1 00:00:00,060 --> 00:00:02,500 The following content is provided under a Creative 2 00:00:02,500 --> 00:00:04,019 Commons license. 3 00:00:04,019 --> 00:00:06,360 Your support will help MIT OpenCourseWare 4 00:00:06,360 --> 00:00:10,730 continue to offer high quality educational resources for free. 5 00:00:10,730 --> 00:00:13,330 To make a donation or view additional materials 6 00:00:13,330 --> 00:00:17,236 from hundreds of MIT courses, visit MIT OpenCourseWare 7 00:00:17,236 --> 00:00:17,861 at ocw.mit.edu. 8 00:00:27,390 --> 00:00:30,950 RIK EBERHARDT: So welcome to Creating Video Games, CMS 611 9 00:00:30,950 --> 00:00:32,009 and 6073. 10 00:00:32,009 --> 00:00:34,180 Is everyone in the right class? 11 00:00:34,180 --> 00:00:34,891 Yeah, all right. 12 00:00:34,891 --> 00:00:35,390 Cool. 13 00:00:38,430 --> 00:00:41,880 So this class is taught by-- it's a Comparative Media 14 00:00:41,880 --> 00:00:42,616 Studies course. 15 00:00:42,616 --> 00:00:44,740 So we'll be talking a lot about the kinds of things 16 00:00:44,740 --> 00:00:46,510 that they talk about in Comparative Media Studies. 17 00:00:46,510 --> 00:00:48,500 We'll study research and design practices, 18 00:00:48,500 --> 00:00:51,030 but as it relates to software engineering, 19 00:00:51,030 --> 00:00:54,070 and in particular to developing video games-- so 20 00:00:54,070 --> 00:01:00,230 digital video games for, basically, screens. 21 00:01:00,230 --> 00:01:03,700 The CMS department has a lot of different, really cool research 22 00:01:03,700 --> 00:01:05,120 labs that are a part of it. 23 00:01:05,120 --> 00:01:06,770 And we are one of them. 24 00:01:06,770 --> 00:01:08,370 So we are the MIT Game Lab. 25 00:01:08,370 --> 00:01:11,240 Basically the whole MIT Game Lab staff 26 00:01:11,240 --> 00:01:12,999 teaches this class together. 27 00:01:12,999 --> 00:01:15,290 Because we really like each other, and it's really fun. 28 00:01:15,290 --> 00:01:16,670 But also because there's a lot of you. 29 00:01:16,670 --> 00:01:18,753 And it's a really big, complicated class to teach. 30 00:01:18,753 --> 00:01:20,900 So we need all the extra support we can get. 31 00:01:20,900 --> 00:01:23,194 We teach classes in game design and game research. 32 00:01:23,194 --> 00:01:25,360 Those are all the course numbers that we teach other 33 00:01:25,360 --> 00:01:26,540 than this one. 34 00:01:26,540 --> 00:01:28,210 Maybe you've taken one of these before. 35 00:01:28,210 --> 00:01:30,120 Maybe you're thinking about some other game courses 36 00:01:30,120 --> 00:01:31,580 you want to take in the future. 37 00:01:31,580 --> 00:01:32,780 So take a look at that. 38 00:01:32,780 --> 00:01:34,410 We also have UROP opportunities. 39 00:01:34,410 --> 00:01:38,040 So we'll advertise those classes as they come up. 40 00:01:38,040 --> 00:01:41,380 We do mentor Course 6 students for the UAPs. 41 00:01:41,380 --> 00:01:43,050 What we usually ask is for you to bring 42 00:01:43,050 --> 00:01:45,020 to us an interesting research topic that you 43 00:01:45,020 --> 00:01:46,270 want to research. 44 00:01:46,270 --> 00:01:48,790 And if we are also interested, then cool. 45 00:01:48,790 --> 00:01:49,861 A match is made. 46 00:01:49,861 --> 00:01:51,360 Same thing when it comes to masters. 47 00:01:51,360 --> 00:01:53,020 So if you're going to get your master's 48 00:01:53,020 --> 00:01:56,040 of engineering here in Course 6. 49 00:01:56,040 --> 00:01:58,460 And you want to do it in game design or game development, 50 00:01:58,460 --> 00:02:01,460 and you need a mentor, we can be your mentor. 51 00:02:01,460 --> 00:02:05,160 We also host a lot of events and outreach events 52 00:02:05,160 --> 00:02:06,026 and guest lectures. 53 00:02:06,026 --> 00:02:08,400 A lot of the guest lectures will be part of this course-- 54 00:02:08,400 --> 00:02:09,899 that we'll be opening to the public, 55 00:02:09,899 --> 00:02:12,010 as well, for a few of them. 56 00:02:12,010 --> 00:02:14,010 We've got Riot coming up in September. 57 00:02:14,010 --> 00:02:17,010 We've got Japanese developer Swery65. 58 00:02:17,010 --> 00:02:19,850 Does anybody play Deadly Premonition? 59 00:02:19,850 --> 00:02:22,420 Yes! 60 00:02:22,420 --> 00:02:23,030 It's awesome. 61 00:02:23,030 --> 00:02:25,702 And he's coming to talk about it. 62 00:02:25,702 --> 00:02:27,993 And some other cool stuff-- we also do a lot of events. 63 00:02:27,993 --> 00:02:33,800 So like game jams-- we'll have an alumni panel. 64 00:02:33,800 --> 00:02:36,540 And the next big thing is the Boston Festival of Indie Games 65 00:02:36,540 --> 00:02:40,550 is going to be on campus in 11 days. 66 00:02:40,550 --> 00:02:42,520 So 200 developers are going to be showing off 67 00:02:42,520 --> 00:02:44,900 their games over in the Johnson Activity Center. 68 00:02:44,900 --> 00:02:47,770 And we'll have a conference track going on here. 69 00:02:47,770 --> 00:02:48,750 So take a look at that. 70 00:02:48,750 --> 00:02:52,439 You'll get all that information as the course goes on. 71 00:02:52,439 --> 00:02:54,480 So next up, we just wanted to introduce ourselves 72 00:02:54,480 --> 00:02:57,250 and our individual-- basically what we do, 73 00:02:57,250 --> 00:02:58,924 and why we're teaching the course. 74 00:02:58,924 --> 00:02:59,590 PHILLIP TAN: Hi. 75 00:02:59,590 --> 00:03:00,950 I'm Phillip Tan. 76 00:03:00,950 --> 00:03:04,010 I've been teaching various game courses here 77 00:03:04,010 --> 00:03:06,300 at MIT for about 10 years now. 78 00:03:06,300 --> 00:03:09,320 I'm a research scientist over at the MIT Game Lab. 79 00:03:09,320 --> 00:03:14,800 And I've worked with all of these fine folk for many years. 80 00:03:14,800 --> 00:03:17,440 Up here are a couple of projects that I've worked on. 81 00:03:17,440 --> 00:03:20,120 On the right is a game called A Slower Speed of Light. 82 00:03:20,120 --> 00:03:23,650 If any of you are interested in relativistic speeds 83 00:03:23,650 --> 00:03:26,250 and simulating them on a computer, 84 00:03:26,250 --> 00:03:27,950 you are welcome to check it out. 85 00:03:27,950 --> 00:03:30,630 We also have an open source version of our code 86 00:03:30,630 --> 00:03:32,170 that lives on GitHub. 87 00:03:32,170 --> 00:03:36,040 So you can download that version using the same tools 88 00:03:36,040 --> 00:03:38,860 that you might end up using in this class. 89 00:03:38,860 --> 00:03:41,977 But basically it's, you travel near the speed of light, 90 00:03:41,977 --> 00:03:43,560 and you see what this might look like. 91 00:03:46,310 --> 00:03:48,330 I play a lot of StarCraft. 92 00:03:48,330 --> 00:03:50,232 Anybody here play StarCraft? 93 00:03:50,232 --> 00:03:51,475 A few people. 94 00:03:51,475 --> 00:03:53,700 All right. 95 00:03:53,700 --> 00:03:56,680 I've been working with Blizzard this past year 96 00:03:56,680 --> 00:03:59,900 to work on their spectator interface. 97 00:03:59,900 --> 00:04:02,260 The idea is that there are a lot of people 98 00:04:02,260 --> 00:04:05,240 who watch e-sports right now, especially on Twitch.tv. 99 00:04:05,240 --> 00:04:06,440 Who watches Twitch.tv? 100 00:04:06,440 --> 00:04:06,940 OK. 101 00:04:06,940 --> 00:04:07,439 All right. 102 00:04:07,439 --> 00:04:08,890 Lots of people. 103 00:04:08,890 --> 00:04:10,960 E-sports specifically on Twitch.tv, or just 104 00:04:10,960 --> 00:04:11,641 like Let's Play? 105 00:04:11,641 --> 00:04:12,140 OK. 106 00:04:12,140 --> 00:04:14,820 A few. 107 00:04:14,820 --> 00:04:17,655 Those are spectators, just as if you're watching a football 108 00:04:17,655 --> 00:04:19,339 or hockey game on TV. 109 00:04:19,339 --> 00:04:22,830 And they need infographics to come up in real time 110 00:04:22,830 --> 00:04:25,150 when something interesting is happening in the game. 111 00:04:25,150 --> 00:04:28,220 So I write code together with UROPs 112 00:04:28,220 --> 00:04:33,230 to be able to bring up cool infographics bring the hype, 113 00:04:33,230 --> 00:04:34,270 basically. 114 00:04:34,270 --> 00:04:35,710 So that's me. 115 00:04:39,730 --> 00:04:40,480 SARA VERRILLI: Hi. 116 00:04:40,480 --> 00:04:41,450 I'm Sara Verrilli. 117 00:04:41,450 --> 00:04:45,430 I'm the development director at the MIT Game Lab. 118 00:04:45,430 --> 00:04:49,620 I came to the Game Lab out of industry, 119 00:04:49,620 --> 00:04:53,290 where I've worked as a producer and a game designer 120 00:04:53,290 --> 00:04:56,950 and originally, how I entered it was as a QA tester. 121 00:04:56,950 --> 00:05:02,164 So I've held a lot of the jobs there. 122 00:05:02,164 --> 00:05:03,580 I've worked with a lot of students 123 00:05:03,580 --> 00:05:05,550 on games when we were still running the summer 124 00:05:05,550 --> 00:05:08,710 program, the one we did with Singapore-MIT GAMBIT Game Lab. 125 00:05:08,710 --> 00:05:12,090 And now I have focused to mostly seeming to work on classes 126 00:05:12,090 --> 00:05:13,292 and teaching game design. 127 00:05:13,292 --> 00:05:15,750 So that's a lot of what I've been doing and what I've done. 128 00:05:18,015 --> 00:05:19,140 RIK EBERHARDT: So I'm Rick. 129 00:05:19,140 --> 00:05:20,806 I'm the studio manager for the Game Lab. 130 00:05:20,806 --> 00:05:22,110 I teach this course. 131 00:05:22,110 --> 00:05:25,410 I co-teach with Sara 617, our advanced game studio 132 00:05:25,410 --> 00:05:27,790 course where you spend the entire semester making 133 00:05:27,790 --> 00:05:29,125 one game. 134 00:05:29,125 --> 00:05:31,250 These are the games I've worked on at the Game Lab. 135 00:05:31,250 --> 00:05:33,820 I worked on all sorts of different games 136 00:05:33,820 --> 00:05:35,650 from anything to games about depression 137 00:05:35,650 --> 00:05:40,110 to games about identity, games that are demonstrating advanced 138 00:05:40,110 --> 00:05:44,240 3D rendering techniques, and conference games-- PAX POX, 139 00:05:44,240 --> 00:05:48,550 a game that was played live action at PAX East in 2009 140 00:05:48,550 --> 00:05:50,217 at our booth there. 141 00:05:50,217 --> 00:05:52,050 So I do digital and non-digital game design. 142 00:05:52,050 --> 00:05:54,140 But for the most part I'm studying and working 143 00:05:54,140 --> 00:05:56,882 on project management. 144 00:05:56,882 --> 00:05:57,590 ANDREW GRANT: Hi. 145 00:05:57,590 --> 00:05:58,570 My name's Andrew Grant. 146 00:05:58,570 --> 00:06:00,520 I'm the technical director at the MIT Game Lab 147 00:06:00,520 --> 00:06:02,756 and help out with the classes too. 148 00:06:02,756 --> 00:06:04,630 I'll probably be helping you out a little bit 149 00:06:04,630 --> 00:06:07,160 with technical issues or what have you. 150 00:06:07,160 --> 00:06:08,530 I was in the games industry. 151 00:06:08,530 --> 00:06:10,030 I started with Sara at Looking Glass 152 00:06:10,030 --> 00:06:11,820 and moved to Dreamworks Interactive. 153 00:06:11,820 --> 00:06:14,320 And after that, I kind of got burned out, to be honest. 154 00:06:14,320 --> 00:06:15,944 It's a pretty rough industry sometimes. 155 00:06:15,944 --> 00:06:17,460 I spent about 10 years consulting. 156 00:06:17,460 --> 00:06:19,310 And I kept coming back to games and coming back to games. 157 00:06:19,310 --> 00:06:20,900 And so when I got the opportunity 158 00:06:20,900 --> 00:06:24,820 to come to the Game Lab, I said, well, yes. 159 00:06:24,820 --> 00:06:26,192 So anyway, here I am. 160 00:06:26,192 --> 00:06:28,150 I've been playing and making games all my life. 161 00:06:28,150 --> 00:06:32,202 And I think we'll have fun doing it this semester. 162 00:06:32,202 --> 00:06:34,660 RIK EBERHARDT: And if you can stand up-- our TA is Paulina. 163 00:06:34,660 --> 00:06:35,554 Wave and say hi. 164 00:06:35,554 --> 00:06:37,720 She'll be helping with all the administrative stuff. 165 00:06:37,720 --> 00:06:38,690 She'll be helping us with grading. 166 00:06:38,690 --> 00:06:40,750 And she'll also be helping with any questions 167 00:06:40,750 --> 00:06:42,180 you might have about some of the technology 168 00:06:42,180 --> 00:06:43,240 that we're using, too. 169 00:06:43,240 --> 00:06:46,081 She took the course this past last year. 170 00:06:46,081 --> 00:06:46,580 Great. 171 00:06:46,580 --> 00:06:48,712 So get down your pencils. 172 00:06:48,712 --> 00:06:51,170 This is the cheat sheet, the one-line version of the class. 173 00:06:51,170 --> 00:06:54,890 If you learn anything, you learn this. 174 00:06:54,890 --> 00:06:58,030 When you're working in this class, the best way to succeed 175 00:06:58,030 --> 00:07:01,960 is working face to face, testing your games often, 176 00:07:01,960 --> 00:07:04,870 prioritize, integrate, and cutting features early. 177 00:07:04,870 --> 00:07:07,470 Sleeping is awesome. 178 00:07:07,470 --> 00:07:09,150 Avoid doing 3D. 179 00:07:09,150 --> 00:07:11,150 Avoid doing network code. 180 00:07:11,150 --> 00:07:14,227 And please use version control. 181 00:07:14,227 --> 00:07:16,060 We're actually going to require all of this. 182 00:07:16,060 --> 00:07:19,990 But every year, a team or two doesn't do one of these things. 183 00:07:19,990 --> 00:07:20,900 And it's OK. 184 00:07:20,900 --> 00:07:21,810 But they struggle. 185 00:07:21,810 --> 00:07:25,120 So if you do all these things, through the semester, 186 00:07:25,120 --> 00:07:28,190 you'll do really, really well. 187 00:07:28,190 --> 00:07:30,820 Yeah, please. 188 00:07:30,820 --> 00:07:32,025 What was the question? 189 00:07:32,025 --> 00:07:32,860 AUDIENCE: Slides. 190 00:07:32,860 --> 00:07:33,360 Oh, the 191 00:07:33,360 --> 00:07:33,510 RIK EBERHARDT: Slides? 192 00:07:33,510 --> 00:07:33,780 Yeah. 193 00:07:33,780 --> 00:07:35,680 All the slides will be available on Stellar. 194 00:07:35,680 --> 00:07:37,820 We're posting all of our slides to Stellar. 195 00:07:37,820 --> 00:07:40,546 I don't actually expect you to take notes on all these things. 196 00:07:40,546 --> 00:07:41,670 But it's awesome if you do. 197 00:07:41,670 --> 00:07:42,628 I remember it that way. 198 00:07:42,628 --> 00:07:45,161 PHILLIP TAN: This is 140 characters. 199 00:07:45,161 --> 00:07:47,160 RIK EBERHARDT: This was actually Phillip's tweet 200 00:07:47,160 --> 00:07:51,581 from last night, in case anybody was following him already. 201 00:07:51,581 --> 00:07:53,840 SARA VERRILLI: Then they were probably not sleeping. 202 00:07:53,840 --> 00:07:55,131 RICK EBERHARDT: Actually, yeah. 203 00:07:55,131 --> 00:07:56,900 So the next bit of administrivia, 204 00:07:56,900 --> 00:07:58,320 we're going to go over the syllabus a little bit. 205 00:07:58,320 --> 00:07:59,700 It's in front of you right there. 206 00:07:59,700 --> 00:08:02,310 If you have any questions, feel free to interrupt. 207 00:08:02,310 --> 00:08:04,410 Fellow instructors, if I say something wrong, 208 00:08:04,410 --> 00:08:09,220 or if you want to say, hey, but also this, please do. 209 00:08:09,220 --> 00:08:11,280 So first thing-- the course is structured 210 00:08:11,280 --> 00:08:12,474 into four game projects. 211 00:08:12,474 --> 00:08:14,890 So you're going to be making four projects over the course 212 00:08:14,890 --> 00:08:15,990 of the semester. 213 00:08:15,990 --> 00:08:19,510 Our first three projects are about two weeks each. 214 00:08:19,510 --> 00:08:21,290 The third project is a little bit longer, 215 00:08:21,290 --> 00:08:24,350 if you decide to work over the student holiday. 216 00:08:24,350 --> 00:08:26,710 And then project four is our final project, 217 00:08:26,710 --> 00:08:27,450 our main project. 218 00:08:27,450 --> 00:08:30,190 And that project's going to be done 219 00:08:30,190 --> 00:08:32,730 for a client who will be coming in to talk about what 220 00:08:32,730 --> 00:08:37,427 he works on later today. 221 00:08:37,427 --> 00:08:39,385 So your first project is a non-digital project. 222 00:08:39,385 --> 00:08:40,549 It's a prototype. 223 00:08:40,549 --> 00:08:43,390 Your second and third are small, short, 224 00:08:43,390 --> 00:08:47,250 digital prototypes-- so making a digital game very quickly. 225 00:08:47,250 --> 00:08:51,960 Your fourth is a longer time period project. 226 00:08:51,960 --> 00:08:56,120 But it should be about the same amount of features, 227 00:08:56,120 --> 00:08:59,650 the same amount of work, the same amount of game play 228 00:08:59,650 --> 00:09:00,680 as the first three. 229 00:09:00,680 --> 00:09:03,350 It's just you had a lot more time to actually do it right, 230 00:09:03,350 --> 00:09:08,140 and to do it well, and to polish on it, and iterate on it. 231 00:09:08,140 --> 00:09:10,520 At the end of today, we'll talk about what 232 00:09:10,520 --> 00:09:12,320 we mean by these common themes. 233 00:09:12,320 --> 00:09:14,630 This common theme-- what did I say-- 234 00:09:14,630 --> 00:09:20,010 meaningful decision making, or meaningful decisions in games. 235 00:09:20,010 --> 00:09:22,970 And each time we start a project-- our first project 236 00:09:22,970 --> 00:09:24,815 starts on Monday-- we'll introduce 237 00:09:24,815 --> 00:09:26,940 the theme in more detail and talk a little bit more 238 00:09:26,940 --> 00:09:27,440 about it. 239 00:09:27,440 --> 00:09:29,810 But you can see all of the details about the projects 240 00:09:29,810 --> 00:09:33,900 that we have available for you at Stellar right now. 241 00:09:33,900 --> 00:09:36,660 Our grading rubric for each project 242 00:09:36,660 --> 00:09:38,210 is largely team-focused. 243 00:09:38,210 --> 00:09:41,160 So all of your projects are worked on in teams. 244 00:09:41,160 --> 00:09:45,020 They start in small teams and get a bit larger. 245 00:09:45,020 --> 00:09:48,770 You'll see each of these lines is 20% of the grade. 246 00:09:48,770 --> 00:09:51,930 So the actual working of the game is only 20% of your grade. 247 00:09:54,830 --> 00:09:56,936 Following the iterative design process 248 00:09:56,936 --> 00:09:59,310 that we'll be talking about, using the project management 249 00:09:59,310 --> 00:10:02,200 practices that we'll be talking about, 250 00:10:02,200 --> 00:10:06,140 doing a good presentation-- a group post-mortem presentation 251 00:10:06,140 --> 00:10:08,100 about your game-- is another 20%. 252 00:10:08,100 --> 00:10:10,640 And then every student will write 253 00:10:10,640 --> 00:10:15,090 an individual post-mortem, their own one to two page essay, 254 00:10:15,090 --> 00:10:18,570 at the end of-- turned in at the same time as every project. 255 00:10:18,570 --> 00:10:20,860 And what we're asking for all these things is we 256 00:10:20,860 --> 00:10:23,891 want to know about your process. 257 00:10:23,891 --> 00:10:26,140 We want to know how you made the game, what challenges 258 00:10:26,140 --> 00:10:30,470 you had while you were making the game, what difficulties 259 00:10:30,470 --> 00:10:31,090 you faced. 260 00:10:31,090 --> 00:10:32,260 How did you surpass them? 261 00:10:32,260 --> 00:10:34,810 And even better, what are you going to do in the future? 262 00:10:34,810 --> 00:10:36,575 When you either go into the industry 263 00:10:36,575 --> 00:10:38,200 or go into another software engineering 264 00:10:38,200 --> 00:10:40,080 project or another class, what would you 265 00:10:40,080 --> 00:10:44,810 do differently, after the experience you just had? 266 00:10:44,810 --> 00:10:47,480 So 80% of your grade is team-delivered. 267 00:10:47,480 --> 00:10:51,650 20% percent of your grade is your own work. 268 00:10:51,650 --> 00:10:53,930 So speaking of in-class expectations, 269 00:10:53,930 --> 00:10:55,700 the class is a three-hour class. 270 00:10:55,700 --> 00:10:56,370 Holy crap. 271 00:10:56,370 --> 00:10:59,300 And it runs twice a week. 272 00:10:59,300 --> 00:11:02,540 Class time is actually allotted for your work in teams. 273 00:11:02,540 --> 00:11:05,410 We don't expect you to get your games actually built entirely 274 00:11:05,410 --> 00:11:06,390 within class. 275 00:11:06,390 --> 00:11:10,734 But important team meetings, test sessions, code 276 00:11:10,734 --> 00:11:12,150 review-- you're going to generally 277 00:11:12,150 --> 00:11:14,722 have a lot of time in class to do a lot of that stuff. 278 00:11:14,722 --> 00:11:16,430 For projects one and two, you'll probably 279 00:11:16,430 --> 00:11:19,400 have about 60 minutes at the most per session 280 00:11:19,400 --> 00:11:23,610 to work on your team work outside of an activity. 281 00:11:23,610 --> 00:11:25,610 But we're also going to have a lot of activities 282 00:11:25,610 --> 00:11:28,770 where you're doing some of the work that's 283 00:11:28,770 --> 00:11:31,530 required in each project as part of a guided activity 284 00:11:31,530 --> 00:11:32,815 that we're going to run. 285 00:11:32,815 --> 00:11:34,940 So it's actually a little bit more than 60 minutes. 286 00:11:34,940 --> 00:11:36,580 Products three and four, we're probably 287 00:11:36,580 --> 00:11:38,330 going to have about 90 minutes per session 288 00:11:38,330 --> 00:11:39,414 for working in your teams. 289 00:11:39,414 --> 00:11:41,621 And that's going to generally be at the end of class. 290 00:11:41,621 --> 00:11:44,085 At the beginning of class, we're going to have, usually, 291 00:11:44,085 --> 00:11:47,950 a guest lecture for those last two projects. 292 00:11:47,950 --> 00:11:49,730 And then we'll have a playtest session. 293 00:11:49,730 --> 00:11:52,210 And then it'll just be open work. 294 00:11:52,210 --> 00:11:54,070 Our original classroom had flat tables. 295 00:11:54,070 --> 00:11:55,540 This classroom-- that moved. 296 00:11:55,540 --> 00:11:56,550 This classroom does not. 297 00:11:56,550 --> 00:11:58,230 So it'll be interesting. 298 00:11:58,230 --> 00:12:00,840 I don't know if it's got power on any of the stations. 299 00:12:00,840 --> 00:12:05,710 But the short version of it is, bring your development station 300 00:12:05,710 --> 00:12:06,660 to class, if you can. 301 00:12:06,660 --> 00:12:08,300 If it's a laptop, bring it to class. 302 00:12:08,300 --> 00:12:11,550 You'll be using it a lot starting Monday-- well 303 00:12:11,550 --> 00:12:14,172 actually, starting two Mondays from now. 304 00:12:14,172 --> 00:12:16,630 And the other thing-- teamwork is the heart of this course. 305 00:12:16,630 --> 00:12:18,620 Actually, participation is the heart of this course. 306 00:12:18,620 --> 00:12:20,370 So even though we're in this tiered thing, 307 00:12:20,370 --> 00:12:23,710 and I hate giving lectures to people this way, 308 00:12:23,710 --> 00:12:26,800 we're going to ask you to talk back to us a little bit. 309 00:12:26,800 --> 00:12:29,640 So fill in the gaps when you come in. 310 00:12:29,640 --> 00:12:31,470 Participation is actually very important. 311 00:12:31,470 --> 00:12:34,770 Class participation-- so showing up to class on time, 312 00:12:34,770 --> 00:12:37,020 showing up to class at all, and participating in class 313 00:12:37,020 --> 00:12:39,180 is 25% of the grade. 314 00:12:39,180 --> 00:12:42,590 So speaking of that, attendance-- you 315 00:12:42,590 --> 00:12:46,050 will be penalized if you miss more than three classes 316 00:12:46,050 --> 00:12:48,150 without justification. 317 00:12:48,150 --> 00:12:49,400 So what is that justification? 318 00:12:49,400 --> 00:12:50,441 It's like if you're sick. 319 00:12:50,441 --> 00:12:52,200 If you're sick, we don't want you here. 320 00:12:52,200 --> 00:12:53,650 Stay home. 321 00:12:53,650 --> 00:12:54,470 Don't make us sick. 322 00:12:54,470 --> 00:12:57,100 Don't make your team sick. 323 00:12:57,100 --> 00:12:59,150 He's a real stickler about that. 324 00:12:59,150 --> 00:13:00,082 I'm invincible. 325 00:13:00,082 --> 00:13:00,790 I won't get sick. 326 00:13:00,790 --> 00:13:01,790 But everybody else will. 327 00:13:04,180 --> 00:13:05,300 Do not be late. 328 00:13:05,300 --> 00:13:07,330 Again, we're recording. 329 00:13:07,330 --> 00:13:10,610 We have very important guest lecturers 330 00:13:10,610 --> 00:13:12,580 who are in our network that we'd really 331 00:13:12,580 --> 00:13:14,430 like them to enjoy being here. 332 00:13:14,430 --> 00:13:17,286 So I really hate it when people show up 333 00:13:17,286 --> 00:13:18,660 in the middle of a guest lecture. 334 00:13:18,660 --> 00:13:21,470 It makes me feel like a jerk for asking them to talk to MIT. 335 00:13:21,470 --> 00:13:23,020 So don't show up late. 336 00:13:23,020 --> 00:13:23,860 But do show up. 337 00:13:23,860 --> 00:13:26,990 So if for whatever reason, the doors are locked, 338 00:13:26,990 --> 00:13:29,740 it really just means, hey, there's a guest lecturer here. 339 00:13:29,740 --> 00:13:32,460 And coming in is going to disrupt things. 340 00:13:32,460 --> 00:13:34,120 The doors will get unlocked. 341 00:13:34,120 --> 00:13:35,920 I don't expect to have to use that. 342 00:13:35,920 --> 00:13:36,870 But if I will, I will. 343 00:13:36,870 --> 00:13:39,170 Ha ha. 344 00:13:39,170 --> 00:13:41,686 And usually, guest lectures end about 2:10. 345 00:13:41,686 --> 00:13:42,560 So you can come back. 346 00:13:42,560 --> 00:13:45,110 Come into class later to work, and actually 347 00:13:45,110 --> 00:13:46,770 get counted for the rest of the day. 348 00:13:46,770 --> 00:13:50,043 So I'd rather you come in later than at 1:15 349 00:13:50,043 --> 00:13:52,394 while somebody's talking up here. 350 00:13:52,394 --> 00:13:54,810 Class is generally going to start-- lectures are generally 351 00:13:54,810 --> 00:13:56,110 going to start at 1:10. 352 00:13:56,110 --> 00:13:59,190 We'll do announcements at 1:05, if that makes a difference. 353 00:13:59,190 --> 00:14:01,023 Because I know a lot of people are coming in 354 00:14:01,023 --> 00:14:03,290 from recitations and whatnot. 355 00:14:03,290 --> 00:14:06,540 The other thing-- MIT has an anti-harassment policy. 356 00:14:06,540 --> 00:14:08,592 We've also got an anti-harassment policy. 357 00:14:08,592 --> 00:14:10,050 If anybody's on Twitter these days, 358 00:14:10,050 --> 00:14:12,745 or anybody's engaged in game culture these days, it's toxic. 359 00:14:12,745 --> 00:14:13,590 And it sucks. 360 00:14:13,590 --> 00:14:16,110 And it makes me mad I don't want to see it in this class, 361 00:14:16,110 --> 00:14:17,510 please. 362 00:14:17,510 --> 00:14:20,032 So this is on the syllabus. 363 00:14:20,032 --> 00:14:21,490 It's the last page of the syllabus. 364 00:14:21,490 --> 00:14:24,640 Basically, don't make offensive verbal comments 365 00:14:24,640 --> 00:14:26,660 or any other kind of comments about all 366 00:14:26,660 --> 00:14:28,201 these different things, when it comes 367 00:14:28,201 --> 00:14:30,930 to gender identity, sexual orientation, disability, 368 00:14:30,930 --> 00:14:34,440 physical appearance, body size, race, religion. 369 00:14:34,440 --> 00:14:35,620 Just don't be a jerk. 370 00:14:35,620 --> 00:14:38,420 Don't be an ass. 371 00:14:38,420 --> 00:14:41,850 More importantly, though, if you see it happening, let us know. 372 00:14:41,850 --> 00:14:44,170 If you are a target of this, let us know. 373 00:14:44,170 --> 00:14:45,670 There's ways to get around this. 374 00:14:45,670 --> 00:14:48,094 There's ways to report this. 375 00:14:48,094 --> 00:14:50,010 In the syllabus, it actually lists the website 376 00:14:50,010 --> 00:14:51,629 for the official MIT way to report it, 377 00:14:51,629 --> 00:14:53,670 if you'd like to go that way, if you'd rather not 378 00:14:53,670 --> 00:14:56,360 come to either the instructors or your TA. 379 00:14:56,360 --> 00:15:00,430 And our email address-- videogames-bosses@mit.edu. 380 00:15:00,430 --> 00:15:01,290 Email that. 381 00:15:01,290 --> 00:15:03,100 Don't email us individually. 382 00:15:03,100 --> 00:15:05,292 That makes sure that one of us reads it. 383 00:15:05,292 --> 00:15:06,570 SARA VERRILLI: Can I add just one more thing? 384 00:15:06,570 --> 00:15:07,280 RIK EBERHARDT: Yes, please. 385 00:15:07,280 --> 00:15:09,321 SARA VERRILLI: Rick put up a giant list of things 386 00:15:09,321 --> 00:15:10,752 that you should [? worry about ?], 387 00:15:10,752 --> 00:15:11,248 and that you should not be harassed about. 388 00:15:11,248 --> 00:15:13,232 But I will go ahead and say that you should not 389 00:15:13,232 --> 00:15:13,728 be harassed about anything. 390 00:15:13,728 --> 00:15:14,720 Right? 391 00:15:14,720 --> 00:15:15,402 We have a list. 392 00:15:15,402 --> 00:15:19,003 It's not meant to be exclusive. 393 00:15:19,003 --> 00:15:21,002 So if there is for some reason some other things 394 00:15:21,002 --> 00:15:23,043 coming up and bothering you, come and talk to us. 395 00:15:24,454 --> 00:15:26,120 RIK EBERHARDT: We are-- team development 396 00:15:26,120 --> 00:15:27,640 and game development is stressful. 397 00:15:27,640 --> 00:15:28,440 Yeah, question. 398 00:15:28,440 --> 00:15:30,315 AUDIENCE: One phrase that I've heard recently 399 00:15:30,315 --> 00:15:32,343 that I love is, "Rights work up. 400 00:15:32,343 --> 00:15:34,339 Rules work down." 401 00:15:34,339 --> 00:15:36,335 You have a right to be respected. 402 00:15:36,335 --> 00:15:39,474 The rules that are listed will be paper mached on 403 00:15:39,474 --> 00:15:40,224 to make that work. 404 00:15:40,224 --> 00:15:43,187 But in general, be respectful. 405 00:15:43,187 --> 00:15:44,020 RIK EBERHARDT: Yeah. 406 00:15:44,020 --> 00:15:44,980 That's really what we're asking for. 407 00:15:44,980 --> 00:15:46,440 Just be respectful for each other. 408 00:15:46,440 --> 00:15:48,877 You're going to be working on large teams. 409 00:15:48,877 --> 00:15:50,210 There are going to be deadlines. 410 00:15:50,210 --> 00:15:51,020 It's going to hurt. 411 00:15:51,020 --> 00:15:52,840 It's going to be painful. 412 00:15:52,840 --> 00:15:54,340 Things are going to slip. 413 00:15:54,340 --> 00:15:56,642 Don't let that be the way that you express it. 414 00:15:56,642 --> 00:15:58,350 We'll actually give you some better tools 415 00:15:58,350 --> 00:16:02,610 to express your pain and suffering. 416 00:16:02,610 --> 00:16:04,790 So the class is called Creating Video Games. 417 00:16:04,790 --> 00:16:06,440 How do we create video games? 418 00:16:06,440 --> 00:16:08,960 We have a whole bunch of people involved 419 00:16:08,960 --> 00:16:10,242 in creating video games. 420 00:16:10,242 --> 00:16:11,950 Was this the slide you were coming in on? 421 00:16:11,950 --> 00:16:12,070 Or is it the next one? 422 00:16:12,070 --> 00:16:13,160 SARA VERRILLI: This is the slide I was going to chime in on. 423 00:16:13,160 --> 00:16:14,220 But you were chiming so nicely. 424 00:16:14,220 --> 00:16:15,928 RIK EBERHARDT: Come in whenever you like. 425 00:16:15,928 --> 00:16:17,660 So basically, all sorts of people 426 00:16:17,660 --> 00:16:19,560 are required to make games. 427 00:16:19,560 --> 00:16:21,370 We have all those people in the room. 428 00:16:21,370 --> 00:16:23,286 SARA VERRILLI: Actually, a whole lot of skills 429 00:16:23,286 --> 00:16:25,126 are required to make games. 430 00:16:25,126 --> 00:16:26,500 You should not come in and think, 431 00:16:26,500 --> 00:16:28,040 I'm going to the programmer on this team. 432 00:16:28,040 --> 00:16:28,830 You should not come in and think, 433 00:16:28,830 --> 00:16:30,510 I'm going to be the game designer on this team. 434 00:16:30,510 --> 00:16:32,301 Or I'm going to be the artist on this team, 435 00:16:32,301 --> 00:16:34,560 or the sound designer on this team. 436 00:16:34,560 --> 00:16:36,930 The teams are small enough, even when 437 00:16:36,930 --> 00:16:39,510 you hit the eight-person team for the large project. 438 00:16:39,510 --> 00:16:41,657 And the projects are always challenging enough. 439 00:16:41,657 --> 00:16:43,990 Even if you think you have a short list of things to do, 440 00:16:43,990 --> 00:16:45,281 you have a challenging project. 441 00:16:45,281 --> 00:16:47,720 That's one thing we've noticed every single year. 442 00:16:47,720 --> 00:16:51,820 Everybody manages to come up with a challenging project. 