:09:27,500 what you're seeing. 225 00:09:27,500 --> 00:09:30,170 But there's no actual computer there, it's just you. 226 00:09:30,170 --> 00:09:32,350 You have to be very, very constrained 227 00:09:32,350 --> 00:09:34,780 yourself when you're running a test like this. 228 00:09:38,464 --> 00:09:41,590 You don't want to deviate from the algorithm 229 00:09:41,590 --> 00:09:46,010 that you set up for your computer, if at all possible. 230 00:09:46,010 --> 00:09:47,840 So if you've got some tough AI character, 231 00:09:47,840 --> 00:09:49,673 you shouldn't be making human-like decisions 232 00:09:49,673 --> 00:09:50,425 for that AI. 233 00:09:50,425 --> 00:09:54,147 You should come up with a bunch of rules for that. 234 00:09:54,147 --> 00:09:56,230 This is another kind of prototype that you can do. 235 00:09:56,230 --> 00:09:58,810 Not for today's exercise, but later on in the semester. 236 00:09:58,810 --> 00:10:00,960 If you decide to do a live action game 237 00:10:00,960 --> 00:10:03,370 or if your games really about just a person 238 00:10:03,370 --> 00:10:05,510 walking around in a space, even if it's going to be 239 00:10:05,510 --> 00:10:07,630 like a top down board game. 240 00:10:07,630 --> 00:10:09,490 You could just do a live action game 241 00:10:09,490 --> 00:10:11,281 where you just have people actually walking 242 00:10:11,281 --> 00:10:14,300 around a real space. 243 00:10:14,300 --> 00:10:16,850 You explain the rules to everybody who's involved. 244 00:10:16,850 --> 00:10:18,520 Maybe your game's for five people 245 00:10:18,520 --> 00:10:22,030 and you explain the rules to all five people before the game, 246 00:10:22,030 --> 00:10:23,350 and then you let them go. 247 00:10:23,350 --> 00:10:25,890 The problem, of course, is that they're all 248 00:10:25,890 --> 00:10:27,940 going to interpret those rules their own way. 249 00:10:27,940 --> 00:10:29,860 And because they may be physically separated, 250 00:10:29,860 --> 00:10:32,250 they may not be negotiating with each other 251 00:10:32,250 --> 00:10:34,270 and as a result may be not even playing 252 00:10:34,270 --> 00:10:35,710 with the same set of rules. 253 00:10:35,710 --> 00:10:38,950 That's also a problem. 254 00:10:38,950 --> 00:10:41,647 It's difficult to monitor what's happening with a lot of people 255 00:10:41,647 --> 00:10:43,730 walking around a space and doing their own things, 256 00:10:43,730 --> 00:10:46,190 like individual agents. 257 00:10:46,190 --> 00:10:49,784 But it's really, really fast to prototype because you may not 258 00:10:49,784 --> 00:10:50,950 even need to write anything. 259 00:10:50,950 --> 00:10:52,810 You may not even need to produce any sheets of paper, 260 00:10:52,810 --> 00:10:54,685 you just tell people here's a bunch of rules. 261 00:10:54,685 --> 00:10:57,220 It's like setting up a schoolyard game. 262 00:10:57,220 --> 00:10:59,740 And so if your games about, here's 263 00:10:59,740 --> 00:11:01,940 a character moving around a space 264 00:11:01,940 --> 00:11:03,940 or if you're [INAUDIBLE] trying to actually make 265 00:11:03,940 --> 00:11:07,622 a live action then this is something that you can also do. 266 00:11:07,622 --> 00:11:09,580 This is just as valid a prototype that anything 267 00:11:09,580 --> 00:11:13,960 that you're doing with paper and cardboard. 268 00:11:13,960 --> 00:11:17,250 So here are the rules. 269 00:11:17,250 --> 00:11:19,646 There's going to be people who are going to play. 270 00:11:19,646 --> 00:11:20,770 I think we have five teams. 