1 00:00:00,070 --> 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 00:00:26,310 --> 00:00:28,812 PROFESSOR: So before class today, 9 00:00:28,812 --> 00:00:30,770 you should have turned in your vision statement 10 00:00:30,770 --> 00:00:33,280 and your product backlogs. 11 00:00:33,280 --> 00:00:37,660 Wednesday, you should be turning in a copy of the sprint task 12 00:00:37,660 --> 00:00:40,270 list, and you should have a prototype 13 00:00:40,270 --> 00:00:43,607 ready for testing in class. 14 00:00:43,607 --> 00:00:45,190 Remember that while we're offering you 15 00:00:45,190 --> 00:00:47,540 one in-class testing session for this project, 16 00:00:47,540 --> 00:00:52,230 you need to do at least one more testing session out of class 17 00:00:52,230 --> 00:00:55,404 for the two focus tests that are required for project three. 18 00:00:55,404 --> 00:00:57,320 And when we look over your focus test reports, 19 00:00:57,320 --> 00:01:00,240 we're not going to be impressed with focus tests that 20 00:01:00,240 --> 00:01:03,030 were done so late you clearly couldn't respond to them. 21 00:01:03,030 --> 00:01:05,030 So the project is due Wednesday. 22 00:01:05,030 --> 00:01:06,470 Don't do a focus test on Tuesday, 23 00:01:06,470 --> 00:01:09,220 because we know you couldn't do anything with that information. 24 00:01:09,220 --> 00:01:12,005 So sort of plan out when you need a focus test accordingly. 25 00:01:14,570 --> 00:01:17,320 So today is class, we're going to open 26 00:01:17,320 --> 00:01:19,030 with just a very quick two minute 27 00:01:19,030 --> 00:01:23,005 presentation from each of the groups. 28 00:01:23,005 --> 00:01:24,880 Since you've turned in your product backlogs, 29 00:01:24,880 --> 00:01:27,171 and hopefully you have finalized your vision statement, 30 00:01:27,171 --> 00:01:29,670 you can come and tell us, what is the goal of the game 31 00:01:29,670 --> 00:01:33,290 you're now going to make and what its major features are. 32 00:01:33,290 --> 00:01:35,630 That's all you need to do for that. 33 00:01:35,630 --> 00:01:39,230 Then we'll have a fairly brief project management check-in. 34 00:01:39,230 --> 00:01:41,022 We'll sit down, I'll stand up here, 35 00:01:41,022 --> 00:01:42,730 and we'll just do a little bit of talking 36 00:01:42,730 --> 00:01:45,840 about what is your team doing for project management. 37 00:01:45,840 --> 00:01:47,200 Is it working? 38 00:01:47,200 --> 00:01:50,150 Should you change something? 39 00:01:50,150 --> 00:01:53,730 Then Philip will be giving the usability lecture. 40 00:01:53,730 --> 00:01:55,500 And after that, we'll take a break. 41 00:01:55,500 --> 00:01:58,850 If anybody has something that they would like play-tested, 42 00:01:58,850 --> 00:02:01,200 after the break, we'll come back and have an opportunity 43 00:02:01,200 --> 00:02:04,010 for some play-testing and working 44 00:02:04,010 --> 00:02:05,690 on your projects in class. 45 00:02:05,690 --> 00:02:09,120 If you don't have something to play test, that's OK. 46 00:02:09,120 --> 00:02:12,490 This is sort of a hey, if you actually had your act together, 47 00:02:12,490 --> 00:02:14,380 get a little extra play-testing in. 48 00:02:14,380 --> 00:02:16,540 Wednesday's the day you have to have something 49 00:02:16,540 --> 00:02:19,720 that can be play-tested. 50 00:02:19,720 --> 00:02:22,590 Any questions? 51 00:02:22,590 --> 00:02:23,710 All right, then. 52 00:02:23,710 --> 00:02:26,860 Let's move on to presentations. 53 00:02:29,380 --> 00:02:30,470 Actually up there? 54 00:02:30,470 --> 00:02:30,510 Yay. 55 00:02:30,510 --> 00:02:31,010 It is. 56 00:02:33,700 --> 00:02:37,600 First up we have Hardcore Dragon. 57 00:02:37,600 --> 00:02:40,380 PRESENTER 1: OK, so I'm on the team for Hardcore Dragon. 58 00:02:40,380 --> 00:02:43,980 We've changed from Dragon's Lair to Hardcore Dragon. 59 00:02:43,980 --> 00:02:46,475 And the point of the change in the name 60 00:02:46,475 --> 00:02:50,211 is to reflect the slight change in the direction of the game. 61 00:02:50,211 --> 00:02:52,460 One of the new elements we've added as a win condition 62 00:02:52,460 --> 00:02:55,830 is collecting an entire set of hardcore armor 63 00:02:55,830 --> 00:02:59,010 to be the hardcore-est dragon in the land. 64 00:02:59,010 --> 00:03:01,950 And so we're intending on adding a little bit 65 00:03:01,950 --> 00:03:03,620 of a cheeky, funny, dialogue flair 66 00:03:03,620 --> 00:03:05,495 to the game to make it a little less serious. 67 00:03:08,110 --> 00:03:10,170 Outside of that, the main concept of our game 68 00:03:10,170 --> 00:03:13,200 is that you're a dragon, and you have a horde of gold 69 00:03:13,200 --> 00:03:15,780 that you are protecting and also trying to grow. 70 00:03:15,780 --> 00:03:19,660 So the player can make decisions between attacking villagers 71 00:03:19,660 --> 00:03:21,550 to gain more gold and also staying 72 00:03:21,550 --> 00:03:23,280 on their lair to be protected. 73 00:03:23,280 --> 00:03:25,990 And we're also adding elements of melee combat 74 00:03:25,990 --> 00:03:28,970 so that the player is not only making these decisions 75 00:03:28,970 --> 00:03:31,460 cognitively but also has to act on them 76 00:03:31,460 --> 00:03:34,494 and actually go and perform those actions, rather 77 00:03:34,494 --> 00:03:36,160 than something that's, like, just click, 78 00:03:36,160 --> 00:03:38,430 oh, I want to do this action, something like that. 79 00:03:38,430 --> 00:03:41,655 So we're introducing elements of strategy and melee combat 80 00:03:41,655 --> 00:03:46,030 and also collectible funness of RPGs. 81 00:03:46,030 --> 00:03:48,590 And then elements of our backlog-- 82 00:03:48,590 --> 00:03:51,170 we have the player's desire, such as the playing wanting 83 00:03:51,170 --> 00:03:57,810 to be able to attack, defend, and also stay alive to fight, 84 00:03:57,810 --> 00:03:59,560 despite the attacking armies. 85 00:03:59,560 --> 00:04:02,020 And we also have a lot of focus on making 86 00:04:02,020 --> 00:04:05,455 our game usable and easy to understand for the player. 87 00:04:05,455 --> 00:04:06,330 PROFESSOR: Thank you. 88 00:04:10,830 --> 00:04:11,830 DNA. 89 00:04:11,830 --> 00:04:12,717 PRESENTER 2: Hi. 90 00:04:12,717 --> 00:04:14,550 So probably should have written on the board 91 00:04:14,550 --> 00:04:17,380 the project previously known as DNA, 92 00:04:17,380 --> 00:04:20,760 because we've completely reskinned our game. 93 00:04:20,760 --> 00:04:23,000 So it's no longer about a biology type thing. 94 00:04:23,000 --> 00:04:26,330 It's about exploring space. 95 00:04:26,330 --> 00:04:30,010 So DNA is now the name of your mothership, 96 00:04:30,010 --> 00:04:35,640 And we're going to put you as a small spaceship-- RINA, 97 00:04:35,640 --> 00:04:37,610 so R-I-N-A, basically. 98 00:04:37,610 --> 00:04:39,140 RNA. 99 00:04:39,140 --> 00:04:41,990 And your goal is to travel across different planets 100 00:04:41,990 --> 00:04:45,360 and eventually make it back to your mothership 101 00:04:45,360 --> 00:04:48,663 before running out of fuel or exploding 102 00:04:48,663 --> 00:04:50,370 on a bunch of asteroids. 103 00:04:50,370 --> 00:04:52,320 So our game has two primary mechanics 104 00:04:52,320 --> 00:04:53,780 that we're working on. 105 00:04:53,780 --> 00:04:56,140 First is a menu-type screen where 106 00:04:56,140 --> 00:04:58,350 you can see different planets that you 107 00:04:58,350 --> 00:05:01,626 can head towards on your way back to your mothership. 108 00:05:01,626 --> 00:05:04,250 And each planet would tell you-- if you hover over each planet, 109 00:05:04,250 --> 00:05:08,080 it will tell you, at this planet you can pick up X fuel, 110 00:05:08,080 --> 00:05:12,510 or you can get this jet boost type thing. 111 00:05:12,510 --> 00:05:17,570 And so the strategy comes from the planning for which planet 112 00:05:17,570 --> 00:05:20,860 to go to relative to the other planets. 113 00:05:20,860 --> 00:05:24,050 And the trade-offs also come with which planet do you go to, 114 00:05:24,050 --> 00:05:27,860 or what do you pick up at each planet. 115 00:05:27,860 --> 00:05:30,510 And the other mechanic is actually getting to the planet. 116 00:05:30,510 --> 00:05:33,130 So using a stat boost and/or fuel that you picked up 117 00:05:33,130 --> 00:05:38,490 from each planet, you have to navigate through a platform, 118 00:05:38,490 --> 00:05:39,675 or not really a platform. 119 00:05:39,675 --> 00:05:43,430 More like Flappy Bird or a Copter type level, 120 00:05:43,430 --> 00:05:46,960 where your stats increase, like how fast 121 00:05:46,960 --> 00:05:49,320 you go through the level or how maneuverable you are 122 00:05:49,320 --> 00:05:52,097 and how you can avoid obstacles. 123 00:05:52,097 --> 00:05:53,805 So our game has two mechanics, and that's 124 00:05:53,805 --> 00:05:55,660 what we're kind of working on right now. 125 00:05:55,660 --> 00:06:00,480 We have the moving from one level to the next motion part 126 00:06:00,480 --> 00:06:03,940 down, so now we're working mainly on balancing the game 127 00:06:03,940 --> 00:06:06,750 and seeing what should the stat caps be, 128 00:06:06,750 --> 00:06:08,280 or what should the starting caps be, 129 00:06:08,280 --> 00:06:10,010 so it's not too boring at the beginning, 130 00:06:10,010 --> 00:06:13,970 but it's also not too hard at the very end. 131 00:06:13,970 --> 00:06:16,945 And our backlog has a lot of art. 132 00:06:16,945 --> 00:06:17,820 PROFESSOR: Thank you. 133 00:06:22,760 --> 00:06:25,010 Ghost Maze. 134 00:06:25,010 --> 00:06:27,790 PRESENTER 3: So for Ghost Maze, our design for the game 135 00:06:27,790 --> 00:06:28,870 hasn't changed much. 136 00:06:28,870 --> 00:06:31,190 We solidified our original idea, is 137 00:06:31,190 --> 00:06:36,700 that you're going to start off in the middle of a dark maze 138 00:06:36,700 --> 00:06:39,270 and you have very limited visibility. 139 00:06:39,270 --> 00:06:41,720 You're going to explore the graph, or the maze, 140 00:06:41,720 --> 00:06:45,580 and basically find the exit that leads you out 141 00:06:45,580 --> 00:06:47,940 of this dark scary place. 142 00:06:47,940 --> 00:06:51,040 You have a sanity bar that goes down 143 00:06:51,040 --> 00:06:52,770 the more you are in the dark. 144 00:06:52,770 --> 00:06:57,409 And you have the ability to increase 145 00:06:57,409 --> 00:06:58,950 the brightness of your lantern, which 146 00:06:58,950 --> 00:07:02,300 would give you a higher radius of visibility or decrease it, 147 00:07:02,300 --> 00:07:03,510 which would make it lower. 148 00:07:03,510 --> 00:07:06,710 But the higher it is, the less slowly 149 00:07:06,710 --> 00:07:10,080 your sanity goes out, but the faster that your battery dies. 150 00:07:10,080 --> 00:07:12,730 So you want to optimize for that-- 151 00:07:12,730 --> 00:07:17,730 how fast can I explore this maze versus how slowly do 152 00:07:17,730 --> 00:07:19,900 I need my sanity to drop. 153 00:07:19,900 --> 00:07:22,491 And you can completely have it off if you want, 154 00:07:22,491 --> 00:07:23,490 because they're battery. 155 00:07:23,490 --> 00:07:28,590 But that would be chipping away from your sanity much faster. 156 00:07:28,590 --> 00:07:33,200 There's ghosts in the maze, so you can't just 157 00:07:33,200 --> 00:07:37,775 do the bug around strategy, which would always guarantee 158 00:07:37,775 --> 00:07:39,240 you to get out of a maze. 159 00:07:39,240 --> 00:07:44,060 But there's going to be ghosts at strategic, random positions. 160 00:07:44,060 --> 00:07:46,490 These ghosts were originally intended 161 00:07:46,490 --> 00:07:50,160 to have AI that would have them find you or attack you 162 00:07:50,160 --> 00:07:51,070 or whatever. 163 00:07:51,070 --> 00:07:52,790 But we changed it so that they're just 164 00:07:52,790 --> 00:07:56,030 patrolling in a predetermined pattern 165 00:07:56,030 --> 00:08:01,402 so that you can focus on the one mechanic of the game, which 166 00:08:01,402 --> 00:08:03,110 is moving around and finding a good path, 167 00:08:03,110 --> 00:08:08,040 as opposed to escaping from things chasing you. 168 00:08:08,040 --> 00:08:10,830 The one change we made, the biggest change we made so far 169 00:08:10,830 --> 00:08:13,980 is we switched from Flixel to Unity 2D 170 00:08:13,980 --> 00:08:16,420 because we couldn't get Flixel running 171 00:08:16,420 --> 00:08:20,080 on most of the computers we had, and it just 172 00:08:20,080 --> 00:08:21,500 brought so many complications. 173 00:08:21,500 --> 00:08:24,747 So we ended up switching to Unity 2D. 174 00:08:24,747 --> 00:08:25,622 PROFESSOR: Thank you. 175 00:08:29,665 --> 00:08:30,270 Score High. 176 00:08:33,819 --> 00:08:35,929 PRESENTER 4: So Score High focused 177 00:08:35,929 --> 00:08:37,734 on simplifying our game. 178 00:08:37,734 --> 00:08:39,900 We realized we were probably overextending ourselves 179 00:08:39,900 --> 00:08:41,630 with the number of features we wanted. 180 00:08:41,630 --> 00:08:44,214 So even though our goal stayed the same, 181 00:08:44,214 --> 00:08:45,630 we kind of simplified it, and I'll 182 00:08:45,630 --> 00:08:46,850 talk about that in a minute. 183 00:08:46,850 --> 00:08:50,910 So Score High's goal is to survive the week of school. 184 00:08:50,910 --> 00:08:53,416 If you can do well, even better. 185 00:08:53,416 --> 00:08:55,570 And that becomes difficult because as a player, 186 00:08:55,570 --> 00:08:57,360 you have your stats to maintain. 187 00:08:57,360 --> 00:08:59,540 You need sleep, and you need food. 188 00:08:59,540 --> 00:09:01,680 But you also need to not fail your classes 189 00:09:01,680 --> 00:09:04,260 and get kicked out, so you need to do your work. 190 00:09:04,260 --> 00:09:08,240 So the main features of the game are you play your stats, 191 00:09:08,240 --> 00:09:10,715 so how are you doing as a person, your schedule, 192 00:09:10,715 --> 00:09:13,720 which is going to list your classes and what PSETs are due 193 00:09:13,720 --> 00:09:16,210 and when they're due, and then also the map. 194 00:09:16,210 --> 00:09:18,310 You, as a character, go around the map, 195 00:09:18,310 --> 00:09:21,590 and you have to go to certain buildings to do your work. 196 00:09:21,590 --> 00:09:25,530 And as I said, the trade-offs are managing you internally, 197 00:09:25,530 --> 00:09:27,520 so you have to go to your dorm to sleep, 198 00:09:27,520 --> 00:09:29,940 but your PSET might be due in two minutes, 199 00:09:29,940 --> 00:09:31,900 and if you don't run across campus, 200 00:09:31,900 --> 00:09:35,406 will you be able to get it done and pass your class? 201 00:09:35,406 --> 00:09:38,559 In terms of updates, I think that's about it. 202 00:09:38,559 --> 00:09:40,056 Thank you. 203 00:09:40,056 --> 00:09:43,530 PROFESSOR: Thank you. 204 00:09:43,530 --> 00:09:45,050 Build a Space Car. 205 00:09:45,050 --> 00:09:47,650 PRESENTER 5: So originally we were Build a Car, 206 00:09:47,650 --> 00:09:50,080 but we decided that the game would be better in space, 207 00:09:50,080 --> 00:09:51,530 so now it's Build a Space Car. 208 00:09:51,530 --> 00:09:53,960 The idea is that you have some kind of spaceship 209 00:09:53,960 --> 00:09:55,480 that you need to add components to, 210 00:09:55,480 --> 00:09:57,237 and then you send it out on a mission. 211 00:09:57,237 --> 00:09:59,320 Out on this mission, it'll run into random events, 212 00:09:59,320 --> 00:10:01,304 and you'll get a report of what happened. 213 00:10:01,304 --> 00:10:03,290 And then it'll come back and you need 214 00:10:03,290 --> 00:10:04,998 to iterate, add more components to either 215 00:10:04,998 --> 00:10:07,390 make it faster or stronger or have more attack. 216 00:10:07,390 --> 00:10:10,950 And then that way, you'll be able to succeed on missions. 217 00:10:10,950 --> 00:10:13,875 The trade-offs come into what components do you add, 218 00:10:13,875 --> 00:10:16,722 and what effect does that have on the stats of your spaceship, 219 00:10:16,722 --> 00:10:18,430 and the fact that the more components you 220 00:10:18,430 --> 00:10:20,110 add to your spaceship, the more it costs 221 00:10:20,110 --> 00:10:21,735 and the less money you're going to make 222 00:10:21,735 --> 00:10:23,430 from going out on that mission. 223 00:10:23,430 --> 00:10:26,710 The main product backlog features 224 00:10:26,710 --> 00:10:30,380 that we have are the things like adding components to ships, 225 00:10:30,380 --> 00:10:33,102 coming up with stats for all of the components 226 00:10:33,102 --> 00:10:36,600 that we have in the game, and designing a system where 227 00:10:36,600 --> 00:10:39,190 the ship will go out on missions, 228 00:10:39,190 --> 00:10:40,730 get some results from all of that, 229 00:10:40,730 --> 00:10:44,679 and then loop back into this initial building phase. 230 00:10:44,679 --> 00:10:45,665 PROFESSOR: Thank you. 231 00:10:48,623 --> 00:10:51,950 And MIT Sim. 232 00:10:51,950 --> 00:10:54,520 PRESENTER 6: All right. 233 00:10:54,520 --> 00:10:57,740 So the idea of our game is we play as an unnamed dean 234 00:10:57,740 --> 00:10:59,560 for student life at MIT. 235 00:10:59,560 --> 00:11:02,642 And you make and manage the decisions at MIT, 236 00:11:02,642 --> 00:11:04,975 and you have to trade-off all of these various resources 237 00:11:04,975 --> 00:11:07,060 that you have, like student happiness and the endowment 238 00:11:07,060 --> 00:11:07,560 and whatnot. 239 00:11:07,560 --> 00:11:10,050 And you have to please the MIT president above you 240 00:11:10,050 --> 00:11:13,000 and the MIT corporation above them. 241 00:11:13,000 --> 00:11:16,260 And then you also have to please the parents of students 242 00:11:16,260 --> 00:11:18,235 who might hear of some crazy things happening 243 00:11:18,235 --> 00:11:20,410 and you have to respond to them. 244 00:11:20,410 --> 00:11:24,890 So for example, you might make shoes mandatory on campus. 245 00:11:24,890 --> 00:11:27,810 And suddenly East Campus revolts. 246 00:11:27,810 --> 00:11:29,330 But maybe it improves your standing 247 00:11:29,330 --> 00:11:30,816 with the parents or something. 