443 00:16:51,820 --> 00:16:55,220 The team's going to need you doing everything you can do. 444 00:16:55,220 --> 00:16:56,850 And that means that if you can program, 445 00:16:56,850 --> 00:16:58,266 they probably want you to program. 446 00:16:58,266 --> 00:16:59,725 If they need programmers, chime up. 447 00:16:59,725 --> 00:17:01,099 If you're primarily a programmer, 448 00:17:01,099 --> 00:17:02,610 or you think yourself of, they need 449 00:17:02,610 --> 00:17:04,339 you to chime up on the game design 450 00:17:04,339 --> 00:17:08,432 and comment on places where it will work better. 451 00:17:08,432 --> 00:17:09,890 And you understand how it will work 452 00:17:09,890 --> 00:17:11,690 better, because of your understanding of the code. 453 00:17:11,690 --> 00:17:12,920 If you're the game designer, you've 454 00:17:12,920 --> 00:17:15,503 got to be ready to pitch in and help make all those things you 455 00:17:15,503 --> 00:17:17,130 see in your head happen, whether that's 456 00:17:17,130 --> 00:17:22,390 creating some sketched doodled art, so your team can 457 00:17:22,390 --> 00:17:24,774 go with the little pixel figures, or whatever. 458 00:17:27,490 --> 00:17:30,300 We don't-- usually these teams aren't big enough to support 459 00:17:30,300 --> 00:17:32,270 someone who does nothing but draw art. 460 00:17:32,270 --> 00:17:35,130 We're not actually grading you on the beauty of your games. 461 00:17:35,130 --> 00:17:37,980 I mean, yes, we want good, well-functioning, rounded 462 00:17:37,980 --> 00:17:38,710 games. 463 00:17:38,710 --> 00:17:41,040 We want games that are relatively easy to use. 464 00:17:41,040 --> 00:17:45,200 But you don't need super beautiful art for that. 465 00:17:45,200 --> 00:17:47,630 So if what you'd like to do is primarily art for the game, 466 00:17:47,630 --> 00:17:50,005 think about what else you can be contributing to the game 467 00:17:50,005 --> 00:17:53,640 as well, so that your game gets more functionality in it. 468 00:17:53,640 --> 00:17:54,444 And let's see. 469 00:17:54,444 --> 00:17:56,860 For community managers, business analysts, and marketers-- 470 00:17:56,860 --> 00:17:59,360 the people who are pitching your game and talking about it-- 471 00:17:59,360 --> 00:18:01,070 don't mean on the person who ends up 472 00:18:01,070 --> 00:18:02,980 stepping up to organize your team and steps 473 00:18:02,980 --> 00:18:04,996 into the producer role. 474 00:18:04,996 --> 00:18:07,370 They're already doing an awful lot of job just producing. 475 00:18:07,370 --> 00:18:09,390 They're going to need your help figuring out presentations 476 00:18:09,390 --> 00:18:11,980 and talking about your game, and doing the reflection, 477 00:18:11,980 --> 00:18:13,530 and keeping the team running. 478 00:18:13,530 --> 00:18:16,824 So don't think of these as a whole bunch of individuals. 479 00:18:16,824 --> 00:18:18,990 Think of it as a whole bunch of skills, one of which 480 00:18:18,990 --> 00:18:20,080 may be your primary. 481 00:18:20,080 --> 00:18:23,060 But choose at least two or three as your backup. 482 00:18:23,060 --> 00:18:23,987 That's my shtick. 483 00:18:23,987 --> 00:18:24,820 RIK EBERHARDT: Cool. 484 00:18:24,820 --> 00:18:27,111 And that's basically how indie game development is run. 485 00:18:27,111 --> 00:18:29,270 When you see a game made by three people, 486 00:18:29,270 --> 00:18:30,660 they're doing all of that. 487 00:18:30,660 --> 00:18:34,590 And so that's basically what we're expecting from y'all. 488 00:18:34,590 --> 00:18:38,220 So if we're not teaching a lot of the skills, 489 00:18:38,220 --> 00:18:41,150 the main skills that we are teaching in this class 490 00:18:41,150 --> 00:18:43,250 is giving you hands-on experience 491 00:18:43,250 --> 00:18:45,552 working on complex projects with large teams. 492 00:18:45,552 --> 00:18:46,510 So what does that mean? 493 00:18:46,510 --> 00:18:48,990 It's basically project management, team management, 494 00:18:48,990 --> 00:18:50,445 and communication skills. 495 00:18:50,445 --> 00:18:53,070 You're coming to us through your prerequisites with some design 496 00:18:53,070 --> 00:18:53,500 skills. 497 00:18:53,500 --> 00:18:55,541 You're coming to us with some programming skills. 498 00:18:55,541 --> 00:18:57,440 You have support for some of the game engines 499 00:18:57,440 --> 00:18:58,840 you haven't seen before. 500 00:18:58,840 --> 00:19:01,686 But like any other engineering course at MIT, 501 00:19:01,686 --> 00:19:02,830 you pick up a tool. 502 00:19:02,830 --> 00:19:05,200 You learn how to use the tool in the course, 503 00:19:05,200 --> 00:19:06,330 if you need to use it. 504 00:19:06,330 --> 00:19:08,644 So the tools that we've chosen should 505 00:19:08,644 --> 00:19:10,810 be short enough that you can be able to pick them up 506 00:19:10,810 --> 00:19:11,630 pretty quickly. 507 00:19:11,630 --> 00:19:14,166 And actually, we're going to go into that today as well. 508 00:19:14,166 --> 00:19:15,540 But the remainder of the course-- 509 00:19:15,540 --> 00:19:17,910 particularly project two and project three-- 510 00:19:17,910 --> 00:19:21,800 are going to be focused on communication. 511 00:19:21,800 --> 00:19:24,626 If you're on a large team, how do you talk to each other? 512 00:19:24,626 --> 00:19:26,250 How do you communicate with each other? 513 00:19:26,250 --> 00:19:30,260 Is it going to be through email, instant message, chat, 514 00:19:30,260 --> 00:19:36,850 post-it notes, mash notes, hate notes, karaoke? 515 00:19:36,850 --> 00:19:39,840 Bottlenecks are going to form in your work process. 516 00:19:39,840 --> 00:19:42,610 You're going to find out that oh, all the assets are 517 00:19:42,610 --> 00:19:43,630 going to one person. 518 00:19:43,630 --> 00:19:44,800 And they're sick today. 519 00:19:48,251 --> 00:19:50,300 The quality of your code and assets 520 00:19:50,300 --> 00:19:53,157 are going to quickly nosedive if you don't have a plan. 521 00:19:53,157 --> 00:19:53,990 SARA VERRILLI: Yeah. 522 00:19:53,990 --> 00:19:56,467 This is another one of those, don't 523 00:19:56,467 --> 00:19:58,550 assume that one person on your team is going to do 524 00:19:58,550 --> 00:19:59,762 all the art or all the sound. 525 00:19:59,762 --> 00:20:01,220 And that's all they're going to do. 526 00:20:01,220 --> 00:20:03,870 Because if they get hit by the flu truck-- 527 00:20:03,870 --> 00:20:06,280 as frequently happens around here-- 528 00:20:06,280 --> 00:20:07,950 you'll discover you've got nothing 529 00:20:07,950 --> 00:20:10,660 to put in the beautiful game that you've made. 530 00:20:12,929 --> 00:20:14,720 RIK EBERHARDT: So to get around that, we're 531 00:20:14,720 --> 00:20:17,040 going to introduce to you tools and methods through the course 532 00:20:17,040 --> 00:20:19,400 that are going to help you get through these problems. 533 00:20:19,400 --> 00:20:21,150 How to do code workflow, how to do asset workflow-- 534 00:20:21,150 --> 00:20:22,840 we'll talk about that a little bit. 535 00:20:22,840 --> 00:20:25,460 That's actually the first assignment. 536 00:20:25,460 --> 00:20:26,880 We'll talk about code review. 537 00:20:26,880 --> 00:20:28,754 We're not necessarily teaching a lot of this. 538 00:20:28,754 --> 00:20:30,350 We'll be talking about a lot of this. 539 00:20:30,350 --> 00:20:31,910 I know some of you have done some 540 00:20:31,910 --> 00:20:33,200 of this in other experiences. 541 00:20:33,200 --> 00:20:35,990 We actually want you to help other people out in the course. 542 00:20:35,990 --> 00:20:37,490 Talk about your previous experiences 543 00:20:37,490 --> 00:20:38,180 working on a project. 544 00:20:38,180 --> 00:20:39,860 If you've done an internship before, 545 00:20:39,860 --> 00:20:41,318 if you've made an app for a company 546 00:20:41,318 --> 00:20:44,010 before-- because everybody has apps these days-- 547 00:20:44,010 --> 00:20:45,680 you've probably run into some of this. 548 00:20:45,680 --> 00:20:48,011 So we want to hear about your experiences, too. 549 00:20:48,011 --> 00:20:50,385 We're going to talk a lot about product backlogs and task 550 00:20:50,385 --> 00:20:54,700 lists-- paper!-- using paper and spreadsheets to tell each other 551 00:20:54,700 --> 00:20:57,326 what you've been working on and how you're going to work on it. 552 00:20:57,326 --> 00:20:59,158 I'll be talking a lot about retrospectives-- 553 00:20:59,158 --> 00:21:00,630 about how, at the end of a project, 554 00:21:00,630 --> 00:21:02,640 you can talk about what you've just done, 555 00:21:02,640 --> 00:21:04,452 and how you can do it quickly. 556 00:21:04,452 --> 00:21:06,639 But ultimately, we can going to give you 557 00:21:06,639 --> 00:21:07,930 all the tools, all the methods. 558 00:21:07,930 --> 00:21:10,404 The best way to learn all this, to know all this, 559 00:21:10,404 --> 00:21:12,070 is really just through prior experience. 560 00:21:12,070 --> 00:21:14,486 So this class is going to be that prior experience for you 561 00:21:14,486 --> 00:21:17,340 when you go to your next challenge, 562 00:21:17,340 --> 00:21:19,205 either working in the industry, working 563 00:21:19,205 --> 00:21:20,830 doing any kind of software engineering, 564 00:21:20,830 --> 00:21:24,160 or going to another class. 565 00:21:24,160 --> 00:21:27,060 So again, the cheat sheet-- work face to face. 566 00:21:27,060 --> 00:21:28,290 Test often. 567 00:21:28,290 --> 00:21:31,130 Prioritize, integrate, and cut features early. 568 00:21:31,130 --> 00:21:32,280 Sleep. 569 00:21:32,280 --> 00:21:34,170 Avoid 3D. 570 00:21:34,170 --> 00:21:35,920 Don't do networking. 571 00:21:35,920 --> 00:21:39,194 And use version control, please. 572 00:21:39,194 --> 00:21:40,860 SARA VERRILLI: And this is where the cut 573 00:21:40,860 --> 00:21:44,530 I have from the last three years of this course, 574 00:21:44,530 --> 00:21:46,650 and the final presentations from pretty much 575 00:21:46,650 --> 00:21:48,540 every group that's given a final presentation 576 00:21:48,540 --> 00:21:50,310 for their final project-- in which they 577 00:21:50,310 --> 00:21:53,960 look at us sheepishly and say, you said we should test early. 578 00:21:53,960 --> 00:21:54,710 And you know what? 579 00:21:54,710 --> 00:21:56,590 We really should have tested earlier. 580 00:21:56,590 --> 00:21:59,214 I can't actually be 15 different MIT students 581 00:21:59,214 --> 00:22:01,380 who have taken this course saying this sheepishly up 582 00:22:01,380 --> 00:22:02,652 on the screen. 583 00:22:02,652 --> 00:22:04,610 But I've heard it from all of them, pretty much 584 00:22:04,610 --> 00:22:05,680 every single group. 585 00:22:05,680 --> 00:22:08,740 So I'm going to give you guys the really early 586 00:22:08,740 --> 00:22:10,500 heads-up warning. 587 00:22:10,500 --> 00:22:11,380 Test earlier. 588 00:22:11,380 --> 00:22:12,090 We say it. 589 00:22:12,090 --> 00:22:14,080 We mean it. 590 00:22:14,080 --> 00:22:16,462 RIK EBERHARDT: I'd like to introduce Pablo Suarez. 591 00:22:16,462 --> 00:22:21,739 He and his group will be our client for project four. 592 00:22:21,739 --> 00:22:23,530 So we're asking him to give an introduction 593 00:22:23,530 --> 00:22:24,180 of the kind of work that he does, 594 00:22:24,180 --> 00:22:26,600 and give a feeling for what the kind of work 595 00:22:26,600 --> 00:22:28,120 we're going to do in class. 596 00:22:28,120 --> 00:22:29,790 The first three projects are going 597 00:22:29,790 --> 00:22:34,080 to build slowly towards that final project in the theme 598 00:22:34,080 --> 00:22:35,941 and strength of those games. 599 00:22:35,941 --> 00:22:37,774 And in that fourth project, he and his group 600 00:22:37,774 --> 00:22:38,680 will come back in again and tell us 601 00:22:38,680 --> 00:22:40,156 more detail about what they're really looking for, 602 00:22:40,156 --> 00:22:43,054 and what kind of games they're really looking at from us. 603 00:22:43,054 --> 00:22:45,010 So take it away. 604 00:22:45,010 --> 00:22:46,010 PABLO SUAREZ: Thank you. 605 00:22:46,010 --> 00:22:46,510 Thanks Rick. 606 00:22:46,510 --> 00:22:48,480 Thanks Game Lab team. 607 00:22:48,480 --> 00:22:49,900 I'm very grateful for this. 608 00:22:49,900 --> 00:22:53,020 And you-- I am grateful to you, even though you 609 00:22:53,020 --> 00:22:54,840 don't have much of a choice that I show up 610 00:22:54,840 --> 00:22:57,480 and you have to suffer through me. 611 00:22:57,480 --> 00:22:59,360 My name is Pablo, Pablo Suarez. 612 00:22:59,360 --> 00:23:01,450 My strange accent comes from Argentina. 613 00:23:01,450 --> 00:23:03,770 I live in the Boston area, where a fraction of my time 614 00:23:03,770 --> 00:23:04,990 I'm a researcher. 615 00:23:04,990 --> 00:23:07,640 I used to be a researcher affiliated with MIT. 616 00:23:07,640 --> 00:23:09,120 I just came from the Lincoln Labs, 617 00:23:09,120 --> 00:23:11,820 where I'm collaborating with MIT folks there as well. 618 00:23:11,820 --> 00:23:15,700 But most of my time, I work with a humanitarian team-- the Red 619 00:23:15,700 --> 00:23:18,990 Cross/Red Crescent Climate Centre. 620 00:23:18,990 --> 00:23:21,450 It's like a think tank within the humanitarian sector. 621 00:23:21,450 --> 00:23:22,970 It's based in the Netherlands. 622 00:23:22,970 --> 00:23:26,120 We cover the planet-- 187 countries. 623 00:23:26,120 --> 00:23:28,930 I am in charge of research, in charge of innovation, 624 00:23:28,930 --> 00:23:30,860 mostly in charge of Africa. 625 00:23:30,860 --> 00:23:36,890 And unfortunately for the world, we have way, way too much work. 626 00:23:36,890 --> 00:23:40,660 The workload is so ridiculously huge 627 00:23:40,660 --> 00:23:43,760 that in my opinion, especially coming from science 628 00:23:43,760 --> 00:23:47,800 and technology, we need to change the way we 629 00:23:47,800 --> 00:23:50,860 think about humanitarian work. 630 00:23:50,860 --> 00:23:53,510 And if it is about changing how we think, 631 00:23:53,510 --> 00:23:57,120 traditional ways are not working too well. 632 00:23:57,120 --> 00:23:59,350 And that's why I'm here. 633 00:23:59,350 --> 00:24:01,400 I love this slide. 634 00:24:01,400 --> 00:24:04,190 We have a comfort zone, which is doing things the way 635 00:24:04,190 --> 00:24:05,460 we've been doing them. 636 00:24:05,460 --> 00:24:06,270 Someone's hungry? 637 00:24:06,270 --> 00:24:07,050 Go get food. 638 00:24:07,050 --> 00:24:07,900 Someone's homeless? 639 00:24:07,900 --> 00:24:08,630 Go give shelter. 640 00:24:08,630 --> 00:24:10,120 Someone's sick? 641 00:24:10,120 --> 00:24:11,740 Help them heal. 642 00:24:11,740 --> 00:24:14,750 But we no longer have the money, the brain power, 643 00:24:14,750 --> 00:24:17,460 the equipment to deal with all that's happening. 644 00:24:17,460 --> 00:24:18,670 Too much is happening. 645 00:24:18,670 --> 00:24:20,480 The climate is changing. 646 00:24:20,480 --> 00:24:22,440 Environmental degradation, urbanization, 647 00:24:22,440 --> 00:24:26,200 political instability, weird diseases-- you name it. 648 00:24:26,200 --> 00:24:30,760 How can we learn more about what we can do? 649 00:24:30,760 --> 00:24:36,300 We need as humanitarian workers to get into a new place 650 00:24:36,300 --> 00:24:39,050 where we can do more with what we have. 651 00:24:39,050 --> 00:24:41,590 And that place is outside our comfort zone. 652 00:24:41,590 --> 00:24:44,030 Now magic can happen. 653 00:24:44,030 --> 00:24:46,295 But very often, we step out of our comfort zone 654 00:24:46,295 --> 00:24:48,220 and we fall into the abyss. 655 00:24:48,220 --> 00:24:51,080 It's not easy to find the right place. 656 00:24:51,080 --> 00:24:53,300 This is a risky endeavor for me. 657 00:24:53,300 --> 00:24:56,440 I'm here hoping that you guys will 658 00:24:56,440 --> 00:24:59,030 accomplish one of two things. 659 00:24:59,030 --> 00:25:00,600 One is maybe you come up with a game 660 00:25:00,600 --> 00:25:03,347 concept that has a life after the end of your course. 661 00:25:03,347 --> 00:25:04,180 You get your credit. 662 00:25:04,180 --> 00:25:05,140 You graduate. 663 00:25:05,140 --> 00:25:07,210 And the Red Cross or others can play 664 00:25:07,210 --> 00:25:09,110 a game that helps someone understand 665 00:25:09,110 --> 00:25:11,300 something, helps someone do something, 666 00:25:11,300 --> 00:25:13,690 helps someone collect data about something. 667 00:25:13,690 --> 00:25:15,750 And we'll talk more about what are those things 668 00:25:15,750 --> 00:25:19,420 that we want when we get to project four. 669 00:25:19,420 --> 00:25:23,200 The other one is maybe we can lure you-- even if one of you, 670 00:25:23,200 --> 00:25:26,090 even if one of the Game Lab team-- 671 00:25:26,090 --> 00:25:28,650 to consider humanitarian work as part 672 00:25:28,650 --> 00:25:31,460 of what you may be doing in your future life, 673 00:25:31,460 --> 00:25:35,080 either as your job, or as your hobby. 674 00:25:35,080 --> 00:25:36,840 It's great fun. 675 00:25:36,840 --> 00:25:39,000 It's a great intellectual challenge. 676 00:25:39,000 --> 00:25:41,850 The head of my team, Martin [? Van Ahls-- ?] he's 677 00:25:41,850 --> 00:25:44,310 an astrophysicist by training. 678 00:25:44,310 --> 00:25:44,810 OK? 679 00:25:44,810 --> 00:25:49,140 So you don't have much awareness of the extent 680 00:25:49,140 --> 00:25:52,440 to which humanitarian workers can come from unusual places. 681 00:25:52,440 --> 00:25:55,760 And we hope that MIT stops being an unusual place 682 00:25:55,760 --> 00:25:58,060 for humanitarian stuff. 683 00:25:58,060 --> 00:26:01,280 So let me illustrate the kinds of challenges we get. 684 00:26:01,280 --> 00:26:05,510 This is an actual fax that actually arrived in May, 685 00:26:05,510 --> 00:26:07,740 2008 to the office of my colleague Yusef 686 00:26:07,740 --> 00:26:11,030 [? ayd-Shaloush, ?] who at the time was based in Dakar. 687 00:26:13,730 --> 00:26:16,080 Let me see if this works. 688 00:26:16,080 --> 00:26:16,750 OK. 689 00:26:16,750 --> 00:26:21,410 For those of you who know Dakar, it's near those green pixels. 690 00:26:21,410 --> 00:26:24,800 That's where, at the time, the regional office was 691 00:26:24,800 --> 00:26:26,120 for West and Central Africa. 692 00:26:26,120 --> 00:26:30,320 28 countries going from Mauritania-- 693 00:26:30,320 --> 00:26:32,534 where there have been a military coup, 694 00:26:32,534 --> 00:26:34,700 and there was bloodshed in the streets and Red Cross 695 00:26:34,700 --> 00:26:37,810 volunteers needed to learn first aid to prevent someone 696 00:26:37,810 --> 00:26:40,440 bleeding to death-- all the way to Congo 697 00:26:40,440 --> 00:26:43,780 Brazzaville in the southernmost part of this area, where there 698 00:26:43,780 --> 00:26:46,380 was flooding-- urban flooding. 699 00:26:46,380 --> 00:26:48,710 And as Red Cross, we don't fully know 700 00:26:48,710 --> 00:26:53,160 how to operate in rapidly changing urban contexts. 701 00:26:53,160 --> 00:26:56,420 We're used to a planet where poor, suffering people were 702 00:26:56,420 --> 00:26:58,830 either in conflict or in rural areas. 703 00:26:58,830 --> 00:27:03,820 And Darfur-- people going to Chad-- needing shelter, aid, 704 00:27:03,820 --> 00:27:05,090 all sorts of things. 705 00:27:05,090 --> 00:27:08,030 Yusef has to deal with those three and everything 706 00:27:08,030 --> 00:27:11,360 in between-- chronic food insecurity, Burkina Faso, 707 00:27:11,360 --> 00:27:14,010 you name it-- insufficient training for his staff. 708 00:27:14,010 --> 00:27:17,380 And he gets this fax. 709 00:27:17,380 --> 00:27:22,050 Now I want you to think you're a decision maker. 710 00:27:22,050 --> 00:27:25,520 You're someone who has to make decisions and gets this fax. 711 00:27:25,520 --> 00:27:28,780 It was issued in May, referring to the three coming 712 00:27:28,780 --> 00:27:31,020 months-- June, July, August. 713 00:27:31,020 --> 00:27:35,772 And it says if we define an extreme precipitation 714 00:27:35,772 --> 00:27:37,230 event-- extreme rainfall-- as being 715 00:27:37,230 --> 00:27:41,020 in the top 15% of the historical record, 716 00:27:41,020 --> 00:27:43,040 then this year-- there was a lot of text. 717 00:27:43,040 --> 00:27:44,380 I won't bother you with that. 718 00:27:44,380 --> 00:27:46,880 This year, because of sea surface temperature anomalies 719 00:27:46,880 --> 00:27:49,980 and other things that maybe you know if you're an MIT student, 720 00:27:49,980 --> 00:27:53,000 but it's not what we're used to-- this year, 721 00:27:53,000 --> 00:27:56,290 because of that stuff, the probability of extreme rains 722 00:27:56,290 --> 00:28:01,970 is enhanced from 15% to between 40% and 50%. 723 00:28:01,970 --> 00:28:03,780 So this fax is in the office. 724 00:28:03,780 --> 00:28:05,960 And Yusef looks at it. 725 00:28:05,960 --> 00:28:07,080 And what does he do? 726 00:28:07,080 --> 00:28:08,430 What do you think he does? 727 00:28:08,430 --> 00:28:11,120 What do you think the humanitarian sector 728 00:28:11,120 --> 00:28:14,060 does when we get information? 729 00:28:14,060 --> 00:28:15,850 First of all, to understand it fully 730 00:28:15,850 --> 00:28:18,980 you need to stop doing everything else you're doing. 731 00:28:18,980 --> 00:28:20,550 You have to not answer an email. 732 00:28:20,550 --> 00:28:23,820 You have to not sign the check for the fuel for the driver 733 00:28:23,820 --> 00:28:25,920 for delivering the something or other. 734 00:28:25,920 --> 00:28:28,220 And once you start thinking about it, 735 00:28:28,220 --> 00:28:30,610 what do I do with the place with the green pixel? 736 00:28:30,610 --> 00:28:33,922 Do I send-- I don't know, one tent? 737 00:28:33,922 --> 00:28:34,630 A thousand tents? 738 00:28:34,630 --> 00:28:36,616 Where do I send them, and to do what? 739 00:28:36,616 --> 00:28:37,490 What are the chances? 740 00:28:37,490 --> 00:28:39,950 When will it happen? 741 00:28:39,950 --> 00:28:43,910 So my job is to help the Red Cross 742 00:28:43,910 --> 00:28:45,550 family and the humanitarian sector 743 00:28:45,550 --> 00:28:50,210 at large to understand science that can help us make smarter 744 00:28:50,210 --> 00:28:51,980 decisions. 745 00:28:51,980 --> 00:28:56,730 Now if you want to represent, to model, 746 00:28:56,730 --> 00:29:01,080 with an experience of forecast, this is how it normally works. 747 00:29:01,080 --> 00:29:04,590 There's information that allegedly can support action. 748 00:29:04,590 --> 00:29:07,890 That is communicated with an audience in a passive mode, 749 00:29:07,890 --> 00:29:11,884 like a fax or an email or a TV or radio announcement. 750 00:29:11,884 --> 00:29:13,300 And then you hope that people will 751 00:29:13,300 --> 00:29:15,090 get it and do the right thing. 752 00:29:15,090 --> 00:29:17,735 Of course, I leave a question mark, because-- not always? 753 00:29:20,670 --> 00:29:25,290 Now when I talked to people about climate science-- 754 00:29:25,290 --> 00:29:27,040 about changing climate conditions; 755 00:29:27,040 --> 00:29:29,080 sea levels rise, so we need new locations 756 00:29:29,080 --> 00:29:32,850 of shelters; about El Nino and changing risks of drought 757 00:29:32,850 --> 00:29:35,860 and food insecurity; about rainfall upstream, 758 00:29:35,860 --> 00:29:39,350 therefore flooding downstream-- I would be talking science. 759 00:29:39,350 --> 00:29:41,350 And the people I was talking to-- they 760 00:29:41,350 --> 00:29:43,370 had something else to do. 761 00:29:43,370 --> 00:29:44,670 They had to go save lives. 762 00:29:44,670 --> 00:29:48,400 And they were forced into a room just like you now. 763 00:29:48,400 --> 00:29:49,710 And I was talking science. 764 00:29:49,710 --> 00:29:54,120 And I could feel the extent to which I was successfully 765 00:29:54,120 --> 00:29:55,560 shrinking their brains. 766 00:29:58,800 --> 00:30:00,120 This is a metaphor. 767 00:30:00,120 --> 00:30:02,300 There are very talented and smart people 768 00:30:02,300 --> 00:30:03,710 in the humanitarian sector. 769 00:30:03,710 --> 00:30:07,560 But my putting them into a passive mode, 770 00:30:07,560 --> 00:30:11,930 talking jargon to them, showing maps and graphs and so on, 771 00:30:11,930 --> 00:30:13,550 was really not accomplishing much. 772 00:30:13,550 --> 00:30:15,770 So I had to try something you. 773 00:30:15,770 --> 00:30:20,450 Oh, by the way, I remember hearing the snoring 774 00:30:20,450 --> 00:30:23,080 while I was talking science. 775 00:30:23,080 --> 00:30:24,510 So it was shocking. 776 00:30:24,510 --> 00:30:27,840 Because they were wasting their time listening to me 777 00:30:27,840 --> 00:30:30,800 unsuccessfully try to communicate information 778 00:30:30,800 --> 00:30:32,760 that can help save lives. 779 00:30:32,760 --> 00:30:34,571 So I started doing other things. 780 00:30:34,571 --> 00:30:36,070 And we're going to get a five minute 781 00:30:36,070 --> 00:30:38,280 flavor of the kind of things we're doing. 782 00:30:38,280 --> 00:30:39,730 So let's play. 783 00:30:39,730 --> 00:30:42,160 You're a team. 784 00:30:42,160 --> 00:30:43,284 Split in half. 785 00:30:43,284 --> 00:30:45,700 Each one of you choose, are you on this half or this half? 786 00:30:45,700 --> 00:30:46,283 You're a team. 787 00:30:46,283 --> 00:30:47,280 You're a team. 788 00:30:47,280 --> 00:30:49,370 You're a team-- four teams. 789 00:30:49,370 --> 00:30:52,020 There will be one winning team. 790 00:30:52,020 --> 00:30:54,880 The winning team is the team that 791 00:30:54,880 --> 00:30:57,970 has the most people standing by the end of the game. 792 00:30:57,970 --> 00:30:59,430 We'll have a few practice rounds, 793 00:30:59,430 --> 00:31:01,580 and then we'll play for real. 794 00:31:01,580 --> 00:31:02,800 OK? 795 00:31:02,800 --> 00:31:04,250 You are not who you think you are. 796 00:31:04,250 --> 00:31:06,820 You're not some MIT student or something. 797 00:31:06,820 --> 00:31:10,780 You are magically, in the magic circle of this game, a Red 798 00:31:10,780 --> 00:31:13,070 Cross disaster manager. 799 00:31:13,070 --> 00:31:13,771 OK? 800 00:31:13,771 --> 00:31:14,270 Good. 801 00:31:14,270 --> 00:31:16,910 Someone is celebrating. 802 00:31:16,910 --> 00:31:17,680 You're hired. 803 00:31:17,680 --> 00:31:20,740 We have no money, but you're hired. 804 00:31:20,740 --> 00:31:24,930 So there are three kinds of things you can do. 805 00:31:24,930 --> 00:31:27,230 And everyone will be standing when the game begins. 806 00:31:27,230 --> 00:31:28,419 One is to go like this. 807 00:31:28,419 --> 00:31:29,960 This means I hope there's good rains. 808 00:31:29,960 --> 00:31:31,918 I'm going to take advantage of this opportunity 809 00:31:31,918 --> 00:31:34,270 to do good things when there's good rains. 810 00:31:34,270 --> 00:31:35,040 Train people. 811 00:31:35,040 --> 00:31:36,590 Change the tires of the vehicle. 812 00:31:36,590 --> 00:31:38,010 Build a shelter. 813 00:31:38,010 --> 00:31:39,530 Write a proposal for donors. 814 00:31:39,530 --> 00:31:42,510 Write a report to the donor that gave me money last year. 815 00:31:42,510 --> 00:31:45,630 All those things, you can do when it's a nice day. 816 00:31:45,630 --> 00:31:48,520 Now maybe there's too much rain coming. 817 00:31:48,520 --> 00:31:50,410 Then you can invest in preparedness 818 00:31:50,410 --> 00:31:51,390 against too much rain. 819 00:31:51,390 --> 00:31:54,520 You make this gesture like an umbrella. 820 00:31:54,520 --> 00:31:56,520 And it means you're preparing against the risk 821 00:31:56,520 --> 00:31:57,490 of too much rain. 822 00:31:57,490 --> 00:32:00,130 This could be prepositioning relief items, 823 00:32:00,130 --> 00:32:03,810 like tents, for those who have to be displaced with the flood. 824 00:32:03,810 --> 00:32:05,680 But it's better to do it before the flood. 825 00:32:05,680 --> 00:32:06,870 Because if you wait for the flood, 826 00:32:06,870 --> 00:32:08,430 then the bridge has been washed away. 827 00:32:08,430 --> 00:32:12,120 And you have no way to take tents to the other side. 828 00:32:12,120 --> 00:32:16,460 The other option you have is to do a bucket-- something 829 00:32:16,460 --> 00:32:18,160 to hold water from the sky. 830 00:32:18,160 --> 00:32:19,900 If there's a risk of a drought, you 831 00:32:19,900 --> 00:32:21,690 want to collect water before the drought 832 00:32:21,690 --> 00:32:23,520 so people can have water to drink. 833 00:32:23,520 --> 00:32:26,180 So each one of you can do three things. 834 00:32:26,180 --> 00:32:28,390 Good rains, you go like this. 835 00:32:28,390 --> 00:32:29,824 Too much rain, you go like that. 836 00:32:29,824 --> 00:32:31,240 Too little rain, you go like this. 837 00:32:31,240 --> 00:32:33,560 What determines rains? 838 00:32:33,560 --> 00:32:36,460 The probability distribution function of precipitation 839 00:32:36,460 --> 00:32:39,800 based on the past record. 840 00:32:39,800 --> 00:32:44,620 So you guys are affected by this PDF, this die. 841 00:32:44,620 --> 00:32:47,580 You guys are affected by this one. 842 00:32:47,580 --> 00:32:49,640 A six is what? 843 00:32:49,640 --> 00:32:52,730 Too much rain-- it's a good idea to be like this. 844 00:32:52,730 --> 00:32:54,620 If you're not like this, you sit down. 845 00:32:54,620 --> 00:32:56,680 You got it wrong. 846 00:32:56,680 --> 00:32:58,940 A one is what? 847 00:32:58,940 --> 00:33:01,720 Too little rain-- it's a good idea to be like that. 848 00:33:01,720 --> 00:33:03,060 Otherwise, you got it wrong. 849 00:33:03,060 --> 00:33:04,150 You sit down. 850 00:33:04,150 --> 00:33:06,460 Everything in between is what? 851 00:33:06,460 --> 00:33:07,200 Good rains. 852 00:33:07,200 --> 00:33:09,170 You better go like this, or you got it wrong. 853 00:33:09,170 --> 00:33:12,160 Practice round-- everyone stand up. 854 00:33:12,160 --> 00:33:18,070 Because the winner is going to be-- well, let me show this. 855 00:33:18,070 --> 00:33:19,800 Losing players [? all ?] get it wrong. 856 00:33:19,800 --> 00:33:21,390 You sit down. 857 00:33:21,390 --> 00:33:23,720 You're basically-- not fired, but people suffer 858 00:33:23,720 --> 00:33:26,300 because of your bad decisions. 859 00:33:26,300 --> 00:33:30,420 And the winning team is the team that, at the end 860 00:33:30,420 --> 00:33:33,580 of the few rounds-- I will arbitrarily declare the end, 861 00:33:33,580 --> 00:33:36,650 because in the real world, there is no end. 862 00:33:36,650 --> 00:33:39,810 We'll have three practice rounds, and then for real. 863 00:33:39,810 --> 00:33:42,622 Most people standing-- so if you guys have two people standing 864 00:33:42,622 --> 00:33:45,080 and you have 10 people standing and they have less than 10, 865 00:33:45,080 --> 00:33:46,340 you are the winners. 866 00:33:46,340 --> 00:33:50,310 And the winning team will win a publication. 867 00:33:50,310 --> 00:33:54,050 I will explain how you'll have to fight over it. 868 00:33:54,050 --> 00:34:02,800 So let's go back to-- actually, here. 869 00:34:02,800 --> 00:34:05,660 So that you remember the three things you can do. 870 00:34:05,660 --> 00:34:08,650 Each one of you has to make a decision. 871 00:34:08,650 --> 00:34:11,560 Two, three, four, or five, it's a good idea to do this. 872 00:34:11,560 --> 00:34:12,949 Six-- good idea to do that. 873 00:34:12,949 --> 00:34:14,219 One-- good idea to do that. 874 00:34:14,219 --> 00:34:15,900 You can have a collective conversation. 875 00:34:15,900 --> 00:34:18,310 But each one of you has to be making one of those three. 876 00:34:18,310 --> 00:34:20,435 If you're making none of those three, you sit down. 877 00:34:20,435 --> 00:34:21,639 You're fired. 878 00:34:21,639 --> 00:34:27,250 You have 30 seconds to consult with your teams. 879 00:34:27,250 --> 00:34:29,720 [SIDE CONVERSATIONS] 880 00:34:50,951 --> 00:34:52,409 PABLO SUAREZ: The rains are coming. 