1 00:00:05,120 --> 00:00:06,650 PROFESSOR: I'm Sara Verilli. 2 00:00:06,650 --> 00:00:10,060 I'm the development director at the MIT Game Lab. 3 00:00:10,060 --> 00:00:14,100 I came to the Game Lab from the game industry, 4 00:00:14,100 --> 00:00:18,530 where I've worked as a producer and a game designer and a QA 5 00:00:18,530 --> 00:00:19,670 person. 6 00:00:19,670 --> 00:00:24,970 I've done an awful lot of jobs and seats. 7 00:00:24,970 --> 00:00:30,385 I've worked on Thief, Thief 1 and 2, Flight Ultimate. 8 00:00:30,385 --> 00:00:31,510 I started at Looking Glass. 9 00:00:31,510 --> 00:00:33,634 And that's actually where most of my work was done. 10 00:00:33,634 --> 00:00:36,020 I then worked at Irrational for a while. 11 00:00:36,020 --> 00:00:38,362 And that's when I moved to the Game Lab. 12 00:00:38,362 --> 00:00:42,190 I came on to be a specialist in production, production 13 00:00:42,190 --> 00:00:46,580 management, and QA testing. 14 00:00:46,580 --> 00:00:50,674 And those remain the areas that I teach in the course, 15 00:00:50,674 --> 00:00:51,215 specifically. 16 00:00:53,900 --> 00:00:55,980 We all do a little bit of everything. 17 00:00:55,980 --> 00:01:01,870 But I lead the lectures on agile and organizing your team 18 00:01:01,870 --> 00:01:03,300 and keeping it running. 19 00:01:03,300 --> 00:01:06,037 And I also do a lot of the testing lectures and focus 20 00:01:06,037 --> 00:01:06,745 testing lectures. 21 00:01:11,140 --> 00:01:12,290 What am I playing now? 22 00:01:12,290 --> 00:01:14,950 Right now I am not playing, but I'm hoping to play soon, 23 00:01:14,950 --> 00:01:17,050 is the newest release of Minecraft, 24 00:01:17,050 --> 00:01:20,330 which has bunnies in it, which both I and my daughters 25 00:01:20,330 --> 00:01:21,290 are very excited about. 26 00:01:21,290 --> 00:01:23,240 So I am hoping that tonight I will 27 00:01:23,240 --> 00:01:25,690 be able to actually go home and arrange for a play 28 00:01:25,690 --> 00:01:28,760 session of Minecraft with them. 29 00:01:28,760 --> 00:01:32,080 I'm also playing a fair bit of Sentinels of the Multiverse. 30 00:01:32,080 --> 00:01:35,300 And most recently, we've been tackling the Pathfinders card 31 00:01:35,300 --> 00:01:37,830 game, which is almost a way to play 32 00:01:37,830 --> 00:01:39,310 an RPG in a short amount of time, 33 00:01:39,310 --> 00:01:42,140 except that takes almost as long as a full session of playing 34 00:01:42,140 --> 00:01:44,049 a sit-down RPG so far. 35 00:01:44,049 --> 00:01:45,340 We'll see if we can get faster. 36 00:01:50,170 --> 00:01:53,150 Right now, I'm not actually working on any games. 37 00:01:53,150 --> 00:01:56,029 I was working on a climate change game. 38 00:01:56,029 --> 00:01:57,570 I'm moving away from that, and trying 39 00:01:57,570 --> 00:02:00,550 to think about what is a more interesting problem 40 00:02:00,550 --> 00:02:07,280 to work on, in the area of not just teaching game design, 41 00:02:07,280 --> 00:02:09,620 but using game design, using people 42 00:02:09,620 --> 00:02:11,990 learning game design to learn other subjects, as well. 43 00:02:11,990 --> 00:02:13,850 So you can tie two things together. 44 00:02:13,850 --> 00:02:16,380 And I'm playing around with how do you teach that? 45 00:02:16,380 --> 00:02:18,092 How do you structure a course that 46 00:02:18,092 --> 00:02:19,300 would do something like that? 47 00:02:22,970 --> 00:02:27,117 I'm actually really excited to having a specific design 48 00:02:27,117 --> 00:02:29,200 question that we're asking the kids, the students, 49 00:02:29,200 --> 00:02:31,950 to look more deeply into, into making decisions 50 00:02:31,950 --> 00:02:34,580 for the player, and making meaningful decisions. 51 00:02:34,580 --> 00:02:38,010 Because that's a part of games that the simpler your game is, 52 00:02:38,010 --> 00:02:40,550 the harder it is to invite your player 53 00:02:40,550 --> 00:02:42,950 to make meaningful decisions, and to set up situations 54 00:02:42,950 --> 00:02:44,497 where they are making those. 