248 00:11:30,816 --> 00:11:33,782 So that's the general gist for our game, yeah. 249 00:11:42,390 --> 00:11:42,990 PROFESSOR: OK. 250 00:11:42,990 --> 00:11:46,150 So it's good to hear that people are both refining and changing 251 00:11:46,150 --> 00:11:48,600 and scoping down and kind of figuring out what 252 00:11:48,600 --> 00:11:51,420 they're doing with their games. 253 00:11:51,420 --> 00:11:54,100 That's a good start. 254 00:11:54,100 --> 00:11:57,550 The next thing I wanted to talk about, ever so briefly, 255 00:11:57,550 --> 00:12:03,250 is-- I've been reading through the project write-ups 256 00:12:03,250 --> 00:12:05,144 from the last project. 257 00:12:05,144 --> 00:12:06,810 Haven't gotten all the way through them. 258 00:12:06,810 --> 00:12:07,670 None of us have. 259 00:12:07,670 --> 00:12:08,380 We're still working through. 260 00:12:08,380 --> 00:12:09,796 But a lot of people are like, ugh, 261 00:12:09,796 --> 00:12:13,470 project management got inserted into the middle of the project, 262 00:12:13,470 --> 00:12:14,555 and it was a really hard. 263 00:12:14,555 --> 00:12:17,180 And it made things clunky and more painful. 264 00:12:17,180 --> 00:12:19,400 And yeah, I bet it did, and I apologize. 265 00:12:19,400 --> 00:12:21,660 What I'm wondering, however, is what 266 00:12:21,660 --> 00:12:25,590 are you doing for project management on this project, 267 00:12:25,590 --> 00:12:27,900 and is it working better So far? 268 00:12:27,900 --> 00:12:30,110 I realize we're only partway through, 269 00:12:30,110 --> 00:12:33,280 but I'd kind of like to hear about how has your team decided 270 00:12:33,280 --> 00:12:36,060 to handle communication. 271 00:12:36,060 --> 00:12:42,490 I know that meetings were a big problem last time. 272 00:12:42,490 --> 00:12:45,910 Is the product backlog being a useful thing to sort of help 273 00:12:45,910 --> 00:12:46,960 define your design? 274 00:12:46,960 --> 00:12:49,335 Or are you doing it because we're making you turn one in? 275 00:12:51,940 --> 00:12:56,040 How are assigning tasks and sharing work going? 276 00:12:56,040 --> 00:12:58,870 So I can either do this as a discussion, 277 00:12:58,870 --> 00:13:02,122 or I can call teams one by one. 278 00:13:02,122 --> 00:13:04,580 Do you guys have an opinion as to how you'd like to run it, 279 00:13:04,580 --> 00:13:07,201 or should I go ahead and make an executive decision, 280 00:13:07,201 --> 00:13:07,950 since I'm up here? 281 00:13:10,480 --> 00:13:12,510 All right, I'll call on people team by team, 282 00:13:12,510 --> 00:13:16,100 and we can just sort of go through. 283 00:13:16,100 --> 00:13:19,480 I'll start with MIT Sim, because you went last last time, 284 00:13:19,480 --> 00:13:21,976 so I guess you can go first this time. 285 00:13:21,976 --> 00:13:23,350 You don't have to come down here. 286 00:13:23,350 --> 00:13:24,433 You can stay in the seats. 287 00:13:24,433 --> 00:13:26,180 But OK. 288 00:13:26,180 --> 00:13:27,530 OK, a microphone might help. 289 00:13:27,530 --> 00:13:29,160 I wasn't trying to make you do an extra report. 290 00:13:29,160 --> 00:13:31,250 I was hoping this would be sort of a class discussion where 291 00:13:31,250 --> 00:13:31,500 you're-- 292 00:13:31,500 --> 00:13:32,510 PRESENTER 7: Well, I'm already down here. 293 00:13:32,510 --> 00:13:34,240 PROFESSOR: All right, go ahead. 294 00:13:34,240 --> 00:13:37,030 PRESENTER 7: So I think one interesting thing about project 295 00:13:37,030 --> 00:13:39,700 management for our team as 611 teams 296 00:13:39,700 --> 00:13:44,370 is that the driving difficulties of working on a team like here 297 00:13:44,370 --> 00:13:47,100 are very different from what might be in the industry. 298 00:13:47,100 --> 00:13:50,890 So we have to adapt all these industry methods, which 299 00:13:50,890 --> 00:13:53,230 might work really well for a game company, where 300 00:13:53,230 --> 00:13:55,930 you have your eight hours a day of working. 301 00:13:55,930 --> 00:13:59,770 But here it's much more sparse and not 302 00:13:59,770 --> 00:14:02,800 necessarily-- it's not always one to one 303 00:14:02,800 --> 00:14:07,760 how you would manage an industry project versus this project. 304 00:14:07,760 --> 00:14:12,250 So I think just figuring out how to adapt these methods 305 00:14:12,250 --> 00:14:14,890 for students who are really crunched for time 306 00:14:14,890 --> 00:14:15,530 is a challenge. 307 00:14:18,120 --> 00:14:20,000 PROFESSOR: Have you made any adaptations? 308 00:14:20,000 --> 00:14:22,010 Has your team made any adaptations or changes, 309 00:14:22,010 --> 00:14:24,343 or are you just trying to do as little of it as possible 310 00:14:24,343 --> 00:14:26,860 to help keep things moving? 311 00:14:26,860 --> 00:14:28,917 PRESENTER 7: Probably the latter, yeah. 312 00:14:28,917 --> 00:14:29,500 PROFESSOR: OK. 313 00:14:32,340 --> 00:14:34,638 If you can think about the adaptations you're 314 00:14:34,638 --> 00:14:36,846 making that are working for your team and share them, 315 00:14:36,846 --> 00:14:39,800 that would actually be really helpful for us to hear, 316 00:14:39,800 --> 00:14:41,370 and for actually everyone to hear, 317 00:14:41,370 --> 00:14:42,353 because I think every team is running 318 00:14:42,353 --> 00:14:43,500 into the same problems you are. 319 00:14:43,500 --> 00:14:45,016 But the questions is, how do you take these, 320 00:14:45,016 --> 00:14:47,700 and how do you make it work with a team you actually have 321 00:14:47,700 --> 00:14:50,530 and a reality you're actually working with, as opposed to, 322 00:14:50,530 --> 00:14:52,090 this is the way your should do it. 323 00:14:52,090 --> 00:14:54,140 That's actually the really important thing here 324 00:14:54,140 --> 00:14:55,630 to try and figure out. 325 00:14:55,630 --> 00:14:57,560 Thank you. 326 00:14:57,560 --> 00:15:00,082 OK, Build a Space Car. 327 00:15:00,082 --> 00:15:05,002 Do you have a sacrificial victim? 328 00:15:05,002 --> 00:15:06,970 Scrums masters are a good person. 329 00:15:06,970 --> 00:15:08,504 Yeah, it could be a scrum master. 330 00:15:08,504 --> 00:15:10,457 Could be either way. 331 00:15:10,457 --> 00:15:12,790 PRESENTER 5: Our producer slash scrum master is actually 332 00:15:12,790 --> 00:15:15,240 out of town, so I guess I'll handle it. 333 00:15:15,240 --> 00:15:19,010 But basically coming off of the last project, 334 00:15:19,010 --> 00:15:21,540 we saw a lot of things that we weren't happy about 335 00:15:21,540 --> 00:15:23,586 and that we saw a lot of problems with the way 336 00:15:23,586 --> 00:15:24,780 that we communicated. 337 00:15:24,780 --> 00:15:26,300 So this time we're trying to make 338 00:15:26,300 --> 00:15:28,880 sure to stay in communication as much as possible, 339 00:15:28,880 --> 00:15:31,586 let people know what we've been working on 340 00:15:31,586 --> 00:15:33,600 and the problems that we see. 341 00:15:33,600 --> 00:15:36,350 PROFESSOR: What tools are you using to stay in communication? 342 00:15:36,350 --> 00:15:38,690 PRESENTER 5: So we're using Trello for all of our tasks. 343 00:15:38,690 --> 00:15:39,481 We have them there. 344 00:15:39,481 --> 00:15:43,030 We have them color-coded for different groups of coding 345 00:15:43,030 --> 00:15:46,240 or UI or testing, things like that. 346 00:15:46,240 --> 00:15:49,388 And we have a Google Doc that's sort of all of the ideas 347 00:15:49,388 --> 00:15:51,878 that we had and sort of the design decisions and things 348 00:15:51,878 --> 00:15:53,380 like that. 349 00:15:53,380 --> 00:15:55,220 We're also all programmers, which 350 00:15:55,220 --> 00:15:57,940 I think has been helpful so far, in that we 351 00:15:57,940 --> 00:16:00,240 sort of all understand what goes into the task 352 00:16:00,240 --> 00:16:02,505 and what's reasonable and things like that. 353 00:16:02,505 --> 00:16:05,035 Not to say that there isn't a place for non-coding people, 354 00:16:05,035 --> 00:16:07,660 just that it has definitely helped on such 355 00:16:07,660 --> 00:16:09,220 a time-constrained team. 356 00:16:09,220 --> 00:16:09,950 PROFESSOR: Yeah. 357 00:16:09,950 --> 00:16:11,700 When you're all talking the same language, 358 00:16:11,700 --> 00:16:14,830 and you all come to the same estimate assumptions quickly, 359 00:16:14,830 --> 00:16:16,630 that's beautiful. 360 00:16:16,630 --> 00:16:17,135 Thank you. 361 00:16:19,900 --> 00:16:20,700 Score High. 362 00:16:24,550 --> 00:16:28,100 PRESENTER 4: So I think one thing we realized right away 363 00:16:28,100 --> 00:16:29,880 was that meeting outside of class 364 00:16:29,880 --> 00:16:32,240 was pretty much impossible, especially when you 365 00:16:32,240 --> 00:16:35,980 have seven people with completely different schedules. 366 00:16:35,980 --> 00:16:39,120 So having the product backlog and that list of things 367 00:16:39,120 --> 00:16:40,750 was really helpful. 368 00:16:40,750 --> 00:16:44,200 But at the same time, a lot of the other project management 369 00:16:44,200 --> 00:16:46,450 stuff is more just on the side. 370 00:16:46,450 --> 00:16:49,080 So for my team, I've been taking care of it 371 00:16:49,080 --> 00:16:53,130 and trying to let everybody else program. 372 00:16:53,130 --> 00:16:55,930 But the product backlog, I think, is really helpful. 373 00:16:55,930 --> 00:16:59,170 And the vision statement, having that breakdown 374 00:16:59,170 --> 00:17:02,090 of who's doing what, has been pretty useful. 375 00:17:02,090 --> 00:17:05,085 We use an email thread, just to keep everyone in contact. 376 00:17:09,596 --> 00:17:10,970 PROFESSOR: All right, Ghost Maze. 377 00:17:18,890 --> 00:17:20,370 Two people can come down. 378 00:17:20,370 --> 00:17:20,870 That's fine. 379 00:17:25,070 --> 00:17:25,820 PRESENTER 8: Yeah. 380 00:17:25,820 --> 00:17:28,450 So I guess as other people were saying, 381 00:17:28,450 --> 00:17:32,790 it's been hard to coordinate meetings in person. 382 00:17:32,790 --> 00:17:36,339 We tried to have one on Saturday, but only half of us 383 00:17:36,339 --> 00:17:37,130 could get together. 384 00:17:37,130 --> 00:17:39,260 So definitely we have to rely a little more 385 00:17:39,260 --> 00:17:41,740 on online communication and such. 386 00:17:41,740 --> 00:17:44,070 And people are working on different schedules. 387 00:17:44,070 --> 00:17:49,450 So I think one thing we realized is you have to budget 388 00:17:49,450 --> 00:17:52,530 how much time people have at certain points in the project. 389 00:17:52,530 --> 00:17:55,006 So if someone has a lot more time, 390 00:17:55,006 --> 00:17:56,630 maybe they're more free on the weekend, 391 00:17:56,630 --> 00:17:58,671 then they could get started on the earlier stuff, 392 00:17:58,671 --> 00:18:01,890 whereas if someone has a big project due today, 393 00:18:01,890 --> 00:18:06,090 then we would give them more stuff for later in the day. 394 00:18:06,090 --> 00:18:08,500 Because when you develop a game, you 395 00:18:08,500 --> 00:18:10,620 can't do everything right away. 396 00:18:10,620 --> 00:18:12,840 Some other things are dependent on other things. 397 00:18:12,840 --> 00:18:19,820 I've been taking the role of scrum master, project manager. 398 00:18:19,820 --> 00:18:23,990 So figuring out delegations and responsibilities. 399 00:18:23,990 --> 00:18:28,810 So I think it helps to have one or two people plan that. 400 00:18:28,810 --> 00:18:31,558 PROFESSOR: Thank you very much. 401 00:18:31,558 --> 00:18:35,179 OK, and DNA. 402 00:18:35,179 --> 00:18:36,165 In space. 403 00:18:39,123 --> 00:18:42,590 PRESENTER 9: That actually was the other working title. 404 00:18:42,590 --> 00:18:43,851 It might become Finding DINA. 405 00:18:43,851 --> 00:18:45,350 PROFESSOR: Pretty much, whenever you 406 00:18:45,350 --> 00:18:47,808 tack "In Space" to something, it becomes infinitely better. 407 00:18:47,808 --> 00:18:49,501 PRESENTER 9: I'll do that now then. 408 00:18:49,501 --> 00:18:53,445 So meetings are hard because people have lives. 409 00:18:53,445 --> 00:18:56,834 But we do little meetings where we eat lunch with each other, 410 00:18:56,834 --> 00:18:58,375 and only two or three of us is there. 411 00:18:58,375 --> 00:19:00,240 And the lunch is tasty, and we talk 412 00:19:00,240 --> 00:19:02,660 about cool stuff like game design and weird bugs 413 00:19:02,660 --> 00:19:05,134 and what exactly are we doing with our lives? 414 00:19:05,134 --> 00:19:06,800 As you may be able to tell from the fact 415 00:19:06,800 --> 00:19:09,040 that things have changed drastically from the pitch 416 00:19:09,040 --> 00:19:12,650 to now, we kind of basically scrapped everything 417 00:19:12,650 --> 00:19:14,840 at one point and said, re-brainstorm. 418 00:19:14,840 --> 00:19:16,312 Shoot out all of the ideas. 419 00:19:16,312 --> 00:19:18,395 But of course, since we already said the word DNA, 420 00:19:18,395 --> 00:19:21,390 everything kind of ended up DNA deep down inside 421 00:19:21,390 --> 00:19:23,370 at heart, kind of sort of. 422 00:19:23,370 --> 00:19:25,789 So I feel like we did a lot of email communication then, 423 00:19:25,789 --> 00:19:27,830 and we still do a lot of email communication now. 424 00:19:27,830 --> 00:19:30,038 It's just like, spew all of the things at each other. 425 00:19:30,038 --> 00:19:32,040 And I feel like, that's kind of nice. 426 00:19:32,040 --> 00:19:34,550 There are times when it's like, well, I'm really, really, 427 00:19:34,550 --> 00:19:36,730 really busy until Day X, so until Day X, 428 00:19:36,730 --> 00:19:38,730 I will have nothing to say if we have a meeting. 429 00:19:38,730 --> 00:19:39,845 And we're like, OK, then I guess we 430 00:19:39,845 --> 00:19:41,110 won't have a meeting until Day X. 431 00:19:41,110 --> 00:19:43,484 And it's like, well, Day X is the day right before Monday 432 00:19:43,484 --> 00:19:44,120 or something. 433 00:19:44,120 --> 00:19:46,590 So was it really the best idea to put that off, 434 00:19:46,590 --> 00:19:48,430 or should we have done it anyways 435 00:19:48,430 --> 00:19:50,805 and have you just sit there and feel lame about yourself? 436 00:19:50,805 --> 00:19:53,966 I don't know, but we did what we did. 437 00:19:53,966 --> 00:19:55,680 PROFESSOR: OK. 438 00:19:55,680 --> 00:19:57,540 And finally, Hardcore Dragon. 439 00:20:09,640 --> 00:20:12,460 PRESENTER 10: So looking up at that list, 440 00:20:12,460 --> 00:20:14,660 the first thing on the list is team communication. 441 00:20:14,660 --> 00:20:19,080 And we actually have quite a few different things in place. 442 00:20:19,080 --> 00:20:22,880 We're using Trello, so we do have that. 443 00:20:22,880 --> 00:20:24,612 We're using a Google Folder, which 444 00:20:24,612 --> 00:20:29,590 is just shared between all of us and all of the documents. 445 00:20:29,590 --> 00:20:32,320 And we're also using a chat, which 446 00:20:32,320 --> 00:20:35,402 I assume every single one of us just has open on our computer 447 00:20:35,402 --> 00:20:37,495 and is just sitting there. 448 00:20:37,495 --> 00:20:40,750 So everyone's looking in on it once in a while, 449 00:20:40,750 --> 00:20:43,516 people are commenting on it once in a while. 450 00:20:43,516 --> 00:20:47,960 That's how team communication is going. 451 00:20:47,960 --> 00:20:51,160 Design, I think, is probably the most solid point 452 00:20:51,160 --> 00:20:51,910 of all the things. 453 00:20:51,910 --> 00:20:52,660 PRESENTER 1: Yeah. 454 00:20:52,660 --> 00:20:56,110 I think we came up with pretty solid ideas the last time 455 00:20:56,110 --> 00:20:56,992 we met in person. 456 00:20:56,992 --> 00:20:59,200 And since then, we haven't really deviated from that. 457 00:20:59,200 --> 00:21:02,340 It's been pretty straightforward that this is our goal. 458 00:21:02,340 --> 00:21:04,180 We might have to cut-- we'll probably 459 00:21:04,180 --> 00:21:07,220 have to cut features eventually, but for now, it's pretty solid. 460 00:21:07,220 --> 00:21:09,680 PRESENTER 10: I think we're fine without cutting features. 461 00:21:09,680 --> 00:21:14,340 I think it will actually fit right in with the time we have. 462 00:21:14,340 --> 00:21:15,950 I don't think we can add features, 463 00:21:15,950 --> 00:21:20,460 but we-- and I think I know exactly what the game is 464 00:21:20,460 --> 00:21:21,370 at this point. 465 00:21:21,370 --> 00:21:24,906 And I think that everyone else is in the same place, 466 00:21:24,906 --> 00:21:26,650 but I don't know. 467 00:21:26,650 --> 00:21:30,350 So I really think that figuring out what our design is 468 00:21:30,350 --> 00:21:34,300 is completely solid at this point. 469 00:21:34,300 --> 00:21:39,140 As for assigning tasks, sharing work, 470 00:21:39,140 --> 00:21:42,600 that stuff is sort of a work in progress. 471 00:21:42,600 --> 00:21:45,010 PRESENTER 1: So we have a sprint task list 472 00:21:45,010 --> 00:21:48,270 already that we've been using to assign estimates 473 00:21:48,270 --> 00:21:50,200 and people to certain things. 474 00:21:50,200 --> 00:21:52,360 So far it's kind of been a free-for-all. 475 00:21:52,360 --> 00:21:55,840 But from looking at the task list the last time I saw it, 476 00:21:55,840 --> 00:21:57,502 it looks like everyone's completing 477 00:21:57,502 --> 00:21:58,710 things in a pretty good pace. 478 00:21:58,710 --> 00:22:00,925 So I think that so far it's worked out nicely. 479 00:22:04,562 --> 00:22:06,020 PROFESSOR: OK, I guess you're done. 480 00:22:09,470 --> 00:22:10,230 OK, thank you. 481 00:22:12,780 --> 00:22:14,030 I think that's everybody. 482 00:22:14,030 --> 00:22:16,167 And now, Phillip. 483 00:22:16,167 --> 00:22:16,750 PROFESSOR: OK. 484 00:22:16,750 --> 00:22:20,370 So just a reminder that this is project three, 485 00:22:20,370 --> 00:22:23,080 digital prototype two, user interface. 486 00:22:23,080 --> 00:22:25,780 So in addition to all of the project management stuff 487 00:22:25,780 --> 00:22:28,110 that we've just covered in the past half hour, 488 00:22:28,110 --> 00:22:32,290 there's also the intent to maximize usability. 489 00:22:32,290 --> 00:22:34,430 And we've already talked a little bit of usability 490 00:22:34,430 --> 00:22:37,349 when Sarah gave the last testing lecture. 