881 00:34:52,409 --> 00:34:54,270 Make your decisions. 882 00:34:54,270 --> 00:35:03,370 10, nine, eight, seven, six, five, four, three. 883 00:35:03,370 --> 00:35:06,510 When I say stop, you have to be in the position. 884 00:35:06,510 --> 00:35:13,160 Three, two, one, and-- be in the position or you're 885 00:35:13,160 --> 00:35:15,150 fired-- stop! 886 00:35:15,150 --> 00:35:15,980 OK. 887 00:35:15,980 --> 00:35:21,350 Here we see a lot of thumbs up, two buckets, two umbrellas. 888 00:35:21,350 --> 00:35:24,690 Roughly the same kind of configuration-- all right. 889 00:35:24,690 --> 00:35:26,380 Let's see what happens to this half. 890 00:35:26,380 --> 00:35:28,090 Camera, I wish you good luck. 891 00:35:28,090 --> 00:35:30,830 This is for you guys. 892 00:35:30,830 --> 00:35:34,260 It is a five. 893 00:35:34,260 --> 00:35:35,850 So if you're like that, stay standing. 894 00:35:35,850 --> 00:35:36,750 Otherwise, sit down. 895 00:35:36,750 --> 00:35:39,750 You didn't invest in the good things you could have done. 896 00:35:39,750 --> 00:35:42,670 For you guys, let's see what happens. 897 00:35:42,670 --> 00:35:45,260 And it is a four. 898 00:35:45,260 --> 00:35:46,800 If you're like that, stay standing. 899 00:35:46,800 --> 00:35:47,680 Otherwise, sit down. 900 00:35:47,680 --> 00:35:51,400 Moving on to your two-- practice round. 901 00:35:51,400 --> 00:35:52,485 What are you going to do? 902 00:35:55,190 --> 00:35:58,710 Those who are sitting, stay sitting, but can give advice. 903 00:35:58,710 --> 00:35:59,210 OK? 904 00:36:06,070 --> 00:36:07,310 Make your decisions. 905 00:36:07,310 --> 00:36:15,340 Five, four, three, two, one, and, stop. 906 00:36:15,340 --> 00:36:16,670 Lots of thumbs up. 907 00:36:16,670 --> 00:36:18,271 Are you with these guys? 908 00:36:18,271 --> 00:36:18,770 All right. 909 00:36:18,770 --> 00:36:21,510 So you're the only umbrella on this side. 910 00:36:21,510 --> 00:36:23,370 Let's see how it happens. 911 00:36:23,370 --> 00:36:23,960 There we go. 912 00:36:26,370 --> 00:36:26,870 There's 913 00:36:26,870 --> 00:36:27,740 A four. 914 00:36:27,740 --> 00:36:28,860 Thumbs up, stay standing. 915 00:36:28,860 --> 00:36:30,150 Otherwise, sit down. 916 00:36:30,150 --> 00:36:31,940 This team not surprisingly is weak. 917 00:36:31,940 --> 00:36:33,260 They started with few. 918 00:36:33,260 --> 00:36:38,160 Over here, you guys-- there we go. 919 00:36:38,160 --> 00:36:39,510 A two. 920 00:36:39,510 --> 00:36:42,520 So if you're like that or like that, sit down. 921 00:36:42,520 --> 00:36:44,445 Now, the last practice round. 922 00:36:48,220 --> 00:36:50,130 You receive this fax. 923 00:36:55,683 --> 00:36:56,516 That's all you know. 924 00:36:56,516 --> 00:36:57,570 You got these fax. 925 00:36:57,570 --> 00:36:59,442 AUDIENCE: Are we using the same dice? 926 00:36:59,442 --> 00:37:01,650 PABLO SUAREZ: I am answering your question by saying, 927 00:37:01,650 --> 00:37:05,290 all you got is this. 928 00:37:05,290 --> 00:37:09,430 There's a deliberate scarcity of information. 929 00:37:09,430 --> 00:37:13,427 You have 30 seconds to make your decisions. 930 00:37:13,427 --> 00:37:14,860 AUDIENCE: Wait, where are we? 931 00:37:14,860 --> 00:37:18,254 PABLO SUAREZ: You are in the place with the green pixel. 932 00:37:18,254 --> 00:37:20,694 [SIDE CONVERSATIONS] 933 00:37:36,820 --> 00:37:39,410 PABLO SUAREZ: 10 seconds left. 934 00:37:39,410 --> 00:37:46,793 Five, four, three, two, one, and, stop! 935 00:37:46,793 --> 00:37:47,293 OK. 936 00:37:47,293 --> 00:37:49,080 So in this team, there's only three left. 937 00:37:49,080 --> 00:37:51,920 One third are investing in too much rain. 938 00:37:51,920 --> 00:37:54,440 Here we have about eight or so. 939 00:37:54,440 --> 00:37:56,850 Half or more are investing in this. 940 00:37:56,850 --> 00:37:59,580 No one-- oh, only one person is going for drought. 941 00:37:59,580 --> 00:38:01,540 Over here-- all right. 942 00:38:01,540 --> 00:38:03,580 I see over here we have three. 943 00:38:03,580 --> 00:38:06,900 So about half, also, investing in flood protection. 944 00:38:06,900 --> 00:38:10,430 Over here we have more than before, two out of six. 945 00:38:10,430 --> 00:38:16,050 Well, of course, what this says is that on a normal year 946 00:38:16,050 --> 00:38:20,270 the chances of this is 15%, or about one in six. 947 00:38:20,270 --> 00:38:22,850 One in six is 16%. 948 00:38:22,850 --> 00:38:25,140 But this year, because of unusual conditions, 949 00:38:25,140 --> 00:38:27,720 it's a flip of the coin. 950 00:38:27,720 --> 00:38:29,710 So for you guys, I'm going to flip this one. 951 00:38:29,710 --> 00:38:33,620 Of course, you cannot now change your decision, right? 952 00:38:33,620 --> 00:38:34,990 It's too late now. 953 00:38:34,990 --> 00:38:37,570 You either sent the tents or bought the cement 954 00:38:37,570 --> 00:38:38,630 for the shelter. 955 00:38:38,630 --> 00:38:40,420 So I'm going to throw this up in the air. 956 00:38:40,420 --> 00:38:42,400 If it falls like this, no problem. 957 00:38:42,400 --> 00:38:43,950 It's like a three. 958 00:38:43,950 --> 00:38:48,620 If it falls like this, too much rain-- 50% chance or so. 959 00:38:48,620 --> 00:38:50,420 It's a good idea to have the umbrella. 960 00:38:50,420 --> 00:38:51,790 Otherwise you sit down. 961 00:38:51,790 --> 00:38:53,980 If it falls like this, meaning it stops moving 962 00:38:53,980 --> 00:39:00,220 and it stays standing, it's a good idea to have a bucket. 963 00:39:00,220 --> 00:39:03,310 You guys will get the yellow one. 964 00:39:03,310 --> 00:39:06,654 Ready, set, and go. 965 00:39:06,654 --> 00:39:07,500 AUDIENCE: Yes! 966 00:39:07,500 --> 00:39:08,333 PABLO SUAREZ: Flood. 967 00:39:08,333 --> 00:39:10,530 Someone's very happy. 968 00:39:10,530 --> 00:39:12,470 We love it. 969 00:39:12,470 --> 00:39:15,890 So if you're not like this, you have to sit down. 970 00:39:15,890 --> 00:39:19,380 Now notice this interesting feature of reality. 971 00:39:19,380 --> 00:39:22,620 If you take the right action, an extreme event 972 00:39:22,620 --> 00:39:23,710 is not a disaster. 973 00:39:23,710 --> 00:39:24,880 He was prepared. 974 00:39:24,880 --> 00:39:26,640 He's happy that a disaster happened. 975 00:39:26,640 --> 00:39:29,440 Because he was prepared. 976 00:39:29,440 --> 00:39:31,300 Which is a good thing. 977 00:39:31,300 --> 00:39:35,850 A disaster is only a disaster if it leads to negative outcomes. 978 00:39:35,850 --> 00:39:41,210 If someone tells you it's going to be 110 degrees today, 979 00:39:41,210 --> 00:39:42,720 and you have some health condition, 980 00:39:42,720 --> 00:39:44,094 you turn on the air conditioning. 981 00:39:44,094 --> 00:39:45,330 There's no disaster. 982 00:39:45,330 --> 00:39:47,620 Unless there's no energy for your air conditioner. 983 00:39:47,620 --> 00:39:48,120 OK. 984 00:39:48,120 --> 00:39:49,161 Let's see about you guys. 985 00:39:52,490 --> 00:39:53,367 You also got a flood. 986 00:39:53,367 --> 00:39:54,950 So if you're like this, stay standing. 987 00:39:54,950 --> 00:39:56,070 Otherwise, sit down. 988 00:39:56,070 --> 00:39:57,960 If this were the end of the real game, 989 00:39:57,960 --> 00:39:59,970 we'd have three standing here. 990 00:39:59,970 --> 00:40:01,170 No other team has three. 991 00:40:01,170 --> 00:40:05,250 So you would be declared the winning team. 992 00:40:05,250 --> 00:40:06,840 Oh, you got four! 993 00:40:06,840 --> 00:40:08,670 So my apologies. 994 00:40:08,670 --> 00:40:10,850 You would be declared the winning team. 995 00:40:10,850 --> 00:40:12,160 Congratulations. 996 00:40:12,160 --> 00:40:13,050 Now. 997 00:40:13,050 --> 00:40:14,690 [APPLAUSE] 998 00:40:14,690 --> 00:40:16,580 PABLO SUAREZ: Thank you. 999 00:40:16,580 --> 00:40:17,780 Everyone sit down. 1000 00:40:17,780 --> 00:40:19,290 And now we're going to see what you 1001 00:40:19,290 --> 00:40:22,060 would do for real in this scenario 1002 00:40:22,060 --> 00:40:24,280 where we have climate change. 1003 00:40:24,280 --> 00:40:26,800 Have you heard of climate change? 1004 00:40:26,800 --> 00:40:28,620 Things are changing. 1005 00:40:28,620 --> 00:40:32,570 This is based on the past record of precipitation. 1006 00:40:32,570 --> 00:40:36,850 But the past no longer explains the present. 1007 00:40:36,850 --> 00:40:38,820 Things are changing. 1008 00:40:38,820 --> 00:40:42,660 So I hereby introduce you to climate change. 1009 00:40:46,530 --> 00:40:50,060 This one is going to be for you guys. 1010 00:40:50,060 --> 00:40:52,930 I'm going to throw this up in the air with some spin, just 1011 00:40:52,930 --> 00:40:55,060 like the dice. 1012 00:40:55,060 --> 00:40:55,572 Look at you. 1013 00:40:55,572 --> 00:40:56,280 I love this face. 1014 00:40:56,280 --> 00:41:00,351 This is a very productive silence. 1015 00:41:00,351 --> 00:41:01,850 I'm going to throw it up in the air. 1016 00:41:01,850 --> 00:41:04,100 if it falls like this, it means normal rains. 1017 00:41:04,100 --> 00:41:05,240 No problem. 1018 00:41:05,240 --> 00:41:07,900 It's like a three-- a good idea to go like that. 1019 00:41:07,900 --> 00:41:10,350 If it falls like this, too much rain. 1020 00:41:10,350 --> 00:41:12,664 It's a good idea to invest in your umbrella. 1021 00:41:12,664 --> 00:41:13,580 AUDIENCE: Oh I get it. 1022 00:41:13,580 --> 00:41:17,820 PABLO SUAREZ: If it falls like that, what is it representing? 1023 00:41:17,820 --> 00:41:21,170 It's too little rain-- bucket-- good idea to go like this. 1024 00:41:21,170 --> 00:41:22,590 This is for you guys. 1025 00:41:22,590 --> 00:41:25,629 We're going to imagine we play three consecutive years. 1026 00:41:25,629 --> 00:41:26,670 Can you hold this for me? 1027 00:41:26,670 --> 00:41:27,503 No spinning, please. 1028 00:41:27,503 --> 00:41:28,560 No throwing. 1029 00:41:28,560 --> 00:41:32,000 For the other half, we have this other one, 1030 00:41:32,000 --> 00:41:33,240 which is also climate change. 1031 00:41:33,240 --> 00:41:37,210 But the climate doesn't change in the same way in every place. 1032 00:41:37,210 --> 00:41:39,150 So I'm going to throw this up in the air. 1033 00:41:39,150 --> 00:41:41,540 If it falls like this, it means no problem. 1034 00:41:41,540 --> 00:41:43,670 Good idea to go for thumbs up. 1035 00:41:43,670 --> 00:41:46,580 If it falls like this, too much rain. 1036 00:41:46,580 --> 00:41:49,360 If it falls like this, too little rain. 1037 00:41:49,360 --> 00:41:50,730 Go for that. 1038 00:41:50,730 --> 00:41:54,430 As a team, you have two minutes to come up with a decision-- 1039 00:41:54,430 --> 00:41:56,090 or more likely, one minute. 1040 00:41:56,090 --> 00:41:58,460 Go. 1041 00:41:58,460 --> 00:42:22,360 [SIDE CONVERSATIONS] 1042 00:42:22,360 --> 00:42:23,735 PABLO SUAREZ: Less than a minute. 1043 00:42:36,160 --> 00:42:37,065 30 seconds. 1044 00:42:42,060 --> 00:42:43,950 10 seconds. 1045 00:42:43,950 --> 00:42:45,290 Everybody stand up. 1046 00:42:47,800 --> 00:42:49,520 Make your decisions. 1047 00:42:49,520 --> 00:42:59,675 Five, four, three, two, one, and, stop! 1048 00:43:02,670 --> 00:43:04,590 All right. 1049 00:43:04,590 --> 00:43:07,350 Compared to the first round with the die, 1050 00:43:07,350 --> 00:43:10,280 there's much more proportion of people 1051 00:43:10,280 --> 00:43:13,390 investing either in too much rain or in too little rain. 1052 00:43:13,390 --> 00:43:15,580 Can you notice any difference between this half 1053 00:43:15,580 --> 00:43:17,065 and that half? 1054 00:43:21,520 --> 00:43:22,830 Not really. 1055 00:43:22,830 --> 00:43:27,170 Very substantial, phenomenally different climate change 1056 00:43:27,170 --> 00:43:28,800 projections coming from science-- this 1057 00:43:28,800 --> 00:43:32,200 could be like the IPCC report, right? 1058 00:43:32,200 --> 00:43:34,680 And yet, you don't know how to interpret those differences. 1059 00:43:34,680 --> 00:43:38,810 Thank you for incarnating what happens in the real world. 1060 00:43:38,810 --> 00:43:39,360 OK? 1061 00:43:39,360 --> 00:43:41,660 We just are very confused to understand 1062 00:43:41,660 --> 00:43:43,550 that the risks are higher. 1063 00:43:43,550 --> 00:43:45,929 So I will not roll it. 1064 00:43:45,929 --> 00:43:47,970 Because I would rather keep sharing with you some 1065 00:43:47,970 --> 00:43:49,150 of the things we were doing. 1066 00:43:49,150 --> 00:43:52,440 But I can share with you that you already 1067 00:43:52,440 --> 00:43:55,195 have-- no, I want to know! 1068 00:43:55,195 --> 00:43:56,350 Let's play. 1069 00:43:56,350 --> 00:43:59,530 I want to see what the climate will bring. 1070 00:43:59,530 --> 00:44:01,610 And that's exactly the point. 1071 00:44:01,610 --> 00:44:05,260 We are creating your appetite for learning. 1072 00:44:05,260 --> 00:44:08,977 And that's what games can help me and my colleagues do. 1073 00:44:08,977 --> 00:44:10,685 We have a bunch of [? reckless ?] people, 1074 00:44:10,685 --> 00:44:13,101 and suddenly they want to know the real climate projection 1075 00:44:13,101 --> 00:44:14,330 for their project site. 1076 00:44:14,330 --> 00:44:14,830 All right. 1077 00:44:14,830 --> 00:44:17,480 Everyone can sit down. 1078 00:44:17,480 --> 00:44:21,650 So we went through this-- oops, sorry. 1079 00:44:21,650 --> 00:44:23,490 This is where I wanted to go. 1080 00:44:23,490 --> 00:44:28,950 So that's the fax that Yusef received. 1081 00:44:28,950 --> 00:44:31,800 You played, and you had many more people going like that-- 1082 00:44:31,800 --> 00:44:33,630 which is the right thing to do. 1083 00:44:33,630 --> 00:44:34,880 Now it's 50-50. 1084 00:44:34,880 --> 00:44:37,670 It could have been that it doesn't flood. 1085 00:44:37,670 --> 00:44:39,680 But if you understand the risks, you 1086 00:44:39,680 --> 00:44:42,040 can say to the face of your staff, 1087 00:44:42,040 --> 00:44:44,600 to the face of your donor, or to the face of the communities 1088 00:44:44,600 --> 00:44:45,870 you're helping, look. 1089 00:44:45,870 --> 00:44:48,590 I had reasons to act that way. 1090 00:44:48,590 --> 00:44:51,480 Because it went from one in six to one in two. 1091 00:44:51,480 --> 00:44:54,420 And games can help process that. 1092 00:44:54,420 --> 00:44:58,020 What games can do is to help embed information 1093 00:44:58,020 --> 00:45:02,180 into a system where decisions have consequences, 1094 00:45:02,180 --> 00:45:04,200 and shape of the information that becomes 1095 00:45:04,200 --> 00:45:07,120 available for the next turn. 1096 00:45:07,120 --> 00:45:09,691 So you can have more or less resources and so on. 1097 00:45:09,691 --> 00:45:10,191 Yes. 1098 00:45:10,191 --> 00:45:10,816 AUDIENCE: Yeah. 1099 00:45:10,816 --> 00:45:12,646 I was wondering. 1100 00:45:12,646 --> 00:45:15,592 If you have a 50-50 chances, right, 1101 00:45:15,592 --> 00:45:20,255 and let's say it turns out you made the right choice 1102 00:45:20,255 --> 00:45:23,448 this year, why not invest more into better measurement 1103 00:45:23,448 --> 00:45:24,430 [? increments? ?] 1104 00:45:24,430 --> 00:45:25,700 PABLO SUAREZ: Exactly! 1105 00:45:25,700 --> 00:45:29,250 Why not invest more in better everything? 1106 00:45:29,250 --> 00:45:30,190 We can. 1107 00:45:30,190 --> 00:45:32,100 But we don't have the money. 1108 00:45:32,100 --> 00:45:32,600 Right? 1109 00:45:32,600 --> 00:45:35,930 So we're talking to Lincoln Lab and donors 1110 00:45:35,930 --> 00:45:39,450 and so on to help us improve our ability 1111 00:45:39,450 --> 00:45:43,351 to sense what is going on in terms of hazards-- including 1112 00:45:43,351 --> 00:45:45,850 too much rain, too little rain, and other things-- including 1113 00:45:45,850 --> 00:45:47,750 vulnerabilities-- it's not the same 1114 00:45:47,750 --> 00:45:51,510 for me to be exposed to 100 degrees of heat wave 1115 00:45:51,510 --> 00:45:53,910 versus to an elderly person with asthma. 1116 00:45:53,910 --> 00:45:54,524 Right? 1117 00:45:54,524 --> 00:45:55,940 And it's the same with capacities. 1118 00:45:55,940 --> 00:45:59,990 What do we have, in terms of skills and knowledge, 1119 00:45:59,990 --> 00:46:04,180 in terms of equipment, in terms of experience? 1120 00:46:04,180 --> 00:46:08,330 The disease chikungunya-- has anyone heard of it? 1121 00:46:08,330 --> 00:46:10,880 So what are you going to do if an outbreak of chikungunya 1122 00:46:10,880 --> 00:46:13,120 comes out to MIT tomorrow? 1123 00:46:13,120 --> 00:46:13,620 Right? 1124 00:46:13,620 --> 00:46:15,160 Knowing can help. 1125 00:46:15,160 --> 00:46:18,210 Sensing can help you make better decisions. 1126 00:46:18,210 --> 00:46:22,300 In short, in my experience, only games can do this. 1127 00:46:22,300 --> 00:46:24,930 Only games can get a bunch of people together, 1128 00:46:24,930 --> 00:46:26,680 and in a very short time understand 1129 00:46:26,680 --> 00:46:29,430 the role of information in the context of decisions 1130 00:46:29,430 --> 00:46:31,490 that will have consequences-- including 1131 00:46:31,490 --> 00:46:34,990 lifesaving or life-losing consequences. 1132 00:46:34,990 --> 00:46:37,530 This is an example-- I'm going to skip it, 1133 00:46:37,530 --> 00:46:38,674 so I can get to the end. 1134 00:46:38,674 --> 00:46:40,090 But basically, games can also help 1135 00:46:40,090 --> 00:46:43,620 you collect data and compare one scenario versus another, 1136 00:46:43,620 --> 00:46:47,050 and see which are the things, the aspects of the real world, 1137 00:46:47,050 --> 00:46:50,600 where people are failing to get something. 1138 00:46:50,600 --> 00:46:52,550 And so you can target your efforts 1139 00:46:52,550 --> 00:46:54,610 in capacity-building training, et cetera. 1140 00:46:57,160 --> 00:46:59,950 This is one of the things I will talk to you about. 1141 00:46:59,950 --> 00:47:04,150 I will want you want to help us design games or playful 1142 00:47:04,150 --> 00:47:07,650 activities that can help people make their decisions based 1143 00:47:07,650 --> 00:47:10,570 on forecast, as opposed to always doing 1144 00:47:10,570 --> 00:47:12,840 as if it were the normal die. 1145 00:47:12,840 --> 00:47:15,310 And then if there's a flood, as the forecast said 1146 00:47:15,310 --> 00:47:17,200 was more likely, you go, eh, I don't know. 1147 00:47:17,200 --> 00:47:18,300 I wasn't prepared. 1148 00:47:18,300 --> 00:47:22,460 Which is what happens quite frequently. 1149 00:47:22,460 --> 00:47:23,979 There are many advantages. 1150 00:47:23,979 --> 00:47:25,520 One is that we get better performance 1151 00:47:25,520 --> 00:47:28,040 in terms of outcomes-- fewer sick people. 1152 00:47:28,040 --> 00:47:31,020 Better efficiency-- so you save more per unit money 1153 00:47:31,020 --> 00:47:33,100 or equipment or et cetera. 1154 00:47:33,100 --> 00:47:35,110 Flexibility-- people can do more if they 1155 00:47:35,110 --> 00:47:36,594 understand the forecast. 1156 00:47:36,594 --> 00:47:38,260 If you know that Katrina is about to hit 1157 00:47:38,260 --> 00:47:41,600 your village or your city, there's 1158 00:47:41,600 --> 00:47:43,970 more you can do in anticipation, as opposed to waiting. 1159 00:47:43,970 --> 00:47:46,370 And once it slams, there's very few things 1160 00:47:46,370 --> 00:47:47,760 you can do at that point. 1161 00:47:47,760 --> 00:47:51,020 Because if you step out of your door, you're in trouble. 1162 00:47:51,020 --> 00:47:55,590 Games can create the appetite, through confusion. 1163 00:47:55,590 --> 00:47:59,280 With the cone, you were like, huh? 1164 00:47:59,280 --> 00:48:03,930 We deliberately create systems that 1165 00:48:03,930 --> 00:48:08,020 push people to the tolerable edge of confusion. 1166 00:48:08,020 --> 00:48:10,260 So that they want to figure out, to make 1167 00:48:10,260 --> 00:48:11,770 sense of what's going on. 1168 00:48:11,770 --> 00:48:14,280 And then participants themselves-- individually 1169 00:48:14,280 --> 00:48:17,580 or in conversation with peers, they go like, huh. 1170 00:48:17,580 --> 00:48:19,470 So if we do this and this happens, 1171 00:48:19,470 --> 00:48:21,940 I'll be better off than if I do this other thing. 1172 00:48:21,940 --> 00:48:25,220 The aha moment-- the epiphany, the revelation-- 1173 00:48:25,220 --> 00:48:27,720 is constructed by the players. 1174 00:48:27,720 --> 00:48:30,040 And that has much more lasting effect 1175 00:48:30,040 --> 00:48:32,350 than if I give you the answer. 1176 00:48:32,350 --> 00:48:36,740 No one remembers the answer if no one was asking the question. 1177 00:48:36,740 --> 00:48:41,900 Very few examples-- these cones are the result 1178 00:48:41,900 --> 00:48:45,784 of a collaboration with the World Bank Chief Economist 1179 00:48:45,784 --> 00:48:46,950 for Sustainable Development. 1180 00:48:46,950 --> 00:48:50,510 He was trying to explain a confusing concept called 1181 00:48:50,510 --> 00:48:51,239 deep uncertainty. 1182 00:48:51,239 --> 00:48:52,780 [? Jana ?] over there-- can you wave, 1183 00:48:52,780 --> 00:48:55,900 [? Jana? ?] She's my partner in game design, and facilitation, 1184 00:48:55,900 --> 00:48:56,400 and life. 1185 00:48:56,400 --> 00:48:59,340 She had the brilliant idea of taking-- our cone had surgery. 1186 00:48:59,340 --> 00:48:59,840 Sorry. 1187 00:48:59,840 --> 00:49:01,650 Our cat had surgery. 1188 00:49:01,650 --> 00:49:05,220 And she thought, how about using the cone of shame-- 1189 00:49:05,220 --> 00:49:08,650 you know, for the creature not to lick its surgery-- she said, 1190 00:49:08,650 --> 00:49:12,040 how about using that for depicting this uncertainty? 1191 00:49:12,040 --> 00:49:15,680 Now we had students tossing each one of those cones 1192 00:49:15,680 --> 00:49:17,840 100 times to see the probability solution, 1193 00:49:17,840 --> 00:49:20,851 with and without spin, and augmenting 1194 00:49:20,851 --> 00:49:22,600 the gap between what you think will happen 1195 00:49:22,600 --> 00:49:24,480 and what actually happens. 1196 00:49:24,480 --> 00:49:28,060 A few other cases-- this is from Hanoi University 1197 00:49:28,060 --> 00:49:29,210 of Science and Technology. 1198 00:49:29,210 --> 00:49:33,470 These was with 350 students playing a game on dengue. 1199 00:49:33,470 --> 00:49:35,075 It's like a rock paper scissors, where 1200 00:49:35,075 --> 00:49:36,390 three players are mosquitoes. 1201 00:49:36,390 --> 00:49:40,100 And they can either bite, or with your blood, lay eggs. 1202 00:49:40,100 --> 00:49:41,980 And the other players are humans. 1203 00:49:41,980 --> 00:49:44,950 And they can either protect from biting 1204 00:49:44,950 --> 00:49:46,820 or attack the breeding grounds. 1205 00:49:46,820 --> 00:49:51,630 This was designed by students at game design students 1206 00:49:51,630 --> 00:49:54,060 at [? Parsons ?] and professors collaborating 1207 00:49:54,060 --> 00:49:56,380 with the other students. 1208 00:49:56,380 --> 00:50:00,990 This one is a publication from NASA. 1209 00:50:00,990 --> 00:50:04,040 It doesn't get more NASA than a rocket launch. 1210 00:50:04,040 --> 00:50:07,510 But if you look here, it says, Erin Coughlan-- former intern 1211 00:50:07,510 --> 00:50:09,340 and now staff in my team. 1212 00:50:09,340 --> 00:50:11,820 And the Red Cross/Red Crescent Climate Centre project. 1213 00:50:11,820 --> 00:50:17,350 You go to page 47, and you see [? Munu. ?] [? Munu ?] is 1214 00:50:17,350 --> 00:50:20,000 a volunteer of the Zambia Red Cross, 1215 00:50:20,000 --> 00:50:24,810 from the village of Kazungula in Western Zambia on the Zambezi 1216 00:50:24,810 --> 00:50:26,750 River. 1217 00:50:26,750 --> 00:50:30,180 I mean, there's not much electricity or NASA-ness 1218 00:50:30,180 --> 00:50:31,520 in Kazungula. 1219 00:50:31,520 --> 00:50:35,810 But he was trained as a facilitator for a game 1220 00:50:35,810 --> 00:50:37,860 where, with cards and dice, there's 1221 00:50:37,860 --> 00:50:40,020 rain that happens over there. 1222 00:50:40,020 --> 00:50:42,650 So her cup gets some water. 1223 00:50:42,650 --> 00:50:44,850 And then from her cup, she passes the water 1224 00:50:44,850 --> 00:50:47,900 to the person next to her, representing the upstream going 1225 00:50:47,900 --> 00:50:48,650 downstream. 1226 00:50:48,650 --> 00:50:50,570 She can get more water or not. 1227 00:50:50,570 --> 00:50:52,100 And it keeps going until maybe he 1228 00:50:52,100 --> 00:50:54,350 gets water to overflow his cup. 1229 00:50:54,350 --> 00:50:57,820 He's in trouble, unless he takes some action ahead of time. 1230 00:50:57,820 --> 00:51:00,720 And the game we're designing is not only 1231 00:51:00,720 --> 00:51:03,520 with cups and to mimic the upstream/downstream. 1232 00:51:03,520 --> 00:51:06,710 But we're also making a digital game where people actually 1233 00:51:06,710 --> 00:51:08,900 monitor river levels. 1234 00:51:08,900 --> 00:51:10,450 And they make predictions. 1235 00:51:10,450 --> 00:51:15,010 They make bets as to what the river level will be in two days 1236 00:51:15,010 --> 00:51:16,170 or so. 1237 00:51:16,170 --> 00:51:17,680 And then the winner wins points. 1238 00:51:17,680 --> 00:51:20,800 But they can use points to buy information from upstream. 1239 00:51:20,800 --> 00:51:24,310 And then with that data we're developing a hydrological model 1240 00:51:24,310 --> 00:51:27,690 that can help us better know what is going down the stream, 1241 00:51:27,690 --> 00:51:31,310 and are we going to have more flood trouble? 1242 00:51:31,310 --> 00:51:35,170 As you can imagine, it's awesome to have NASA report 1243 00:51:35,170 --> 00:51:39,180 on some little project in Western Zambia, in part 1244 00:51:39,180 --> 00:51:41,060 because we know that we can partner 1245 00:51:41,060 --> 00:51:43,600 these on-the-field game-based data 1246 00:51:43,600 --> 00:51:48,120 collection with satellite image for ground truthing and so on. 1247 00:51:48,120 --> 00:51:51,870 This one-- because we are being recorded, 1248 00:51:51,870 --> 00:51:54,840 I will not disclose the full story. 1249 00:51:54,840 --> 00:51:58,590 But in short, we play the game that had the same story. 1250 00:51:58,590 --> 00:51:59,890 You play with a 6-sided die. 1251 00:51:59,890 --> 00:52:01,530 You know your probabilities. 1252 00:52:01,530 --> 00:52:04,160 It was being played with the top-level climate 1253 00:52:04,160 --> 00:52:06,295 scientists in this planet. 1254 00:52:06,295 --> 00:52:07,920 And as you can see on the left, there's 1255 00:52:07,920 --> 00:52:10,440 all sorts of calculations with probability distributions 1256 00:52:10,440 --> 00:52:11,880 and the cost benefits and so on. 1257 00:52:11,880 --> 00:52:14,470 Then we change the probabilities on them. 1258 00:52:14,470 --> 00:52:16,870 And then we gave them that. 1259 00:52:16,870 --> 00:52:18,536 Just like you were saying, what is that? 1260 00:52:18,536 --> 00:52:19,619 What are you going to use? 1261 00:52:19,619 --> 00:52:22,350 We just gave them that graph and the caption. 1262 00:52:22,350 --> 00:52:24,766 And some of them were saying, but wait a second. 1263 00:52:24,766 --> 00:52:26,390 Why are you giving me this information? 1264 00:52:26,390 --> 00:52:29,310 It's completely useless in the context of my decision 1265 00:52:29,310 --> 00:52:30,640 situation. 1266 00:52:30,640 --> 00:52:33,100 And then we told them, this is the information 1267 00:52:33,100 --> 00:52:36,900 that you yourselves produced in the summary for policymakers 1268 00:52:36,900 --> 00:52:39,040 of climate science stuff. 1269 00:52:39,040 --> 00:52:42,280 And they became fully aware of the need 1270 00:52:42,280 --> 00:52:46,040 for them to improve the way they communicate climate science. 1271 00:52:49,350 --> 00:52:52,130 This-- you may recognize that dude. 1272 00:52:52,130 --> 00:52:54,600 I think it's the last time I wore a necktie-- at the White 1273 00:52:54,600 --> 00:52:56,460 House. 1274 00:52:56,460 --> 00:52:57,880 I was given five minutes. 1275 00:52:57,880 --> 00:52:59,840 I begged for seven. 1276 00:52:59,840 --> 00:53:03,910 Seven minutes given, preceded by extensive PowerPoint 1277 00:53:03,910 --> 00:53:06,450 presentations or other forms of uni-directional, 1278 00:53:06,450 --> 00:53:11,352 so I had an audience that had brain wave activity declining. 1279 00:53:11,352 --> 00:53:12,060 And I said hello. 1280 00:53:12,060 --> 00:53:12,940 My name is Pablo. 1281 00:53:12,940 --> 00:53:14,180 And this is not a Frisbee. 1282 00:53:14,180 --> 00:53:15,030 It's a hurricane. 1283 00:53:15,030 --> 00:53:17,684 Everybody stand up. 1284 00:53:17,684 --> 00:53:19,100 And people were somewhat confused. 1285 00:53:19,100 --> 00:53:19,910 Some were standing. 1286 00:53:19,910 --> 00:53:22,118 Others were distracted, and they saw people standing, 1287 00:53:22,118 --> 00:53:22,833 so they stood. 1288 00:53:22,833 --> 00:53:23,300 And I said, OK. 1289 00:53:23,300 --> 00:53:25,383 I'm going to throw this frisbee in some direction. 1290 00:53:25,383 --> 00:53:26,120 It's a hurricane. 1291 00:53:26,120 --> 00:53:29,010 If it hits you in the chest, it's trouble. 1292 00:53:29,010 --> 00:53:30,520 You're suffering. 1293 00:53:30,520 --> 00:53:34,430 Now if you sit down, it will fly above your head, no problem. 1294 00:53:34,430 --> 00:53:35,786 It's like evacuation. 1295 00:53:35,786 --> 00:53:37,160 But if you sit down and evacuate, 1296 00:53:37,160 --> 00:53:39,640 and the hurricane goes in some other direction, 1297 00:53:39,640 --> 00:53:41,390 someone may still your refrigerator. 1298 00:53:41,390 --> 00:53:43,040 Right? 1299 00:53:43,040 --> 00:53:45,130 You're doing the wrong thing. 1300 00:53:45,130 --> 00:53:48,800 So where it will go will be determined by these two dice. 1301 00:53:48,800 --> 00:53:51,710 So you either say standing or sit down to avoid it. 1302 00:53:51,710 --> 00:53:53,170 And I throw the things. 1303 00:53:53,170 --> 00:53:53,790 And I look. 1304 00:53:53,790 --> 00:53:55,984 And I throw in this direction and in this direction. 1305 00:53:55,984 --> 00:53:56,900 People were being hit. 1306 00:53:56,900 --> 00:53:58,120 There was huge confusion. 1307 00:53:58,120 --> 00:54:00,050 No one understood what was going on. 1308 00:54:00,050 --> 00:54:01,990 And then someone got it. 1309 00:54:01,990 --> 00:54:03,280 Double one, I throw over here. 1310 00:54:03,280 --> 00:54:05,000 Double six, I throw over here. 1311 00:54:05,000 --> 00:54:06,680 Interpolate. 1312 00:54:06,680 --> 00:54:07,764 So someone figured it out. 1313 00:54:07,764 --> 00:54:08,679 They said, oh, a nine! 1314 00:54:08,679 --> 00:54:10,030 It will go in that direction. 1315 00:54:10,030 --> 00:54:11,590 Everybody sat down. 1316 00:54:11,590 --> 00:54:12,590 And I threw the frisbee. 1317 00:54:12,590 --> 00:54:15,000 And it flew elegantly until it hit 1318 00:54:15,000 --> 00:54:16,910 the wall of the White House. 1319 00:54:16,910 --> 00:54:19,720 And then I said, well, you know, climate science 1320 00:54:19,720 --> 00:54:21,290 can give us this. 1321 00:54:21,290 --> 00:54:22,330 Think Katrina. 1322 00:54:22,330 --> 00:54:24,090 Think all that we could do. 1323 00:54:24,090 --> 00:54:25,310 We're here to help. 1324 00:54:25,310 --> 00:54:26,210 Thank you. 1325 00:54:26,210 --> 00:54:28,760 And that game was memorable. 1326 00:54:28,760 --> 00:54:29,830 It opened doors. 1327 00:54:29,830 --> 00:54:32,270 And it created awareness of the value 1328 00:54:32,270 --> 00:54:34,160 of linking climate science with decisions 1329 00:54:34,160 --> 00:54:37,120 of the humanitarian sector, of the government sector, 1330 00:54:37,120 --> 00:54:38,660 and beyond. 1331 00:54:38,660 --> 00:54:43,210 So game play beats PowerPoint in a million ways. 1332 00:54:43,210 --> 00:54:46,070 For me, as someone who has to help others take actions 1333 00:54:46,070 --> 00:54:48,390 that save lives, I'd say first of all, 1334 00:54:48,390 --> 00:54:49,740 there's active learning. 