1 00:00:04,277 --> 00:00:06,110 RICHARD EBERHARDT: My name's Rick Eberhardt. 2 00:00:06,110 --> 00:00:08,370 I'm the studio manager for the MIT Game Lab. 3 00:00:08,370 --> 00:00:13,160 I've been with the lab since 2007, 2006, 4 00:00:13,160 --> 00:00:17,020 so since we formed a long, long time ago. 5 00:00:17,020 --> 00:00:20,020 Before I worked at the lab, most of my background 6 00:00:20,020 --> 00:00:22,440 has been doing information technology 7 00:00:22,440 --> 00:00:28,370 for academics, institutes, so colleges and universities. 8 00:00:28,370 --> 00:00:30,860 I always had an interest in games. 9 00:00:30,860 --> 00:00:35,590 I actually had a cultural studies degree in college 10 00:00:35,590 --> 00:00:36,310 for my undergrad. 11 00:00:36,310 --> 00:00:40,270 So coming to the lab, working at the lab for that first year 12 00:00:40,270 --> 00:00:41,943 as a system administrator really opened 13 00:00:41,943 --> 00:00:44,420 my eyes to all the different things games can do 14 00:00:44,420 --> 00:00:47,540 and the different potentials games have, but also made me 15 00:00:47,540 --> 00:00:49,920 realize I can actually start making these kinds of things 16 00:00:49,920 --> 00:00:52,320 on my own too. 17 00:00:52,320 --> 00:00:54,850 So since I've started working at the lab, 18 00:00:54,850 --> 00:00:57,720 I've taken on more duties related 19 00:00:57,720 --> 00:01:00,950 to project management, things I'd already 20 00:01:00,950 --> 00:01:06,380 done a lot in IT-- managing people managing projects. 21 00:01:06,380 --> 00:01:10,941 I teach this Creating Video Games course, 22 00:01:10,941 --> 00:01:12,440 and for the most part in the course, 23 00:01:12,440 --> 00:01:15,100 I'm interested in teaching the product management techniques, 24 00:01:15,100 --> 00:01:18,070 but also the soft skills and the social skills. 25 00:01:18,070 --> 00:01:19,230 I'm an introvert. 26 00:01:19,230 --> 00:01:22,240 I have a really hard time having conversations with people. 27 00:01:22,240 --> 00:01:26,760 And I've had to, in my years in my profession, 28 00:01:26,760 --> 00:01:31,220 figure out ways to not let that be a restriction, 29 00:01:31,220 --> 00:01:33,040 and actually use that to my advantage 30 00:01:33,040 --> 00:01:35,340 when I'm talking with teams. 31 00:01:35,340 --> 00:01:38,070 And I find it really successful, actually, in game development. 32 00:01:38,070 --> 00:01:40,380 I don't know if it could be successful elsewhere, 33 00:01:40,380 --> 00:01:42,300 but there's a lot of other like-minded people like me 34 00:01:42,300 --> 00:01:43,133 in game development. 35 00:01:43,133 --> 00:01:46,550 So it's good to have, for me, to be 36 00:01:46,550 --> 00:01:51,550 able to use those skills in that setting. 37 00:01:51,550 --> 00:01:53,300 The other advantage I have at the Game Lab 38 00:01:53,300 --> 00:01:55,570 is I get to do research. 39 00:01:55,570 --> 00:01:57,820 I get to help with research on various different types 40 00:01:57,820 --> 00:01:58,570 of projects. 41 00:01:58,570 --> 00:02:02,780 So my personal research interests 42 00:02:02,780 --> 00:02:06,060 tend to be towards closer to what 43 00:02:06,060 --> 00:02:08,500 this class is talking about-- this meaningful decision 44 00:02:08,500 --> 00:02:09,580 making. 45 00:02:09,580 --> 00:02:12,840 I've done some research in using board games 46 00:02:12,840 --> 00:02:16,450 to teach decision making, in particular, like economic 47 00:02:16,450 --> 00:02:19,890 concepts, like opportunity cost. 48 00:02:19,890 --> 00:02:23,280 I'm interested in social experiences in games, 49 00:02:23,280 --> 00:02:25,840 and cooperative gameplay. 50 00:02:25,840 --> 00:02:28,120 Past games I've worked on have been about all sorts 51 00:02:28,120 --> 00:02:28,953 of different things. 52 00:02:28,953 --> 00:02:34,280 So anything from tools to help game developers make 53 00:02:34,280 --> 00:02:37,440 3D characters animate faster-- basically 54 00:02:37,440 --> 00:02:39,670 to speed up the workflow process-- 55 00:02:39,670 --> 00:02:41,510 to games about depression and games 56 00:02:41,510 --> 00:02:43,625 about other serious topics. 