491 00:22:37,349 --> 00:22:39,140 Now we're going to do a bit of a deep dive. 492 00:22:39,140 --> 00:22:42,370 So this is going to take a bit of time, 493 00:22:42,370 --> 00:22:47,610 but I hope you will follow me through this. 494 00:22:47,610 --> 00:22:51,860 You're supposed to use user feedback through user testing 495 00:22:51,860 --> 00:22:54,410 on your own, which means not just relying 496 00:22:54,410 --> 00:22:56,190 on the testing that's happening in class, 497 00:22:56,190 --> 00:22:57,680 but also doing it outside. 498 00:22:57,680 --> 00:23:00,374 So we're going to talk a little bit about that. 499 00:23:00,374 --> 00:23:01,790 Before that, I'm going to walk you 500 00:23:01,790 --> 00:23:06,410 through an exercise about what's the intent of usability. 501 00:23:06,410 --> 00:23:09,190 The whole point of testing for usability 502 00:23:09,190 --> 00:23:11,910 and designing for usability is basically just 503 00:23:11,910 --> 00:23:14,120 to figure out whether someone can figure out 504 00:23:14,120 --> 00:23:15,440 how to play your game. 505 00:23:15,440 --> 00:23:17,640 Not so much whether they're having any fun doing it, 506 00:23:17,640 --> 00:23:19,785 although obviously you don't want them 507 00:23:19,785 --> 00:23:21,920 to be frustrated or confused. 508 00:23:21,920 --> 00:23:24,330 But you actually are just trying to figure out 509 00:23:24,330 --> 00:23:27,170 whether people can understand how to interact with your game. 510 00:23:30,200 --> 00:23:33,570 The game could be improved through play testing 511 00:23:33,570 --> 00:23:35,240 to sort of say, oh, the challenge level 512 00:23:35,240 --> 00:23:37,320 might not be right for instance. 513 00:23:37,320 --> 00:23:40,190 You can use focus testing to be able to figure out 514 00:23:40,190 --> 00:23:45,260 specific design issues in your game, like for instance, 515 00:23:45,260 --> 00:23:49,750 do these armor upgrades make sense 516 00:23:49,750 --> 00:23:53,090 to somebody who's not on our design team? 517 00:23:53,090 --> 00:23:55,130 Usability testing is we have this thing 518 00:23:55,130 --> 00:23:58,230 that we designed with the intent of having it learnable. 519 00:23:58,230 --> 00:24:02,280 And can people actually learn how to play this game? 520 00:24:02,280 --> 00:24:04,190 Now, just a straw poll-- how many of use 521 00:24:04,190 --> 00:24:06,890 speak or read German? 522 00:24:06,890 --> 00:24:08,060 OK. 523 00:24:08,060 --> 00:24:13,280 How many of you have seen this game, or played this game 524 00:24:13,280 --> 00:24:14,690 or have heard of this game? 525 00:24:14,690 --> 00:24:17,250 All right. 526 00:24:17,250 --> 00:24:23,070 So if you do speak or read German, 527 00:24:23,070 --> 00:24:26,910 just hold your responses for a second. 528 00:24:26,910 --> 00:24:29,660 And I'm going to start by just looking at this game. 529 00:24:29,660 --> 00:24:35,110 And this is a game that you'll find on a shelf, 530 00:24:35,110 --> 00:24:40,840 maybe in a speciality game store or an Amazon shelf. 531 00:24:40,840 --> 00:24:44,970 And just by looking at this, what 532 00:24:44,970 --> 00:24:48,740 can you intuit from what this game is or who it's for 533 00:24:48,740 --> 00:24:51,100 or how it might be played? 534 00:24:51,100 --> 00:24:52,770 Any ideas? 535 00:24:52,770 --> 00:24:54,690 Throw it out? 536 00:24:54,690 --> 00:24:56,130 AUDIENCE: It's for young-ish kids, 537 00:24:56,130 --> 00:24:58,671 where they stack randomly-shaped blocks on top of each other. 538 00:24:58,671 --> 00:24:59,410 PROFESSOR: Wow. 539 00:24:59,410 --> 00:25:00,370 How do you figure that? 540 00:25:00,370 --> 00:25:01,625 AUDIENCE: Because it's bright and colorful 541 00:25:01,625 --> 00:25:03,292 and it has cutesy cartoon stuff on it. 542 00:25:03,292 --> 00:25:04,750 PROFESSOR: OK, bright and colorful. 543 00:25:04,750 --> 00:25:05,545 Cutesy color stuff. 544 00:25:05,545 --> 00:25:07,744 AUDIENCE: The animals are making funny motions, 545 00:25:07,744 --> 00:25:09,618 implying that they are precariously balanced. 546 00:25:09,618 --> 00:25:11,336 Also, the alligator isn't eating anyone. 547 00:25:11,336 --> 00:25:13,210 PROFESSOR: The alligator isn't eating anyone. 548 00:25:13,210 --> 00:25:15,450 It is kind of nonviolent, bright color. 549 00:25:15,450 --> 00:25:20,190 What else on this stuff here, assuming 550 00:25:20,190 --> 00:25:24,337 that you don't speak German, gives you any other clues. 551 00:25:24,337 --> 00:25:25,420 I thought I saw a hand up. 552 00:25:27,991 --> 00:25:28,490 Yeah? 553 00:25:28,490 --> 00:25:31,872 AUDIENCE: The type. 554 00:25:31,872 --> 00:25:33,720 PROFESSOR: The font. 555 00:25:33,720 --> 00:25:36,220 The cartoonish-- yeah. 556 00:25:39,120 --> 00:25:40,620 I think, Matt, you had your hand up. 557 00:25:40,620 --> 00:25:42,786 AUDIENCE: I was going to say something, that there's 558 00:25:42,786 --> 00:25:43,750 an exclamation point. 559 00:25:43,750 --> 00:25:45,250 PROFESSOR: Oh, yeah, yeah. 560 00:25:45,250 --> 00:25:47,070 It's like, you can imagine there's 561 00:25:47,070 --> 00:25:49,190 something zany going on. 562 00:25:49,190 --> 00:25:52,210 Anyone recognize the brand? 563 00:25:52,210 --> 00:25:54,720 Has anyone heard of this brand before? 564 00:25:54,720 --> 00:26:00,590 No one has four-year-old toddler relatives or anything? 565 00:26:00,590 --> 00:26:04,440 Because it's a big kids brand. 566 00:26:04,440 --> 00:26:08,930 OK, folks who do speak German, what's on this box? 567 00:26:08,930 --> 00:26:11,838 What's this box telling you? 568 00:26:11,838 --> 00:26:14,330 AUDIENCE: The title is Animals on Animals. 569 00:26:14,330 --> 00:26:16,430 PROFESSOR: Animals on Animals. 570 00:26:16,430 --> 00:26:19,180 So yeah, again, you're putting animals on top of each other. 571 00:26:19,180 --> 00:26:20,721 If you want to open the box, and I've 572 00:26:20,721 --> 00:26:23,700 actually gotten a box, just one second. 573 00:26:26,270 --> 00:26:30,640 You see these kinds of pieces, brightly colored wooden pieces. 574 00:26:34,436 --> 00:26:35,310 There is a crocodile. 575 00:26:38,230 --> 00:26:47,610 But there's also this bright red die with these symbols on them. 576 00:26:47,610 --> 00:26:50,882 Any clues on how this game is supposed to be played? 577 00:26:50,882 --> 00:26:52,840 I mean, we already talked about putting animals 578 00:26:52,840 --> 00:26:53,810 on top of each other. 579 00:26:53,810 --> 00:26:54,650 But here are the pieces. 580 00:26:54,650 --> 00:26:56,316 If anybody actually wants a closer look, 581 00:26:56,316 --> 00:26:58,730 you can come in and have a look. 582 00:26:58,730 --> 00:27:02,450 I'll go back to the previous slide for you to see. 583 00:27:02,450 --> 00:27:04,810 Any idea how this game is supposed to be played? 584 00:27:04,810 --> 00:27:09,016 Anything more specific than put animals on top of each other? 585 00:27:09,016 --> 00:27:11,432 AUDIENCE: I feel like you're probably going to take turns, 586 00:27:11,432 --> 00:27:13,066 and every turn, you're going to roll the die 587 00:27:13,066 --> 00:27:14,710 and do something based on what it says. 588 00:27:14,710 --> 00:27:15,293 PROFESSOR: OK. 589 00:27:15,293 --> 00:27:16,290 And that's based on? 590 00:27:16,290 --> 00:27:19,055 Making that assumption based on? 591 00:27:19,055 --> 00:27:20,680 The fact that there is a die and you've 592 00:27:20,680 --> 00:27:22,660 probably played games with dice before. 593 00:27:22,660 --> 00:27:25,440 And actually, in the previous picture, 594 00:27:25,440 --> 00:27:27,960 I think it actually says players-- 595 00:27:27,960 --> 00:27:29,140 is that a player number? 596 00:27:29,140 --> 00:27:31,656 I guess it's off in a corner. 597 00:27:31,656 --> 00:27:34,100 It is a multiplayer game. 598 00:27:34,100 --> 00:27:36,040 And if you could see that corner, 599 00:27:36,040 --> 00:27:37,950 you would've assumed, yeah, taking turns 600 00:27:37,950 --> 00:27:39,702 seems like a normal thing. 601 00:27:39,702 --> 00:27:41,160 That's based on your own experience 602 00:27:41,160 --> 00:27:44,590 of having played board games. 603 00:27:44,590 --> 00:27:46,094 What else? 604 00:27:46,094 --> 00:27:47,635 Any idea what these symbols might be? 605 00:27:53,890 --> 00:27:54,390 Yeah? 606 00:27:54,390 --> 00:27:56,810 AUDIENCE: Based on the hand symbol, 607 00:27:56,810 --> 00:28:00,198 it seems like it might be restricting 608 00:28:00,198 --> 00:28:04,537 which hand you can use to place the animal. 609 00:28:04,537 --> 00:28:05,120 PROFESSOR: OK. 610 00:28:05,120 --> 00:28:09,840 So you are already assuming that this is a very dexterous game. 611 00:28:09,840 --> 00:28:14,910 It's going to require item manipulation, a hand connected 612 00:28:14,910 --> 00:28:15,910 to that. 613 00:28:15,910 --> 00:28:17,410 There is a picture of the crocodile. 614 00:28:17,410 --> 00:28:19,730 There's a question mark. 615 00:28:19,730 --> 00:28:22,400 I'm sort of walking you through the process of somebody 616 00:28:22,400 --> 00:28:25,120 actually looking at this box for the first time. 617 00:28:25,120 --> 00:28:27,700 And sometimes when you see this kind of game in the store, 618 00:28:27,700 --> 00:28:30,340 you don't even get a chance to look inside the box. 619 00:28:30,340 --> 00:28:33,930 But if you had a display version, 620 00:28:33,930 --> 00:28:36,430 you'd be trying to figure out the game based on these things 621 00:28:36,430 --> 00:28:37,370 that you're seeing. 622 00:28:37,370 --> 00:28:40,820 Now, there is a newer version of this box cover 623 00:28:40,820 --> 00:28:43,640 that makes the stacking animals on top of each other 624 00:28:43,640 --> 00:28:46,000 really, really obvious. 625 00:28:46,000 --> 00:28:48,030 That's the same cover that I've got over here. 626 00:28:48,030 --> 00:28:52,190 And this is the English version, Animal Upon Animal. 627 00:28:52,190 --> 00:28:54,585 But if you wanted to figure out how to play a game 628 00:28:54,585 --> 00:28:56,960 and you couldn't look inside a box, what's the next thing 629 00:28:56,960 --> 00:29:01,660 you do after seeing it on the shelf? 630 00:29:01,660 --> 00:29:03,520 You look at the back of the box. 631 00:29:03,520 --> 00:29:07,550 And there, everything that you've 632 00:29:07,550 --> 00:29:10,260 intuited from just looking at the components 633 00:29:10,260 --> 00:29:14,340 and looking at the front of the box is made even more explicit 634 00:29:14,340 --> 00:29:15,510 at the back. 635 00:29:15,510 --> 00:29:17,710 Now, it's in a tiny little font, but you've 636 00:29:17,710 --> 00:29:23,820 got a picture of two charming kids who are stacking things. 637 00:29:23,820 --> 00:29:27,360 Notice, they're stacking everything in one plane. 638 00:29:27,360 --> 00:29:29,080 There are some pieces scattered around, 639 00:29:29,080 --> 00:29:30,830 but the only things that are being stacked 640 00:29:30,830 --> 00:29:35,290 are stacked within this single plane of the crocodile. 641 00:29:35,290 --> 00:29:37,425 And of course, there are indications 642 00:29:37,425 --> 00:29:39,050 of how long the game is supposed to be, 643 00:29:39,050 --> 00:29:41,800 how many players it takes. 644 00:29:41,800 --> 00:29:44,162 And of course, if you were to actually buy the game, 645 00:29:44,162 --> 00:29:45,870 you would look at a manual, which happens 646 00:29:45,870 --> 00:29:48,110 to have six languages in it. 647 00:29:48,110 --> 00:29:50,140 And it would explain things, like what 648 00:29:50,140 --> 00:29:54,520 these icons on the die are supposed to be. 649 00:29:54,520 --> 00:29:57,287 But ideally you wouldn't even get to this point. 650 00:29:57,287 --> 00:29:58,870 And the kid is not going to read this, 651 00:29:58,870 --> 00:30:01,010 because I believe this was targeted 652 00:30:01,010 --> 00:30:05,750 at kids age four to 99. 653 00:30:05,750 --> 00:30:08,850 So if you're age four, you're not reading this manual. 654 00:30:08,850 --> 00:30:10,930 A parent is going to be reading this manual, 655 00:30:10,930 --> 00:30:14,020 or some sort of older sibling is having 656 00:30:14,020 --> 00:30:16,510 to explain this to the kids. 657 00:30:16,510 --> 00:30:19,800 So this isn't actually targeted at the target audience 658 00:30:19,800 --> 00:30:21,075 of this game. 659 00:30:21,075 --> 00:30:22,950 Maybe it's targeted at the buyer of the game, 660 00:30:22,950 --> 00:30:25,339 but certainly not at the people who 661 00:30:25,339 --> 00:30:27,630 are going to have the most difficulty playing this game 662 00:30:27,630 --> 00:30:29,950 even though the game is intended for them. 663 00:30:29,950 --> 00:30:31,340 By the way, this is a great game. 664 00:30:31,340 --> 00:30:35,040 This is a whole lot of fun to play with family. 665 00:30:35,040 --> 00:30:40,970 So a lot of what I'm going to discuss going forward 666 00:30:40,970 --> 00:30:44,527 is just kind of a theoretical analysis of that process 667 00:30:44,527 --> 00:30:45,610 that we just went through. 668 00:30:45,610 --> 00:30:48,570 We just used a whole bunch of different cues, 669 00:30:48,570 --> 00:30:52,090 just looking at the box and the pieces, 670 00:30:52,090 --> 00:30:57,680 and the text on the box and the colors and cultural knowledge 671 00:30:57,680 --> 00:31:00,512 to be able to figure out how it is that you play this game. 672 00:31:00,512 --> 00:31:01,720 Now, this is a game for kids. 673 00:31:01,720 --> 00:31:02,928 It's not a very complex game. 674 00:31:02,928 --> 00:31:05,700 If I gave you some sort of really, really abstract 675 00:31:05,700 --> 00:31:08,120 German board game, where everything are cubes-- 676 00:31:08,120 --> 00:31:09,930 and there are many, many games just 677 00:31:09,930 --> 00:31:11,850 fitting that description-- you'd probably 678 00:31:11,850 --> 00:31:13,420 have to read the instructions just 679 00:31:13,420 --> 00:31:17,450 to be able to figure out how to play the game. 680 00:31:17,450 --> 00:31:19,400 But ideally, you'd want the experience 681 00:31:19,400 --> 00:31:21,479 to be about as easy as the process 682 00:31:21,479 --> 00:31:23,520 that we just walked through with this board game. 683 00:31:23,520 --> 00:31:26,170 You look at this game, you're presented with information 684 00:31:26,170 --> 00:31:29,332 upon launching it or even before you bought it, and by the time 685 00:31:29,332 --> 00:31:31,040 you've actually started playing the game, 686 00:31:31,040 --> 00:31:33,870 you already have a sense of what you're going to expect, 687 00:31:33,870 --> 00:31:38,460 which sets people up to learn the more complex things 688 00:31:38,460 --> 00:31:41,450 that you need to teach them along the way. 689 00:31:41,450 --> 00:31:44,442 Now, there's a book-- which I should have brought upfront. 690 00:31:46,980 --> 00:31:48,980 This book I strongly recommend, The Design 691 00:31:48,980 --> 00:31:52,570 of Everyday Things, which was previously titled 692 00:31:52,570 --> 00:31:54,810 The Psychology of Everyday Things, 693 00:31:54,810 --> 00:31:57,850 because that's really what this is all about. 694 00:31:57,850 --> 00:32:01,970 Usability, designing for usability and you are testing 695 00:32:01,970 --> 00:32:04,600 usability, you are asking questions 696 00:32:04,600 --> 00:32:07,050 about the player's psychology. 697 00:32:07,050 --> 00:32:10,220 And you are trying to use that to your advantage 698 00:32:10,220 --> 00:32:13,240 to be able to help them understand how to manipulate 699 00:32:13,240 --> 00:32:16,880 your game and how to get the experience that you want out 700 00:32:16,880 --> 00:32:18,165 of it without being confused. 701 00:32:18,165 --> 00:32:21,110 Now, there's this model that Donald Norman, 702 00:32:21,110 --> 00:32:25,160 the author off this book, goes into great detail. 703 00:32:25,160 --> 00:32:31,070 And it says, there are goals, there's an intention 704 00:32:31,070 --> 00:32:35,870 that the person using an HCI, a Human Computer Interaction 705 00:32:35,870 --> 00:32:36,950 system. 706 00:32:36,950 --> 00:32:39,150 And that person has some sort of goal. 707 00:32:39,150 --> 00:32:40,910 They are using Excel because they 708 00:32:40,910 --> 00:32:43,560 want to balance their budget or something like that. 709 00:32:43,560 --> 00:32:45,111 They have an intention. 710 00:32:45,111 --> 00:32:47,360 They're going to put numbers into the spreadsheet that 711 00:32:47,360 --> 00:32:50,740 reflect their actual spending. 712 00:32:50,740 --> 00:32:52,157 They have a plan, which is they're 713 00:32:52,157 --> 00:32:53,739 going to collect all of their receipts 714 00:32:53,739 --> 00:32:55,450 together and look at those bottom lines 715 00:32:55,450 --> 00:32:56,574 and start typing them in. 716 00:32:56,574 --> 00:32:57,990 And then they actually execute it. 717 00:32:57,990 --> 00:32:59,531 They're actually-- all right, I think 718 00:32:59,531 --> 00:33:01,130 this is the way how it works. 719 00:33:01,130 --> 00:33:03,690 And then the computer gives them some sort 720 00:33:03,690 --> 00:33:07,120 of feedback-- visual, audio, vibration, 721 00:33:07,120 --> 00:33:09,390 if you're designing a game. 722 00:33:09,390 --> 00:33:12,780 The person using the system has to perceive it and then 723 00:33:12,780 --> 00:33:15,930 figure out what that means. 724 00:33:15,930 --> 00:33:19,200 OK, a dialog box popped up on my screen. 725 00:33:19,200 --> 00:33:21,910 I did something peculiar and didn't expect that, 726 00:33:21,910 --> 00:33:24,450 and then they have to evaluate, did that get them any closer 727 00:33:24,450 --> 00:33:26,110 to the goals that they had. 728 00:33:26,110 --> 00:33:28,040 And maybe then the goal changes to maybe 729 00:33:28,040 --> 00:33:31,320 I should learn Excel before I try to balance my spreadsheet. 730 00:33:31,320 --> 00:33:36,430 And then now they have a slightly different goal. 731 00:33:36,430 --> 00:33:40,240 So you can translate that into games. 