1335 00:54:49,740 --> 00:54:53,080 When you were playing, and you were confronted with that fax, 1336 00:54:53,080 --> 00:54:54,490 you were saying, what is that? 1337 00:54:54,490 --> 00:54:55,400 What does it mean? 1338 00:54:55,400 --> 00:54:57,300 And what should I do about it? 1339 00:54:57,300 --> 00:54:59,080 It's about action. 1340 00:54:59,080 --> 00:55:01,590 And there's plenty of peer to peer-- no, but look! 1341 00:55:01,590 --> 00:55:03,910 If it's 50%-- and people learn from each other. 1342 00:55:03,910 --> 00:55:07,880 There are plenty of "aha" moments. 1343 00:55:07,880 --> 00:55:09,280 It's fun, but it's serious. 1344 00:55:09,280 --> 00:55:11,390 And the fact that it's fun is important. 1345 00:55:11,390 --> 00:55:14,050 Neuroscientists, including some in this building-- 1346 00:55:14,050 --> 00:55:18,050 I think Satra works here-- have evidence 1347 00:55:18,050 --> 00:55:19,840 that if you are emotionally engaged, 1348 00:55:19,840 --> 00:55:24,440 your learning goes deeper and lasts longer. 1349 00:55:24,440 --> 00:55:26,420 There is also the ability to collect data. 1350 00:55:26,420 --> 00:55:27,350 I didn't go into it. 1351 00:55:27,350 --> 00:55:29,900 But that's one of the things I'd be keen on using with you, 1352 00:55:29,900 --> 00:55:32,380 if you are able to make a digital game that 1353 00:55:32,380 --> 00:55:35,100 can collect data and help us understand, what do people 1354 00:55:35,100 --> 00:55:35,600 know? 1355 00:55:35,600 --> 00:55:36,474 What do people think? 1356 00:55:36,474 --> 00:55:38,795 What do people want? 1357 00:55:38,795 --> 00:55:40,920 And then we can use it as an optimization platform. 1358 00:55:40,920 --> 00:55:42,190 How much should we do? 1359 00:55:42,190 --> 00:55:44,180 How many people should stand up next time 1360 00:55:44,180 --> 00:55:46,760 we have that forecast? 1361 00:55:46,760 --> 00:55:48,859 It's like a Monte Carlo simulation, right? 1362 00:55:48,859 --> 00:55:49,900 You do things many times. 1363 00:55:49,900 --> 00:55:51,690 And you figure out, what are the things 1364 00:55:51,690 --> 00:55:55,270 that you call optimal, based on objective or subjective 1365 00:55:55,270 --> 00:55:56,370 metrics? 1366 00:55:56,370 --> 00:55:58,495 That's the website for my team-- climatecentre.org. 1367 00:56:01,050 --> 00:56:04,190 Note the British spelling. 1368 00:56:04,190 --> 00:56:07,430 This is at the core-- why we love games. 1369 00:56:07,430 --> 00:56:09,660 There's an experiential learning. 1370 00:56:09,660 --> 00:56:12,540 That's from our conversation with your colleagues 1371 00:56:12,540 --> 00:56:13,630 at the Lincoln Lab. 1372 00:56:13,630 --> 00:56:17,430 You want to do things, reflect what would happen, 1373 00:56:17,430 --> 00:56:19,900 form abstract concepts-- maybe I should do this 1374 00:56:19,900 --> 00:56:22,960 or that-- test it, and do it again in a better way. 1375 00:56:22,960 --> 00:56:24,890 And it's much safer to do this in game play 1376 00:56:24,890 --> 00:56:27,350 than to do it in the real world, where if you fail, 1377 00:56:27,350 --> 00:56:28,915 you can fail soundly. 1378 00:56:28,915 --> 00:56:31,040 These are some of the partners we have worked with, 1379 00:56:31,040 --> 00:56:34,710 including UN system, academic organizations, Rockefeller 1380 00:56:34,710 --> 00:56:37,950 Foundation, and many other partners like Oxfam America 1381 00:56:37,950 --> 00:56:38,900 and so on. 1382 00:56:38,900 --> 00:56:39,990 It's been delightful. 1383 00:56:39,990 --> 00:56:45,440 We have severe shortage of human capacity to make this happen. 1384 00:56:45,440 --> 00:56:48,990 We have Jana, who will likely come as a resource person 1385 00:56:48,990 --> 00:56:51,890 to interact with you when I'm traveling, 1386 00:56:51,890 --> 00:56:53,790 which will be a lot over the coming months. 1387 00:56:53,790 --> 00:56:54,950 There may be other colleagues who 1388 00:56:54,950 --> 00:56:56,280 live in New York, who may come. 1389 00:56:56,280 --> 00:56:57,114 We also have Willow. 1390 00:56:57,114 --> 00:56:58,863 Willow, would you like to wave your hands? 1391 00:56:58,863 --> 00:57:00,830 Willow is very likely to become a consultant 1392 00:57:00,830 --> 00:57:03,940 for my team going to Nairobi to help 1393 00:57:03,940 --> 00:57:07,920 people use digital devices to map risks at the community 1394 00:57:07,920 --> 00:57:08,420 level. 1395 00:57:08,420 --> 00:57:11,070 Maybe there's a way to infuse it with games. 1396 00:57:11,070 --> 00:57:15,310 She already developed games for Tanzanian communities. 1397 00:57:15,310 --> 00:57:20,920 So in short, I wish you all the best-- learning a lot 1398 00:57:20,920 --> 00:57:24,900 from these guys, doing a lot based on what you learn, 1399 00:57:24,900 --> 00:57:26,850 and your own motivations. 1400 00:57:26,850 --> 00:57:28,880 And whether you like it or not, project four 1401 00:57:28,880 --> 00:57:31,010 will involve doing something for us. 1402 00:57:31,010 --> 00:57:33,671 Thank you in advance for accepting those rules. 1403 00:57:33,671 --> 00:57:34,670 And there shall be more. 1404 00:57:34,670 --> 00:57:36,270 Thank you very much. 1405 00:57:36,270 --> 00:57:40,440 Oh and by the way, I will leave this with you guys. 1406 00:57:40,440 --> 00:57:44,550 It's our publication-- a shared endeavor 1407 00:57:44,550 --> 00:57:48,040 of my Red Cross team and Boston University Pardee Center. 1408 00:57:48,040 --> 00:57:50,210 It's called, "Games for a New Climate-- 1409 00:57:50,210 --> 00:57:53,600 Experiencing the Complexity of Future Risks." 1410 00:57:53,600 --> 00:57:55,940 I promise you it's fun to read. 1411 00:57:55,940 --> 00:57:58,365 And it's available online for free as a pdf. 1412 00:57:58,365 --> 00:58:00,490 ANDREW GRANT: I'm going to talk about game engines. 1413 00:58:00,490 --> 00:58:01,670 And before I do, if you want to think 1414 00:58:01,670 --> 00:58:03,380 a little bit about one of the things that Pablo was saying. 1415 00:58:03,380 --> 00:58:04,990 It's about, one of the things that a game does 1416 00:58:04,990 --> 00:58:07,656 is it forces you to look at what happened, and sort of say, huh? 1417 00:58:07,656 --> 00:58:09,650 You figure out why did that happen. 1418 00:58:09,650 --> 00:58:11,209 And then you try to fix it. 1419 00:58:11,209 --> 00:58:12,750 And that's actually one of the things 1420 00:58:12,750 --> 00:58:14,620 I think is very much like programming. 1421 00:58:14,620 --> 00:58:17,636 If you're trying to write code, and something goes wrong, 1422 00:58:17,636 --> 00:58:19,760 often that's what the process of debugging is like. 1423 00:58:19,760 --> 00:58:22,360 You go, why did the screen flip upside down? 1424 00:58:22,360 --> 00:58:23,425 That just makes no sense. 1425 00:58:23,425 --> 00:58:24,800 And then you have the aha moment. 1426 00:58:24,800 --> 00:58:26,520 And you can go and fix it. 1427 00:58:26,520 --> 00:58:30,922 Turns out that making software is a lot like playing a game. 1428 00:58:30,922 --> 00:58:33,380 So anyway, we're going to talk about game engine selection. 1429 00:58:33,380 --> 00:58:35,622 Because one of your early tasks will be to sort of 1430 00:58:35,622 --> 00:58:36,550 try out a game engine. 1431 00:58:36,550 --> 00:58:38,700 We're not going to be using a game engine for the first game 1432 00:58:38,700 --> 00:58:39,395 project. 1433 00:58:39,395 --> 00:58:40,845 But we want you to be ready for it 1434 00:58:40,845 --> 00:58:42,053 when it comes to project two. 1435 00:58:44,880 --> 00:58:46,320 Now the first thing to realize is 1436 00:58:46,320 --> 00:58:50,441 that digital games are basically a software project. 1437 00:58:50,441 --> 00:58:51,940 They share a lot of things in common 1438 00:58:51,940 --> 00:58:53,440 with software in general. 1439 00:58:53,440 --> 00:58:56,024 You're going to have a UI that your user has to interact with. 1440 00:58:56,024 --> 00:58:58,398 There's going to be something going on in the background. 1441 00:58:58,398 --> 00:58:59,900 For a commercial or business offer, 1442 00:58:59,900 --> 00:59:02,205 it might be a database or something. 1443 00:59:02,205 --> 00:59:04,330 There's probably going to be either a design you're 1444 00:59:04,330 --> 00:59:04,890 working from. 1445 00:59:04,890 --> 00:59:05,849 Or you're making it up. 1446 00:59:05,849 --> 00:59:07,265 Or maybe you've got a customer who 1447 00:59:07,265 --> 00:59:08,520 cares about what's going on. 1448 00:59:08,520 --> 00:59:09,550 You've got features. 1449 00:59:09,550 --> 00:59:10,340 You've got bugs. 1450 00:59:10,340 --> 00:59:11,230 We've got task lists. 1451 00:59:11,230 --> 00:59:13,790 All of the same sort of managementy things 1452 00:59:13,790 --> 00:59:16,980 that happen, happen on software projects and game projects 1453 00:59:16,980 --> 00:59:18,225 the same way. 1454 00:59:18,225 --> 00:59:20,100 There's a little bit of a difference, though. 1455 00:59:20,100 --> 00:59:22,975 Games are a little bit harder in some ways, 1456 00:59:22,975 --> 00:59:23,850 and easier in others. 1457 00:59:23,850 --> 00:59:24,340 But we're going to talk about the ways 1458 00:59:24,340 --> 00:59:27,130 that they're harder, because that's more interesting. 1459 00:59:27,130 --> 00:59:30,109 The thing that happens with most business software-- or even 1460 00:59:30,109 --> 00:59:31,150 something like Photoshop. 1461 00:59:31,150 --> 00:59:32,780 Have any of you used Photoshop? 1462 00:59:32,780 --> 00:59:33,599 Excellent. 1463 00:59:33,599 --> 00:59:35,390 Photoshop is one of those software packages 1464 00:59:35,390 --> 00:59:39,050 that-- a lot of people like to take classes in Photoshop 1465 00:59:39,050 --> 00:59:40,841 before they get started. 1466 00:59:40,841 --> 00:59:42,590 If you sat down to Photoshop, you probably 1467 00:59:42,590 --> 00:59:45,360 didn't think to yourself, wow, this is easy. 1468 00:59:45,360 --> 00:59:46,780 And if you did, wow. 1469 00:59:46,780 --> 00:59:51,620 But basically, Photoshop has hundreds, or perhaps even 1470 00:59:51,620 --> 00:59:54,180 thousands, of features in there that you don't know about 1471 00:59:54,180 --> 00:59:55,250 until you've taken the classes. 1472 00:59:55,250 --> 00:59:56,875 And if you want to figure out something 1473 00:59:56,875 --> 00:59:59,450 about Photoshop, your best bet, really, is to go to a search 1474 00:59:59,450 --> 00:59:59,870 prompt. 1475 00:59:59,870 --> 01:00:02,411 And go to your favorite search engine to find out what to do. 1476 01:00:02,411 --> 01:00:03,620 Or ask someone who knows. 1477 01:00:03,620 --> 01:00:05,161 Because actually trying to figure out 1478 01:00:05,161 --> 01:00:09,430 Photoshop from first principles is really, really, really hard. 1479 01:00:09,430 --> 01:00:11,790 The thing is that with a game, you can't do that. 1480 01:00:11,790 --> 01:00:13,100 You can't get away with that. 1481 01:00:13,100 --> 01:00:15,720 If your game is complex, no one's 1482 01:00:15,720 --> 01:00:18,679 going to take a training class to learn how to play your game. 1483 01:00:18,679 --> 01:00:20,220 Now it might be the case that someone 1484 01:00:20,220 --> 01:00:22,680 will look at a walkthrough or a cheat sheet or something 1485 01:00:22,680 --> 01:00:25,370 to play your game-- after they've played for three hours 1486 01:00:25,370 --> 01:00:26,890 and decided they liked it. 1487 01:00:26,890 --> 01:00:29,090 But they're not going to do that first. 1488 01:00:29,090 --> 01:00:31,285 That's a general, broad, sweeping generalization. 1489 01:00:31,285 --> 01:00:32,910 There are some people that like nothing 1490 01:00:32,910 --> 01:00:34,670 more than to read the manual for a game. 1491 01:00:34,670 --> 01:00:36,730 They mostly died out about 10 years ago. 1492 01:00:36,730 --> 01:00:38,910 But there are still some hanging on. 1493 01:00:38,910 --> 01:00:42,460 Generally speaking, nowadays, you're going to play the game, 1494 01:00:42,460 --> 01:00:44,230 and then you're going to decide if you're 1495 01:00:44,230 --> 01:00:45,864 going to read the instructions or not. 1496 01:00:45,864 --> 01:00:48,030 And this is going to be true for your games as well. 1497 01:00:48,030 --> 01:00:50,310 So your UI task-- your user interaction piece 1498 01:00:50,310 --> 01:00:52,330 for your game-- is going to be hard. 1499 01:00:52,330 --> 01:00:54,820 And the only way to make sure that works properly 1500 01:00:54,820 --> 01:00:58,590 is to test it over and over again, as early as possible. 1501 01:00:58,590 --> 01:01:00,090 So that's one way in which games are 1502 01:01:00,090 --> 01:01:03,680 going to be a little bit harder than normal software. 1503 01:01:03,680 --> 01:01:06,320 Also, games have to be fun. 1504 01:01:06,320 --> 01:01:08,270 And we use the word fun kind of loosely. 1505 01:01:08,270 --> 01:01:09,780 And we're always scared of using the word fun. 1506 01:01:09,780 --> 01:01:11,190 Because there are serious games. 1507 01:01:11,190 --> 01:01:13,314 There are games that are supposed to make you think 1508 01:01:13,314 --> 01:01:15,470 instead of get a big smile on your face. 1509 01:01:15,470 --> 01:01:18,510 But what they have to be is engaging, or interesting. 1510 01:01:18,510 --> 01:01:19,890 Photoshop's not a great example. 1511 01:01:19,890 --> 01:01:22,320 If you're playing with Photoshop as an undergrad, 1512 01:01:22,320 --> 01:01:24,740 you're probably thinking to yourself, this is kind of fun. 1513 01:01:24,740 --> 01:01:28,640 But if you're using a fancy piece of software for work, 1514 01:01:28,640 --> 01:01:30,590 you're not doing that because it's fun. 1515 01:01:30,590 --> 01:01:33,330 You're probably doing it because someone's paying you to do it. 1516 01:01:33,330 --> 01:01:36,325 The games-- not so much. 1517 01:01:36,325 --> 01:01:38,700 People are going to play it because they want to play it, 1518 01:01:38,700 --> 01:01:40,180 and for really no other reason. 1519 01:01:40,180 --> 01:01:41,720 So your game has to be fun. 1520 01:01:41,720 --> 01:01:44,130 And what you think is fun they may not think is fun. 1521 01:01:44,130 --> 01:01:45,440 So the only way to make sure that your game is fun 1522 01:01:45,440 --> 01:01:46,950 is to find some users really quick, 1523 01:01:46,950 --> 01:01:50,371 and try out your game on them as soon as you possibly can. 1524 01:01:50,371 --> 01:01:52,620 The same thing happens with your game play difficulty. 1525 01:01:52,620 --> 01:01:54,220 By the time you're done with your game, 1526 01:01:54,220 --> 01:01:56,053 you're going to think the game was too easy. 1527 01:01:56,053 --> 01:01:56,720 I guarantee it. 1528 01:01:56,720 --> 01:01:58,090 And everyone who plays it for the first time 1529 01:01:58,090 --> 01:01:59,131 will think it's too hard. 1530 01:01:59,131 --> 01:02:01,270 I guarantee that, too. 1531 01:02:01,270 --> 01:02:04,050 So you have to test it with other users, not yourselves. 1532 01:02:04,050 --> 01:02:06,250 Because you will think your game is too easy. 1533 01:02:06,250 --> 01:02:08,810 And you'll be wrong. 1534 01:02:08,810 --> 01:02:10,790 And then, of course, finally, your game 1535 01:02:10,790 --> 01:02:12,291 may have an impact you want to have. 1536 01:02:12,291 --> 01:02:14,165 And I'm going to keep saying this over again. 1537 01:02:14,165 --> 01:02:15,860 You're going to have to test your game. 1538 01:02:15,860 --> 01:02:18,540 Remember, there's a theme that's going to keep going on here. 1539 01:02:18,540 --> 01:02:19,960 And we're going to use this theme with absolutely 1540 01:02:19,960 --> 01:02:20,730 everything we do. 1541 01:02:20,730 --> 01:02:22,360 When you're playing a game, you try something. 1542 01:02:22,360 --> 01:02:22,910 It doesn't work. 1543 01:02:22,910 --> 01:02:23,701 You think about it. 1544 01:02:23,701 --> 01:02:24,760 You try something new. 1545 01:02:24,760 --> 01:02:26,480 When you're developing a game, you're going to try something. 1546 01:02:26,480 --> 01:02:27,438 It's not going to work. 1547 01:02:27,438 --> 01:02:28,360 You try something new. 1548 01:02:28,360 --> 01:02:30,810 When you're trying to make your team work smoothly together, 1549 01:02:30,810 --> 01:02:31,680 you're going to try something. 1550 01:02:31,680 --> 01:02:32,800 And that's not going to work. 1551 01:02:32,800 --> 01:02:33,950 And you'll try something new. 1552 01:02:33,950 --> 01:02:36,340 We're going to talk about that circle over and over and over 1553 01:02:36,340 --> 01:02:37,131 again in the class. 1554 01:02:37,131 --> 01:02:40,140 Because it works. 1555 01:02:40,140 --> 01:02:45,620 So moving on, we're going to talk about game engines. 1556 01:02:45,620 --> 01:02:48,300 And if I talk to quickly, as I have 1557 01:02:48,300 --> 01:02:51,140 a habit of doing-- even more so when I'm talking to people-- 1558 01:02:51,140 --> 01:02:52,586 let me know. 1559 01:02:52,586 --> 01:02:53,460 Tell me to slow down. 1560 01:02:57,760 --> 01:03:03,586 So this is the game you want to make. 1561 01:03:03,586 --> 01:03:04,210 It's beautiful. 1562 01:03:07,080 --> 01:03:09,935 This is the tools you have to make it. 1563 01:03:09,935 --> 01:03:12,884 [LAUGHTER] 1564 01:03:12,884 --> 01:03:15,300 ANDREW GRANT: So obviously, what you're really going to do 1565 01:03:15,300 --> 01:03:18,900 is going to be somewhere in between these two extremes. 1566 01:03:18,900 --> 01:03:20,790 And you have to think really hard about how 1567 01:03:20,790 --> 01:03:22,200 you're going to accomplish it. 1568 01:03:22,200 --> 01:03:24,290 The vast majority of game developers, especially 1569 01:03:24,290 --> 01:03:26,165 new ones, are going to come into it thinking, 1570 01:03:26,165 --> 01:03:29,064 this is the awesome, perfect thing I want to create. 1571 01:03:29,064 --> 01:03:30,980 And then they're going to come to their tools. 1572 01:03:30,980 --> 01:03:33,970 And they're going to discover that it's really hard to do. 1573 01:03:33,970 --> 01:03:36,020 And so I encourage you-- rather than thinking 1574 01:03:36,020 --> 01:03:39,290 of the big vision of what you want to make, 1575 01:03:39,290 --> 01:03:41,560 and then figuring out how to get there, 1576 01:03:41,560 --> 01:03:44,670 I recommend thinking about what you've got. 1577 01:03:44,670 --> 01:03:48,730 And then figure out, what can you make? 1578 01:03:48,730 --> 01:03:50,910 Now these are a couple things you can do here. 1579 01:03:50,910 --> 01:03:53,410 One, reduce in your mind the scope 1580 01:03:53,410 --> 01:03:54,960 of the thing you're going to make. 1581 01:03:54,960 --> 01:03:58,340 You're not going to make your favorite RPG. 1582 01:03:58,340 --> 01:04:01,010 You're not going to make an MMO. 1583 01:04:01,010 --> 01:04:03,140 If you try, we will laugh at you. 1584 01:04:08,712 --> 01:04:10,670 You will occasionally think about this top row. 1585 01:04:10,670 --> 01:04:11,930 How do I get the awesome thing? 1586 01:04:11,930 --> 01:04:13,679 But I really want to encourage you instead 1587 01:04:13,679 --> 01:04:15,720 to think, as much as you possibly can, 1588 01:04:15,720 --> 01:04:16,970 this is what I know how to do. 1589 01:04:16,970 --> 01:04:18,470 These are the tools I have. 1590 01:04:18,470 --> 01:04:21,020 What awesome thing can I do with these tools? 1591 01:04:21,020 --> 01:04:24,301 Rather than, how do I get over there when I'm way over here 1592 01:04:24,301 --> 01:04:24,800 right now? 1593 01:04:30,270 --> 01:04:33,120 This is a quote from a discussion 1594 01:04:33,120 --> 01:04:36,200 I had with a game team once where 1595 01:04:36,200 --> 01:04:38,650 we were talking about a particular technical problem. 1596 01:04:38,650 --> 01:04:39,980 And I said, how hard is that? 1597 01:04:39,980 --> 01:04:42,010 And the developer says, well, it's 1598 01:04:42,010 --> 01:04:43,660 really hard because of this, that, and the other thing. 1599 01:04:43,660 --> 01:04:43,860 I said, wait. 1600 01:04:43,860 --> 01:04:44,500 Stop. 1601 01:04:44,500 --> 01:04:46,040 Actually I didn't mean that. 1602 01:04:46,040 --> 01:04:47,680 I don't care how hard it is. 1603 01:04:47,680 --> 01:04:49,889 What I want to know is, how long is it going to take? 1604 01:04:49,889 --> 01:04:52,096 And we're going to say that a lot in this class, too. 1605 01:04:52,096 --> 01:04:53,890 We're going to say, how hard is something? 1606 01:04:53,890 --> 01:04:56,132 And often what we really mean is, 1607 01:04:56,132 --> 01:04:57,340 how long is it going to take? 1608 01:04:57,340 --> 01:04:58,780 Because we don't care if it takes 1609 01:04:58,780 --> 01:05:01,580 an hour of really hard thinking, to some extent. 1610 01:05:01,580 --> 01:05:04,040 What we care is that it takes an hour. 1611 01:05:04,040 --> 01:05:05,620 If it's going to take you an hour 1612 01:05:05,620 --> 01:05:09,775 to do an easy thing-- like sort a bunch of yellow stickers 1613 01:05:09,775 --> 01:05:11,650 and a bunch of orange stickers because that's 1614 01:05:11,650 --> 01:05:12,972 part of your game prototype. 1615 01:05:12,972 --> 01:05:14,930 If it takes an hour to do that, that's an hour. 1616 01:05:14,930 --> 01:05:16,721 It doesn't matter that that's an easy task. 1617 01:05:16,721 --> 01:05:17,270 That's time. 1618 01:05:17,270 --> 01:05:18,686 And you have to be careful how you 1619 01:05:18,686 --> 01:05:20,989 spend your time in this class-- actually, through all 1620 01:05:20,989 --> 01:05:22,280 your classes at MIT, I suspect. 1621 01:05:22,280 --> 01:05:24,140 But in this class, we know that you 1622 01:05:24,140 --> 01:05:27,370 don't have enough time to get done every thing 1623 01:05:27,370 --> 01:05:28,760 that you want to get done. 1624 01:05:28,760 --> 01:05:30,384 And so you have to think very carefully 1625 01:05:30,384 --> 01:05:32,516 about how you spend your time. 1626 01:05:32,516 --> 01:05:35,690 It turns out that game development is already hard. 1627 01:05:35,690 --> 01:05:37,800 You don't need to add hard stuff to it. 1628 01:05:40,820 --> 01:05:43,680 So a lot of what we're going to focus on with choosing a game 1629 01:05:43,680 --> 01:05:46,000 engine and all the decisions you make is you 1630 01:05:46,000 --> 01:05:49,050 want to write as little code as possible. 1631 01:05:49,050 --> 01:05:52,140 And that's not because we're afraid of code, 1632 01:05:52,140 --> 01:05:55,180 but because every line of code you write is time. 1633 01:05:55,180 --> 01:05:58,916 Every 10 lines of code you write is a bug. 1634 01:05:58,916 --> 01:06:00,374 [LAUGHTER] 1635 01:06:00,374 --> 01:06:01,350 ANDREW GRANT: Right? 1636 01:06:01,350 --> 01:06:03,205 So what we want to do is minimize the number 1637 01:06:03,205 --> 01:06:04,330 of lines of code you write. 1638 01:06:04,330 --> 01:06:06,371 We want to minimize the number of bugs you write. 1639 01:06:06,371 --> 01:06:08,550 Because when it gets to be the bug stage, 1640 01:06:08,550 --> 01:06:11,050 that takes even more time-- to find it, to fix it, 1641 01:06:11,050 --> 01:06:13,390 to write new code to fix it. 1642 01:06:13,390 --> 01:06:16,340 So we want to reduce as much as possible all of that time. 1643 01:06:20,750 --> 01:06:23,700 So we want to use all the tools we 1644 01:06:23,700 --> 01:06:25,950 can to reduce the amount of code we're going to write. 1645 01:06:25,950 --> 01:06:29,030 One of our big ones is we use what we call paper prototyping. 1646 01:06:29,030 --> 01:06:30,270 We don't actually mean paper. 1647 01:06:30,270 --> 01:06:33,680 We mean whatever materials you can use-- chalk, 1648 01:06:33,680 --> 01:06:35,920 pieces of plastic, dice, frisbees. 1649 01:06:35,920 --> 01:06:38,260 Anything you can use to make your game without writing 1650 01:06:38,260 --> 01:06:40,410 a line of code, you should try it. 1651 01:06:40,410 --> 01:06:41,140 Test it that way. 1652 01:06:41,140 --> 01:06:44,030 Because it's so much faster to test it that way. 1653 01:06:44,030 --> 01:06:45,749 When else do we have up here? 1654 01:06:45,749 --> 01:06:47,790 Iterative design-- I've talked about this before. 1655 01:06:47,790 --> 01:06:48,850 We're going to use the phrase iterative 1656 01:06:48,850 --> 01:06:51,760 design to talk about that whole cycle where you try something, 1657 01:06:51,760 --> 01:06:55,440 see how it worked or didn't work, change it, try it again. 1658 01:06:55,440 --> 01:06:56,230 That's iteration. 1659 01:06:56,230 --> 01:06:59,237 And we're going to talk about that a huge, huge amount. 1660 01:06:59,237 --> 01:07:01,070 And one of the big parts of this, of course, 1661 01:07:01,070 --> 01:07:02,110 is game engines. 1662 01:07:02,110 --> 01:07:03,770 Which is not to say that you're going 1663 01:07:03,770 --> 01:07:05,760 to build your game engine. 1664 01:07:05,760 --> 01:07:07,690 But rather, you're going to try stuff. 1665 01:07:07,690 --> 01:07:09,940 And the game engines will let you iterate faster, 1666 01:07:09,940 --> 01:07:12,580 do more with less code, and get more done. 1667 01:07:16,560 --> 01:07:17,060 All right. 1668 01:07:17,060 --> 01:07:18,410 So again, you're going to use a game engine 1669 01:07:18,410 --> 01:07:19,534 to save yourself some time. 1670 01:07:19,534 --> 01:07:21,332 You don't want to reinvent the wheel. 1671 01:07:21,332 --> 01:07:23,040 I'm confident that you could write a game 1672 01:07:23,040 --> 01:07:25,060 engine if you wanted to. 1673 01:07:25,060 --> 01:07:26,760 But I don't think it's worth your time. 1674 01:07:26,760 --> 01:07:28,472 Someone else has already done it. 1675 01:07:28,472 --> 01:07:30,930 They may or may not have done a better job than you can do. 1676 01:07:30,930 --> 01:07:33,140 But you can bet that the thing that you're 1677 01:07:33,140 --> 01:07:34,590 going to get from your game engine 1678 01:07:34,590 --> 01:07:36,092 will be faster than if you stopped and wrote it 1679 01:07:36,092 --> 01:07:36,670 from scratch. 1680 01:07:39,930 --> 01:07:41,415 And then finally, the game engine 1681 01:07:41,415 --> 01:07:43,790 that you write from scratch-- for every 10 lines of code, 1682 01:07:43,790 --> 01:07:44,577 you've got a bug. 1683 01:07:44,577 --> 01:07:45,660 I'm making that number up. 1684 01:07:45,660 --> 01:07:48,660 But it sounds good. 1685 01:07:48,660 --> 01:07:50,890 That means that a game engine you write has bugs. 1686 01:07:50,890 --> 01:07:51,800 Now I'm not going to claim that the game 1687 01:07:51,800 --> 01:07:54,154 engines that we're going to suggest you use 1688 01:07:54,154 --> 01:07:54,820 don't have bugs. 1689 01:07:54,820 --> 01:07:56,330 They totally have bugs. 1690 01:07:56,330 --> 01:07:59,650 But what we have is 10,000 monkeys on the internet, 1691 01:07:59,650 --> 01:08:02,130 using that game engine, reporting the bugs. 1692 01:08:02,130 --> 01:08:04,680 And there have been a lot of cycles of people fixing bugs. 1693 01:08:04,680 --> 01:08:08,756 And so hopefully, the worst ones are out of your way. 1694 01:08:10,956 --> 01:08:12,830 The other thing you can do with a game engine 1695 01:08:12,830 --> 01:08:14,820 is you can use it as you tinker toys, 1696 01:08:14,820 --> 01:08:16,149 as we talked about before. 1697 01:08:16,149 --> 01:08:18,311 Your game engine has a list of things it does well. 1698 01:08:18,311 --> 01:08:18,810 Great. 1699 01:08:18,810 --> 01:08:21,069 Use those things as tools. 1700 01:08:21,069 --> 01:08:22,060 Take advantage of that. 1701 01:08:22,060 --> 01:08:23,890 Do everything you can with those tools. 1702 01:08:23,890 --> 01:08:27,300 And if it can't do something, don't fight it. 1703 01:08:27,300 --> 01:08:30,069 Don't say, game engine, darn you, if only did this thing. 1704 01:08:30,069 --> 01:08:34,369 Think, how can we change our design to not need that? 1705 01:08:34,369 --> 01:08:35,910 That's another advantage you can use, 1706 01:08:35,910 --> 01:08:37,034 another trick you can play. 1707 01:08:37,034 --> 01:08:38,990 If you limit your design, sometimes it 1708 01:08:38,990 --> 01:08:40,500 increases your creativity. 1709 01:08:40,500 --> 01:08:42,791 And it can actually help you get your game done faster. 1710 01:08:45,859 --> 01:08:49,189 So throughout this class, I use this phrase. 1711 01:08:49,189 --> 01:08:50,439 I'm not sure anyone else does. 1712 01:08:50,439 --> 01:08:53,512 But I consider certain things to be nooses. 1713 01:08:53,512 --> 01:08:55,720 There are some things we will tell you you cannot do, 1714 01:08:55,720 --> 01:08:58,220 or that we tell you not to do, flat out. 1715 01:08:58,220 --> 01:09:00,870 And those things-- don't do them. 1716 01:09:00,870 --> 01:09:01,370 OK? 1717 01:09:01,370 --> 01:09:03,453 But there are some things that we're going to say, 1718 01:09:03,453 --> 01:09:05,060 we recommend that you don't do that. 1719 01:09:05,060 --> 01:09:09,910 Or, you know, no team has tried that and succeeded yet. 1720 01:09:09,910 --> 01:09:11,870 Those I consider nooses. 1721 01:09:11,870 --> 01:09:13,510 You can try them. 1722 01:09:13,510 --> 01:09:15,189 And you can put your head in there 1723 01:09:15,189 --> 01:09:17,109 and see how comfortable it is. 1724 01:09:17,109 --> 01:09:18,738 But probably by the end of the class, 1725 01:09:18,738 --> 01:09:20,029 you'll say, wow, you know what? 1726 01:09:20,029 --> 01:09:22,760 When you said not to do multiplayer networked play, 1727 01:09:22,760 --> 01:09:24,600 you were right. 1728 01:09:24,600 --> 01:09:27,210 We have heard that every year. 1729 01:09:27,210 --> 01:09:30,720 We will hear it this year, I suspect. 1730 01:09:30,720 --> 01:09:34,370 But again, we're not telling you to never try crazy things. 1731 01:09:34,370 --> 01:09:38,189 But merely be aware of what the crazy things are. 1732 01:09:38,189 --> 01:09:40,789 If we're suggesting that you not try something, but not 1733 01:09:40,789 --> 01:09:43,330 telling you you can't do it, and we're looking kind of pained 1734 01:09:43,330 --> 01:09:45,340 when we say it, be aware that this is 1735 01:09:45,340 --> 01:09:46,756 a huge risk for your project. 1736 01:09:46,756 --> 01:09:49,130 Be aware that this is a place where you should be putting 1737 01:09:49,130 --> 01:09:52,210 a lot of early attention to make sure that you have a back-up 1738 01:09:52,210 --> 01:09:54,572 plan if it fails. 1739 01:09:58,290 --> 01:09:58,850 All right. 1740 01:09:58,850 --> 01:09:59,659 On we go. 1741 01:09:59,659 --> 01:10:02,200 Now we're actually going to talk a little bit about the thing 1742 01:10:02,200 --> 01:10:03,660 we're supposed to talk about. 1743 01:10:03,660 --> 01:10:05,720 Picking a game engine is super important. 1744 01:10:05,720 --> 01:10:08,060 Everything involved in your game relies on it. 1745 01:10:08,060 --> 01:10:12,660 But again, contradictorily, don't worry about it. 1746 01:10:12,660 --> 01:10:14,660 Because you have four projects. 1747 01:10:14,660 --> 01:10:17,055 And the first one doesn't count for game engines, 1748 01:10:17,055 --> 01:10:18,680 because you're not using a game engine. 1749 01:10:18,680 --> 01:10:20,710 But for two and three, I'd say experiment. 1750 01:10:20,710 --> 01:10:21,920 Try some stuff out. 1751 01:10:21,920 --> 01:10:23,425 By the time you hit project four, 1752 01:10:23,425 --> 01:10:25,300 you should have some opinions about what game 1753 01:10:25,300 --> 01:10:27,580 engine works well for you. 1754 01:10:27,580 --> 01:10:28,745 And try to get there. 1755 01:10:28,745 --> 01:10:30,870 Try to use the one you're comfortable with by then. 1756 01:10:30,870 --> 01:10:34,729 But experiment on the first two. 1757 01:10:34,729 --> 01:10:36,270 No game engine's going to be perfect. 1758 01:10:36,270 --> 01:10:37,130 They all have flaws. 1759 01:10:37,130 --> 01:10:38,330 They all have advantages. 1760 01:10:38,330 --> 01:10:40,282 And your job is to find the game engine 1761 01:10:40,282 --> 01:10:42,490 whose advantages you like and whose disadvantages you 1762 01:10:42,490 --> 01:10:44,860 can live with. 1763 01:10:44,860 --> 01:10:48,570 And that will be different for different people. 