271 00:11:20,770 --> 00:11:22,420 One, two, three, four, five. 272 00:11:22,420 --> 00:11:24,370 Right? 273 00:11:24,370 --> 00:11:26,890 So that's a little tricky. 274 00:11:26,890 --> 00:11:31,439 How many of you have two player games? 275 00:11:31,439 --> 00:11:32,730 AUDIENCE: Ours has two to four. 276 00:11:32,730 --> 00:11:34,240 PROFESSOR: Two to four. 277 00:11:34,240 --> 00:11:36,310 How many of you have three player games? 278 00:11:36,310 --> 00:11:40,191 One, two-- three to four. 279 00:11:40,191 --> 00:11:41,335 [INAUDIBLE] four. 280 00:11:41,335 --> 00:11:42,801 And how many players? 281 00:11:42,801 --> 00:11:43,300 Four. 282 00:11:43,300 --> 00:11:45,490 Yours is a four player game. 283 00:11:45,490 --> 00:11:48,085 OK. 284 00:11:48,085 --> 00:11:49,900 So there's three, three. 285 00:11:49,900 --> 00:11:51,858 Yours is three to four. 286 00:11:51,858 --> 00:11:54,991 AUDIENCE: [INAUDIBLE] 287 00:11:54,991 --> 00:11:55,990 PROFESSOR: Oh, actually. 288 00:11:55,990 --> 00:11:56,781 That's a good idea. 289 00:11:56,781 --> 00:11:57,610 OK, all right. 290 00:11:57,610 --> 00:12:02,170 So we're going to grab one more MIT Game Lab staff member 291 00:12:02,170 --> 00:12:06,400 to come in and will help test whatever team is not 292 00:12:06,400 --> 00:12:08,540 getting a chance-- 293 00:12:08,540 --> 00:12:11,110 that doesn't have a team available to test. 294 00:12:11,110 --> 00:12:12,820 We'll probably jump in on this game. 295 00:12:12,820 --> 00:12:16,590 So can I just check the two teams on my right. 296 00:12:16,590 --> 00:12:18,407 You're both three person games? 297 00:12:18,407 --> 00:12:19,990 All right, you test each others games. 298 00:12:19,990 --> 00:12:24,242 And then this group here, the two to four player games 299 00:12:24,242 --> 00:12:25,450 will test each other's games. 300 00:12:25,450 --> 00:12:27,790 OK? 301 00:12:27,790 --> 00:12:29,924 So you're going to test one game. 302 00:12:29,924 --> 00:12:33,130 [SIDE CONVERSATION] 303 00:12:37,960 --> 00:12:39,020 So, to clarify. 304 00:12:39,020 --> 00:12:41,249 You're going to test one game, and they 305 00:12:41,249 --> 00:12:43,540 are going to shift over and test the other teams games. 306 00:12:43,540 --> 00:12:45,992 We're not going to do it simultaneously. 307 00:12:45,992 --> 00:12:46,492 OK? 308 00:12:46,492 --> 00:12:48,460 People, I'm not done yet. 309 00:12:48,460 --> 00:12:49,820 I'm not done yet. 310 00:12:49,820 --> 00:12:50,320 OK. 311 00:12:50,320 --> 00:12:53,620 So we're not going to test games simultaneously. 312 00:12:53,620 --> 00:12:56,512 You're going to actually-- 313 00:12:56,512 --> 00:12:59,710 we're going to test one team's game at a time. 314 00:12:59,710 --> 00:13:02,520 So, say, the two groups on my left. 315 00:13:02,520 --> 00:13:06,111 If you are testing your four player games, 316 00:13:06,111 --> 00:13:08,360 we're going to play one groups four player game first. 317 00:13:08,360 --> 00:13:11,530 Then everyone's going to move over and play the other game. 318 00:13:11,530 --> 00:13:14,830 And the reason for that is because the team 319 00:13:14,830 --> 00:13:17,350 that designed the game, even though they're not playing 320 00:13:17,350 --> 00:13:20,020 the game, has a job to do. 321 00:13:20,020 --> 00:13:22,824 Someone's got to be the facilitator, sometimes. 322 00:13:22,824 --> 00:13:24,240 In a Wizard of Oz test that person 323 00:13:24,240 --> 00:13:26,450 is often also the computer. 