732 00:33:40,240 --> 00:33:41,530 You start off with the goal. 733 00:33:41,530 --> 00:33:42,550 How do I win this game? 734 00:33:42,550 --> 00:33:43,550 How do I lose this game? 735 00:33:43,550 --> 00:33:46,800 How do I avoid losing, and how do I win this game, 736 00:33:46,800 --> 00:33:48,030 or at least complete it? 737 00:33:48,030 --> 00:33:51,580 And then the player decides, what do I want to do 738 00:33:51,580 --> 00:33:54,360 and comes up with a plan, which is how am I 739 00:33:54,360 --> 00:33:58,120 going to do that thing that I want to do, and then tries it. 740 00:33:58,120 --> 00:34:01,480 The game reacts, gives some sort of feedback-- audio, sound, 741 00:34:01,480 --> 00:34:04,390 vibration, whatever-- but the player 742 00:34:04,390 --> 00:34:06,110 still has to perceive it. 743 00:34:06,110 --> 00:34:08,739 And this is a big point right there. 744 00:34:08,739 --> 00:34:11,590 If you give the player feedback and the player 745 00:34:11,590 --> 00:34:14,540 doesn't perceive that feedback because they're too distracted 746 00:34:14,540 --> 00:34:16,960 by something else, because it's the wrong color 747 00:34:16,960 --> 00:34:19,590 or it's off in the corner of the screen 748 00:34:19,590 --> 00:34:22,530 where the player isn't looking, the player 749 00:34:22,530 --> 00:34:24,034 doesn't get that feedback. 750 00:34:24,034 --> 00:34:25,659 The player has to perceive the feedback 751 00:34:25,659 --> 00:34:27,889 and then figure out what that means. 752 00:34:27,889 --> 00:34:30,020 It's like, oh, a big giant exclamation mark 753 00:34:30,020 --> 00:34:32,017 appeared on the screen. 754 00:34:32,017 --> 00:34:32,850 What does that mean? 755 00:34:32,850 --> 00:34:35,299 I have no idea. 756 00:34:35,299 --> 00:34:37,340 And even if a player understands what that means, 757 00:34:37,340 --> 00:34:38,923 they have to figure out whether that's 758 00:34:38,923 --> 00:34:42,310 getting them any closer or further away from the goals. 759 00:34:42,310 --> 00:34:47,658 So here's an example, back to my StarCraft fandom. 760 00:34:47,658 --> 00:34:48,699 You're playing StarCraft. 761 00:34:48,699 --> 00:34:51,550 You wanted a giant army to roll over your opponent. 762 00:34:51,550 --> 00:34:54,610 And that's the goal. 763 00:34:54,610 --> 00:34:58,080 Actually, the goal is just to roll over your opponent. 764 00:34:58,080 --> 00:34:59,660 And what do I want to do? 765 00:34:59,660 --> 00:35:02,240 I want to build a giant army to accomplish that goal. 766 00:35:02,240 --> 00:35:03,510 How do I do that? 767 00:35:03,510 --> 00:35:05,470 I'm going to build lots of buildings 768 00:35:05,470 --> 00:35:08,590 that is going to create all of these army units. 769 00:35:08,590 --> 00:35:11,570 And those army units are going to serve that purpose 770 00:35:11,570 --> 00:35:13,450 that I just described. 771 00:35:13,450 --> 00:35:14,450 All right, let's try it. 772 00:35:14,450 --> 00:35:16,330 Game reacts, and you get this. 773 00:35:19,000 --> 00:35:20,450 What do I see or hear? 774 00:35:20,450 --> 00:35:23,040 The computer is yelling at me, saying not enough minerals. 775 00:35:23,040 --> 00:35:23,890 What does that mean? 776 00:35:23,890 --> 00:35:26,620 I guess I need minerals. 777 00:35:26,620 --> 00:35:29,710 And is that what I want? 778 00:35:29,710 --> 00:35:30,280 I guess. 779 00:35:30,280 --> 00:35:33,430 If I have minerals, then I can build those things 780 00:35:33,430 --> 00:35:36,370 that will get me the army that I want to roll over my opponent. 781 00:35:36,370 --> 00:35:39,920 All right, my goal hasn't changed at these long term, 782 00:35:39,920 --> 00:35:41,470 but my short term goal has. 783 00:35:41,470 --> 00:35:46,440 Now I have to figure out how to get more minerals. 784 00:35:46,440 --> 00:35:49,980 So in The Design of Everyday Things, 785 00:35:49,980 --> 00:35:54,750 Donald Norman introduces this concept called affordances. 786 00:35:54,750 --> 00:35:58,470 And the idea is that there are certain kinds of interfaces, 787 00:35:58,470 --> 00:36:00,990 things around in the world, among the machines that you 788 00:36:00,990 --> 00:36:03,850 use every day but also within games, 789 00:36:03,850 --> 00:36:07,920 that encourage you to interact with them in a certain way. 790 00:36:07,920 --> 00:36:14,140 If you see, for instance, a glass wall, 791 00:36:14,140 --> 00:36:19,510 and your goal is to vandalize it, 792 00:36:19,510 --> 00:36:22,420 what's the most natural thing to do to that glass wall? 793 00:36:22,420 --> 00:36:24,030 You smash it. 794 00:36:24,030 --> 00:36:24,570 All right. 795 00:36:24,570 --> 00:36:27,630 What if it was made out of plywood, 796 00:36:27,630 --> 00:36:30,240 and your goal is to vandalize it? 797 00:36:30,240 --> 00:36:33,120 You want to write on it. 798 00:36:33,120 --> 00:36:35,490 What else can do with a plywood wall? 799 00:36:35,490 --> 00:36:36,200 Concrete wall? 800 00:36:39,990 --> 00:36:41,800 You want to break it? 801 00:36:41,800 --> 00:36:45,610 Or spraypaint-- yeah, yeah because concrete holds 802 00:36:45,610 --> 00:36:47,240 paint pretty well. 803 00:36:47,240 --> 00:36:49,950 So there are these materials that already suggest things 804 00:36:49,950 --> 00:36:51,680 that you can do with them. 805 00:36:51,680 --> 00:36:54,830 And you can take that concept further in a more explicitly 806 00:36:54,830 --> 00:36:56,080 designed way. 807 00:36:56,080 --> 00:36:58,824 So let's look at door handles. 808 00:36:58,824 --> 00:37:00,490 We've got some door handles around here. 809 00:37:00,490 --> 00:37:03,150 I guess there is this kind of crash bar. 810 00:37:03,150 --> 00:37:04,810 You've got this sort of door handle, 811 00:37:04,810 --> 00:37:07,120 and it's just the right size for your hand. 812 00:37:07,120 --> 00:37:09,500 It's kind of curled in a pleasant way that 813 00:37:09,500 --> 00:37:13,020 affords gripping, that affords turning because there is 814 00:37:13,020 --> 00:37:16,550 a hinge on one side, and there's a sort of a lever action 815 00:37:16,550 --> 00:37:19,210 so you can use less force to be able to turn this thing. 816 00:37:19,210 --> 00:37:21,025 So you are immediately encouraged 817 00:37:21,025 --> 00:37:22,410 to gripping this thing. 818 00:37:22,410 --> 00:37:25,450 But what does this door handle not tell you about the door? 819 00:37:25,450 --> 00:37:28,560 It's very important if you want to open the door. 820 00:37:28,560 --> 00:37:32,630 Yeah, do you push or do you pull this door? 821 00:37:32,630 --> 00:37:37,470 So let's think of different kinds of door handles. 822 00:37:37,470 --> 00:37:42,320 This is something that you could grab and pull. 823 00:37:42,320 --> 00:37:48,720 But the designers of these intended to use this for you 824 00:37:48,720 --> 00:37:50,470 to push, because it's a lot easier for you 825 00:37:50,470 --> 00:37:54,260 to exert force going outwards than to exert force 826 00:37:54,260 --> 00:37:57,740 going inwards, using this kind of bar. 827 00:37:57,740 --> 00:38:01,450 That's why you see these on doors that open outwards. 828 00:38:01,450 --> 00:38:04,834 However, that's still a problem because there's a little rod 829 00:38:04,834 --> 00:38:06,250 all the way through, and your hand 830 00:38:06,250 --> 00:38:08,180 can go all the way around it. 831 00:38:08,180 --> 00:38:11,240 And it's still tempting to just grab the thing and pull it, 832 00:38:11,240 --> 00:38:14,780 which is a really bad situation if it's an outward turning 833 00:38:14,780 --> 00:38:16,340 fire escape, for instance. 834 00:38:16,340 --> 00:38:19,092 You don't want people trying to pull a door open 835 00:38:19,092 --> 00:38:21,550 when they should be pushing it when they're in an emergency 836 00:38:21,550 --> 00:38:22,390 situation. 837 00:38:22,390 --> 00:38:25,320 You don't want to have them do that kind of processing. 838 00:38:25,320 --> 00:38:28,810 So that's why they came up with these crash bards. 839 00:38:28,810 --> 00:38:31,640 And eventually this one, which is very similar to what 840 00:38:31,640 --> 00:38:34,130 we have on our door. 841 00:38:34,130 --> 00:38:37,680 They have these very wide bars that you can push, 842 00:38:37,680 --> 00:38:40,532 and you can put your hand around it but not comfortably. 843 00:38:40,532 --> 00:38:42,740 It's much easier for you to use the flat of your hand 844 00:38:42,740 --> 00:38:44,470 to be able to push it outwards. 845 00:38:44,470 --> 00:38:48,350 And the version that we have on this store over there, 846 00:38:48,350 --> 00:38:51,960 the part that you push is off to one side, which tells you 847 00:38:51,960 --> 00:38:54,840 where you should be putting your hands so that you can get 848 00:38:54,840 --> 00:38:57,130 better leverage to open the door-- which way the door 849 00:38:57,130 --> 00:38:58,730 opens, left or right. 850 00:38:58,730 --> 00:39:00,370 And that's the kind of thing that 851 00:39:00,370 --> 00:39:02,430 automates this process of how do I 852 00:39:02,430 --> 00:39:05,170 open this door in an emergency situation. 853 00:39:05,170 --> 00:39:08,120 These are affordances of the design itself. 854 00:39:08,120 --> 00:39:10,807 The material is mostly metal, although I 855 00:39:10,807 --> 00:39:13,390 guess the version that I've got up here has a rubberized grip. 856 00:39:13,390 --> 00:39:14,870 And the idea of a rubberized grip 857 00:39:14,870 --> 00:39:17,810 is that, well, maybe you want to put your hand on the rubber 858 00:39:17,810 --> 00:39:20,620 part, not on the metal part. 859 00:39:20,620 --> 00:39:23,190 So you can design these things in your games, 860 00:39:23,190 --> 00:39:25,580 these affordances to sort of encourage people 861 00:39:25,580 --> 00:39:28,110 to, say, click on something. 862 00:39:28,110 --> 00:39:30,180 You can design something that's meant 863 00:39:30,180 --> 00:39:32,140 to be clicked on to look like a button, 864 00:39:32,140 --> 00:39:33,790 for instance, that's slightly raised. 865 00:39:33,790 --> 00:39:36,710 And Apple does this a lot, especially if you 866 00:39:36,710 --> 00:39:39,200 look at the older iOS design. 867 00:39:39,200 --> 00:39:43,730 Every single little icon kind of had this little glossy bump. 868 00:39:43,730 --> 00:39:46,400 It tried to give you this impression that this 869 00:39:46,400 --> 00:39:48,016 was something that was raised off 870 00:39:48,016 --> 00:39:50,390 the screen, even though of course it was completely flat. 871 00:39:50,390 --> 00:39:52,890 And it tried to encourage you that this was a thing that you 872 00:39:52,890 --> 00:39:55,310 can tap with your finger. 873 00:39:55,310 --> 00:39:57,242 I'll go into more examples of this later. 874 00:39:57,242 --> 00:39:58,950 Anyone can think of something that you've 875 00:39:58,950 --> 00:40:02,140 seen in a computer interface that encourages 876 00:40:02,140 --> 00:40:04,300 you to use it in that way? 877 00:40:04,300 --> 00:40:05,290 It could be mechanical. 878 00:40:05,290 --> 00:40:08,910 It could be on screen. 879 00:40:08,910 --> 00:40:11,330 Look at your computers right now. 880 00:40:15,668 --> 00:40:18,506 AUDIENCE: It's not like this on Mac anymore, 881 00:40:18,506 --> 00:40:20,006 but the scroll baller has a little-- 882 00:40:20,006 --> 00:40:21,934 I don't know what you call it, the lines that look like you 883 00:40:21,934 --> 00:40:22,975 can grab them and scroll. 884 00:40:22,975 --> 00:40:25,560 PROFESSOR: Yeah, it had a texture, 885 00:40:25,560 --> 00:40:28,260 sort of three little lines that sort of gave you 886 00:40:28,260 --> 00:40:31,900 the idea that this was a raised thing for gripping, 887 00:40:31,900 --> 00:40:34,230 in the same way that a rubberized grip over a door 888 00:40:34,230 --> 00:40:36,920 handle encourages you to put your hand on it. 889 00:40:36,920 --> 00:40:39,380 It probably would make more sense nowadays, actually, 890 00:40:39,380 --> 00:40:43,050 given that so much of it has gone to touch screens. 891 00:40:43,050 --> 00:40:44,730 The scroll wheel would be another one. 892 00:40:44,730 --> 00:40:46,730 I just broke my mouse scroll wheel this morning, 893 00:40:46,730 --> 00:40:48,220 so it's on my mind. 894 00:40:51,520 --> 00:40:53,010 Now, scroll wheels on mice actually 895 00:40:53,010 --> 00:40:54,010 do two different things. 896 00:40:54,010 --> 00:40:56,080 You can click them, and you can rotate them. 897 00:40:56,080 --> 00:40:58,170 But they're kind of really designed to be rotated. 898 00:40:58,170 --> 00:40:59,795 And that's why I broke my scroll wheel, 899 00:40:59,795 --> 00:41:03,160 because I kept clicking it. 900 00:41:03,160 --> 00:41:05,650 You are encouraged to roll that thing up and down. 901 00:41:05,650 --> 00:41:09,100 They're usually made out of some sort of rubberized material 902 00:41:09,100 --> 00:41:15,110 and a place right where your finger has easy reach. 903 00:41:15,110 --> 00:41:19,060 You can flip that around and make things deliberately hard 904 00:41:19,060 --> 00:41:21,670 when you don't want someone to be doing something. 905 00:41:21,670 --> 00:41:29,190 Here's a screenshot of-- what game is this? 906 00:41:29,190 --> 00:41:30,370 Plants vs. Zombies. 907 00:41:30,370 --> 00:41:35,330 There are no zombies on screen, but it's very popular. 908 00:41:35,330 --> 00:41:40,250 And early in the game, early in the development of this game, 909 00:41:40,250 --> 00:41:44,665 they had different values for these early items 910 00:41:44,665 --> 00:41:46,290 that you'll get right in the beginning. 911 00:41:46,290 --> 00:41:49,940 This is I think the very first level in the entire game, 912 00:41:49,940 --> 00:41:52,240 and they're just trying to get you to play this game. 913 00:41:52,240 --> 00:41:54,190 Now, this is a tower defense game. 914 00:41:54,190 --> 00:41:57,380 You plant plants that do various kinds 915 00:41:57,380 --> 00:41:58,920 of offensive or defensive attacks 916 00:41:58,920 --> 00:42:01,090 against zombies who are invading your lawn 917 00:42:01,090 --> 00:42:05,320 and trying to get into your house. 918 00:42:05,320 --> 00:42:10,310 And there are things like sunflowers that actually create 919 00:42:10,310 --> 00:42:12,660 the energy that you need to be able to power 920 00:42:12,660 --> 00:42:15,270 the rest of your plants and to give you the resources 921 00:42:15,270 --> 00:42:17,890 to be able to put the rest of your plants down. 922 00:42:17,890 --> 00:42:22,780 But if the game starts like this, 923 00:42:22,780 --> 00:42:27,350 what is first a first time player who's encountering 924 00:42:27,350 --> 00:42:28,590 this game likely to do? 925 00:42:32,510 --> 00:42:33,980 AUDIENCE: Put a plant in the dirt. 926 00:42:33,980 --> 00:42:35,438 PROFESSOR: Put a plant in the dirt. 927 00:42:35,438 --> 00:42:36,972 Which plant? 928 00:42:36,972 --> 00:42:38,424 AUDIENCE: A sunflower. 929 00:42:38,424 --> 00:42:40,340 PROFESSOR: You think to put a sunflower first? 930 00:42:44,768 --> 00:42:46,603 AUDIENCE: Or the pea shooter. 931 00:42:46,603 --> 00:42:47,228 AUDIENCE: Yeah. 932 00:42:47,228 --> 00:42:47,970 The one on the left is-- 933 00:42:47,970 --> 00:42:49,170 PROFESSOR: The pea shooter. 934 00:42:49,170 --> 00:42:50,170 AUDIENCE: Left to right. 935 00:42:50,170 --> 00:42:50,878 PROFESSOR: Right. 936 00:42:50,878 --> 00:42:52,390 If they read it from left to right, 937 00:42:52,390 --> 00:42:55,090 then they'll probably start with the one on the left. 938 00:42:55,090 --> 00:42:56,940 Maybe there's a 50/50 chance at least 939 00:42:56,940 --> 00:42:58,820 that they will put the pea shooter first, 940 00:42:58,820 --> 00:43:00,530 which is the little green guy. 941 00:43:00,530 --> 00:43:03,230 And that's actually going to get the player 942 00:43:03,230 --> 00:43:05,680 into a lot of trouble real fast, because once they 943 00:43:05,680 --> 00:43:09,264 put that plant down, they can't do anything 944 00:43:09,264 --> 00:43:11,180 for a really, really long time, by which point 945 00:43:11,180 --> 00:43:12,700 you may have lost the game. 946 00:43:12,700 --> 00:43:14,870 They need to put the sunflower down first. 947 00:43:14,870 --> 00:43:18,320 So designers recognized, oh OK, so we could just 948 00:43:18,320 --> 00:43:19,550 flip things around. 949 00:43:19,550 --> 00:43:22,319 But again, there's a 50% chance that they will just 950 00:43:22,319 --> 00:43:22,860 get it wrong. 951 00:43:22,860 --> 00:43:24,360 At it's the first level of the game. 952 00:43:24,360 --> 00:43:28,070 You don't want to turn somebody off the game that quickly. 953 00:43:28,070 --> 00:43:31,120 So what they did was they reduced 954 00:43:31,120 --> 00:43:35,380 the cost of the sunflower and started you off 955 00:43:35,380 --> 00:43:37,900 with just enough money to actually plant that sunflower. 956 00:43:37,900 --> 00:43:39,420 They didn't actually flip the cards around 957 00:43:39,420 --> 00:43:40,690 because they figured, that doesn't really 958 00:43:40,690 --> 00:43:41,552 solve the problem. 959 00:43:41,552 --> 00:43:43,010 What they did was that they made it 960 00:43:43,010 --> 00:43:44,310 so that the only thing that you can 961 00:43:44,310 --> 00:43:45,726 do at the beginning of the game is 962 00:43:45,726 --> 00:43:48,480 plant that sunflower, because that's pretty much 963 00:43:48,480 --> 00:43:51,700 always the right thing to do in this game. 964 00:43:51,700 --> 00:43:54,680 Now, the cost reduction might have been also 965 00:43:54,680 --> 00:43:57,120 out of other game balance considerations. 966 00:43:57,120 --> 00:43:59,370 Maybe they decided, wow, we really overpriced 967 00:43:59,370 --> 00:44:00,169 those sunflowers. 968 00:44:00,169 --> 00:44:02,460 We should make them a little bit easier for you to get. 969 00:44:02,460 --> 00:44:06,610 But this also serves a usability system. 970 00:44:06,610 --> 00:44:08,080 They want the people to understand, 971 00:44:08,080 --> 00:44:10,420 the first thing that you do on any level, plant 972 00:44:10,420 --> 00:44:11,180 that sunflower. 973 00:44:11,180 --> 00:44:14,510 Now, they could have told you that, but this is a constraint. 974 00:44:14,510 --> 00:44:16,340 They've made it impossible for a player 975 00:44:16,340 --> 00:44:18,715 to do the wrong thing right at the beginning of the game. 976 00:44:21,380 --> 00:44:24,690 However, as the game goes on, this, 977 00:44:24,690 --> 00:44:26,530 and due to game balance issues, they 978 00:44:26,530 --> 00:44:28,730 started to come up with other plants. 979 00:44:28,730 --> 00:44:32,710 This thing is called a walnut, this brown thing over there. 