1764 01:10:48,570 --> 01:10:49,070 All right. 1765 01:10:49,070 --> 01:10:49,730 Here we go. 1766 01:10:49,730 --> 01:10:50,830 So the most important things we're 1767 01:10:50,830 --> 01:10:52,100 talking about for game engines-- this 1768 01:10:52,100 --> 01:10:53,120 is not an issue for this class. 1769 01:10:53,120 --> 01:10:54,910 We're only recommending free game engines. 1770 01:10:54,910 --> 01:10:56,920 But in general, if you're trying to pick a game 1771 01:10:56,920 --> 01:10:59,330 engine or a software of any kind to help you, 1772 01:10:59,330 --> 01:11:01,420 these are the three categories of cost. 1773 01:11:01,420 --> 01:11:04,960 I call things free if you don't care about the cost. 1774 01:11:04,960 --> 01:11:08,140 If it's $20, it's practically free. 1775 01:11:08,140 --> 01:11:11,680 But if it's $1,000 and you're a college student, 1776 01:11:11,680 --> 01:11:12,400 that's not free. 1777 01:11:12,400 --> 01:11:13,490 That's painful. 1778 01:11:13,490 --> 01:11:16,160 And if you're corporation, however, $1,000 is free. 1779 01:11:16,160 --> 01:11:17,960 So these categories change. 1780 01:11:17,960 --> 01:11:20,670 For us, we're talking about free. 1781 01:11:20,670 --> 01:11:24,115 Impossible is CryENGINE or something brutal 1782 01:11:24,115 --> 01:11:26,340 where you get the source license and do everything. 1783 01:11:26,340 --> 01:11:28,160 But we're not going to do that. 1784 01:11:28,160 --> 01:11:30,118 So this is the first one that actually matters. 1785 01:11:30,118 --> 01:11:31,840 It's does your game have requirements 1786 01:11:31,840 --> 01:11:33,644 that the game engine has to meet? 1787 01:11:33,644 --> 01:11:36,060 And for most part, in this class, this also won't be true. 1788 01:11:36,060 --> 01:11:39,272 Because you can choose your requirements based on the game 1789 01:11:39,272 --> 01:11:40,230 engine you're choosing. 1790 01:11:40,230 --> 01:11:41,771 And our games are pretty small scope. 1791 01:11:41,771 --> 01:11:44,360 But basically, if you need a special input, 1792 01:11:44,360 --> 01:11:47,140 if you want to publish to iOS, if you 1793 01:11:47,140 --> 01:11:53,630 need to support network play-- which you don't, remember-- 1794 01:11:53,630 --> 01:11:56,700 then that might affect which game engine you choose. 1795 01:12:01,260 --> 01:12:04,310 This one is actually my biggest important thing. 1796 01:12:04,310 --> 01:12:06,270 Whatever you choose for your game engine-- 1797 01:12:06,270 --> 01:12:07,810 and we're actually going to give you a short list. 1798 01:12:07,810 --> 01:12:09,610 So it's not quite the open free-for-all 1799 01:12:09,610 --> 01:12:11,250 you might be worried about. 1800 01:12:11,250 --> 01:12:13,160 It should be easy to learn. 1801 01:12:13,160 --> 01:12:14,920 And there's a couple reasons for that. 1802 01:12:14,920 --> 01:12:17,964 But the main reason is simply the amount of time you've got. 1803 01:12:17,964 --> 01:12:19,130 We don't have a lot of time. 1804 01:12:19,130 --> 01:12:21,590 You don't want to spend time mastering a game engine. 1805 01:12:21,590 --> 01:12:24,270 You want to spend time mastering the art of creating games. 1806 01:12:24,270 --> 01:12:26,492 So you want to pick something that's well-documented, 1807 01:12:26,492 --> 01:12:28,200 that's got a good online community that's 1808 01:12:28,200 --> 01:12:29,670 going to help you out. 1809 01:12:29,670 --> 01:12:31,170 Even if you don't ask the questions, 1810 01:12:31,170 --> 01:12:32,770 in a big enough online community, 1811 01:12:32,770 --> 01:12:34,750 someone's already asked the question you have. 1812 01:12:34,750 --> 01:12:36,130 I suspect you're all familiar with this point. 1813 01:12:36,130 --> 01:12:38,650 We can do a search for the question you have on something. 1814 01:12:38,650 --> 01:12:40,880 And some forum post pops up where someone else has already 1815 01:12:40,880 --> 01:12:42,050 asked the question you have. 1816 01:12:42,050 --> 01:12:43,660 And you just read the answers and think, yay! 1817 01:12:43,660 --> 01:12:44,493 There was an answer. 1818 01:12:44,493 --> 01:12:46,080 Or probably, there wasn't an answer. 1819 01:12:46,080 --> 01:12:47,592 I'll look at a couple more of those. 1820 01:12:47,592 --> 01:12:49,550 And so you can get an idea for your game engine 1821 01:12:49,550 --> 01:12:52,810 as to how robust the community is, how good the support is, 1822 01:12:52,810 --> 01:12:55,050 by sort of looking and seeing how much support there 1823 01:12:55,050 --> 01:12:55,980 is online for it. 1824 01:12:58,580 --> 01:13:01,500 One thing on in-house experts-- it's very common for a team 1825 01:13:01,500 --> 01:13:03,420 to come together and say, well, we all 1826 01:13:03,420 --> 01:13:05,580 know this game engine a little bit. 1827 01:13:05,580 --> 01:13:07,430 But there's this one person on our team 1828 01:13:07,430 --> 01:13:09,637 who's just an expert in this other one. 1829 01:13:09,637 --> 01:13:11,970 So we're going to rely on that person to really teach us 1830 01:13:11,970 --> 01:13:12,840 how to do it. 1831 01:13:12,840 --> 01:13:15,620 That only, only works if that person is really willing 1832 01:13:15,620 --> 01:13:16,590 to be a teacher. 1833 01:13:16,590 --> 01:13:19,670 And it's not a bad thing if they're not. 1834 01:13:19,670 --> 01:13:22,440 But don't choose their engine based on their expertise 1835 01:13:22,440 --> 01:13:24,360 if they're not willing to really be a teacher. 1836 01:13:24,360 --> 01:13:26,740 And what I mean by that is that that person will 1837 01:13:26,740 --> 01:13:30,405 have to be willing to not write code a lot of the time. 1838 01:13:30,405 --> 01:13:32,780 Because their time is better spent teaching everyone else 1839 01:13:32,780 --> 01:13:34,810 how to write code. 1840 01:13:34,810 --> 01:13:36,900 And that really means that if you find yourself 1841 01:13:36,900 --> 01:13:38,316 in that situation, where you think 1842 01:13:38,316 --> 01:13:40,380 that you are the expert in a particular engine, 1843 01:13:40,380 --> 01:13:42,254 and you're trying to get your team to use it, 1844 01:13:42,254 --> 01:13:45,640 really think about yourself and how you're feeling about that. 1845 01:13:45,640 --> 01:13:48,270 Make sure that you are willing to not dive in and write 1846 01:13:48,270 --> 01:13:48,770 the code. 1847 01:13:48,770 --> 01:13:50,894 Make sure that you're willing to help everyone else 1848 01:13:50,894 --> 01:13:51,990 do it instead. 1849 01:13:51,990 --> 01:13:54,630 Because that is going to leverage more of your team. 1850 01:13:54,630 --> 01:13:56,960 On a small enough team, that's not true. 1851 01:13:56,960 --> 01:13:59,419 So on your two- or three-person team, 1852 01:13:59,419 --> 01:14:01,210 you can probably get away with that expert. 1853 01:14:01,210 --> 01:14:02,950 On an eight-person team where five of you 1854 01:14:02,950 --> 01:14:06,330 are coding something, you really can't lean on that one person 1855 01:14:06,330 --> 01:14:06,890 that heavily. 1856 01:14:06,890 --> 01:14:08,306 You're going to need to spread out 1857 01:14:08,306 --> 01:14:09,950 the knowledge as best you can. 1858 01:14:13,180 --> 01:14:16,006 And so some game engines are easier to learn than others. 1859 01:14:16,006 --> 01:14:17,880 It's not just a matter of the online support. 1860 01:14:20,450 --> 01:14:23,390 But we'll get to that in a little bit. 1861 01:14:23,390 --> 01:14:25,850 On a team programming project-- and this 1862 01:14:25,850 --> 01:14:27,277 is a personal bias of mine. 1863 01:14:27,277 --> 01:14:28,860 And I admit that some people disagree. 1864 01:14:28,860 --> 01:14:32,110 But I personally think that a strongly typed programming 1865 01:14:32,110 --> 01:14:34,460 language is a must. 1866 01:14:34,460 --> 01:14:39,310 If you're talking about five to eight programmers, 1867 01:14:39,310 --> 01:14:41,170 there's an additional problem. 1868 01:14:41,170 --> 01:14:42,882 Whenever I write a function, and you're 1869 01:14:42,882 --> 01:14:44,340 going to call my function, you have 1870 01:14:44,340 --> 01:14:46,610 to know what the arguments are to know what's going to happen. 1871 01:14:46,610 --> 01:14:48,830 And a strongly typed language will enforce that contract. 1872 01:14:48,830 --> 01:14:51,121 It will make sure that we're on the same page, at least 1873 01:14:51,121 --> 01:14:53,960 a little bit, as to what that function is doing. 1874 01:14:53,960 --> 01:14:56,040 A lot of you are probably used to-- MIT teaches, 1875 01:14:56,040 --> 01:14:57,540 in a lot of the programming classes, 1876 01:14:57,540 --> 01:14:59,970 it uses Python, which is awesome for quick work. 1877 01:14:59,970 --> 01:15:02,410 And it's awesome for a single person doing work. 1878 01:15:02,410 --> 01:15:04,190 But it does kind of start to fall apart 1879 01:15:04,190 --> 01:15:07,080 on a larger team, when you have to read someone else's code 1880 01:15:07,080 --> 01:15:08,800 to know what their function is doing, 1881 01:15:08,800 --> 01:15:11,870 what the arguments are supposed to be. 1882 01:15:11,870 --> 01:15:14,680 If instead, you have a strongly typed from the beginning, 1883 01:15:14,680 --> 01:15:17,780 the compiler will enforce this communication. 1884 01:15:17,780 --> 01:15:20,880 And we're going to talk a lot about teams and communication. 1885 01:15:20,880 --> 01:15:23,690 It turns out your code is one of your methods of communication. 1886 01:15:23,690 --> 01:15:26,770 The actual written text in your code 1887 01:15:26,770 --> 01:15:28,554 is a way you talk to your team members. 1888 01:15:28,554 --> 01:15:29,970 And a strongly typed language sort 1889 01:15:29,970 --> 01:15:33,740 of forces you to keep that communication line clearer 1890 01:15:33,740 --> 01:15:37,740 than a weakly typed language will. 1891 01:15:37,740 --> 01:15:40,250 And again, this is one of those things where 1892 01:15:40,250 --> 01:15:43,080 programmers might have battles over whether or not it's true. 1893 01:15:43,080 --> 01:15:44,780 But I'm pretty confident of this one. 1894 01:15:44,780 --> 01:15:47,113 I would say it's a noose to use a weakly typed language. 1895 01:15:50,740 --> 01:15:54,140 A lot of our game engines are going to be talking about C#, 1896 01:15:54,140 --> 01:15:56,760 or ActionScript or whatever. 1897 01:15:56,760 --> 01:15:59,895 And I'm going to tell you that if you know one of those 1898 01:15:59,895 --> 01:16:02,020 languages-- if you already know Java, for example-- 1899 01:16:02,020 --> 01:16:04,160 it's really easy to transition to C#. 1900 01:16:04,160 --> 01:16:07,100 It's pretty easy to transition to ActionScript. 1901 01:16:07,100 --> 01:16:10,400 ActionScript and Haxe are very similar. 1902 01:16:10,400 --> 01:16:12,470 So I would say any of those top four, 1903 01:16:12,470 --> 01:16:15,320 you can transfer back and fourth pretty easily. 1904 01:16:15,320 --> 01:16:17,390 JavaScript, kind of. 1905 01:16:17,390 --> 01:16:21,980 But don't try to transition to C++ from those quickly. 1906 01:16:21,980 --> 01:16:25,140 I mean obviously, you should someday learn C++ if you are 1907 01:16:25,140 --> 01:16:27,480 considering yourself a Course 6 major or whatever. 1908 01:16:27,480 --> 01:16:31,035 But don't assume you could pick up C++ in a weekend because you 1909 01:16:31,035 --> 01:16:33,130 already know Java. 1910 01:16:33,130 --> 01:16:37,940 They're just gotchas in C++ that don't exist in those languages. 1911 01:16:37,940 --> 01:16:40,370 And other important note, if you know Java-- 1912 01:16:40,370 --> 01:16:42,972 [LAUGHTER] 1913 01:16:42,972 --> 01:16:45,263 ANDREW GRANT: It really looks like you know JavaScript. 1914 01:16:48,440 --> 01:16:49,390 And you kinda do. 1915 01:16:49,390 --> 01:16:50,880 But you don't. 1916 01:16:50,880 --> 01:16:53,740 And that's not to say that you shouldn't make that transition. 1917 01:16:53,740 --> 01:16:56,073 But be aware that it's going to take a little bit longer 1918 01:16:56,073 --> 01:16:57,032 than you think. 1919 01:16:57,032 --> 01:16:58,490 There's a lot of synthetic sharing. 1920 01:16:58,490 --> 01:17:00,740 But JavaScript is a weakly typed language 1921 01:17:00,740 --> 01:17:03,330 that has a lot of weird, very web-specific features. 1922 01:17:03,330 --> 01:17:06,255 And just be aware that that's not as easy a transition. 1923 01:17:09,280 --> 01:17:14,149 I talked about ease of understanding and learning. 1924 01:17:14,149 --> 01:17:16,190 Actually using the engine is also very important. 1925 01:17:16,190 --> 01:17:18,570 How are you going to get stuff done in it? 1926 01:17:18,570 --> 01:17:22,142 If the engine has an interactive debugger, that is wonderful. 1927 01:17:22,142 --> 01:17:23,850 If it doesn't, then you're relying mostly 1928 01:17:23,850 --> 01:17:25,190 on print statements. 1929 01:17:25,190 --> 01:17:26,940 And that's hard. 1930 01:17:26,940 --> 01:17:29,840 If you've never really had the joy of using a debugger before, 1931 01:17:29,840 --> 01:17:31,210 I recommend you try to learn. 1932 01:17:31,210 --> 01:17:33,730 Because it's really an extremely powerful tool. 1933 01:17:33,730 --> 01:17:36,322 We're not going to get into that in detail right now. 1934 01:17:36,322 --> 01:17:38,530 And source-control-friendly is another important one. 1935 01:17:38,530 --> 01:17:40,113 If you're on a team with eight people, 1936 01:17:40,113 --> 01:17:41,700 you're all going to be making changes. 1937 01:17:41,700 --> 01:17:43,650 We're going to talk more about source control in the future. 1938 01:17:43,650 --> 01:17:45,370 We're not going to go into details on that now. 1939 01:17:45,370 --> 01:17:46,700 But basically, it's a way for your team 1940 01:17:46,700 --> 01:17:48,824 the team to communicate and make sure you're always 1941 01:17:48,824 --> 01:17:51,340 in the same, up-to-date source code for your project. 1942 01:17:51,340 --> 01:17:53,380 And if your engine doesn't support that, 1943 01:17:53,380 --> 01:17:55,130 then you can be in trouble. 1944 01:17:55,130 --> 01:17:57,600 In the past, for example, people have 1945 01:17:57,600 --> 01:18:00,300 talked about some of the cool, sort of hobbyist game engines, 1946 01:18:00,300 --> 01:18:04,330 like GameMaker, or back in the day, just bare Flash. 1947 01:18:04,330 --> 01:18:06,297 And those are really cool tools. 1948 01:18:06,297 --> 01:18:07,880 But they would save the entire project 1949 01:18:07,880 --> 01:18:10,430 as one monolithic binary file. 1950 01:18:10,430 --> 01:18:13,016 And so if one person makes a change, 1951 01:18:13,016 --> 01:18:15,390 no one else can change the code while they're doing that. 1952 01:18:15,390 --> 01:18:18,370 Because there's no way to merge our changes. 1953 01:18:18,370 --> 01:18:21,390 Whereas with code or text files, or a good game engine 1954 01:18:21,390 --> 01:18:23,020 that separates things out a little bit, 1955 01:18:23,020 --> 01:18:24,440 one person can change an art asset 1956 01:18:24,440 --> 01:18:26,130 while someone changes a code file, while someone else 1957 01:18:26,130 --> 01:18:27,610 changes yet another code file. 1958 01:18:27,610 --> 01:18:29,533 And it all merges together pretty seamlessly. 1959 01:18:29,533 --> 01:18:31,533 And that's what you're looking for, if possible, 1960 01:18:31,533 --> 01:18:32,300 on a team project. 1961 01:18:35,281 --> 01:18:37,030 I talked about this before, but you really 1962 01:18:37,030 --> 01:18:39,170 want a product that's been around a little bit. 1963 01:18:39,170 --> 01:18:42,750 It's cool as a hobbyist thing or a solo product 1964 01:18:42,750 --> 01:18:44,530 to take on something really brand new. 1965 01:18:44,530 --> 01:18:46,206 But I think for a class where you're 1966 01:18:46,206 --> 01:18:48,080 trying to get stuff done really, really fast, 1967 01:18:48,080 --> 01:18:50,030 and you're working with a team, you really 1968 01:18:50,030 --> 01:18:54,249 don't want to go too far in the direction of the new, latest, 1969 01:18:54,249 --> 01:18:55,040 and greatest thing. 1970 01:18:55,040 --> 01:18:56,330 Because you want to have a game engine 1971 01:18:56,330 --> 01:18:57,940 that people have put some miles on. 1972 01:18:57,940 --> 01:19:00,190 They've tested it and shaken out some of the bugs 1973 01:19:00,190 --> 01:19:01,090 before you get to it. 1974 01:19:04,570 --> 01:19:05,884 All right. 1975 01:19:05,884 --> 01:19:07,300 Those are things that I consider-- 1976 01:19:07,300 --> 01:19:09,260 you've got to have them for a game engine. 1977 01:19:09,260 --> 01:19:12,607 Here's some stuff that's kind of nice. 1978 01:19:12,607 --> 01:19:14,690 Yeah, it's nice to be able to easily import images 1979 01:19:14,690 --> 01:19:16,810 and sounds and stuff like that. 1980 01:19:16,810 --> 01:19:20,360 It's nice to be able to get the source code to the engine. 1981 01:19:20,360 --> 01:19:23,730 But it's not essential if the engine's well documented. 1982 01:19:23,730 --> 01:19:24,530 Let's see. 1983 01:19:24,530 --> 01:19:26,150 It's nice if you have an integrated development 1984 01:19:26,150 --> 01:19:27,950 environment that can help you with auto-completion 1985 01:19:27,950 --> 01:19:29,866 of various functions and really help you along 1986 01:19:29,866 --> 01:19:30,850 with your development. 1987 01:19:30,850 --> 01:19:33,660 Definitely nice, but not necessary. 1988 01:19:33,660 --> 01:19:36,400 And then finally, an editor of some kind-- 1989 01:19:36,400 --> 01:19:38,410 if I want to lay out my levels in some way, 1990 01:19:38,410 --> 01:19:40,760 is there a graphical editor for me to do that? 1991 01:19:40,760 --> 01:19:41,677 That's certainly nice. 1992 01:19:41,677 --> 01:19:44,051 And a profiler that would tell me where my game is slow-- 1993 01:19:44,051 --> 01:19:45,040 that's also nice. 1994 01:19:45,040 --> 01:19:47,738 But without these things, you could probably get by. 1995 01:19:51,129 --> 01:19:52,670 Bells and whistles-- this is actually 1996 01:19:52,670 --> 01:19:57,080 relatively unimportant, especially for a small project, 1997 01:19:57,080 --> 01:19:59,630 prototype-style stuff that we're going to be talking about. 1998 01:19:59,630 --> 01:20:01,102 For the most part, you don't need 1999 01:20:01,102 --> 01:20:03,310 all the fancy stuff like particle systems and shaders 2000 01:20:03,310 --> 01:20:04,890 and physics and all that stuff. 2001 01:20:04,890 --> 01:20:06,810 You might use physics in this class. 2002 01:20:06,810 --> 01:20:09,624 But be careful. 2003 01:20:09,624 --> 01:20:10,790 So that's one of the things. 2004 01:20:10,790 --> 01:20:12,664 You don't need that stuff in your game engine 2005 01:20:12,664 --> 01:20:15,680 for most small games, at least in the scope of this class. 2006 01:20:15,680 --> 01:20:17,180 These are things that I really don't 2007 01:20:17,180 --> 01:20:19,951 care about-- scripting languages that your designer might use. 2008 01:20:19,951 --> 01:20:22,450 Why is your designer not writing code in your strongly typed 2009 01:20:22,450 --> 01:20:23,040 language? 2010 01:20:23,040 --> 01:20:25,070 I never understood that one. 2011 01:20:25,070 --> 01:20:27,040 Some designers are afraid of writing code. 2012 01:20:27,040 --> 01:20:28,498 But hopefully in this class, you're 2013 01:20:28,498 --> 01:20:31,852 at least willing to try writing some code. 2014 01:20:31,852 --> 01:20:33,810 And then finally, just because someone has made 2015 01:20:33,810 --> 01:20:35,299 a beautiful game in a game engine, 2016 01:20:35,299 --> 01:20:36,840 that has no bearing on whether or not 2017 01:20:36,840 --> 01:20:40,180 your game will be beautiful in that game engine. 2018 01:20:40,180 --> 01:20:43,520 The vast majority of the time, a game built in a game engine 2019 01:20:43,520 --> 01:20:47,130 is beautiful because they have a really good art team. 2020 01:20:47,130 --> 01:20:49,810 And we don't have a really good art team here. 2021 01:20:49,810 --> 01:20:51,330 We don't have the time to do that. 2022 01:20:51,330 --> 01:20:53,038 And we don't have the resources to do it. 2023 01:20:53,038 --> 01:20:55,780 So you shouldn't measure your game up 2024 01:20:55,780 --> 01:20:57,664 against the beautiful AAA games. 2025 01:20:57,664 --> 01:20:59,080 You should be measuring your games 2026 01:20:59,080 --> 01:21:01,330 up against some indie, quick, prototype type of games. 2027 01:21:04,200 --> 01:21:08,916 All right, so Flixel is the thing 2028 01:21:08,916 --> 01:21:10,790 we've been recommending for many, many years. 2029 01:21:10,790 --> 01:21:16,030 This is the game engine that is easiest, has the quickest 2030 01:21:16,030 --> 01:21:17,730 learning curve I've seen. 2031 01:21:17,730 --> 01:21:19,010 It gets everything done. 2032 01:21:19,010 --> 01:21:22,080 It's very quick to learn, to use. 2033 01:21:22,080 --> 01:21:23,820 And it runs on the web. 2034 01:21:23,820 --> 01:21:24,360 Great. 2035 01:21:24,360 --> 01:21:26,970 That's pretty good easy stuff. 2036 01:21:26,970 --> 01:21:30,440 It was developed by Adam Atomic for a game called Canabalt, 2037 01:21:30,440 --> 01:21:33,800 that you can see up there. 2038 01:21:33,800 --> 01:21:36,230 The game that, as far as I know, sort of 2039 01:21:36,230 --> 01:21:39,580 popularized the infinite runner genre, which we've seen 2040 01:21:39,580 --> 01:21:41,160 clone after clone after clone of. 2041 01:21:41,160 --> 01:21:43,035 But I believe this is at least where 2042 01:21:43,035 --> 01:21:44,300 it entered my consciousness. 2043 01:21:44,300 --> 01:21:47,920 And therefore, it must be where it came into the world, right? 2044 01:21:47,920 --> 01:21:49,041 But anyway. 2045 01:21:49,041 --> 01:21:51,290 The cool thing about it is it's got a very, very, very 2046 01:21:51,290 --> 01:21:55,120 simple object-oriented state-based system. 2047 01:21:55,120 --> 01:21:58,430 It's really, really good for 2D sprite stuff. 2048 01:21:58,430 --> 01:22:00,930 Last year, we had a bunch of game engines for people to try. 2049 01:22:00,930 --> 01:22:03,320 By the end, pretty much everyone just used Flixel. 2050 01:22:03,320 --> 01:22:05,170 Because it was easier to use. 2051 01:22:05,170 --> 01:22:08,767 And this kind of says it all to me. 2052 01:22:08,767 --> 01:22:10,350 Even if you haven't used ActionScript, 2053 01:22:10,350 --> 01:22:13,820 the learning curve on Flixel is awesome. 2054 01:22:13,820 --> 01:22:15,890 You'll spend a day or two staring at it. 2055 01:22:15,890 --> 01:22:18,510 And then you'll know most of everything there is to know. 2056 01:22:18,510 --> 01:22:20,146 And you'll just be able to do stuff. 2057 01:22:20,146 --> 01:22:22,100 You won't be able to do all the cool, 2058 01:22:22,100 --> 01:22:24,160 awesome stuff other game engines will let you do. 2059 01:22:24,160 --> 01:22:26,480 But you'll be able to do pretty much everything you'll 2060 01:22:26,480 --> 01:22:28,840 need to do on the scale and scope of games you're 2061 01:22:28,840 --> 01:22:29,881 looking at in this class. 2062 01:22:34,090 --> 01:22:35,570 Let's see. 2063 01:22:35,570 --> 01:22:37,827 It doesn't so good at GUI. 2064 01:22:37,827 --> 01:22:39,910 If you wanted a fancy GUI-- lists and lots of text 2065 01:22:39,910 --> 01:22:41,540 and buttons and sliders and stuff-- 2066 01:22:41,540 --> 01:22:45,530 it's kind of a pain to code that up. 2067 01:22:45,530 --> 01:22:46,370 Right. 2068 01:22:46,370 --> 01:22:50,110 So Flixel is also unfortunately, in its current form, kind 2069 01:22:50,110 --> 01:22:51,300 of in an end of life cycle. 2070 01:22:51,300 --> 01:22:53,060 And I've been saying that for two or three years now. 2071 01:22:53,060 --> 01:22:54,280 And it's still holding on. 2072 01:22:54,280 --> 01:22:56,610 Because Flash is still holding on. 2073 01:22:56,610 --> 01:22:58,370 Adobe is trying to sort of get out 2074 01:22:58,370 --> 01:23:00,760 of the business of maintaining Flash as a web development 2075 01:23:00,760 --> 01:23:02,370 place. 2076 01:23:02,370 --> 01:23:03,657 And I'm not really sure why. 2077 01:23:03,657 --> 01:23:05,240 Apparently, Adobe decided a while back 2078 01:23:05,240 --> 01:23:08,060 that HTML5 was the future. 2079 01:23:08,060 --> 01:23:09,730 But it's been four or five years now, 2080 01:23:09,730 --> 01:23:12,790 and HTML5 is still not the future. 2081 01:23:12,790 --> 01:23:14,570 In the meantime, we're sort of hanging on 2082 01:23:14,570 --> 01:23:17,605 with Flash and the occasional JavaScript HTML5 thing. 2083 01:23:17,605 --> 01:23:19,730 I suspect it was actually more of a financial thing 2084 01:23:19,730 --> 01:23:22,080 than any actual HTML5 preference thing. 2085 01:23:22,080 --> 01:23:23,960 But anyway, we're trying to get out of Flixel 2086 01:23:23,960 --> 01:23:27,390 a little bit in the long term, because Flash is going to be 2087 01:23:27,390 --> 01:23:28,961 a dying platform pretty soon. 2088 01:23:28,961 --> 01:23:31,790 PHILLIP TAN: Can I just add something to that? 2089 01:23:31,790 --> 01:23:33,400 ANDREW GRANT: Please. 2090 01:23:33,400 --> 01:23:34,370 Stand near me. 2091 01:23:34,370 --> 01:23:36,002 Because I have a microphone. 2092 01:23:36,002 --> 01:23:36,960 PHILLIP TAN: All right. 2093 01:23:36,960 --> 01:23:37,760 I'll stand right next to him. 2094 01:23:37,760 --> 01:23:39,100 So the mic can pick up. 2095 01:23:39,100 --> 01:23:44,960 One thing to keep in mind-- that are free versions of the Adobe 2096 01:23:44,960 --> 01:23:48,430 compiler for Flash, called Flex, that you can download 2097 01:23:48,430 --> 01:23:51,630 for Linux, Mac, and PC. 2098 01:23:51,630 --> 01:23:54,500 However, there is also this licensed version, 2099 01:23:54,500 --> 01:23:57,580 which you can download for a 30-day trial, 2100 01:23:57,580 --> 01:23:59,920 called Flash Builder. 2101 01:23:59,920 --> 01:24:04,350 Unfortunately for Mac users in particular, 2102 01:24:04,350 --> 01:24:09,060 if you want to get those, I use it. 2103 01:24:09,060 --> 01:24:11,440 I like writing code in it. 2104 01:24:11,440 --> 01:24:14,050 But as soon as that 30-day free trial is over, 2105 01:24:14,050 --> 01:24:16,990 you are on an annual subscription paying Adobe money 2106 01:24:16,990 --> 01:24:18,380 every year. 2107 01:24:18,380 --> 01:24:20,990 So "free" with an asterisk. 2108 01:24:20,990 --> 01:24:26,280 If you want to do free development on a Mac 2109 01:24:26,280 --> 01:24:30,550 and use Flixel, be very, very careful. 2110 01:24:30,550 --> 01:24:34,276 And use this upcoming exercise to actually ensure 2111 01:24:34,276 --> 01:24:35,900 that the things that you're downloading 2112 01:24:35,900 --> 01:24:37,608 and the things that you're signing up for 2113 01:24:37,608 --> 01:24:41,680 are actually free, and not free for the first 30 days. 2114 01:24:41,680 --> 01:24:44,470 For PC users, you have the advantage of using 2115 01:24:44,470 --> 01:24:46,310 FlashDevelop, I believe. 2116 01:24:46,310 --> 01:24:48,494 That's what it's called. 2117 01:24:48,494 --> 01:24:50,620 That is actually a tool that you get 2118 01:24:50,620 --> 01:24:52,466 without having to pay for it. 2119 01:24:52,466 --> 01:24:54,590 For Linux, you are pretty much stuck 2120 01:24:54,590 --> 01:24:56,640 to using command-line compilers. 2121 01:24:56,640 --> 01:25:00,240 And if you really want to do free development on a Mac, 2122 01:25:00,240 --> 01:25:01,990 you're also using command-line But there's 2123 01:25:01,990 --> 01:25:04,500 all kinds of clever things that you can do with text editors 2124 01:25:04,500 --> 01:25:07,440 to sort of make that a little bit more comfortable. 2125 01:25:07,440 --> 01:25:08,760 But just keep that in mind. 2126 01:25:08,760 --> 01:25:10,700 That's another reason why Flixel isn't 2127 01:25:10,700 --> 01:25:14,130 our number one choice, nowadays, is because Adobe's really 2128 01:25:14,130 --> 01:25:17,450 trying to squeeze money out of everybody, including students. 2129 01:25:17,450 --> 01:25:19,247 Adobe's insane. 2130 01:25:19,247 --> 01:25:20,663 ANDREW GRANT: One can't blame them 2131 01:25:20,663 --> 01:25:21,520 for trying to make a little bit of money. 2132 01:25:21,520 --> 01:25:23,811 However, it's no longer as attractive as it used to be. 2133 01:25:23,811 --> 01:25:26,150 That's certainly true. 2134 01:25:26,150 --> 01:25:27,740 Unity is the next one on our list 2135 01:25:27,740 --> 01:25:29,260 that we've had good success with. 2136 01:25:32,945 --> 01:25:34,570 It's a free, full-featured game engine. 2137 01:25:34,570 --> 01:25:36,977 It's got all the bells and whistles you could want. 2138 01:25:36,977 --> 01:25:38,560 It's a little bit dangerous to use it, 2139 01:25:38,560 --> 01:25:40,690 because it has all the bells and whistles you could want. 2140 01:25:40,690 --> 01:25:42,400 And you should probably only use some bells, and not 2141 01:25:42,400 --> 01:25:43,890 the whistles, and whatever. 2142 01:25:43,890 --> 01:25:45,680 You should be very careful and judicious 2143 01:25:45,680 --> 01:25:47,050 in your use of the features. 2144 01:25:47,050 --> 01:25:49,216 Because the tinker toy model of, only 2145 01:25:49,216 --> 01:25:51,590 do what the engine lets you do is a little bit dangerous. 2146 01:25:51,590 --> 01:25:53,630 Because it lets you do pretty much everything. 2147 01:25:53,630 --> 01:25:55,379 So you have to be very careful about which 2148 01:25:55,379 --> 01:25:57,550 features you choose to use. 2149 01:25:57,550 --> 01:25:59,020 However, it's great. 2150 01:25:59,020 --> 01:25:59,570 It's free. 2151 01:25:59,570 --> 01:26:02,140 It does a whole bunch of neat stuff. 2152 01:26:02,140 --> 01:26:04,620 There are paid versions. 2153 01:26:04,620 --> 01:26:07,480 But you won't need them for the class, certainly. 2154 01:26:07,480 --> 01:26:09,150 I call these disads. 2155 01:26:09,150 --> 01:26:11,770 3D is harder than 2D. 2156 01:26:11,770 --> 01:26:14,980 And 3D is at least three times as hard as 2D, really. 2157 01:26:14,980 --> 01:26:16,170 It's rough. 2158 01:26:16,170 --> 01:26:17,690 If you've never done 3D before, it 2159 01:26:17,690 --> 01:26:19,914 takes a while to get your head into it. 2160 01:26:19,914 --> 01:26:21,580 Even if you're doing a 2D game in Unity, 2161 01:26:21,580 --> 01:26:24,038 sometimes you have to think in 3D a little bit, which makes 2162 01:26:24,038 --> 01:26:25,660 it a little bit harder to use. 2163 01:26:25,660 --> 01:26:28,790 On the other hand, Unity does have this nice editor. 2164 01:26:28,790 --> 01:26:30,630 And it's possible for a non-programmer 2165 01:26:30,630 --> 01:26:32,690 to get some stuff done in Unity in a way that's 2166 01:26:32,690 --> 01:26:33,940 not possible in others. 2167 01:26:33,940 --> 01:26:35,090 You spend more time learning the GUI. 2168 01:26:35,090 --> 01:26:37,048 But you can actually get some more things done. 2169 01:26:37,048 --> 01:26:40,430 So it's an interesting little trade-off there. 2170 01:26:40,430 --> 01:26:43,950 It is also, again, not good at GUI work. 2171 01:26:43,950 --> 01:26:46,140 They're starting to address that a little bit. 2172 01:26:46,140 --> 01:26:47,290 But it's hard. 2173 01:26:47,290 --> 01:26:49,581 You have to kind of hand code your buttons a little bit 2174 01:26:49,581 --> 01:26:50,160 sometimes. 2175 01:26:50,160 --> 01:26:51,390 That is improving, as I say. 2176 01:26:51,390 --> 01:26:54,350 But it's not quite there yet. 2177 01:26:54,350 --> 01:26:56,870 It suffers a little bit from the problem of merging. 2178 01:26:56,870 --> 01:26:59,490 Unity uses particular objects that you really 2179 01:26:59,490 --> 01:27:02,540 wish you could merge-- just so they're text files or code-- 2180 01:27:02,540 --> 01:27:05,290 but you have a whole scene of objects, for example. 2181 01:27:05,290 --> 01:27:07,775 And only one person can really work with it at a time, 2182 01:27:07,775 --> 01:27:09,200 unless you're really very careful. 