57 00:02:43,625 --> 00:02:45,250 I really like working with researchers. 58 00:02:45,250 --> 00:02:47,458 I like working with clients, and I like making games. 59 00:02:50,644 --> 00:02:51,560 What am I playing now? 60 00:02:51,560 --> 00:02:57,120 So I am playing this game called Gridland, 61 00:02:57,120 --> 00:03:00,380 made by the same developer who made a previous game called 62 00:03:00,380 --> 00:03:02,420 A Dark Room. 63 00:03:02,420 --> 00:03:04,336 It's kind of difficult to describe. 64 00:03:04,336 --> 00:03:05,710 It's basically a match-three game 65 00:03:05,710 --> 00:03:09,040 where you're like Bejeweled, you're matching gems. 66 00:03:09,040 --> 00:03:12,186 But there is a small supply chain mechanic 67 00:03:12,186 --> 00:03:13,310 going on in the background. 68 00:03:13,310 --> 00:03:17,760 Where as I have the gems combined, 69 00:03:17,760 --> 00:03:20,610 I can upgrade my weapons, and I can upgrade my armor. 70 00:03:20,610 --> 00:03:22,610 And then when night comes-- so I'm matching gems 71 00:03:22,610 --> 00:03:25,120 in the daytime to upgrade things-- and when night comes, 72 00:03:25,120 --> 00:03:29,110 I'm matching gems to summon enemies and to kill enemies. 73 00:03:29,110 --> 00:03:34,390 So this Gridland game has a daytime and a nighttime view 74 00:03:34,390 --> 00:03:34,899 of the game. 75 00:03:34,899 --> 00:03:36,690 And what I find really interesting about it 76 00:03:36,690 --> 00:03:39,054 is that all my decisions I make in the day 77 00:03:39,054 --> 00:03:40,720 are going to have some kind of influence 78 00:03:40,720 --> 00:03:42,420 in my nighttime decisions. 79 00:03:42,420 --> 00:03:44,720 So as I make my daytime experience easier, 80 00:03:44,720 --> 00:03:46,845 I'm actually making my nighttime experience harder. 81 00:03:46,845 --> 00:03:49,230 So it's just a really interesting little challenge 82 00:03:49,230 --> 00:03:51,250 that the designers put for me to try to solve. 83 00:03:54,477 --> 00:03:58,270 So outside of the class, the kinds of games I'm making 84 00:03:58,270 --> 00:04:01,850 are non-digital prototypes, so card games, 85 00:04:01,850 --> 00:04:05,160 in particular, that are experimenting 86 00:04:05,160 --> 00:04:10,470 with things like a tech tree and a 4X-style game. 87 00:04:10,470 --> 00:04:13,040 So if you've played a game like Civilization, 88 00:04:13,040 --> 00:04:16,860 or StarCraft even, they'll have these tech expansion trees. 89 00:04:16,860 --> 00:04:20,240 So I'm playing around with designing a game that's 90 00:04:20,240 --> 00:04:22,630 largely just the tech tree. 91 00:04:22,630 --> 00:04:26,140 I'm doing that with a coworker here, Drew. 92 00:04:26,140 --> 00:04:30,350 I've also got a game I've been working on, 93 00:04:30,350 --> 00:04:32,450 off and on for the past couple years, 94 00:04:32,450 --> 00:04:35,720 about managing cities-- about three players trying 95 00:04:35,720 --> 00:04:36,840 to manage a city. 96 00:04:36,840 --> 00:04:37,930 They're counsel people. 97 00:04:37,930 --> 00:04:40,924 I'm trying to convince the mayor about what decisions the mayor 98 00:04:40,924 --> 00:04:43,340 should make for the city, but, unfortunately, the mayor is 99 00:04:43,340 --> 00:04:45,460 just the role of a six-sided die. 100 00:04:45,460 --> 00:04:47,790 So you can try to convince him or her 101 00:04:47,790 --> 00:04:49,290 what you want, but it really doesn't 102 00:04:49,290 --> 00:04:52,544 matter because the mayor's got its own agenda. 103 00:04:52,544 --> 00:04:54,960 So then you're trying to solve the problems with the city, 104 00:04:54,960 --> 00:04:57,480 while also trying to solve your own personal-- trying 105 00:04:57,480 --> 00:05:00,550 to basically get political gain while solving the city's 106 00:05:00,550 --> 00:05:01,050 problems. 