980 00:44:32,710 --> 00:44:33,600 It makes a wall. 981 00:44:33,600 --> 00:44:35,710 It looks like a nut. 982 00:44:35,710 --> 00:44:38,470 And they figured through game balance, well, 983 00:44:38,470 --> 00:44:41,940 it's pretty much got to be about 50 solar energy, 984 00:44:41,940 --> 00:44:44,920 so we're going to have to price it the same as the sunflower. 985 00:44:44,920 --> 00:44:47,160 But we don't want players putting down walls 986 00:44:47,160 --> 00:44:48,368 at the beginning of the game. 987 00:44:48,368 --> 00:44:49,630 They don't actually need to. 988 00:44:49,630 --> 00:44:52,890 They should still be putting sunflowers. 989 00:44:52,890 --> 00:44:56,599 So the solution that they had was, 990 00:44:56,599 --> 00:44:59,140 they have these recharge meters that fill up from the bottom. 991 00:44:59,140 --> 00:45:01,431 You can sort of see that this is right at the beginning 992 00:45:01,431 --> 00:45:04,010 of the game when you've got a lot of different kind of plants 993 00:45:04,010 --> 00:45:05,190 that you can plant. 994 00:45:05,190 --> 00:45:07,750 But only the sunflower is fully charged up, 995 00:45:07,750 --> 00:45:09,520 and it's the only card that you can use. 996 00:45:09,520 --> 00:45:12,750 The rest of them are slowly filling up over time. 997 00:45:12,750 --> 00:45:15,231 Right in the first, maybe, five seconds of the game, 998 00:45:15,231 --> 00:45:16,980 there is no other card that you can plant, 999 00:45:16,980 --> 00:45:19,800 even though the costs may imply that you 1000 00:45:19,800 --> 00:45:21,360 can afford to plant the walnut right 1001 00:45:21,360 --> 00:45:22,568 at the beginning of the game. 1002 00:45:22,568 --> 00:45:23,170 You can't. 1003 00:45:23,170 --> 00:45:25,410 You have to plant the sunflower. 1004 00:45:25,410 --> 00:45:28,120 So again, they've made it impossible 1005 00:45:28,120 --> 00:45:29,630 for you to do the wrong thing. 1006 00:45:29,630 --> 00:45:32,470 There's also that shovel, but you can't use the shovel right 1007 00:45:32,470 --> 00:45:33,175 at the beginning of the game. 1008 00:45:33,175 --> 00:45:35,050 The shovel right at the beginning of the game 1009 00:45:35,050 --> 00:45:38,390 has no effect because you haven't planted anything. 1010 00:45:38,390 --> 00:45:39,480 So that's a constraint. 1011 00:45:39,480 --> 00:45:42,950 That's preventing someone from doing the wrong thing. 1012 00:45:42,950 --> 00:45:44,725 Now, if the decision of whether you 1013 00:45:44,725 --> 00:45:46,100 do the right thing or wrong thing 1014 00:45:46,100 --> 00:45:49,260 is a major game play issue and it's something 1015 00:45:49,260 --> 00:45:52,230 that you want people to sort of agonize and to decide over, 1016 00:45:52,230 --> 00:45:53,730 then you don't want to constrain it. 1017 00:45:53,730 --> 00:45:57,090 You want to give them the option of making that mistake. 1018 00:45:57,090 --> 00:46:00,210 But if it's an issue of learnability, 1019 00:46:00,210 --> 00:46:04,330 if making the wrong decision makes your game hard to learn 1020 00:46:04,330 --> 00:46:06,410 and hard to figure out how to even get ahead 1021 00:46:06,410 --> 00:46:08,100 and how to make progress in the game, 1022 00:46:08,100 --> 00:46:10,410 or even understand how your game works, 1023 00:46:10,410 --> 00:46:12,890 then that's something that you should consider doing things 1024 00:46:12,890 --> 00:46:15,790 like constraints and use affordances to sort of suggest, 1025 00:46:15,790 --> 00:46:19,400 this is what you should do, constraints to demonstrate 1026 00:46:19,400 --> 00:46:22,522 what you shouldn't do. 1027 00:46:22,522 --> 00:46:24,210 Now, that's affordances and constraints. 1028 00:46:24,210 --> 00:46:25,187 Any questions so far? 1029 00:46:32,820 --> 00:46:33,600 All right. 1030 00:46:33,600 --> 00:46:35,930 There are other things that you can do in addition 1031 00:46:35,930 --> 00:46:38,640 to affordances and constraints that sort of suggest 1032 00:46:38,640 --> 00:46:41,000 how something should be used. 1033 00:46:41,000 --> 00:46:42,940 So this is from Minecraft. 1034 00:46:42,940 --> 00:46:45,700 And how many of you have played Minecraft? 1035 00:46:45,700 --> 00:46:50,360 OK, about a quarter of the class. 1036 00:46:50,360 --> 00:46:54,790 This is something that you see really early on in the game. 1037 00:46:54,790 --> 00:46:57,070 The way how Minecraft is played, you 1038 00:46:57,070 --> 00:47:00,230 are dropped off in a sort of wilderness environment. 1039 00:47:00,230 --> 00:47:02,006 Everything's made up of blocks. 1040 00:47:02,006 --> 00:47:03,880 So it's kind of like a wilderness environment 1041 00:47:03,880 --> 00:47:04,924 made out of LEGOs. 1042 00:47:04,924 --> 00:47:06,340 And the only thing that you can do 1043 00:47:06,340 --> 00:47:08,680 is walk around and punch things. 1044 00:47:08,680 --> 00:47:11,790 So you start punching the ground and you get some dirt blocks 1045 00:47:11,790 --> 00:47:12,420 out of it. 1046 00:47:12,420 --> 00:47:14,369 You start punching trees, and you 1047 00:47:14,369 --> 00:47:16,160 start getting some wood blocks out of them, 1048 00:47:16,160 --> 00:47:18,800 and they go into your inventory. 1049 00:47:18,800 --> 00:47:21,960 What you very quickly discover, I 1050 00:47:21,960 --> 00:47:24,050 would say, in the first minute of game play, 1051 00:47:24,050 --> 00:47:26,250 is that if you went into your inventory 1052 00:47:26,250 --> 00:47:28,730 and looked at those blocks, you can move them 1053 00:47:28,730 --> 00:47:32,585 into this little four-by-four square, just using your mouse 1054 00:47:32,585 --> 00:47:33,960 and clicking and dragging them. 1055 00:47:33,960 --> 00:47:38,640 And the square is named crafting. 1056 00:47:38,640 --> 00:47:43,420 So OK, I've beat up 15 trees. 1057 00:47:43,420 --> 00:47:45,352 So now I've got 15 blocks of wood. 1058 00:47:45,352 --> 00:47:46,310 What do I do with them? 1059 00:47:46,310 --> 00:47:49,390 Well, if I drag them into the-- I can turn them into planks. 1060 00:47:49,390 --> 00:47:50,260 Is it planks? 1061 00:47:50,260 --> 00:47:54,640 Yeah, planks-- just by dragging them up there. 1062 00:47:54,640 --> 00:47:55,370 OK. 1063 00:47:55,370 --> 00:47:58,880 By dragging things into the crafting box, 1064 00:47:58,880 --> 00:48:00,800 I can make other kinds of things. 1065 00:48:00,800 --> 00:48:02,860 That's the craft part of Minecraft. 1066 00:48:02,860 --> 00:48:06,070 The mining part is the punching part of the world. 1067 00:48:06,070 --> 00:48:09,410 So you punch the world, and you make planks. 1068 00:48:09,410 --> 00:48:13,552 You put planks into the crafting square, and you get sticks. 1069 00:48:13,552 --> 00:48:15,010 And you can do all kinds of things, 1070 00:48:15,010 --> 00:48:19,600 like make torches and make arrows and so on and so forth. 1071 00:48:19,600 --> 00:48:24,720 Later in the game, you encounter something-- 1072 00:48:24,720 --> 00:48:28,940 you discover that you can make a crafting table. 1073 00:48:28,940 --> 00:48:32,510 And you see a nine-by-nine square instead 1074 00:48:32,510 --> 00:48:33,630 of a four-by-four square. 1075 00:48:36,500 --> 00:48:38,991 Because you've already seen the first one, 1076 00:48:38,991 --> 00:48:41,240 you've already seen this four-by-four square, the word 1077 00:48:41,240 --> 00:48:44,110 crafting, and the arrow which points to the right, 1078 00:48:44,110 --> 00:48:47,160 and now you're seeing this very, very similar thing over here, 1079 00:48:47,160 --> 00:48:49,140 and inventory is still visible there, 1080 00:48:49,140 --> 00:48:51,610 even though it's not just you anymore, it's 1081 00:48:51,610 --> 00:48:55,059 you and this crafting table, the implication 1082 00:48:55,059 --> 00:48:56,850 is that you should interact with this table 1083 00:48:56,850 --> 00:49:00,540 pretty much in the same way that you interact with objects back 1084 00:49:00,540 --> 00:49:02,780 when you were examining your inventory. 1085 00:49:02,780 --> 00:49:05,020 So this is context that has been established 1086 00:49:05,020 --> 00:49:07,057 to the previous things that you're seeing. 1087 00:49:07,057 --> 00:49:08,640 And the things that you see around it, 1088 00:49:08,640 --> 00:49:12,180 like the arrow and your arrangement of the boxes. 1089 00:49:12,180 --> 00:49:16,490 And the word crafting-- you're sort of telling the player, 1090 00:49:16,490 --> 00:49:19,060 treat this very much in the same way 1091 00:49:19,060 --> 00:49:21,510 that you solved that previous problem. 1092 00:49:21,510 --> 00:49:23,280 And then eventually you get to make things 1093 00:49:23,280 --> 00:49:28,270 like pickaxes, for instance-- so giving some context to what 1094 00:49:28,270 --> 00:49:29,260 the players are doing. 1095 00:49:29,260 --> 00:49:33,840 Now, there's one particularly powerful kind of context 1096 00:49:33,840 --> 00:49:37,260 that you can set for any action that a player does in the game. 1097 00:49:37,260 --> 00:49:38,870 And some of your games already have 1098 00:49:38,870 --> 00:49:41,950 this-- and that's some sort of storyline or setting 1099 00:49:41,950 --> 00:49:44,100 or narrative, some sort of fictional setting 1100 00:49:44,100 --> 00:49:46,240 that your game is taking place in. 1101 00:49:46,240 --> 00:49:51,050 And often this is done very, very poorly in games. 1102 00:49:51,050 --> 00:49:53,580 You are being told your games are in space, 1103 00:49:53,580 --> 00:49:57,450 and you're being encouraged to walk outside your spaceship 1104 00:49:57,450 --> 00:49:59,340 without a spacesuit or something like that. 1105 00:49:59,340 --> 00:50:01,470 And in your game, that's fine. 1106 00:50:01,470 --> 00:50:04,530 You have no asphyxiation mechanic or something 1107 00:50:04,530 --> 00:50:05,420 like that. 1108 00:50:05,420 --> 00:50:07,680 But players don't necessarily assume 1109 00:50:07,680 --> 00:50:12,450 that they should be able to walk outside in space and not die. 1110 00:50:12,450 --> 00:50:14,560 So when you choose your settings, 1111 00:50:14,560 --> 00:50:19,222 when you choose your-- when you choose your storylines, 1112 00:50:19,222 --> 00:50:20,680 you have to make sure that they are 1113 00:50:20,680 --> 00:50:22,164 supporting those kinds of mechanics 1114 00:50:22,164 --> 00:50:23,080 that you come in with. 1115 00:50:23,080 --> 00:50:25,130 A lot of your games started off by what mechanic 1116 00:50:25,130 --> 00:50:27,660 that you wanted to do. 1117 00:50:27,660 --> 00:50:30,700 Make sure that your storylines are actually supporting that. 1118 00:50:30,700 --> 00:50:33,500 Can you think of any games, commercial games for instance 1119 00:50:33,500 --> 00:50:36,000 that you've played, where the storyline was really 1120 00:50:36,000 --> 00:50:38,400 at odds with what the players were actually 1121 00:50:38,400 --> 00:50:41,320 being asked to do. 1122 00:50:41,320 --> 00:50:43,130 I see some nods. 1123 00:50:43,130 --> 00:50:45,720 Some hands? 1124 00:50:45,720 --> 00:50:47,190 Let's call out a few bad ones. 1125 00:50:47,190 --> 00:50:51,030 AUDIENCE: Well, one this is that most-- playing 1126 00:50:51,030 --> 00:50:52,907 games, especially Japanese ones, tend 1127 00:50:52,907 --> 00:50:54,990 do have battle systems that have basically nothing 1128 00:50:54,990 --> 00:50:58,205 to do with the story and have a lot of strange mechanics 1129 00:50:58,205 --> 00:50:59,482 that aren't actually related. 1130 00:50:59,482 --> 00:51:01,690 For example, the Final Fantasy games-- your character 1131 00:51:01,690 --> 00:51:04,530 can summon these really powerful monsters, but for some reason 1132 00:51:04,530 --> 00:51:06,684 you never actually use those to solve your problems 1133 00:51:06,684 --> 00:51:08,100 in the storyline, for some reason. 1134 00:51:08,100 --> 00:51:09,390 PROFESSOR: Right. 1135 00:51:09,390 --> 00:51:12,150 And I would say that's actually the difference 1136 00:51:12,150 --> 00:51:15,020 between the better and the worse Final Fantasy games. 1137 00:51:15,020 --> 00:51:18,690 In the better Final Fantasy games, 1138 00:51:18,690 --> 00:51:20,580 they actually explain why that doesn't work. 1139 00:51:20,580 --> 00:51:23,280 In the worse Final Fantasy games, you have all this power. 1140 00:51:23,280 --> 00:51:27,420 Why aren't you just solving the problem instantly? 1141 00:51:27,420 --> 00:51:28,490 That's a good one. 1142 00:51:28,490 --> 00:51:30,169 Any others? 1143 00:51:30,169 --> 00:51:34,001 AUDIENCE: Well, I feel like the classic example is probably 1144 00:51:34,001 --> 00:51:39,280 Skyrim, where you're a warrior fated to this grand destiny 1145 00:51:39,280 --> 00:51:44,759 and probably just run around punching chickens for a while. 1146 00:51:44,759 --> 00:51:46,594 PROFESSOR: Well, I'm trying to remember. 1147 00:51:46,594 --> 00:51:49,010 Skyrim, you start off like a prisoner or something, right? 1148 00:51:51,810 --> 00:51:54,420 But I do remember some of the earlier Elder Scrolls 1149 00:51:54,420 --> 00:51:55,710 and a lot of Western RPGs. 1150 00:51:55,710 --> 00:51:58,931 It's like, let's go into the tunnels and kill rats, 1151 00:51:58,931 --> 00:52:00,180 because you're the chosen one. 1152 00:52:03,790 --> 00:52:06,590 It comes up. 1153 00:52:06,590 --> 00:52:12,210 That is actually, I think, partly fiction against fiction. 1154 00:52:12,210 --> 00:52:15,632 It's like, you have the quest which tells you to kill rats. 1155 00:52:15,632 --> 00:52:17,840 And you have the overall storyline that's telling you 1156 00:52:17,840 --> 00:52:20,470 that you're the savior of the universe. 1157 00:52:20,470 --> 00:52:23,820 And that's at odds. 1158 00:52:23,820 --> 00:52:26,080 But there are mechanical issues as well. 1159 00:52:26,080 --> 00:52:31,630 Why is your savior of the universe 1160 00:52:31,630 --> 00:52:33,650 picking up all the cheese wheels in the world, 1161 00:52:33,650 --> 00:52:39,300 for instance, which does happen in Skyrim. 1162 00:52:39,300 --> 00:52:43,550 Something else that you can do is expose more of your system. 1163 00:52:43,550 --> 00:52:46,170 How many of you are playing Destiny right now, by the way? 1164 00:52:46,170 --> 00:52:47,350 Just out of curiosity. 1165 00:52:47,350 --> 00:52:48,100 A few hands, OK. 1166 00:52:51,130 --> 00:52:56,570 One thing that Destiny does that Halo-- how many of you 1167 00:52:56,570 --> 00:52:58,060 have played Halo? 1168 00:52:58,060 --> 00:52:59,780 OK, more. 1169 00:52:59,780 --> 00:53:02,940 One thing that Destiny does that Halo doesn't do 1170 00:53:02,940 --> 00:53:05,710 is that it actually shows you how much damage you're putting 1171 00:53:05,710 --> 00:53:07,150 up with every single shot. 1172 00:53:07,150 --> 00:53:09,870 A little floating number, in a very RPG-like way, 1173 00:53:09,870 --> 00:53:15,350 showing you how effective your weapon is being. 1174 00:53:15,350 --> 00:53:21,190 And that seems to be a necessary consideration by Bungie, 1175 00:53:21,190 --> 00:53:24,400 who made both games, that, well, even though our games kind 1176 00:53:24,400 --> 00:53:28,260 of play in the same way, we need to reveal this extra little bit 1177 00:53:28,260 --> 00:53:31,640 of information, because the way how weapons work in Destiny 1178 00:53:31,640 --> 00:53:37,660 is a little bit less predictable than how they work in Halo. 1179 00:53:37,660 --> 00:53:40,280 So we're actually just going to show you 1180 00:53:40,280 --> 00:53:43,170 how much damage each weapon does every time you shoot it 1181 00:53:43,170 --> 00:53:46,230 by showing you the numerical amount. 1182 00:53:46,230 --> 00:53:48,990 This is a screenshot from SimCity. 1183 00:53:48,990 --> 00:53:51,250 And one of the neat things about SimCity 1184 00:53:51,250 --> 00:53:55,746 is that you can kind of open the hood on all of the variables 1185 00:53:55,746 --> 00:53:57,620 that the game is tracking at any given times, 1186 00:53:57,620 --> 00:54:00,750 and they show you these lovely little bar graphs. 1187 00:54:00,750 --> 00:54:04,767 I think this is, like, citizen satisfaction or maybe 1188 00:54:04,767 --> 00:54:05,600 it's property value. 1189 00:54:05,600 --> 00:54:07,840 I'm not sure. 1190 00:54:07,840 --> 00:54:10,580 But you can go into all of these different modes 1191 00:54:10,580 --> 00:54:12,920 where you can look at your city through different lenses 1192 00:54:12,920 --> 00:54:14,461 to see all of the different variables 1193 00:54:14,461 --> 00:54:16,790 that the game is tracking and how they're interacting. 1194 00:54:16,790 --> 00:54:19,590 So it takes a lot of work to be able to reveal 1195 00:54:19,590 --> 00:54:20,880 this sort of information. 1196 00:54:20,880 --> 00:54:23,832 And if you're not careful, you can reveal so much information 1197 00:54:23,832 --> 00:54:26,290 that a player is just confused because there's so much data 1198 00:54:26,290 --> 00:54:28,050 on the screen at once. 1199 00:54:28,050 --> 00:54:33,530 But being clear on this is the action that you're taking 1200 00:54:33,530 --> 00:54:36,220 and this is the result, or here are all the things 1201 00:54:36,220 --> 00:54:39,930 that the game currently cares about, 1202 00:54:39,930 --> 00:54:42,600 is one way to help people better understand 1203 00:54:42,600 --> 00:54:45,919 how your game is working, so opening up the hood 1204 00:54:45,919 --> 00:54:46,460 a little bit. 1205 00:54:46,460 --> 00:54:48,400 I don't mean giving them the source code. 1206 00:54:48,400 --> 00:54:50,040 No one's going to read that. 1207 00:54:50,040 --> 00:54:53,140 I mean putting things on screen or through audio 1208 00:54:53,140 --> 00:54:56,140 to better reveal what's happening numerically 1209 00:54:56,140 --> 00:54:56,880 in your game. 1210 00:55:01,180 --> 00:55:03,320 Previous user experience, we focus-- yes? 1211 00:55:03,320 --> 00:55:06,314 AUDIENCE: What about the danger of you 1212 00:55:06,314 --> 00:55:08,809 revealing that information, the player seeing how something 1213 00:55:08,809 --> 00:55:12,135 works, and then them saying, I don't like how this works, 1214 00:55:12,135 --> 00:55:14,310 I don't want to do this anymore? 1215 00:55:14,310 --> 00:55:17,240 PROFESSOR: Then I think you have a play-testing issue 1216 00:55:17,240 --> 00:55:18,770 to consider. 