1 00:00:05,160 --> 00:00:06,860 STUDENT: I'm Matt Susskind. 2 00:00:06,860 --> 00:00:10,660 And for this game, we are a team of eight people working 3 00:00:10,660 --> 00:00:15,150 on forecast-based financing, which is a technique using 4 00:00:15,150 --> 00:00:16,830 forecasts in order to make decisions 5 00:00:16,830 --> 00:00:22,020 about what to do in response to incoming disasters. 6 00:00:22,020 --> 00:00:25,180 Currently, a lot of techniques are 7 00:00:25,180 --> 00:00:27,920 we're going to build long-term protection for cities 8 00:00:27,920 --> 00:00:31,800 in terms of dams or disaster preparedness. 9 00:00:31,800 --> 00:00:36,460 Or, after disaster happens, we will react to the disaster. 10 00:00:36,460 --> 00:00:39,270 But there's not a lot of work done in terms of we 11 00:00:39,270 --> 00:00:42,450 see that there is a 50% chance of disaster 12 00:00:42,450 --> 00:00:43,340 within the next week. 13 00:00:43,340 --> 00:00:45,944 Let's start mobilizing to prepare for that. 14 00:00:45,944 --> 00:00:47,360 And part of the reason for that is 15 00:00:47,360 --> 00:00:49,470 because if the disaster doesn't happen 16 00:00:49,470 --> 00:00:51,370 you end up wasting money. 17 00:00:51,370 --> 00:00:53,040 But if you actually do an analysis, 18 00:00:53,040 --> 00:00:55,590 you'll realize that the money that you waste 19 00:00:55,590 --> 00:00:58,360 is actually way less expensive than trying 20 00:00:58,360 --> 00:01:01,745 to make up for your lack of preparedness after the fact. 21 00:01:05,209 --> 00:01:09,090 So Paolo had come in from the Red Cross Red Crescent Climate 22 00:01:09,090 --> 00:01:10,100 Center. 23 00:01:10,100 --> 00:01:13,440 And he pitched a couple of different concepts 24 00:01:13,440 --> 00:01:15,310 that they wanted games around in order 25 00:01:15,310 --> 00:01:19,714 to educate either members of the Red Cross or people 26 00:01:19,714 --> 00:01:21,380 out in the world who they wanted to show 27 00:01:21,380 --> 00:01:23,000 these different ideas to. 28 00:01:23,000 --> 00:01:27,430 And so what he showed us was actually just a PowerPoint 29 00:01:27,430 --> 00:01:29,680 with a couple of different slides, where on each slide 30 00:01:29,680 --> 00:01:31,190 was a different concept. 31 00:01:31,190 --> 00:01:32,810 Ours was forecast-based financing. 32 00:01:32,810 --> 00:01:37,260 But then, there were also ones like cholera, or Ebola, 33 00:01:37,260 --> 00:01:40,610 or preparing for heat waves, things like that. 34 00:01:40,610 --> 00:01:43,370 And so he gave us a quick pitch of this 35 00:01:43,370 --> 00:01:46,910 is what the concept is, this is who we want to educate 36 00:01:46,910 --> 00:01:49,270 with this, and these are some of the characteristics 37 00:01:49,270 --> 00:01:51,490 that we think are really important. 38 00:01:51,490 --> 00:01:53,862 And we actually weren't assigned to any topics. 39 00:01:53,862 --> 00:01:55,320 He put those topics up on the board 40 00:01:55,320 --> 00:01:57,440 and let teams form around them, depending 41 00:01:57,440 --> 00:01:59,110 on what you're interested in. 42 00:01:59,110 --> 00:02:01,560 And so beyond just the idea of this 43 00:02:01,560 --> 00:02:05,480 is forecast-based financing, and this is how it works 44 00:02:05,480 --> 00:02:09,160 and who we want to teach it to, we got no further instructions. 45 00:02:09,160 --> 00:02:10,789 Paolo did come in throughout the class 46 00:02:10,789 --> 00:02:12,820 to teach us a little bit more about who 47 00:02:12,820 --> 00:02:15,110 we would be talking to, or to work over the ideas 48 00:02:15,110 --> 00:02:16,720 that we had been exploring. 