2183 01:27:09,200 --> 01:27:10,466 So when you're using Unity, you have 2184 01:27:10,466 --> 01:27:11,910 to be extra careful with your team 2185 01:27:11,910 --> 01:27:13,630 to make sure that people aren't messing 2186 01:27:13,630 --> 01:27:15,300 with the same files at the same time. 2187 01:27:15,300 --> 01:27:17,465 The code, however, works the way you want it to. 2188 01:27:17,465 --> 01:27:18,970 And source control works fine. 2189 01:27:18,970 --> 01:27:20,470 So you've got to be careful. 2190 01:27:20,470 --> 01:27:21,981 But you can work around it. 2191 01:27:25,310 --> 01:27:28,885 Moving on to the ones that-- you know, we want some of you 2192 01:27:28,885 --> 01:27:29,920 to practice with these. 2193 01:27:29,920 --> 01:27:32,750 But-- oops, that's the wrong one. 2194 01:27:32,750 --> 01:27:36,245 I left a slide in I shouldn't have. 2195 01:27:39,154 --> 01:27:39,945 I will ignore that. 2196 01:27:43,412 --> 01:27:46,420 Let me see if I can find it here. 2197 01:27:46,420 --> 01:27:46,946 All right. 2198 01:27:46,946 --> 01:27:48,570 Apparently I did not include the slides 2199 01:27:48,570 --> 01:27:51,000 I thought I included about the two other game engines. 2200 01:27:51,000 --> 01:27:52,610 So I'll talk about those instead. 2201 01:27:52,610 --> 01:27:55,370 So there's another engine call Haxe Flixel, which 2202 01:27:55,370 --> 01:27:59,830 is sort of a port of Flixel to a language called Haxe. 2203 01:27:59,830 --> 01:28:02,535 This is an engine that we have not used yet. 2204 01:28:02,535 --> 01:28:04,177 We've looked over it a little bit. 2205 01:28:04,177 --> 01:28:05,760 And it certainly looks very promising. 2206 01:28:05,760 --> 01:28:07,635 It's using the very same Flixel style. 2207 01:28:07,635 --> 01:28:09,510 It is, however, using an interesting language 2208 01:28:09,510 --> 01:28:11,650 named Haxe, which is mostly based on ActionScript. 2209 01:28:11,650 --> 01:28:15,130 But it has some Java and C#-like features to it. 2210 01:28:15,130 --> 01:28:16,710 It does some crazy stuff, though. 2211 01:28:16,710 --> 01:28:18,780 So it might be a little bit interesting to use. 2212 01:28:18,780 --> 01:28:21,520 Haxe compiles down to a language of your choice, which it then 2213 01:28:21,520 --> 01:28:22,270 compiles. 2214 01:28:22,270 --> 01:28:26,526 So for example, if you want to export your Haxe to Flash, 2215 01:28:26,526 --> 01:28:28,900 you'll compile your Haxe to ActionScript, which will then 2216 01:28:28,900 --> 01:28:30,580 get compiled to a Flash app. 2217 01:28:30,580 --> 01:28:32,990 Or if you want to make an iOS app, 2218 01:28:32,990 --> 01:28:39,500 you'll probably compile it to the [? XCode ?] Objective-C, 2219 01:28:39,500 --> 01:28:40,660 and then compile that. 2220 01:28:40,660 --> 01:28:43,070 But basically, it tries to be all things to all people. 2221 01:28:43,070 --> 01:28:44,552 Which is really kind of dangerous. 2222 01:28:44,552 --> 01:28:46,760 But hopefully, for the kind of smallish project we're 2223 01:28:46,760 --> 01:28:48,370 talking about, that'll be find. 2224 01:28:48,370 --> 01:28:51,850 I call that one a noose, because we haven't used it much. 2225 01:28:51,850 --> 01:28:55,370 But it has all the simplicity of Flixel for the Haxe Flixel game 2226 01:28:55,370 --> 01:28:55,870 engine. 2227 01:28:55,870 --> 01:28:58,274 So that is a good thing. 2228 01:28:58,274 --> 01:29:00,190 The other one we're looking at using this year 2229 01:29:00,190 --> 01:29:04,286 is called Phaser, which we know not too much about in this lab. 2230 01:29:04,286 --> 01:29:05,660 The Education Arcade is using it. 2231 01:29:05,660 --> 01:29:07,040 And they seemed to like it. 2232 01:29:07,040 --> 01:29:12,540 And it is an ActionScript, HTML5 style of engine. 2233 01:29:12,540 --> 01:29:14,775 That is not the most mature platform 2234 01:29:14,775 --> 01:29:16,900 to build on, because of all the browser differences 2235 01:29:16,900 --> 01:29:17,733 and stuff like that. 2236 01:29:17,733 --> 01:29:19,110 But it is certainly possible. 2237 01:29:19,110 --> 01:29:21,279 I recommend if you end up using Phaser 2238 01:29:21,279 --> 01:29:23,070 that rather than coding in pure JavaScript, 2239 01:29:23,070 --> 01:29:26,080 you code in TrueScript, which is basically a strongly 2240 01:29:26,080 --> 01:29:28,729 typed version of JavaScript. 2241 01:29:28,729 --> 01:29:30,020 We'll get on to the rest of it. 2242 01:29:30,020 --> 01:29:31,020 PHILLIP TAN: TrueScript? 2243 01:29:31,020 --> 01:29:32,089 TypeScript? 2244 01:29:32,089 --> 01:29:33,380 ANDREW GRANT: Sorry TypeScript. 2245 01:29:33,380 --> 01:29:34,150 Yes, TypeScript. 2246 01:29:38,290 --> 01:29:40,810 So when you're learning an engine, 2247 01:29:40,810 --> 01:29:41,930 you start with tutorials. 2248 01:29:41,930 --> 01:29:43,530 That's the easiest thing to do. 2249 01:29:43,530 --> 01:29:45,280 Once you've learned three or four engines, 2250 01:29:45,280 --> 01:29:46,530 you might not use tutorials. 2251 01:29:46,530 --> 01:29:47,940 But until then, I would say you should actually 2252 01:29:47,940 --> 01:29:50,231 go through something that someone's written and thought 2253 01:29:50,231 --> 01:29:52,910 about how to progress. 2254 01:29:52,910 --> 01:29:54,270 Do something extremely small. 2255 01:29:54,270 --> 01:29:56,770 Don't start with the be-all and end-all game of awesomeness. 2256 01:29:56,770 --> 01:29:59,610 Start with something very, very easy. 2257 01:29:59,610 --> 01:30:01,310 And then after you've done that, you're 2258 01:30:01,310 --> 01:30:03,464 going to discover that you've done some things. 2259 01:30:03,464 --> 01:30:05,380 Then read the documentation a little bit more. 2260 01:30:05,380 --> 01:30:07,338 Because you're going to be better at picking up 2261 01:30:07,338 --> 01:30:09,300 stuff after you have questions in your head. 2262 01:30:09,300 --> 01:30:12,770 Even if you don't realize what questions you've got. 2263 01:30:12,770 --> 01:30:14,350 And we're warming up to an assignment 2264 01:30:14,350 --> 01:30:15,590 where we're going to hand you a game engine 2265 01:30:15,590 --> 01:30:17,881 and you're going to take a look at it over the weekend, 2266 01:30:17,881 --> 01:30:18,740 or over the week. 2267 01:30:18,740 --> 01:30:20,260 But the thing you need to remember 2268 01:30:20,260 --> 01:30:24,550 is that all software really does suck. 2269 01:30:24,550 --> 01:30:26,125 And game engines are no exception. 2270 01:30:29,290 --> 01:30:31,733 At this point, invariably, somebody 2271 01:30:31,733 --> 01:30:35,370 will claim that Linux doesn't suck. 2272 01:30:35,370 --> 01:30:38,110 To which I'll have to claim that it does. 2273 01:30:38,110 --> 01:30:39,500 But it's also awesome. 2274 01:30:39,500 --> 01:30:42,560 And that's the thing about software and game engines. 2275 01:30:42,560 --> 01:30:45,490 You have to really understand and appreciate 2276 01:30:45,490 --> 01:30:47,990 the ins and outs of Linux to understand the ways in which it 2277 01:30:47,990 --> 01:30:50,573 really does suck, but there are ways in which it's really also 2278 01:30:50,573 --> 01:30:52,520 really awesome. 2279 01:30:52,520 --> 01:30:56,540 Operating systems all, really, are pretty bad, I suspect. 2280 01:30:56,540 --> 01:30:58,590 Windows and Mac-- you can make huge arguments 2281 01:30:58,590 --> 01:30:59,350 about all of them. 2282 01:30:59,350 --> 01:31:00,766 Photoshop we talked about earlier. 2283 01:31:00,766 --> 01:31:02,360 It's an awesomely powerful tool. 2284 01:31:02,360 --> 01:31:04,776 But to sit down and actually start using it as a beginner, 2285 01:31:04,776 --> 01:31:06,697 as a newbie, is a miserable experience. 2286 01:31:06,697 --> 01:31:09,030 I think you've probably all had very similar experiences 2287 01:31:09,030 --> 01:31:09,840 with software. 2288 01:31:09,840 --> 01:31:10,540 It's buggy. 2289 01:31:10,540 --> 01:31:12,040 It's painful. 2290 01:31:12,040 --> 01:31:13,570 This is true for game engines, too. 2291 01:31:13,570 --> 01:31:14,840 You're going to try out a game engine. 2292 01:31:14,840 --> 01:31:16,290 And you're going to probably come back to class thinking, 2293 01:31:16,290 --> 01:31:17,000 I tried Unity. 2294 01:31:17,000 --> 01:31:17,750 It was terrible. 2295 01:31:17,750 --> 01:31:19,333 I didn't understand what was going on. 2296 01:31:19,333 --> 01:31:20,140 It was really hard. 2297 01:31:20,140 --> 01:31:21,830 And then you'll hear someone else talk about Flixel. 2298 01:31:21,830 --> 01:31:24,288 And you'll think, wow, I didn't have any of those problems. 2299 01:31:24,288 --> 01:31:25,590 And so this is the trick. 2300 01:31:25,590 --> 01:31:27,590 All software sucks. 2301 01:31:27,590 --> 01:31:29,820 And your job is to find the software that sucks 2302 01:31:29,820 --> 01:31:32,820 in ways that you can handle. 2303 01:31:32,820 --> 01:31:33,960 Right? 2304 01:31:33,960 --> 01:31:35,800 You don't mind so much that you have 2305 01:31:35,800 --> 01:31:37,620 to think in 3D for Unity, because you're 2306 01:31:37,620 --> 01:31:39,810 willing to put up with that because you 2307 01:31:39,810 --> 01:31:42,490 get these cool, nice, rendered look. 2308 01:31:42,490 --> 01:31:44,200 Or maybe you have to deal with the fact 2309 01:31:44,200 --> 01:31:46,890 that, yeah, Flixel's written in ActionScript 3. 2310 01:31:46,890 --> 01:31:48,260 And ugh, I hate that language. 2311 01:31:48,260 --> 01:31:50,120 But boy, it sure is easy to put stuff up on the screen, 2312 01:31:50,120 --> 01:31:51,869 and have spaceships moving around shooting 2313 01:31:51,869 --> 01:31:53,703 each other in, like, a day, with no problem. 2314 01:31:53,703 --> 01:31:55,535 And these are the kinds of trade-offs you're 2315 01:31:55,535 --> 01:31:56,754 going to have to look at. 2316 01:31:56,754 --> 01:31:58,420 So when you're trying to evaluate a game 2317 01:31:58,420 --> 01:31:59,625 engine, or any piece of software, really, 2318 01:31:59,625 --> 01:32:01,292 but game engines for this class, you're 2319 01:32:01,292 --> 01:32:03,500 going to think about the ways in which it's terrible. 2320 01:32:03,500 --> 01:32:05,583 But also think about the ways in which it's great. 2321 01:32:05,583 --> 01:32:08,370 And when you get together and talk with a team for projects 2322 01:32:08,370 --> 01:32:11,480 two through four about what game engine to use, 2323 01:32:11,480 --> 01:32:13,860 you're going to want to be able to say intelligently, 2324 01:32:13,860 --> 01:32:16,700 I don't like Flixel because of these things. 2325 01:32:16,700 --> 01:32:18,880 But actually I can live with those things. 2326 01:32:18,880 --> 01:32:22,220 Or, I don't like Unity because of this thing, 2327 01:32:22,220 --> 01:32:23,877 and I really just can't get past it. 2328 01:32:23,877 --> 01:32:25,960 And if your team's insisting on using that engine, 2329 01:32:25,960 --> 01:32:28,170 and you really know you really don't like it, 2330 01:32:28,170 --> 01:32:29,860 consider another team. 2331 01:32:29,860 --> 01:32:30,652 And that's not bad. 2332 01:32:30,652 --> 01:32:32,985 Different people are going to have different preferences 2333 01:32:32,985 --> 01:32:33,910 for different styles. 2334 01:32:33,910 --> 01:32:35,910 And that's part of what we're going to be doing. 2335 01:32:35,910 --> 01:32:37,010 Any time you're going to be forming a team 2336 01:32:37,010 --> 01:32:38,580 or trying to work with a team, you're 2337 01:32:38,580 --> 01:32:39,760 going to have to figure out what works 2338 01:32:39,760 --> 01:32:42,060 for you, what's hard for you, what's easy for you. 2339 01:32:42,060 --> 01:32:44,470 And match yourself up with tasks or software that 2340 01:32:44,470 --> 01:32:46,800 matches your set of skills. 2341 01:32:46,800 --> 01:32:49,490 Or, if you want to challenge yourself, OK. 2342 01:32:49,490 --> 01:32:51,490 Be ready to challenge yourself and try something 2343 01:32:51,490 --> 01:32:53,540 that you thought was too hard or too painful. 2344 01:32:53,540 --> 01:32:54,820 But be aware that you're doing that. 2345 01:32:54,820 --> 01:32:56,100 Because you need to let your team know, 2346 01:32:56,100 --> 01:32:58,350 hey, I'm going to be on a learning curve here. 2347 01:32:58,350 --> 01:33:00,600 You're going to have to help me out. 2348 01:33:00,600 --> 01:33:02,920 So as you look at a game engine, be 2349 01:33:02,920 --> 01:33:05,340 aware that it is going to disappoint you. 2350 01:33:05,340 --> 01:33:06,770 That's just the way it is. 2351 01:33:06,770 --> 01:33:10,890 But try to figure out where the disappointments are. 2352 01:33:10,890 --> 01:33:16,442 To that end, one of our assignments-- yes. 2353 01:33:16,442 --> 01:33:19,388 AUDIENCE: Which 2D game engine would you suggest for those who 2354 01:33:19,388 --> 01:33:22,340 are comfortable with Java and C#? 2355 01:33:22,340 --> 01:33:24,125 ANDREW GRANT: With Java and C#? 2356 01:33:24,125 --> 01:33:25,625 It kind of depends on the situation. 2357 01:33:28,510 --> 01:33:32,797 I would actually still suggest, for most simple-- 2358 01:33:32,797 --> 01:33:34,380 which game engine should I use for 2D? 2359 01:33:34,380 --> 01:33:37,010 And the answer is, if you have no 3D experience 2360 01:33:37,010 --> 01:33:43,330 whatsoever, I would still recommend Flixel today. 2361 01:33:43,330 --> 01:33:46,460 If you are comfortable with 3D and some of the barriers there, 2362 01:33:46,460 --> 01:33:47,770 I would go with Unity. 2363 01:33:47,770 --> 01:33:51,490 I personally use Unity for my own development. 2364 01:33:51,490 --> 01:33:53,730 That said, what we're going to do 2365 01:33:53,730 --> 01:33:56,135 is everybody's going to take a look at a game engine. 2366 01:33:56,135 --> 01:33:57,760 So you'll have at least one of the four 2367 01:33:57,760 --> 01:33:59,200 that we're talking about for the class 2368 01:33:59,200 --> 01:34:00,283 that you're familiar with. 2369 01:34:00,283 --> 01:34:02,490 And hopefully in the next couple of weeks, 2370 01:34:02,490 --> 01:34:05,120 you'll get your own preference. 2371 01:34:05,120 --> 01:34:06,750 Because I can easily say, sure. 2372 01:34:06,750 --> 01:34:08,380 Flixel's great for 2D games. 2373 01:34:08,380 --> 01:34:10,900 And it is, for the right kind of 2D games. 2374 01:34:10,900 --> 01:34:12,470 It's not good for all the 2D games. 2375 01:34:12,470 --> 01:34:15,090 An isometric thing with lots of farms and stuff-- 2376 01:34:15,090 --> 01:34:16,330 you might be able to do it. 2377 01:34:16,330 --> 01:34:18,590 But you might be more comfortable using a 3D approach 2378 01:34:18,590 --> 01:34:19,440 or whatever. 2379 01:34:19,440 --> 01:34:21,870 So in other words, it really depends on the game, too. 2380 01:34:21,870 --> 01:34:22,970 I wish I could give you an easy answer. 2381 01:34:22,970 --> 01:34:24,803 But I can't, which is why the whole lecture. 2382 01:34:27,360 --> 01:34:29,830 So we have an assignment, which we'll hand out to you now. 2383 01:34:33,480 --> 01:34:37,370 And we're going to talk about it one week from now. 2384 01:34:37,370 --> 01:34:38,310 And do stay tuned. 2385 01:34:38,310 --> 01:34:41,345 Because we're not done talking at you, or giving assignments. 2386 01:34:41,345 --> 01:34:43,470 PHILLIP TAN: Do we hand these out, too? 2387 01:34:43,470 --> 01:34:45,933 ANDREW GRANT: Oh, the game engine tutorial? 2388 01:34:45,933 --> 01:34:48,100 Yes. 2389 01:34:48,100 --> 01:34:53,430 What I want you to do is pick a game engine out of this hat. 2390 01:34:53,430 --> 01:34:56,250 And pass it on. 2391 01:34:56,250 --> 01:34:59,550 If you do not like the game engine that you get, trade. 2392 01:35:05,275 --> 01:35:06,070 Um, sure. 2393 01:35:06,070 --> 01:35:08,880 Feel free. 2394 01:35:08,880 --> 01:35:11,520 Take a handful. 2395 01:35:11,520 --> 01:35:13,280 If I run out, I have more tokens. 2396 01:35:13,280 --> 01:35:15,710 But this is what I start with, just 2397 01:35:15,710 --> 01:35:17,706 to make sure there's a good distribution. 2398 01:35:17,706 --> 01:35:19,080 Just go ahead and hand this back. 2399 01:35:19,080 --> 01:35:20,205 I don't need to be with it. 2400 01:35:29,940 --> 01:35:35,160 So one of the things we're going to do next Wednesday 2401 01:35:35,160 --> 01:35:39,969 is try to do a source control exercise, which 2402 01:35:39,969 --> 01:35:41,510 will introduce you to source control, 2403 01:35:41,510 --> 01:35:43,590 and hopefully refresh some of you. 2404 01:35:43,590 --> 01:35:45,284 So ideally, if you can, we want you 2405 01:35:45,284 --> 01:35:47,075 to bring in a development machine, a laptop 2406 01:35:47,075 --> 01:35:50,450 if that's what you're using, on that Wednesday. 2407 01:35:50,450 --> 01:35:51,900 If you only have a desktop, don't. 2408 01:35:51,900 --> 01:35:53,940 If you've got no computer, don't. 2409 01:35:53,940 --> 01:35:56,630 But you know, try to bring in a development 2410 01:35:56,630 --> 01:35:59,560 machine of some kind that you can actually use on Wednesday. 2411 01:35:59,560 --> 01:36:03,880 Ideally, it's the machine you used to do the tutorials, 2412 01:36:03,880 --> 01:36:05,801 so you have your code on it. 2413 01:36:05,801 --> 01:36:06,390 Let's see. 2414 01:36:06,390 --> 01:36:09,240 What else do we want to say there? 2415 01:36:09,240 --> 01:36:11,250 We don't want you to spend more than four hours 2416 01:36:11,250 --> 01:36:12,530 on this exercise. 2417 01:36:12,530 --> 01:36:15,596 There is no "turn in" for this exercise. 2418 01:36:15,596 --> 01:36:17,096 What we want is, on Wednesday, we're 2419 01:36:17,096 --> 01:36:18,420 going to be able to talk about the game engine 2420 01:36:18,420 --> 01:36:19,212 that you looked at. 2421 01:36:19,212 --> 01:36:21,711 We want to be able to talk about its pluses and its minuses, 2422 01:36:21,711 --> 01:36:22,770 and what was frustrating. 2423 01:36:22,770 --> 01:36:24,186 If it took you all four hours just 2424 01:36:24,186 --> 01:36:26,269 to install the stupid thing in the first place, 2425 01:36:26,269 --> 01:36:27,060 that's information. 2426 01:36:27,060 --> 01:36:28,510 We want to know that. 2427 01:36:28,510 --> 01:36:30,680 Because that will help people choose to not use 2428 01:36:30,680 --> 01:36:34,020 that game engine, for example. 2429 01:36:34,020 --> 01:36:36,959 But basically, we want to be able to talk intelligently 2430 01:36:36,959 --> 01:36:39,000 in the groups, amongst yourselves, about the game 2431 01:36:39,000 --> 01:36:39,970 engine pros and cons. 2432 01:36:39,970 --> 01:36:40,880 That's the main goal. 2433 01:36:48,080 --> 01:36:49,050 OK. 2434 01:36:49,050 --> 01:36:52,195 Any questions or comments so far? 2435 01:36:52,195 --> 01:36:54,278 AUDIENCE: [INAUDIBLE] can't just pick just any one 2436 01:36:54,278 --> 01:36:56,175 of those [INAUDIBLE]. 2437 01:36:56,175 --> 01:36:57,050 ANDREW GRANT: Pardon? 2438 01:36:57,050 --> 01:36:57,150 AUDIENCE: So we can only trade. 2439 01:36:57,150 --> 01:36:58,974 But once you have the [? others ?] 2440 01:36:58,974 --> 01:36:59,849 you can't [INAUDIBLE] 2441 01:36:59,849 --> 01:37:00,730 ANDREW GRANT: Right. 2442 01:37:00,730 --> 01:37:01,229 Correct. 2443 01:37:01,229 --> 01:37:03,010 Do not pick a game engine at random. 2444 01:37:03,010 --> 01:37:04,900 You may trade the one you've got in your hand 2445 01:37:04,900 --> 01:37:07,233 with someone else who has a different one in their hand. 2446 01:37:07,233 --> 01:37:09,742 This is not just-- it's partially arbitrary. 2447 01:37:09,742 --> 01:37:11,950 But mostly it's to make sure that all the engines are 2448 01:37:11,950 --> 01:37:14,000 covered about equally. 2449 01:37:14,000 --> 01:37:15,660 Also, there's two entries for Unity. 2450 01:37:15,660 --> 01:37:17,284 One is sort of thinking about it in 3D, 2451 01:37:17,284 --> 01:37:20,420 and one is thinking about it 2D. 2452 01:37:20,420 --> 01:37:23,967 And because Unity has recently added sort of a 2D layer 2453 01:37:23,967 --> 01:37:25,550 on top of it that you can sort of use. 2454 01:37:25,550 --> 01:37:27,780 It's a sprite-based engine. 2455 01:37:27,780 --> 01:37:29,770 So we want you to put that through its paces, 2456 01:37:29,770 --> 01:37:32,967 too, to compare to the other 2D engines, to Java. 2457 01:37:32,967 --> 01:37:33,800 [INTERPOSING VOICES] 2458 01:37:33,800 --> 01:37:36,250 ANDREW GRANT: So I've never had much of a problem 2459 01:37:36,250 --> 01:37:38,621 transitioning between the two. 2460 01:37:38,621 --> 01:37:42,360 [SIDE CONVERSATIONS] 2461 01:37:42,360 --> 01:37:44,945 ANDREW GRANT: Let's see. 2462 01:37:44,945 --> 01:37:46,320 Yeah, I would trade if you could. 2463 01:37:49,130 --> 01:37:51,400 RIK EBERHARDT: So, like we said, this 2464 01:37:51,400 --> 01:37:55,470 is a video game development or video game production class. 2465 01:37:55,470 --> 01:37:58,300 It's about team management, project management. 2466 01:37:58,300 --> 01:38:00,750 We're spending a lot of time on those kind of topics. 2467 01:38:00,750 --> 01:38:04,210 We aren't spending a ton of time talking about design in class. 2468 01:38:04,210 --> 01:38:05,290 But we were jerks. 2469 01:38:05,290 --> 01:38:07,790 And we're giving you a really, really hard design constraint 2470 01:38:07,790 --> 01:38:10,240 to work with for product four. 2471 01:38:10,240 --> 01:38:13,720 So we're going to have some optional assignments, 2472 01:38:13,720 --> 01:38:16,152 optional reading-- basically things that we're 2473 01:38:16,152 --> 01:38:18,110 going to list on Stellar, and a couple lectures 2474 01:38:18,110 --> 01:38:20,420 we're going to give-- basically just kind of opening 2475 01:38:20,420 --> 01:38:22,210 your minds towards design. 2476 01:38:22,210 --> 01:38:25,540 So you can think through some of the big, hairy problems when 2477 01:38:25,540 --> 01:38:27,760 it comes to designing some of these things. 2478 01:38:27,760 --> 01:38:31,290 The first thing is talking about the theme for the course 2479 01:38:31,290 --> 01:38:32,000 for the semester. 2480 01:38:32,000 --> 01:38:34,208 So we're talking about meaningful decisions in games. 2481 01:38:36,547 --> 01:38:39,130 So we're asking you, when you're creating these four projects, 2482 01:38:39,130 --> 01:38:41,870 to think about what decisions your players 2483 01:38:41,870 --> 01:38:45,090 are making during the game at all times, 2484 01:38:45,090 --> 01:38:47,870 and to make sure that all those decisions they make 2485 01:38:47,870 --> 01:38:50,030 are meaningful. 2486 01:38:50,030 --> 01:38:52,557 And this is going to be the foundation for the four 2487 01:38:52,557 --> 01:38:53,890 projects that you're working on. 2488 01:38:53,890 --> 01:38:57,410 All the constraints are going to be based on this kind of thing. 2489 01:38:57,410 --> 01:39:00,520 So first off, what do we mean by meaningful decisions? 2490 01:39:00,520 --> 01:39:02,500 This is what I mean when I say it. 2491 01:39:02,500 --> 01:39:04,110 There's other definitions out there. 2492 01:39:04,110 --> 01:39:06,290 But this is the bare minimum. 2493 01:39:06,290 --> 01:39:07,370 It should do this. 2494 01:39:07,370 --> 01:39:09,040 It should have this. 2495 01:39:09,040 --> 01:39:13,480 So three things-- any decision a player makes in a game 2496 01:39:13,480 --> 01:39:17,470 has an effect on the game's overall state. 2497 01:39:17,470 --> 01:39:18,840 So I make a decision. 2498 01:39:18,840 --> 01:39:20,494 Something changed. 2499 01:39:20,494 --> 01:39:22,410 Not only did something change, but that change 2500 01:39:22,410 --> 01:39:25,420 ripples through the systems within the game. 2501 01:39:25,420 --> 01:39:27,000 It affects the entire game state, 2502 01:39:27,000 --> 01:39:31,220 the entire game world-- not just what the player might have, 2503 01:39:31,220 --> 01:39:33,120 not just the player's performance, 2504 01:39:33,120 --> 01:39:35,180 not just the player's abilities. 2505 01:39:35,180 --> 01:39:37,880 So a jump in these games-- it can 2506 01:39:37,880 --> 01:39:39,340 be meaningful in some games. 2507 01:39:39,340 --> 01:39:42,960 But for this particular game and this particular use, 2508 01:39:42,960 --> 01:39:47,166 if the jump affects everything else in the game in some form, 2509 01:39:47,166 --> 01:39:48,290 that was really meaningful. 2510 01:39:48,290 --> 01:39:50,244 And I'd be surprised to see a jump do that. 2511 01:39:50,244 --> 01:39:51,160 But it probably isn't. 2512 01:39:51,160 --> 01:39:54,637 It's probably just a way to get over an obstacle. 2513 01:39:54,637 --> 01:39:55,720 So there's something else. 2514 01:39:55,720 --> 01:39:58,095 There's some other kind of decision a player has to make, 2515 01:39:58,095 --> 01:40:02,220 rather than just that one small decision. 2516 01:40:02,220 --> 01:40:04,249 Third-- there should be sufficient feedback-- 2517 01:40:04,249 --> 01:40:06,540 and we'll talk about feedback later on and what exactly 2518 01:40:06,540 --> 01:40:11,440 we mean by that-- that lets the player be aware that they 2519 01:40:11,440 --> 01:40:12,290 made that decision. 2520 01:40:12,290 --> 01:40:13,660 Not only did I make a decision, but I 2521 01:40:13,660 --> 01:40:14,830 knew that I made a decision. 2522 01:40:14,830 --> 01:40:16,400 There was something that happened 2523 01:40:16,400 --> 01:40:18,670 in the game that prompted me to make that decision. 2524 01:40:18,670 --> 01:40:20,506 And I actively made the decision. 2525 01:40:20,506 --> 01:40:22,130 I made the choice to make the decision. 2526 01:40:22,130 --> 01:40:23,750 I know I made the decision. 2527 01:40:23,750 --> 01:40:28,820 And I actually see all those effects happen in some form. 2528 01:40:28,820 --> 01:40:31,450 At the bare minimum, I make a decision. 2529 01:40:31,450 --> 01:40:32,950 I see some short-term effects. 2530 01:40:32,950 --> 01:40:35,650 There might be long-term effects that I don't see right now, 2531 01:40:35,650 --> 01:40:37,964 but I will have the opportunity to see later. 2532 01:40:37,964 --> 01:40:39,380 That's a little bit more advanced. 2533 01:40:42,722 --> 01:40:44,180 So basically this lecture is really 2534 01:40:44,180 --> 01:40:46,240 just going to be talking about some example games 2535 01:40:46,240 --> 01:40:49,400 that, when we're talking about the games we would like you 2536 01:40:49,400 --> 01:40:53,288 to make in class, these are kind of the exemplar games for this. 2537 01:40:53,288 --> 01:40:54,996 These are the games that we think of when 2538 01:40:54,996 --> 01:40:56,850 we think of this kind of thing. 2539 01:40:56,850 --> 01:40:59,312 And the problem that I think is going to come up 2540 01:40:59,312 --> 01:41:01,770 is we're going to sometimes call them strategy games, which 2541 01:41:01,770 --> 01:41:05,050 is a really loaded term. 2542 01:41:05,050 --> 01:41:06,050 What is a strategy game? 2543 01:41:06,050 --> 01:41:09,072 Does anybody have a definition for what a strategy game is? 2544 01:41:13,250 --> 01:41:14,994 Somebody who took-- yeah. 2545 01:41:14,994 --> 01:41:16,994 AUDIENCE: [INAUDIBLE] 2546 01:41:16,994 --> 01:41:18,410 RIK EBERHARDT: Yeah, a game that's 2547 01:41:18,410 --> 01:41:20,380 going to require a lot of thinking. 2548 01:41:20,380 --> 01:41:22,990 A game that's going to require-- and by thinking, there's 2549 01:41:22,990 --> 01:41:24,420 a lot of actions that happen when 2550 01:41:24,420 --> 01:41:25,669 we talk about player thinking. 2551 01:41:25,669 --> 01:41:27,370 Like all right, so I'm thinking. 2552 01:41:27,370 --> 01:41:29,562 So if I'm thinking, I might not be taking action. 2553 01:41:29,562 --> 01:41:31,270 So I might be thinking to take an action. 2554 01:41:31,270 --> 01:41:32,520 I might be planning. 2555 01:41:32,520 --> 01:41:34,270 That's going to be part of it. 2556 01:41:34,270 --> 01:41:35,140 I might be thinking. 2557 01:41:35,140 --> 01:41:38,180 But there's something that's distracting me for thinking. 2558 01:41:38,180 --> 01:41:40,600 Maybe I have to make actions really, really fast. 2559 01:41:40,600 --> 01:41:43,430 Or I can make actions and I can think a long period of time. 2560 01:41:43,430 --> 01:41:45,450 All that is the big wide spectrum 2561 01:41:45,450 --> 01:41:47,610 of what we're talking about with strategy games. 2562 01:41:47,610 --> 01:41:49,990 Can anybody list some strategy games they've played 2563 01:41:49,990 --> 01:41:51,169 or have heard about? 2564 01:41:51,169 --> 01:41:52,210 AUDIENCE: Age of Empires. 2565 01:41:52,210 --> 01:41:53,959 RIK EBERHARDT: Age of Empires-- which one? 2566 01:41:53,959 --> 01:41:55,190 AUDIENCE: The second one. 2567 01:41:55,190 --> 01:41:56,231 RIK EBERHARDT: Yes it is. 2568 01:41:56,231 --> 01:41:57,640 [LAUGHTER] 2569 01:41:57,640 --> 01:41:58,870 Civilization. 2570 01:41:58,870 --> 01:41:59,370 Yes. 2571 01:41:59,370 --> 01:42:00,090 Which one? 2572 01:42:00,090 --> 01:42:00,640 AUDIENCE: V. 2573 01:42:00,640 --> 01:42:01,390 RIK EBERHARDT: OK. 2574 01:42:01,390 --> 01:42:02,370 I like that one, too. 2575 01:42:02,370 --> 01:42:05,080 [LAUGHTER] 2576 01:42:05,080 --> 01:42:07,410 More. 2577 01:42:07,410 --> 01:42:09,490 What's that? 2578 01:42:09,490 --> 01:42:11,560 No? 2579 01:42:11,560 --> 01:42:12,430 AUDIENCE: StarCraft. 2580 01:42:12,430 --> 01:42:13,471 RIK EBERHARDT: StarCraft. 2581 01:42:13,471 --> 01:42:15,018 Which one? 2582 01:42:15,018 --> 01:42:16,375 AUDIENCE: I've only played II. 2583 01:42:16,375 --> 01:42:18,500 RIK EBERHARDT: I played I. But I haven't played II. 2584 01:42:18,500 --> 01:42:19,166 But he plays II. 2585 01:42:19,166 --> 01:42:19,810 A lot. 2586 01:42:19,810 --> 01:42:21,638 More. 2587 01:42:21,638 --> 01:42:22,610 AUDIENCE: Fire Emblem. 2588 01:42:22,610 --> 01:42:25,068 RIK EBERHARDT: Fire Emblem-- ooh, that's a really good one. 2589 01:42:25,068 --> 01:42:26,280 Which one? 2590 01:42:26,280 --> 01:42:28,396 All of them, yeah. 2591 01:42:28,396 --> 01:42:28,895 Yeah. 2592 01:42:28,895 --> 01:42:29,340 AUDIENCE: Go. 2593 01:42:29,340 --> 01:42:30,140 RIK EBERHARDT: Go. 2594 01:42:30,140 --> 01:42:31,510 Ooh. 2595 01:42:31,510 --> 01:42:35,250 You took the board game class. 2596 01:42:35,250 --> 01:42:36,440 AUDIENCE: I play MOBAs. 2597 01:42:36,440 --> 01:42:37,981 RIK EBERHARDT: MOBAs-- so which ones? 2598 01:42:37,981 --> 01:42:39,560 What's a MOBA, really? 2599 01:42:39,560 --> 01:42:40,970 AUDIENCE: Like, [? Noldor ?] or League of Legends. 2600 01:42:40,970 --> 01:42:42,190 RIK EBERHARDT: So what does MOBA stand for, 2601 01:42:42,190 --> 01:42:43,398 for people who don't play it? 2602 01:42:46,340 --> 01:42:48,220 AUDIENCE: Massive Online Battle Arena. 2603 01:42:48,220 --> 01:42:48,700 RIK EBERHARDT: Massive Online Battle Arena. 2604 01:42:48,700 --> 01:42:50,160 And you were talking about League of Legends. 2605 01:42:50,160 --> 01:42:51,743 How many people here-- raise your hand 2606 01:42:51,743 --> 01:42:54,485 if you played League of Legends. 2607 01:42:54,485 --> 01:42:55,200 OK. 2608 01:42:55,200 --> 01:42:58,680 Riot's coming September 24 to talk about to us about that. 2609 01:42:58,680 --> 01:43:02,260 How many people have played DotA, Defense of the Ancients? 2610 01:43:02,260 --> 01:43:05,054 The same people, for the most part. 2611 01:43:05,054 --> 01:43:05,980 Cool. 2612 01:43:05,980 --> 01:43:08,080 So that's a really good spread. 2613 01:43:08,080 --> 01:43:10,220 And actually, that's exactly what I expected-- 2614 01:43:10,220 --> 01:43:12,190 except for the Go person-- to hear, 2615 01:43:12,190 --> 01:43:15,971 are games about war, and games about conflict, 2616 01:43:15,971 --> 01:43:17,970 and games about fighting against another player, 2617 01:43:17,970 --> 01:43:20,370 or against a computer-controlled opponent. 2618 01:43:20,370 --> 01:43:22,220 That's not exactly what we mean when 2619 01:43:22,220 --> 01:43:24,560 we talk about strategy games for the broader 2620 01:43:24,560 --> 01:43:25,397 aspect of the class. 2621 01:43:25,397 --> 01:43:26,730 But it's a great place to start. 2622 01:43:26,730 --> 01:43:28,870 And that's where we're going to start. 