1217 00:55:18,770 --> 00:55:23,190 It's not like the player is confused about the situation. 1218 00:55:23,190 --> 00:55:27,550 The question is-- that there are two possible answers. 1219 00:55:27,550 --> 00:55:30,950 One, maybe our game system is badly tuned or badly designed 1220 00:55:30,950 --> 00:55:31,850 in the first place. 1221 00:55:31,850 --> 00:55:34,830 And yeah, once people realize how this game works, 1222 00:55:34,830 --> 00:55:36,910 they're not going to want to play it anymore, 1223 00:55:36,910 --> 00:55:38,650 which is a game design issue. 1224 00:55:38,650 --> 00:55:41,570 And then the other situation which 1225 00:55:41,570 --> 00:55:47,550 is, well, if we never explained these numbers to them, 1226 00:55:47,550 --> 00:55:49,555 they will actually better like our game. 1227 00:55:49,555 --> 00:55:51,430 Even if they figure out how this game worked, 1228 00:55:51,430 --> 00:55:52,840 by not showing them these numbers, 1229 00:55:52,840 --> 00:55:53,970 they better like this game. 1230 00:55:53,970 --> 00:55:55,440 I have that issue with Destiny, actually. 1231 00:55:55,440 --> 00:55:56,856 I don't want to see those numbers. 1232 00:55:59,220 --> 00:56:01,710 And you can make that decision to hide it. 1233 00:56:01,710 --> 00:56:03,530 It's like, this is complexity that we don't 1234 00:56:03,530 --> 00:56:05,955 want players to care about. 1235 00:56:05,955 --> 00:56:07,580 You guys have to be very, very careful, 1236 00:56:07,580 --> 00:56:12,141 but that's why design is an interesting, tough problem. 1237 00:56:12,141 --> 00:56:13,640 But those are the kinds of decisions 1238 00:56:13,640 --> 00:56:15,100 you get to make as a designer. 1239 00:56:18,565 --> 00:56:19,555 Other questions? 1240 00:56:22,530 --> 00:56:25,730 We used this earlier when we looked at Animal Upon 1241 00:56:25,730 --> 00:56:30,150 Animal, Tier auf Tier, And people immediately 1242 00:56:30,150 --> 00:56:32,460 assume that this was a game for kids 1243 00:56:32,460 --> 00:56:34,730 based on user experience, other kinds of games 1244 00:56:34,730 --> 00:56:37,070 that you've seen-- the color of the font and the shape 1245 00:56:37,070 --> 00:56:39,590 and how it's written. 1246 00:56:39,590 --> 00:56:46,420 This is an illustration of how pull-to-refresh works on iOS. 1247 00:56:46,420 --> 00:56:50,210 If you want to refresh all of the email in your mail client, 1248 00:56:50,210 --> 00:56:52,900 you pull it down, and this little circle 1249 00:56:52,900 --> 00:56:56,260 starts to stretch, and there's a little icon there. 1250 00:56:56,260 --> 00:56:59,660 And then it starts refreshing. 1251 00:56:59,660 --> 00:57:03,960 That is not an interaction with a computer 1252 00:57:03,960 --> 00:57:05,730 that anybody's born with. 1253 00:57:05,730 --> 00:57:09,267 This is something that someone had to learn from somewhere. 1254 00:57:09,267 --> 00:57:11,600 Anyone can think of when was the first time you saw this 1255 00:57:11,600 --> 00:57:14,720 on a cellphone? 1256 00:57:14,720 --> 00:57:16,740 On Instagram? 1257 00:57:16,740 --> 00:57:18,200 OK. 1258 00:57:18,200 --> 00:57:21,850 Any other earlier things? 1259 00:57:21,850 --> 00:57:25,390 I think Twitter actually has the patent on this, 1260 00:57:25,390 --> 00:57:29,010 but they don't seem to have sued anyone for using this, 1261 00:57:29,010 --> 00:57:32,134 and Apple uses it now-- pull-to-refresh 1262 00:57:32,134 --> 00:57:33,050 for your Twitter feed. 1263 00:57:36,020 --> 00:57:37,890 And now it's in many mobile apps. 1264 00:57:37,890 --> 00:57:39,667 And mobile apps just assume that we don't 1265 00:57:39,667 --> 00:57:40,750 have to teach anyone this. 1266 00:57:40,750 --> 00:57:44,084 They just assume that if you are a regular user of mobile apps, 1267 00:57:44,084 --> 00:57:45,750 pull-to-refresh is something that people 1268 00:57:45,750 --> 00:57:48,710 will understand how to do. 1269 00:57:48,710 --> 00:57:50,770 Here's another example. 1270 00:57:50,770 --> 00:57:52,780 This is early in Half-Life 2. 1271 00:57:52,780 --> 00:57:56,710 And early in the game, you're just given a crowbar. 1272 00:57:56,710 --> 00:58:01,060 And the dialogue even says, you know, 1273 00:58:01,060 --> 00:58:04,480 assume you know what to do with this thing. 1274 00:58:04,480 --> 00:58:07,920 Why can the game just give you a crowbar 1275 00:58:07,920 --> 00:58:10,330 and not tell you how to use it? 1276 00:58:10,330 --> 00:58:11,874 Why can Half-Life 2 do that? 1277 00:58:15,398 --> 00:58:16,772 AUDIENCE: Because people know how 1278 00:58:16,772 --> 00:58:18,317 to use a crowbar in real life. 1279 00:58:18,317 --> 00:58:18,900 PROFESSOR: OK. 1280 00:58:18,900 --> 00:58:21,650 There is some real-life personal experience 1281 00:58:21,650 --> 00:58:22,835 about how to use a crowbar. 1282 00:58:22,835 --> 00:58:25,460 Although I would argue that how to use a crowbar in Half-Life 2 1283 00:58:25,460 --> 00:58:27,530 is not actually how you use it in your life. 1284 00:58:27,530 --> 00:58:29,950 In real life, you sort of lever it, right? 1285 00:58:29,950 --> 00:58:33,950 In Half-Life 2, you kind of do that. 1286 00:58:37,100 --> 00:58:39,360 Of course, having to use it in a game 1287 00:58:39,360 --> 00:58:41,400 is using the mouse and keyboard. 1288 00:58:41,400 --> 00:58:44,530 Why can the game get away with not explaining to you 1289 00:58:44,530 --> 00:58:46,833 what this object is used for? 1290 00:58:46,833 --> 00:58:48,374 AUDIENCE: Well, it's a sequel, so you 1291 00:58:48,374 --> 00:58:50,499 could assume that the person played the first game. 1292 00:58:50,499 --> 00:58:53,340 PROFESSOR: The assumption that they've played Half-Life 1. 1293 00:58:53,340 --> 00:58:55,530 It's a game for fans. 1294 00:58:55,530 --> 00:58:58,140 It's not that crucial a tool, although eventually they 1295 00:58:58,140 --> 00:58:59,640 start to have puzzles where you need 1296 00:58:59,640 --> 00:59:01,723 to solve it using the crowbar, but you can usually 1297 00:59:01,723 --> 00:59:05,290 solve it using some other weapon as well. 1298 00:59:05,290 --> 00:59:07,190 The crowbar happens to be an iconic weapon 1299 00:59:07,190 --> 00:59:08,700 of the Half-Life series. 1300 00:59:08,700 --> 00:59:12,440 And so they just assume, you're getting into Half-Life 2, 1301 00:59:12,440 --> 00:59:14,960 you probably realize that the crowbar 1302 00:59:14,960 --> 00:59:18,170 is a thing in this series. 1303 00:59:18,170 --> 00:59:20,395 So again, previous user experience. 1304 00:59:23,310 --> 00:59:26,560 There's cultural cues that come from outside of games. 1305 00:59:26,560 --> 00:59:28,540 Like, this is a shot from Grand Theft Auto. 1306 00:59:28,540 --> 00:59:31,610 And even though you may never have 1307 00:59:31,610 --> 00:59:33,860 driven a car that looks exactly like that, 1308 00:59:33,860 --> 00:59:37,290 you can make certain assumptions about this kind of car. 1309 00:59:37,290 --> 00:59:38,840 What kind of car is that? 1310 00:59:38,840 --> 00:59:42,900 It's kind of blurry, but maybe you can make it out. 1311 00:59:42,900 --> 00:59:45,440 Does it go fast, or is it kind of a clunker? 1312 00:59:45,440 --> 00:59:46,784 AUDIENCE: Fast. 1313 00:59:46,784 --> 00:59:48,200 PROFESSOR: It's fast, because it's 1314 00:59:48,200 --> 00:59:52,080 kind of a streamlined, sports car look. 1315 00:59:52,080 --> 00:59:53,730 So you know that you're in a fast car. 1316 00:59:56,346 --> 00:59:57,470 Grand Theft Auto is a game. 1317 00:59:57,470 --> 00:59:58,350 There's a lot of violence. 1318 00:59:58,350 --> 01:00:00,391 If somebody shot at you while you're in this car, 1319 01:00:00,391 --> 01:00:03,190 do you expect to be taking damage? 1320 01:00:03,190 --> 01:00:04,120 Yeah. 1321 01:00:04,120 --> 01:00:04,990 There's no windows. 1322 01:00:04,990 --> 01:00:06,820 There's no steel frame. 1323 01:00:06,820 --> 01:00:09,790 If you wanted to get onto that bridge back there, 1324 01:00:09,790 --> 01:00:11,036 how would you do it? 1325 01:00:14,530 --> 01:00:16,780 Just go up the on ramp, right? 1326 01:00:16,780 --> 01:00:20,640 I mean, you can kind of see it, but it actually curves off 1327 01:00:20,640 --> 01:00:22,210 and then goes onto the bridge. 1328 01:00:22,210 --> 01:00:25,470 But you kind of assume that players have seen real-life 1329 01:00:25,470 --> 01:00:30,640 on ramps and sort of understand how urban geography works. 1330 01:00:30,640 --> 01:00:33,610 In this case, it's particularly an American city. 1331 01:00:33,610 --> 01:00:37,690 And they see a bridge in the background. 1332 01:00:37,690 --> 01:00:39,610 And this thing that slopes upward, 1333 01:00:39,610 --> 01:00:42,790 even though it curves away from the bridge, people 1334 01:00:42,790 --> 01:00:45,170 can assume that it actually leads to the bridge. 1335 01:00:45,170 --> 01:00:49,470 So they're using all of these cultural cues. 1336 01:00:49,470 --> 01:00:52,200 But you can take that idea too far. 1337 01:00:52,200 --> 01:00:58,410 So this is a screenshot from the Magic Cap PDA user interface. 1338 01:00:58,410 --> 01:01:02,670 So this was pre Apple Newton, I believe. 1339 01:01:02,670 --> 01:01:09,750 And this was a user interface for a personal data assistant. 1340 01:01:09,750 --> 01:01:14,160 And there are some things here that sort of make sense. 1341 01:01:14,160 --> 01:01:19,360 What do you think the little postcard thing in the middle 1342 01:01:19,360 --> 01:01:22,302 is supposed to be for? 1343 01:01:22,302 --> 01:01:24,034 AUDIENCE: Writing postcards? 1344 01:01:24,034 --> 01:01:24,617 PROFESSOR: Hm? 1345 01:01:24,617 --> 01:01:26,010 AUDIENCE: Writing postcards? 1346 01:01:26,010 --> 01:01:28,690 PROFESSOR: Writing postcards? 1347 01:01:28,690 --> 01:01:30,962 This is a digital device. 1348 01:01:30,962 --> 01:01:34,212 Do you think you're actually using it to write postcards? 1349 01:01:34,212 --> 01:01:35,420 AUDIENCE: Internet postcards. 1350 01:01:35,420 --> 01:01:37,050 PROFESSOR: Internet postcards, OK. 1351 01:01:39,590 --> 01:01:44,385 What do you think this thing in the lower right corner does? 1352 01:01:48,238 --> 01:01:49,375 AUDIENCE: Recycle bin. 1353 01:01:49,375 --> 01:01:50,625 PROFESSOR: It's a recycle bin. 1354 01:01:50,625 --> 01:01:52,250 It's a trash bin. 1355 01:01:52,250 --> 01:01:55,360 You've seen it in a lot of different desktop-- this time 1356 01:01:55,360 --> 01:01:57,490 it's a trash truck, I'm assuming because all 1357 01:01:57,490 --> 01:01:59,910 of the other recycle bin and trash bin things 1358 01:01:59,910 --> 01:02:02,990 have been copyrighted or trademarked by Apple 1359 01:02:02,990 --> 01:02:06,900 and Microsoft, respectively. 1360 01:02:06,900 --> 01:02:10,245 What does the magic lamp do? 1361 01:02:10,245 --> 01:02:12,160 AUDIENCE: Grants wishes. 1362 01:02:12,160 --> 01:02:14,940 PROFESSOR: Grants your wishes. 1363 01:02:14,940 --> 01:02:15,920 Programs? 1364 01:02:15,920 --> 01:02:17,450 AUDIENCE: [INAUDIBLE]. 1365 01:02:17,450 --> 01:02:18,520 PROFESSOR: Like, apps. 1366 01:02:18,520 --> 01:02:20,192 Yeah, OK. 1367 01:02:20,192 --> 01:02:20,900 Some other hands? 1368 01:02:20,900 --> 01:02:22,395 Some other ideas? 1369 01:02:22,395 --> 01:02:23,020 AUDIENCE: Help. 1370 01:02:23,020 --> 01:02:24,103 PROFESSOR: You think help? 1371 01:02:24,103 --> 01:02:26,660 Yeah, you rub the genie for help. 1372 01:02:26,660 --> 01:02:29,670 So we have three fairly plausible 1373 01:02:29,670 --> 01:02:32,680 entirely different interpretations 1374 01:02:32,680 --> 01:02:34,240 of what that magic lamp is. 1375 01:02:34,240 --> 01:02:35,670 This is an indirection metaphor. 1376 01:02:35,670 --> 01:02:38,430 Everything on this desktop-- and we 1377 01:02:38,430 --> 01:02:40,910 still use that terminology today. 1378 01:02:40,910 --> 01:02:43,990 This is from the early '90s. 1379 01:02:43,990 --> 01:02:46,090 Every single one of these things is 1380 01:02:46,090 --> 01:02:50,300 a metaphor for something else that you can use on the PDA. 1381 01:02:50,300 --> 01:02:52,430 You're not going to be writing postcards 1382 01:02:52,430 --> 01:02:58,940 using a digital device because that's a medium that exists 1383 01:02:58,940 --> 01:03:00,457 outside of digital technology. 1384 01:03:00,457 --> 01:03:02,040 But you're going to be sending emails, 1385 01:03:02,040 --> 01:03:05,550 so you're going to use that postcard icon in the middle 1386 01:03:05,550 --> 01:03:08,345 to send messages. 1387 01:03:08,345 --> 01:03:11,950 Are you going to be sending faxes exactly? 1388 01:03:11,950 --> 01:03:13,510 That's a fax machine. 1389 01:03:13,510 --> 01:03:16,350 First of all, in 2014, I'm not entirely sure 1390 01:03:16,350 --> 01:03:19,140 whether anyone recognizes a fax machine anymore. 1391 01:03:19,140 --> 01:03:21,900 Are you going to be using that thing to make phone calls, 1392 01:03:21,900 --> 01:03:24,360 or are you going to be sending pictures with it? 1393 01:03:24,360 --> 01:03:28,635 The clock is not such a difficult thing to understand. 1394 01:03:28,635 --> 01:03:31,050 So some of these interaction metaphors work, 1395 01:03:31,050 --> 01:03:33,600 and some of them don't. 1396 01:03:33,600 --> 01:03:35,440 Again, if you put story in your game 1397 01:03:35,440 --> 01:03:41,760 or even some sort of a fantasy setting or fictional setting, 1398 01:03:41,760 --> 01:03:45,070 that's already establishing a metaphor for your game. 1399 01:03:45,070 --> 01:03:47,710 If your game is about child grows up 1400 01:03:47,710 --> 01:03:51,470 and learns to battle the evils of the world, 1401 01:03:51,470 --> 01:03:53,630 for instance, that maps on pretty closely 1402 01:03:53,630 --> 01:03:55,750 to the mechanics of a lot of games. 1403 01:03:55,750 --> 01:03:59,550 That's why the Zelda franchise works kind of hand 1404 01:03:59,550 --> 01:04:03,090 in hand, the storyline and the mechanic. 1405 01:04:03,090 --> 01:04:05,210 You start off as this kind of helpless kid, 1406 01:04:05,210 --> 01:04:07,860 and then you get all of these tools 1407 01:04:07,860 --> 01:04:09,650 and take on bigger and bigger challenges. 1408 01:04:09,650 --> 01:04:13,750 It's a big metaphor for growing up. 1409 01:04:13,750 --> 01:04:19,060 But you can also confuse, or at the very least, date your game 1410 01:04:19,060 --> 01:04:22,190 by over-relying on metaphors. 1411 01:04:22,190 --> 01:04:25,890 So if you, say, have a big stop sign or something that, well, 1412 01:04:25,890 --> 01:04:27,570 that's probably pretty timeless. 1413 01:04:27,570 --> 01:04:31,950 But it's going to assume that everyone has seen a stop sign, 1414 01:04:31,950 --> 01:04:34,100 and your users will be unclear whether that 1415 01:04:34,100 --> 01:04:38,560 means stop the current action or stop forward velocity. 1416 01:04:38,560 --> 01:04:41,790 Those are two different things. 1417 01:04:41,790 --> 01:04:45,140 So I'm just saying, be careful of using too many metaphors 1418 01:04:45,140 --> 01:04:49,274 to do the heavy lifting on getting your concepts across. 1419 01:04:49,274 --> 01:04:50,690 Often you're going to have to rely 1420 01:04:50,690 --> 01:04:53,564 on multiple means of feedback to help people 1421 01:04:53,564 --> 01:04:54,855 understand how your game works. 1422 01:04:58,040 --> 01:05:00,860 Now, one thing that you're going to be keeping your eye out 1423 01:05:00,860 --> 01:05:04,380 for when you're designing for usability errors-- mistakes 1424 01:05:04,380 --> 01:05:06,910 that people are making, but I want to clarify there 1425 01:05:06,910 --> 01:05:09,000 are two different kinds of errors, 1426 01:05:09,000 --> 01:05:10,840 and mistakes are only one of them. 1427 01:05:10,840 --> 01:05:14,050 Slips are skilled behavior errors. 1428 01:05:14,050 --> 01:05:17,890 Someone who knows what they want to do and accidentally 1429 01:05:17,890 --> 01:05:19,060 did the wrong thing. 1430 01:05:19,060 --> 01:05:24,710 How many of you have gone to class 1431 01:05:24,710 --> 01:05:27,676 when you had intended to go to a friend's dorm room, 1432 01:05:27,676 --> 01:05:29,960 and you just ended up in your class? 1433 01:05:29,960 --> 01:05:31,360 OK, yeah. 1434 01:05:31,360 --> 01:05:35,450 Or driven to work or something while 1435 01:05:35,450 --> 01:05:39,140 intending to drive to your friend's house? 1436 01:05:39,140 --> 01:05:42,535 So it's not like you didn't know where your friends were. 1437 01:05:42,535 --> 01:05:43,910 You knew where your friends were, 1438 01:05:43,910 --> 01:05:45,534 and you knew that you were going there. 1439 01:05:45,534 --> 01:05:48,870 But somewhere along, your skill behavior of getting to class 1440 01:05:48,870 --> 01:05:51,150 just automatically took over. 1441 01:05:51,150 --> 01:05:53,030 And you did the wrong thing. 1442 01:05:59,070 --> 01:06:01,750 I have calling your boyfriend by your last boyfriend's 1443 01:06:01,750 --> 01:06:03,240 name on my examples here. 1444 01:06:03,240 --> 01:06:05,190 That's a tricky one. 1445 01:06:09,810 --> 01:06:11,670 But things like clicking a button that 1446 01:06:11,670 --> 01:06:13,753 looks very similar to the button that you actually 1447 01:06:13,753 --> 01:06:14,580 wanted to click. 1448 01:06:14,580 --> 01:06:16,350 This is, by the way, something that you 1449 01:06:16,350 --> 01:06:19,540 find in Dark Souls and many, many different fantasy games, 1450 01:06:19,540 --> 01:06:21,540 is you have a monster that happens 1451 01:06:21,540 --> 01:06:23,270 to look like a treasure chest. 1452 01:06:23,270 --> 01:06:24,410 And this was intentional. 1453 01:06:24,410 --> 01:06:30,090 So the game designer is using this kind of player error 1454 01:06:30,090 --> 01:06:33,354 deliberately to sort of trick you into a powerless position. 1455 01:06:33,354 --> 01:06:34,270 Ooh, a treasure chest. 1456 01:06:34,270 --> 01:06:35,330 I'm going to open it. 1457 01:06:35,330 --> 01:06:37,310 And it bites you. 1458 01:06:37,310 --> 01:06:39,500 So it's going to mimic. 1459 01:06:39,500 --> 01:06:47,360 And those are things that might be OK to leave in your game. 1460 01:06:47,360 --> 01:06:49,810 If it happens too often, it can be frustrating, 1461 01:06:49,810 --> 01:06:52,590 especially if you're sort of designing your user 1462 01:06:52,590 --> 01:06:56,200 interface in a way that leads people to confusion, 1463 01:06:56,200 --> 01:07:00,090 and you want to be able to catch those errors and fix those. 