49 00:02:16,720 --> 00:02:20,390 But on the whole, we just got the general topic, 50 00:02:20,390 --> 00:02:22,970 and came up with the game ideas on our own. 51 00:02:27,240 --> 00:02:28,920 One of our biggest challenges was 52 00:02:28,920 --> 00:02:34,910 with forecast-based financing, it's an understandable topic, 53 00:02:34,910 --> 00:02:36,940 but it's sort of abstract. 54 00:02:36,940 --> 00:02:40,950 And it doesn't quite lend itself to a game. 55 00:02:40,950 --> 00:02:42,660 It's very easy to come up with we're 56 00:02:42,660 --> 00:02:44,570 going to take forecast-based financing 57 00:02:44,570 --> 00:02:47,240 and hide it as a game. 58 00:02:47,240 --> 00:02:48,980 But that's not a fun game to play. 59 00:02:48,980 --> 00:02:50,970 So a lot of our challenge is figuring out 60 00:02:50,970 --> 00:02:52,460 how are we going to work? 61 00:02:52,460 --> 00:02:54,050 How are we going to create a game 62 00:02:54,050 --> 00:02:57,080 around forecast-based financing that explains the ideas that we 63 00:02:57,080 --> 00:03:00,190 want, that teaches people something new, 64 00:03:00,190 --> 00:03:05,040 and is a game that we're actually proud of? 65 00:03:05,040 --> 00:03:07,710 Another compounding factor was that originally our target 66 00:03:07,710 --> 00:03:12,341 audience was policymakers, which was a very difficult audience, 67 00:03:12,341 --> 00:03:14,840 because they don't generally play games, which meant that we 68 00:03:14,840 --> 00:03:16,581 were starting with trying to teach them 69 00:03:16,581 --> 00:03:17,580 everything from scratch. 70 00:03:17,580 --> 00:03:20,010 Whereas when you're creating for somebody 71 00:03:20,010 --> 00:03:21,700 who has experience with video games, 72 00:03:21,700 --> 00:03:23,449 you can take a lot of things for granted-- 73 00:03:23,449 --> 00:03:26,776 that they're going to know how to drag and drop 74 00:03:26,776 --> 00:03:28,150 things in order to change things, 75 00:03:28,150 --> 00:03:33,000 or what the various design ideas you're using actually 76 00:03:33,000 --> 00:03:34,410 mean to them. 77 00:03:34,410 --> 00:03:36,360 So that was a big challenge for us, 78 00:03:36,360 --> 00:03:44,420 was designing for this new consumer. 79 00:03:44,420 --> 00:03:46,220 And we also had a lot of design challenges 80 00:03:46,220 --> 00:03:49,420 with getting the forecast-based financing game to work. 81 00:03:49,420 --> 00:03:52,460 And the way that we approached it at first 82 00:03:52,460 --> 00:03:55,140 was by creating a whole bunch of different prototypes of lot 83 00:03:55,140 --> 00:03:57,260 of different types of games, and trying them out with people, 84 00:03:57,260 --> 00:03:59,593 seeing what they understood, what they liked about them, 85 00:03:59,593 --> 00:04:02,320 what didn't work, what they learned from them, which 86 00:04:02,320 --> 00:04:04,770 was really good in terms of exploring different ideas 87 00:04:04,770 --> 00:04:08,060 and learning more about the subject area. 88 00:04:08,060 --> 00:04:10,312 But it created a new difficulty in that 89 00:04:10,312 --> 00:04:12,270 we were all over the place for the first couple 90 00:04:12,270 --> 00:04:13,900 weeks of the project. 91 00:04:13,900 --> 00:04:15,940 We got to the point about halfway 92 00:04:15,940 --> 00:04:19,810 through-- we had about eight weeks to do this project, 93 00:04:19,810 --> 00:04:22,380 I think, and halfway through, we still 94 00:04:22,380 --> 00:04:24,752 didn't end up with our final idea yet. 95 00:04:24,752 --> 00:04:26,960 Instead, we were exploring all these different ideas, 96 00:04:26,960 --> 00:04:31,750 and pulling in various parts of them in order to make our game. 97 00:04:31,750 --> 00:04:35,789 And then, we realized that our game lacked a coherent vision. 98 00:04:35,789 --> 00:04:37,580 We had been working on a couple prototypes. 