2623 01:43:28,870 --> 01:43:34,356 So here's Civilization V, and here's StarCraft II. 2624 01:43:34,356 --> 01:43:36,230 I'm going to use these for a couple examples. 2625 01:43:36,230 --> 01:43:38,120 And then we're going to split off. 2626 01:43:38,120 --> 01:43:39,911 And each of us are going to talk about some 2627 01:43:39,911 --> 01:43:42,737 of our favorite games that we think of when we say, 2628 01:43:42,737 --> 01:43:44,070 this was a really cool mechanic. 2629 01:43:44,070 --> 01:43:46,380 This is a really cool thing I've seen in a strategy 2630 01:43:46,380 --> 01:43:49,002 game, or an aspect of strategy or an aspect of tactics 2631 01:43:49,002 --> 01:43:50,460 that I've seen, and I'd love to see 2632 01:43:50,460 --> 01:43:53,240 happen in some of the game we make over the next semester. 2633 01:43:55,860 --> 01:43:58,080 So there's two types of decision-making that I see. 2634 01:43:58,080 --> 01:44:00,779 And again, this is all just me in my head a couple days 2635 01:44:00,779 --> 01:44:02,070 ago putting a lecture together. 2636 01:44:02,070 --> 01:44:04,780 It's not an academic taxonomy. 2637 01:44:04,780 --> 01:44:06,960 It's to help us out when we're thinking 2638 01:44:06,960 --> 01:44:09,540 about the kinds of decisions we're making in these games. 2639 01:44:09,540 --> 01:44:11,956 There's two kinds of decisions that happen in these games. 2640 01:44:11,956 --> 01:44:14,680 There's a micro-level decision-- short-term decisions 2641 01:44:14,680 --> 01:44:17,800 I make that help me out right now. 2642 01:44:17,800 --> 01:44:21,680 There's macro decisions or long-term decisions. 2643 01:44:21,680 --> 01:44:24,040 And I'm using micro and macro because I'm 2644 01:44:24,040 --> 01:44:26,620 obsessed with economics, even though I don't understand it. 2645 01:44:26,620 --> 01:44:29,780 But also because you see the games 2646 01:44:29,780 --> 01:44:31,120 represented that way sometimes. 2647 01:44:31,120 --> 01:44:32,450 There's the micro, where I'm looking really 2648 01:44:32,450 --> 01:44:34,360 tight at this one aspect of the game, 2649 01:44:34,360 --> 01:44:37,820 and the macro, where I can see a bigger, 2650 01:44:37,820 --> 01:44:39,320 expanded version of the world. 2651 01:44:39,320 --> 01:44:41,800 I can see the systems and the gears that 2652 01:44:41,800 --> 01:44:43,710 are happening behind the world. 2653 01:44:43,710 --> 01:44:45,400 And they're represented in many ways. 2654 01:44:45,400 --> 01:44:47,284 And I'll talk about a couple examples there. 2655 01:44:47,284 --> 01:44:48,950 ANDREW GRANT: People often use "tactics" 2656 01:44:48,950 --> 01:44:53,087 to describe micro, and "strategy" to describe macro. 2657 01:44:53,087 --> 01:44:55,670 So there's actually a difference between strategy and tactics. 2658 01:44:55,670 --> 01:44:57,170 That's one way of thinking about it. 2659 01:44:57,170 --> 01:44:59,440 RIK EBERHARDT: Yeah. 2660 01:44:59,440 --> 01:45:01,920 So for the micro-- exactly, tactical. 2661 01:45:05,260 --> 01:45:07,214 The way this is often represented 2662 01:45:07,214 --> 01:45:09,130 in these kind of war games or strategy games-- 2663 01:45:09,130 --> 01:45:11,463 there's usually some kind of spatial component going on. 2664 01:45:11,463 --> 01:45:13,484 There's some kind of placement going on. 2665 01:45:13,484 --> 01:45:15,400 There might be some direct conflict happening. 2666 01:45:15,400 --> 01:45:17,250 So I've got an army. 2667 01:45:17,250 --> 01:45:18,800 And it's facing off another army. 2668 01:45:18,800 --> 01:45:21,820 And we're throwing spears or shooting each other 2669 01:45:21,820 --> 01:45:25,250 with lasers-- basically the same thing. 2670 01:45:25,250 --> 01:45:26,690 But there's also firefighting. 2671 01:45:26,690 --> 01:45:28,010 There's another kind of conflict that happens. 2672 01:45:28,010 --> 01:45:29,676 And by firefighting, I don't mean fires. 2673 01:45:29,676 --> 01:45:32,745 But I've got a problem that just happened. 2674 01:45:32,745 --> 01:45:33,934 And I need to solve it. 2675 01:45:33,934 --> 01:45:34,850 I need to react to it. 2676 01:45:34,850 --> 01:45:37,530 So it's reactive. 2677 01:45:37,530 --> 01:45:40,760 I might have this really long long-term strategy. 2678 01:45:40,760 --> 01:45:43,470 But unfortunately I've got to make some decisions 2679 01:45:43,470 --> 01:45:46,169 right now that may or may not hurt my long-term strategy. 2680 01:45:46,169 --> 01:45:48,210 There are some tactical decisions I need to make. 2681 01:45:50,775 --> 01:45:52,150 It's not always reactive, though. 2682 01:45:52,150 --> 01:45:53,450 Sometimes what we're talking about 2683 01:45:53,450 --> 01:45:54,630 is you're executing a plan. 2684 01:45:54,630 --> 01:45:56,800 I've set up a long-term strategy. 2685 01:45:56,800 --> 01:45:58,680 And now here's the final dramatic moment 2686 01:45:58,680 --> 01:46:00,780 where I get to actually implement the thing 2687 01:46:00,780 --> 01:46:06,390 and see if it works-- throw the dudes on the map, 2688 01:46:06,390 --> 01:46:09,467 and they're going to die or not. 2689 01:46:09,467 --> 01:46:11,050 And when we're talking about tactical, 2690 01:46:11,050 --> 01:46:13,490 there's always a short-term resolution. 2691 01:46:13,490 --> 01:46:15,830 So I do a thing-- feedback. 2692 01:46:15,830 --> 01:46:16,780 I know it happened. 2693 01:46:16,780 --> 01:46:18,794 There could be long-term ramifications. 2694 01:46:18,794 --> 01:46:20,710 But there's definitely a short-term resolution 2695 01:46:20,710 --> 01:46:23,940 to the decision I just made at that point. 2696 01:46:23,940 --> 01:46:26,370 So my example, because I am a huge Civilization 2697 01:46:26,370 --> 01:46:31,760 nerd-- Civilization V brought some very tactical game 2698 01:46:31,760 --> 01:46:33,990 play to the series that wasn't really 2699 01:46:33,990 --> 01:46:37,140 there in previous installments. 2700 01:46:37,140 --> 01:46:39,350 So in the past, you could stack units on a tile. 2701 01:46:39,350 --> 01:46:41,700 So Civilization is basically a game 2702 01:46:41,700 --> 01:46:44,870 made of tiles where you're placing items on tiles. 2703 01:46:44,870 --> 01:46:47,832 And the tiles give you bonuses or whatnot. 2704 01:46:47,832 --> 01:46:49,740 That's the very, very basic version of it. 2705 01:46:49,740 --> 01:46:51,990 In this case, what we have-- and it's kind of blurry-- 2706 01:46:51,990 --> 01:46:54,230 but you have a city in the center, where 2707 01:46:54,230 --> 01:46:56,020 that arrow is pointing to. 2708 01:46:56,020 --> 01:46:58,940 You have these blue units surrounding the city, 2709 01:46:58,940 --> 01:47:01,900 and a couple small yellow units going on. 2710 01:47:01,900 --> 01:47:04,682 Can anybody describe what's going on in this scene? 2711 01:47:04,682 --> 01:47:05,390 AUDIENCE: A raid. 2712 01:47:05,390 --> 01:47:05,860 RIK EBERHARDT: What's that? 2713 01:47:05,860 --> 01:47:06,600 AUDIENCE: A raid. 2714 01:47:06,600 --> 01:47:07,516 RIK EBERHARDT: A raid. 2715 01:47:07,516 --> 01:47:09,130 So we're fighting. 2716 01:47:09,130 --> 01:47:10,600 What kind of decisions is a player 2717 01:47:10,600 --> 01:47:13,280 being asked to do right now? 2718 01:47:13,280 --> 01:47:15,090 And the player is the blue player 2719 01:47:15,090 --> 01:47:16,571 that has the red arrow there. 2720 01:47:16,571 --> 01:47:18,680 AUDIENCE: [INAUDIBLE] 2721 01:47:18,680 --> 01:47:19,886 RIK EBERHARDT: What's that? 2722 01:47:19,886 --> 01:47:20,760 AUDIENCE: [INAUDIBLE] 2723 01:47:20,760 --> 01:47:20,980 RIK EBERHARDT: So yeah. 2724 01:47:20,980 --> 01:47:22,690 You're trying to implement the strategy. 2725 01:47:22,690 --> 01:47:24,898 Can you kind of see-- apologies if you can't make out 2726 01:47:24,898 --> 01:47:28,770 the quality of the slide. 2727 01:47:28,770 --> 01:47:33,280 Can you see what is exactly going on? 2728 01:47:33,280 --> 01:47:33,943 Yeah. 2729 01:47:33,943 --> 01:47:36,568 AUDIENCE: They're about to make a ranged attack with the cannon 2730 01:47:36,568 --> 01:47:37,797 against the city. 2731 01:47:37,797 --> 01:47:38,630 RIK EBERHARDT: Yeah. 2732 01:47:38,630 --> 01:47:40,440 So first thing is, all right, so I've 2733 01:47:40,440 --> 01:47:45,140 got a range attack that is really diagonally away 2734 01:47:45,140 --> 01:47:46,400 from the city. 2735 01:47:46,400 --> 01:47:47,940 It's two hexes away. 2736 01:47:47,940 --> 01:47:49,190 I can do a range attack on it. 2737 01:47:49,190 --> 01:47:51,330 The cool thing about this is that the city 2738 01:47:51,330 --> 01:47:53,240 can't attack me right now. 2739 01:47:53,240 --> 01:47:54,510 Well, actually it can. 2740 01:47:54,510 --> 01:47:57,169 But I'm making a mistake there. 2741 01:47:57,169 --> 01:47:58,460 But it's not the knight's turn. 2742 01:47:58,460 --> 01:48:01,210 So the knight can't attack the ranged attack right now. 2743 01:48:01,210 --> 01:48:03,219 The other thing that's happening is the player 2744 01:48:03,219 --> 01:48:05,510 had a long-term strategy, which meant that they brought 2745 01:48:05,510 --> 01:48:08,980 some foot soldiers in to surround the city, 2746 01:48:08,980 --> 01:48:11,900 protecting the ranged attacker. 2747 01:48:11,900 --> 01:48:14,030 They've also got this thing called Zone of Control 2748 01:48:14,030 --> 01:48:14,800 going on in this. 2749 01:48:19,728 --> 01:48:23,022 All right, here's an enemy person. 2750 01:48:23,022 --> 01:48:23,980 Here's an enemy person. 2751 01:48:23,980 --> 01:48:25,390 Here's an enemy person. 2752 01:48:25,390 --> 01:48:27,620 If any of these people try to attack 2753 01:48:27,620 --> 01:48:29,710 any of these blue people, there's 2754 01:48:29,710 --> 01:48:32,020 some kind of negative modifier going on. 2755 01:48:32,020 --> 01:48:35,430 Because the blue player has set it up such that 2756 01:48:35,430 --> 01:48:37,120 they're being flanked. 2757 01:48:37,120 --> 01:48:38,930 So there's some spatial placement 2758 01:48:38,930 --> 01:48:41,080 going on that's been decided. 2759 01:48:41,080 --> 01:48:43,370 Not only did they have to get all the units over here, 2760 01:48:43,370 --> 01:48:44,300 but once they were here, they had 2761 01:48:44,300 --> 01:48:46,200 to put those units in the right places 2762 01:48:46,200 --> 01:48:50,800 for this tactical maneuver to happen. 2763 01:48:53,350 --> 01:48:54,990 So really, in Civilization V, we're 2764 01:48:54,990 --> 01:48:57,420 talking about tactical in one aspect of it. 2765 01:48:57,420 --> 01:48:59,250 In the combat aspect of it, we're 2766 01:48:59,250 --> 01:49:03,590 talking about flanking, army positioning, Zone of Control, 2767 01:49:03,590 --> 01:49:06,970 preventing other players from entering into tiles, 2768 01:49:06,970 --> 01:49:10,920 controlling areas, and making this area basically more 2769 01:49:10,920 --> 01:49:13,320 effective for the blue player to attack 2770 01:49:13,320 --> 01:49:17,710 the city than for the yellow player to defend it. 2771 01:49:17,710 --> 01:49:19,640 So how did the player get there? 2772 01:49:19,640 --> 01:49:22,800 How did blue get into that situation? 2773 01:49:22,800 --> 01:49:26,590 They had an operational or strategic plan 2774 01:49:26,590 --> 01:49:27,860 that they set forth. 2775 01:49:27,860 --> 01:49:30,425 They were able to develop those weapons that they had. 2776 01:49:30,425 --> 01:49:33,250 They were able to make them in the right location. 2777 01:49:33,250 --> 01:49:36,030 And then they were able to transport them over 2778 01:49:36,030 --> 01:49:37,410 to the right location. 2779 01:49:37,410 --> 01:49:42,500 So if we're talking about military strategy, 2780 01:49:42,500 --> 01:49:47,530 tactics, that might be closer to logistics, 2781 01:49:47,530 --> 01:49:51,515 supply chain, getting supply into the area. 2782 01:49:51,515 --> 01:49:53,390 The strategy that might actually be happening 2783 01:49:53,390 --> 01:49:55,050 is even bigger than that. 2784 01:49:55,050 --> 01:49:57,670 So this is where it gets into the realm 2785 01:49:57,670 --> 01:50:00,230 that I really nerd out in is spreadsheets 2786 01:50:00,230 --> 01:50:02,400 of numbers and modifiers. 2787 01:50:02,400 --> 01:50:05,900 There's resources you need to manage. 2788 01:50:05,900 --> 01:50:08,900 I need to anticipate what's going to be there and have 2789 01:50:08,900 --> 01:50:11,510 the right things built in time for them 2790 01:50:11,510 --> 01:50:14,450 to be useful in that situation. 2791 01:50:14,450 --> 01:50:17,360 There's an economic system I need to manipulate and do 2792 01:50:17,360 --> 01:50:20,992 well with in order to afford the units that I want over there. 2793 01:50:20,992 --> 01:50:23,450 If I'm playing well, I need to be proactive in my strategy. 2794 01:50:23,450 --> 01:50:26,330 All strategy really should be proactive. 2795 01:50:26,330 --> 01:50:29,250 And someone can argue with me if there is such a thing 2796 01:50:29,250 --> 01:50:30,440 as reactive strategy. 2797 01:50:30,440 --> 01:50:33,310 But really, it could be proactive and wrong. 2798 01:50:33,310 --> 01:50:35,390 But you did it beforehand. 2799 01:50:35,390 --> 01:50:37,675 You set up the gears in motion for it 2800 01:50:37,675 --> 01:50:38,990 to play out the way it did. 2801 01:50:38,990 --> 01:50:41,650 And you're always planning for some long-term future. 2802 01:50:41,650 --> 01:50:46,160 So in Civilization V, one way that this plays out non-combat 2803 01:50:46,160 --> 01:50:49,060 is city placement. 2804 01:50:49,060 --> 01:50:52,040 Where I put my city is incredibly important. 2805 01:50:52,040 --> 01:50:56,770 Using the real world map of Africa, what they've done 2806 01:50:56,770 --> 01:50:59,960 is the designers put these resources-- 2807 01:50:59,960 --> 01:51:07,225 those circular items-- spices, bananas, silk, diamonds, oil. 2808 01:51:07,225 --> 01:51:10,490 Some of the resources are luxury resources. 2809 01:51:10,490 --> 01:51:12,950 So they help my cities be happy. 2810 01:51:12,950 --> 01:51:16,120 They help my citizens work well and be productive. 2811 01:51:16,120 --> 01:51:19,940 There's agricultural resources that help 2812 01:51:19,940 --> 01:51:22,090 my cities grow and be healthy. 2813 01:51:22,090 --> 01:51:24,310 And then there's strategic resources-- 2814 01:51:24,310 --> 01:51:25,900 and I could be mixing these terms up. 2815 01:51:25,900 --> 01:51:28,420 They're things that are going to help me build things. 2816 01:51:28,420 --> 01:51:33,840 So oil or steel or iron will help me build better units. 2817 01:51:33,840 --> 01:51:36,440 So my strategy here-- there's a little bit 2818 01:51:36,440 --> 01:51:38,240 of tactics going on, where when I actually 2819 01:51:38,240 --> 01:51:39,680 get my settler in the right place, 2820 01:51:39,680 --> 01:51:43,185 I need to then find a very specific place to go. 2821 01:51:43,185 --> 01:51:45,310 But long-term, if I'm thinking about the long term, 2822 01:51:45,310 --> 01:51:47,310 I want to place my cities in a way 2823 01:51:47,310 --> 01:51:49,410 where they're near resources. 2824 01:51:49,410 --> 01:51:51,020 They're near my friendly cities. 2825 01:51:51,020 --> 01:51:51,979 They have room to grow. 2826 01:51:51,979 --> 01:51:54,186 Because if I group my cities too close to each other, 2827 01:51:54,186 --> 01:51:55,790 they're not going to be as efficient. 2828 01:51:55,790 --> 01:51:57,570 This is really apparent if anybody's 2829 01:51:57,570 --> 01:52:00,760 played Civilization II, where there's 2830 01:52:00,760 --> 01:52:02,050 one real strategy to the game. 2831 01:52:02,050 --> 01:52:04,809 And that's just build a city every three hexes. 2832 01:52:04,809 --> 01:52:05,850 That's just how it works. 2833 01:52:05,850 --> 01:52:08,681 And in the later games, they tried to introduce some nuance 2834 01:52:08,681 --> 01:52:09,180 to that. 2835 01:52:12,545 --> 01:52:16,204 And again, I'm mixing strategy and tactics 2836 01:52:16,204 --> 01:52:17,370 as we're talking about this. 2837 01:52:17,370 --> 01:52:18,880 They all go hand in hand. 2838 01:52:18,880 --> 01:52:21,300 A lot of the games that we've played, 2839 01:52:21,300 --> 01:52:24,510 and that are these strategy games that you talked about, 2840 01:52:24,510 --> 01:52:26,270 are actually more tactical games. 2841 01:52:26,270 --> 01:52:29,810 There's much more emphasis placed on the short-term thing 2842 01:52:29,810 --> 01:52:31,969 I do now than the long term. 2843 01:52:31,969 --> 01:52:34,260 That's not to say there isn't long term in these games. 2844 01:52:34,260 --> 01:52:38,375 If anybody's played League of Legends, 2845 01:52:38,375 --> 01:52:43,940 the metagame about the pick process, so what champ to pick 2846 01:52:43,940 --> 01:52:45,110 or not. 2847 01:52:45,110 --> 01:52:47,150 That's a strategic maneuver. 2848 01:52:47,150 --> 01:52:48,890 You're planning for a long-term strategy 2849 01:52:48,890 --> 01:52:51,029 that you're going to play out within the game. 2850 01:52:51,029 --> 01:52:52,570 And not only are you planning for it. 2851 01:52:52,570 --> 01:52:54,444 You picked it, and then you're stuck with it. 2852 01:52:54,444 --> 01:52:56,620 So those decisions last. 2853 01:52:56,620 --> 01:52:58,079 With StarCraft II it's build order, 2854 01:52:58,079 --> 01:52:59,745 which can be a little bit more flexible. 2855 01:52:59,745 --> 01:53:01,360 There are build orders that you can-- 2856 01:53:01,360 --> 01:53:03,580 that's build order in that you are 2857 01:53:03,580 --> 01:53:08,960 building units and buildings and upgrades in the right order, 2858 01:53:08,960 --> 01:53:11,530 such that you're prepared for multiple different strategies 2859 01:53:11,530 --> 01:53:12,560 coming into them. 2860 01:53:12,560 --> 01:53:13,851 And I could be butchering that. 2861 01:53:13,851 --> 01:53:14,547 I'm not a 2862 01:53:14,547 --> 01:53:16,588 PHILLIP TAN: That's definitely a good [INAUDIBLE] 2863 01:53:16,588 --> 01:53:17,569 RIK EBERHARDT: Cool. 2864 01:53:17,569 --> 01:53:18,610 But that's more flexible. 2865 01:53:18,610 --> 01:53:21,000 Because I actually have time within the game 2866 01:53:21,000 --> 01:53:24,440 to make some tactical changes to that long-term strategy 2867 01:53:24,440 --> 01:53:25,909 that I decided on early. 2868 01:53:25,909 --> 01:53:27,450 Unless you're playing professionally. 2869 01:53:27,450 --> 01:53:28,340 And then I've just seem that they just 2870 01:53:28,340 --> 01:53:29,570 GG after five minutes. 2871 01:53:32,560 --> 01:53:36,490 So anybody recognize this quote? 2872 01:53:36,490 --> 01:53:39,040 Sid Meier, the developer for Civilization, 2873 01:53:39,040 --> 01:53:43,640 famously said, "a good game is a series of interesting choices." 2874 01:53:43,640 --> 01:53:45,580 It's very much the case for the games 2875 01:53:45,580 --> 01:53:47,340 that we're making in this class. 2876 01:53:47,340 --> 01:53:51,270 The thing I want to note is strive for interesting choices 2877 01:53:51,270 --> 01:53:52,840 in your games. 2878 01:53:52,840 --> 01:53:55,690 Be prepared for your choices not to be interesting. 2879 01:53:55,690 --> 01:53:59,050 Try to iterate through them and make them more interesting. 2880 01:53:59,050 --> 01:54:01,192 But we don't have a ton of time to really help 2881 01:54:01,192 --> 01:54:02,900 you make the greatest games in the world. 2882 01:54:02,900 --> 01:54:03,400 Right? 2883 01:54:03,400 --> 01:54:05,725 So we want your choices to be meaningful. 2884 01:54:05,725 --> 01:54:07,850 And if one or two of them are interesting, awesome. 2885 01:54:07,850 --> 01:54:09,510 You did a really, really good job 2886 01:54:09,510 --> 01:54:12,890 with the game development process of it. 2887 01:54:12,890 --> 01:54:15,590 I'm going to do a really, really quick talk about how you 2888 01:54:15,590 --> 01:54:17,220 can make things interesting. 2889 01:54:17,220 --> 01:54:19,660 And we're going to come back to it in later projects. 2890 01:54:19,660 --> 01:54:23,570 But I just want to kind of get these two terms out there. 2891 01:54:23,570 --> 01:54:27,070 We're going to talk about conflict and tension. 2892 01:54:27,070 --> 01:54:32,470 So what is conflict? 2893 01:54:32,470 --> 01:54:34,860 If I say the words conflict and tension, 2894 01:54:34,860 --> 01:54:38,070 what's the definitions you're more familiar with? 2895 01:54:41,010 --> 01:54:43,117 Anybody heard it in drama or writing? 2896 01:54:43,117 --> 01:54:44,950 Like the narrative arc-- there's a conflict. 2897 01:54:44,950 --> 01:54:48,330 There are two people who want the same thing. 2898 01:54:48,330 --> 01:54:50,724 Or there's an internal conflict. 2899 01:54:50,724 --> 01:54:52,682 And that's really what I'm thinking of when I'm 2900 01:54:52,682 --> 01:54:53,890 saying conflict in this case. 2901 01:54:53,890 --> 01:54:56,910 It's, what is the conflict in the player as they're 2902 01:54:56,910 --> 01:54:58,460 making these decisions? 2903 01:54:58,460 --> 01:55:00,960 What are the trade-offs they're making? 2904 01:55:00,960 --> 01:55:03,600 Do I send an army this way? 2905 01:55:03,600 --> 01:55:05,200 Or do I send an army that way? 2906 01:55:05,200 --> 01:55:07,340 Or do I not fight at all? 2907 01:55:07,340 --> 01:55:09,720 If that is a really hard decision for the player 2908 01:55:09,720 --> 01:55:12,570 to make-- if they can't calculate it beforehand, 2909 01:55:12,570 --> 01:55:16,037 if they have enough information to know that one may be better 2910 01:55:16,037 --> 01:55:17,870 than the other, but they're not quite sure-- 2911 01:55:17,870 --> 01:55:19,786 that's what we're talking about with conflict. 2912 01:55:19,786 --> 01:55:21,400 With what Pablo was playing with us, 2913 01:55:21,400 --> 01:55:24,877 the conflict in the individual teams of, 2914 01:55:24,877 --> 01:55:25,960 we know the probabilities. 2915 01:55:25,960 --> 01:55:28,160 We can calculate that. 2916 01:55:28,160 --> 01:55:29,707 But are we sure? 2917 01:55:29,707 --> 01:55:31,540 Are we sure it's going to play out that way? 2918 01:55:31,540 --> 01:55:33,180 I really wish he had used to cones. 2919 01:55:33,180 --> 01:55:34,970 Because I really want to know how often 2920 01:55:34,970 --> 01:55:39,170 the cone's going to fall on its end. 2921 01:55:39,170 --> 01:55:42,062 And then tension are ways we can modify that conflict. 2922 01:55:42,062 --> 01:55:43,520 Maybe there's no conflict existing. 2923 01:55:43,520 --> 01:55:46,160 And we need to use tension to create some conflict. 2924 01:55:46,160 --> 01:55:48,390 Maybe there's a little bit of conflict going on, 2925 01:55:48,390 --> 01:55:51,730 and tension's going to amplify that and make it more dramatic. 2926 01:55:51,730 --> 01:55:54,470 And there's just some basic things you can change. 2927 01:55:54,470 --> 01:55:57,120 And when we talk about the example games, 2928 01:55:57,120 --> 01:55:59,500 and if you play these example games over the weekend, 2929 01:55:59,500 --> 01:56:02,030 think about these terms. 2930 01:56:02,030 --> 01:56:04,230 If I were to change the timing in a game, 2931 01:56:04,230 --> 01:56:06,370 or the speed with which you can make decisions, 2932 01:56:06,370 --> 01:56:09,850 or the precision that's required to make those decisions-- 2933 01:56:09,850 --> 01:56:11,340 would that increase the conflict? 2934 01:56:11,340 --> 01:56:13,790 And by increasing the conflict there, 2935 01:56:13,790 --> 01:56:15,300 are the choices more interesting? 2936 01:56:15,300 --> 01:56:18,500 Is the game more engaging, or the game more fun? 2937 01:56:18,500 --> 01:56:20,750 Limitations are awesome in games. 2938 01:56:20,750 --> 01:56:25,400 Limitations are really how you can design and control where 2939 01:56:25,400 --> 01:56:27,000 and what a player can do. 2940 01:56:27,000 --> 01:56:29,380 So how many options do you give the player? 2941 01:56:29,380 --> 01:56:33,429 Do you give them two, or three, or five, or infinite? 2942 01:56:33,429 --> 01:56:34,470 I can tell you right now. 2943 01:56:34,470 --> 01:56:36,650 Having infinite choices is really, really difficult, 2944 01:56:36,650 --> 01:56:38,340 but not that interesting. 2945 01:56:38,340 --> 01:56:44,350 Space, costs, economics, information, fog of war-- 2946 01:56:44,350 --> 01:56:46,390 we've seen in some of these strategy games 2947 01:56:46,390 --> 01:56:48,250 where you can only see things that are 2948 01:56:48,250 --> 01:56:49,250 around where your units. 2949 01:56:49,250 --> 01:56:51,920 And you can't see things outside of that. 2950 01:56:51,920 --> 01:56:55,300 These are all methods we use as designers to create conflict, 2951 01:56:55,300 --> 01:56:57,467 to make those choices that we're asking our players 2952 01:56:57,467 --> 01:56:58,300 to make interesting. 2953 01:57:01,080 --> 01:57:05,712 So example games-- what I'd love for you to do-- 2954 01:57:05,712 --> 01:57:06,920 and this is totally optional. 2955 01:57:06,920 --> 01:57:09,370 But if you're interested in design, I totally recommend it. 2956 01:57:09,370 --> 01:57:10,786 Over the weekend, play some games. 2957 01:57:10,786 --> 01:57:12,562 We're going to talk about these games. 2958 01:57:12,562 --> 01:57:13,770 And think about these things. 2959 01:57:13,770 --> 01:57:17,254 And the slides are on Stellar. 2960 01:57:17,254 --> 01:57:18,670 Think about the types of decisions 2961 01:57:18,670 --> 01:57:20,750 you can make, the timing of the decisions, 2962 01:57:20,750 --> 01:57:23,170 whether the game is single-player or multiplayer, 2963 01:57:23,170 --> 01:57:26,670 if there's competitive or co-op play, if there's 2964 01:57:26,670 --> 01:57:29,750 teams or alliances, and what kind of conflict and tension 2965 01:57:29,750 --> 01:57:31,054 exists in the game. 2966 01:57:31,054 --> 01:57:32,470 All of these are things that we're 2967 01:57:32,470 --> 01:57:35,130 going to be asking you as designers over the semester 2968 01:57:35,130 --> 01:57:38,540 to decide on, to design, to craft, to create 2969 01:57:38,540 --> 01:57:41,810 a very particular experience that you're trying to create. 2970 01:57:41,810 --> 01:57:45,920 So Drew's going to kick us off with this game. 2971 01:57:45,920 --> 01:57:48,080 ANDREW GRANT: Who's played backgammon? 2972 01:57:48,080 --> 01:57:49,330 Wow, really? 2973 01:57:49,330 --> 01:57:51,070 No one plays backgammon anymore. 2974 01:57:51,070 --> 01:57:52,511 All right. 2975 01:57:52,511 --> 01:57:54,010 Backgammon is a pretty classic game. 2976 01:57:54,010 --> 01:57:58,060 It was invented a good, oh, 5,000 years ago or so, 2977 01:57:58,060 --> 01:58:01,100 about the time that we learned how to write. 2978 01:58:01,100 --> 01:58:03,420 It's got a lot of planning, oddly enough. 2979 01:58:03,420 --> 01:58:05,560 There's a lot of probability and randomness to it. 2980 01:58:05,560 --> 01:58:07,060 But you can plan for that randomness 2981 01:58:07,060 --> 01:58:08,970 by setting your pieces in the right spots. 2982 01:58:08,970 --> 01:58:10,470 You can choose different strategies. 2983 01:58:10,470 --> 01:58:11,970 Are you going to be aggressive to take the other person's 2984 01:58:11,970 --> 01:58:12,480 pieces? 2985 01:58:12,480 --> 01:58:13,580 Or are you going to be defensive, and just 2986 01:58:13,580 --> 01:58:14,800 try to protect yourself? 2987 01:58:14,800 --> 01:58:16,560 Are you going to leave something in the opponent's backfield, 2988 01:58:16,560 --> 01:58:18,018 so if you're losing at the end, you 2989 01:58:18,018 --> 01:58:20,080 can maybe mess them up somehow? 2990 01:58:20,080 --> 01:58:22,350 Or when do you change from trying to mess them up 2991 01:58:22,350 --> 01:58:23,710 to shooting for the end goal? 2992 01:58:23,710 --> 01:58:25,720 There's a couple different ways to play backgammon, oddly 2993 01:58:25,720 --> 01:58:26,000 enough. 2994 01:58:26,000 --> 01:58:27,700 And it actually is a fairly deep game. 2995 01:58:27,700 --> 01:58:29,400 There's a lot of probability involved, 2996 01:58:29,400 --> 01:58:31,820 but some tactics and some strategy 2997 01:58:31,820 --> 01:58:34,030 going on in there, too. 2998 01:58:34,030 --> 01:58:36,940 If you haven't played it and you like board games, 2999 01:58:36,940 --> 01:58:38,020 it's well worth playing. 3000 01:58:38,020 --> 01:58:39,130 Because I think a lot of the things 3001 01:58:39,130 --> 01:58:41,046 that you're going to see in modern board games 3002 01:58:41,046 --> 01:58:43,840 really owe a lot to this game right here, especially when you 3003 01:58:43,840 --> 01:58:45,830 add randomness as a mechanic. 3004 01:58:45,830 --> 01:58:47,627 Go and chess are obviously really, 3005 01:58:47,627 --> 01:58:48,710 really awesome games, too. 3006 01:58:48,710 --> 01:58:50,501 But they're a very different style of game. 3007 01:58:50,501 --> 01:58:52,570 Because they don't have the randomness in there. 3008 01:58:52,570 --> 01:58:56,699 It's a very, very different way of thinking about it. 3009 01:58:56,699 --> 01:58:58,990 This is another one where I think there's more planning 3010 01:58:58,990 --> 01:59:00,710 than people give it credit for. 3011 01:59:00,710 --> 01:59:02,540 Who's played Twister? 3012 01:59:02,540 --> 01:59:03,410 That's more like it. 3013 01:59:03,410 --> 01:59:04,460 OK. 3014 01:59:04,460 --> 01:59:06,870 So in Twister you actually can plan ahead. 3015 01:59:06,870 --> 01:59:08,300 You probably don't. 3016 01:59:08,300 --> 01:59:10,990 But if you played Twister a lot, you might start. 3017 01:59:10,990 --> 01:59:13,310 You might realize, if I put my right foot there 3018 01:59:13,310 --> 01:59:15,369 I'm really screwed if they call red next time. 3019 01:59:15,369 --> 01:59:16,160 So I guess I won't. 3020 01:59:16,160 --> 01:59:17,210 I'll put it over there. 3021 01:59:17,210 --> 01:59:18,380 It kind of depends on how many people are playing. 3022 01:59:18,380 --> 01:59:20,440 If there's enough people playing, you can't do that. 3023 01:59:20,440 --> 01:59:21,460 You just have to be fast. 3024 01:59:21,460 --> 01:59:22,500 So Twister is an interesting game 3025 01:59:22,500 --> 01:59:24,840 where sometimes you have to make your decision extremely 3026 01:59:24,840 --> 01:59:25,340 quickly. 3027 01:59:27,770 --> 01:59:29,970 Is there strategy in Twister? 3028 01:59:29,970 --> 01:59:31,880 Anyone? 3029 01:59:31,880 --> 01:59:33,090 I see some nods. 3030 01:59:33,090 --> 01:59:34,897 What decisions would you make? 3031 01:59:34,897 --> 01:59:36,438 AUDIENCE: Maybe to go under somebody, 3032 01:59:36,438 --> 01:59:40,310 if you have to reach and lift them off the board. 3033 01:59:40,310 --> 01:59:41,310 ANDREW GRANT: All right. 3034 01:59:41,310 --> 01:59:41,809 Yes. 3035 01:59:41,809 --> 01:59:44,220 So there's a strategy to Twister if you want to play 3036 01:59:44,220 --> 01:59:48,150 Twister to win, darn it. 3037 01:59:48,150 --> 01:59:50,842 And maybe you're thinking that I've got better balance. 3038 01:59:50,842 --> 01:59:52,800 Or maybe I'm a little bit bigger than they are. 3039 01:59:52,800 --> 01:59:54,150 I bet I can nudge them a little bit. 3040 01:59:54,150 --> 01:59:54,816 That would work. 3041 01:59:54,816 --> 01:59:55,430 Right? 3042 01:59:55,430 --> 01:59:56,227 That does work. 3043 01:59:56,227 --> 01:59:58,560 Or maybe you want to play off in your own little corner? 3044 01:59:58,560 --> 02:00:01,670 That works, too, unless no one else lets you do it. 3045 02:00:01,670 --> 02:00:03,497 Or if you get yourself too tangled up, 3046 02:00:03,497 --> 02:00:05,330 you can't move even when you're by yourself. 3047 02:00:05,330 --> 02:00:06,620 Have you done that or seen that? 3048 02:00:06,620 --> 02:00:07,750 Someone's off by themselves doing Twister 3049 02:00:07,750 --> 02:00:09,590 and they fall over with no one near them? 3050 02:00:09,590 --> 02:00:11,634 It totally happens. 3051 02:00:11,634 --> 02:00:13,550 There's other strategic decisions for Twister. 3052 02:00:13,550 --> 02:00:14,650 Are you trying to win? 3053 02:00:14,650 --> 02:00:18,800 Are you trying to stay near someone, or away from someone? 