1464 01:07:00,090 --> 01:07:03,540 But a little bit harder to fix are mental model errors, 1465 01:07:03,540 --> 01:07:07,250 where somebody actually thinks your game works differently 1466 01:07:07,250 --> 01:07:08,804 from how your game actually works, 1467 01:07:08,804 --> 01:07:10,970 and they're going to make a mistake because of that. 1468 01:07:10,970 --> 01:07:13,750 So how many of you play Portal? 1469 01:07:13,750 --> 01:07:14,956 All right. 1470 01:07:14,956 --> 01:07:18,100 Up until you meet this thing, is there 1471 01:07:18,100 --> 01:07:20,280 anything in the game that can actually hurt you? 1472 01:07:27,112 --> 01:07:28,190 Oh, yeah. 1473 01:07:28,190 --> 01:07:31,340 You can fall into water, that really, really 1474 01:07:31,340 --> 01:07:32,600 icky-looking water. 1475 01:07:32,600 --> 01:07:34,360 So that's the first time you die. 1476 01:07:34,360 --> 01:07:36,026 But that's something that you fall into. 1477 01:07:36,026 --> 01:07:38,510 That's something you kind of like-- yeah, 1478 01:07:38,510 --> 01:07:42,570 you can kill yourself, but you have to kill yourself. 1479 01:07:42,570 --> 01:07:45,760 Then you meet these things, and you 1480 01:07:45,760 --> 01:07:48,930 haven't met a single thing that is out to get you. 1481 01:07:48,930 --> 01:07:51,000 And then you walk around the corner, 1482 01:07:51,000 --> 01:07:52,950 and what does this thing do? 1483 01:07:52,950 --> 01:07:54,330 AUDIENCE: It gets you. 1484 01:07:54,330 --> 01:07:55,575 PROFESSOR: It gets you. 1485 01:07:55,575 --> 01:07:57,090 It shoots you. 1486 01:07:57,090 --> 01:07:58,550 It's a turret. 1487 01:07:58,550 --> 01:08:01,140 It says some really, really cute things, and then it's like, 1488 01:08:01,140 --> 01:08:02,230 are you still there? 1489 01:08:02,230 --> 01:08:03,063 Bum-bum-bum-bum-bum. 1490 01:08:05,540 --> 01:08:07,750 And then you suddenly realize in this game 1491 01:08:07,750 --> 01:08:10,540 that there are things out there who are actively 1492 01:08:10,540 --> 01:08:13,520 going to be trying to hurt you even if you're not 1493 01:08:13,520 --> 01:08:15,690 moving, for instance. 1494 01:08:15,690 --> 01:08:20,340 So now, up until that point in the game, the player 1495 01:08:20,340 --> 01:08:24,439 will be perfectly legitimately thinking, 1496 01:08:24,439 --> 01:08:27,910 the only way that I'm going to lose or die in this game 1497 01:08:27,910 --> 01:08:32,899 is to make a mistake myself or to deliberately 1498 01:08:32,899 --> 01:08:36,460 cause myself to be in a position that's going to kill me. 1499 01:08:36,460 --> 01:08:39,340 But then they find these things, and they realize, no, actually, 1500 01:08:39,340 --> 01:08:41,485 there are hostile elements in this game that 1501 01:08:41,485 --> 01:08:42,720 are out to get me. 1502 01:08:42,720 --> 01:08:44,733 And now they have to revise that understanding 1503 01:08:44,733 --> 01:08:46,024 of what this game is all about. 1504 01:08:49,734 --> 01:08:50,859 Now, this is the challenge. 1505 01:08:50,859 --> 01:08:53,109 You as a designer, you are the people 1506 01:08:53,109 --> 01:08:54,290 who are making the games. 1507 01:08:54,290 --> 01:08:56,640 You are making these systems that players 1508 01:08:56,640 --> 01:08:57,779 are going to interact with. 1509 01:08:57,779 --> 01:08:59,920 And when players are playing the game, 1510 01:08:59,920 --> 01:09:03,090 they're sort of having a little conversation with the system. 1511 01:09:03,090 --> 01:09:06,170 But your conversation with the system is kind of one way. 1512 01:09:06,170 --> 01:09:08,310 You are making this system, and then 1513 01:09:08,310 --> 01:09:10,890 the system isn't there to tell you, by the way, 1514 01:09:10,890 --> 01:09:14,060 the players are doing this thing that 1515 01:09:14,060 --> 01:09:16,639 clearly indicates that you don't understand what's going on. 1516 01:09:16,639 --> 01:09:18,680 But the system isn't going to be able to give you 1517 01:09:18,680 --> 01:09:21,010 that information. 1518 01:09:21,010 --> 01:09:25,640 Actually, if you take our design class in the spring, 1519 01:09:25,640 --> 01:09:28,140 it gets even worse, because what you're really in control of 1520 01:09:28,140 --> 01:09:29,590 are the game mechanics. 1521 01:09:29,590 --> 01:09:33,359 And those are going to result in emergent dynamics-- strategies, 1522 01:09:33,359 --> 01:09:35,830 for instance, things that are optimal, 1523 01:09:35,830 --> 01:09:38,729 things that are going to lead people in a downward spiral. 1524 01:09:38,729 --> 01:09:40,441 And that's going to create an experience 1525 01:09:40,441 --> 01:09:41,899 for the player, the aesthetic which 1526 01:09:41,899 --> 01:09:45,240 we will get a little bit into later in the class. 1527 01:09:45,240 --> 01:09:47,770 They're just what the player actually experiences. 1528 01:09:47,770 --> 01:09:49,250 So the player may think your game 1529 01:09:49,250 --> 01:09:52,229 is very threatening and dangerous 1530 01:09:52,229 --> 01:09:55,120 and it's out to get them, when really to you, it's 1531 01:09:55,120 --> 01:09:59,330 just a perfectly harmless logic puzzle, because this 1532 01:09:59,330 --> 01:10:01,240 is what you have control over. 1533 01:10:01,240 --> 01:10:03,050 But through all of that interaction, 1534 01:10:03,050 --> 01:10:06,130 what you've got here is kind of a second or even third order 1535 01:10:06,130 --> 01:10:09,290 problem, where the thing that you get, 1536 01:10:09,290 --> 01:10:12,440 where you can actually create, is not 1537 01:10:12,440 --> 01:10:16,770 the thing that the players are actually experiencing. 1538 01:10:16,770 --> 01:10:19,102 So that's why you've got to test. 1539 01:10:19,102 --> 01:10:20,810 That's the only way that you are actually 1540 01:10:20,810 --> 01:10:24,054 going to get information about what the players are actually 1541 01:10:24,054 --> 01:10:24,595 experiencing. 1542 01:10:24,595 --> 01:10:27,720 You can't intuit it just by looking at your design. 1543 01:10:27,720 --> 01:10:30,480 Maybe with a lot of experience, you will eventually 1544 01:10:30,480 --> 01:10:31,900 start to get some best practices, 1545 01:10:31,900 --> 01:10:33,840 but you still have to do usability testing, 1546 01:10:33,840 --> 01:10:36,970 even if you're extremely experienced. 1547 01:10:36,970 --> 01:10:39,220 So one way to do testing is to actually set 1548 01:10:39,220 --> 01:10:40,310 goals for the player. 1549 01:10:40,310 --> 01:10:43,687 Sometimes when you're doing this in the middle of play-testing, 1550 01:10:43,687 --> 01:10:45,520 the players can come up with your own goals. 1551 01:10:45,520 --> 01:10:48,080 But what I like to do is actually ask players, 1552 01:10:48,080 --> 01:10:52,850 all right, I want you to create a new game with a new player 1553 01:10:52,850 --> 01:10:55,530 and give it a name of whatever you want. 1554 01:10:55,530 --> 01:10:57,400 Give them a specific goal, and see 1555 01:10:57,400 --> 01:11:01,379 how they go about that process of actually accomplishing that. 1556 01:11:01,379 --> 01:11:03,795 And of course, while they're doing that, you observe them. 1557 01:11:03,795 --> 01:11:07,410 You encourage them to talk aloud. 1558 01:11:07,410 --> 01:11:10,530 You observe where they're moving their mouth, 1559 01:11:10,530 --> 01:11:12,400 or if they're doing a tablet game, observing 1560 01:11:12,400 --> 01:11:14,590 where the fingers are looking. 1561 01:11:14,590 --> 01:11:17,230 Try to figure out what they're looking at. 1562 01:11:17,230 --> 01:11:19,600 In big companies they can do things like eye 1563 01:11:19,600 --> 01:11:22,520 tracking-- Riot Games talks a little bit about eye tracking-- 1564 01:11:22,520 --> 01:11:24,930 to actually figure out what they're looking at. 1565 01:11:24,930 --> 01:11:27,070 But sometimes if they're talking aloud, 1566 01:11:27,070 --> 01:11:29,590 they will say, well, I see all these buttons. 1567 01:11:29,590 --> 01:11:31,520 And they all have icons on them. 1568 01:11:31,520 --> 01:11:35,620 And this one looks like it might mean delete game, 1569 01:11:35,620 --> 01:11:37,860 so I'm not going to click on that. 1570 01:11:37,860 --> 01:11:40,780 This one looks like a disk drive, 1571 01:11:40,780 --> 01:11:43,690 so I think it's a save game, so I'm not going to click on that. 1572 01:11:43,690 --> 01:11:46,060 And then while they're saying all of these things, 1573 01:11:46,060 --> 01:11:48,770 you start to understand how your players actually 1574 01:11:48,770 --> 01:11:51,140 understand the things that you put into your game. 1575 01:11:51,140 --> 01:11:54,020 And you can figure out why they're making these errors. 1576 01:11:54,020 --> 01:11:56,420 So you're looking for them to make these errors, 1577 01:11:56,420 --> 01:11:58,625 and you want to record them down so that later on, 1578 01:11:58,625 --> 01:12:01,000 when you go back to design and go back to implementation, 1579 01:12:01,000 --> 01:12:01,890 you can fix them. 1580 01:12:01,890 --> 01:12:04,060 Or you can give players the necessary feedback 1581 01:12:04,060 --> 01:12:06,260 to avoid those kinds of errors. 1582 01:12:06,260 --> 01:12:10,530 But it's important-- when they make an error, 1583 01:12:10,530 --> 01:12:16,000 you have to try to identify what the player's reaction to that 1584 01:12:16,000 --> 01:12:17,370 is. 1585 01:12:17,370 --> 01:12:20,140 Say something happens that they didn't quite expect. 1586 01:12:20,140 --> 01:12:23,010 Are they surprised, or are they confused? 1587 01:12:23,010 --> 01:12:25,160 I thought I was creating a new game, 1588 01:12:25,160 --> 01:12:29,490 but I ended up opening an old game. 1589 01:12:29,490 --> 01:12:32,830 That's probably a confusion situation. 1590 01:12:32,830 --> 01:12:35,270 I thought this was going to take out one enemy, 1591 01:12:35,270 --> 01:12:37,940 but it took out five enemies. 1592 01:12:37,940 --> 01:12:42,330 Pretty nice surprise-- players might like that. 1593 01:12:42,330 --> 01:12:47,270 So even though it's an error, you 1594 01:12:47,270 --> 01:12:51,780 might be able to just live with that, or even amplify that. 1595 01:12:51,780 --> 01:12:53,910 Let's give these players these weapons 1596 01:12:53,910 --> 01:12:57,490 that occasionally do critical damage and surprise the player 1597 01:12:57,490 --> 01:13:01,130 by how bad-ass the players are. 1598 01:13:01,130 --> 01:13:03,630 Are they frustrated, or are they engaged? 1599 01:13:03,630 --> 01:13:06,787 I chose Flappy Birds in particular as an example 1600 01:13:06,787 --> 01:13:08,870 here because when people are playing Flappy Birds, 1601 01:13:08,870 --> 01:13:13,560 they get very angry, right? 1602 01:13:13,560 --> 01:13:16,475 But then they go back and play it again. 1603 01:13:16,475 --> 01:13:18,110 Are they frustrated? 1604 01:13:18,110 --> 01:13:19,040 Well, yes. 1605 01:13:19,040 --> 01:13:20,290 But are they engaged? 1606 01:13:20,290 --> 01:13:21,790 Yeah, they are. 1607 01:13:21,790 --> 01:13:26,143 For some people, Flappy Birds is an extremely engaging game, 1608 01:13:26,143 --> 01:13:28,405 and it's kind of a pity you can't get it anymore. 1609 01:13:28,405 --> 01:13:30,530 I also have two different versions of Flappy Birds. 1610 01:13:30,530 --> 01:13:32,500 One is kind of an Arduino powered version, 1611 01:13:32,500 --> 01:13:34,500 but it's really made out of paper and cardboard. 1612 01:13:34,500 --> 01:13:37,850 And one is the actual digital version, so to remind you, 1613 01:13:37,850 --> 01:13:41,260 you can do this without having to actually implement 1614 01:13:41,260 --> 01:13:42,260 a digital version. 1615 01:13:42,260 --> 01:13:44,060 You can do this with your paper prototype. 1616 01:13:44,060 --> 01:13:47,360 You just have to create a paper prototype of a user interface 1617 01:13:47,360 --> 01:13:51,204 instead of just game play. 1618 01:13:51,204 --> 01:13:52,870 So you can do testing even before you've 1619 01:13:52,870 --> 01:13:54,119 written a single line of code. 1620 01:13:56,490 --> 01:13:58,265 So I've talked a lot about constraints. 1621 01:13:58,265 --> 01:14:00,390 Now, so far everything that I've been talking about 1622 01:14:00,390 --> 01:14:03,290 has been about informing the player 1623 01:14:03,290 --> 01:14:05,460 and then trying to catch those errors 1624 01:14:05,460 --> 01:14:08,310 and then feed that back into your design of how you provide 1625 01:14:08,310 --> 01:14:09,910 more information to the player. 1626 01:14:09,910 --> 01:14:13,390 But you can also prevent certain problems. 1627 01:14:13,390 --> 01:14:16,480 Constraints is one way, where you just make it impossible 1628 01:14:16,480 --> 01:14:21,470 for them to do the wrong thing, or at least early on, when 1629 01:14:21,470 --> 01:14:23,450 you had multiple choices, you sort of take some 1630 01:14:23,450 --> 01:14:25,840 of those choices away and maybe later reintroduce 1631 01:14:25,840 --> 01:14:28,000 those choices when you are fairly sure 1632 01:14:28,000 --> 01:14:30,900 that you've understood what the consequences of those are. 1633 01:14:30,900 --> 01:14:35,390 You can do conformation, which is you take an action, 1634 01:14:35,390 --> 01:14:37,230 and then the game asks you, are you really 1635 01:14:37,230 --> 01:14:39,070 sure you want to do that? 1636 01:14:39,070 --> 01:14:41,948 However, this is really sub-optimal. 1637 01:14:41,948 --> 01:14:43,370 Any idea why? 1638 01:14:46,220 --> 01:14:49,580 Why is it bad to get a little dialogue box asking you, 1639 01:14:49,580 --> 01:14:51,628 are you sure you want to do this? 1640 01:14:51,628 --> 01:14:53,504 AUDIENCE: If you wanted to get to it, 1641 01:14:53,504 --> 01:14:55,037 it might be really annoying. 1642 01:14:55,037 --> 01:14:55,620 PROFESSOR: OK. 1643 01:14:55,620 --> 01:14:56,690 It gets annoying, yeah. 1644 01:14:56,690 --> 01:15:00,157 AUDIENCE: And it might make you doubt what you 1645 01:15:00,157 --> 01:15:01,510 were doing in the first place. 1646 01:15:01,510 --> 01:15:02,093 PROFESSOR: OK. 1647 01:15:02,093 --> 01:15:05,410 Are you really sure you want to close this web page? 1648 01:15:05,410 --> 01:15:09,410 You really sure that you want to save this game. 1649 01:15:09,410 --> 01:15:14,520 Well, maybe not, but maybe that was the right thing to do. 1650 01:15:14,520 --> 01:15:16,810 You can also get really automated on that. 1651 01:15:16,810 --> 01:15:20,770 Players can sort of learn to just click yes every time 1652 01:15:20,770 --> 01:15:25,290 that thing pops up, and then kit kind of defeats its purpose. 1653 01:15:25,290 --> 01:15:27,630 If all you're doing is throwing up a dialogue box 1654 01:15:27,630 --> 01:15:30,980 and they're going to say every minute or something like that, 1655 01:15:30,980 --> 01:15:33,280 and the answer 90% percent of the time 1656 01:15:33,280 --> 01:15:37,130 is yes, then players start to learn to just click 1657 01:15:37,130 --> 01:15:38,824 yes every time they see the dialog box, 1658 01:15:38,824 --> 01:15:41,240 whether or not they actually intended to click yes or not. 1659 01:15:41,240 --> 01:15:42,770 And that's bad. 1660 01:15:42,770 --> 01:15:44,570 You're training them to sort of defeat 1661 01:15:44,570 --> 01:15:45,899 the confirmation process. 1662 01:15:45,899 --> 01:15:47,565 And then you get dialog boxes like this. 1663 01:15:55,180 --> 01:15:57,035 I don't know what the buttons do. 1664 01:16:01,530 --> 01:16:07,590 So this is Skype, obviously. 1665 01:16:07,590 --> 01:16:10,920 This itself can be so confusing for players. 1666 01:16:10,920 --> 01:16:14,480 The confirmation dialog itself is a piece of user interface 1667 01:16:14,480 --> 01:16:16,980 that can go right and can go wrong. 1668 01:16:16,980 --> 01:16:19,920 So you've just introduced a new element 1669 01:16:19,920 --> 01:16:23,090 that can be misinterpreted in the design of the game. 1670 01:16:23,090 --> 01:16:26,670 So confirmation is something that exists, is often used, 1671 01:16:26,670 --> 01:16:30,210 and can backfire, and we need to be aware that it can backfire. 1672 01:16:30,210 --> 01:16:32,050 You can also do checks. 1673 01:16:32,050 --> 01:16:37,640 If you've ever entered a code into Xbox Live or PlayStation 1674 01:16:37,640 --> 01:16:43,420 network or the Apple App Store, the numbers 1675 01:16:43,420 --> 01:16:45,800 that you're typing into the system 1676 01:16:45,800 --> 01:16:51,940 have to fit some sort of checksum or error correction 1677 01:16:51,940 --> 01:16:53,070 protocol. 1678 01:16:53,070 --> 01:16:55,320 And you can prevent certain errors 1679 01:16:55,320 --> 01:16:58,750 by doing checks on the data that you're entering. 1680 01:16:58,750 --> 01:17:00,730 Now, this is probably very familiar for anyone 1681 01:17:00,730 --> 01:17:03,260 who's done any kind of user interface, software engineering 1682 01:17:03,260 --> 01:17:03,950 class. 1683 01:17:03,950 --> 01:17:07,170 But this is one from Microsoft Xbox Love. 1684 01:17:07,170 --> 01:17:09,040 And if you type in a code that you 1685 01:17:09,040 --> 01:17:14,200 might have gotten from a giveaway or a free coupon 1686 01:17:14,200 --> 01:17:17,260 from a game developer, or maybe a card 1687 01:17:17,260 --> 01:17:19,110 that you bought at the store, they're 1688 01:17:19,110 --> 01:17:21,310 always 25 characters long. 1689 01:17:21,310 --> 01:17:24,810 They're always separated by these dashes in chunks of five. 1690 01:17:24,810 --> 01:17:26,420 I don't have to type those dashes in. 1691 01:17:26,420 --> 01:17:28,680 I just start typing, and those dashes fill themselves 1692 01:17:28,680 --> 01:17:30,010 in automatically. 1693 01:17:30,010 --> 01:17:35,220 If I do type the dash, the input box will just ignore the dash, 1694 01:17:35,220 --> 01:17:39,230 and it will only allow me to enter in those characters. 1695 01:17:39,230 --> 01:17:42,360 So that makes sure that the dashes are always 1696 01:17:42,360 --> 01:17:45,550 exactly five characters apart from each other. 