324 00:13:26,450 --> 00:13:30,610 and that person's got the job of explaining the rules, right? 325 00:13:30,610 --> 00:13:32,989 Everyone else has got to be an observer. 326 00:13:32,989 --> 00:13:34,530 You should have a notepad, you should 327 00:13:34,530 --> 00:13:36,500 have something that allows you to take down notes really, 328 00:13:36,500 --> 00:13:36,999 really fast. 329 00:13:36,999 --> 00:13:39,340 You should be like writing down everything you can 330 00:13:39,340 --> 00:13:41,010 about what you're observing. 331 00:13:41,010 --> 00:13:45,609 In particular, keep an eye on the faces of the people 332 00:13:45,609 --> 00:13:46,650 who are playing the game. 333 00:13:46,650 --> 00:13:49,930 It's too easy to just get mired and try to record everything 334 00:13:49,930 --> 00:13:50,710 about game state. 335 00:13:50,710 --> 00:13:52,860 It's more interesting to-- 336 00:13:52,860 --> 00:13:55,570 it's more important to also pay attention 337 00:13:55,570 --> 00:13:58,126 to whether they're engaged or whether they get confused, 338 00:13:58,126 --> 00:13:59,500 whether they're being frustrated, 339 00:13:59,500 --> 00:14:04,990 or whether a particular game interaction-- 340 00:14:04,990 --> 00:14:06,220 what's interesting to them. 341 00:14:06,220 --> 00:14:08,810 You can tell a lot just by looking at someone's face. 342 00:14:08,810 --> 00:14:11,770 So, the observers and the facilitator, 343 00:14:11,770 --> 00:14:15,190 once you're done explaining the rules really 344 00:14:15,190 --> 00:14:17,800 shouldn't be talking all that much. 345 00:14:17,800 --> 00:14:20,380 In fact, once you get onto the later stages of prototyping, 346 00:14:20,380 --> 00:14:22,921 when you have written rules, you shouldn't be talking at all. 347 00:14:22,921 --> 00:14:24,820 You should be leaving it to the players 348 00:14:24,820 --> 00:14:28,481 to actually figure out the rules on their own. 349 00:14:28,481 --> 00:14:29,980 And the reason for that is you don't 350 00:14:29,980 --> 00:14:31,630 want to bias your results. 351 00:14:31,630 --> 00:14:34,970 You don't want to accidentally suggest good strategies, 352 00:14:34,970 --> 00:14:35,597 for instance. 353 00:14:35,597 --> 00:14:37,930 Saying that no, you really want to be moving this first. 354 00:14:37,930 --> 00:14:40,990 Well, maybe you should make that a rule instead of making it a 355 00:14:40,990 --> 00:14:42,880 suggested strategy. 356 00:14:42,880 --> 00:14:44,900 So take that out-- 357 00:14:44,900 --> 00:14:48,160 One's taking notes, practice being as quiet as possible. 358 00:14:48,160 --> 00:14:52,690 This is a small room, it's very resonant. 359 00:14:52,690 --> 00:14:54,250 It gets pretty loud. 360 00:14:54,250 --> 00:14:57,085 You can have a discussion after class is over 361 00:14:57,085 --> 00:15:01,600 or after the two play tests are over about what you recorded 362 00:15:01,600 --> 00:15:03,100 and we can discuss what you're going 363 00:15:03,100 --> 00:15:05,230 to do with that information. 364 00:15:05,230 --> 00:15:06,460 OK? 365 00:15:06,460 --> 00:15:10,560 So I think the three of us will be playing this game. 366 00:15:10,560 --> 00:15:14,860 And you'll need to explain to us the rules and take down notes. 367 00:15:14,860 --> 00:15:15,760 All right? 368 00:15:15,760 --> 00:15:17,488 If you need note taking material, 369 00:15:17,488 --> 00:15:18,982 there's plenty of pads. 370 00:15:18,982 --> 00:15:23,720 [SIDE CONVERSATION]