55 00:02:44,497 --> 00:02:46,080 But that tends to be the part of games 56 00:02:46,080 --> 00:02:48,413 that I, at least, find the most interesting-- the places 57 00:02:48,413 --> 00:02:50,270 where I'm making choices, and I can 58 00:02:50,270 --> 00:02:52,560 see how my choices have completely sunk my ship 59 00:02:52,560 --> 00:02:54,890 or enabled me to win the game. 60 00:02:54,890 --> 00:02:58,330 I like knowing that I, I have control of my destiny. 61 00:02:58,330 --> 00:03:00,260 And so getting the students to get 62 00:03:00,260 --> 00:03:03,380 to explore that aspect of games better and more deeper, 63 00:03:03,380 --> 00:03:04,380 I think, is really nice. 64 00:03:08,590 --> 00:03:12,980 I'm currently also working on creating a game with the Step 65 00:03:12,980 --> 00:03:17,170 Lab Introduction to Game Design on MIT EdX. 66 00:03:17,170 --> 00:03:21,620 I think it's 11.126x, is the number, I believe. 67 00:03:21,620 --> 00:03:24,500 I've spend so much time making the course, 68 00:03:24,500 --> 00:03:27,730 I have not been looking into all the administrivia tack 69 00:03:27,730 --> 00:03:28,430 to do it. 70 00:03:28,430 --> 00:03:32,280 But working on that, trying to condense a game course into six 71 00:03:32,280 --> 00:03:34,524 weeks, has been really hard, and has 72 00:03:34,524 --> 00:03:36,190 made me really stop and think about what 73 00:03:36,190 --> 00:03:38,270 is the actual important things in game design? 74 00:03:42,990 --> 00:03:45,940 I would like games to go-- well, they've 75 00:03:45,940 --> 00:03:48,820 already gone some of the places I want them to go. 76 00:03:48,820 --> 00:03:51,520 Games that are looking at more social-- integrating more 77 00:03:51,520 --> 00:03:53,110 social experiences. 78 00:03:53,110 --> 00:03:56,360 Games that aren't just-- board games where you're not 79 00:03:56,360 --> 00:03:58,030 just me playing against everyone else, 80 00:03:58,030 --> 00:03:59,696 but you're playing as a team, and you're 81 00:03:59,696 --> 00:04:01,650 playing cooperatively. 82 00:04:01,650 --> 00:04:03,514 And video games are also doing that. 83 00:04:03,514 --> 00:04:04,930 They've been doing that for years, 84 00:04:04,930 --> 00:04:09,120 in the massive multiplayer games, and things like that. 85 00:04:09,120 --> 00:04:13,720 But seeing video games go more for how do we work together? 86 00:04:13,720 --> 00:04:16,290 How do we make this a more social experience? 87 00:04:16,290 --> 00:04:18,816 And what I really love to see is games 88 00:04:18,816 --> 00:04:20,399 getting to the point where players get 89 00:04:20,399 --> 00:04:22,640 to affect the games back, especially 90 00:04:22,640 --> 00:04:26,310 in the RPG space, where if I'm a big enough player, and I 91 00:04:26,310 --> 00:04:28,870 can now defeat everything in the game trivially, 92 00:04:28,870 --> 00:04:31,020 can I go in and change the game to make it more 93 00:04:31,020 --> 00:04:32,420 interesting for other players? 94 00:04:32,420 --> 00:04:33,420 Can I take some of that? 95 00:04:33,420 --> 00:04:35,380 And then, that actually goes all the way back-- 96 00:04:35,380 --> 00:04:37,660 that was already being done back in MUDs, right? 97 00:04:37,660 --> 00:04:40,200 This not actually a new concept. 98 00:04:40,200 --> 00:04:41,870 It's just that production quality 99 00:04:41,870 --> 00:04:44,650 has gotten so high that you can't do that anymore. 100 00:04:44,650 --> 00:04:46,730 Well, with all the tools coming online, 101 00:04:46,730 --> 00:04:50,020 can we bring that really neat players giving back 102 00:04:50,020 --> 00:04:52,550 into the game and creating experiences for other players? 103 00:04:52,550 --> 00:04:55,050 Maybe we can start bringing it back into the high-end games, 104 00:04:55,050 --> 00:04:56,050 too.