1697 01:17:45,550 --> 01:17:47,180 And that's a visual way to provide 1698 01:17:47,180 --> 01:17:51,900 a check while I'm entering this long string of characters. 1699 01:17:51,900 --> 01:17:53,590 I can do this sort of visual check 1700 01:17:53,590 --> 01:17:57,890 of, are my characters appearing in the right position 1701 01:17:57,890 --> 01:18:01,370 in the string as they are printed on my card, 1702 01:18:01,370 --> 01:18:04,724 and as it is being displayed on my screen. 1703 01:18:04,724 --> 01:18:06,140 You can do other kinds of checks-- 1704 01:18:06,140 --> 01:18:10,240 like, if you try to do the same thing on the Apple App Store, 1705 01:18:10,240 --> 01:18:12,810 I believe it could be numbers, it could be letters, 1706 01:18:12,810 --> 01:18:16,600 or whatever, but you can hit OK as soon as you enter it in, 1707 01:18:16,600 --> 01:18:19,420 and the system actually does a quick check before it even 1708 01:18:19,420 --> 01:18:23,010 sends the code off to Apple on whether that's actually 1709 01:18:23,010 --> 01:18:26,390 a valid string, that fits a certain kind of checksum 1710 01:18:26,390 --> 01:18:27,027 algorithm. 1711 01:18:27,027 --> 01:18:28,360 Before it sends it off to Apple. 1712 01:18:28,360 --> 01:18:29,830 And if it's a wrong one, it just tells you right away, 1713 01:18:29,830 --> 01:18:31,380 no, you actually made an error. 1714 01:18:31,380 --> 01:18:32,256 You can fix that now. 1715 01:18:32,256 --> 01:18:34,338 So you don't have to wait for it to hit the server 1716 01:18:34,338 --> 01:18:34,930 and come back. 1717 01:18:37,550 --> 01:18:39,755 But say the error does happen. 1718 01:18:39,755 --> 01:18:41,690 The player has made a mistake, and it 1719 01:18:41,690 --> 01:18:45,010 happens to be a mistake that you know about as a designer. 1720 01:18:45,010 --> 01:18:47,190 And you know this mistake is going to come up often. 1721 01:18:47,190 --> 01:18:49,220 This kind of error is going to happen. 1722 01:18:49,220 --> 01:18:51,770 And maybe it's a slip, maybe it's a mistake. 1723 01:18:51,770 --> 01:18:55,370 And you want to provide some feedback. 1724 01:18:55,370 --> 01:18:58,430 So first of all, make sure that you are informing the player 1725 01:18:58,430 --> 01:18:59,877 that an error has happened. 1726 01:18:59,877 --> 01:19:02,210 And you need to test whether the information that you're 1727 01:19:02,210 --> 01:19:04,500 providing, whether it's audio or visual, 1728 01:19:04,500 --> 01:19:07,900 some combination of the two, is actually something 1729 01:19:07,900 --> 01:19:10,420 that people notice and see, and then they 1730 01:19:10,420 --> 01:19:12,740 realize that, oh, I've made a mistake somewhere. 1731 01:19:12,740 --> 01:19:14,490 And then you've got to get them some tools 1732 01:19:14,490 --> 01:19:16,700 to be able to fix that problem. 1733 01:19:16,700 --> 01:19:18,900 There's backwards, which is basically undo. 1734 01:19:18,900 --> 01:19:21,980 This is Words With Friends, for instance. 1735 01:19:21,980 --> 01:19:25,090 If you enter in some sort of word-- 1736 01:19:25,090 --> 01:19:27,022 this is an online game, by the way. 1737 01:19:27,022 --> 01:19:29,230 It's a multi-player game that you play on your phone. 1738 01:19:29,230 --> 01:19:31,167 And because it's Words With Friends, 1739 01:19:31,167 --> 01:19:33,250 you're basically playing Scrabble against somebody 1740 01:19:33,250 --> 01:19:36,110 who's geographically separated from you. 1741 01:19:36,110 --> 01:19:39,679 And if you've taken a turn, you've entered in a word. 1742 01:19:39,679 --> 01:19:41,220 And then you say, wait a minute, I've 1743 01:19:41,220 --> 01:19:42,810 come up with a better word. 1744 01:19:42,810 --> 01:19:43,750 You can hit Undo. 1745 01:19:43,750 --> 01:19:45,590 I think it's called Recall. 1746 01:19:45,590 --> 01:19:47,480 The button is actually called Recall. 1747 01:19:47,480 --> 01:19:49,450 Take your move back and then just 1748 01:19:49,450 --> 01:19:51,470 replay your turn before the other person 1749 01:19:51,470 --> 01:19:52,780 has taken their turn. 1750 01:19:52,780 --> 01:19:55,190 But that's backwards error recovery, 1751 01:19:55,190 --> 01:19:58,160 very good for things like turn-based games, 1752 01:19:58,160 --> 01:20:01,920 games that you play by email for instance or games 1753 01:20:01,920 --> 01:20:07,620 that you are sort of-- like Final Fantasy Tactics, 1754 01:20:07,620 --> 01:20:08,680 or strategy games. 1755 01:20:08,680 --> 01:20:11,560 A lot of strategy games which are turn-based 1756 01:20:11,560 --> 01:20:14,640 allow you to sort of undo your decisions. 1757 01:20:14,640 --> 01:20:16,176 Even if you've said, yes, this is 1758 01:20:16,176 --> 01:20:17,550 what I want to do, wait a minute, 1759 01:20:17,550 --> 01:20:18,800 this is not what I want to do. 1760 01:20:18,800 --> 01:20:20,870 I want to undo that. 1761 01:20:20,870 --> 01:20:22,660 There's also forward error recovery. 1762 01:20:22,660 --> 01:20:28,990 This is a screenshot of Mario where Mario's mid-jump, 1763 01:20:28,990 --> 01:20:31,361 and based on player experience up to this point, 1764 01:20:31,361 --> 01:20:32,860 you realize halfway through the jump 1765 01:20:32,860 --> 01:20:34,985 that you're not going to be able to make that jump. 1766 01:20:34,985 --> 01:20:36,020 What can Mario do? 1767 01:20:38,455 --> 01:20:39,330 You can go backwards. 1768 01:20:39,330 --> 01:20:41,880 You can change direction in midair 1769 01:20:41,880 --> 01:20:44,330 and say, oop, not what I'm going to do. 1770 01:20:44,330 --> 01:20:45,420 It doesn't rewind time. 1771 01:20:45,420 --> 01:20:46,961 You're still moving time in the game. 1772 01:20:46,961 --> 01:20:49,410 And time is important in a Mario game. 1773 01:20:49,410 --> 01:20:52,290 But the player has the tool to say, I'm going to try to jump. 1774 01:20:52,290 --> 01:20:54,110 No, I'm not going to complete this jump. 1775 01:20:54,110 --> 01:20:57,870 I'm going to go backwards before it's too late. 1776 01:20:57,870 --> 01:21:00,850 There is a consequence to that, and the player is losing time. 1777 01:21:00,850 --> 01:21:03,070 And in many of your games, you're 1778 01:21:03,070 --> 01:21:06,400 going to want to allow those errors to happen but then 1779 01:21:06,400 --> 01:21:10,420 give players tools to be able to take a new action to compensate 1780 01:21:10,420 --> 01:21:13,320 for the mistake of the previous action. 1781 01:21:13,320 --> 01:21:17,730 And that is called forward error recovery. 1782 01:21:17,730 --> 01:21:22,660 Now, if it's a mistake that happens near the end of a game 1783 01:21:22,660 --> 01:21:25,500 session-- say you're making a multi-player game 1784 01:21:25,500 --> 01:21:28,540 and somebody's about to win. 1785 01:21:28,540 --> 01:21:30,350 Forward error recovery may not be something 1786 01:21:30,350 --> 01:21:33,270 that you want to make too easy, because somebody's 1787 01:21:33,270 --> 01:21:35,380 spent a long time actually getting themselves 1788 01:21:35,380 --> 01:21:37,820 in a position where they can win the game. 1789 01:21:37,820 --> 01:21:40,870 And then the person who's losing uses whatever forward error 1790 01:21:40,870 --> 01:21:45,180 recovery tools you've given them to say, ah, let me just 1791 01:21:45,180 --> 01:21:46,750 take back all of those mistakes I did 1792 01:21:46,750 --> 01:21:48,817 and then come back from behind. 1793 01:21:48,817 --> 01:21:51,275 Well, if you were explicitly designing a game where someone 1794 01:21:51,275 --> 01:21:53,274 is supposed to be able to come back from behind, 1795 01:21:53,274 --> 01:21:56,254 like Mario Kart does something like that, then that's great. 1796 01:21:56,254 --> 01:21:58,170 But if you're trying to make some sort of game 1797 01:21:58,170 --> 01:22:01,330 where long-term strategy is supposed to pay off, then yeah, 1798 01:22:01,330 --> 01:22:03,750 you don't want to make those forward recovery 1799 01:22:03,750 --> 01:22:05,995 tools too powerful. 1800 01:22:05,995 --> 01:22:07,495 Let people live with their mistakes. 1801 01:22:14,074 --> 01:22:15,740 One last point, and I save this for last 1802 01:22:15,740 --> 01:22:17,573 because I want you to be thinking about this 1803 01:22:17,573 --> 01:22:19,320 in your team, so something for you 1804 01:22:19,320 --> 01:22:21,900 to go into discussion about after this talk, 1805 01:22:21,900 --> 01:22:23,680 is accessibility. 1806 01:22:23,680 --> 01:22:26,730 One challenge is that when people think, 1807 01:22:26,730 --> 01:22:33,270 my game is for everyone, my game is for anybody who plays games, 1808 01:22:33,270 --> 01:22:37,430 is that that's not actually what the game ends up being. 1809 01:22:37,430 --> 01:22:41,150 Often it becomes this, which is you're 1810 01:22:41,150 --> 01:22:46,250 going to assume that your player is focused and has 1811 01:22:46,250 --> 01:22:51,540 full use of their hands and full visual acuity, 1812 01:22:51,540 --> 01:22:53,380 that they speak English so they'll 1813 01:22:53,380 --> 01:22:55,500 understand any text that you give them, 1814 01:22:55,500 --> 01:22:57,790 that they know how to install stuff in a computer 1815 01:22:57,790 --> 01:23:00,650 and they've played games before, that they are around 1816 01:23:00,650 --> 01:23:04,287 about your age, that they have desktop computers that 1817 01:23:04,287 --> 01:23:06,870 have lots of processing power, especially if you're doing a 3D 1818 01:23:06,870 --> 01:23:10,100 game, that their mice have more than one button, that they're 1819 01:23:10,100 --> 01:23:11,840 actually using mice and not a trackpad, 1820 01:23:11,840 --> 01:23:13,620 that they've got headphones so they're 1821 01:23:13,620 --> 01:23:15,654 going to listen to every audio cut 1822 01:23:15,654 --> 01:23:18,350 that you're going to give them without distraction. 1823 01:23:22,450 --> 01:23:25,750 So these particular red line things 1824 01:23:25,750 --> 01:23:30,130 are the things that I want you to be willing to question 1825 01:23:30,130 --> 01:23:31,440 about your own game. 1826 01:23:31,440 --> 01:23:33,360 There are some things like-- they're speaking, 1827 01:23:33,360 --> 01:23:34,700 computer-literate young adults. 1828 01:23:37,500 --> 01:23:40,210 It's great to be able to design games for people 1829 01:23:40,210 --> 01:23:41,960 who are not like you. 1830 01:23:41,960 --> 01:23:45,750 It is a little bit beyond the scope of this particular class, 1831 01:23:45,750 --> 01:23:48,850 although you do have to keep in mind that we are also designing 1832 01:23:48,850 --> 01:23:51,330 this games, your final fourth project, 1833 01:23:51,330 --> 01:23:55,300 for people who may be working for the Red Cross Red Crescent 1834 01:23:55,300 --> 01:23:56,370 Climate Centre. 1835 01:23:56,370 --> 01:24:01,500 So you want to keep them in mind and consider-- many of them 1836 01:24:01,500 --> 01:24:02,800 actually speak English. 1837 01:24:02,800 --> 01:24:05,040 They may be foreigners, people who 1838 01:24:05,040 --> 01:24:09,035 work in other countries, who will appreciate a game that 1839 01:24:09,035 --> 01:24:13,101 is a little bit more language agnostic or even localized 1840 01:24:13,101 --> 01:24:13,600 for them. 1841 01:24:16,507 --> 01:24:18,090 Shall we assume that the computers are 1842 01:24:18,090 --> 01:24:20,610 capable of handling your game? 1843 01:24:20,610 --> 01:24:23,450 OK, I think for this class that's all right. 1844 01:24:23,450 --> 01:24:27,350 But shall we assume that the computers are only 1845 01:24:27,350 --> 01:24:29,970 running your game and nothing else, that they're not 1846 01:24:29,970 --> 01:24:33,131 running any IM clients-- or a lot of the games 1847 01:24:33,131 --> 01:24:34,880 are going to be browser games so that they 1848 01:24:34,880 --> 01:24:38,090 don't have any other browser windows open, for instance. 1849 01:24:38,090 --> 01:24:42,331 I think that might be asking too much of your player. 1850 01:24:42,331 --> 01:24:44,830 You might want to assume that they have other things running 1851 01:24:44,830 --> 01:24:48,410 around in the background-- their iTunes playlist, for instance-- 1852 01:24:48,410 --> 01:24:51,390 and which is going to interfere with your sound. 1853 01:24:51,390 --> 01:24:55,570 You should be able to design your game so that you don't 1854 01:24:55,570 --> 01:24:58,240 assume everyone has a left mouse button and a right mouse 1855 01:24:58,240 --> 01:25:00,012 button, or necessarily a mouse. 1856 01:25:00,012 --> 01:25:01,720 For one thing, it'll make testing easier. 1857 01:25:01,720 --> 01:25:03,380 A couple of you discovered last time 1858 01:25:03,380 --> 01:25:05,630 you did a visual test, that if you don't have a mouse, 1859 01:25:05,630 --> 01:25:07,969 a lot of your games actually became difficult to play. 1860 01:25:07,969 --> 01:25:10,010 You might want to have that discussion-- at least 1861 01:25:10,010 --> 01:25:12,490 have that discussion with your team, and if you decide, 1862 01:25:12,490 --> 01:25:15,637 no, a mouse is essential, make it very, very clear 1863 01:25:15,637 --> 01:25:16,720 that's what you're saying. 1864 01:25:16,720 --> 01:25:18,780 And put it in your game. 1865 01:25:18,780 --> 01:25:22,230 Say, this game is best played with a mouse and headphones. 1866 01:25:22,230 --> 01:25:25,160 There's a lot of iOS games out there that require headphones, 1867 01:25:25,160 --> 01:25:26,880 and they will state right upfront, 1868 01:25:26,880 --> 01:25:28,960 this game is best played with headphones. 1869 01:25:32,100 --> 01:25:38,960 And I would like you to at least consider colorblindness. 1870 01:25:38,960 --> 01:25:42,860 Actually, yeah, there we go. 1871 01:25:42,860 --> 01:25:45,410 When you are designing art for your game, 1872 01:25:45,410 --> 01:25:47,010 buttons that need to be distinguished 1873 01:25:47,010 --> 01:25:49,165 from each under or visual cues, consider 1874 01:25:49,165 --> 01:25:51,290 that there are people who can't tell the difference 1875 01:25:51,290 --> 01:25:53,550 between certain color pairings. 1876 01:25:53,550 --> 01:25:54,570 What are common ones? 1877 01:25:54,570 --> 01:25:57,470 Red, green. 1878 01:25:57,470 --> 01:25:57,970 Red, blue? 1879 01:25:57,970 --> 01:25:58,928 AUDIENCE: Blue, yellow. 1880 01:25:58,928 --> 01:26:00,340 PROFESSOR: Oh, blue, yellow. 1881 01:26:00,340 --> 01:26:03,210 And red, blue. 1882 01:26:03,210 --> 01:26:03,735 Red, blue. 1883 01:26:03,735 --> 01:26:05,600 Blue, yellow. 1884 01:26:05,600 --> 01:26:06,469 And red, green. 1885 01:26:06,469 --> 01:26:08,510 Those are the most common ones, but there's a lot 1886 01:26:08,510 --> 01:26:10,460 of colorblindness out there. 1887 01:26:10,460 --> 01:26:14,410 And it affects, I think, 20% of the population. 1888 01:26:14,410 --> 01:26:15,162 10? 1889 01:26:15,162 --> 01:26:15,927 10 to 20%? 1890 01:26:15,927 --> 01:26:18,260 AUDIENCE: I think it's as much as 10% of the population. 1891 01:26:18,260 --> 01:26:19,890 PROFESSOR: 10% of the population. 1892 01:26:19,890 --> 01:26:21,490 So there's a lot of people out there 1893 01:26:21,490 --> 01:26:24,466 who might well want to be playing your game 1894 01:26:24,466 --> 01:26:26,840 but can't because they can't tell apart those visual cues 1895 01:26:26,840 --> 01:26:27,840 that you're giving them. 1896 01:26:27,840 --> 01:26:30,550 So make sure that they're also taking advantage of things 1897 01:26:30,550 --> 01:26:33,330 like shape and brightness. 1898 01:26:33,330 --> 01:26:36,820 These are things where if somebody is colorblind, 1899 01:26:36,820 --> 01:26:39,490 they can at least still distinguish shape 1900 01:26:39,490 --> 01:26:40,430 from each other. 1901 01:26:40,430 --> 01:26:43,470 So instead of having red diamonds and blue diamonds, 1902 01:26:43,470 --> 01:26:46,740 you have red diamonds and blue stars or something, 1903 01:26:46,740 --> 01:26:51,020 and that makes it easier to tell that there's a difference. 1904 01:26:51,020 --> 01:26:53,960 I mentioned other application windows, touch pads, 1905 01:26:53,960 --> 01:26:56,480 or the possibility that somebody might be playing your game 1906 01:26:56,480 --> 01:26:58,390 muted, which means make sure that not 1907 01:26:58,390 --> 01:27:00,917 all of the feedback that you're giving them is audio only. 1908 01:27:00,917 --> 01:27:02,500 Make sure that you're also giving them 1909 01:27:02,500 --> 01:27:04,820 some sort of visual feedback so that they 1910 01:27:04,820 --> 01:27:06,920 understand that if they're playing in a cafe 1911 01:27:06,920 --> 01:27:08,090 or something like that, they will still 1912 01:27:08,090 --> 01:27:10,214 be able to understand that they're making mistakes, 1913 01:27:10,214 --> 01:27:12,930 or errors or slips. 1914 01:27:12,930 --> 01:27:14,460 All right. 1915 01:27:14,460 --> 01:27:17,260 That went way longer than expected, 1916 01:27:17,260 --> 01:27:20,600 but I did warn you guys it was going to be long. 1917 01:27:20,600 --> 01:27:23,574 Any questions before we wrap this one up? 1918 01:27:26,980 --> 01:27:27,610 OK. 1919 01:27:27,610 --> 01:27:28,120 All right. 1920 01:27:28,120 --> 01:27:30,340 Well, now is a break time, I believe? 1921 01:27:30,340 --> 01:27:31,780 PROFESSOR: Yeah. 1922 01:27:31,780 --> 01:27:34,180 Take a 10-minute break. 1923 01:27:34,180 --> 01:27:35,753 At 2:47, come back here. 1924 01:27:35,753 --> 01:27:38,544 If you want to play-test a paper prototype 1925 01:27:38,544 --> 01:27:41,953 or have any kind of testing in your game, let us know. 1926 01:27:41,953 --> 01:27:44,084 Otherwise, working in teams. 1927 01:27:44,084 --> 01:27:44,750 PROFESSOR: Yeah. 1928 01:27:44,750 --> 01:27:46,280 A lot of you have mentioned how hard 1929 01:27:46,280 --> 01:27:47,290 it is to schedule a meeting. 1930 01:27:47,290 --> 01:27:48,740 You've got the rest of this class 1931 01:27:48,740 --> 01:27:51,180 to be able to meet with your team. 1932 01:27:51,180 --> 01:27:54,410 And either test something, or you can just work on your game. 1933 01:27:54,410 --> 01:27:56,830 If anyone wants to look at these books or this game, 1934 01:27:56,830 --> 01:27:58,640 come up to the front, have a look. 1935 01:27:58,640 --> 01:27:59,690 Thank you. 1936 01:27:59,690 --> 01:28:01,240 [SIDE CONVERSATION]