107 00:05:04,400 --> 00:05:06,960 There's a lot of different co-op experiences out there-- 108 00:05:06,960 --> 00:05:11,030 from anything from over the table like cooperative board 109 00:05:11,030 --> 00:05:14,415 games to couch style co-op in front of the TV. 110 00:05:19,590 --> 00:05:22,510 I'm trying to think my favorite co-op experience is definitely 111 00:05:22,510 --> 00:05:24,402 not Pandemic, which I think we're 112 00:05:24,402 --> 00:05:25,610 talking about in class today. 113 00:05:28,268 --> 00:05:31,660 I have a hard time deciding what my favorite co-op experience is 114 00:05:31,660 --> 00:05:34,480 because so often, one of the challenges of co-op games 115 00:05:34,480 --> 00:05:36,810 is somebody takes control, and somebody 116 00:05:36,810 --> 00:05:40,590 says what the whole everybody on the team is going to do. 117 00:05:40,590 --> 00:05:43,060 And unfortunately, I'm one of those people. 118 00:05:43,060 --> 00:05:47,010 If I know the game, I'll start being bossy and I'll take over. 119 00:05:47,010 --> 00:05:49,610 And what I'd love to see more co-op games 120 00:05:49,610 --> 00:05:53,080 do is put in mechanics to prevent me from being a jerk. 121 00:05:53,080 --> 00:05:56,775 Or enable other people to override my jerkiness somehow. 122 00:06:00,890 --> 00:06:03,390 So the thing I look forward to most in this class every year 123 00:06:03,390 --> 00:06:05,890 is the playtest sessions, especially when 124 00:06:05,890 --> 00:06:09,110 it's the first time the team has brought the game into the class 125 00:06:09,110 --> 00:06:12,900 and they're putting it in front of new users, which we only 126 00:06:12,900 --> 00:06:15,650 have a couple opportunities for each project for that 127 00:06:15,650 --> 00:06:16,480 to happen in class. 128 00:06:16,480 --> 00:06:18,539 After that everyone in the classroom 129 00:06:18,539 --> 00:06:19,913 has seen the game before, so they 130 00:06:19,913 --> 00:06:21,725 are not giving the same kind of feedback. 131 00:06:21,725 --> 00:06:24,100 And what I really like about it is when the games come in 132 00:06:24,100 --> 00:06:26,200 and they just don't work. 133 00:06:26,200 --> 00:06:28,190 They're broken horribly. 134 00:06:28,190 --> 00:06:29,990 Not when it's the technical problems-- 135 00:06:29,990 --> 00:06:32,465 not when it's the code crashing or it's the broken build. 136 00:06:32,465 --> 00:06:34,590 That's actually really sad, and I hate to see that. 137 00:06:34,590 --> 00:06:36,324 But when it's a design issue, when 138 00:06:36,324 --> 00:06:38,240 they thought it was going to do this one thing 139 00:06:38,240 --> 00:06:39,906 and see the game doing this other thing, 140 00:06:39,906 --> 00:06:42,470 or they see the players doing this other thing, 141 00:06:42,470 --> 00:06:46,710 it's at that point that the students understand that OK, 142 00:06:46,710 --> 00:06:48,550 people do people things. 143 00:06:48,550 --> 00:06:49,840 Humans are human, right? 144 00:06:49,840 --> 00:06:51,530 You can't always predict everything 145 00:06:51,530 --> 00:06:52,719 that they're going to do. 146 00:06:52,719 --> 00:06:54,510 But also that the systems that they created 147 00:06:54,510 --> 00:06:56,070 are actually incredibly complex. 148 00:06:56,070 --> 00:06:58,870 So the things that they need to do to fix the systems 149 00:06:58,870 --> 00:07:01,647 are going to be reducing mechanics, removing things 150 00:07:01,647 --> 00:07:03,730 from the game, making it a little bit more simple, 151 00:07:03,730 --> 00:07:05,563 so that they can predict a little bit better 152 00:07:05,563 --> 00:07:06,689 about what's going on. 153 00:07:06,689 --> 00:07:08,105 But then on the flip side of that, 154 00:07:08,105 --> 00:07:09,521 though, there's sometimes when you 155 00:07:09,521 --> 00:07:11,576 see something happen in the game, 156 00:07:11,576 --> 00:07:13,200 and you just get this emergent gameplay 157 00:07:13,200 --> 00:07:15,720 that is better than what they were going for. 158 00:07:15,720 --> 00:07:17,330 They didn't realize they wanted it. 159 00:07:17,330 --> 00:07:18,788 When they see it in action, they're 160 00:07:18,788 --> 00:07:20,660 like, oh, this is actually really great. 