99 00:04:37,580 --> 00:04:39,480 We didn't like any of them. 100 00:04:39,480 --> 00:04:41,990 It didn't feel like players had a connection to them, 101 00:04:41,990 --> 00:04:44,790 both in terms of what was happening in the game, 102 00:04:44,790 --> 00:04:46,270 but also a mental connection of I 103 00:04:46,270 --> 00:04:48,120 understand exactly what's happening here. 104 00:04:48,120 --> 00:04:50,639 So we decided to take everything we had learned 105 00:04:50,639 --> 00:04:52,180 and some of the systems we had built, 106 00:04:52,180 --> 00:04:55,230 and package them into a new UI, which 107 00:04:55,230 --> 00:04:58,810 was this side view of the rising water, which everybody just 108 00:04:58,810 --> 00:05:00,020 understood intuitively. 109 00:05:00,020 --> 00:05:01,199 You see a village. 110 00:05:01,199 --> 00:05:02,490 You see someone standing there. 111 00:05:02,490 --> 00:05:04,190 You see the water rising toward it. 112 00:05:04,190 --> 00:05:05,650 And it doesn't matter who you are. 113 00:05:05,650 --> 00:05:08,914 You understand that this is something that's in danger. 114 00:05:08,914 --> 00:05:10,580 And you're going to need to do something 115 00:05:10,580 --> 00:05:12,620 about the rising waters. 116 00:05:12,620 --> 00:05:15,870 And once we hit on that idea, everything became much easier. 117 00:05:15,870 --> 00:05:19,010 Of course, there were still ideas we had to explain, 118 00:05:19,010 --> 00:05:22,600 concepts we had to design into the game 119 00:05:22,600 --> 00:05:24,390 in an understandable way. 120 00:05:24,390 --> 00:05:28,110 But for the most part, the game was actually there. 121 00:05:28,110 --> 00:05:30,590 The mechanics themselves didn't change very much 122 00:05:30,590 --> 00:05:34,365 between the prototype we had before and this idea 123 00:05:34,365 --> 00:05:35,240 of the rising waters. 124 00:05:35,240 --> 00:05:38,020 But just packaging it in a new design 125 00:05:38,020 --> 00:05:40,240 changed the game, the feel of it, completely. 126 00:05:44,100 --> 00:05:46,730 So I had game design experience beforehand. 127 00:05:46,730 --> 00:05:50,354 So I like game design a lot. 128 00:05:50,354 --> 00:05:51,770 I was hoping to work more on that. 129 00:05:51,770 --> 00:05:56,320 But also to get some interesting games made. 130 00:05:56,320 --> 00:05:58,860 I think I did get some of that. 131 00:05:58,860 --> 00:06:01,230 But probably the thing I learned the most 132 00:06:01,230 --> 00:06:03,230 that I didn't expect coming in was just how 133 00:06:03,230 --> 00:06:04,580 to work with a team. 134 00:06:04,580 --> 00:06:06,980 We're all busy MIT students. 135 00:06:06,980 --> 00:06:09,570 And so we would have weeks where all of a sudden, everybody 136 00:06:09,570 --> 00:06:10,320 would have a test. 137 00:06:10,320 --> 00:06:14,650 And we had no time to do anything else. 138 00:06:14,650 --> 00:06:16,170 And so it was a lot of learning how 139 00:06:16,170 --> 00:06:18,270 to work with people who are extremely busy 140 00:06:18,270 --> 00:06:19,769 and who have a lot on their plate. 141 00:06:19,769 --> 00:06:21,560 And so it's really easy for things to slip, 142 00:06:21,560 --> 00:06:24,710 for things to get forgotten, fall through the cracks. 143 00:06:24,710 --> 00:06:30,080 So it taught me a lot about project management, basically, 144 00:06:30,080 --> 00:06:32,190 and solving problems as a team, and learning 145 00:06:32,190 --> 00:06:35,462 how to get everybody-- I don't want to say herding cats, 146 00:06:35,462 --> 00:06:37,170 because it's not like people didn't care. 147 00:06:37,170 --> 00:06:38,628 But it's just that we were so busy. 148 00:06:38,628 --> 00:06:42,220 It taught me how to work with these busy people 149 00:06:42,220 --> 00:06:44,870 to get to where we need to be.