3054 02:00:18,800 --> 02:00:21,780 There are totally other game goals to Twister. 3055 02:00:21,780 --> 02:00:25,590 And they're up to the people who are playing it. 3056 02:00:25,590 --> 02:00:26,791 What is next? 3057 02:00:26,791 --> 02:00:27,624 RIK EBERHARDT: Sara. 3058 02:00:27,624 --> 02:00:28,374 SARA VERRILLI: OK. 3059 02:00:28,374 --> 02:00:30,516 That would be me. 3060 02:00:30,516 --> 02:00:32,926 So this is not what everybody thinks of when 3061 02:00:32,926 --> 02:00:33,580 they think of strategic games. 3062 02:00:33,580 --> 02:00:35,371 But I want to point out that decisions come 3063 02:00:35,371 --> 02:00:37,760 in a lot of different styles. 3064 02:00:37,760 --> 02:00:40,900 You're not going to ever ruin your game by any decisions 3065 02:00:40,900 --> 02:00:42,399 you make in FarmVille, particularly. 3066 02:00:42,399 --> 02:00:44,169 But it is a game that makes people 3067 02:00:44,169 --> 02:00:45,710 make a lot of choices about what they 3068 02:00:45,710 --> 02:00:46,959 want to do, relatively freely. 3069 02:00:49,740 --> 02:00:52,680 The strategy-- where strategy and resource management 3070 02:00:52,680 --> 02:00:55,680 comes into FarmVille is you have a limited number 3071 02:00:55,680 --> 02:00:56,680 of actions you can take. 3072 02:00:56,680 --> 02:00:58,460 Which means you can only play the game for so long. 3073 02:00:58,460 --> 02:01:00,650 Assuming you do not want to become one of those people who 3074 02:01:00,650 --> 02:01:02,775 spends a big pile of money playing FarmVille, which 3075 02:01:02,775 --> 02:01:05,930 I'm going to assume you are. 3076 02:01:05,930 --> 02:01:07,600 So you need to manage your actions, 3077 02:01:07,600 --> 02:01:09,110 and think about how many actions you're taking, 3078 02:01:09,110 --> 02:01:11,409 and think about when you want to come back to the game. 3079 02:01:11,409 --> 02:01:12,950 And the way they do that, and the way 3080 02:01:12,950 --> 02:01:14,360 that you can game that system, is 3081 02:01:14,360 --> 02:01:16,760 by looking at how long it takes things to grow, 3082 02:01:16,760 --> 02:01:18,760 what you want to grow, what you want to make. 3083 02:01:18,760 --> 02:01:20,968 FarmVille is actually at this point kind of outdated, 3084 02:01:20,968 --> 02:01:22,910 because they've moved to FarmVille 2. 3085 02:01:22,910 --> 02:01:25,140 But I did not actually want to go there and play 3086 02:01:25,140 --> 02:01:27,762 it to have the expertise to tell you about it. 3087 02:01:27,762 --> 02:01:29,470 I did spend enough time playing FarmVille 3088 02:01:29,470 --> 02:01:31,650 to know that there's actually a whole lot 3089 02:01:31,650 --> 02:01:33,755 of interesting decisions you get to make there. 3090 02:01:33,755 --> 02:01:35,630 And it's not a game people think of when they 3091 02:01:35,630 --> 02:01:36,610 think of meaningful decisions. 3092 02:01:36,610 --> 02:01:38,151 Because they've heard a whole lot of, 3093 02:01:38,151 --> 02:01:41,340 oh my god, it's that click game. 3094 02:01:41,340 --> 02:01:43,450 Just because it's a game that doesn't 3095 02:01:43,450 --> 02:01:46,480 have a lot of deep consequences doesn't 3096 02:01:46,480 --> 02:01:49,632 mean it can't have a lot of deep play. 3097 02:01:49,632 --> 02:01:51,340 Am I hitting the right button? 3098 02:01:51,340 --> 02:01:52,730 Let's find out. 3099 02:01:52,730 --> 02:01:56,630 So Plants vs. Zombies is essentially a really popular 3100 02:01:56,630 --> 02:01:57,510 tower defense game. 3101 02:01:57,510 --> 02:01:59,140 And tower defense was not very popular 3102 02:01:59,140 --> 02:02:00,997 until Plants vs. Zombies came out. 3103 02:02:00,997 --> 02:02:02,830 Because most people hadn't done it very well 3104 02:02:02,830 --> 02:02:05,390 or presented it very well. 3105 02:02:05,390 --> 02:02:09,060 But in Plants vs. Zombies, you've got tons of choices. 3106 02:02:09,060 --> 02:02:10,940 Who here has played Plants vs. Zombies? 3107 02:02:10,940 --> 02:02:11,910 Let me ask the first question. 3108 02:02:11,910 --> 02:02:12,290 OK. 3109 02:02:12,290 --> 02:02:13,998 So yeah, you know what I'm talking about. 3110 02:02:16,790 --> 02:02:18,500 They got the UI right, absolutely. 3111 02:02:18,500 --> 02:02:20,360 So it's easy to play. 3112 02:02:20,360 --> 02:02:23,870 And every time you go in to play a level, you get to choose. 3113 02:02:23,870 --> 02:02:25,750 Which strategy are you going to use? 3114 02:02:25,750 --> 02:02:27,601 You've got sort of the long-term strategy 3115 02:02:27,601 --> 02:02:29,100 choice for each level, where you get 3116 02:02:29,100 --> 02:02:30,300 to choose which creatures you're taking 3117 02:02:30,300 --> 02:02:31,540 or which plants you're taking. 3118 02:02:31,540 --> 02:02:32,920 And you can go back and play each level 3119 02:02:32,920 --> 02:02:34,770 with a completely different set of plants, 3120 02:02:34,770 --> 02:02:36,900 and still succeed, or fail at it. 3121 02:02:36,900 --> 02:02:40,280 In my case, it's often more failing. 3122 02:02:40,280 --> 02:02:41,830 They give you just enough information 3123 02:02:41,830 --> 02:02:43,913 so you can think about what you're going to bring. 3124 02:02:46,350 --> 02:02:47,970 You can see what's coming in. 3125 02:02:47,970 --> 02:02:49,520 You don't know how many of those are going to come. 3126 02:02:49,520 --> 02:02:51,269 You don't know when they're going to come. 3127 02:02:51,269 --> 02:02:54,087 So you have to both plan for, I know there's 3128 02:02:54,087 --> 02:02:55,170 going to be a zombie need. 3129 02:02:55,170 --> 02:02:56,530 But I don't know how much of them it is. 3130 02:02:56,530 --> 02:02:58,113 How much resources do I need to devote 3131 02:02:58,113 --> 02:03:03,810 to worrying about the zom-- zom-- zombies. 3132 02:03:03,810 --> 02:03:06,164 I'm not getting that right at all, am I? 3133 02:03:06,164 --> 02:03:08,330 How much resources do I have to worry about devoting 3134 02:03:08,330 --> 02:03:10,663 to that versus all the other threats I've got coming in? 3135 02:03:13,330 --> 02:03:16,114 Now I have to admit something terrible. 3136 02:03:16,114 --> 02:03:17,280 My daughters play this game. 3137 02:03:17,280 --> 02:03:18,904 And I have watched them play this game. 3138 02:03:18,904 --> 02:03:20,640 But I haven't actually played this game. 3139 02:03:20,640 --> 02:03:24,360 And I was going to play it last night so I could talk about it. 3140 02:03:24,360 --> 02:03:27,230 And then my daughters hid my iPad on me. 3141 02:03:27,230 --> 02:03:29,400 It's very hard to download a game 3142 02:03:29,400 --> 02:03:32,140 when you don't have the device to download it onto. 3143 02:03:32,140 --> 02:03:34,440 So has anybody else played this game? 3144 02:03:34,440 --> 02:03:34,940 OK. 3145 02:03:34,940 --> 02:03:35,689 A few people have. 3146 02:03:38,970 --> 02:03:41,590 Your goal in this game is you're a virus. 3147 02:03:41,590 --> 02:03:43,610 You would like to evolve and hopefully take out 3148 02:03:43,610 --> 02:03:45,960 all of humanity. 3149 02:03:45,960 --> 02:03:48,610 And as you're playing the game as the player guiding 3150 02:03:48,610 --> 02:03:52,960 the virus's development, you get to make a lot of choices. 3151 02:03:52,960 --> 02:03:54,240 How lethal is it? 3152 02:03:54,240 --> 02:03:56,020 What kind of symptoms do you have? 3153 02:03:56,020 --> 02:03:58,200 How easy is it to spread? 3154 02:03:58,200 --> 02:04:00,460 My daughters are working on the infect 3155 02:04:00,460 --> 02:04:04,020 the whole planet with a completely symptomless disease 3156 02:04:04,020 --> 02:04:06,760 tactic, and then evolve quickly up to lethality 3157 02:04:06,760 --> 02:04:09,709 and take everybody out. 3158 02:04:09,709 --> 02:04:11,000 They haven't succeeded at this. 3159 02:04:11,000 --> 02:04:12,580 It sounds like the perfect strategy. 3160 02:04:12,580 --> 02:04:14,038 But they haven't succeeded at this. 3161 02:04:14,038 --> 02:04:16,790 Because you kind of need symptoms to cause damage. 3162 02:04:16,790 --> 02:04:18,819 And they can't evolve the symptoms fast enough. 3163 02:04:18,819 --> 02:04:20,360 Once they've gotten everyone infected 3164 02:04:20,360 --> 02:04:22,940 and they're going from completely harmless to deadly, 3165 02:04:22,940 --> 02:04:26,600 they can't manage to evolve it fast enough. 3166 02:04:26,600 --> 02:04:29,496 So it's got a lot of interesting play 3167 02:04:29,496 --> 02:04:31,620 there, where you've got a lot of different tactics. 3168 02:04:31,620 --> 02:04:33,940 I think they can get it someday, but they haven't yet. 3169 02:04:33,940 --> 02:04:37,350 They'll need to try a different tactic. 3170 02:04:37,350 --> 02:04:40,710 And finally, a game I have played an awful lot of 3171 02:04:40,710 --> 02:04:41,680 is Pandemic. 3172 02:04:41,680 --> 02:04:43,840 Who here has played Pandemic? 3173 02:04:43,840 --> 02:04:45,560 OK. 3174 02:04:45,560 --> 02:04:48,960 So what is the main tactic and resource 3175 02:04:48,960 --> 02:04:51,580 you have in this game, if you've played it? 3176 02:04:54,350 --> 02:04:55,030 AUDIENCE: Turns. 3177 02:04:55,030 --> 02:04:57,300 SARA VERRILLI: Turns-- well, time. 3178 02:04:57,300 --> 02:04:57,890 Time. 3179 02:04:57,890 --> 02:04:58,750 Yeah. 3180 02:04:58,750 --> 02:05:00,560 In a lot of ways, in this game, what you're playing against 3181 02:05:00,560 --> 02:05:01,060 is time. 3182 02:05:01,060 --> 02:05:03,010 Because when you run out of the deck, 3183 02:05:03,010 --> 02:05:06,930 if you haven't managed to clear things, the game is over. 3184 02:05:06,930 --> 02:05:09,600 And the resource you've got, and the choices you've got, 3185 02:05:09,600 --> 02:05:14,014 is where people are going and which area they're fighting. 3186 02:05:14,014 --> 02:05:15,680 The overall plan of the game, of course, 3187 02:05:15,680 --> 02:05:19,280 is there are four epidemics raging. 3188 02:05:19,280 --> 02:05:20,330 You're the CDC. 3189 02:05:20,330 --> 02:05:23,110 You need to find cures for all the plagues 3190 02:05:23,110 --> 02:05:29,160 before they take out the rest of humanity. 3191 02:05:29,160 --> 02:05:31,770 And so you have to balance both your long-term strategy 3192 02:05:31,770 --> 02:05:33,786 of finding a cure for each of diseases 3193 02:05:33,786 --> 02:05:35,410 with the short-term strategy of keeping 3194 02:05:35,410 --> 02:05:38,529 the diseases under control, so that you 3195 02:05:38,529 --> 02:05:41,024 don't end up with everything being destroyed. 3196 02:05:44,517 --> 02:05:47,012 PHILLIP TAN: All right, my turn. 3197 02:05:47,012 --> 02:05:52,991 [INAUDIBLE] Who's played Dominion? 3198 02:05:52,991 --> 02:05:54,010 OK, pretty popular. 3199 02:05:54,010 --> 02:05:57,600 I certainly recommend it as a good introduction 3200 02:05:57,600 --> 02:06:01,170 to the basic idea of deck-building games. 3201 02:06:01,170 --> 02:06:04,710 Actually, how many people have played Magic, Yu-Gi-Oh!, 3202 02:06:04,710 --> 02:06:06,150 Pokemon card game? 3203 02:06:06,150 --> 02:06:06,910 OK. 3204 02:06:06,910 --> 02:06:09,270 All right, a lot of that. 3205 02:06:09,270 --> 02:06:12,115 In many of those games, and in Dominion, a lot of the fun 3206 02:06:12,115 --> 02:06:14,380 is just building your own machine, 3207 02:06:14,380 --> 02:06:16,490 your own little engine, that is going 3208 02:06:16,490 --> 02:06:18,000 to execute out your strategy. 3209 02:06:18,000 --> 02:06:20,314 Now your engine happens to be a deck of cards. 3210 02:06:20,314 --> 02:06:22,730 You get shuffled up, so it's in some sort of random order. 3211 02:06:22,730 --> 02:06:26,025 But you get to choose what cards go in there. 3212 02:06:26,025 --> 02:06:28,520 In a collectible card game like Magic: the Gathering, 3213 02:06:28,520 --> 02:06:31,080 you are buying those cards, and then assembling the cards, 3214 02:06:31,080 --> 02:06:33,150 or there's a draft [? mechanic ?]. 3215 02:06:33,150 --> 02:06:35,340 In a game like Dominion, there is 3216 02:06:35,340 --> 02:06:38,330 a way where you buy more cards while you're playing the game. 3217 02:06:38,330 --> 02:06:41,140 But in the end, what it all comes down to is 3218 02:06:41,140 --> 02:06:44,310 as you play this game, you get cards that go into your deck. 3219 02:06:44,310 --> 02:06:46,747 They are going to end up being shuffled in your deck. 3220 02:06:46,747 --> 02:06:48,330 And at some random time in the future, 3221 02:06:48,330 --> 02:06:49,640 it's going to get played out. 3222 02:06:49,640 --> 02:06:52,270 And so the cards that you choose to put into your deck 3223 02:06:52,270 --> 02:06:55,820 turns out to be your main means of motivating you 3224 02:06:55,820 --> 02:06:58,490 towards a [INAUDIBLE] strategy. 3225 02:06:58,490 --> 02:07:01,540 There are a range of different ways to play this game, 3226 02:07:01,540 --> 02:07:05,620 and different possible success criteria. 3227 02:07:08,600 --> 02:07:11,070 And the really interesting thing about the Dominion deck 3228 02:07:11,070 --> 02:07:15,170 is I think it gets something like over 20 different kinds 3229 02:07:15,170 --> 02:07:18,270 of cards in a box of Dominion. 3230 02:07:18,270 --> 02:07:23,630 But you only play with 10 of them-- 10 plus victory points. 3231 02:07:23,630 --> 02:07:27,660 So every time you play the game, the strategy 3232 02:07:27,660 --> 02:07:29,370 starts by just seeing, what are the 10 3233 02:07:29,370 --> 02:07:33,880 cards I've got in front of me for this session of play? 3234 02:07:33,880 --> 02:07:36,270 And then you choose, out of these 10 cards, what 3235 02:07:36,270 --> 02:07:39,489 are the cards that I'm going to select and in what proportion, 3236 02:07:39,489 --> 02:07:41,280 in order to build this engine that is going 3237 02:07:41,280 --> 02:07:43,134 to motivate me towards victory? 3238 02:07:43,134 --> 02:07:44,300 So it's an interesting game. 3239 02:07:44,300 --> 02:07:45,841 I would strongly recommend it, if you 3240 02:07:45,841 --> 02:07:47,824 know someone who's got a copy of this game 3241 02:07:47,824 --> 02:07:48,865 or any of the expansions. 3242 02:07:48,865 --> 02:07:50,031 They're all interchangeable. 3243 02:07:55,260 --> 02:08:01,180 Drop7-- mostly played on mobile, although I think there is also 3244 02:08:01,180 --> 02:08:03,250 a browser version of this game. 3245 02:08:03,250 --> 02:08:04,790 How many of you have played this? 3246 02:08:04,790 --> 02:08:05,600 Yeah. 3247 02:08:05,600 --> 02:08:09,140 Perfect for a T ride, I find. 3248 02:08:09,140 --> 02:08:12,970 You can finish a session in a single trip on the T. 3249 02:08:12,970 --> 02:08:15,950 The idea is that you're just dropping one number 3250 02:08:15,950 --> 02:08:17,770 from the top of the screen. 3251 02:08:17,770 --> 02:08:21,440 And that number ranges anywhere between one to seven. 3252 02:08:21,440 --> 02:08:25,320 And if you manage to make a row of numbers 3253 02:08:25,320 --> 02:08:31,880 that add up to-- let's say I have a row of sixes. 3254 02:08:31,880 --> 02:08:33,800 And I have six sixes in a row. 3255 02:08:33,800 --> 02:08:35,950 Then all of the sixes are going to disappear. 3256 02:08:35,950 --> 02:08:37,580 And it's going to also clear out some 3257 02:08:37,580 --> 02:08:40,100 of those gray circles where you don't know the numbers yet. 3258 02:08:40,100 --> 02:08:42,680 It's going to review the numbers behind these gray tiles. 3259 02:08:42,680 --> 02:08:45,450 You can think of them as tiles that were turned upside down. 3260 02:08:45,450 --> 02:08:48,390 So what you really, really want to make is chains. 3261 02:08:48,390 --> 02:08:53,440 Chains are where, if I have a six, five, four, three, two, 3262 02:08:53,440 --> 02:08:56,295 one, then what happens is that six is going to burst. 3263 02:08:56,295 --> 02:08:57,670 Then that five is going to burst. 3264 02:08:57,670 --> 02:08:58,370 Then that four is going to burst. 3265 02:08:58,370 --> 02:09:00,110 Then a three, and so on and so forth. 3266 02:09:00,110 --> 02:09:01,870 You set up these massive chains. 3267 02:09:01,870 --> 02:09:03,539 And basically, you're just assigning 3268 02:09:03,539 --> 02:09:04,830 how you're going to place this. 3269 02:09:04,830 --> 02:09:09,270 And if you played a game like Puyo Puyo-- 3270 02:09:09,270 --> 02:09:11,700 I'm trying to think-- certain kinds of Match 3 games 3271 02:09:11,700 --> 02:09:17,420 like Bejeweled, you'll get this sort of chain reaction feeling. 3272 02:09:17,420 --> 02:09:19,750 And some games more than others encourage 3273 02:09:19,750 --> 02:09:25,070 you to set up these chains before you drop the triggering 3274 02:09:25,070 --> 02:09:25,830 piece. 3275 02:09:25,830 --> 02:09:28,140 Drop7 is very much about that. 3276 02:09:28,140 --> 02:09:33,290 So I believe, if you can find it on a browser, 3277 02:09:33,290 --> 02:09:34,140 it should be free. 3278 02:09:34,140 --> 02:09:37,000 I'm not so sure whether the iOS versions are free. 3279 02:09:37,000 --> 02:09:37,700 They are? 3280 02:09:37,700 --> 02:09:38,200 Great. 3281 02:09:40,910 --> 02:09:43,880 I keep forgetting the computer is on this side. 3282 02:09:43,880 --> 02:09:47,650 The StarCraft II visual novel. 3283 02:09:47,650 --> 02:09:49,077 AUDIENCE: Wait, is it done? 3284 02:09:49,077 --> 02:09:49,910 PHILLIP TAN: No, no. 3285 02:09:49,910 --> 02:09:52,720 It's still in development. 3286 02:09:52,720 --> 02:09:54,750 Full disclosure, I am a Kickstarter backer 3287 02:09:54,750 --> 02:09:56,550 of this game. 3288 02:09:56,550 --> 02:09:58,870 As has been mentioned many, many times, 3289 02:09:58,870 --> 02:10:01,430 I am a StarCraft II player. 3290 02:10:01,430 --> 02:10:04,400 But I am not encouraging you to go and learn 3291 02:10:04,400 --> 02:10:05,350 that over the weekend. 3292 02:10:05,350 --> 02:10:08,970 Because StarCraft II is more of a lifestyle kind of thing. 3293 02:10:08,970 --> 02:10:11,184 [LAUGHTER] 3294 02:10:11,184 --> 02:10:12,600 But if you're just kind of wanting 3295 02:10:12,600 --> 02:10:15,590 to see what the strategy is about, 3296 02:10:15,590 --> 02:10:18,789 this is an interesting game where-- 3297 02:10:18,789 --> 02:10:20,330 if you've ever played a visual novel, 3298 02:10:20,330 --> 02:10:24,150 they're kind of like Choose Your Own Adventure in digital form. 3299 02:10:24,150 --> 02:10:26,080 And they are usually very strong narrative- 3300 02:10:26,080 --> 02:10:27,560 and character-driven games. 3301 02:10:27,560 --> 02:10:33,330 You play a teenager who has moved to Korea in the hopes 3302 02:10:33,330 --> 02:10:35,950 to start his or her pro gaming career. 3303 02:10:35,950 --> 02:10:39,920 And you go into a LAN center. 3304 02:10:39,920 --> 02:10:42,760 And you play random games against people. 3305 02:10:42,760 --> 02:10:45,010 Only these are the kinds of decisions you get to make. 3306 02:10:45,010 --> 02:10:46,920 Which strategy are you going to go for? 3307 02:10:46,920 --> 02:10:50,890 I usually find this to be a really, really good way 3308 02:10:50,890 --> 02:10:54,740 of conveying the macro-level decisions, the really, really 3309 02:10:54,740 --> 02:10:56,517 high-level long-term strategic decisions 3310 02:10:56,517 --> 02:10:57,600 that you're going to make. 3311 02:10:57,600 --> 02:11:00,040 Because you're not actually playing StarCraft. 3312 02:11:00,040 --> 02:11:05,020 You are choosing between two or three choices. 3313 02:11:05,020 --> 02:11:06,700 And then it plays out. 3314 02:11:06,700 --> 02:11:10,380 But it gives you a good idea of the kind of high-level decision 3315 02:11:10,380 --> 02:11:10,880 making. 3316 02:11:10,880 --> 02:11:13,569 Whereas most people see someone play StarCraft as like, 3317 02:11:13,569 --> 02:11:14,610 the [KEY-CLACKING NOISE]. 3318 02:11:14,610 --> 02:11:18,610 And you're not seeing that long term strategy. 3319 02:11:18,610 --> 02:11:22,090 So we do have a Let's Play up. 3320 02:11:22,090 --> 02:11:23,360 And the URL is there. 3321 02:11:23,360 --> 02:11:26,220 But if you just Google MIT Game Lab, StarCraft II visual novel, 3322 02:11:26,220 --> 02:11:28,722 you'll see the YouTube video and get an idea of that. 3323 02:11:28,722 --> 02:11:31,180 Because I'm not so sure if you can still download the demo. 3324 02:11:31,180 --> 02:11:33,190 But the demo does have some of these features. 3325 02:11:37,900 --> 02:11:39,784 ANDREW GRANT: I am last.. 3326 02:11:39,784 --> 02:11:41,110 Mini Metro. 3327 02:11:41,110 --> 02:11:41,610 All right. 3328 02:11:41,610 --> 02:11:45,980 So my games that I chose-- what's up? 3329 02:11:45,980 --> 02:11:46,690 Oh, thank you. 3330 02:11:46,690 --> 02:11:47,520 Cool. 3331 02:11:47,520 --> 02:11:50,040 So this one I really like as an example. 3332 02:11:50,040 --> 02:11:51,800 Eww, it looks awful on the screen, though. 3333 02:11:51,800 --> 02:11:53,425 So I really like this one as an example 3334 02:11:53,425 --> 02:11:57,170 because it has not yet been published. 3335 02:11:57,170 --> 02:11:59,800 On their website they have their alpha build. 3336 02:11:59,800 --> 02:12:04,120 And if you were to buy their game, what you would see 3337 02:12:04,120 --> 02:12:05,080 is the beta build. 3338 02:12:05,080 --> 02:12:07,880 And then later on, when it actually does publish-- you 3339 02:12:07,880 --> 02:12:09,400 guys can even see this on YouTube. 3340 02:12:09,400 --> 02:12:11,816 You can see what it's going to look like when you actually 3341 02:12:11,816 --> 02:12:13,460 buy the final game. 3342 02:12:13,460 --> 02:12:15,370 It plays exactly the same. 3343 02:12:15,370 --> 02:12:18,230 It looks polished. 3344 02:12:18,230 --> 02:12:20,344 It's a really good example of here's 3345 02:12:20,344 --> 02:12:22,260 a game that works and is functionally perfect. 3346 02:12:22,260 --> 02:12:23,760 And they could have just shipped it. 3347 02:12:23,760 --> 02:12:26,290 And I'm really glad that did, because I play it a lot. 3348 02:12:26,290 --> 02:12:27,835 And when they finally ship it, it's 3349 02:12:27,835 --> 02:12:29,460 still going to play the exact same way. 3350 02:12:29,460 --> 02:12:30,430 It's just going to be a little bit prettier. 3351 02:12:30,430 --> 02:12:31,070 And it really doesn't matter. 3352 02:12:31,070 --> 02:12:32,130 I don't really care about that. 3353 02:12:32,130 --> 02:12:34,620 That's something that we're going to stress in this game. 3354 02:12:34,620 --> 02:12:37,220 We're more concerned about that, is it playable? 3355 02:12:37,220 --> 02:12:37,900 Does it work? 3356 02:12:37,900 --> 02:12:40,510 Can I understand how to play it-- more so than the pretty, 3357 02:12:40,510 --> 02:12:44,490 more so than the aesthetic and visual polish. 3358 02:12:44,490 --> 02:12:49,004 So in this game, it is a game about managing a subway. 3359 02:12:49,004 --> 02:12:50,420 All of the sudden a subway station 3360 02:12:50,420 --> 02:12:51,560 appears in the middle of space. 3361 02:12:51,560 --> 02:12:53,018 And you have to build a line to it. 3362 02:12:53,018 --> 02:12:54,510 So you build your line. 3363 02:12:54,510 --> 02:12:57,080 And then passengers randomly appear on the subway trains. 3364 02:12:57,080 --> 02:12:59,580 But you don't have to actually get them from place to place. 3365 02:12:59,580 --> 02:13:00,970 You don't control the trains. 3366 02:13:00,970 --> 02:13:02,470 You just build the lines. 3367 02:13:02,470 --> 02:13:04,170 The trains move on their own. 3368 02:13:04,170 --> 02:13:06,290 And they're moving at a constant rate. 3369 02:13:06,290 --> 02:13:07,970 So you can kind of guess when the train 3370 02:13:07,970 --> 02:13:10,030 is going to get to the station. 3371 02:13:10,030 --> 02:13:13,840 There are strategies to-- you can move 3372 02:13:13,840 --> 02:13:15,534 your lines around a little bit. 3373 02:13:15,534 --> 02:13:17,700 But once your lines are in place, for the most part, 3374 02:13:17,700 --> 02:13:18,324 they're static. 3375 02:13:18,324 --> 02:13:20,200 You can't really change them all that much. 3376 02:13:20,200 --> 02:13:21,740 So there's some limitations going on 3377 02:13:21,740 --> 02:13:24,930 between how much you can move a line or not. 3378 02:13:24,930 --> 02:13:26,580 At the end, if you last a week, it's 3379 02:13:26,580 --> 02:13:28,163 going to give you one of three options 3380 02:13:28,163 --> 02:13:29,810 to do a power-up, basically. 3381 02:13:29,810 --> 02:13:33,410 Either you can build a new line, add a new train, 3382 02:13:33,410 --> 02:13:34,900 increase the capacity of a train. 3383 02:13:34,900 --> 02:13:36,650 So you're making a permanent choice there. 3384 02:13:36,650 --> 02:13:38,400 And that's going to affect the later game. 3385 02:13:38,400 --> 02:13:40,730 So you're making all sorts of these decisions 3386 02:13:40,730 --> 02:13:42,169 at both a macro and micro level. 3387 02:13:42,169 --> 02:13:44,210 And there's a really good write-up about the game 3388 02:13:44,210 --> 02:13:47,570 right there, if you just want to read that. 3389 02:13:47,570 --> 02:13:51,150 FTL-- I lost a ton of productivity 3390 02:13:51,150 --> 02:13:53,630 a few months ago because of this game. 3391 02:13:53,630 --> 02:13:56,931 It is a game about fighting in spaceships 3392 02:13:56,931 --> 02:13:59,180 without actually controlling all the fighting so much. 3393 02:13:59,180 --> 02:14:04,470 You're actually upgrading your ship, increasing your capacity, 3394 02:14:04,470 --> 02:14:07,730 buying crew members-- and hoping your crew members survive 3395 02:14:07,730 --> 02:14:09,170 is a lot of it. 3396 02:14:09,170 --> 02:14:13,619 You could-- and I do this-- manually 3397 02:14:13,619 --> 02:14:14,660 control all your weapons. 3398 02:14:14,660 --> 02:14:17,034 And actually to succeed, you really do have to. 3399 02:14:17,034 --> 02:14:19,200 Because the interesting thing with this game is it's 3400 02:14:19,200 --> 02:14:20,390 a perma-death game. 3401 02:14:20,390 --> 02:14:22,602 As soon as you die, it's dead. 3402 02:14:22,602 --> 02:14:23,560 You have to start over. 3403 02:14:23,560 --> 02:14:24,768 You have to restart the game. 3404 02:14:24,768 --> 02:14:28,150 Luckily the game only takes about three hours to play. 3405 02:14:28,150 --> 02:14:30,880 But you're lucky if you get through those three hours. 3406 02:14:30,880 --> 02:14:32,870 And when you finally get to the last boss, 3407 02:14:32,870 --> 02:14:36,987 and you're there-- the thing about this game is in order 3408 02:14:36,987 --> 02:14:39,570 to get to that boss, there's all sorts of different challenges 3409 02:14:39,570 --> 02:14:40,630 you're facing. 3410 02:14:40,630 --> 02:14:42,370 And you're making these decisions about, 3411 02:14:42,370 --> 02:14:44,000 do I buy this weapon or that weapon 3412 02:14:44,000 --> 02:14:45,740 to help me with the thing I know that I'm going 3413 02:14:45,740 --> 02:14:46,864 to face in the next sector? 3414 02:14:46,864 --> 02:14:48,420 Because I'm losing health. 3415 02:14:48,420 --> 02:14:50,530 I'm really dying here. 3416 02:14:50,530 --> 02:14:52,280 But is this weapon really going to help me 3417 02:14:52,280 --> 02:14:54,720 when I get to the boss? 3418 02:14:54,720 --> 02:14:56,470 You're constantly going back and forth. 3419 02:14:56,470 --> 02:14:59,800 So I'll often find, after three or four, that I'm at the boss 3420 02:14:59,800 --> 02:15:02,330 and I'm completely ill-equipped to fight this thing. 3421 02:15:02,330 --> 02:15:03,570 And I just die. 3422 02:15:03,570 --> 02:15:05,900 But I do play out to the end, because it's fun. 3423 02:15:05,900 --> 02:15:08,200 Last game I have-- this one's free online. 3424 02:15:08,200 --> 02:15:09,570 It's called Gridland. 3425 02:15:09,570 --> 02:15:14,440 If anybody's played the game, A Dark Room, a text-based supply 3426 02:15:14,440 --> 02:15:16,780 chain game, this is the Match 3 version 3427 02:15:16,780 --> 02:15:19,100 of that game, a little bit. 3428 02:15:19,100 --> 02:15:21,590 There's two stages in the game-- day and night. 3429 02:15:21,590 --> 02:15:24,070 It's Match 3, so you just collect three gems. 3430 02:15:24,070 --> 02:15:27,580 And you get whatever the gems represent-- resources 3431 02:15:27,580 --> 02:15:34,760 like clay, wood, and stone, food, paper, gems. 3432 02:15:34,760 --> 02:15:38,190 You can upgrade your little factories to make better gems. 3433 02:15:38,190 --> 02:15:39,699 Every time you upgrade one of these, 3434 02:15:39,699 --> 02:15:41,240 though-- so if you upgrade your wood, 3435 02:15:41,240 --> 02:15:42,450 you'll get a better sword. 3436 02:15:42,450 --> 02:15:44,045 If you upgrade your clay, which you 3437 02:15:44,045 --> 02:15:47,170 need to make the better wood, you're 3438 02:15:47,170 --> 02:15:49,740 going to get in the nighttime a stronger monster. 3439 02:15:49,740 --> 02:15:52,870 So in this case, this is immediately daytime 3440 02:15:52,870 --> 02:15:54,410 and then shifted over to night. 3441 02:15:54,410 --> 02:15:55,930 The exact same layout is there. 3442 02:15:55,930 --> 02:16:00,371 It's just the logs have become shields. 3443 02:16:00,371 --> 02:16:03,590 The little blue things that are supposed to be iron 3444 02:16:03,590 --> 02:16:04,720 become swords. 3445 02:16:04,720 --> 02:16:08,550 And all the other things become enemies. 3446 02:16:08,550 --> 02:16:11,900 So a lot of the strategy for this game 3447 02:16:11,900 --> 02:16:14,330 is, what's going to help me now? 3448 02:16:14,330 --> 02:16:16,257 What's going to help me in the future? 3449 02:16:16,257 --> 02:16:17,840 What's going to hurt me in the future? 3450 02:16:17,840 --> 02:16:19,465 And what's going to hurt me immediately 3451 02:16:19,465 --> 02:16:21,670 as I switch over to night? 3452 02:16:21,670 --> 02:16:24,012 Once I get into the night mode, I'll 3453 02:16:24,012 --> 02:16:25,970 have known exactly what I'm going to be facing. 3454 02:16:25,970 --> 02:16:27,937 Because I set that stage up. 3455 02:16:27,937 --> 02:16:30,520 So unlike Bejeweled where you're just constantly just clicking 3456 02:16:30,520 --> 02:16:32,040 things, or Candy Crush where you're just 3457 02:16:32,040 --> 02:16:33,139 constantly just clicking things, there's 3458 02:16:33,139 --> 02:16:34,430 actually no time limit on this. 3459 02:16:34,430 --> 02:16:35,950 And it took me-- it's embarrassing 3460 02:16:35,950 --> 02:16:38,282 how long it took me-- a day or two to realize that I 3461 02:16:38,282 --> 02:16:39,490 didn't have to play that way. 3462 02:16:39,490 --> 02:16:42,495 I could just wait, pause, and play. 3463 02:16:42,495 --> 02:16:44,370 There wasn't going to be a time limit pushing 3464 02:16:44,370 --> 02:16:48,126 me to continue moving forward. 3465 02:16:48,126 --> 02:16:50,000 And that's an interesting presentation thing. 3466 02:16:50,000 --> 02:16:51,466 When you're presenting your games, 3467 02:16:51,466 --> 02:16:53,299 especially if you're using a previous genre, 3468 02:16:53,299 --> 02:16:55,548 there's going to be genre conventions that the players 3469 02:16:55,548 --> 02:16:56,639 are going to understand. 3470 02:16:56,639 --> 02:16:59,120 That is going to shape their user experience. 3471 02:16:59,120 --> 02:17:03,840 And we'll be talking about that about project three. 3472 02:17:03,840 --> 02:17:05,674 So that's it. 3473 02:17:05,674 --> 02:17:07,840 If you want to play these games or watch these games 3474 02:17:07,840 --> 02:17:09,160 on YouTube, please do. 3475 02:17:09,160 --> 02:17:11,570 And if you want to know more about choice and conflict, 3476 02:17:11,570 --> 02:17:13,530 there's a nine-minute video at Extra Credits. 3477 02:17:13,530 --> 02:17:15,930 We use Extra Credits a lot, because they're short. 3478 02:17:15,930 --> 02:17:18,851 They're fun videos on game design. 3479 02:17:18,851 --> 02:17:20,350 I highly recommend it for this class 3480 02:17:20,350 --> 02:17:22,558 to give you a leg up on some of the design challenges 3481 02:17:22,558 --> 02:17:24,700 that we're facing here.