161 00:07:20,660 --> 00:07:23,620 What can we do when we're finishing this game 162 00:07:23,620 --> 00:07:26,229 to really capitalize on this mechanic or this system 163 00:07:26,229 --> 00:07:28,020 that we just didn't even realize was there? 164 00:07:31,550 --> 00:07:33,840 I really like systems. 165 00:07:33,840 --> 00:07:37,150 Outside of the class, I think this 166 00:07:37,150 --> 00:07:39,660 might be the thing that I actually, 167 00:07:39,660 --> 00:07:41,190 I always had in some capacity. 168 00:07:41,190 --> 00:07:44,300 But really coming to MIT, working at MIT, 169 00:07:44,300 --> 00:07:46,430 it's much more part of my life is 170 00:07:46,430 --> 00:07:50,770 seeing the systems that surround us and the systems of history. 171 00:07:50,770 --> 00:07:53,050 I've always had an interest in history, 172 00:07:53,050 --> 00:07:55,310 and a little bit of interest in anthropology. 173 00:07:55,310 --> 00:08:01,510 But reading Charles Mann's books about 1491 and 1493, 174 00:08:01,510 --> 00:08:03,490 what happened during the Colombian Exchange, 175 00:08:03,490 --> 00:08:06,730 when all of these different ideas 176 00:08:06,730 --> 00:08:10,650 and products and agricultural things 177 00:08:10,650 --> 00:08:12,910 swapped places from East to West, 178 00:08:12,910 --> 00:08:16,616 from China to the Americas to Europe. 179 00:08:16,616 --> 00:08:18,490 There's just some really interesting systems. 180 00:08:18,490 --> 00:08:20,400 And a lot of the problems we're facing today 181 00:08:20,400 --> 00:08:26,220 are the direct result of that big expansion 182 00:08:26,220 --> 00:08:29,630 of ideas and trading of ideas. 183 00:08:29,630 --> 00:08:32,357 So I've always been interested in those kind of things. 184 00:08:32,357 --> 00:08:33,440 And I'm watching The Wire. 185 00:08:33,440 --> 00:08:34,760 I really like The Wire. 186 00:08:34,760 --> 00:08:38,120 And just seeing the systems that are involved in city planning, 187 00:08:38,120 --> 00:08:45,650 in police work, in education, in all these civic institutions 188 00:08:45,650 --> 00:08:48,080 that we just take for granted every day. 189 00:08:48,080 --> 00:08:50,610 Yes, The Wire is a very critical and a very pessimistic 190 00:08:50,610 --> 00:08:51,420 view of it. 191 00:08:51,420 --> 00:08:56,780 But it is a great expression of just how all of these problems 192 00:08:56,780 --> 00:08:57,430 are connected. 193 00:08:57,430 --> 00:08:59,680 And some of the problems that we are facing right now, 194 00:08:59,680 --> 00:09:02,960 it's just we can't see the connections. 195 00:09:02,960 --> 00:09:07,622 And I hope that, at least with games, with playing games, 196 00:09:07,622 --> 00:09:09,580 with making games, people can better understand 197 00:09:09,580 --> 00:09:13,910 how those systems work. 198 00:09:13,910 --> 00:09:19,390 For the future of games, games as expressions of systems, 199 00:09:19,390 --> 00:09:24,990 games as ways of exploring the world around us. 200 00:09:24,990 --> 00:09:27,620 We've always-- 1,000 of years ago, 201 00:09:27,620 --> 00:09:30,160 we used games as ways to communicate with each other, 202 00:09:30,160 --> 00:09:33,600 to have rituals with each other to better connect 203 00:09:33,600 --> 00:09:34,379 with each other. 204 00:09:34,379 --> 00:09:36,670 And I think we can do that with just games in general-- 205 00:09:36,670 --> 00:09:38,128 not just video games, but all sorts 206 00:09:38,128 --> 00:09:40,590 of different kinds of games. 207 00:09:40,590 --> 00:09:45,470 So seeing that come back to both what people 208 00:09:45,470 --> 00:09:48,267 are talking about when they talk about games in mainstream. 209 00:09:48,267 --> 00:09:50,225 Other than just this thing that's done for fun, 210 00:09:50,225 --> 00:09:51,724 it's actually this thing that's very 211 00:09:51,724 --> 00:09:53,470 important to human daily life. 212 00:09:53,470 --> 00:09:55,070 And we've been doing it for years. 213 00:09:55,070 --> 00:09:56,480 It's just it looks different now, 214 00:09:56,480 --> 00:09:59,720 but it's still based on a lot of the same things.